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Revisions

  • Fix Occultist Guild: Mage Hunter auto-breaks Concentration, Occult Knowledge includes Bard, Arcane Interference range split Mage Hunter was described as imposing "Disadvantage on the saving throw [the target] makes to maintain its Concentration." Actual data (OccultistGuild_7_MageHunter: StatsFunctorContext OnDamage, Conditions IsConcentrating(context.Target), StatsFunctors BreakConcentration(context.Target)) shows Concentration breaks automatically and unconditionally on damage - there is no saving throw involved at all, making this considerably stronger than described. Occult Knowledge was described as drawing from "Cleric, Druid, or Wizard." The selector (SelectSpells on GUID 858d4322, the mod's shared "5.5 Bard Magical Secrets" pool) merges 28 spell lists spanning Bard, Cleric, Druid, and Wizard (all levels and cantrips) - Bard was missing from the doc's description entirely. Arcane Interference was described as triggering "when a creature you can see within 60 feet of you casts a spell." Actual data shows it (a) triggers on any enemy spell cast regardless of target, not just spells aimed at you or an ally, and (b) shares Studied Response's melee/ranged range split (Interrupt_ArcaneInterference_Melee caps at 2m/~7ft, _Ranged extends to 18m/60ft) rather than a flat 60ft for all cases. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    86e5d79
  • Fix Devourer Guild: Transmuting Metabolism charges follow fixed breakpoints, not exactly "1 + Int modifier" DevourerGuild_3_TransmutingMetabolism's Boosts show base 1 charge, then +2 (not +1) at the first Intelligence breakpoint (>13), then +1 at each subsequent breakpoint (16/18/20/22/24) - yielding 1/3/4/5/6/7/8 charges across the INT range. This matches "1 + Int modifier" from INT 14 up, but diverges at INT 12-13 (modifier +1 would predict 2 charges; actual data only grants 1 until INT 14). Replaced the modifier-based formula with the exact breakpoint table, and listed the actual 8 mutation names (Acid Blood, Acumen, Flight, Infused, Invisibility, Might, Regeneration, Resistance) which the doc didn't specify. Verified accurate and left unchanged: Synchronized Response (every one of the 8 mutation spells checks HasPassive('DevourerGuild_7_ SynchronizedResponse') and applies a status granting 1d6 bonus damage on Reaction attacks for 10 rounds) and Gnawing Hunger's flat 6 Temp HP on melee hit. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    863b5df
  • Fix Carver Guild: Close Quarters has no Disadvantage effect, add missing damage scaling Close Quarters was described as also imposing "Disadvantage on its next attack roll" on the target. Interrupt_CarverGuild_CloseQuarters's full Properties field is just the bonus damage plus the conditional Level 10 Frighten add-on - no Disadvantage status is applied anywhere. Removed the fabricated debuff claim. Also added the damage scaling the doc omitted entirely: LevelMapValue(CarverGuild) is 2d6 at Level 1(+), rising to 4d6 at Level 11 - the doc only stated a flat 2d6 with no mention of growth. Verified accurate and left unchanged: Terrorize the Terrors' DC formula (SourceSpellDC() resolves to 8 + Proficiency Bonus + Intelligence modifier for this class, matching the doc's explicit formula) and its gating onto the same Close Quarters interrupt. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    fac5f8a
  • Fix Monster Hunter: Studied Response's range depends on melee vs ranged counter Studied Response was described as usable "when a creature you can see within 60 feet of you" attacks - a single blanket range. Actual data shows two separate interrupts: Interrupt_StudiedResponse_Ranged allows a 18m/60ft range (matching the doc), but Interrupt_StudiedResponse_Melee requires the attacker within 2m (~6-7ft) of the reacting character - your own melee reach, not 60 feet. The 60ft figure only applies when countering with a ranged weapon. Verified accurate and left unchanged: Weapon Mastery's extra picks at Levels 5 and 11, Expert Strike's Intelligence-to-attack-and-damage (both melee unarmed and weapon attacks), Improved Monster Hunting's 19-20 crit range, Knowledgeable Defense's unconditional Intelligence bonus to all saving throws, and Extra Attack correctly placed at the unusually late Level 11. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    8e87f68
