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Revisions

  • Fix Knowledge Domain: no Level 1 tier, Expertise is 2 skills not 4 The doc split the subclass's opening features across a fabricated "Level 1: Blessings of Knowledge" (2 skills + languages + Expertise) and "Level 3: Skills Expertise" (2 more skills + Expertise), claiming 4 total Expertise skills by Level 3. This directly contradicts the Class-Cleric.md doc's own statement that Domains are chosen at Level 3 - there is no way to have a Domain feature at Level 1. Actual Progressions.lsx data shows Knowledge_3_BlessingsOfKnowledge and Knowledge_3_MindMagic are both granted together at Level 3, alongside a single SelectSkillsExpertise(...,2,false) selector - one skill-Expertise choice covering exactly 2 skills, not two separate choices totaling 4. The Blessings of Knowledge passive itself carries no boosts; the skill Expertise mechanic is entirely the one Level 3 selector. Merged the fabricated two-tier structure into a single Level 3 section and corrected all "4 skills" references to 2. Updated the intro, Progression Overview, and Playstyle Summary to match. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    379adfd
  • Fix Grave Domain: Path to the Grave, Circle of Mortality, Pull of Death, Sentinel at Death's Door all fabricated All four Level 3/6 features were significantly misdescribed: Path to the Grave was described as making the cursed creature's "next hit becomes a critical hit." Actual data (PATH_TO_THE_GRAVE status) applies Disadvantage on all saving throws and all the target's own attack rolls instead. The real payoff is a separate interrupt (Interrupt_PathToTheGrave_Radiant/Necrotic): the first time a nearby ally's attack hits the cursed target, you get a Reaction prompt to detonate the curse for bonus Radiant or Necrotic damage equal to your Cleric level, consuming the curse. Also fixed the action cost from "Action" to the correct Bonus Action. Circle of Mortality was described as "maximize healing dice on 0 HP targets" (vanilla 5e's version). Actual data shows a completely different mechanic: OnHeal, if the target is Downed, it regains a flat bonus equal to your Cleric level on top of the normal heal - no dice are maximized. It also unlocks Spare the Dying as a Bonus Action spell, which the wiki didn't mention at all. Pull of Death was described as a manually "triggered" bonus on any hit. Actual data (OncePerTurn, IsHidden passive) shows it's fully automatic and only fires when the target is at or below 50% HP - not on any hit. The 1d4/1d6 damage-by-level values were already correct. Sentinel at Death's Door was described as specifically negating critical hits. Actual data (Interrupt_SentinelAtDeathsDoor) shows it triggers on any hit (crit or not) against a bloodied (<=50% HP) ally within 18m, halving that hit's damage - not crit-specific. Also clarified the resource scales in flat +1-per-Wisdom-breakpoint steps (14/16/18/20/22/24), matching the pattern used elsewhere in this mod, rather than vaguely "scaling with Wisdom modifier." Updated the intro and Playstyle Summary to match all four corrected mechanics. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    2716c14
  • Fix Death Domain Reaper: fixed cantrip list, not generic Necromancy cantrips Reaper was described as applying broadly to "Necromancy cantrips that normally target only one creature." Actual data shows it grants a cantrip choice from a fixed list of four (Bursting Sinew, Chill Touch, Poison Spray, Toll the Dead), and the double-target boost (UnlockSpellVariant ModifyNumberOfTargets) is hardcoded to only three of them - Chill Touch, Poison Spray, and Toll the Dead. Bursting Sinew, despite being on the selectable list, does not get the second-target bonus. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    326f3ef
  • Fix Astral Domain: Planar Reach is a touch-range toggle, not a resource for Create Void/Spatial Exchange Planar Reach was described as "a dedicated action resource for spatial effects," with the doc claiming the core resource decision was choosing between spending PlanarReach charges on Create Void vs. Spatial Exchange. Actual data shows both of those cost Channel Divinity, not PlanarReach - they already share the same Channel Divinity pool, which is the real resource tension. Planar Reach itself is an unrelated hotbar toggle: while active, any touch-range spell you know is instead cast as a 9-meter ranged spell, at the cost of one PlanarReach charge (UnlockSpellVariant on DistantTouchSpellCheck() spells, ModifyTargetRadius to 9m, removes the Melee flag). Updated the intro and Playstyle Summary to reflect the real Channel Divinity sharing between Create Void/Spatial Exchange and Planar Reach's actual touch-spell-to-ranged function. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    466c6c5
  • Fix Apocalypse Domain: Doom Song, All Will Be Dust, Visions of Annihilation Doom Song was described as a paralyze/restrain Wisdom-save Channel Divinity option; actual data shows it's a no-save Bonus Action that marks a target, reducing the critical hit threshold by 1 for all non-allies within 30m of the mark - no direct control effect. All Will Be Dust was described as an automatic passive that fires on every death and chains via a damage pulse; actual data shows it's a second Channel Divinity option (Bonus Action) that applies Disadvantage on all saving throws against spells to one target - no death trigger, no chain, no pulse. Visions of Annihilation was described only as a vague resource that "powers Channel Divinity" - actual data shows it's a distinct Bonus Action spell with its own resource pool (1 charge, +1 per Wisdom breakpoint at 14/16/18/20/22/24, refreshing on Short Rest) that grants Advantage on all attacks against the marked target. It does not cost Channel Divinity. Updated the intro and Playstyle Summary to reflect all three independent marking tools instead of the fabricated two-Channel-Divinity narrative. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    f97f488
  • Fix Sear Undead damage and Thaumaturge mechanics in Class-Cleric.md Sear Undead is a flat 4d8 Radiant (DealDamage(4d8,Radiant,Magical)), not scaling with Wisdom modifier - also bypasses Undead Fortitude, which wasn't mentioned. Thaumaturge (Cleric_DivineOrder_Thaumaturge_1) actually grants the Guidance cantrip specifically plus Wisdom modifier added to Arcana and Religion checks - not "one cantrip of choice" and not Expertise (which doubles proficiency; this is a flat ability bonus instead). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    d42677c
  • Fix College of Swords weapon proficiency list (missing Rapiers, Longswords) Progressions.lsx grants Proficiency(MediumArmor);Daggers;Sickles; Shortswords;Rapiers;Scimitars;Longswords at Level 3 - the doc was missing Rapiers and Longswords. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    f81ea97
