PF2E Implementation Roadmap
Tracking 3405 requirements extracted from 9 Pathfinder 2E rulebooks.
✅ 2033 Implemented (60%)
🔄 674 In Progress (20%)
❌ 698 Not Started
PF2E Core Rulebook
60%
Advanced Player's Guide
83%
Gamemastery Guide
0%
Guns and Gears
0%
Secrets of Magic
0%
Gods and Magic
0%
Bestiary 1
100%
Bestiary 2
0%
Bestiary 3
0%
PF2E Core Rulebook 1519 389 608 60%
Chapter 1: Introduction 0 0 237 0%
Ability Boosts
- ❌ Not Started dc-cr-character-creation Paragraph 1: Ability boost adds +2 to a score, or +1 if the score is already ≥18.
- ❌ Not Started dc-cr-character-creation Paragraph 1: Hard cap: no ability score may exceed 18 at 1st level during character creation.
- ❌ Not Started dc-cr-character-creation Paragraph 2: Ability boosts are typed: fixed (one specific score), choice-of-two (one of two named scores), or free (any score).
- ❌ Not Started dc-cr-character-creation Paragraph 2: Multiple simultaneous boosts must each target a distinct ability score (no two boosts in the same batch may go to the same score).
- ❌ Not Started dc-cr-character-creation Paragraph 3 (continued from wrap): When a free boost is granted alongside fixed boosts in the same batch, the free boost cannot be applied to a score already boosted in that batch.
Ability Flaws
- ❌ Not Started dc-cr-character-creation Paragraph 1: Ability flaw subtracts 2 from the specified score.
- ❌ Not Started dc-cr-character-creation Paragraph 1: Flaws come primarily from ancestry; may also be taken voluntarily.
Ability Modifiers
- ❌ Not Started dc-cr-character-creation Paragraph 1: Ability modifiers are derived values computed from final ability scores.
- ❌ Not Started dc-cr-character-creation Paragraph 1: Modifier formula: floor((score − 10) / 2). Must be recomputed whenever the underlying score changes.
- ❌ Not Started dc-cr-character-creation Table 1–1: Ability Modifiers: Table 1–1 must be implemented as a formula lookup. System must handle scores beyond 25 for high-level play.
Ability Score Overview (Sidebar)
- ❌ Not Started dc-cr-character-creation Paragraph 1: All six ability scores initialize to 10 before any boosts or flaws are applied.
- ❌ Not Started dc-cr-character-creation Paragraph 1: Ability boosts increase a score; ability flaws decrease a score.
- ❌ Not Started dc-cr-character-creation Entry: Ancestry: Ancestry entity must define: one or more ability boosts (fixed and/or free) and optionally one ability flaw.
- ❌ Not Started dc-cr-character-creation Entry: Ancestry: Voluntary flaws are player-elected at character creation and applied alongside ancestry flaws.
- ❌ Not Started dc-cr-character-creation Entry: Background: Background entity provides exactly 2 ability boosts (one typed choice-of-two, one free — per Step 4 detail below).
- ❌ Not Started dc-cr-character-creation Entry: Class: Class entity must define a key ability score.
- ❌ Not Started dc-cr-character-creation Entry: Class: Character receives one ability boost to the class's key ability score at creation.
- ❌ Not Started dc-cr-character-creation Entry: Determine Scores: At the finalization step, the character gains 4 additional free ability boosts (each applied to a different score).
- ❌ Not Started dc-cr-character-creation Entry: Determine Scores: After all boosts are applied, ability modifiers are derived from final scores using Table 1–1.
Alternative Method — Rolling Ability Scores (Sidebar)
- ❌ Not Started dc-cr-character-creation Paragraph 1: An optional dice-roll character creation mode must be supported as an alternative to the standard point-buy/boost method.
- ❌ Not Started dc-cr-character-creation Paragraph 1: This mode is GM-enabled; the system should support a GM toggle for this option.
- ❌ Not Started dc-cr-character-creation Paragraph 2: When rolling mode is active, the standard boost/flaw pipeline is bypassed and replaced entirely by the rolling steps below.
- ❌ Not Started dc-cr-character-creation Rolling Step 1: Roll and Assign Scores: Dice mechanic: roll 4d6, discard lowest, sum remaining 3. Repeat ×6.
- ❌ Not Started dc-cr-character-creation Rolling Step 1: Roll and Assign Scores: Player assigns the six generated values to the six ability scores freely.
- ❌ Not Started dc-cr-character-creation Rolling Step 2: Assign Ability Boosts and Flaws: In rolling mode: ancestry provides fixed boosts and flaws normally, but one fewer free boost.
- ❌ Not Started dc-cr-character-creation Rolling Step 2: Assign Ability Boosts and Flaws: Background provides only 1 of its 2 ability boosts (the typed choice, not the free one).
- ❌ Not Started dc-cr-character-creation Rolling Step 2: Assign Ability Boosts and Flaws: Boosts still capped at 18; excess boost may redirect to another score or be applied to a 17 (capping at 18, losing the excess).
- ❌ Not Started dc-cr-character-creation Rolling Step 3: Record Scores and Modifiers: After rolling-mode generation, modifiers are derived identically to standard mode (Table 1–1).
- ❌ Not Started dc-cr-character-creation Rolling Step 3: Record Scores and Modifiers: Level-up ability boosts in rolling mode work identically to standard mode.
Ancestries and Classes (Sidebar)
- ❌ Not Started dc-cr-character-creation Paragraph 2: Ancestry entries must expose ability boosts and ability flaws in a machine-readable format (for display and computation).
- ❌ Not Started dc-cr-character-creation Paragraph 3: Class data must include: key ability score (primary), and a list of secondary ability scores (advisory, not mechanically enforced but recommended for optimization).
Character Creation
- ❌ Not Started dc-cr-character-creation Paragraph 2: Character creation is a multi-step process with a suggested (but not mandatory) ordering.
- ❌ Not Started dc-cr-character-creation Paragraph 2: The system must allow non-linear step completion; no step is strictly gated by completing a prior step.
- ❌ Not Started dc-cr-character-creation Paragraph 3: Character data model must accommodate all character types without requiring every field to be populated.
- ❌ Not Started dc-cr-character-creation Paragraph 3: Inapplicable fields must be allowed to remain empty/null without error.
- ❌ Not Started dc-cr-character-creation Paragraph 5: Character creation must support starting at levels above 1st (e.g., joining a higher-level campaign).
- ❌ Not Started dc-cr-character-creation Paragraph 5: Higher-level creation follows the standard creation process then applies level-up steps iteratively.
Format of Rules Elements
- ❌ Not Started dc-cr-character-creation Paragraph 2: The system must maintain a defined vocabulary of named mechanical entities (statistics, skills, feats, actions, conditions) that are distinct from narrative text.
- ❌ Not Started dc-cr-character-creation Paragraph 2: Any UI that surfaces rules text must be able to distinguish and link named game terms from plain prose.
- ❌ Not Started dc-cr-character-creation Paragraph 3: Spells and magic items are a distinct entity type from plain-text descriptions and physical mundane objects.
- ❌ Not Started dc-cr-character-creation Paragraph 3: The data model must differentiate between a spell reference, an item reference, and free narrative text.
- ❌ Not Started dc-cr-character-creation Paragraph 4: Core abbreviations that must be first-class fields: AC (Armor Class), DC (Difficulty Class), HP (Hit Points).
- ❌ Not Started dc-cr-character-creation Paragraph 4: System must include a glossary/lookup mechanism for game terms and abbreviations.
Leveling Up
- ❌ Not Started dc-cr-character-leveling Paragraph 1: XP is a persistent character resource accumulated from overcoming challenges.
- ❌ Not Started dc-cr-character-leveling Paragraph 1: XP is the mechanism for level advancement.
- ❌ Not Started dc-cr-character-leveling Paragraph 2: Level advancement threshold: 1,000 XP per level.
- ❌ Not Started dc-cr-character-leveling Paragraph 2: On level-up: deduct 1,000 XP from total; carry remaining XP forward (no floor reset to 0).
- ❌ Not Started dc-cr-character-leveling Paragraph 2: Character level is an integer field that increments on each level-up event.
- ❌ Not Started dc-cr-character-leveling Paragraph 3: On level-up: max HP increases by class HP per level (class base + CON modifier).
- ❌ Not Started dc-cr-character-leveling Paragraph 3: On level-up: all class features listed in the advancement table for the new level are granted.
- ❌ Not Started dc-cr-character-leveling Paragraph 3: Universal level-up grants: 4 ability boosts at levels 5, 10, 15, and 20 (every 5 levels).
- ❌ Not Started dc-cr-character-leveling Paragraph 4: Class feats can also be used to take an archetype (multiclass/archetype system exists).
- ❌ Not Started dc-cr-character-leveling Paragraph 4: Skill increases allow a character to raise a skill's proficiency rank (e.g., Trained → Expert).
- ❌ Not Started dc-cr-character-leveling Paragraph 4: On level-up, different feat categories may be granted: class feats, ancestry feats, general feats, skill feats (each sourced from different pools).
- ❌ Not Started dc-cr-character-leveling Paragraph 4: Spellcasters gain additional spell slots and spells on level-up per class advancement table.
- ❌ Not Started dc-cr-character-leveling Paragraph 5: Every proficiency-based statistic increases by +1 automatically on every level gain (because Level is part of the proficiency bonus formula).
- ❌ Not Started dc-cr-character-leveling Paragraph 5: Stats affected by level-up (minimum): AC, attack rolls, Perception, saving throws (Fort/Ref/Will), skill modifiers, spell attack rolls, class DC.
- ❌ Not Started dc-cr-character-leveling Paragraph 6: CON modifier increase from ability boost: recalculate max HP = (new CON modifier − old CON modifier) × character level additional HP.
- ❌ Not Started dc-cr-character-leveling Paragraph 6: INT modifier increase from ability boost: grants 1 additional trained skill + 1 additional language per modifier point gained.
- ❌ Not Started dc-cr-character-leveling Paragraph 7: Some feats have level-scaling benefits; system must recompute these feats' contributions on every level gain.
- ❌ Not Started dc-cr-character-leveling Paragraph 8: Level-up steps may be completed in any order (non-linear); prerequisite checks for feats taken at the same level apply after all level-up choices are finalized, not mid-process.
- ❌ Not Started dc-cr-character-leveling Leveling-Up Checklist: Level-up must be a structured transaction covering all of the following in any order:
- ❌ Not Started dc-cr-character-leveling Leveling-Up Checklist: All prerequisite checks for new feats selected during this level-up should validate after all choices are made, not before.
Reading Rules
- ❌ Not Started dc-cr-character-creation Paragraph 1: There is a universal set of basic actions available to all characters regardless of class/ancestry.
- ❌ Not Started dc-cr-character-creation Paragraph 1: Characters have individual special rules layered on top of universal actions; primary vehicle is feats.
- ❌ Not Started dc-cr-character-creation Paragraph 1: Feats are gained at character creation and on level advancement.
- ❌ Not Started dc-cr-character-creation Paragraph 2: All rules elements (feats, actions, monsters, characters, items) must have a structured stat block data model.
- ❌ Not Started dc-cr-character-creation Paragraph 4: Stat block fields are optional (omit when not applicable); no field is universally mandatory except Name.
- ❌ Not Started dc-cr-character-creation Paragraph 4: Every stat block has an action-type icon field indicating its type (single, two-action, three-action, reaction, free-action, or none for multi-turn activities).
- ❌ Not Started dc-cr-character-creation Paragraph 4: Level prerequisite is a stat block field; character must meet it to access the ability (enforced at runtime).
- ❌ Not Started dc-cr-character-creation Paragraph 4: Traits are a tag system on rules elements (many-to-many).
- ❌ Not Started dc-cr-character-creation Paragraph 5: Spells, alchemical items, and magic items share the base stat block structure but extend it with additional fields specific to their type.
- ❌ Not Started dc-cr-character-creation Stat Block Field: Prerequisites: Prerequisites field must support: minimum ability score values, feat ownership checks, proficiency rank minimums, level minimums, and arbitrary other conditions.
- ❌ Not Started dc-cr-character-creation Stat Block Field: Prerequisites: Prerequisites must be evaluated at runtime before granting access to a rules element.
- ❌ Not Started dc-cr-character-creation Stat Block Field: Frequency: Frequency field must support a uses-per-time-period model (e.g., once per round, once per day, once per encounter).
- ❌ Not Started dc-cr-character-creation Stat Block Field: Frequency: System must track usage count and reset on the appropriate time boundary.
- ❌ Not Started dc-cr-character-creation Stat Block Field: Trigger: Trigger is a defined event or condition; the engine must detect it and evaluate whether the reaction/free-action may fire.
- ❌ Not Started dc-cr-character-creation Stat Block Field: Trigger: Trigger is required on all reactions and optional on free actions.
- ❌ Not Started dc-cr-character-creation Stat Block Field: Requirements: Requirements field checks item possession state or active circumstance flags at the time of use.
- ❌ Not Started dc-cr-character-creation Stat Block Field: Requirements: If requirements are not met, the ability cannot be used.
- ❌ Not Started dc-cr-character-creation Stat Block Field: Effect (body text): Every stat block must have an effect/benefit description body.
- ❌ Not Started dc-cr-character-creation Stat Block Field: Effect (body text): Effect may be: deterministic (automatic), roll-dependent (requires a die roll), or passive/constant (modifies another rule element).
- ❌ Not Started dc-cr-character-creation Stat Block Field: Special: Special field is optional; used primarily on feats that can be taken multiple times.
- ❌ Not Started dc-cr-character-creation Stat Block Field: Special: System must support stacking/escalating behavior on feats taken multiple times, using the Special field to define the stacking rules.
Sample Character (Worked Example — Gar the Dwarf Druid)
- ❌ Not Started dc-cr-character-creation Step 3 (Example): Dwarf ancestry data (illustrative): +CON, +WIS, one free boost, flaw to CHA; 10 Ancestry HP; grants darkvision; heritage choices include Rock Dwarf.
- ❌ Not Started dc-cr-character-creation Step 3 (Example): Darkvision is a special sense type that must be represented in the character senses model.
- ❌ Not Started dc-cr-character-creation Step 4 (Example): Backgrounds grant a typed-choice boost and a free boost (as established); this example shows both applied to different scores.
- ❌ Not Started dc-cr-character-creation Step 4 (Example): Lore skills are named sub-skills (e.g., "Cave Lore"); the topic (here "cave") must be a configurable field.
- ❌ Not Started dc-cr-character-creation Step 4 (Example): Skill feats from background are recorded in a dedicated Skill Feats section.
- ❌ Not Started dc-cr-character-creation Step 5 (Example): Druid key ability score: WIS. (Class-specific data, confirmed by example.)
- ❌ Not Started dc-cr-character-creation Step 7 (Example): Druid class: grants Nature as a fixed trained skill; additional trained skill determined by druid Order sub-selection.
- ❌ Not Started dc-cr-character-creation Step 7 (Example): Druid class base HP per level: 8 (before adding CON modifier).
- ❌ Not Started dc-cr-character-creation Step 7 (Example): Total HP at 1st level: Ancestry HP (10) + Class HP (8) + CON modifier (+3) = 21.
- ❌ Not Started dc-cr-character-creation Step 7 (Example): Additional skill choices granted by class (beyond fixed skills) scale with INT modifier (more INT = more skills); this example: 2 bonus skill choices with INT modifier of +0.
- ❌ Not Started dc-cr-character-creation Step 7 (Example): Class features may include: bonus feats (e.g., Shield Block), class-specific features (e.g., wild empathy), special languages (e.g., Druidic), and behavioral restrictions (anathema).
- ❌ Not Started dc-cr-character-creation Step 7 (Example): Anathema is a class-specific behavioral constraint field (not a mechanical stat, but a rules element to be recorded).
- ❌ Not Started dc-cr-character-creation Step 7 (Example): Class-granted special languages must be addable to the character's language list.
- ❌ Not Started dc-cr-character-creation Step 7 (Example): Druid class has a sub-selection called an Order; orders grant additional trained skills, spells, and feats.
- ❌ Not Started dc-cr-character-creation Step 7 (Example): Druid Order is a required sub-selection within the Druid class entry.
- ❌ Not Started dc-cr-character-creation Step 7 (Example): Druid uses the primal magic tradition.
- ❌ Not Started dc-cr-character-creation Step 7 (Example): At 1st level, Druid can prepare: 5 cantrips + 2 1st-level spell slots.
- ❌ Not Started dc-cr-character-creation Step 7 (Example): Spells are prepared (not spontaneous) for the Druid class; prepared spells are selected each day from the spell list.
- ❌ Not Started dc-cr-character-creation Step 8 (Example): Hide armor is a valid medium armor; must exist in the equipment database.
- ❌ Not Started dc-cr-character-creation Step 8 (Example): Spear is a weapon usable for both melee and ranged (thrown); it must appear in both Melee Strikes and Ranged Strikes lists on the character sheet.
- ❌ Not Started dc-cr-character-creation Step 8 (Example): Druid anathema prohibits wearing metal armor — demonstrates that anathema rules can restrict equipment choices.
Step 1 — Create a Concept
- ❌ Not Started dc-cr-character-creation Paragraph 2: Character creation UI should present ancestries, backgrounds, and classes as browsable/filterable options early in the process.
- ❌ Not Started dc-cr-character-creation Subsection: Ancestry, Background, Class, or Details — Paragraph 1: Each ancestry must have sub-selections called heritages that further modify it.
- ❌ Not Started dc-cr-character-creation Subsection: Ancestry, Background, Class, or Details — Paragraph 3: Character data model must support freeform personal details (gender, pronouns, background notes) without mechanical constraints.
- ❌ Not Started dc-cr-character-creation Subsection: Faith — Paragraph 1: Deity is a character attribute. Some classes (Champion, Cleric) have mandatory deity selection; others may worship optionally.
- ❌ Not Started dc-cr-character-creation Subsection: Faith — Paragraph 1: Deity selection must be enforced as required for Champion and Cleric classes.
- ❌ Not Started dc-cr-character-creation Subsection: Your Allies — Paragraph 1: Party/group model must support multiple characters playing together with complementary roles.
- ❌ Not Started dc-cr-character-creation Subsection: Your Allies — Paragraph 1: Recognized archetypes: damage dealer, damage absorber (tank), healer. (Advisory categorization; not mechanically enforced.)
- ❌ Not Started dc-cr-character-creation Character Sheet Instructions (Step 1): Character sheet must include a free-text Notes field.
- ❌ Not Started dc-cr-character-creation Character Sheet Instructions (Step 1): Character name is a required field on the character sheet.
Step 10 — Finishing Details
- ❌ Not Started dc-cr-character-creation Subsection: Alignment — Paragraph 1: Character must have an alignment field with one of nine valid values (see Table 1–2 below).
- ❌ Not Started dc-cr-character-creation Subsection: Alignment — Paragraph 1: Non-neutral alignment components (Lawful, Chaotic, Good, Evil) are also character traits affecting spell/item/creature interactions.
- ❌ Not Started dc-cr-character-creation Table 1–2: The Nine Alignments: Alignment is a two-axis value: Law/Chaos axis (Lawful, Neutral, Chaotic) × Good/Evil axis (Good, Neutral, Evil) = 9 combinations.
- ❌ Not Started dc-cr-character-creation Table 1–2: The Nine Alignments: Alignment is stored as a first-class field, not just a free-text note.
- ❌ Not Started dc-cr-character-creation Subsection: Alignment — Paragraph 3 (class restrictions): Champion: alignment must be within the allowed set for their deity AND cause. (Constraint enforced at class selection and if alignment changes.)
- ❌ Not Started dc-cr-character-creation Subsection: Alignment — Paragraph 3 (class restrictions): Cleric: alignment must be within the allowed set for their deity. (Constraint enforced at class selection and if alignment changes.)
- ❌ Not Started dc-cr-character-creation Subsection: Changing Alignment: Alignment must be mutable during play.
- ❌ Not Started dc-cr-character-creation Subsection: Changing Alignment: When a Cleric or Champion's alignment changes to one incompatible with their deity/cause, they lose class abilities until an atonement condition is satisfied.
- ❌ Not Started dc-cr-character-creation Subsection: Changing Alignment: Atonement is a class-defined condition; system must support a "class abilities suppressed" state pending atonement.
- ❌ Not Started dc-cr-character-creation Subsection: Age: Character age is a free-form field; no mechanical stat adjustments are derived from it.
- ❌ Not Started dc-cr-character-creation Subsection: Age: Ancestry entries should include guidance on typical age ranges for reference.
- ❌ Not Started dc-cr-character-creation Subsection: Gender and Pronouns: Character sheet must include free-text gender and pronoun fields. These fields have no mechanical effect.
- ❌ Not Started dc-cr-character-creation Subsection: Class DC: Class DC = 10 + class DC proficiency bonus + key ability score modifier.
- ❌ Not Started dc-cr-character-creation Subsection: Class DC: Class DC proficiency bonus follows the standard formula (Level + rank bonus).
- ❌ Not Started dc-cr-character-creation Subsection: Class DC: At 1st level with Trained class DC: Class DC = 10 + 3 + key ability modifier.
- ❌ Not Started dc-cr-character-creation Subsection: Hero Points: Hero Points are a per-session resource; each session begins with 1 Hero Point.
- ❌ Not Started dc-cr-character-creation Subsection: Hero Points: Additional Hero Points may be awarded by the GM during a session.
- ❌ Not Started dc-cr-character-creation Subsection: Hero Points: Hero Points may be spent to: avoid death (stave off dying), or reroll a d20.