  • Fix Shadowmaster: No Escape is once per Short Rest, Umbral Killer's Darkvision is a floor not a bonus No Escape had no stated usage limit; Target_NoEscape has Cooldown: OncePerShortRest, matching the same once-per-Short-Rest pattern found throughout this Illrigger subclass tree (Devastator, Grand Strategist, Embolden Allies). Umbral Killer's Darkvision was described as "60 feet (or +60 feet if you already have it)" - an additive framing. The actual boost is DarkvisionRangeMin(24) (24 meters, ~80 feet), which sets a floor/minimum rather than adding to existing Darkvision - it only helps if your current Darkvision range is shorter than 24m, and doesn't stack on top of a longer existing range. Verified accurate and left unchanged: Marked for Death's unconditional Advantage vs Interdicted targets, Hell's Assassin's reroll-on-1-or-2 mechanic, and Umbral Killer's other benefits (darkness sight, +10ft Speed via ActionResource(Movement,3,0), Stealth Advantage, Evasion-style saves via AreaDamageEvade()). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    315f6f9
  • Fix Sanguine Knight: Embolden Allies is once per Short Rest, Exsanguinate is a once-per-turn cast Embolden Allies was documented with no usage limit, implying it's available every Bonus Action. Target_EmboldenAllies has Cooldown: OncePerShortRest - it's a once-between-rests tool, matching the pattern already found in this subclass's sibling Painkiller (Devastator, Grand Strategist). Exsanguinate was framed as an automatic "whenever you burn a seal" effect requiring no action. Actual data shows burning a seal only unlocks a separate spell (Target_Exsanguinate, Cooldown: OncePerTurn) that you then cast to grant the ally Temp HP - a real but limited follow-up action, not an unconditional automatic trigger. Verified accurate and left unchanged: Bloodstroke's exact 11 Necrotic damage (Bloodstroke_Passive: DealDamage(SWAP,11,Necrotic,Magical)) and the Temp HP formula tied to the Seal damage die (EXSANGUINATE status: TemporaryHP(Cause.LevelMapValue(Seal))). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    c80878d
  • Fix Painkiller: Devastator and Grand Strategist are once-per-Short-Rest, flag You Die on My Command resource mismatch Devastator and Grand Strategist were both documented with no usage limit, implying they're repeatable every turn. Both underlying spells (Target_Devastator, Target_GrandStrategist) have Cooldown: OncePerShortRest - each can only be used once between rests, not freely. Also corrected Grand Strategist's actual mechanic: it applies DASH and DISENGAGE statuses (double Speed + no Opportunity Attacks), not a flat "move up to Speed" - and its TargetConditions/count aren't explicitly Proficiency-Bonus-scoped like Devastator's, so removed that unverified claim. Flagged a likely data bug in You Die on My Command!: the granting passive creates a resource named "YouDieOnMyCommand" (ActionResource boost), but the Reaction that's supposed to spend it (Interrupt_YouDieOnMyCommand) costs a differently-named resource, "YouDieOnMyCommandCharge", which isn't granted anywhere else in the mod's data. If the engine enforces this literally, the Reaction may never be available in practice - worth a developer check, similar to the Trickster's Transposition typo found earlier in this audit. Verified accurate and left unchanged: Dispater's Supremacy's 19-20 crit range against Interdicted targets (ReduceCriticalAttackThreshold(1) gated on HasStatus('INTERDICTED')). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    5f5bd58
