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Here comes my favorite part! God help my brain.
Barbarian
- Rage has
+@scale.barbarian.rage-damagein its AE, probably doesnt need the+. - Rage does not set concentration Limit to 0.
- Primal Path should be marked as Passive.
- Rage has no AE description. Could also apply different versions of rage gated by level, including the Level 15 Persistent Rage text.
- Unarmored Defense should be marked as Passive.
- Reckless Attack should provide an AE to mark the fact you have advantage on attack rolls and signify that attacks against you have advantage. Would also need an activity to apply this effect most likely.
- Danger Sense should be marked as Passive.
- Fast Movement should target
movement.bonusinstead ofmovement.walk. - Brutal Critical could probably grant an AE that increase
flags.dnd5e.meleeCriticalDamageDice. - Persistent Rage should be marked as Passive.
- Relentless Rage could probably apply an AE that increases the saving throw DC of the feature each time its used.
- Indomitable Might could set a roll minimum for Strength checks. Should also be marked as Passive.
- There should probably be a level 20 ASI advancement that increases the PCs Strength and Constitution. Maybe an AE that also increases those maximums.
- Primal Champion should be marked as Passive.
Path of the Berseker
- Frenzy could maybe use a Activation condition
while you are raging - Intimidating Presence could use an applicable AE.
- Retaliation does not have a Activation condition on its reaction.
Bard
- Bardic Inspiration does not actually grant an AE. Unplayable 0/10
- Spellcasting should be marked as Passive
- Jack of All Trades does no have a AE description.
- Bard College should be marked as Passive.
- Expertise should be marked as Passive.
- Font of Inspiration should be marked as Passive.
- Countercharm could have an applicable AE.
- Magical Secrets should be marked as Passive.
College of Lore
- Bonus Proficiencies should be marked as Passive
- Additional Magical Secrets should be marked as Passive.
- Peerless Skill does not have an Activation condition.
Cleric
- Spellcasting should be marked as Passive.
- Turn Undead needs an applicable AE.
- Destroy Undead should be marked as Passive and its table looks kind of bjonked.
- Divine Intervention could maybe use
1d10cs<@classes.cleric.levelsin its formula.
Life Domain
- Domain spells are not granted via advancements.
- Bonus Proficiency should be marked as Passive.
- Disciple of Life should be marked as Passive.
- Blessed Healer does not have an Activation condition and be marked as Passive.
- Divine Strike should have a 1/turn recharge.
- Supreme Healer should be marked as Passive. Probably needs some way of maxing the healing dice but out of scope atm.
Druid
- Something is absolutely bjoned in the description.
- Druidic should be marked as Passive.
- Spellcasting should be marked as Passive.
- Druidic Circle should be marked as Passive.
- Wild should be marked as Magical.
- Timeless Body should be marked as Passive.
- Beast Spells should be marked as Passive.
- Archdruid should be marked as Passive.
Circle of the Land
- Bonus Cantrip should be marked as Passive.
- No advancement for Bonus Cantrip. 200% needs one.
- Natural Recovery could be
End of Short Restrecovery. - Circle Spells could probably be done a bit better. No quick ideas atm, but feels a bit clunk.
- Land's Stride could use an AE for difficult terrain types to ignore. Should be marked as Passive.
- Trait Advancement granting poison and disease immunity is missing at level 10.
- Natures Ward should be marked as passive.
- Nature's Sanctuary should probably have an Activation condition set.
Fighter
- Fighting Style should be marked as Passive.
- Martial Archetype should be marked as Passive.
- Extra Attack should be marked as Passive.
- Indomitable should have an Activation condition.
Champion
- Improved Critical should be marked as Passive. Should also have an AE increasing Critical Hit range.
- Subclass could maybe use a scale value to denote what the current expanded crit range is.
- Remarkable Athlete should be marked as Passive. Should also have an AE applying the Remarkable Athlete flag.