- ❌ Not Started dc-cr-character-creation Subsection: Hero Points: Hero Point pool must be tracked as a session-level (not persistent) resource; resets each session.
- ❌ Not Started dc-cr-character-creation Subsection: Armor Class (AC): AC = 10 + DEX modifier (capped by armor's Dex cap) + armor proficiency bonus + armor's item bonus to AC + other permanent bonuses/penalties.
- ❌ Not Started dc-cr-character-creation Subsection: Armor Class (AC): Armor must carry a Dexterity modifier cap field that clamps the DEX contribution to AC.
- ❌ Not Started dc-cr-character-creation Subsection: Bulk: Bulk is the weight system; each item has a Bulk value.
- ❌ Not Started dc-cr-character-creation Subsection: Bulk: 10 Light items = 1 Bulk.
- ❌ Not Started dc-cr-character-creation Subsection: Bulk: Encumbered threshold: total carried Bulk > STR modifier + 5.
- ❌ Not Started dc-cr-character-creation Subsection: Bulk: Maximum carry limit: total carried Bulk ≤ STR modifier + 10; cannot exceed this.
- ❌ Not Started dc-cr-character-creation Subsection: Bulk: Encumbered state must be a trackable condition affecting movement and possibly other stats.
Step 2 — Start Building Ability Scores
- ❌ Not Started dc-cr-character-creation Paragraph 2: All six ability scores initialize to 10 at the start of character creation.
- ❌ Not Started dc-cr-character-creation Paragraph 2: Ability boosts: +2 per boost (or +1 if score ≥18). Ability flaws: −2 per flaw.
- ❌ Not Started dc-cr-character-creation Paragraph 2: At this step no boosts or flaws are applied yet; scores are simply initialized.
Step 3 — Select an Ancestry
- ❌ Not Started dc-cr-character-creation Paragraph 2: Ancestry entity must provide: Size, Speed (movement rate), starting Languages (list), Hit Points (flat bonus at 1st level), Ability Boosts (fixed and/or free), Ability Flaw (0 or 1).
- ❌ Not Started dc-cr-character-creation Paragraph 3 — Four Decisions: Ancestry selection is itself a four-part sub-process: (1) ancestry choice, (2) free boost assignment + optional voluntary flaws, (3) heritage selection, (4) ancestry feat selection.
- ❌ Not Started dc-cr-character-creation Paragraph 3 — Four Decisions: Each ancestry must have a list of available heritages (at least one).
- ❌ Not Started dc-cr-character-creation Paragraph 3 — Four Decisions: Each ancestry must have a list of available ancestry feats; player selects one at 1st level.
- ❌ Not Started dc-cr-character-creation Paragraph 3 — Four Decisions: Voluntary flaws: player may elect to take additional ability flaws beyond the ancestry's default (purely optional, roleplaying choice). Maximum one voluntary flaw per ability score.
- ❌ Not Started dc-cr-character-creation Character Sheet Instructions (Step 3): Character sheet fields populated in Step 3: Ancestry name, Heritage name, Ability Score adjustments from ancestry, Ancestry HP, Size, Speed, Languages, Special senses (e.g., darkvision), Innate spells (if any), Ancestry Feat.
- ❌ Not Started dc-cr-character-creation Sidebar: Alternate Ancestry Boosts: Alternate ancestry boost rule: player may replace all fixed ancestry boosts and flaws with 2 free ability boosts (no flaw applied in this case).
- ❌ Not Started dc-cr-character-creation Sidebar: Alternate Ancestry Boosts: This is a player-elected option at character creation; must be supported as an alternative to the default ancestry boost/flaw array.
- ❌ Not Started dc-cr-character-creation Sidebar: Optional Voluntary Flaws: Voluntary flaws are player-elected additional −2 penalties to chosen ability scores at creation.
- ❌ Not Started dc-cr-character-creation Sidebar: Optional Voluntary Flaws: Constraint: no more than one flaw (including any ancestry flaw) per individual ability score.
Step 4 — Pick a Background
- ❌ Not Started dc-cr-character-creation Paragraph 1: Background entity must provide:
- ❌ Not Started dc-cr-character-creation Character Sheet Instructions (Step 4): Character sheet fields populated in Step 4: Background name, Ability Score adjustments from background, Skill Feat from background, Skill proficiency marks (Trained) for the background skill and Lore skill, Lore skill name.
Step 5 — Choose a Class
- ❌ Not Started dc-cr-character-creation Paragraph 1: Class entity must define: heroic abilities suite, combat effectiveness (weapon/armor proficiencies), and saving throw proficiency ranks.
- ❌ Not Started dc-cr-character-creation Character Sheet Instructions (Step 5): Character sheet fields populated in Step 5: Class name, Level (set to 1), Key Ability Score boost applied (+2 to key score).
Step 6 — Determine Ability Scores
- ❌ Not Started dc-cr-character-creation Paragraph 1: Step 6 is a finalization step: verify all prior boosts/flaws have been applied, then add 4 additional free boosts (each to a different score), then compute modifiers.
- ❌ Not Started dc-cr-character-creation Paragraph 1: 4 additional free ability boosts at 1st level, each targeting a distinct score (no two may go to the same score in this batch).
- ❌ Not Started dc-cr-character-creation Paragraph 2: Post-finalization validation: all six scores must be in the range [8, 18].
- ❌ Not Started dc-cr-character-creation Paragraph 2: If any score falls outside this range, the character build is invalid.
- ❌ Not Started dc-cr-character-creation Character Sheet Instructions (Step 6): Character sheet fields populated in Step 6: all six ability score values and their derived modifiers.
Step 7 — Record Class Details
- ❌ Not Started dc-cr-character-creation Bullet: Hit Points: Total starting HP = Ancestry HP + Class HP per level (Class HP per level typically already includes CON modifier × level).
- ❌ Not Started dc-cr-character-creation Bullet: Hit Points: Specifically: Class HP per level = class base HP value + CON modifier. Multiply by character level (= 1 at creation).
- ❌ Not Started dc-cr-character-creation Bullet: Initial Proficiencies: Class defines initial proficiency ranks for: Perception, saving throws (Fort/Ref/Will), weapons, armor, skills (some fixed, some chosen).
- ❌ Not Started dc-cr-character-creation Bullet: Initial Proficiencies: If class skill training overlaps with background skill training, player substitutes a different skill.
- ❌ Not Started dc-cr-character-creation Bullet: Class Features at 1st Level: Each class must have an advancement table mapping level → class features gained.
- ❌ Not Started dc-cr-character-creation Bullet: Class Features at 1st Level: Some class features require sub-selections at time of gain (e.g., spell selection for spellcasters, order selection for druids).
- ❌ Not Started dc-cr-character-creation Character Sheet Instructions (Step 7): Proficiency rank field values on character sheet: T (Trained), E (Expert), M (Master), L (Legendary).
- ❌ Not Started dc-cr-character-creation Character Sheet Instructions (Step 7): Character sheet fields populated in Step 7: Total HP, Perception proficiency, Saving throw proficiencies (Fort/Ref/Will), Skill proficiency marks, Armor proficiency marks, Weapon proficiency marks, Class feats and abilities list.
- ❌ Not Started dc-cr-character-creation Sidebar: Spells and Spellcasting: Full spellcasting classes (at minimum): Bard, Cleric, Druid, Sorcerer, Wizard.
- ❌ Not Started dc-cr-character-creation Sidebar: Spells and Spellcasting: Spellcasting attributes per class: magic tradition, spell attack roll proficiency, spell DC proficiency, spell slots per day (by spell level), spells known/prepared.
- ❌ Not Started dc-cr-character-creation Sidebar: Spells and Spellcasting: Distinction between focus spells (limited pool available to most classes) and full spellcasting (broad repertoire/prepared list).
- ❌ Not Started dc-cr-character-creation Sidebar: Spells and Spellcasting: Character sheet fields: magic tradition, spell attack roll, spell DC, spell list/spellbook/repertoire.
Step 8 — Buy Equipment
- ❌ Not Started dc-cr-character-creation Paragraph 1: Starting wealth at 1st level: 15 gp (= 150 sp = 1,500 cp).
- ❌ Not Started dc-cr-character-creation Paragraph 1: Currency system: cp (copper piece), sp (silver piece), gp (gold piece), pp (platinum piece).
- ❌ Not Started dc-cr-character-creation Paragraph 1: Equipment selection is constrained by class weapon/armor proficiency ranks.
- ❌ Not Started dc-cr-character-creation Paragraph 1: Equipment purchased affects: damage output (weapons) and Armor Class (armor).
- ❌ Not Started dc-cr-character-creation Paragraph 1: Equipment categories include at minimum: weapons, armor, food/rations, and traveling gear.
- ❌ Not Started dc-cr-character-creation Character Sheet Instructions (Step 8): Character sheet fields populated in Step 8: Remaining currency (gp/sp/cp), Melee Strikes weapon entries, Ranged Strikes weapon entries, Inventory list.
- ❌ Not Started dc-cr-character-creation Character Sheet Instructions (Step 8): Strike numbers (attack modifier, damage) are not computed until Step 9; armor AC not computed until Step 10.
Step 9 — Calculate Modifiers
- ❌ Not Started dc-cr-character-creation Paragraph 1: Proficiency bonus formula:
- ❌ Not Started dc-cr-character-creation Paragraph 1: All derived statistics recalculate from this formula on every level gain.
- ❌ Not Started dc-cr-character-creation Subsection: Perception: Perception modifier = Perception proficiency bonus + WIS modifier.
- ❌ Not Started dc-cr-character-creation Subsection: Saving Throws: Fortitude save modifier = Fort proficiency bonus + CON modifier + permanent bonuses/penalties.
- ❌ Not Started dc-cr-character-creation Subsection: Saving Throws: Reflex save modifier = Reflex proficiency bonus + DEX modifier + permanent bonuses/penalties.
- ❌ Not Started dc-cr-character-creation Subsection: Saving Throws: Will save modifier = Will proficiency bonus + WIS modifier + permanent bonuses/penalties.
- ❌ Not Started dc-cr-character-creation Subsection: Saving Throws: Situational modifiers (apply only in certain situations) must be noted separately, not baked into the base total.
- ❌ Not Started dc-cr-character-creation Subsection: Melee Strikes and Ranged Strikes: Melee attack modifier = weapon proficiency bonus + STR modifier + item bonus + other permanent bonuses/penalties.
- ❌ Not Started dc-cr-character-creation Subsection: Melee Strikes and Ranged Strikes: Ranged attack modifier = weapon proficiency bonus + DEX modifier + item bonus + other permanent bonuses/penalties.
- ❌ Not Started dc-cr-character-creation Subsection: Melee Strikes and Ranged Strikes: Melee damage = weapon damage dice + STR modifier.
- ❌ Not Started dc-cr-character-creation Subsection: Melee Strikes and Ranged Strikes: Ranged damage = weapon damage dice + (STR modifier as modified by weapon traits; may be 0, half, or full).
- ❌ Not Started dc-cr-character-creation Subsection: Melee Strikes and Ranged Strikes: Item bonus is a distinct bonus type sourced from the weapon's magical properties.
- ❌ Not Started dc-cr-character-creation Subsection: Skills: Each skill is associated with a governing ability score.
- ❌ Not Started dc-cr-character-creation Subsection: Skills: Skill modifier = skill proficiency bonus + governing ability modifier + bonuses/penalties.
- ❌ Not Started dc-cr-character-creation Subsection: Skills: Untrained skill modifier = +0 (proficiency) + governing ability modifier.
- ❌ Not Started dc-cr-character-creation Subsection: Skills: At 1st level, Trained proficiency bonus = 1 (level) + 2 = +3.
- ❌ Not Started dc-cr-character-creation Character Sheet Instructions (Step 9): Character sheet fields populated in Step 9: Perception total, Saving throw totals (Fort/Ref/Will), Strike attack modifiers and damage expressions per weapon (plus traits), Skill totals for all skills.
- ❌ Not Started dc-cr-character-creation Character Sheet Instructions (Step 9): Always-on modifiers are baked into totals; situational modifiers are annotated separately.
The Six Ability Scores
- ❌ Not Started dc-cr-character-creation Paragraph 1: Ability scores are assembled incrementally across multiple character-creation steps, not entered as a single input.
- ❌ Not Started dc-cr-character-creation Paragraph 1: Ability scores influence nearly every other statistic; they are a foundational data dependency.
- ❌ Not Started dc-cr-character-creation Paragraph 2: Six ability scores must be modeled as first-class fields: STR (Strength), DEX (Dexterity), CON (Constitution), INT (Intelligence), WIS (Wisdom), CHA (Charisma).
- ❌ Not Started dc-cr-character-creation Paragraph 2: Scores are grouped: Physical (STR, DEX, CON) and Mental (INT, WIS, CHA). Grouping should be representable in the data model.
- ❌ Not Started dc-cr-character-creation Subsection: Strength: STR modifier is added to melee damage rolls.
- ❌ Not Started dc-cr-character-creation Subsection: Strength: STR score/modifier determines carry capacity (Bulk limits).
- ❌ Not Started dc-cr-character-creation Subsection: Dexterity: DEX modifier is added to AC (subject to armor's Dexterity modifier cap).
- ❌ Not Started dc-cr-character-creation Subsection: Dexterity: DEX modifier is added to Reflex saving throws.
- ❌ Not Started dc-cr-character-creation Subsection: Dexterity: DEX modifier is used for ranged attack rolls and Stealth checks.
- ❌ Not Started dc-cr-character-creation Subsection: Constitution: CON modifier is added to maximum Hit Points (once per level, applied to every level the character has).
- ❌ Not Started dc-cr-character-creation Subsection: Constitution: CON modifier is added to Fortitude saving throws.
- ❌ Not Started dc-cr-character-creation Subsection: Intelligence: INT modifier determines the number of additional trained skills granted (above the class's base skill count).
- ❌ Not Started dc-cr-character-creation Subsection: Intelligence: INT modifier ≥ +1 grants additional language proficiencies.
- ❌ Not Started dc-cr-character-creation Subsection: Wisdom: WIS modifier is added to Perception checks.
- ❌ Not Started dc-cr-character-creation Subsection: Wisdom: WIS modifier is added to Will saving throws.
- ❌ Not Started dc-cr-character-creation Subsection: Charisma: CHA modifier is used for social influence skills (Diplomacy, Deception, Intimidation, Performance at minimum).
Understanding Actions
- ❌ Not Started dc-cr-character-creation Paragraph 1: Actions must produce effects; effects are either automatic or dice-roll-dependent.
- ❌ Not Started dc-cr-character-creation Paragraph 1: The action system must be available to both player characters and adversaries (NPCs/monsters).
- ❌ Not Started dc-cr-character-creation Paragraph 1: The system must support encounter mode (turn-based) as a distinct play context where actions are counted.
- ❌ Not Started dc-cr-character-creation Paragraph 2: Action type must be a visual/symbolic field on every rules element: [one-action], [two-actions], [three-actions], [reaction], [free-action].
- ❌ Not Started dc-cr-character-creation Subsection: Single Actions: Each combatant has a per-turn action budget of exactly 3 single actions.
- ❌ Not Started dc-cr-character-creation Subsection: Single Actions: Actions within a turn may be spent in any order chosen by the acting player/GM.
- ❌ Not Started dc-cr-character-creation Subsection: Reactions: Each combatant has exactly 1 reaction per round (not per turn; resets at start of each round).
- ❌ Not Started dc-cr-character-creation Subsection: Reactions: Reactions may fire on any combatant's turn, not only the owner's.
- ❌ Not Started dc-cr-character-creation Subsection: Reactions: Every reaction must define a trigger condition; it may only be used when that trigger fires.
- ❌ Not Started dc-cr-character-creation Subsection: Reactions: Trigger is most commonly defined as another creature taking a specific action.
- ❌ Not Started dc-cr-character-creation Subsection: Free Actions: Free actions do not consume the 3-action budget or the 1 reaction slot.
- ❌ Not Started dc-cr-character-creation Subsection: Free Actions: Free actions with a trigger: may fire off-turn like reactions; only 1 free action per trigger instance allowed even if multiple qualify.
- ❌ Not Started dc-cr-character-creation Subsection: Free Actions: Free actions without a trigger: used on-turn, no action cost.
- ❌ Not Started dc-cr-character-creation Subsection: Free Actions: System must enforce the "only one free action per trigger" constraint when multiple free actions share a trigger.
- ❌ Not Started dc-cr-character-creation Subsection: Activities — Paragraph 1: Activities are multi-action composite tasks; all required actions must be spent for the effect to resolve.
- ❌ Not Started dc-cr-character-creation Subsection: Activities — Paragraph 1: If all required actions cannot be spent, the activity does not trigger/resolve.
- ❌ Not Started dc-cr-character-creation Subsection: Activities — Paragraph 1: Spellcasting is an Activity type consuming 1–3 actions depending on the spell.
- ❌ Not Started dc-cr-character-creation Subsection: Activities — Paragraph 2: Activity action-cost types: 2 actions, 3 actions, free action, or reaction.
- ❌ Not Started dc-cr-character-creation Subsection: Activities — Paragraph 2: Some spells/activities can resolve as a free action or reaction (instantaneous cast).
- ❌ Not Started dc-cr-character-creation Subsection: Activities — Paragraph 3: Multi-turn tasks are still classified as activities.
- ❌ Not Started dc-cr-character-creation Subsection: Activities — Paragraph 3: Activities must carry a `trait` field. Required trait values: `exploration` (multi-turn, out-of-combat) and `downtime` (≥1 day, downtime mode only).
- ❌ Not Started dc-cr-character-creation Subsection: Activities — Paragraph 3: System must model three distinct play modes: encounter, exploration, and downtime.
Chapter 2: Ancestries & Backgrounds 0 0 371 0%
Ancestry Entry Format
- ❌ Not Started dc-cr-ancestry-system Paragraph — Hit Points: Ancestry provides a flat HP bonus at 1st level.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Hit Points: Total HP at 1st level = ancestry HP + class HP + Constitution modifier.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Hit Points: Ancestry HP field is a required field on every ancestry record.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Size: Every ancestry has a **Size** field; valid values include at minimum: Small, Medium.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Size: Size affects game interactions (spells, effects, reach, etc.) — must be a typed enum, not free text.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Speed: Every ancestry has a **Speed** field expressed in feet (integer).
- ❌ Not Started dc-cr-ancestry-system Paragraph — Speed: Speed is the movement distance per action (specifically per Stride action or equivalent).
- ❌ Not Started dc-cr-ancestry-system Paragraph — Ability Boosts: Ancestry provides a list of **fixed ability boosts** (typically 2 named scores) plus exactly 1 **free ability boost** (player's choice of any score not already boosted).
- ❌ Not Started dc-cr-ancestry-system Paragraph — Ability Boosts: Ability boost model: each boost targets one of the 6 core ability scores (STR, DEX, CON, INT, WIS, CHA).
- ❌ Not Started dc-cr-ancestry-system Paragraph — Ability Boosts: "Free" boost must be applied to a score not already receiving a fixed boost from the same source.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Ability Flaw: Ancestry optionally has an **ability flaw** field (one ability score that takes a -2 penalty at creation).
- ❌ Not Started dc-cr-ancestry-system Paragraph — Ability Flaw: Humans are the exception — they have no ability flaw.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Ability Flaw: Ability flaw is nullable; the data model must allow a null/empty flaw entry.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Languages: Every ancestry includes a list of **starting languages** automatically granted at 1st level.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Languages: Characters with Intelligence modifier ≥ +1 may select **bonus languages** from an ancestry-defined additional language list.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Languages: Number of bonus languages = Intelligence modifier (if positive).
- ❌ Not Started dc-cr-ancestry-system Paragraph — Languages: Ancestry must store: `starting_languages[]`, `bonus_language_options[]`.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Traits: Every ancestry has one or more **traits** (tags/descriptors).
- ❌ Not Started dc-cr-ancestry-system Paragraph — Traits: Traits have no direct stat effect but are referenced by spells and game effects for targeting/interaction.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Traits: Traits must be a queryable field (e.g., spells that say "affects Humanoids" look up the trait list).
- ❌ Not Started dc-cr-ancestry-system Paragraph — Special Abilities: Ancestry optionally has **special abilities** — passive abilities or senses granted to all members.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Special Abilities: Special abilities are an optional list field on the ancestry record; may be empty.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Heritages: Character must select exactly **1 heritage** at 1st level from the list of heritages for their ancestry.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Heritages: Heritage selection is immutable after 1st level.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Heritages: Heritage is a mechanical subtype of ancestry, not a cultural/narrative label — must be modeled as distinct from cultural descriptors.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Ancestry Feats: Ancestry feat gain schedule: levels **1, 5, 9, 13, 17** (5 total across a character's career).
- ❌ Not Started dc-cr-ancestry-system Paragraph — Ancestry Feats: At 1st level, only 1st-level ancestry feats are available.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Ancestry Feats: At later levels, any ancestry feat of character level or lower may be selected.
- ❌ Not Started dc-cr-ancestry-system Paragraph — Ancestry Feats: Ancestry feats may have **prerequisites** — conditions the character must meet to select the feat.
Backgrounds
- ❌ Not Started dc-cr-background-system Paragraph — Background Overview: Background data model must include:
- ❌ Not Started dc-cr-background-system Paragraph — Background Overview: Background is immutable after 1st level selection.
- ❌ Not Started dc-cr-background-system Paragraph — Background Overview: Duplicate training resolution: same rule as ancestry/class duplicates.
- ❌ Not Started dc-cr-background-system Paragraph — Background Overview: Lore skills may involve a player choice (e.g., terrain type) subject to GM approval.