  • Fix Hellspeaker: Honey-Sweet Blades crit is a limited Reaction, Incontrovertible is a re-triggered burst Honey-Sweet Blades was described as automatically upgrading every hit against a Charmed target into a Critical Hit. Actual data (Interrupt_HoneySweetBlades: Cost "HoneySweetBlades:1", Cooldown OncePerShortRest, Properties SetRoll(20)) shows only the Advantage part is automatic - forcing a natural 20 is a Reaction gated by a separate 1-charge resource capped at once per Short Rest, not a guaranteed effect on every hit. Intransigent was described as an activated ability ("you can expend a seal to treat a roll of 9 or lower as a 10"). Its Boosts field (MinimumRollResult(RawAbility,10)/(SkillCheck,10)/(SavingThrow,10) gated by RedCantCheck()/HasSavingThrowWithAbility) shows these are always-on passive floors with no Seal cost anywhere in the passive. Incontrovertible was framed as a persistent effect on any Interdicted creature. The actual implementation lives in the Seal-placement spell itself (IF(HasPassive('HellSpeaker_11_Incontrovertible')): ApplyStatus(INCONTROVERTIBLE,100,2)) - it's a 2-turn burst re-triggered each time you place a fresh seal, not a continuous effect for as long as the seal persists. Verified accurate and left unchanged: Charm Enemy's 10-turn Charmed duration and Honey-Sweet Blades' automatic Advantage vs Charmed targets, both confirmed via the shared Seal-placement spell's HasPassive checks. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    da87c45
  • Add missing Illrigger Level 2 Interdiction Boon choice and clarify seal-burning The Level 2 Progressions.lsx node has TWO SelectPassives calls - IllriggerCombatMastery (the six Infernal Discipline options already documented: Bravado/Brutal/Inexorable/Lies/Lissome/Unfettered) and a completely separate IllriggerInterdiction list (Abating Seal, Bedevil, Soul Eater, Styx's Apathy) that the doc never mentioned at all. This is a second, independent build choice made at the same level, not part of Infernal Discipline. Verified via BurningSeals_Fire's SpellProperties (a chain of IF(HasPassive(...)) checks) what each Level 2 boon actually does when you burn a seal: Abating Seal unlocks a Reaction that reduces an incoming attack roll by 1d10+Illrigger level for 1 Seal; Bedevil applies a 2-turn saving-throw penalty equal to Proficiency Bonus to the burned target; Soul Eater grants the Illrigger Temporary HP equal to class level. Styx's Apathy's exact effect wasn't fully verifiable from the status data alone, so it's flagged as needing confirmation rather than guessed at. Also noted that 5 more Interdiction Boons unlock at Level 7 (Acheron's Chain, Conflagrant Channel, Shadow Shroud, Unleash Hell, Vengeful Shot), none of which are documented yet, and clarified that "burning" a seal concretely means casting the BurningSeals spell (Fire or Necrotic) against an interdicted target. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    4c643ae
  • Fix White Hat: Reach for the Skies is unimplemented, not a real feature WhiteHat_6_ReachForTheSkies was documented as "score a Critical Hit, target makes a Wisdom save against your Maneuver save DC or is Frightened for 1 minute." The actual passive in Passive.stats has only flavor fields (Icon, DisplayName, Description, Properties) - no Boosts, Conditions, or StatsFunctors, and no companion spell/interrupt anywhere in the mod implements a crit-triggered save of any kind. Taking White Hat currently grants nothing at Level 6 beyond the passive appearing on the character sheet. Replaced the fabricated mechanical description with an explicit note that the feature is unimplemented, updated the Progression Overview and Playstyle Summary to match, and removed references to it "stacking" with Long Arm of the Law/Gut Shot since it does nothing to stack. Also added the previously-omitted Maneuver Save DC formula for Long Arm of the Law's Strength save, verified via StatsFunctors: IF(not SavingThrow(Ability.Strength, ManeuverSaveDC())). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    40a4943
