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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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.
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).
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>
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>
c24a9b0
Add Absorb Elements to the Level 1 spell list
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
5ca1ed6
Document Battle Smith Firearm Expert and Artillerist longbow proficiency
11f7997
Add Artificer to Ballistic Smite's class list
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.
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.
0d8848e
Refresh action icon art
Update Custom Jump, Custom Shove, Custom Topple, Distract, Dodge, and Throw (Bonus Action) icons across all size tiers.
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.
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.
0445fb5