- ❌ Not Started dc-cr-background-system Background Catalog (All backgrounds — stat summary): Background ability boost model: one boost fixed to a pair of ability scores (player picks one of the two), plus one free boost.
- ❌ Not Started dc-cr-background-system Background Catalog (All backgrounds — stat summary): Every background includes exactly one Lore skill.
- ❌ Not Started dc-cr-background-system Background Catalog (All backgrounds — stat summary): Some Lore skills are generic (Scribing Lore, Circus Lore); some require a player-defined choice (Terrain Lore, City Lore) with GM approval.
- ❌ Not Started dc-cr-background-system Background Catalog (All backgrounds — stat summary): Some backgrounds offer a skill choice (e.g., Hermit: Nature or Occultism) — a selection the player makes at character creation.
- ❌ Not Started dc-cr-background-system Background Catalog (All backgrounds — stat summary): Some backgrounds offer a skill feat that itself requires a choice (e.g., Assurance with a specific skill).
Chapter Overview
- ❌ Not Started dc-cr-ancestry-system Paragraph 1: Every character must have exactly one **ancestry** selected from a defined set of ancestry types.
- ❌ Not Started dc-cr-ancestry-system Paragraph 1: Ancestry is a character identity field, not a mechanical modifier only — it has narrative/display properties.
- ❌ Not Started dc-cr-ancestry-system Paragraph 1: The system must support at minimum: Human, Elf, Dwarf, and other ancestry types as expandable entries.
- ❌ Not Started dc-cr-ancestry-system Paragraph 2: Character creation must enforce: exactly 1 ancestry + exactly 1 background + 1 or more languages.
- ❌ Not Started dc-cr-ancestry-system Paragraph 2: Ancestry and background are immutable after character creation (no re-selection post-creation).
- ❌ Not Started dc-cr-ancestry-system Paragraph 2: Languages are a separate selectable field at character creation.
- ❌ Not Started dc-cr-ancestry-system Paragraph 3 — Chapter structure overview: Ancestry data model must include: **ability boosts**, optional **ability flaw**, **Hit Points** (flat bonus), **ancestry feats**, and optional **special abilities**.
- ❌ Not Started dc-cr-ancestry-system Paragraph 3 — Chapter structure overview: Many (not all) ancestries contain sub-types called **heritages** — each with their own distinct characteristics.
- ❌ Not Started dc-cr-ancestry-system Paragraph 3 — Chapter structure overview: Heritage is a child entity of ancestry; ancestry → heritage is a one-to-many relationship.
- ❌ Not Started dc-cr-ancestry-system Paragraph 4: Background data model must include: **ability boosts**, **skill training** (one or more trained skills), and exactly one **skill feat**.
- ❌ Not Started dc-cr-ancestry-system Paragraph 5: Languages are a distinct entity type.
- ❌ Not Started dc-cr-ancestry-system Paragraph 5: Characters have a language list; ancestry and Intelligence modifier determine initial languages.
Dwarf Ancestry
- ❌ Not Started dc-cr-dwarf-ancestry Paragraph — Overview (flavor; requirements embedded): Dwarf is a valid ancestry type in the system.
- ❌ Not Started dc-cr-dwarf-ancestry Paragraph — Overview (flavor; requirements embedded): Dwarves are categorized as **Humanoid** (trait).
- ❌ Not Started dc-cr-dwarf-ancestry Paragraph — Physical Description: Ancestry records may include optional lore fields: typical lifespan, age of adulthood, physical description — for display/flavor purposes (not mechanical).
- ❌ Not Started dc-cr-dwarf-ancestry Dwarf Stat Block: **Dwarf** ancestry data:
- ❌ Not Started dc-cr-dwarf-ancestry Special Ability — Clan Dagger: Some ancestries grant a **starting item** at character creation (not purchased, granted).
- ❌ Not Started dc-cr-dwarf-ancestry Special Ability — Clan Dagger: The item grant must be applied automatically during character creation.
- ❌ Not Started dc-cr-dwarf-ancestry Special Ability — Clan Dagger: Item: Clan Dagger (a specific item in the item database).
Dwarf Ancestry Feats
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Dwarven Lore (Level 1): Feat grants: trained in **Crafting**, trained in **Religion**, trained in **Dwarven Lore** (a lore skill).
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Dwarven Lore (Level 1): **Conflict resolution rule**: if another source (background/class) would also grant training in the same skill, the duplicate training converts to a free skill of the player's choice.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Dwarven Lore (Level 1): The system must detect duplicate skill training grants and apply the replacement rule.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Dwarven Weapon Familiarity (Level 1): Feat grants trained proficiency in: battle axe, pick, warhammer.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Dwarven Weapon Familiarity (Level 1): Unlocks access to **uncommon dwarf weapons** (access gate: ancestry feat).
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Dwarven Weapon Familiarity (Level 1): Weapon proficiency downgrade rule for ancestry weapons: martial dwarf weapons count as simple; advanced dwarf weapons count as martial (for proficiency level calculation only).
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Rock Runner (Level 1): Difficult terrain tags: rubble, uneven ground — these must be typed terrain properties.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Rock Runner (Level 1): Balance action (Acrobatics) has surface type tags: narrow surfaces, uneven ground.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Rock Runner (Level 1): Feat modifies Acrobatics Balance: removes flat-footed condition, upgrades success → critical success on stone/earth surfaces.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Stonecunning (Level 1): +2 circumstance bonus to Perception to detect unusual stonework and stone-hidden mechanical traps.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Stonecunning (Level 1): **Passive secret check**: when not actively Seeking, system (GM) auto-rolls Perception with −2 penalty for stonework detection.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Stonecunning (Level 1): System must support **passive/automatic secret rolls** triggered by environmental proximity, distinct from active Seek checks.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Unburdened Iron (Level 1): Armor normally applies a Speed penalty — this feat nullifies that specific penalty.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Unburdened Iron (Level 1): For other Speed penalties: subtract 5 ft from one penalty of the player's choice.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Unburdened Iron (Level 1): Speed penalty reduction is applied to exactly one source when multiple exist (player-chosen).
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Vengeful Hatred (Level 1): Feat has a **one-time choice** at selection: ancestral foe (drow, duergar, giant, or orc) — stored on character.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Vengeful Hatred (Level 1): +1 circumstance bonus to damage vs. creatures with that trait; scales to match weapon die count if > 1 die.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Vengeful Hatred (Level 1): **Conditional triggered bonus**: if target critically hits the character and deals damage, the Vengeful Hatred bonus applies to that creature for 1 minute (ignoring trait requirement).
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Vengeful Hatred (Level 1): System must support creature trait tags for targeting bonuses.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Boulder Roll (Level 5, Two-Actions): Prerequisites: Rock Runner.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Boulder Roll (Level 5, Two-Actions): Two-action activity.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Boulder Roll (Level 5, Two-Actions): Forced movement mechanic: foe is pushed to the space directly behind it.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Boulder Roll (Level 5, Two-Actions): Foe's save: Fortitude vs. caster's Athletics DC.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Boulder Roll (Level 5, Two-Actions): Damage on failed save: bludgeoning, amount = character level + Strength modifier.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Boulder Roll (Level 5, Two-Actions): Critical success on save = no damage, no movement; any other result = movement + damage.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Boulder Roll (Level 5, Two-Actions): Requires target size ≤ acting character's size.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Dwarven Weapon Cunning (Level 5): Prerequisites: Dwarven Weapon Familiarity.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Dwarven Weapon Cunning (Level 5): On critical hit with listed weapons: apply **critical specialization effect** for that weapon type.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Dwarven Weapon Cunning (Level 5): Each weapon type must have a defined `critical_specialization` effect in the weapon database.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Mountain's Stoutness (Level 9): Max HP increases by character level (dynamic, must recalculate on level up).
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Mountain's Stoutness (Level 9): Recovery check DC normally = 10 + dying value; this feat changes it to 9 + dying value.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Mountain's Stoutness (Level 9): Toughness feat interaction: both HP bonuses stack; recovery DC drops to 6 + dying value if both feats held.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Mountain's Stoutness (Level 9): System must track and combine feat-based HP bonuses.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Stonewalker (Level 9): Grants **innate spell**: meld into stone, divine, 3rd level, 1/day.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Stonewalker (Level 9): Innate spells are granted by ancestry/feat — not prepared or slots from class.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Stonewalker (Level 9): Innate spells have a `uses_per_day` field and a `spell_tradition` (divine here).
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Stonewalker (Level 9): With Stonecunning: unlocks attempting Perception checks that normally require legendary proficiency.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Dwarven Weapon Expertise (Level 13): When a class grants weapon proficiency upgrades (expert+), the upgrade automatically applies to dwarf weapons as well.
- ❌ Not Started dc-cr-dwarf-ancestry Feat — Dwarven Weapon Expertise (Level 13): System must support **proficiency inheritance** — feat-linked weapons receive the same tier as the class-granted group.
Dwarf Heritages
- ❌ Not Started dc-cr-dwarf-ancestry Heritage — Ancient-Blooded Dwarf: Heritage: **Ancient-Blooded Dwarf**
- ❌ Not Started dc-cr-dwarf-ancestry Heritage — Death Warden Dwarf: Heritage: **Death Warden Dwarf**
- ❌ Not Started dc-cr-dwarf-ancestry Heritage — Forge Dwarf: Heritage: **Forge Dwarf**
- ❌ Not Started dc-cr-dwarf-ancestry Heritage — Rock Dwarf: Heritage: **Rock Dwarf**
- ❌ Not Started dc-cr-dwarf-ancestry Heritage — Strong-Blooded Dwarf: Heritage: **Strong-Blooded Dwarf**
Elf Ancestry
- ❌ Not Started dc-cr-elf-ancestry Elf Stat Block: **Elf** ancestry data:
- ❌ Not Started dc-cr-elf-ancestry Special Ability — Low-Light Vision: **Low-Light Vision**: dim light is treated as bright light for this character.
- ❌ Not Started dc-cr-elf-ancestry Special Ability — Low-Light Vision: Characters with Low-Light Vision do not gain the concealed condition from dim light.
- ❌ Not Started dc-cr-elf-ancestry Special Ability — Low-Light Vision: Vision type is a character field; must distinguish: Normal, Low-Light Vision, Darkvision.
Elf Ancestry Feats
- ❌ Not Started dc-cr-elf-ancestry Feat — Ancestral Longevity (Level 1): Prerequisite: character age ≥ 100 years — character must have an age field.
- ❌ Not Started dc-cr-elf-ancestry Feat — Ancestral Longevity (Level 1): Grants a temporary trained proficiency in one skill, refreshed daily.
- ❌ Not Started dc-cr-elf-ancestry Feat — Ancestral Longevity (Level 1): Temporary proficiency: cannot satisfy feat prerequisites or permanent skill increases.
- ❌ Not Started dc-cr-elf-ancestry Feat — Ancestral Longevity (Level 1): System must distinguish **permanent** vs. **temporary** proficiency sources.
- ❌ Not Started dc-cr-elf-ancestry Feat — Elven Lore (Level 1): Same duplicate-training resolution rule as Dwarven Lore (see above).
- ❌ Not Started dc-cr-elf-ancestry Feat — Elven Lore (Level 1): Grants Elven Lore (a lore skill).
- ❌ Not Started dc-cr-elf-ancestry Feat — Elven Weapon Familiarity (Level 1): Same weapon familiarity/downgrade model as Dwarven Weapon Familiarity.
- ❌ Not Started dc-cr-elf-ancestry Feat — Elven Weapon Familiarity (Level 1): Trained weapons: longbow, composite longbow, longsword, rapier, shortbow, composite shortbow.
- ❌ Not Started dc-cr-elf-ancestry Feat — Forlorn (Level 1): Emotion is a spell/effect **descriptor tag** the system must support.
- ❌ Not Started dc-cr-elf-ancestry Feat — Forlorn (Level 1): +1 circumstance bonus to saves vs. emotion-tagged effects.
- ❌ Not Started dc-cr-elf-ancestry Feat — Forlorn (Level 1): Degree-of-success upgrade: success → critical success on emotion saves.
- ❌ Not Started dc-cr-elf-ancestry Feat — Nimble Elf (Level 1): Flat Speed bonus, not conditional — applies to base land Speed.
- ❌ Not Started dc-cr-elf-ancestry Feat — Otherworldly Magic (Level 1): Player selects one cantrip from arcane list at feat acquisition — stored on character.
- ❌ Not Started dc-cr-elf-ancestry Feat — Otherworldly Magic (Level 1): Innate cantrip: arcane, at-will, auto-heightened per standard cantrip rule.
- ❌ Not Started dc-cr-elf-ancestry Feat — Unwavering Mien (Level 1): Mental is a descriptor tag on effects.
- ❌ Not Started dc-cr-elf-ancestry Feat — Unwavering Mien (Level 1): Duration reduction: mental effects with duration ≥ 2 rounds are reduced by 1 round on application.
- ❌ Not Started dc-cr-elf-ancestry Feat — Unwavering Mien (Level 1): Degree-of-success upgrade on sleep effect saves (sleep is a sub-tag of mental or its own tag).
- ❌ Not Started dc-cr-elf-ancestry Feat — Ageless Patience (Level 5): Double-time check: a deliberate choice to take twice as long in exchange for +2 circumstance bonus.
- ❌ Not Started dc-cr-elf-ancestry Feat — Ageless Patience (Level 5): Modified natural-1 rule: normally a natural 1 triggers degree-of-success downgrade; this feat suppresses that for these checks.
- ❌ Not Started dc-cr-elf-ancestry Feat — Ageless Patience (Level 5): Critical failure threshold: result must be DC−10 or worse (standard rule); this feat makes this the only critical failure condition.
- ❌ Not Started dc-cr-elf-ancestry Feat — Elven Weapon Elegance (Level 5): Same critical specialization model as Dwarven Weapon Cunning.
- ❌ Not Started dc-cr-elf-ancestry Feat — Elf Step (Level 9, One-Action): A single one-action feat produces two Step movements (5 ft each).
- ❌ Not Started dc-cr-elf-ancestry Feat — Elf Step (Level 9, One-Action): Step normally cannot trigger reactions; both steps here carry that same restriction.
- ❌ Not Started dc-cr-elf-ancestry Feat — Expert Longevity (Level 9): Extends Ancestral Longevity: adds a temporary expert-rank skill (must already be trained).
- ❌ Not Started dc-cr-elf-ancestry Feat — Expert Longevity (Level 9): Retraining opportunity on expiry: one permanent skill increase may be reassigned to match the temporary skills used.
- ❌ Not Started dc-cr-elf-ancestry Feat — Universal Longevity (Level 13, One-Action): Once per day, the character may swap both their temporary Longevity skill selections in one action.
- ❌ Not Started dc-cr-elf-ancestry Feat — Universal Longevity (Level 13, One-Action): Frequency field: 1/day.
- ❌ Not Started dc-cr-elf-ancestry Feat — Elven Weapon Expertise (Level 13): Same proficiency inheritance model as Dwarven Weapon Expertise.
Elf Heritages
- ❌ Not Started dc-cr-elf-ancestry Heritage — Arctic Elf: Cold resistance = floor(level / 2), minimum 1 (scales with level).
- ❌ Not Started dc-cr-elf-ancestry Heritage — Arctic Elf: Environmental cold severity scale mirrors heat scale — system must model both.
- ❌ Not Started dc-cr-elf-ancestry Heritage — Cavern Elf: Grants **Darkvision**: can see in total darkness as though it were dim light (black and white).
- ❌ Not Started dc-cr-elf-ancestry Heritage — Cavern Elf: Darkvision is a character vision property distinct from Low-Light Vision.
- ❌ Not Started dc-cr-elf-ancestry Heritage — Seer Elf: Innate cantrip: detect magic, arcane tradition, at-will (no uses/day limit).
- ❌ Not Started dc-cr-elf-ancestry Heritage — Seer Elf: Cantrip heightening rule: cantrip spell level = ceil(character level / 2).
- ❌ Not Started dc-cr-elf-ancestry Heritage — Seer Elf: +1 circumstance bonus to Identify Magic and Decipher Writing (magical) skill checks.
- ❌ Not Started dc-cr-elf-ancestry Heritage — Seer Elf: Identify Magic and Decipher Writing can use: Arcana, Nature, Occultism, or Religion.
- ❌ Not Started dc-cr-elf-ancestry Heritage — Whisper Elf: Default Seek range for undetected creatures: 30-foot cone.
- ❌ Not Started dc-cr-elf-ancestry Heritage — Whisper Elf: Whisper Elf extends Seek range to 60-foot cone.
- ❌ Not Started dc-cr-elf-ancestry Heritage — Whisper Elf: +2 circumstance bonus to Seek checks targeting undetected creatures within 30 ft that emit sound.
- ❌ Not Started dc-cr-elf-ancestry Heritage — Whisper Elf: Undetected status is a creature visibility state the system must track.
- ❌ Not Started dc-cr-elf-ancestry Heritage — Woodland Elf: Standard Climb: success = 5 ft (typically), critical success = 10 ft. Woodland Elf: success = half Speed, critical success = full Speed.
- ❌ Not Started dc-cr-elf-ancestry Heritage — Woodland Elf: Does not override Climb Speed (if character has one, normal rules apply).
- ❌ Not Started dc-cr-elf-ancestry Heritage — Woodland Elf: Take Cover normally requires an adjacent obstacle; Woodland Elf removes that requirement in forest terrain.
- ❌ Not Started dc-cr-elf-ancestry Heritage — Woodland Elf: Terrain type must be a tagged property: forest, for Take Cover interaction.
Gnome Ancestry
- ❌ Not Started dc-cr-gnome-ancestry Gnome Stat Block: **Gnome** ancestry data:
- ❌ Not Started dc-cr-gnome-ancestry Gnome Stat Block: Small size has gameplay implications (equipment, reach, space — handled in later chapters).
Gnome Ancestry Feats
- ❌ Not Started dc-cr-gnome-ancestry Feat — Animal Accomplice (Level 1): Familiar is a companion entity associated with the character; defined on page 217 (Chapter 4 rules).
- ❌ Not Started dc-cr-gnome-ancestry Feat — Animal Accomplice (Level 1): Character can own a familiar — familiar is its own entity with stats, abilities, type.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Burrow Elocutionist (Level 1): Ability to communicate with animals of a specific movement type (burrow Speed).
- ❌ Not Started dc-cr-gnome-ancestry Feat — Burrow Elocutionist (Level 1): Creature movement types include: walk, fly, burrow, swim, climb — must be typed fields.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Burrow Elocutionist (Level 1): Diplomacy skill can be used on non-intelligent creatures with this feat.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Fey Fellowship (Level 1): Creature type tag: **Fey** — used for bonus targeting.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Fey Fellowship (Level 1): Make an Impression normally requires 1 minute; this feat allows an immediate roll at −5.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Fey Fellowship (Level 1): Re-attempt on failure: must wait the standard 1 minute then roll again without the failure result persisting.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Fey Fellowship (Level 1): Special interaction with Glad-Hand feat: negates the −5 penalty vs. fey.
- ❌ Not Started dc-cr-gnome-ancestry Feat — First World Magic (Level 1): Same innate cantrip model as Otherworldly Magic (Elf) but primal tradition.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Gnome Obsession (Level 1): Feat creates a **level-gated automatic proficiency progression** for a specific lore skill.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Gnome Obsession (Level 1): Progression: trained (1st) → expert (2nd) → master (7th) → legendary (15th).
- ❌ Not Started dc-cr-gnome-ancestry Feat — Gnome Obsession (Level 1): Applies identically to background-granted Lore skills as well.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Gnome Obsession (Level 1): System must auto-apply proficiency upgrades at the specified levels.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Gnome Weapon Familiarity (Level 1): Same weapon familiarity/downgrade model.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Gnome Weapon Familiarity (Level 1): Trained weapons: glaive, kukri.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Illusion Sense (Level 1): Illusion is a spell school/descriptor tag.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Illusion Sense (Level 1): +1 circumstance bonus to Perception and Will saves vs. illusion-tagged effects.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Illusion Sense (Level 1): Automatic passive secret check: triggered when within 10 ft of any disbelievable illusion.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Illusion Sense (Level 1): Disbelieve is an interaction check — system must flag illusion spells as disbelievable.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Animal Elocutionist (Level 5): Extends Burrow Elocutionist to all animals (no movement-type restriction).
- ❌ Not Started dc-cr-gnome-ancestry Feat — Energized Font (Level 5, One-Action): Character has a **focus pool** (track of Focus Points, max 3, restored per Focus spell rules).
- ❌ Not Started dc-cr-gnome-ancestry Feat — Energized Font (Level 5, One-Action): Feat refills 1 Focus Point, up to pool maximum, once per day.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Energized Font (Level 5, One-Action): Prerequisite check: innate spell tradition must match at least one focus spell's tradition.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Gnome Weapon Innovator (Level 5): Same critical specialization model as previous weapon familiarity feats.
- ❌ Not Started dc-cr-gnome-ancestry Feat — First World Adept (Level 9): Grants two named innate spells: faerie fire, invisibility — both 2nd level, primal, 1/day each.
- ❌ Not Started dc-cr-gnome-ancestry Feat — First World Adept (Level 9): Multiple innate spells can coexist on the same character, each with independent uses/day.
- ❌ Not Started dc-cr-gnome-ancestry Feat — Vivacious Conduit (Level 9): Short rest (10 minutes) triggers HP recovery = CON modifier × floor(level / 2).
- ❌ Not Started dc-cr-gnome-ancestry Feat — Vivacious Conduit (Level 9): Stacks additively with Treat Wounds healing (no exclusion).
- ❌ Not Started dc-cr-gnome-ancestry Feat — Gnome Weapon Expertise (Level 13): Same proficiency inheritance model as previous weapon expertise feats.