  • Fix Spellslinger: remove fabricated Antimagic Shot, Concentration-Breaker requires a hit Counter-Mage was documented with three components including "Antimagic Shot" - a crit-through-Gut-Shot silence effect. SpellSlinger_10_CounterMage's only Boosts/Conditions/StatsFunctors are Concentration-Breaker (BreakConcentration on ranged damage vs a Concentrating target) and UnlockInterrupt(Interrupt_InuredToMagic) - no Gut Shot interaction, no silence effect, anywhere in the data. GUT_SHOT's own status (ActionResourceConsumeMultiplier(Movement,2,0);MovementSpeedLimit(Walk); Disadvantage(AttackRoll)) has no HasPassive('SpellSlinger_10_CounterMage') check or spellcasting-suppression boost. Removed the fabricated bullet point and clarified Gut Shot is unaffected by this subclass. Also tightened Concentration-Breaker's trigger: it fires on OnDamage (an actual hit), not on "making an attack roll" as previously phrased, which could be misread as applying on a miss. Verified accurate and left unchanged: Bang, You're Dead!'s Arcane Shot (Interrupt_ArcaneShot costs Risk:1, deals LevelMapValue(Risk) Force damage on a Finger Guns hit) and Inured to Magic. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    fee3a4f
  • Fix High Roller: Risky Business is gated by its own separate 1-charge resource Risky Business was described as usable "once per turn" with no other limit, implying it's available every turn of every fight. Actual data shows Interrupt_RiskyBusiness costs "RiskyBusiness:1" - a dedicated resource separately granted via ActionResource(RiskyBusiness,1,0) with no further scaling anywhere in Progressions.lsx, meaning it's capped at a single use per rest regardless of how many turns pass. Verified accurate and left unchanged: Liar's Dice's 55%/45% split (RollDieAgainstDC d20 vs DC 10 = 11/20 = 55%), the full-damage-doubling on success (bonus MainRangedWeapon damage instance) and full-turn halve on failure (HalveWeaponDamage), and Risk Taker's free Maverick Spirit/Skin of Your Teeth variants (Interrupt_*_Free costs only the maneuver's own charge, no Risk Die, matching the doc's description). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    e282c9b
  • Fix Gunslinger: saves are Dex/Cha not Dex/Int, Fighting Style/Weapon Mastery are Level 2, extra maneuver charges Saving Throw Proficiencies table listed Dexterity and Intelligence; actual Level 1 Boosts grant ProficiencyBonus(SavingThrow,Dexterity) and ProficiencyBonus(SavingThrow,Charisma) - Charisma, not Intelligence. Fighting Style and Weapon Mastery were listed as Level 1 features. Progressions.lsx shows the Level 1 node only grants Firearm Expert and Quick Draw (plus 2 skills and an ability bonus); the SelectPassives calls for FightingStyle and WeaponMasteryList are both on the Level 2 node, alongside Critical Shot and Risk. Moved both features to Level 2 in the Progression Overview and section headers. Quick Draw was described as Advantage on Initiative; its Boosts field is Initiative(5) - a flat +5 bonus, matching the same pattern already found in Champion's Remarkable Athlete and other "quick reflexes" features in this mod. Grazing Shot, Maverick Spirit, and Skin of Your Teeth were presented as spending only a Risk Die like the other three maneuvers. Actual data (Interrupt_GrazingShot Cost: "Risk:1;GrazingShot:1;", and matching GrazingShot/MaverickSpirit/SkinOfYourTeeth ActionResource(...,1,0) grants with no further scaling anywhere in Progressions.lsx) shows each of these three Interrupt maneuvers is additionally gated by its own separate 1-charge resource - capped independently of the shared Risk pool. Also fixed Grazing Shot's trigger: it fires on a missed ranged attack (IsCriticalMiss() or IsMiss()), not "on a hit" as Playstyle Notes previously said. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    40a93dc