- Additional Fighting Style should be marked as Passive.
- Superior Critical should be marked as Passive.
- Survivor could maybe benefit from a start of turn activation time (up to debate if its too intrusive or not).
Monk
- Unarmored Defense should be marked as Passive. Its also missing an AE description.
- Martial Arts should be marked as Passive. Could maybe use an Enchant activity to apply the Monk Martial Arts damage dice to a weapon possibly.
- Unarmed Strike could maybe use some text on it as reminders, and maybe a bonus action activity?
- Monastic Tradition should be marked as Passive.
- Ki should be marked as Passive.
- Foundry Note on Ki feels a bit un-needed IMO.
- Step of Defense should maybe have an activity for Dash and Disengage each.
- Unarmored Movement has no AE description.
- Unarmored Movement should target
movement.bonusinstead ofmovement.walk - Deflect Missiles should maybe be a
useactivity in addition to the attack in order to reduce the damage. The description looks a bit wonked. - Slow Fall does not have an Activation condition.
- Extra Attack should be marked as Passive
- Stunning Strike does not have an Activation condition.
- Ki Empowered Strikes should be marked as Passive.
- Evasion should be marked as Passive.
- Purity of Body should be marked as Passive.
- Tongue of the Sun and Moon should be marked as Passive and maybe grant an AE for
Can understand all spoken language. - Diamond Soul should be marked as Passive.
- Timeless Body should be marked as Passive.
- Level 15 should include a trait advancement for condition immunities to Dehydration and Starvation.
- Timeless Body should possibly grant an AE that grants
Magical Agingcondition immunity. - Empty Body should probably have a
castactivity for Astral Projection. - Perfect Self should have a
start of encounteractivity to restore Ki points. Or maybe just slap that on theKifeature.
Way of the Open Hand
- Open Hand Technique could use multiple activities and some applicable AEs.
- Tranquility could maybe be marked as Passive and provide a "End of Long Rest" activation time
castactivity with Sanctuary. - Quivering Palm could benefit from an applicable AE via a
useactivity.
Paladin
- Divine Sense should probably have an applicable AE.
- Fighting Style should be marked as Passive.
- Spellcasting should be marked as Passive.
- Smite has two identically named activities.
- Smite does not allow critical damage, it should.
- Channel Divinity should be marked as Passive.
- Sacred Oath should be marked as Passive.
- Divine Health should be marked as Passive.
- Extra Attack should be marked as Passive.
- Aura of Protection should be marked as Passive and grant an AE. (paladin should at least be able to boost their own saves if they cant currently provide an aura.)
- Aura of Courage should be marked as Passive and provide an AE.
- Improved Divine Smite should be marked as passive and its missing a description for its AE. AE also probably dont need the
+in the+1d8[radiant]for the AE.
Oath of Devotion
- Subclass does not provide oath spells via advancement.
- Channel Divinity Sacred Weapon should be an
enchantactivity. - Channel Divinity Turn the Unholy could benefit from an applicable AE.
- Aura of Devotion should be marked as Passive and provide an AE.
- Purity of Spirit should be marked as Passive and provide an AE.
- Holy Nimbus should provide an applicable AE.
Ranger
- Favored Enemy should be marked as Passive.
- Natural Explorer should be marked as Passive.
- Fighting Style should be marked as Passive.
- Spellcasting should be marked as Passive.
- Ranger Archetype should be marked as Passive.
- Primeval Awareness should provide multiple AEs gated by spell slot level. (probably not possible ATM due to unable to level gate behind scaling level)
- Extra Attack should be marked as Passive.
- Land's Stride could use an AE for difficult terrain types to ignore. Should be marked as Passive.
- Hide in Plain Sight should provide an applicable AE.
- Hide should have
checkactivity instead of auseactivity. - Feral Senses should be marked as Passive and maybe future support for detecting invisible creatures.
- Foe Slayer should have a
1/turnrecovery.