Gnome Heritages
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Chameleon Gnome: Active one-action ability: minor color shift.
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Chameleon Gnome: Passive slow shift: up to 1 hour for full-body color change.
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Chameleon Gnome: Conditional Stealth bonus: +2 circumstance to Stealth when coloration matches environment.
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Chameleon Gnome: Bonus expires when environment changes significantly — system needs a trigger/expiry condition.
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Fey-touched Gnome: Character gains additional trait: **Fey** (alongside Gnome, Humanoid).
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Fey-touched Gnome: A character may have multiple traits simultaneously.
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Fey-touched Gnome: Innate cantrip: primal, at-will, choice from primal list, stored on character.
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Fey-touched Gnome: Cantrip swap: once/day, 10-minute activity with the **concentrate** trait.
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Fey-touched Gnome: Activities have a trait field (here: concentrate).
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Sensate Gnome: Grants a special sense: **imprecise scent**, range 30 ft.
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Sensate Gnome: Sense types: precise (pinpoints exact location), imprecise (determines approximate location).
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Sensate Gnome: Wind direction modifies scent range: downwind = ×2, upwind = ÷2.
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Sensate Gnome: +2 circumstance bonus to Perception to locate undetected creatures within scent range.
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Umbral Gnome: Grants Darkvision (same as Cavern Elf).
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Wellspring Gnome: Heritage stores a chosen spell tradition (arcane, divine, or occult) — one-time selection.
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Wellspring Gnome: Tradition override rule: any primal innate spells from gnome ancestry feats are reclassified to the chosen tradition.
- ❌ Not Started dc-cr-gnome-ancestry Heritage — Wellspring Gnome: System must support per-character tradition overrides on innate spells.
Goblin Ancestry
- ❌ Not Started dc-cr-goblin-ancestry Goblin Stat Block: **Goblin** ancestry data:
Goblin Ancestry Feats
- ❌ Not Started dc-cr-goblin-ancestry Feat — Burn It! (Level 1): Status bonus to fire damage: separate bonus type from circumstance/item/untyped (status bonuses don't stack with other status bonuses).
- ❌ Not Started dc-cr-goblin-ancestry Feat — Burn It! (Level 1): Scaling: spell fire damage bonus = floor(spell_level / 2); alchemical item fire bonus = floor(item_level / 4), minimum 1.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Burn It! (Level 1): Persistent fire damage also gets a flat +1 status bonus.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Burn It! (Level 1): Bonus applies only to fire damage type.
- ❌ Not Started dc-cr-goblin-ancestry Feat — City Scavenger (Level 1): Subsist normally uses Survival; this feat adds Society as an alternative skill.
- ❌ Not Started dc-cr-goblin-ancestry Feat — City Scavenger (Level 1): Activity combination: Subsist + Earn Income can occur in the same downtime day in cities.
- ❌ Not Started dc-cr-goblin-ancestry Feat — City Scavenger (Level 1): Conditional bonus upgrade based on another heritage: system must check heritage when applying feat bonuses.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Goblin Lore (Level 1): Same duplicate-training resolution rule.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Goblin Scuttle (Level 1, Reaction): Reaction trigger: ally ends a move action adjacent to acting character.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Goblin Scuttle (Level 1, Reaction): Effect: character takes a Step (5 ft movement, doesn't trigger reactions).
- ❌ Not Started dc-cr-goblin-ancestry Feat — Goblin Song (Level 1, One-Action): Performance check used offensively against a creature's Will DC.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Goblin Song (Level 1, One-Action): Target count scales with Performance proficiency rank.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Goblin Song (Level 1, One-Action): Effect is a status penalty to Perception checks and Will saves.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Goblin Song (Level 1, One-Action): Temporary immunity mechanic: on critical failure, target is immune to this specific ability for 1 hour.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Goblin Weapon Familiarity (Level 1): Trained weapons: dogslicer, horsechopper.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Junk Tinker (Level 1): Level 0 items craftable from junk at 25% price.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Junk Tinker (Level 1): **Shoddy** item quality: normally imposes a penalty; this feat waives that penalty for self-made items.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Junk Tinker (Level 1): Item quality field: normal, shoddy, masterwork/high-quality.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Junk Tinker (Level 1): Junk reduction: equivalent to 1 extra day of crafting work → reduces final price.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Rough Rider (Level 1): Feat can grant another feat (Ride) regardless of prerequisites — feat grants can bypass normal prerequisites.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Rough Rider (Level 1): Mounts are typed: goblin dog, wolf are specific mount types.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Rough Rider (Level 1): Animal companion selection can be gated by feat (wolf normally unavailable to some classes unless this feat is held).
- ❌ Not Started dc-cr-goblin-ancestry Feat — Very Sneaky (Level 1): Sneak action normally allows movement up to half Speed (see Stealth rules); this adds 5 ft.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Very Sneaky (Level 1): Observation state during Sneak: normally become observed if ending without cover/concealment; this feat delays that to end of full turn.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Goblin Weapon Frenzy (Level 5): Same critical specialization model.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Cave Climber (Level 9): Grants a new **movement type**: climb Speed = 10 ft.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Cave Climber (Level 9): Characters may have multiple movement speeds (land, climb, swim, fly, burrow) — each is a separate field.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Skittering Scuttle (Level 9): Upgrades the Goblin Scuttle reaction: Stride (up to half Speed) replaces Step.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Goblin Weapon Expertise (Level 13): Same proficiency inheritance model.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Very, Very Sneaky (Level 13): Upgrades Very Sneaky: Sneak movement = full Speed.
- ❌ Not Started dc-cr-goblin-ancestry Feat — Very, Very Sneaky (Level 13): Removes cover/concealment requirement for Hide and Sneak actions entirely.
Goblin Heritages
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Charhide Goblin: Fire resistance = floor(level / 2), minimum 1.
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Charhide Goblin: **Persistent damage** has a flat check to remove it each round; standard DC is 15.
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Charhide Goblin: Charhide: flat check DC drops to 10 (or 5 with appropriate aid).
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Charhide Goblin: System must model persistent damage as a recurring damage-over-time with a per-round flat check to clear.
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Charhide Goblin: Aid mechanic: another creature's appropriate action can further modify the check DC.
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Irongut Goblin: Condition-scoped bonus: only when the source was **ingested** — afflictions/conditions must track their source type (ingested, inhaled, contact, injury, etc.).
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Irongut Goblin: Success → critical success upgrade on Fortitude saves when bonus applies.
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Irongut Goblin: Passive survival ability: can subsist on spoiled food; can eat/drink while sickened.
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Irongut Goblin: System must flag whether a character can eat/drink while sickened (normally prohibited).
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Razortooth Goblin: Unarmed attack as a heritage-granted weapon: jaws.
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Razortooth Goblin: Unarmed attack stats: damage = 1d6 piercing, group = brawling, traits = [finesse, unarmed].
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Razortooth Goblin: Characters can have multiple natural/unarmed attack options.
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Snow Goblin: Same resistance/severity-step model as Arctic Elf and Forge Dwarf but for cold.
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Unbreakable Goblin: Heritage overrides the ancestry HP value (10 instead of 6).
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Unbreakable Goblin: Falling damage is calculated from distance fallen; this heritage halves effective distance for damage calculation.
- ❌ Not Started dc-cr-goblin-ancestry Heritage — Unbreakable Goblin: System must allow heritage to override ancestry base HP.
Half-Elf Ancestry Feats
- ❌ Not Started dc-cr-human-ancestry Feat — Elf Atavism (Level 1): Prerequisite: heritage compatibility check — feat grants may be conditional on the character already having prerequisite features.
- ❌ Not Started dc-cr-human-ancestry Feat — Elf Atavism (Level 1): Special restriction: immutable (no retrain).
- ❌ Not Started dc-cr-human-ancestry Feat — Inspire Imitation (Level 5): Aid reaction normally requires a preparation action on a prior turn.
- ❌ Not Started dc-cr-human-ancestry Feat — Inspire Imitation (Level 5): This feat waives the preparation requirement on critical skill check success.
- ❌ Not Started dc-cr-human-ancestry Feat — Supernatural Charm (Level 5): Innate spell: charm, arcane, 1st level, 1/day.
Half-Orc Ancestry Feats
- ❌ Not Started dc-cr-human-ancestry Feat — Monstrous Peacemaker (Level 1): Bonus targeting by creature type AND social status (marginalized humanoids).
- ❌ Not Started dc-cr-human-ancestry Feat — Monstrous Peacemaker (Level 1): GM-discretion flag on target eligibility — system stores the list, GM overrides possible.
- ❌ Not Started dc-cr-human-ancestry Feat — Orc Ferocity (Level 1, Reaction): **0 HP trigger**: fires before falling unconscious.
- ❌ Not Started dc-cr-human-ancestry Feat — Orc Ferocity (Level 1, Reaction): Effect: character stays at 1 HP instead of dropping.
- ❌ Not Started dc-cr-human-ancestry Feat — Orc Ferocity (Level 1, Reaction): **Wounded condition** increases by 1 (wounded is a numeric tracked condition).
- ❌ Not Started dc-cr-human-ancestry Feat — Orc Ferocity (Level 1, Reaction): System must support this "cheat death" trigger as a distinct reactive rule.
- ❌ Not Started dc-cr-human-ancestry Feat — Orc Sight (Level 1): Prerequisite: character must have low-light vision (from Half-Orc heritage).
- ❌ Not Started dc-cr-human-ancestry Feat — Orc Sight (Level 1): Upgrades vision: low-light vision → darkvision.
- ❌ Not Started dc-cr-human-ancestry Feat — Orc Superstition (Level 1, Reaction): Same pre-roll save bonus pattern as Ancient-Blooded Dwarf.
- ❌ Not Started dc-cr-human-ancestry Feat — Orc Superstition (Level 1, Reaction): This feat has the concentrate trait — using it counts as a concentrate action (can be disrupted).
- ❌ Not Started dc-cr-human-ancestry Feat — Orc Weapon Familiarity (Level 1): Trained weapons: falchion, greataxe.
- ❌ Not Started dc-cr-human-ancestry Feat — Victorious Vigor (Level 5, Reaction): **Temporary HP**: a separate HP pool that absorbs damage before regular HP, expires on trigger.
- ❌ Not Started dc-cr-human-ancestry Feat — Victorious Vigor (Level 5, Reaction): Temporary HP amount = CON modifier.
- ❌ Not Started dc-cr-human-ancestry Feat — Victorious Vigor (Level 5, Reaction): Trigger: enemy drops to 0 HP (caused by this character).
- ❌ Not Started dc-cr-human-ancestry Feat — Victorious Vigor (Level 5, Reaction): Duration: until end of next turn.
- ❌ Not Started dc-cr-human-ancestry Feat — Pervasive Superstition (Level 9): Passive always-on bonus (no trigger needed) to all saves vs. spells and magical effects.
- ❌ Not Started dc-cr-human-ancestry Feat — Pervasive Superstition (Level 9): Stacks with Orc Superstition (which is reactive and circumstance).
- ❌ Not Started dc-cr-human-ancestry Feat — Incredible Ferocity (Level 13): Upgrades Orc Ferocity frequency: 1/day → 1/hour.
- ❌ Not Started dc-cr-human-ancestry Feat — Incredible Ferocity (Level 13): System must support both daily and hourly reset windows for ability tracking.
Halfling Ancestry
- ❌ Not Started dc-cr-halfling-ancestry Halfling Stat Block: **Halfling** ancestry data:
- ❌ Not Started dc-cr-halfling-ancestry Special Ability — Keen Eyes: Flat checks exist for attacking concealed targets (standard DC 5) and hidden targets (standard DC 11).
- ❌ Not Started dc-cr-halfling-ancestry Special Ability — Keen Eyes: Keen Eyes reduces these to DC 3 (concealed) and DC 9 (hidden).
- ❌ Not Started dc-cr-halfling-ancestry Special Ability — Keen Eyes: Seek action bonus: +2 circumstance within 30 ft for hidden/undetected creatures.
- ❌ Not Started dc-cr-halfling-ancestry Special Ability — Keen Eyes: System must track flat check DCs for targeting obscured creatures as modifiable fields.
Halfling Ancestry Feats
- ❌ Not Started dc-cr-halfling-ancestry Feat — Distracting Shadows (Level 1): Cover for Hide/Sneak can come from creatures, not just objects/terrain, with this feat.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Distracting Shadows (Level 1): Cover source types: obstacle/terrain vs. creature — must be distinguishable.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Distracting Shadows (Level 1): Size comparison: cover-granting creature must be ≥1 size category larger than the character.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Halfling Luck (Level 1, Free-Action): Free-action reaction triggered on failed skill check or saving throw.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Halfling Luck (Level 1, Free-Action): **Reroll mechanic**: roll again and use the new result (not a "keep better" — uses new result regardless).
- ❌ Not Started dc-cr-halfling-ancestry Feat — Halfling Luck (Level 1, Free-Action): Reroll must track which check it's being applied to.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Halfling Weapon Familiarity (Level 1): Trained weapons: sling, halfling sling staff, shortsword.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Sure Feet (Level 1): Degree-of-success upgrade on Balance and Climb checks.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Sure Feet (Level 1): Removes flat-footed condition during Balance and Climb attempts.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Titan Slinger (Level 1): Conditional damage die upgrade: triggered by target size (Large or larger) AND weapon type (sling).
- ❌ Not Started dc-cr-halfling-ancestry Feat — Titan Slinger (Level 1): Die step increase: d4→d6→d8→d10→d12 (see weapon rules, p.279).
- ❌ Not Started dc-cr-halfling-ancestry Feat — Unfettered Halfling (Level 1): Success → critical success on Escape checks and saves vs. grabbed/restrained conditions.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Unfettered Halfling (Level 1): Enemy Grapple check: failure → critical failure when targeting this character.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Unfettered Halfling (Level 1): Grab ability (automatic on hit) becomes a manual Athletics check when targeting this character.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Unfettered Halfling (Level 1): Significant interaction with grapple/grab mechanics — system must support per-character modifiers to these outcomes.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Watchful Halfling (Level 1): Sense Motive: a Perception-based action to detect enchantment or possession.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Watchful Halfling (Level 1): Enchanted and possessed are character states the system must track.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Watchful Halfling (Level 1): Passive secret check pattern (same as Stonecunning, Illusion Sense).
- ❌ Not Started dc-cr-halfling-ancestry Feat — Watchful Halfling (Level 1): Aid action normally applies to skill checks and attacks; this feat extends it to saving throws against enchantment/possession.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Cultural Adaptability (Level 5): **Adopted Ancestry**: a general feat that grants access to another ancestry's feats.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Cultural Adaptability (Level 5): This feat bundles Adopted Ancestry + one 1st-level feat from that ancestry.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Cultural Adaptability (Level 5): System must support a character having feats from multiple ancestries.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Guiding Luck (Level 9): Extends Halfling Luck frequency to 2/day.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Guiding Luck (Level 9): Second use has a different trigger: failed Perception check or attack roll.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Guiding Luck (Level 9): System must track per-ability daily uses separately.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Irrepressible (Level 9): General emotion save upgrade (duplicates Gutsy Halfling success upgrade for non-Gutsy characters).
- ❌ Not Started dc-cr-halfling-ancestry Feat — Irrepressible (Level 9): Gutsy Halfling bonus interaction: critical failure → failure on emotion saves (additive benefit).
- ❌ Not Started dc-cr-halfling-ancestry Feat — Irrepressible (Level 9): System must check heritage when computing feat benefit.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Ceaseless Shadows (Level 13): Removes cover/concealment requirement for Hide and Sneak entirely.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Ceaseless Shadows (Level 13): Cover tier from creatures is upgraded by one step when this feat is held.
- ❌ Not Started dc-cr-halfling-ancestry Feat — Ceaseless Shadows (Level 13): Cover tiers: lesser cover, cover, greater cover — ordered scale.
Halfling Heritages
- ❌ Not Started dc-cr-halfling-ancestry Heritage — Gutsy Halfling: Success → critical success upgrade on emotion saves (same pattern as Forlorn elf feat).
- ❌ Not Started dc-cr-halfling-ancestry Heritage — Hillock Halfling: Overnight natural healing formula gains +level HP bonus.
- ❌ Not Started dc-cr-halfling-ancestry Heritage — Hillock Halfling: Treat Wounds healing gains +level HP when character consumes a snack simultaneously.
- ❌ Not Started dc-cr-halfling-ancestry Heritage — Hillock Halfling: Snack is an implicit item/food interaction; system needs a "snack" or "ration" item type.
- ❌ Not Started dc-cr-halfling-ancestry Heritage — Nomadic Halfling: Grants 2 bonus languages at creation beyond the standard Intelligence-based bonus.
- ❌ Not Started dc-cr-halfling-ancestry Heritage — Nomadic Halfling: Multilingual feat interaction: each Multilingual selection grants 1 extra language on top of Multilingual's normal grant.
- ❌ Not Started dc-cr-halfling-ancestry Heritage — Twilight Halfling: Grants Low-Light Vision.
- ❌ Not Started dc-cr-halfling-ancestry Heritage — Wildwood Halfling: Difficult terrain has subtypes/tags: trees, foliage, undergrowth.
- ❌ Not Started dc-cr-halfling-ancestry Heritage — Wildwood Halfling: This heritage makes specific terrain tags non-difficult for this character.
Human Ancestry
- ❌ Not Started dc-cr-human-ancestry Human Stat Block: **Human** ancestry data:
- ❌ Not Started dc-cr-human-ancestry Paragraph — Two Free Ability Boosts: Human ability boost model differs from all others: both boosts are free (player's choice of any score, each to a different score).
- ❌ Not Started dc-cr-human-ancestry Paragraph — Two Free Ability Boosts: System must support the case where an ancestry has 0 fixed boosts and N free boosts.
- ❌ Not Started dc-cr-human-ancestry Paragraph — Language Count Exception: Human bonus language formula: 1 + Intelligence modifier (vs. other ancestries: just Intelligence modifier).
- ❌ Not Started dc-cr-human-ancestry Paragraph — Language Count Exception: Humans can choose from all common languages (not a restricted sub-list like other ancestries).
Human Ancestry Feats
- ❌ Not Started dc-cr-human-ancestry Feat — Adapted Cantrip (Level 1): Feat has a class-feature prerequisite: requires a spellcasting class feature.
- ❌ Not Started dc-cr-human-ancestry Feat — Adapted Cantrip (Level 1): Allows adding one cantrip from a different tradition; it is cast using the character's own tradition.
- ❌ Not Started dc-cr-human-ancestry Feat — Adapted Cantrip (Level 1): Cross-tradition cantrip swap on retrain is supported.
- ❌ Not Started dc-cr-human-ancestry Feat — Cooperative Nature (Level 1): Aid check bonus: +4 circumstance.
- ❌ Not Started dc-cr-human-ancestry Feat — General Training (Level 1): Feat can be taken multiple times — system must support multi-select feats (not unique).
- ❌ Not Started dc-cr-human-ancestry Feat — General Training (Level 1): Grants a general feat with deferred prerequisite checking during character creation.
- ❌ Not Started dc-cr-human-ancestry Feat — Haughty Obstinacy (Level 1): "Mental control" is a tagged effect subtype.
- ❌ Not Started dc-cr-human-ancestry Feat — Haughty Obstinacy (Level 1): Coerce (Intimidation) failure → critical failure when targeting this character.
- ❌ Not Started dc-cr-human-ancestry Feat — Haughty Obstinacy (Level 1): Coerce critical failure imposes a 1-week immunity to further Coerce attempts by same creature.
- ❌ Not Started dc-cr-human-ancestry Feat — Natural Ambition (Level 1): Grants one 1st-level class feat (not ancestry/general) from the character's own class.
- ❌ Not Started dc-cr-human-ancestry Feat — Natural Ambition (Level 1): Class feats are a distinct feat category.
- ❌ Not Started dc-cr-human-ancestry Feat — Natural Skill (Level 1): Grants 2 free skill training choices at character creation.
- ❌ Not Started dc-cr-human-ancestry Feat — Unconventional Weaponry (Level 1): Access gate for uncommon weapons can be opened by this feat.
- ❌ Not Started dc-cr-human-ancestry Feat — Unconventional Weaponry (Level 1): Weapon proficiency reclassification for this single weapon: downgraded to simple (or martial if advanced).
- ❌ Not Started dc-cr-human-ancestry Feat — Unconventional Weaponry (Level 1): Requires matching an ancestry trait tag or cultural designation.
- ❌ Not Started dc-cr-human-ancestry Feat — Adaptive Adept (Level 5): Can extend a cross-tradition spell to 1st-level (not just cantrip).
- ❌ Not Started dc-cr-human-ancestry Feat — Adaptive Adept (Level 5): 1st-level spells added this way cannot be heightened beyond 1st level via this path.
- ❌ Not Started dc-cr-human-ancestry Feat — Adaptive Adept (Level 5): System must track the tradition source of each cross-tradition spell.
- ❌ Not Started dc-cr-human-ancestry Feat — Clever Improviser (Level 5): Removes the trained-proficiency gate on skill actions for this character.
- ❌ Not Started dc-cr-human-ancestry Feat — Clever Improviser (Level 5): Untrained Improvisation is a named general feat bundled by this feat.
- ❌ Not Started dc-cr-human-ancestry Feat — Cooperative Soul (Level 9): Upgrades Aid check outcomes: any non-critical-success result becomes success when character is expert+ in the skill.
- ❌ Not Started dc-cr-human-ancestry Feat — Incredible Improvisation (Level 9, Free-Action): Free-action triggered on attempting an untrained skill check.