  • Fix Viking: Seaborne is saves-only, Call of the Northlands is size-based not creature-type-based Seaborne's Boosts field is Advantage(SavingThrow,Strength); Advantage(SavingThrow,Dexterity) - saving throws only. The doc claimed it also covered "checks," which isn't in the data. Call of the Northlands' Boosts is IF(SizeEqualOrGreater(Size.Large)):Advantage(AttackRoll) - a pure size check, not a Dragon/Giant creature-type check as the doc's "Advantage against Dragons, Giants, and Large or bigger creatures" phrasing implied (listing three categories when it's actually one: any Large+ creature, which happens to include most dragons and giants). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    0707890
  • Fix Rune Knight: Giant's Might is once per Short Rest, not unlimited Shout_GiantsMight has Cooldown: OncePerShortRest. The doc presented Giant's Might as a freely repeatable Bonus Action buff with no usage limit at all. Added the missing restriction to the feature description and Playstyle Notes. Verified accurate and left unchanged: Rune Carver grants all four runes (Cloud/Fire/Frost/Stone) at Level 3 and Hill/Storm at Level 7; Great Stature's 1d6->1d8 damage die upgrade (GIANTS_MIGHT vs GREAT_STATURE status CharacterWeaponDamage values). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    18910c8
  • Update Eldritch Knight War Bond: mod allows bonding a second weapon This wiki doc predated the GH Discussion #577 fix (commit 9ed8acad in the main mod repo) that added a WEAPON_BOND_2 status, letting an Eldritch Knight perform the War Bond ritual on a second, different weapon (WeaponBond_2 spell, RequirementConditions checks the weapon doesn't already carry either bond status). The doc still described War Bond as a single-weapon-only ritual. Updated the intro, the War Bond section, and Playstyle Notes to reflect the two-weapon capability. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    2fb560e
  • Fix Champion: Remarkable Athlete Initiative is flat +5 not Advantage, Level 10 has no implemented feature Remarkable Athlete's Boosts field is Initiative(5);Advantage(Skill,Athletics) - a flat +5 Initiative bonus, not Advantage on Initiative rolls as the doc claimed. The critical-hit trigger applies a status that boosts jump distance (icon PassiveFeature_RemarkableAthlete_Jump), matching 5e's "long jump exceeds Strength score" clause rather than the vague "additional effect tied to athletic prowess" previously written. More significantly: the doc described a full "Heroic Warrior" Level 10 feature (Heroic Inspiration each turn). The Champion's Level 10 Progressions.lsx node has no PassivesAdded field at all - nothing is actually granted at Level 10 in this mod's current data. Replaced the fabricated feature description with an explicit note that Level 10 is unimplemented, so players don't go looking for a feature that isn't there. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    0687243
  • Fix Cavalier: Unwavering Mark recharges on Short Rest, not Long Rest Cavalier_3_UnwaveringMark_Resource's BoostContext includes OnShortRest (OnEquip;OnProficiencyChange;OnShortRest;OnCreate), matching the same resource-refresh pattern already confirmed elsewhere in this mod (PlanarReach, SentinelAtDeathsDoor, Moonlight Step, etc.) to mean the resource replenishes on Short Rest. The doc claimed Long Rest. Born to the Saddle (Intelligence-based Find Steed, once per Short Rest) was verified accurate via UnlockSpell(Shout_FindSteed,Singular,, UntilShortRest,Intelligence) and left unchanged. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    0ad0b83
  • Fix Fighter Second Wind: starts with 2 charges, Short Rest only restores 1 Second Wind was described as a single-use resource that fully refills on either a Short or Long Rest. Actual data shows: Level 1 grants ActionResource(SecondWind,2,0) - 2 charges, not 1 - with a 3rd charge added at Level 4 and a 4th at Level 10. The Fighter_1_SecondWind passive's OnShortRest functor is RestoreResource(SecondWind,1,0) - Short Rest only restores 1 charge, not the whole pool. Long Rest presumably restores the full pool via standard resource behavior. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    0b0d104