  • Fix Bardic Damage formula to include Proficiency Bonus CharacterUnarmedDamage(ProficiencyBonus+LevelMapValue(BardicInspiration)) replaces the dice/flat portion of unarmed damage, but the separate DexterityBasedUnarmedAttack_Passive (granted alongside Dazzling Footwork) still applies Dexterity as the ability modifier on top - so the full formula is Bardic die + Proficiency Bonus + Dexterity modifier, not just die + Dexterity modifier as the page said. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    eb2dde6
  • Fix Divine Fury damage type selection (toggle, not per-hit choice) Zealot_3_DivineFury_Radiant/Necrotic are two mutually exclusive hotbar toggles (shared ToggleGroup, Radiant on by default), not a choice made each time the bonus damage triggers. Everything else in the doc (1d6+half level formula, Warrior of the Gods dice scaling, Fanatical Focus, Zealous Presence range/cooldown) checked out against the actual data. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    72a0b5f
  • Fix World Tree save DC, target size limit, and reach doubling Branches of the Tree's DC uses ManeuverSaveDC (better of Str/Dex), not Strength alone, and only affects targets Large or smaller (TargetSizeEqualOrSmaller Size.Large) - neither was in the doc. Battering Roots' reach boost is ModifyTargetRadius(Multiplicative, 2) - doubles reach to 10ft total, not "+10 feet" (which would make it 15ft). Fixed in the Level 10 section, intro, and playstyle notes. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    08f1833
  • Fix Shadow Gnawer's Darkvision (not Blindsight) and Creeping Fog's rage requirement The doc contradicted itself: intro said Blindsight, the Level 3 section said Darkvision. Actual passive grants DarkvisionRangeMin(12) (meters, not feet) - fixed both to Darkvision and corrected the unit. Also added the missing "while raging" requirement on Creeping Fog, confirmed via its RequirementConditions checking SG_Rage. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    ae827c4
  • Fix Face of Rage damage, save DC, and reach numbers Verified against Fractured_3_FaceOfRage passive: unarmed damage is Proficiency Bonus + 1d8 (not just 1d8), the Prone save DC uses the better of Strength or Dexterity (not Strength alone, matching ManeuverSaveDC used elsewhere in this project), and the reach bonus is a 50% multiplier (ModifyTargetRadius Multiplicative 1.5), not a flat +5 feet. Also added the half-proficiency-bonus melee unarmed attack roll bonus granted alongside Mask of Civility, which the page didn't mention at all. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    643deb6
  • Fix Brutal Strike's Hamstring Blow speed reduction (15ft, not 20ft) Verified against RECKLESSATTACK_HAMSTRINGBLOW status data: ActionResource(Movement,-4.5,0) is a 4.5m reduction, matching the same Distance(4.5) used by Forceful Blow's push - both round to 15 feet, not 20. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    8227775
  • Fix Artillerist Level 9 spell (Lightning Arrow, not Conjure Barrage) Verified against the actual Level 9 spell list GUID in SpellLists.lsx: Projectile_Fireball;Projectile_LightningArrow. Conjure Barrage was never part of it. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    228b64e
  • Fix Armorer model count in Class-Artificer.md playstyle notes The Armorer subclass page correctly lists three Armor Models (Dreadnaught, Guardian, Infiltrator, confirmed via the 3-way Shout_ArmorModel container spell), but the class overview page only mentioned two (Guardian, Infiltrator), omitting Dreadnaught. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    9d7c312
  • Fix Alchemist damage types and missing Level 9 spell Alchemical Savant boosts Acid/Fire/Necrotic/Poison damage - the doc was missing Necrotic entirely. Also added Lesser Restoration to the Level 9 spell list; it's granted as an always-prepared spell there in addition to the free-cast uses from Restorative Reagents. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    1da1366
  • Fix Artificer spell slot progression table Verified against Progressions.lsx: levels 3-4 grant 3 first-level slots (not 2, which only applies at level 2 alone), and level 11's Spell-Storing Item passive adds its own +1 slot at each of 1st/2nd/ 3rd on top of the base progression, for a real total of 5/4/4 rather than 4/3/3. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    db49cd2
  • Rewrite Monk class and subclass pages to match actual game data Pilot pass verifying every mechanical claim against the mod's stats, localization, and progression data rather than trusting existing prose. Class-Monk.md: progression table had most levels wrong (Ki-Empowered Strikes and Unarmored Movement II are Level 6 not 5/9, Stillness of Mind is Level 10 not 7, Unarmored Movement I is Level 2 not 1), was missing Melee Unarmed Attack Bonus entirely, and listed a "Self- Restoration" feature that doesn't exist in the data. Deflect Missiles actually triggers on any attack, not just ranged. Way of Mercy: removed a fabricated "poison on critical hit" mechanic (poison is gated behind Physician's Touch regardless of crit), fixed Hand of Healing's condition removal (clears all matching conditions, not a choice of one), corrected Implements of Mercy (doubles Alchemy, not "Herbalism Kit proficiency"), and fixed Flurry of Healing/Harm's hit count (scales with Flurry of Blows, not a fixed two). Way of the Kensei: removed an entirely fictional "designated Kensei weapon" system - the real implementation has three different, unrelated weapon-group requirements across Agile Parry (none), Kensei's Shot (Longbow/Shortbow), and Sharpen the Blade (dagger/ longsword/rapier/scimitar/shortsword/sickle). Fixed Kensei's Shot's damage (flat 1d4, not Martial Arts die) and Sharpen the Blade (flat +1 enchantment, not a 1-3 Ki scaling bonus). Way of the Open Hand: Knock/Push use ManeuverSaveDC (Str/Dex based), not an invented "Ki save DC". Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    55d1e5d
  • Rewrite Way of the Four Elements page to match actual spell data Corrected several inaccuracies: Elemental Burst is a targeted AoE (18m range, 6m radius) chosen independently per cast, not a self-centered burst tied to the active attunement toggle; Level 11 is Stride of the Elements (Fly/Swim Speed), not "expanded disciplines"; attunement damage replaces Bludgeoning rather than adding to it; and the save DC formulas for Stunning Strike vs Elemental Burst are different (STR/DEX vs Wisdom) and shouldn't share invented terminology. Also removed stale VFX descriptions, the "permanent" attunement/aura framing left over from before the toggle rework, cleaned up heading levels, and trimmed decorative bold/flavor text.