- ❌ Not Started dc-cr-human-ancestry Feat — Incredible Improvisation (Level 9, Free-Action): +4 circumstance bonus, 1/day.
- ❌ Not Started dc-cr-human-ancestry Feat — Multitalented (Level 9): Multiclass dedication feats have a prerequisite: normally must take more feats in current archetype first.
- ❌ Not Started dc-cr-human-ancestry Feat — Multitalented (Level 9): This feat bypasses that gate.
- ❌ Not Started dc-cr-human-ancestry Feat — Multitalented (Level 9): Half-elf modifier: waives ability score prerequisites specifically for this feat.
- ❌ Not Started dc-cr-human-ancestry Feat — Unconventional Expertise (Level 13): Same proficiency inheritance model; applies to the specific weapon chosen in Unconventional Weaponry.
Human Heritages
- ❌ Not Started dc-cr-human-ancestry Heritage — Half-Elf: Heritage can grant additional traits: Elf, Half-Elf added to Human, Humanoid.
- ❌ Not Started dc-cr-human-ancestry Heritage — Half-Elf: Heritage expands ancestry feat pool: can select from Elf, Half-Elf, and Human feats.
- ❌ Not Started dc-cr-human-ancestry Heritage — Half-Elf: Character's accessible ancestry feat pool is determined by heritage, not just ancestry.
- ❌ Not Started dc-cr-human-ancestry Heritage — Half-Orc: Same multi-ancestry feat pool model as Half-Elf.
- ❌ Not Started dc-cr-human-ancestry Heritage — Half-Orc: Traits added: Orc, Half-Orc.
- ❌ Not Started dc-cr-human-ancestry Heritage — Skilled Heritage: Heritage grants trained proficiency in a chosen skill at 1st level.
- ❌ Not Started dc-cr-human-ancestry Heritage — Skilled Heritage: Automatic expert upgrade at 5th level — system must apply this on level-up.
- ❌ Not Started dc-cr-human-ancestry Heritage — Versatile Heritage: Heritage grants a free general feat at character creation.
- ❌ Not Started dc-cr-human-ancestry Heritage — Versatile Heritage: General feats are a distinct feat category (not ancestry, class, or skill feats).
Languages
- ❌ Not Started dc-cr-languages Paragraph — Language Mechanics: Languages grant both **speak** and **read** ability by default (no distinction required for standard languages).
- ❌ Not Started dc-cr-languages Paragraph — Language Mechanics: Language count adjusts dynamically if Intelligence modifier changes.
- ❌ Not Started dc-cr-languages Paragraph — Language Mechanics: System must recalculate available bonus language slots when Intelligence is modified.
- ❌ Not Started dc-cr-languages Paragraph — Language Tiers: Languages have a tier/access field: common, uncommon, secret.
- ❌ Not Started dc-cr-languages Paragraph — Language Tiers: Secret languages (Druidic) are class-locked — only available to druids; druids are prohibited from teaching it.
- ❌ Not Started dc-cr-languages Paragraph — Language Tiers: Uncommon languages require a specific access source (ancestry, feat, region, etc.).
- ❌ Not Started dc-cr-languages Table 2-1: Common Languages: Language database must include all 11 common languages with speaker associations.
- ❌ Not Started dc-cr-languages Table 2-1: Common Languages: Speaker associations are informational tags (not mechanically enforced at character creation, but used for lore and NPC interactions).
- ❌ Not Started dc-cr-languages Table 2-2: Uncommon Languages: 11 uncommon languages must be in the language database.
- ❌ Not Started dc-cr-languages Table 2-2: Uncommon Languages: Access to uncommon languages requires a specific source (ancestry bonus list, feat, region, etc.).
- ❌ Not Started dc-cr-languages Table 2-3: Secret Language: Druidic is class-locked (requires druid class feature) and cannot be taught/shared.
- ❌ Not Started dc-cr-languages Table 2-3: Secret Language: System must enforce the class prerequisite for Druidic.
- ❌ Not Started dc-cr-languages Paragraph — Sign Language and Lip Reading: Sign Language and Read Lips are distinct communication modalities — separate from spoken/written.
- ❌ Not Started dc-cr-languages Paragraph — Sign Language and Lip Reading: Accessible via skill feats.
- ❌ Not Started dc-cr-languages Paragraph — Sign Language and Lip Reading: Characters who are deaf/mute may receive these feats for free at GM discretion.
Chapter 3: Classes 907 0 0 100%
Alchemist
- ✅ Implemented dc-cr-class-alchemist Identity & Role: Alchemist class must exist as a playable character class.
- ✅ Implemented dc-cr-class-alchemist Identity & Role: Alchemist identity is defined by alchemical item creation and use—bombs, elixirs, mutagens—not by spellcasting.
- ✅ Implemented dc-cr-class-alchemist Identity & Role: Alchemist's primary combat roles include ranged explosive attacks (bombs), support via elixirs, and at higher levels melee/resilience via mutagens.
- ✅ Implemented dc-cr-class-alchemist Base Statistics: Alchemist key ability score is Intelligence; all class DCs and relevant modifiers reference Intelligence.
- ✅ Implemented dc-cr-class-alchemist Base Statistics: Alchemist max HP = (8 + CON modifier) × level at character creation, increasing by that amount each level.
- ✅ Implemented dc-cr-class-alchemist Field Discovery (5th Level): At 5th level, alchemist gains Field Discovery based on research field.
- ✅ Implemented dc-cr-class-alchemist Field Discovery (5th Level): Bomber Field Discovery: each advanced alchemy batch may produce any 3 bombs (not required to be identical).
- ✅ Implemented dc-cr-class-alchemist Field Discovery (5th Level): Chirurgeon Field Discovery: each advanced alchemy batch may produce any 3 healing elixirs (not required to be identical).
- ✅ Implemented dc-cr-class-alchemist Field Discovery (5th Level): Mutagenist Field Discovery: each advanced alchemy batch may produce any 3 mutagens (not required to be identical).
- ✅ Implemented dc-cr-class-alchemist Powerful Alchemy (5th Level): At 5th level, alchemist gains Powerful Alchemy.
- ✅ Implemented dc-cr-class-alchemist Powerful Alchemy (5th Level): Quick Alchemy items with a saving throw may use the alchemist's class DC instead of the item's default DC.
- ✅ Implemented dc-cr-class-alchemist Alchemical Weapon Expertise (7th Level): At 7th level, alchemist proficiency in simple weapons, alchemical bombs, and unarmed attacks increases to Expert.
- ✅ Implemented dc-cr-class-alchemist Iron Will (7th Level): At 7th level, alchemist Will save proficiency increases to Expert.
- ✅ Implemented dc-cr-class-alchemist Perpetual Infusions (7th Level): At 7th level, alchemist gains Perpetual Infusions: designate 2 specific alchemical items that can be created via Quick Alchemy for free (no infused reagent cost).
- ✅ Implemented dc-cr-class-alchemist Perpetual Infusions (7th Level): Perpetual Infusion items must be from the research field's eligible list and in the formula book.
- ✅ Implemented dc-cr-class-alchemist Perpetual Infusions (7th Level): Bomber perpetual infusions: 2 chosen 1st-level bombs.
- ✅ Implemented dc-cr-class-alchemist Perpetual Infusions (7th Level): Chirurgeon perpetual infusions: 2 chosen 1st-level healing elixirs; a creature that heals HP from a perpetual infusion becomes temporarily immune to HP healing from subsequent perpetual infusions for 10 minutes (other effects still apply).
- ✅ Implemented dc-cr-class-alchemist Perpetual Infusions (7th Level): Mutagenist perpetual infusions: 2 chosen 1st-level mutagens.
- ✅ Implemented dc-cr-class-alchemist Perpetual Infusions (7th Level): Each level, alchemist may swap any number of perpetual infusion selections for other eligible infusions.
- ✅ Implemented dc-cr-class-alchemist Alchemical Expertise (9th Level): At 9th level, alchemist class DC proficiency increases to Expert.
- ✅ Implemented dc-cr-class-alchemist Alertness (9th Level): At 9th level, alchemist Perception proficiency increases to Expert.
- ✅ Implemented dc-cr-class-alchemist Double Brew (9th Level): At 9th level, alchemist gains Double Brew: Quick Alchemy may spend up to 2 infused reagent batches to create up to 2 alchemical items in one action; they need not be the same item.
- ✅ Implemented dc-cr-class-alchemist Juggernaut (11th Level): At 11th level, alchemist Fortitude save proficiency increases to Master.
- ✅ Implemented dc-cr-class-alchemist Juggernaut (11th Level): A success on a Fortitude save becomes a critical success for the alchemist.
- ✅ Implemented dc-cr-class-alchemist Perpetual Potency (11th Level): At 11th level, Perpetual Infusions upgrade to Perpetual Potency; eligible item level increases per field: Bomber → 3rd-level bombs, Chirurgeon → 6th-level healing elixirs, Mutagenist → 3rd-level mutagens.
- ✅ Implemented dc-cr-class-alchemist Greater Field Discovery (13th Level): At 13th level, alchemist gains Greater Field Discovery.
- ✅ Implemented dc-cr-class-alchemist Greater Field Discovery (13th Level): Bomber: splash radius increases to 10 ft (or 15 ft with Expanded Splash feat).
- ✅ Implemented dc-cr-class-alchemist Greater Field Discovery (13th Level): Chirurgeon: elixirs of life created via Quick Alchemy heal maximum HP (no roll).
- ✅ Implemented dc-cr-class-alchemist Greater Field Discovery (13th Level): Mutagenist: may be under effects of two mutagens simultaneously; both benefits and both drawbacks apply. A third mutagen while under two causes loss of one prior mutagen's benefits (player chooses) but retains all drawbacks. A non-mutagen polymorph effect while under two mutagens: lose both benefits but retain both drawbacks.
- ✅ Implemented dc-cr-class-alchemist Medium Armor Expertise (13th Level): At 13th level, alchemist proficiency in light armor, medium armor, and unarmored defense increases to Expert.
- ✅ Implemented dc-cr-class-alchemist Weapon Specialization (13th Level): At 13th level, alchemist gains Weapon Specialization: +2 damage with Expert weapons/unarmed, +3 at Master, +4 at Legendary.
- ✅ Implemented dc-cr-class-alchemist Alchemical Alacrity (15th Level): At 15th level, Quick Alchemy may spend up to 3 infused reagent batches to create up to 3 alchemical items in one action; one item is automatically stowed.
- ✅ Implemented dc-cr-class-alchemist Evasion (15th Level): At 15th level, alchemist Reflex save proficiency increases to Master; successes on Reflex saves become critical successes.
- ✅ Implemented dc-cr-class-alchemist Alchemical Mastery (17th Level): At 17th level, alchemist class DC proficiency increases to Master.
- ✅ Implemented dc-cr-class-alchemist Perpetual Perfection (17th Level): At 17th level, Perpetual Potency upgrades to Perpetual Perfection; eligible level rises to 11th for all research fields.
- ✅ Implemented dc-cr-class-alchemist Medium Armor Mastery (19th Level): At 19th level, alchemist proficiency in light armor, medium armor, and unarmored defense increases to Master.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Alchemical Familiar** — Alchemist creates an alchemical familiar (uses INT modifier for Perception, Acrobatics, Stealth); follows familiar rules.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Alchemical Savant** (Prereq: trained Crafting) — Identify Alchemy on a held item as 1 action (concentrate, manipulate) instead of 10 minutes; +2 circumstance bonus if you have the formula; critical failure becomes failure.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Far Lobber** — Alchemical bomb range increment becomes 30 feet (default 20 ft).
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Quick Bomber** [1-action] — Interact to draw a bomb then Strike with it as one combined action.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Poison Resistance** — Gain poison resistance = half level; +1 status bonus to saves vs. poison.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Revivifying Mutagen** [1-action, concentrate, manipulate] — While under a mutagen, end its duration to regain 1d6 HP per 2 item levels of the mutagen (minimum 1d6).
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Smoke Bomb** [free-action, additive 1] (Trigger: Quick Alchemy bomb ≥1 level below advanced alchemy level; frequency once/round) — Bomb also creates 10-ft-radius smoke cloud (concealed condition within); lasts 1 minute or until strong wind.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Calculated Splash** — Bomb splash damage = INT modifier (minimum 0) instead of normal amount.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Efficient Alchemy** — When spending downtime to Craft alchemical items, produce twice as many in one batch without additional time; no reduction in material cost.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Enduring Alchemy** — Quick Alchemy tools/elixirs remain potent until end of next turn (instead of start of next turn).
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Combine Elixirs** [free-action, additive 2] (Prereq: —; Trigger: Quick Alchemy elixir ≥2 levels below advanced alchemy level; frequency once/round) — Spend 2 additional reagent batches to add a second elixir; combined item is 2 levels higher than higher of the two; both elixirs take effect when consumed.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Debilitating Bomb** [free-action, additive 2] (Trigger: Quick Alchemy bomb ≥2 levels below advanced alchemy level; frequency once/round) — On hit, target must succeed Fortitude (class DC) or suffer one of: dazzled, deafened, flat-footed, or –5-foot status penalty to Speed until start of next turn.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Directional Bombs** — Splash can be directed as a 15-ft cone away from you instead of all adjacent squares.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Feral Mutagen** (Prereq: bestial mutagen access) — While under bestial mutagen: gain mutagen's item bonus to Intimidation; claws/jaws gain deadly d10; optionally increase AC penalty by 1 to increase claw/jaw damage die by one step.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Sticky Bomb** [free-action, additive 2] (Trigger: Quick Alchemy bomb ≥2 levels below advanced alchemy level; frequency once/round) — Direct hit also deals persistent damage equal to and of same type as splash damage (combines with any existing persistent damage).
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Elastic Mutagen** (Prereq: quicksilver mutagen) — While under quicksilver mutagen: Step up to 10 ft; squeeze as one size smaller.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Expanded Splash** (Prereq: Calculated Splash) — Add INT modifier to splash damage; splash affects all within 10 feet of target.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Greater Debilitating Bomb** (Prereq: Debilitating Bomb) — Add to Debilitating Bomb options: clumsy 1, enfeebled 1, stupefied 1, or –10-foot speed penalty.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Merciful Elixir** [free-action, additive 2] (Trigger: Quick Alchemy elixir of life ≥2 levels below advanced alchemy level; frequency once/round) — Elixir also attempts to counteract one fear effect or paralyzed condition (level + class DC–10 as counteract modifier).
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Potent Poisoner** (Prereq: Powerful Alchemy) — When crafting poison items, increase DC by up to 4 (max: class DC).
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Extend Elixir** — When alchemist drinks own infused elixir (elixir + infused trait, duration ≥ 1 min), duration is doubled.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Invincible Mutagen** (Prereq: juggernaut mutagen) — While under juggernaut mutagen: gain physical damage resistance = INT modifier.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Uncanny Bombs** (Prereq: Far Lobber) — Bomb range increment becomes 60 ft; cover circumstance bonus to AC reduced by 1 against your bombs; auto-succeed on flat check to target concealed creatures.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Glib Mutagen** (Prereq: silvertongue mutagen) — While under silvertongue mutagen: ignore circumstance penalties to Deception/Diplomacy/Intimidation/Performance; speech is understood in listeners' native language.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Greater Merciful Elixir** (Prereq: Merciful Elixir) — Merciful Elixir can also counteract: blinded, deafened, sickened, or slowed.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **True Debilitating Bomb** (Prereq: Greater Debilitating Bomb) — Debilitating Bomb options now include: enfeebled 2, stupefied 2, –15-foot speed penalty; prior options only avoided on critical save success.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Eternal Elixir** (Prereq: Extend Elixir) — Once per day, consume own infused elixir ≤ half your level: make its duration indefinite (until next daily preparations). Only one indefinite elixir at a time.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Exploitive Bomb** [free-action, additive 2] (Trigger: Quick Alchemy bomb ≥2 levels below advanced alchemy level; frequency once/round) — Bomb reduces target's resistance to its damage type by your level for that attack.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Genius Mutagen** (Prereq: cognitive mutagen) — While under cognitive mutagen: add item bonus to Deception/Diplomacy/Intimidation/Medicine/Nature/Performance/Religion/Survival; gain 60-ft two-way telepathy with creatures sharing a language.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Persistent Mutagen** (Prereq: Extend Elixir) — Once per day when consuming own infused mutagen, retain its effects until next daily preparations.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Improbable Elixirs** (Prereq: —) — Select INT modifier potions (min 1) of 9th level or lower; gain formulas to craft them as alchemical elixirs (substitute reagents for magic components; use alchemy tools/lab instead of other kits); choices are permanent.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Mindblank Mutagen** (Prereq: serene mutagen) — While under serene mutagen: detection/revelation/scrying effects of 9th level or lower detect nothing from you or your possessions.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Miracle Worker** (Prereq: —; frequency once per 10 min) — Administer true elixir of life to creature dead ≤ 2 rounds; creature returns to life at 1 HP, becomes wounded 1.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Perfect Debilitation** (Prereq: True Debilitating Bomb) — Debilitating Bomb condition is avoided only on critical save success.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Craft Philosopher's Stone** — Gain formula for philosopher's stone; add to formula book.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Mega Bomb** [one-action, additive 3] (Prereq: Expanded Splash; Req: hold infused bomb ≥3 levels below advanced alchemy level) — Throw (Interact action, not Strike) bomb at target point within 60 ft; 30-ft-radius burst; Reflex save (basic); primary-target damage and effects apply to all creatures; no further splash beyond the radius. Must throw immediately or bomb denatures.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): **Perfect Mutagen** — While under own crafted mutagen, do not suffer its drawback.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): Additive trait feats add one substance to a bomb or elixir; only one additive per item; attempting a second additive spoils the item.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): Additive actions are generally usable only when creating infused alchemical items (some Quick Alchemy only).
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): Additive level adds to the modified item's level; combined item level must not exceed advanced alchemy level.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): Infused items: all nonpermanent effects end at next daily preparations (afflictions like slow-acting poisons persist until their own duration expires).
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): System must track and apply alchemist class feature unlocks at each level per the advancement table.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): Alchemist gains a class feat at 1st level and every even-numbered level (2, 4, 6 … 20).
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): Alchemist gains a skill feat at 2nd level and every 2 levels thereafter.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): Alchemist gains a general feat at 3rd level and every 4 levels thereafter.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): Alchemist gains a skill increase at 3rd level and every 2 levels thereafter.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): Alchemist gains four ability boosts at 5th level and every 5 levels thereafter.
- ✅ Implemented dc-cr-class-alchemist Section — Alchemist Class Feats (Summary): Alchemist gains an ancestry feat at 5th level and every 4 levels thereafter.
- ✅ Implemented dc-cr-class-alchemist Alchemy (Core Feature): At 1st level, alchemist automatically gains Alchemical Crafting feat regardless of prerequisites.
- ✅ Implemented dc-cr-class-alchemist Alchemy (Core Feature): Alchemist starts with the four common 1st-level alchemical formulas granted by Alchemical Crafting.
- ✅ Implemented dc-cr-class-alchemist Alchemy (Core Feature): Alchemist can use Crafting skill + Alchemical Crafting to create alchemical items from their formula book.
- ✅ Implemented dc-cr-class-alchemist Infused Reagents: Each day at daily preparations, alchemist receives infused reagent batches = level + INT modifier.
- ✅ Implemented dc-cr-class-alchemist Infused Reagents: Infused reagents are consumed when used for Advanced Alchemy or Quick Alchemy.
- ✅ Implemented dc-cr-class-alchemist Infused Reagents: Leftover infused reagents are destroyed when next daily preparations occur.
- ✅ Implemented dc-cr-class-alchemist Infused Reagents: Nonpermanent effects of previous day's infused items end at next daily preparations.
- ✅ Implemented dc-cr-class-alchemist Infused Reagents: Infused reagents cannot be duplicated, preserved, or created by any means other than daily preparations; artificial reagents are useless for alchemy class features.
- ✅ Implemented dc-cr-class-alchemist Infused Reagents: Infused reagents together have light Bulk.
- ✅ Implemented dc-cr-class-alchemist Advanced Alchemy: Advanced alchemy level = alchemist's character level.
- ✅ Implemented dc-cr-class-alchemist Advanced Alchemy: During daily preparations, alchemist may spend infused reagent batches to create alchemical items without Crafting checks and without the normal time requirement.
- ✅ Implemented dc-cr-class-alchemist Advanced Alchemy: Each batch spent produces 2 copies of one alchemical item of advanced alchemy level or lower from the formula book.
- ✅ Implemented dc-cr-class-alchemist Advanced Alchemy: Items created this way have the infused trait and expire after 24 hours or at next daily preparations, whichever comes first.
- ✅ Implemented dc-cr-class-alchemist Quick Alchemy: Quick Alchemy is a 1-action activity with the Manipulate trait.
- ✅ Implemented dc-cr-class-alchemist Quick Alchemy: Quick Alchemy costs 1 batch of infused reagents.
- ✅ Implemented dc-cr-class-alchemist Quick Alchemy: Quick Alchemy requires the formula for the target item and alchemist's tools held or worn.
- ✅ Implemented dc-cr-class-alchemist Quick Alchemy: Quick Alchemy creates one alchemical consumable of advanced alchemy level or lower from the formula book.
- ✅ Implemented dc-cr-class-alchemist Quick Alchemy: No Crafting check required; no monetary cost in reagents.
- ✅ Implemented dc-cr-class-alchemist Quick Alchemy: Item created by Quick Alchemy has the infused trait but expires at the start of the alchemist's next turn (not 24 hours).
