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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
8760f52