  • Fix Circle of the Stars: Starry Form is Level 2, Cosmic Omen is a fixed 4 charges not PB-scaling Progressions.lsx shows CircleOfStars grants the StarryForm passive at Level 2 (before spells/resources), then again at Level 3 alongside the Star Map spells and a new StarMapPoint resource (2 points, +1 at Level 5, +1 at Level 9) - the doc collapsed both into a single "Level 3" entry, hiding that this is the only Druid Circle with a Level 2 opening feature. Cosmic Omen was described as granting "a number of times equal to your proficiency bonus." Actual data shows a flat ActionResource(CosmicOmen,3,0) at Level 6 and ActionResource(CosmicOmen,1,0) at Level 9, with no further grants at any later level - a fixed total of 4 charges that happens to match Proficiency Bonus at levels 6 and 9 but does not continue scaling with PB at higher levels as the doc implied. Also resolved an internal contradiction: the doc's intro/Playstyle Notes said Cosmic Omen recharges each Short Rest while the Level 6 section itself said Long Rest - standardized on Long Rest per the more specific section, since that's what the feature text describes. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 8, 2026
    f202cb6
  • Fill in Circle of the Sea: actual Wrath of the Sea damage/push mechanic and Stormborn's two benefits The doc previously left Wrath of the Sea's actual effect vague ("debuffs nearby enemies with cold and lightning effects") and Stormborn's two promised benefits completely undetailed ("as detailed below" with nothing below it). Verified against data: Wrath of the Sea: after manifesting the aura (Wild Shape use), each turn you can spend a Bonus Action to force a Constitution save on one visible creature, dealing Cold damage (not Lightning - the tick is Cold-only) that scales with Wisdom score using the mod's familiar 1d6/2d6/3d6/4d6/ 5d6/6d6/7d6 breakpoint table, plus a push against Large-or-smaller targets. The first turn's activation is free of the Bonus Action cost (Target_WrathOfTheSea_FirstTurn has no UseCosts). Stormborn (Level 10): verified via the WILDSHAPE_SEA status's HasPassive('Sea_10_Stormborn') checks - grants flight (UnlockSpell Projectile_Fly_Equal) and Resistance to Cold, Lightning, and Thunder, all only while the Wrath of the Sea aura is active. Sea_10_Stormborn itself has no Boosts field; the actual effect lives in the aura status. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    6f9a0aa
  • Fix Circle of the Moon: Moonlight Step recharges on Short Rest, not Long Rest Moon_10_MoonlightStep's BoostContext includes OnShortRest alongside OnCreate/OnLongRest, matching the same pattern used by PlanarReach, SentinelAtDeathsDoor, and VisionsOfAnnihilation elsewhere in this mod (all confirmed to replenish on Short Rest via this BoostContext pattern). The doc claimed Moonlight Step only recovers on Long Rest. Circle Forms' 3x Temp HP (WildShape_Combat passive) and Improved Circle Forms' Wisdom-to-Constitution-save bonus (verified via the HasPassive('Moon_6_ImprovedCircleForms') check inside WILDSHAPE_TEMPHP_DRUIDLEVEL_3X) were both confirmed accurate and left unchanged. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    6741b8a
  • Fix Circle of the Land: remove fabricated Land's Aid, add missing Land's Stride, expand Nature's Ward "Land's Aid" (a Wild-Shape-powered healing aura) does not exist anywhere in Progressions.lsx or Passive.stats - it was entirely fabricated. Level 3 only grants the Circle spell selectors and the NaturalRecoveryPoint resource; Level 6 actually grants LandsStride_DifficultTerrain, LandsStride_Surfaces, and LandsStride_Advantage (real 5e Land's Stride: free movement through difficult terrain, easier passage through magical terrain, Advantage on saves vs plant magic) - a full Level 6 feature the doc never mentioned at all. Nature's Ward (Level 10) was under-described: actual data (Land_10_NaturesWard Boosts) shows StatusImmunity(SG_Disease) and StatusImmunity(SG_Charmed/SG_Frightened, ELEMENTAL, FEY) in addition to the already-documented Poison immunity and land-type elemental resistance - the doc's intro mentioned disease immunity but the Level 10 section itself only listed Poison, and the Elemental/Fey Charm/Fright immunity wasn't mentioned anywhere. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    eeb45c9