- ✅ Implemented dc-cr-class-alchemist Formula Book: Alchemist starts with a formula book (value ≤ 10 sp) containing 2 chosen common 1st-level alchemical formulas plus those from Alchemical Crafting and research field.
- ✅ Implemented dc-cr-class-alchemist Formula Book: Each level gained, alchemist adds 2 common alchemical item formulas of any craftable level to their formula book automatically.
- ✅ Implemented dc-cr-class-alchemist Formula Book: Additional formulas can be obtained by purchase, finding in settlements, or the Inventor feat.
- ✅ Implemented dc-cr-class-alchemist Formula Book: System must track alchemist's formula book contents separately from other item inventories.
- ✅ Implemented dc-cr-class-alchemist Research Fields: Alchemist chooses one research field at 1st level: Bomber, Chirurgeon, or Mutagenist.
- ✅ Implemented dc-cr-class-alchemist Research Fields: Research field designates signature items; advanced alchemy with signature items produces 3 per batch instead of 2.
- ✅ Implemented dc-cr-class-alchemist Research Fields: Each level, alchemist may swap one signature item for another formula in their formula book from that field's eligible list.
- ✅ Implemented dc-cr-class-alchemist Research Fields: Bomber starts with 2 common 1st-level alchemical bomb formulas (in addition to other formulas).
- ✅ Implemented dc-cr-class-alchemist Research Fields: Bomber ability: when throwing a splash-trait alchemical bomb, player may choose to apply splash damage only to the primary target, bypassing the normal splash area.
- ✅ Implemented dc-cr-class-alchemist Research Fields: Chirurgeon starts with 2 common 1st-level healing elixir formulas (in addition to other formulas).
- ✅ Implemented dc-cr-class-alchemist Research Fields: Chirurgeon: Crafting proficiency rank substitutes for Medicine proficiency rank for prerequisites and checks.
- ✅ Implemented dc-cr-class-alchemist Research Fields: Chirurgeon: Crafting modifier replaces Medicine modifier for all Medicine skill checks.
- ✅ Implemented dc-cr-class-alchemist Research Fields: Mutagenist starts with 2 common 1st-level alchemical mutagen formulas (in addition to other formulas).
- ✅ Implemented dc-cr-class-alchemist Research Fields: Mutagenist gains Mutagenic Flashback free action (frequency: once per day).
- ✅ Implemented dc-cr-class-alchemist Research Fields: Mutagenic Flashback: choose one mutagen consumed since last daily preparations; gain its effects for 1 minute.
Barbarian
- ✅ Implemented dc-cr-class-barbarian Identity and Role: Barbarian class must convey primal, unrefined power — offensive strength over defensive technique.
- ✅ Implemented dc-cr-class-barbarian Identity and Role: Barbarian has a vicious **instinct** (animal, spirit, or personal concept) that fuels raging abilities.
- ✅ Implemented dc-cr-class-barbarian Identity and Role: Social encounters emphasize Intimidation as a primary social tool for Barbarians.
- ✅ Implemented dc-cr-class-barbarian Identity and Role: Barbarian concept includes downtime legend-building and potential warlord/follower recruitment narrative.
- ✅ Implemented dc-cr-class-barbarian Base Statistics: Barbarian begins with a Strength ability boost at 1st level.
- ✅ Implemented dc-cr-class-barbarian Base Statistics: Barbarian gains 12 + CON modifier HP per level (highest base HP of classes reviewed so far).
- ✅ Implemented dc-cr-class-barbarian Initial Proficiencies: Barbarian starts at **Expert Perception** (same as Alchemist).
- ✅ Implemented dc-cr-class-barbarian Initial Proficiencies: Barbarian Fort and Will are Expert at 1st level; Reflex is Trained.
- ✅ Implemented dc-cr-class-barbarian Initial Proficiencies: Barbarian knows simple and martial weapons at Trained; light + medium armor Trained.
- ✅ Implemented dc-cr-class-barbarian Initial Proficiencies: Barbarian has 3+INT bonus skills; Athletics is fixed trained skill.
- ✅ Implemented dc-cr-class-barbarian Advancement Table: Ability boosts at levels 5, 10, 15, 20.
- ✅ Implemented dc-cr-class-barbarian Advancement Table: Skill feats at every even level; general feats at levels 3, 7, 11, 15, 19; ancestry feats at 5, 9, 13, 17.
- ✅ Implemented dc-cr-class-barbarian Rage [one-action]: Barbarian class has a **Rage** 1-action ability with traits: concentrate, emotion, mental.
- ✅ Implemented dc-cr-class-barbarian Rage [one-action]: Temp HP from Rage = level + CON modifier.
- ✅ Implemented dc-cr-class-barbarian Rage [one-action]: Rage duration is 1 minute / no perceived enemies / unconscious.
- ✅ Implemented dc-cr-class-barbarian Rage [one-action]: Rage cannot be voluntarily ended.
- ✅ Implemented dc-cr-class-barbarian Rage [one-action]: While raging: +2 damage on melee Strikes (halved if agile weapon/unarmed).
- ✅ Implemented dc-cr-class-barbarian Rage [one-action]: While raging: –1 AC penalty.
- ✅ Implemented dc-cr-class-barbarian Rage [one-action]: While raging: Cannot use concentrate-trait actions EXCEPT those also having the rage trait; Seek is specifically permitted.
- ✅ Implemented dc-cr-class-barbarian Rage [one-action]: After Rage: 1-minute cooldown before raging again.
- ✅ Implemented dc-cr-class-barbarian Rage [one-action]: Temp HP from Rage disappear when rage ends.
- ✅ Implemented dc-cr-class-barbarian Instinct: Barbarian must select an **Instinct** (subclass) that shapes abilities, feat access, damage bonuses, and resistances.
- ✅ Implemented dc-cr-class-barbarian Instinct: Each Instinct has a behavioral restriction ("anathema") that must be avoided.
- ✅ Implemented dc-cr-class-barbarian Deny Advantage (3rd): At 3rd level, Barbarian gains **Deny Advantage**: immune to flat-footed condition from hidden/undetected/flanking/surprise attack from same-or-lower level creatures.
- ✅ Implemented dc-cr-class-barbarian Deny Advantage (3rd): Deny Advantage does not prevent those creatures from granting flanking to their allies.
- ✅ Implemented dc-cr-class-barbarian Brutality (5th): At 5th, Barbarian weapon proficiency (simple, martial, unarmed) rises to **Master**.
- ✅ Implemented dc-cr-class-barbarian Juggernaut (7th): At 7th, Barbarian Fort saves = Master; successes auto-upgrade to critical successes.
- ✅ Implemented dc-cr-class-barbarian Weapon Specialization (7th): At 7th, Barbarian gains Weapon Specialization (+2/3/4 based on proficiency rank).
- ✅ Implemented dc-cr-class-barbarian Weapon Specialization (7th): Weapon Specialization also unlocks the **instinct specialization ability** (instinct-specific bonus).
- ✅ Implemented dc-cr-class-barbarian Brutality (5th) — Critical Specialization: Brutality (5th) grants access to critical specialization effects during Rage.
- ✅ Implemented dc-cr-class-barbarian Lightning Reflexes (9th): At 9th, Barbarian Reflex = Expert.
- ✅ Implemented dc-cr-class-barbarian Raging Resistance (9th): At 9th, while raging, Barbarian gains damage resistance = 3+CON, type determined by instinct.
- ✅ Implemented dc-cr-class-barbarian Mighty Rage (11th): At 11th, Barbarian class DC = Expert.
- ✅ Implemented dc-cr-class-barbarian Mighty Rage (11th): At 11th, Barbarian gains **Mighty Rage [free-action]**: triggers on Rage activation; allows using a rage-trait action immediately, or expanding Rage to 2 actions to use a 2-action rage-trait activity.
- ✅ Implemented dc-cr-class-barbarian Weapon Fury (13th): At 13th, Barbarian weapon proficiency (simple, martial, unarmed) = Expert (note: was already Master from Brutality at 5th — this appears to reference an interim step; Brutality gives Master, per source Brutality at 5 says "master"; Weapon Fury at 13 appears to be a typo/earlier table entry; canonical: Master at 5th).
- ✅ Implemented dc-cr-class-barbarian Greater Juggernaut (13th): At 13th, Barbarian Fort saves = Legendary.
- ✅ Implemented dc-cr-class-barbarian Greater Juggernaut (13th): Fort critical failures become failures; Fort failures against damage effects halve damage taken.
- ✅ Implemented dc-cr-class-barbarian Medium Armor Expertise (13th): At 13th, Barbarian armor proficiency (light, medium, unarmored) = Expert.
- ✅ Implemented dc-cr-class-barbarian Greater Weapon Specialization (15th): At 15th, weapon damage bonus becomes +4/+6/+8 (Expert/Master/Legendary).
- ✅ Implemented dc-cr-class-barbarian Indomitable Will (15th): At 15th, Barbarian Will saves = Master; successes auto-upgrade to critical successes.
- ✅ Implemented dc-cr-class-barbarian Heightened Senses (17th): At 17th, Barbarian Perception = Master.
- ✅ Implemented dc-cr-class-barbarian Quick Rage (17th): At 17th, **Quick Rage** removes the 1-minute Rage cooldown: after one full turn without raging, Barbarian can Rage again immediately.
- ✅ Implemented dc-cr-class-barbarian Armor of Fury (19th): At 19th, Barbarian armor proficiency (light, medium, unarmored) = Master.
- ✅ Implemented dc-cr-class-barbarian Devastator (19th): At 19th, Barbarian class DC = Master.
- ✅ Implemented dc-cr-class-barbarian Devastator (19th): At 19th, Barbarian melee Strikes ignore 10 points of resistance to physical damage types.
- ✅ Implemented dc-cr-class-barbarian Instincts Overview: Each Barbarian subclass (**Instinct**) provides: instinct ability, feat access, raging resistance type, and specialization ability upgrade.
- ✅ Implemented dc-cr-class-barbarian Instincts Overview: Violating instinct anathema removes all instinct-dependent abilities until 1 day downtime re-centering.
- ✅ Implemented dc-cr-class-barbarian Animal Instinct: **Animal Instinct** grants animal unarmed attacks during Rage (from Animal table: Ape, Bear, Bull, Cat, Deer, Frog, Shark, Snake, Wolf — each with different damage die, type, and traits).
- ✅ Implemented dc-cr-class-barbarian Animal Instinct: Rage gains morph, primal, transmutation traits for Animal Instinct.
- ✅ Implemented dc-cr-class-barbarian Animal Instinct: Animal Specialization (7th): unarmed damage die increases one step; Rage bonus increases 2→5 (→12 with Greater Specialization). Frog tongue and deer antler gain 10 ft reach.
- ✅ Implemented dc-cr-class-barbarian Animal Instinct: Raging Resistance (9th): resists piercing and slashing damage.
- ✅ Implemented dc-cr-class-barbarian Dragon Instinct: **Dragon Instinct** requires selecting a dragon type (10 chromatic + metallic options from table).
- ✅ Implemented dc-cr-class-barbarian Dragon Instinct: Draconic Rage: may increase Rage damage 2→4 and change type to breath weapon type; Rage gains arcane, evocation, and elemental trait.
- ✅ Implemented dc-cr-class-barbarian Dragon Instinct: Dragon Specialization (7th): damage 4→8 (→16 with Greater Specialization).
- ✅ Implemented dc-cr-class-barbarian Dragon Instinct: Raging Resistance: piercing + dragon's breath weapon damage type.
- ✅ Implemented dc-cr-class-barbarian Fury Instinct: **Fury Instinct** has no anathema; grants one additional 1st-level barbarian feat.
- ✅ Implemented dc-cr-class-barbarian Fury Instinct: Fury Specialization (7th): Rage damage 2→6 (→12 with Greater Specialization).
- ✅ Implemented dc-cr-class-barbarian Fury Instinct: Raging Resistance: bludgeoning + one of cold/electricity/fire.
- ✅ Implemented dc-cr-class-barbarian Giant Instinct: **Giant Instinct** allows wielding oversized weapons (one size larger); normal Price/Bulk for that size.
- ✅ Implemented dc-cr-class-barbarian Giant Instinct: Rage damage 2→6 while wielding oversized weapon; clumsy 1 applies (cannot be removed).
- ✅ Implemented dc-cr-class-barbarian Giant Instinct: Giant Specialization (7th): 6→10 (→18 with Greater Specialization).
- ✅ Implemented dc-cr-class-barbarian Giant Instinct: Raging Resistance: physical weapon damage (not unarmed/environmental physical).
- ✅ Implemented dc-cr-class-barbarian Spirit Instinct: **Spirit Instinct** changes Rage damage type to negative or positive (chosen each rage).
- ✅ Implemented dc-cr-class-barbarian Spirit Instinct: Weapon acts as ghost touch property rune while spirit raging.
- ✅ Implemented dc-cr-class-barbarian Spirit Instinct: Rage gains divine and necromancy traits.
- ✅ Implemented dc-cr-class-barbarian Spirit Instinct: Spirit Specialization (7th): damage 3→7 (→13 with Greater Specialization).
- ✅ Implemented dc-cr-class-barbarian Spirit Instinct: Raging Resistance: negative damage + all damage from undead attacks/abilities.
- ✅ Implemented dc-cr-class-barbarian Key Terms (Barbarian): **Flourish** trait: maximum 1 flourish action per turn.
- ✅ Implemented dc-cr-class-barbarian Key Terms (Barbarian): **Open** trait: only usable as first action of turn before any attack or open action.
- ✅ Implemented dc-cr-class-barbarian Key Terms (Barbarian): **Rage** trait: requires active Rage; ability ends if Rage ends.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Acute Vision** — While raging, gain darkvision.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Moment of Clarity** [1-action, concentrate, rage] — Until end of turn, can use concentrate-trait actions while raging.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Raging Intimidation** — While raging, Demoralize and Scare to Death gain the rage trait; automatically gain Intimidating Glare and Scare to Death feats as soon as prerequisites met.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Raging Thrower** — Apply Rage bonus damage to thrown weapon attacks; Brutal Critical and Devastator benefits apply to thrown weapons too.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Sudden Charge** [2-actions, flourish, open] — Stride twice; if in melee reach of an enemy at end, make a melee Strike. Works with Burrow/Climb/Fly/Swim.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Acute Scent** (Prereq: Acute Vision or darkvision) — While raging, gain imprecise scent 30 ft.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Furious Finish** [1-action, rage] — Strike; on hit, +circumstance damage = rounds remaining in Rage (max 10); Rage immediately ends; fatigued until 10 min rest.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **No Escape** [reaction] (Trigger: foe within reach moves away) — Stride up to Speed following foe; can Burrow/Climb/Fly/Swim instead.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Second Wind** — Can Rage again without 1-min wait; but at end of second Rage becomes fatigued until 10 min rest.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Shake It Off** [1-action, concentrate, rage] — Reduce frightened by 1; make Fort save vs sickened (same results as retching).
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Fast Movement** [rage] — +10-foot status bonus to Speed while raging.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Raging Athlete** (Prereq: expert Athletics) — While raging, gain climb Speed = land Speed, swim Speed = land Speed; High/Long Jump DC –10; vertical Leap 5 ft, horizontal Leap 15–20 ft depending on Speed.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Swipe** [2-actions, flourish] — Single melee Strike vs up to 2 adjacent foes; roll damage once and apply to each hit. Counts as 2 attacks for MAP.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Wounded Rage** [reaction] (Trigger: take damage while able to rage) — Immediately Rage.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Animal Skin** (Prereq: animal instinct; morph/primal/transmutation) — Unarmored defense = expert. While raging and unarmored: +2 item bonus to AC (+3 with greater juggernaut); DEX cap +3.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Attack of Opportunity** [reaction] (Trigger: creature in reach uses manipulate/move action, ranged attack, or leaves a square) — Make melee Strike vs trigger. Critical hit on manipulate action disrupts it. No MAP cost.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Brutal Bully** (Prereq: expert Athletics) — While raging, on successful Disarm/Grapple/Shove/Trip deal STR modifier bludgeoning damage (+to crit Trip damage).
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Cleave** [reaction, rage] (Trigger: melee Strike kills/KOs a foe; adjacent foe exists) — Make melee Strike vs adjacent foe.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Dragon's Rage Breath** [2-actions, concentrate, evocation, rage] (Prereq: dragon instinct; once since last Rage) — Exhale 30-ft cone or 60-ft line, 1d6/level of breath type damage, basic Reflex save. If used in last hour: halved area and damage.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Giant's Stature** [1-action, polymorph, primal, rage, transmutation] (Prereq: giant instinct; Req: Medium or smaller) — Become Large (reach +5 ft, clumsy 1) until rage ends.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Spirits' Interference** [1-action, divine, necromancy, rage] (Prereq: spirit instinct) — Until rage ends, ranged attacks against you require DC 5 flat check or miss.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Animal Rage** [1-action, concentrate, polymorph, primal, rage, transmutation] (Prereq: animal instinct) — Transform into animal (3rd-level animal form effects, but use own stats/temp HP/unarmed attacks). Frog tongue reach 15 ft. Dismissal gains rage trait.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Furious Bully** (Prereq: master Athletics, rage) — While raging, +2 circumstance to Athletics attack actions.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Renewed Vigor** [1-action, concentrate, rage] — Gain temp HP = half level + CON.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Share Rage** [1-action, auditory, visual] (Req: once since last Rage) — While raging, one willing creature within 30 ft gains Rage effects but can still use concentrate actions.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Sudden Leap** [2-actions] — Leap/High Jump/Long Jump and make one melee Strike mid-air; fall after Strike. No fall damage if fall ≤ jump height. Sudden Leap uses Long Jump DCs for all types and doubles max distance.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Thrash** [1-action, rage] (Req: foe grabbed) — Deal STR mod + weapon specialization + Rage damage (bludgeoning); target makes basic Fort save vs class DC.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Come and Get Me** [1-action, concentrate, rage] — Until rage ends: you are flat-footed; enemies gain +2 circumstance to damage vs you; if creature hits you, it becomes flat-footed to you until end of your next turn; if you hit it before then, gain temp HP = CON (double on crit); temp HP last until end of rage.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Furious Sprint** [2-actions, rage] — Stride up to 5x Speed in a straight line (or 3-actions: 8x Speed).
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Great Cleave** (Prereq: Cleave) — Cleave continues as long as each Strike kills/KOs its target and another foe is adjacent.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Knockback** [1-action, rage] (Req: last action was successful Strike) — Push foe back 5 ft (successful Shove effect); may follow.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Terrifying Howl** [1-action, auditory, rage] (Prereq: Intimidating Glare) — Demoralize each enemy within 30 ft; each becomes immune to this feat for 1 min.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Dragon's Rage Wings** [1-action, morph, primal, rage, transmutation] (Prereq: dragon instinct) — Gain fly Speed = land Speed while raging. On rage end while flying: fall with no damage, land standing.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Furious Grab** [1-action, rage] (Req: last action was successful Strike + hand free or grapple weapon) — Hit foe becomes grabbed (as successful Grapple).
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Predator's Pounce** [1-action, flourish, open, rage] (Prereq: animal instinct; Req: unarmored or light armor) — Stride up to Speed then Strike.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Spirit's Wrath** [1-action, attack] (Prereq: spirit instinct) — Spirit wisp makes ranged melee attack against enemy within 120 ft (attack = martial proficiency + STR + +2 item); deals 4d8 + CON (negative or positive). Critical hit: target frightened 1. Uses your MAP.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Titan's Stature** [concentrate, rage] (Prereq: giant instinct + Giant's Stature) — Giant's Stature can make you Huge instead (+10 ft reach if Medium or smaller); clumsy 1 applies.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Awesome Blow** (Prereq: Knockback; concentrate, rage) — Knockback can include Athletics vs Fort DC. Crit: Shove + Trip crit success effects. Success: Shove + Trip success effects. Failure: normal Knockback.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Giant's Lunge** [1-action, concentrate, rage] (Prereq: giant instinct) — Until rage ends, all melee attacks gain reach 10 ft (doesn't stack with existing reach trait but does combine with size increases).
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Vengeful Strike** [reaction, rage] (Prereq: Come and Get Me; Trigger: creature in reach succeeds/crits against you; Req: under Come and Get Me) — Immediate melee Strike vs trigger; no MAP cost.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Whirlwind Strike** [3-actions, flourish, open] — Melee Strike vs each enemy in melee reach; each attack counts toward MAP but don't increase until all attacks made.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Collateral Thrash** (Prereq: Thrash) — On Thrash, adjacent foe also takes Thrash damage (basic Reflex save vs class DC).
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Dragon Transformation** [1-action, concentrate, polymorph, primal, rage, transmutation] (Prereq: dragon instinct + Dragon's Rage Wings) — Become Large dragon (6th-level dragon form effects; use own AC + attack mod; apply Rage damage; use class DC for breath weapon). Dismiss = rage trait. At 18th: +20 fly Speed, +12 damage bonus, +14 breath bonus.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Quaking Stomp** [1-action, manipulate, rage; frequency once/10 min] — Stomp creates earthquake spell effects.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Reckless Abandon** [free-action, rage] (Trigger: turn begins at ≤ half HP) — +2 circumstance to attacks, –2 AC, –1 saves until rage ends or above half HP.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Brutal Critical** — On melee critical hit: add one extra damage die; target also takes persistent bleed = two damage dice.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Perfect Clarity** [reaction, concentrate, fortune, rage] (Trigger: fail or crit fail attack roll or Will save) — Reroll trigger with +2 circumstance; use better result; Rage immediately ends.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Vicious Evisceration** [2-actions, rage] (Prereq: Thrash) — Melee Strike; on hit: target drained 1 (drained 2 on crit).