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    f6ff0f3
  • Document Monk Shove/Grapple DEX and Elemental Attunement free-switching Reflects the 4.8.6.0 code changes from GH Discussion #186: Martial Arts now lets Shove/Grapple use DEX for the save DC, Topple resolves as a saving throw instead of a skill check, and Elemental Attunement is no longer locked in at cast time (freely toggled between elements).

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    1b5ad78
  • Document Umbral Tendril and add its icon set Add the new spell to Spells.md and its tooltip/controller/atlas/readme icon variants. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    8621555
  • Document Tide of Darkness and add its icon set Add the new spell to Spells.md and its tooltip/controller/atlas/readme icon variants. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    c24a9b0
  • Add Absorb Elements to the Level 1 spell list Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

    @Yoonmoonsik Yoonmoonsik committed Jul 7, 2026
    5ca1ed6
  • Document Battle Smith Firearm Expert and Artillerist longbow proficiency

    @Yoonmoonsik Yoonmoonsik committed Jul 6, 2026
    11f7997
  • Add Artificer to Ballistic Smite's class list

    @Yoonmoonsik Yoonmoonsik committed Jul 6, 2026
    2d27ac0
  • Document the Wild Magic Surge 1d100 table Adds the full d100 effect range table to the Wild Magic Sorcery page, reflecting the recent change from a non-functional trigger to a real Osiris-rolled 1d100 table with 100 distinct surge effects.

    @Yoonmoonsik Yoonmoonsik committed Jul 6, 2026
    5f943e9
  • Add Hit Point Die icons to class pages and rules Shows the die-size icon (D6/D8/D10/D12) next to each class's Hit Point Die trait, and all four sizes in the Hit Point Dice rules section, matching the icon convention already used in Spells.md.

    @Yoonmoonsik Yoonmoonsik committed Jul 6, 2026
    0d8848e
  • Refresh action icon art Update Custom Jump, Custom Shove, Custom Topple, Distract, Dodge, and Throw (Bonus Action) icons across all size tiers.

    @Yoonmoonsik Yoonmoonsik committed Jul 6, 2026
    8d88838
  • Refresh existing spell and feature icons Update the art for Blade of Radiance, Zealot, Cleric Divine Spark, Spirits of the Dead, and several existing spell icons across all size tiers.

    @Yoonmoonsik Yoonmoonsik committed Jul 6, 2026
    eb870e0
  • Document Ballistic Smite and add its icon set Add the new spell to Spells.md and the Spellslinger subclass page, and add its tooltip/controller/atlas/readme icon variants for all six damage-type choices.

    @Yoonmoonsik Yoonmoonsik committed Jul 6, 2026
    0445fb5