Hunter
- Hunter's Prey should be marked as Passive.
- Defensive Tactics Attack should be marked as Passive.
- Multiattack should be marked as Passive.
- Superior Hunter's Defense should be marked as Passive.
- Colossus Slayer should have a
1/turnrecovery. - Giant Killer should have a better Activation condition.
- Horde Breaker should have a
1/turnrecovery and an Activation condition. - Escape the Horde should be marked as Passive.
- Multiattack Defense should be marked as Passive.
- Steel Will should be marked as Passive.
- Volley should be a radius instead of a square, not sure if this is correct? Currently a 20 foot square.
- Evasion should be marked as Passive.
- Stand Against the Tide could use a better activation time.
- Uncanny Dodge could use a better activation time.
Rogue
- Expertise should be marked as Passive.
- Sneak attack could maybe be marked with
Specialactivation time with an Activation condition.. - Sneak attack does not allow critical damage, it should.
- Thieves' Cant should be marked as Passive.
- Cunning Action should maybe be 3 separate activities.
- Cunning action should not be marked as Passive.
- Roguish Archetype should be marked as Passive.
- Uncanny Dodge could use a better activation time.
- Evasion should be marked as Passive.
- Reliable Talent AE is missing a description.
- Blindsense should be marked as Passive.
- Slippery Mind should be marked as Passive.
- Elusive should be marked as Passive.
- Stroke of Luck could use a better activation time.
Thief
- Fast Hands could use more activities. Or maybe enchant the Cunning Action feature once that advancement type is available.
- Second-Story Work should be marked as Passive.
- Supreme Sneak should be marked as Passive.
- Use Magic Device could maybe have an Enchant activity to modify a magic item's activities' class restriction and level gated activities, effectively removing them.
- Thief's Reflexes should be marked as Passive.
Sorcerer
- Spellcasting should be marked as Passive.
- Sorcerous Origin should be marked as Passive.
- Font of Magic is missing an activation time on its 2nd activity.
- Metamagic should be marked as Passive.
- Careful Spell should have an Activation condition and output a number of protected creatures.
- Distant Spell should have an Activation condition.
- Empowered Spell should have an Activation condition and output the amount od re-rollable dice.
- Extended Spell should have an Activation condition.
- Heightened Spell should have an Activation condition.
- Quickened Spell should have an Activation condition.
- Subtle Spell should have an Activation condition.
- Twinned Spell should have an Activation condition and the option to scale the amount of Sorcery Points you consume.
- Sorcerous Restoration should have a
end of short restactivation time and restore 4 sorcery points.
Draconic Bloodline
- Dragon Ancestor should be marked as Passive.
- Dragon Ancestor maybe should provide an advancement through the subclass to determine its associated damage type?
- Draconic Resilience should be marked as Passive. Its AE also doesnt have a description,
- Elemental Affinity should maybe be split up into a bunch of different affinities, and grant their respective resistance AEs.
- Dragon Wings should provide an AE to grant a Fly Speed.
- Draconic Presence should have applicable AEs (one to grant the aura, and maybe 2 more for the fear/charm).
Warlock
- Otherworldly Patron should be marked as Passive.
- Pact Magic should be marked as Passive.
- Eldritch Invocations should be marked as Passive.
- Pact Boon should be marked as Passive.
- Pact of the Blade should have an
enchantactivity. - Pact of the Chain should have a
summonactivity - Pact of the Tome should have an advancement set for the additional cantrips.
- Mystic Arcanum should be marked as Passive.
- Mystic Arcanum Advancements should be Innate Spellcasting instead of At-Will. At Will makes it sound like they can infinitely cast it "at will",
- Eldritch Master does not currently recover Pact Slots.
Eldritch Invocations
All of these require levels to be set in required level
- Agonizing Blast missing Eldritch Blast Prereq and should be marked as Passive.
- Eldritch Spear missing Eldritch Blast Prereq and should be marked as Passive.