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Contagious Rage** (Prereq: Share Rage; rage, visual) — Share Rage can be used multiple times per Rage ignoring requirements. Allies who accept your anathema gain instinct ability and weapon specialization instinct bonus.
- ✅ Implemented dc-cr-class-barbarian Section — Barbarian Class Feats: **Quaking Stomp** (listed at 16th — see above).
Bard
- ✅ Implemented dc-cr-class-bard Identity and Role: Bard is a versatile class: social, support, arcane knowledge, combat performance magic.
- ✅ Implemented dc-cr-class-bard Identity and Role: Social encounters emphasize Persuasion, Deception, and Intimidation.
- ✅ Implemented dc-cr-class-bard Identity and Role: Bard concept includes downtime performance income, reputation, and attracting students.
- ✅ Implemented dc-cr-class-bard Base Statistics: Bard begins with a Charisma ability boost at 1st level.
- ✅ Implemented dc-cr-class-bard Base Statistics: Bard gains 8 + CON HP per level.
- ✅ Implemented dc-cr-class-bard Initial Proficiencies: Bard starts at Expert Perception and Expert Will (only Trained Fortitude and Reflex).
- ✅ Implemented dc-cr-class-bard Initial Proficiencies: Bard trains in Occultism and Performance automatically plus 4+INT additional skills.
- ✅ Implemented dc-cr-class-bard Initial Proficiencies: Bard trains in a specific list of martial weapons (longsword, rapier, sap, shortbow, shortsword, whip) in addition to simple weapons.
- ✅ Implemented dc-cr-class-bard Initial Proficiencies: Bard starts Trained in light armor only; no medium/heavy armor.
- ✅ Implemented dc-cr-class-bard Initial Proficiencies: Bard spell attacks and DCs are Trained in occult tradition.
- ✅ Implemented dc-cr-class-bard Occult Spellcasting: Bard casts **occult** spells using Cast a Spell.
- ✅ Implemented dc-cr-class-bard Occult Spellcasting: Instrument replaces material and somatic component requirements (needs one hand); can also replace verbal components.
- ✅ Implemented dc-cr-class-bard Occult Spellcasting: Spell attacks and DCs scale with Charisma modifier.
- ✅ Implemented dc-cr-class-bard Spell Repertoire: Bard uses a **Spell Repertoire** (known spells) rather than a prepared spellcasting system.
- ✅ Implemented dc-cr-class-bard Spell Repertoire: Start with 2 first-level occult spells + 5 cantrips at level 1.
- ✅ Implemented dc-cr-class-bard Spell Repertoire: Add one spell per new slot tier as levels increase per Table 3-6.
- ✅ Implemented dc-cr-class-bard Spell Repertoire: Cantrips are auto-heightened to half level rounded up.
- ✅ Implemented dc-cr-class-bard Spell Repertoire: Each level-up allows swapping one known spell for another of the same level.
- ✅ Implemented dc-cr-class-bard Spell Repertoire: Spell slots and repertoire spells are independent (feat/ability adding to one doesn't affect the other).
- ✅ Implemented dc-cr-class-bard Composition Spells and Focus Pool: Bard has a **focus pool** starting at 1 Focus Point (max 3 with feats).
- ✅ Implemented dc-cr-class-bard Composition Spells and Focus Pool: Focus spells (compositions) cost 1 Focus Point each; cantrip compositions are free.
- ✅ Implemented dc-cr-class-bard Composition Spells and Focus Pool: Refocus = 10 min performing, writing a composition, or engaging muse.
- ✅ Implemented dc-cr-class-bard Composition Spells and Focus Pool: Composition spells auto-heighten to half level rounded up.
- ✅ Implemented dc-cr-class-bard Composition Spells and Focus Pool: Bard starts with **Counter Performance** (auditory/visual effect protection) as composition focus spell.
- ✅ Implemented dc-cr-class-bard Composition Spells and Focus Pool: Bard starts with **Inspire Courage** as a free composition cantrip (buff allies: attacks, damage, saves vs fear).
- ✅ Implemented dc-cr-class-bard Muses (Subclass): Bard must select one of three Muses at 1st level (Enigma, Maestro, Polymath — equivalent to a subclass selection).
- ✅ Implemented dc-cr-class-bard Muses (Subclass): Each Muse grants one bonus feat and one additional spell added to repertoire.
- ✅ Implemented dc-cr-class-bard Muses (Subclass): Enigma → Bardic Lore + true strike.
- ✅ Implemented dc-cr-class-bard Muses (Subclass): Maestro → Lingering Composition + soothe.
- ✅ Implemented dc-cr-class-bard Muses (Subclass): Polymath → Versatile Performance + unseen servant.
- ✅ Implemented dc-cr-class-bard Advancement Features (3rd–19th): At 3rd, **Lightning Reflexes** → Reflex saves = Expert.
- ✅ Implemented dc-cr-class-bard Advancement Features (3rd–19th): At 3rd, **Signature Spells** — choose one spell per spell level as a signature spell; heighten signature spells freely without learning each level separately; can cast lower-level versions for free.
- ✅ Implemented dc-cr-class-bard Advancement Features (3rd–19th): At 7th, occult spell attack rolls and DCs = Expert.
- ✅ Implemented dc-cr-class-bard Advancement Features (3rd–19th): At 9th, **Great Fortitude** → Fort saves = Expert.
- ✅ Implemented dc-cr-class-bard Advancement Features (3rd–19th): At 9th, **Resolve** → Will saves = Master; successes become critical successes.
- ✅ Implemented dc-cr-class-bard Advancement Features (3rd–19th): At 11th, **Bard Weapon Expertise** → simple weapons, unarmed, and specific martial weapons = Expert; during active composition, critical hits with these apply critical specialization effects.
- ✅ Implemented dc-cr-class-bard Advancement Features (3rd–19th): At 11th, **Vigilant Senses** → Perception = Master.
- ✅ Implemented dc-cr-class-bard Advancement Features (3rd–19th): At 13th, light armor and unarmored defense = Expert.
- ✅ Implemented dc-cr-class-bard Advancement Features (3rd–19th): At 13th, **Weapon Specialization** → +2/+3/+4 damage at Expert/Master/Legendary.
- ✅ Implemented dc-cr-class-bard Advancement Features (3rd–19th): At 15th, occult spell attack rolls and DCs = Master.
- ✅ Implemented dc-cr-class-bard Advancement Features (3rd–19th): At 17th, **Greater Resolve** → Will saves = Legendary; successes become critical successes; critical failures become failures; failures against damaging effects take half damage.
- ✅ Implemented dc-cr-class-bard Advancement Features (3rd–19th): At 19th, occult spell attack rolls and DCs = Legendary.
- ✅ Implemented dc-cr-class-bard Advancement Features (3rd–19th): At 19th, **Magnum Opus** → add 2 common 10th-level occult spells to repertoire; gain one special 10th-level spell slot (cannot be used with slot-manipulation features).
- ✅ Implemented dc-cr-class-bard Spell Slots Table (Bard): Bard gains 2 spell slots at 1st level, 3 at subsequent tiers, following Table 3-6 in source.
- ✅ Implemented dc-cr-class-bard Spell Slots Table (Bard): 5 cantrips at all levels; 9th-level spell slots arrive at 17th character level; 10th-level slot (unique, one slot) arrives via Magnum Opus at 19th.
- ✅ Implemented dc-cr-class-bard Key Terms (Bard): **Composition** trait: requires Performance; can only cast one composition per turn; only one composition can be active at a time; new composition immediately ends previous.
- ✅ Implemented dc-cr-class-bard Key Terms (Bard): **Metamagic** actions must immediately precede Cast a Spell; any interruption (even free actions) wastes the metamagic.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Bardic Lore** (Prereq: enigma muse) — Gain Bardic Lore skill: Trained, can Recall Knowledge on any topic; becomes Expert if legendary in Occultism (cannot be raised otherwise).
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Lingering Composition** (Prereq: maestro muse) — Learn lingering composition focus spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Reach Spell** [1-action, concentrate, metamagic] — Next Cast a Spell action gets +30 ft range (touch → 30 ft).
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Versatile Performance** (Prereq: polymath muse) — Can use Performance instead of Diplomacy (Make Impression), Intimidation (Demoralize), or Deception (Impersonate). Performance proficiency satisfies prereqs for Deception/Diplomacy/Intimidation skill feats.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Cantrip Expansion** — Add 2 additional cantrips from spell list to repertoire.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Esoteric Polymath** (Prereq: polymath muse) — Maintain spellbook of occult spells; use Occultism to Learn Spells. During daily prep: choose one book spell — if in repertoire treat as additional signature spell; if not in repertoire, treat as temporary repertoire spell until next prep.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Inspire Competence** (Prereq: maestro muse) — Learn inspire competence composition cantrip (aids ally skills).
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Loremaster's Etude** (Prereq: enigma muse; fortune) — Learn loremaster's etude composition focus spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Multifarious Muse** — Choose a second muse type; gain its 1st-level feat; can take feats with that muse as prereq. (Can take multiple times for additional muses; doesn't grant other muse effects.)
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Inspire Defense** (Prereq: maestro muse) — Learn inspire defense composition cantrip (protects allies).
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Melodious Spell** [1-action, concentrate, manipulate, metamagic] — Performance check vs all observers' Perception DCs; observers who fail don't notice you are casting. Does not hide spell effects, only the casting itself.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Triple Time** — Learn triple time composition cantrip (speed boost for you and allies for one round).
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Versatile Signature** (Prereq: polymath muse) — During daily prep, swap one signature spell for a different spell of same level from repertoire.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Dirge of Doom** — Learn dirge of doom composition cantrip (frightens enemies).
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Harmonize** [1-action, concentrate, manipulate, metamagic] (Prereq: maestro muse) — Next composition becomes "harmonized" — doesn't end when you cast another composition; you can have one harmonized + one regular composition active. New harmonized composition ends previous harmonized.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Steady Spellcasting** — When reaction would disrupt spellcasting, attempt DC 15 flat check; success negates disruption.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Eclectic Skill** (Prereq: polymath muse, master Occultism) — Untrained skill checks use level as proficiency bonus; can attempt checks requiring Trained even if untrained; at legendary Occultism can attempt Expert-required checks even if untrained.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Inspire Heroics** (Prereq: maestro muse) — Learn inspire heroics metamagic focus spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Know-It-All** (Prereq: enigma muse) — Success at Recall Knowledge grants extra context; critical success may grant even more (GM discretion).
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **House of Imaginary Walls** — Learn house of imaginary walls composition cantrip (illusory barrier others believe real).
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Quickened Casting** [free-action, concentrate, metamagic; frequency once/day] — If next action is a bard cantrip or spell ≥2 levels below highest slot: reduce casting actions by 1 (minimum 1).
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Unusual Composition** [1-action, concentrate, manipulate, metamagic] (Prereq: polymath muse) — Next composition can swap somatic↔verbal components; changes auditory/visual nature accordingly.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Eclectic Polymath** (Prereq: Esoteric Polymath) — When Esoteric Polymath adds a spell, on next prep can choose to permanently add that spell to repertoire in place of another same-level spell.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Inspirational Focus** — If spent ≥2 Focus Points since last Refocus, recover 2 Focus Points on Refocus instead of 1.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Allegro** — Learn allegro composition cantrip (quickens allies with fast-paced performance).
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Soothing Ballad** (Prereq: maestro muse) — Learn soothing ballad composition focus spell (heals allies); +1 Focus Point.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **True Hypercognition** [1-action] (Prereq: enigma muse) — Instantly use up to 5 Recall Knowledge actions simultaneously. Cannot trigger special Recall Knowledge free actions/reactions.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Effortless Concentration** [free-action] (Trigger: your turn begins) — Immediately gain Sustain a Spell effect, extending one active bard spell.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Studious Capacity** (Prereq: enigma muse, legendary Occultism) — Once per day can cast one spell after running out of slots of that level; cannot use for highest-level spells.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Deep Lore** (Prereq: enigma muse, legendary Occultism) — Add one additional spell to repertoire for each castable spell level.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Eternal Composition** (Prereq: maestro muse) — Permanently quickened; extra action usable only to cast a 1-action composition cantrip. In exploration mode, declare composition active before combat begins.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Impossible Polymath** (Prereq: trained Arcana/Nature/Religion + Esoteric Polymath) — Can add arcane/primal/divine spells to Esoteric Polymath book depending on respective skill ranks; can temporarily slot them as occult spells; cannot permanently retain cross-tradition spells via Eclectic Polymath.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Fatal Aria** — Learn fatal aria composition focus spell (kills or incapacitates targets with overwhelming emotion); +1 Focus Point.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Perfect Encore** (Prereq: magnum opus) — Gain a second 10th-level spell slot.
- ✅ Implemented dc-cr-class-bard Section — Bard Class Feats: **Symphony of the Muse** (Prereq: Harmonize) — No longer limited to one composition per turn or one active composition; all previous compositions persist for their remaining duration when new one cast.
Champion
- ✅ Implemented dc-cr-class-champion Identity and Role: Champion is a divine martial class: tanking, ally protection, sacred power.
- ✅ Implemented dc-cr-class-champion Identity and Role: Champion must choose a deity and alignment; class abilities are tied to deity-granted code of conduct.
- ✅ Implemented dc-cr-class-champion Identity and Role: Violating champion code → lose focus pool and divine ally until atone ritual completed.
- ✅ Implemented dc-cr-class-champion Base Statistics: Champion begins with a STR or DEX ability boost at 1st level (player's choice).
- ✅ Implemented dc-cr-class-champion Base Statistics: Champion gains 10 + CON HP per level.
- ✅ Implemented dc-cr-class-champion Initial Proficiencies: Champion starts Trained Perception (lower than Barbarian/Alchemist).
- ✅ Implemented dc-cr-class-champion Initial Proficiencies: Champion is Expert in Fortitude and Will at 1st level; Reflex is Trained.
- ✅ Implemented dc-cr-class-champion Initial Proficiencies: Champion has the narrowest skill set: Religion + deity-specific skill + only 2+INT additional.
- ✅ Implemented dc-cr-class-champion Initial Proficiencies: Champion trains in **all armor** categories (light, medium, heavy) at 1st level — widest armor access.
- ✅ Implemented dc-cr-class-champion Initial Proficiencies: Champion has Trained divine spell attacks and DCs with Charisma as spellcasting ability.
- ✅ Implemented dc-cr-class-champion Champion's Code, Deity and Cause: Champion has a mandatory behavioral code; violations must be atoned.
- ✅ Implemented dc-cr-class-champion Champion's Code, Deity and Cause: Three Causes (each requires matching alignment): **Paladin** (Lawful Good), **Redeemer** (Neutral Good), **Liberator** (Chaotic Good) — each determines Champion's Reaction and devotion spell.
- ✅ Implemented dc-cr-class-champion Champion's Code, Deity and Cause: Tenets are hierarchical; higher tenets override lower ones in conflicts.
- ✅ Implemented dc-cr-class-champion Champion's Code, Deity and Cause: Deity-granted weapon (Deific Weapon): uncommon access if needed; d4 or simple weapon upgrades damage die by one step.
- ✅ Implemented dc-cr-class-champion Champion's Reactions: Ally gains resistance to all damage = 2 + level. If foe in reach, make melee Strike.
- ✅ Implemented dc-cr-class-champion Champion's Reactions: Foe must choose: (A) ally is unharmed, or (B) ally gains resistance = 2 + level; then after damage, foe becomes enfeebled 2 until end of its next turn.
- ✅ Implemented dc-cr-class-champion Champion's Reactions: Ally gains resistance = 2 + level (if damage trigger); ally can attempt to break free (new save or free Escape); ally can Step as free action even without needing escape.
- ✅ Implemented dc-cr-class-champion Devotion Spells (Focus Pool): Champion has a focus pool (starts at 1, max 3 with feats); Refocus requires 10 min prayer/service.
- ✅ Implemented dc-cr-class-champion Devotion Spells (Focus Pool): All good-aligned champions start with **lay on hands** devotion spell.
- ✅ Implemented dc-cr-class-champion Devotion Spells (Focus Pool): Devotion spells auto-heighten to half level rounded up; spell attacks/DCs use Charisma.
- ✅ Implemented dc-cr-class-champion Shield Block, Divine Ally, Class Features 1–7th: At 1st level, Champion gains Shield Block general feat (free).
- ✅ Implemented dc-cr-class-champion Shield Block, Divine Ally, Class Features 1–7th: At 3rd, Champion selects one **Divine Ally** (permanent choice): Blade Ally (weapon gains property rune + critical specialization), Shield Ally (+2 Hardness, +50% HP/BT to shield), or Steed Ally (young animal companion mount).
- ✅ Implemented dc-cr-class-champion Shield Block, Divine Ally, Class Features 1–7th: At 5th, simple + martial weapon proficiency = Expert.
- ✅ Implemented dc-cr-class-champion Shield Block, Divine Ally, Class Features 1–7th: At 7th, all armor (light/medium/heavy) and unarmored = Expert; gain armor specialization for medium and heavy.
- ✅ Implemented dc-cr-class-champion Shield Block, Divine Ally, Class Features 1–7th: At 7th, **Weapon Specialization** → +2/+3/+4 damage at Expert/Master/Legendary.
- ✅ Implemented dc-cr-class-champion 9th–11th Level Features: At 9th, champion class DC and divine spell rolls/DCs = Expert.
- ✅ Implemented dc-cr-class-champion 9th–11th Level Features: At 9th, **Divine Smite** upgrades the Champion's Reaction: on proc, target also takes persistent good damage = CHA modifier.
- ✅ Implemented dc-cr-class-champion 9th–11th Level Features: At 9th, Fort saves = Master (successes → critical successes); Reflex saves = Expert.
- ✅ Implemented dc-cr-class-champion 9th–11th Level Features: At 11th, Perception = Expert.
- ✅ Implemented dc-cr-class-champion 9th–11th Level Features: At 11th, Will saves = Master (successes → critical successes).
- ✅ Implemented dc-cr-class-champion 9th–11th Level Features: At 11th, **Exalt** upgrades Champion's Reaction to affect nearby allies: Retributive Strike allies within 15 ft can react-Strike at –5; Glimpse of Redemption resistance applies to all within 15 ft (–2 each); Liberating Step all within 15 ft can Step.
- ✅ Implemented dc-cr-class-champion 13th–19th Level Features: At 13th, all armor + unarmored = Master.
- ✅ Implemented dc-cr-class-champion 13th–19th Level Features: At 13th, weapon proficiency (simple, martial, unarmed) = Master.
- ✅ Implemented dc-cr-class-champion 13th–19th Level Features: At 15th, **Greater Weapon Specialization** → +4/+6/+8 at Expert/Master/Legendary.
- ✅ Implemented dc-cr-class-champion 13th–19th Level Features: At 17th, champion class DC + divine rolls/DCs = Master.
- ✅ Implemented dc-cr-class-champion 13th–19th Level Features: At 17th, all armor + unarmored = Legendary.
- ✅ Implemented dc-cr-class-champion 13th–19th Level Features: At 19th, gain **hero's defiance** devotion spell (defy fate, continue fighting with divine energy).
- ✅ Implemented dc-cr-class-champion Key Terms (Champion): **Oath** trait feats add a code tenet; a champion can normally have only one Oath feat.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Deity's Domain** — Choose one of deity's domains; gain its initial domain spell as devotion spell.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Ranged Reprisal** (Prereq: paladin) — Retributive Strike can be made with ranged weapon; can Step to reach a foe just outside melee reach before Striking.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Unimpeded Step** (Prereq: liberator) — Ally's movement from Liberating Step ignores difficult terrain, narrow surfaces, and uneven ground.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Weight of Guilt** (Prereq: redeemer) — Glimpse of Redemption can impose stupefied 2 instead of enfeebled 2.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Divine Grace** [reaction] (Trigger: attempt a save against a spell before rolling) — +2 circumstance bonus to the save.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Dragonslayer Oath** (Prereq: tenets of good; oath) — Add "must slay evil dragons" tenet; Reactions vs evil dragons: +4 or +6 damage (Retributive), resistance 7+level (Glimpse), +4 and double Step (Liberating).
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Fiendsbane Oath** (Prereq: tenets of good; oath) — Add "must banish fiends" tenet; same bonus/resistance as Dragonslayer but vs fiends.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Shining Oath** (Prereq: tenets of good; oath) — Add "must end undead" tenet; same bonus/resistance as Dragonslayer but vs undead.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Vengeful Oath** (Prereq: paladin; oath) — Add "must hunt heinous evildoers" tenet; lay on hands can deal good damage to creatures you witness harming innocents/allies.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Aura of Courage** (Prereq: tenets of good) — When frightened, reduce value by 1 immediately; on turn-end frightened reduction, also reduce by 1 for all allies within 15 ft.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Divine Health** (Prereq: tenets of good) — +1 status to disease saves; successes vs disease become critical successes.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Mercy** [1-action, concentrate, metamagic] (Prereq: lay on hands devotion spell) — If next action is lay on hands, can also attempt to counteract a fear effect or paralyzed condition on target.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Attack of Opportunity** [reaction] (Trigger: creature in reach manipulates/moves/ranged attacks/leaves square) — Melee Strike; crit hit on manipulate disrupts it; no MAP cost.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Litany Against Wrath** (Prereq: devotion spells, tenets of good) — Can cast litany against wrath devotion spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Loyal Warhorse** (Prereq: steed ally) — Mount becomes mature animal companion; mount will never attack you even if magically compelled.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Shield Warden** (Prereq: shield ally, tenets of good) — When shield raised, can use Shield Block for adjacent ally instead of self.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Smite Evil** [1-action] (Prereq: blade ally, tenets of good) — Select visible foe; until start of next turn, Strikes with blade ally weapon deal +4 good damage (+6 at master); extends each time foe attacks an ally.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Advanced Deity's Domain** (Prereq: Deity's Domain) — Gain advanced domain spell from chosen domain as devotion spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Greater Mercy** (Prereq: Mercy) — Mercy can counteract blinded, deafened, sickened, or slowed.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Heal Mount** (Prereq: steed ally + lay on hands) — lay on hands heals mount for 10 HP + 10 per heightened level.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Quick Shield Block** (Prereq: Shield Block) — At start of each turn, gain one extra reaction usable only for Shield Block.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Second Ally** (Prereq: divine ally) — Gain a second divine ally type and its benefits.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Sense Evil** (Prereq: tenets of good) — Detect powerful/overwhelming evil auras (vague sense, cannot pinpoint); evil creature hiding its aura makes Deception vs Perception DC (success: immune 1 day).