  • Fix Circle of Dreams: Balm range, Hearth is party-wide, Hidden Paths ally-teleport is Bonus Action Balm of the Summer Court's range was listed as 120 feet; actual data (Target_Balm TargetRadius=18) is 18 meters (~60 feet) - half the claimed range. Hearth of Moonlight and Shadow was described as a personal Short Rest only. Actual data (Shout_SongOfRest_Hearth: ShortRest() + AoEConditions Ally() over an 18m/60ft radius) shows it grants the Short Rest to every ally in range, not just the caster, and additionally applies a SONG_OF_REST_HEARTH status granting +5 Stealth and +5 Perception to everyone affected - neither the party-wide scope nor the skill bonus was documented. Hidden Paths' ally-teleport variant was described as costing a full Action ("you can use your Action to teleport one willing creature"). Actual data shows both the self-teleport (Teleportation.stats) and the ally-teleport (Target.stats) spells use UseCosts BonusActionPoint:1 - both cost a Bonus Action. The 30ft self/ally teleport range and the Wisdom-modifier charge scaling were verified accurate and left unchanged. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    3148579
  • Fix Circle of Dragons: Dragon Shape AC/Temp HP formula, remove fabricated per-level AC bonuses Dragon Shape was documented as gaining "+1 AC" from Improved Dragon Shape (Level 6) and "+2 AC" from Draconic Magic (Level 10), stacking on top of an unstated base. Actual data (WILDSHAPE_TEMPHP_DRUIDLEVEL_3X status, applied whenever Dragon Shape's polymorph status is entered) shows Dragon Shape overrides AC to a flat 13 + Wisdom modifier formula and grants Temporary HP equal to 3x Druid level - both already active from Level 3 when Dragon Shape is first gained. Neither Dragons_6_ ImprovedDragonShape nor Dragons_10_DraconicMagic contain any AC-boosting Boosts entries; Level 6 only grants UnarmedMagicalProperty() and Level 10 has no Boosts field at all (its spellcasting unlock is presumably handled by an engine-level check rather than a stat boost). Also added the previously undocumented fact that Dragon Shape's Temp HP is 3x a normal Wild Shape form's (which grants 1x Druid level per Class-Druid.md). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    e91d15d
  • Add missing Druid class features: Melee Unarmed Attack Bonus (L3), Wild Strike (L5/L10) Progressions.lsx shows two automatic passives granted to every Druid that the doc didn't mention at all: MeleeUnarmedAttackBonus at Level 3 (adds half Proficiency Bonus to melee unarmed attack rolls - verified via Passive.stats RollBonus(MeleeUnarmedAttack,ProficiencyBonus/2)), and WildStrike at Level 5 (upgraded to WildStrike_2 at Level 10) - both granted unconditionally, unlike the Level 7 Elemental Fury choice. Wild Strike itself is unmodified base-game content with no override in this mod's Passive.stats, so its exact effect isn't verified here - flagged as needing an in-game tooltip check rather than guessed at. Verified accurate and left unchanged: Wild Shape's 2 charges/Temp HP equal to Druid level (TemporaryHP(ClassLevel(Druid))), Primal Order, and Elemental Fury's structure. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    49ee0f8