- Repelling Blast missing Eldritch Blast Prereq and should be marked as Passive.
- Book of Ancient Secrets missing Pact of theTome Prereq and possibly advancement to grant two ritual spells.
- Voice of the Chain Master missing Pact of the Chain Prereq and possibly should be marked as Passive.
- Thirsting Blade missing Pact of the Blade prereq and should be marked as Passive.
- Life Drinker missing Pact of the Blade prereq and should be marked as Passive. Maybe some support for that extra damage somehow?
- Chains of Carceri missing Pact of the Chain Prereq and should grant Hold Monster via advancement maybe or just a
castactivity on the invocation? - Armor of Shadows should grant Mage Armor at-will via advancement and be marked as Passive.
- Beast Speech should grant Speak with Animals at-will via advancement and be marked as Passive.
- Beguiling Influence should grant skill proficiencies and be marked as Passive.
- Devil's Sight should be marked as Passive.
- Eldritch Sight should grant Detect Magic at-will via advancement and be marked as Passive.
- Eyes of the Rune Keeper should be marked as Passive and grant
Can Read all languageslanguage via AE. - Fiendish Vigor should grant False Life at-will via advancement and be marked as Passive.
- Gaze of Two Minds should have an applicable AE and maybe a 2nd activity with a bonus action activation time to extend the effect.
- Mask of Many Faces should grant Disguise Self at-will via advancement and be marked as Passive.
- Misty Visions should grant Silent Image at-will via advancement and be marked as Passive. Should also remove the material component but not currently possible as of writing this.
- Thief of Five Fates should grant Bane via Advancement as 1/lr and be marked as Passive..
- Mire the Mind should grant Slow via Advancement as 1/lr and be marked as Passive..
- One With Shadows should have an applicable AE.
- Sign of Ill Omen should grant Bestow Curse via Advancement as 1/lr and be marked as Passive..
- Bewitching Whispers should grant Compulsion via Advancement as 1/lr and be marked as Passive..
- Dreadful Word should grant Confusion via Advancement as 1/lr and be marked as Passive..
- Sculptor of Flesh should grant Polymorph via Advancement as 1/lr and be marked as Passive..
- Ascendant Step should grant Levitate at-will via advancement and be marked as Passive. Should also remove the material component but not currently possible as of writing this.
- Minions of Chaos should grant Conjure Elemental via Advancement as 1/lr and be marked as Passive..
- Otherworldly Leap should grant Jump at-will via advancement and be marked as Passive. Should also remove the material component but not currently possible as of writing this.
- Whispers of the Grave should grant Speak with Dead at-will via advancement and be marked as Passive.
- Master of Myriad Forms should grant Alter Self at-will via advancement and be marked as Passive.
- Visions of Distant Realms should grant Arcane Eye at-will via advancement and be marked as Passive.
- Witch Sight should be marked as Passive.
The Fiend
- Dark One's Blessing should have an Activation condition.
- Expanded Spell List should be marked as Passive.
- Dark One's Own Luck should have an Activation condition.
- Fiendish Resilience should have
end of short restactivation time and grant a list of applicable AEs. Maybe also support for bypassing this damage resistance via silvered or magic weapons.
Wizard
- Spellcasting should be marked as Passive.
- Arcane Recovery should maybe have a
end of short restactivation time. - Arcane Tradition should be marked as Passive.
- Spell Mastery could maybe have an
enchantactivity to modify two spells of your choice. - Signature Spells should maybe have an
enchantactivity to modify two spells of your choice, setting them to always prepared. Maybe a better way to do this one.
School of Evocation
- Evocation Savant should be marked as Passive.
- Sculpt Spells should should have a better activation time. Maybe also a scaling on its activity to output the amount of shielded creatures.
- Potent Cantrip should be marked as Passive.
- Empowered Evocation should be marked as Passive.
- Overchannel should be reworked, maybe using AE flags to determine the increased damage each time its used.
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