  • Fix War Domain: Guided Strike/War God's Blessing both at Level 3, no Level 8 Divine Strike War God's Blessing (ally +10 attack roll) was documented as a separate Level 6 feature extending Guided Strike (self +10). Actual data shows a single Level 3 passive (WarGodsBlessing) unlocks both Interrupt_WarGodsBlessing (self) and Interrupt_WarGodsBlessing_Ally together - there is no Level 6 gate on the ally version. The real Level 6 feature (War_6_WarGodsBlessing) is unrelated to attack rolls entirely: it unlocks Channel-Divinity-powered free casts of Shield of Faith and Spiritual Weapon (no spell slot cost), which the doc didn't mention at all. Removed a fabricated "Divine Strike at Level 8" section - the War Domain's Level 8 Progressions node is empty (no PassivesAdded/Selectors). Divine Strike is actually part of the base Cleric class's Level 7 Blessed Strikes choice (already correctly documented in Class-Cleric.md), not a War-Domain-specific Level 8 feature. Also corrected the War Priest RequirementConditions code block, which checks HasStatus(...) against EXTRA_ATTACK_WARPRIEST/EXTRA_ATTACK/ EXTRA_ATTACK_2/EXTRA_ATTACK_WARMAGIC statuses, not HasPassive(...) checks as previously shown. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    4a8007e
  • Fix Trickery Domain: remove fabricated Cloak of Shadows, fix Level 3 spell count Cloak of Shadows was documented as a real Level 6 feature (free once-per-rest self-Invisibility). Progressions.lsx shows only Trickery_6_TrickstersTransposition is actually granted at Level 6 - a "Cleric, Trickery Domain Cloak of Shadows 6" spell list exists in SpellLists.lsx but has no spells and is never referenced by any selector, making it dead, unreachable content. Removed the fabricated section and its Progression Overview/Playstyle Summary references, replaced with a note explaining the dead data for future reference. Also fixed the Level 3 Domain spell table: it listed only 4 spells (Invisibility, Pass Without Trace, Charm Person, Disguise Self) when the actual Level 3 spell list contains 6 (also includes Blessing of the Trickster and Invoke Duplicity, which the doc already covers as separate named features but omitted from the table) - total spell count corrected from 10 to 12. Flagged a likely unrelated data bug for the developer: Trickster's Transposition's SpellProperties field is spelled "TAREGT:SwapPlaces()" instead of "TARGET:SwapPlaces()" in the actual mod files, which may cause the swap to silently no-op in-game. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    e2cb829
  • Fix Light Domain: Improved Warding Flare grants Temp HP, not attacker damage Improved Warding Flare (Level 6) was described as making the reaction deal "radiant damage equal to your Wisdom modifier" to the attacker. Actual data (WardingFlare_Improved passive + IMPROVED_WARDINGFLARE status) shows no attacker damage at all - the passive only overrides the WardingFlare resource's replenish type to Short Rest, and the IMPROVED_WARDINGFLARE status it enables grants the protected creature (you or the ally you defended) Temporary HP equal to 2d6 + your Wisdom modifier. Also fixed: both Interrupt_WardingFlare and Interrupt_WardingFlare_Improved are unlocked together by the base WardingFlare passive at Level 3, not "simultaneously at Level 6" as the doc claimed - the choice between the two reaction variants exists from the moment you pick the Domain. The Wisdom-scaling charge table and the Radiance of the Dawn Channel Divinity section were verified accurate and left unchanged. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    6a006df
  • Fix Life Domain: no Level 1 Domain spell tier The doc claimed Life Domain was "unique among Domains" in granting Bless and Cure Wounds from Level 1, with the rest of the spell list arriving at Level 3. Progressions.lsx shows the Level 1 and Level 2 LifeDomain nodes are empty stubs with no Selectors - like every other Domain, all Life Domain spells (Aid, Bless, Cure Wounds, Lesser Restoration, Preserve Life) are granted together at Level 3, when the Domain is chosen. This also contradicts the Class-Cleric.md doc's own statement that Domains are chosen at Level 3. Disciple of Life, Blessed Healer, and the Preserve Life 6-variant healing-pool formulas were all verified accurate against Passive.stats and Target.stats and left unchanged. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    8760f52