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Devoted Focus** (Prereq: devotion spells) — If spent ≥2 Focus Points since last Refocus, recover 2 on Refocus instead of 1.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Imposing Destrier** (Prereq: steed ally + Loyal Warhorse) — Mount becomes nimble or savage animal companion; can Stride or Strike once per turn without Command an Animal action.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Litany Against Sloth** (Prereq: devotion spells, tenets of good) — Can cast litany against sloth devotion spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Radiant Blade Spirit** (Prereq: blade ally) — Add flaming and aligned property runes (anarchic/axiomatic/holy/unholy matching cause) to blade ally's selectable property rune options.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Shield of Reckoning** [reaction, flourish] (Prereq: champion's reaction + Shield Warden; Trigger: foe's attack against ally triggers both Shield Block and champion's reaction) — Use Shield Block for ally AND champion's reaction simultaneously.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Affliction Mercy** (Prereq: Mercy) — Mercy can counteract a curse, disease, or poison.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Aura of Faith** (Prereq: tenets of good) — Your Strikes deal +1 good damage vs evil creatures; first hit per round for each good-aligned ally within 15 ft does too.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Blade of Justice** [2-actions] (Prereq: tenets of good) — Strike against foe witnessed harming ally/innocent; +2 weapon damage dice vs evil targets; can convert all physical damage to good; paladin applies Retributive Strike effects.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Champion's Sacrifice** (Prereq: devotion spells) — Can cast champion's sacrifice devotion spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Divine Wall** (Req: wielding shield) — All spaces adjacent to you are difficult terrain for enemies.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Lasting Doubt** (Prereq: redeemer) — After Glimpse of Redemption enfeebled 2 expires, foe remains enfeebled 1 for 1 minute. With Weight of Guilt: stupefied 2 → stupefied 1 for 1 minute (or until spell lost).
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Liberating Stride** (Prereq: liberator) — Instead of Champion Stepping, the triggering ally Strides up to half Speed (even with exalt, only triggering ally).
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Anchoring Aura** (Req: Fiendsbane Oath) — Aura counteracts teleportation spells from fiends within 15 ft.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Aura of Life** (Req: Shining Oath) — You and all allies within 15 ft: resistance 5 to negative energy + +1 status to necromancy saves.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Aura of Righteousness** (Prereq: tenets of good) — You and all allies within 15 ft: evil resistance 5.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Aura of Vengeance** (Req: exalt + Vengeful Oath) — Retributive Strike ally reactions take only –2 penalty (not –5).
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Divine Reflexes** — At start of each turn, gain one extra reaction usable only for champion's reaction.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Litany of Righteousness** (Prereq: tenets of good) — Can cast litany of righteousness devotion spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Wyrmbane Aura** (Req: Dragonslayer Oath) — You and allies within 15 ft gain CHA resistance to acid/cold/electricity/fire/poison; vs dragon breath: resistance = half level.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Auspicious Mount** (Prereq: steed ally + Imposing Destrier, tenets of good) — Mount gains darkvision, +40 max HP, weakness 10 evil damage; gains wings and fly Speed = its Speed; gains celestial trait.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Instrument of Zeal** (Prereq: blade ally, tenets of good) — On critical hit with Blade of Justice or Retributive Strike: +1 extra damage die; target is slowed 1 on its next turn.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Shield of Grace** (Prereq: Shield Warden) — When Shield Block prevents ally damage, remaining post-block damage is split evenly between ally and champion.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Celestial Form** (Prereq: tenets of good) — Gain fly Speed = Speed; darkvision; celestial and servitor-type traits; cosmetic celestial appearance.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Ultimate Mercy** (Prereq: Mercy) — Mercy + lay on hands can target a creature that died since your last turn; target returns to life at 1 HP, wounded 1. Cannot use if death from disintegrate or death effect.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Celestial Mount** (Prereq: steed ally + Auspicious Mount) — Mount becomes specialized animal companion; can take auspice specialization (Religion expert; celestial language; +2 INT, +1 WIS).
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Radiant Blade Master** (Prereq: blade ally + Radiant Blade Spirit) — Add dancing, greater disrupting, and keen to blade ally property rune choices.
- ✅ Implemented dc-cr-class-champion Section — Champion Class Feats: **Shield Paragon** (Prereq: shield ally) — Shield always counts as raised (no action needed); doubles HP and BT; if destroyed, vanishes to deity's realm and returns fully repaired at next daily prep.
Cleric
- ✅ Implemented dc-cr-class-cleric Identity and Role: Cleric is a divine full spellcaster class with two subclass playstyles: **Warpriest** (martial+spells) and **Cloistered Cleric** (spell-focused).
- ✅ Implemented dc-cr-class-cleric Identity and Role: Cleric must choose a deity; alignment must be deity-approved. Anathema removes divine connection (regained via atone ritual).
- ✅ Implemented dc-cr-class-cleric Base Statistics: Cleric begins with a Wisdom ability boost at 1st level.
- ✅ Implemented dc-cr-class-cleric Base Statistics: Cleric gains 8 + CON HP per level.
- ✅ Implemented dc-cr-class-cleric Initial Proficiencies: Cleric starts Trained Perception and Expert Will only; Fort and Reflex are Trained.
- ✅ Implemented dc-cr-class-cleric Initial Proficiencies: Cleric is **untrained in all armor** by default (doctrine may grant armor proficiency).
- ✅ Implemented dc-cr-class-cleric Initial Proficiencies: Cleric trains in deity's favored weapon (uncommon access if needed).
- ✅ Implemented dc-cr-class-cleric Initial Proficiencies: Cleric spell attacks/DCs are Trained, scaling from Wisdom.
- ✅ Implemented dc-cr-class-cleric Divine Spellcasting (Prepared): Cleric uses **prepared** divine spellcasting (not spontaneous/repertoire).
- ✅ Implemented dc-cr-class-cleric Divine Spellcasting (Prepared): Religious symbol acts as divine focus replacing material components.
- ✅ Implemented dc-cr-class-cleric Divine Spellcasting (Prepared): Spell slots and cantrips increase per Table 3-9.
- ✅ Implemented dc-cr-class-cleric Divine Font: Cleric gains a **Divine Font** based on deity: Healing Font (prepare heal spells in bonus slots = 1+CHA) or Harmful Font (harm spells = 1+CHA).
- ✅ Implemented dc-cr-class-cleric Divine Font: Font choice is locked unless deity allows both and Versatile Font feat is taken.
- ✅ Implemented dc-cr-class-cleric Divine Font: Bonus divine font slots are at the highest level cleric spell slot the cleric has.
- ✅ Implemented dc-cr-class-cleric Doctrine (Subclass): Cloistered Cleric focuses on spell power progression and domain access.
- ✅ Implemented dc-cr-class-cleric Doctrine (Subclass): Warpriest gains armor and weapon proficiencies but slower spell DC progression.
- ✅ Implemented dc-cr-class-cleric Advancement Features: At 19th, **Miraculous Spell** grants one 10th-level spell slot (prepared divine spell; cannot be used with slot-manipulation features).
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Deadly Simplicity** (Prereq: deity with simple/unarmed favored weapon) — Deity's favored weapon damage die increases one step in your hands. (Unarmed d4 minimum → d6.)
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Domain Initiate** — Choose one of deity's domains; gain initial domain spell as focus spell; +1 Focus Point. (Can take multiple times, one domain per.)
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Harming Hands** (Prereq: harmful font) — Cast harm with d10s instead of d8s.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Healing Hands** (Prereq: healing font) — Cast heal with d10s instead of d8s.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Holy Castigation** (Prereq: good alignment) — Heal spells damage fiends as if they were undead.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Cantrip Expansion** — Prepare 2 additional cantrips per day.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Communal Healing** (healing, positive) — When casting heal on a single creature other than yourself, regain HP = spell level.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Emblazon Armament** (exploration; 10 min) — Emblazon deity symbol on weapon (+1 status to damage) or shield (+1 status to Hardness); serves as divine focus; replaces previous symbols.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Sap Life** (healing) — When casting harm damaging ≥1 living creature, regain HP = spell level.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Turn Undead** — On heal spell area damage to undead: each undead of your level or lower that critically fails becomes fleeing for 1 round.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Versatile Font** (Prereq: harmful or healing font, deity allowing both) — Can prepare either heal or harm in divine font bonus slots.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Channel Smite** [2-actions, divine, necromancy] (Cost: expend harm or heal) — Make a melee Strike; add expended spell's damage to the Strike (negative or positive type). Spell wasted if Strike misses or creature immune to energy type.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Command Undead** [1-action, concentrate, metamagic] (Prereq: harmful font + evil) — Next harm targeting one undead attempts to control it (must be ≤ level–3); Will save to resist. Failure: minion for 1 min; crit failure: 1 hour.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Directed Channel** — Harm/heal area spells can become 60-ft cone instead of 30-ft emanation.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Improved Communal Healing** (Prereq: Communal Healing) — Grant Communal Healing HP to an ally within spell range instead of yourself; also usable when targeting yourself.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Necrotic Infusion** [1-action, concentrate, metamagic] (Prereq: harmful font + evil) — Next harm healing a single undead also grants undead +1d6/2d6/3d6 negative damage on melee attacks until end of its next turn (scaling by spell level 1+/5+/8+).
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Cast Down** [1-action, concentrate, metamagic] (Prereq: harmful or healing font) — Next harm/heal damaging one creature knocks it prone on any damage; crit fail also inflicts –10 ft Speed penalty for 1 minute.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Divine Weapon** [free-action] (Trigger: finish casting divine spell this turn; frequency once/turn) — Weapon deals +1d4 force damage until end of turn (or +1d6 of aligned type matching deity).
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Selective Energy** — When casting area harm/heal, designate CHA (min 1) creatures to exclude from the area's effects.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Advanced Domain** (Prereq: Domain Initiate) — Gain advanced domain spell from a domain you have initial spell for; +1 Focus Point. (Can take multiple times.)
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Align Armament** [1-action, divine, evocation] (Prereq: chaotic/evil/good/lawful deity; frequency once/round) — Touch a weapon; for 1 round it deals +1d6 aligned damage to opposite-aligned creatures.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Channeled Succor** (Prereq: healing font) — Sacrifice healing font heal slot to cast remove curse/disease/paralysis or restoration at that spell level.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Cremate Undead** — Heal spell area damage to undead also inflicts persistent fire damage = spell level per undead.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Emblazon Energy** (Prereq: Emblazon Armament) — Emblazon Armament can grant elemental energy benefits instead (shield: save bonus + Shield Block vs element; weapon: +1d4 or +1d6 elemental damage).
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Castigating Weapon** (Prereq: Holy Castigation) — After damaging a fiend with heal, weapon Strikes deal extra good damage to fiends = half heal spell level until end of next turn.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Heroic Recovery** [1-action, concentrate, metamagic] (Prereq: healing font + good) — Next heal targeting one living creature also grants +5-ft Speed, +1 attack, +1 damage until end of its next turn.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Improved Command Undead** (Prereq: harmful font + Command Undead + evil) — Upgraded Command Undead: success = minion 1 round; failure = 10 min; crit fail = 24 hours.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Replenishment of War** (Prereq: expert deity favored weapon) — On damaging Strike with favored weapon, gain temp HP = half level (double on crit); lasts until start of next turn.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Defensive Recovery** [1-action, concentrate, metamagic] (Prereq: harmful or healing font) — Next harm/heal healing one creature also grants +2 status to AC and saves for 1 round.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Domain Focus** (Prereq: one domain spell) — Recover 2 Focus Points on Refocus if spent ≥2 since last Refocus.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Emblazon Antimagic** (Prereq: Emblazon Armament) — Emblazon Armament option: shield grants save bonus vs magic + Shield Block vs spell damage; weapon on critical hit can counteract a spell on target (half level, symbol disappears).
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Shared Replenishment** (Prereq: Replenishment of War) — Can grant Replenishment of War temp HP to ally within 10 ft instead of self.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Deity's Protection** (Prereq: Advanced Domain) — After casting a domain spell, gain resistance to all damage = domain spell level until start of next turn.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Extend Armament Alignment** (Prereq: Align Armament) — Align Armament duration increases to 1 minute.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Fast Channel** (Prereq: harmful or healing font) — Spend 2 actions on harm/heal to get 3-action version's effects.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Swift Banishment** [reaction] (Prereq: banishment prepared; Trigger: critical hit on non-home-plane creature) — Expend prepared banishment to apply it to the triggering critical hit without casting.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Domain Wellspring** (Prereq: Domain Focus) — Recover 3 Focus Points on Refocus if spent ≥3 since last Refocus.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Eternal Bane** (Prereq: evil alignment) — Continuously surrounded by bane spell (level = half your level; 15-ft radius; Dismissable, returns after 1 min).
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Eternal Blessing** (Prereq: good alignment) — Continuously surrounded by bless spell (same mechanics as Eternal Bane).
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Resurrectionist** — When restoring HP to dying or dead creature: grant it fast healing 5 for 1 minute (ends if knocked unconscious).
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Echoing Channel** [1-action, concentrate, metamagic] — Next 2-action harm/heal targeting one creature also casts a 1-action version on an adjacent creature (no additional spell slot).
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Improved Swift Banishment** (Prereq: Swift Banishment) — Swift Banishment works without banishment prepared; sacrifice a 5th+ level spell slot; banishment heightened to that level; target gets –2 to save.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Avatar's Audience** — Creatures know you speak for your deity; commune ritual is automatic crit success at no cost; once/day cast plane shift (innate divine, 1 min cast time) only to deity's realm; return via 1 action.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Maker of Miracles** (Prereq: miraculous spell) — Gain a second 10th-level spell slot.
- ✅ Implemented dc-cr-class-cleric Section — Cleric Class Feats: **Metamagic Channel** [free-action, concentrate] — Freely apply a 1-action metamagic action to harm or heal without normal timing restrictions.
Druid
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Reach Spell** [1-action, concentrate, metamagic] — Next Cast a Spell gains +30 ft range (touch → 30 ft).
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Steady Spellcasting** — DC 15 flat check to prevent spellcasting disruption from reactions.
- ✅ Implemented dc-cr-class-druid Identity and Role: Druid is a primal prepared spellcaster with flexible playstyles via **Druidic Orders**.
- ✅ Implemented dc-cr-class-druid Identity and Role: Druid speaks Druidic (secret language); teaching it to non-druids is anathema.
- ✅ Implemented dc-cr-class-druid Identity and Role: Violating anathema loses all primal spellcasting and order benefits until atone ritual.
- ✅ Implemented dc-cr-class-druid Base Statistics: Druid begins with a Wisdom ability boost at 1st level.
- ✅ Implemented dc-cr-class-druid Base Statistics: Druid gains 8 + CON HP per level.
- ✅ Implemented dc-cr-class-druid Initial Proficiencies: Druid starts Trained Perception and Expert Will; Fort and Reflex Trained.
- ✅ Implemented dc-cr-class-druid Initial Proficiencies: Druid trains in light and medium armor (but **cannot use metal armor or shields** — universal anathema).
- ✅ Implemented dc-cr-class-druid Initial Proficiencies: Druid spell attacks/DCs are Trained, scaling from Wisdom (primal tradition).
- ✅ Implemented dc-cr-class-druid Anathema (Universal): Metal armor and shields are forbidden to all druids — system must prevent or warn against equipping metal armor/shields for druid characters.
- ✅ Implemented dc-cr-class-druid Druidic Order (Subclass): Druid must select one of four orders at 1st level (subclass-equivalent).
- ✅ Implemented dc-cr-class-druid Druidic Order (Subclass): All orders grant one order focus spell; Leaf and Storm orders start with 2 Focus Points.
- ✅ Implemented dc-cr-class-druid Wild Empathy: Druid gains Wild Empathy: can use Diplomacy on animals.
- ✅ Implemented dc-cr-class-druid Advancement Features: At 19th, **Primal Hierophant** grants one 10th-level prepared spell slot; cannot be used with slot-manipulation features (Hierophant's Power feat grants a second).
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Animal Companion** (Prereq: animal order) — Gain a young animal companion.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Leshy Familiar** (Prereq: leaf order) — Gain a leshy familiar (plant/fungus form, uses standard familiar rules).
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Storm Born** (Prereq: storm order) — No circumstance penalties to ranged spell attacks or Perception from weather; no flat check needed to hit targets concealed by weather.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Widen Spell** [1-action, manipulate, metamagic] — Next burst/cone/line spell with no duration gets expanded area (+5 ft radius for bursts ≥10 ft; +5 ft or +10 ft for cones/lines).
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Wild Shape** (Prereq: wild order) — Gain wild shape order spell; enables transformation into wild forms expanded by feats.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Call of the Wild** — Spend 10 min with nature to replace one prepared druid spell with summon animal or summon plant or fungus of same level.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Enhanced Familiar** (Prereq: a familiar) — Select 4 familiar/master abilities per day instead of 2.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Order Explorer** — Join a second order; gain one 1st-level feat from that order; can take feats with that order as prereq; violating its anathema loses those feats only. (Repeatable; different order each time.)
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Poison Resistance** — Poison resistance = half level; +1 status to saves vs poison.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Form Control** [1-action, manipulate, metamagic] (Prereq: STR 14 + Wild Shape) — Next wild shape casts at spell level 2 lower (min 1) but lasts 1 hour or listed duration (whichever longer).
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Mature Animal Companion** (Prereq: Animal Companion) — Animal companion becomes mature; can Stride or Strike once per turn without Command action.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Order Magic** (Prereq: Order Explorer) — Gain initial order spell from an Order Explorer order as focus spell. (Repeatable; different explored order each time.)
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Thousand Faces** (Prereq: Wild Shape) — Add humanoid form forms to wild shape list.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Woodland Stride** (Prereq: leaf order) — Ignore difficult terrain from plants and fungi (including magically manipulated).
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Green Empathy** (Prereq: leaf order) — Use Diplomacy on plants and fungi; +2 circumstance on Requests from leaf order plants/fungi.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Insect Shape** (Prereq: Wild Shape) — Add insect form forms to wild shape list; non-flying insect (pest form) has 24-hour duration.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Storm Retribution** [reaction] (Prereq: storm order + tempest surge; Req: 1+ Focus Points; Trigger: adjacent opponent critically hits with melee) — Cast tempest surge on triggering opponent; push it 5 ft (fail) or 10 ft (crit fail) on Reflex save.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Ferocious Shape** (Prereq: Wild Shape) — Add dinosaur form forms; +1 status to Athletics in Athletics-granting wild shape forms.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Fey Caller** — Add illusory disguise, illusory object, illusory scene, and veil to primal spell list.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Incredible Companion** (Prereq: Mature Animal Companion) — Animal companion becomes nimble or savage (your choice).
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Soaring Shape** (Prereq: Wild Shape) — Add bat and bird aerial forms to wild shape list; +1 status to Acrobatics in Acrobatics-granting forms. (Insect Shape adds wasp; Ferocious Shape adds pterosaur.)
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Wind Caller** (Prereq: storm order) — Gain stormwind flight order spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Elemental Shape** (Prereq: Wild Shape) — Add elemental form forms; while polymorphed via wild shape, gain fire resistance 5.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Healing Transformation** [1-action, metamagic] — Next non-cantrip polymorph targeting one creature also heals 1d6 HP per spell level.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Overwhelming Energy** [1-action, manipulate, metamagic] — Next Cast a Spell ignores resistance to acid/cold/electricity/fire/sonic = your level (immunities unaffected).
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Plant Shape** (Prereq: leaf order or Wild Shape) — Add plant form forms; while polymorphed via wild shape gain poison resistance 5. Without Wild Shape: once/day plant form at highest slot level.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Side by Side** (Prereq: Animal Companion) — You and companion both adjacent to same foe = flanking each other regardless of position.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Dragon Shape** (Prereq: Soaring Shape) — Add dragon form forms; while polymorphed choose one: acid/cold/electricity/fire/poison resistance 5.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Green Tongue** (Prereq: Green Empathy) — Constantly under speak with plants; plants recognize you as leaf druid and are friendly.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Primal Focus** — Recover 2 Focus Points on Refocus if spent ≥2 since last Refocus.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Primal Summons** (Prereq: Call of the Wild) — Gain primal summons order spell; when summoning, can empower with air/earth/fire/water elemental energy.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Specialized Companion** (Prereq: Incredible Companion) — Animal companion gains a specialization. (Can take up to 3 times, different specialization each.)
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Timeless Nature** — Stop aging; +2 status to saves vs disease and primal magic.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Verdant Metamorphosis** (Prereq: leaf order) — Gain plant trait; 1-action Concentrate to become a non-creature plant (tree form, AC 30, etc.); sunlight rest in plant form: 10 min = half HP restored, full rest = max HP + remove conditions/poisons of 19th level or lower.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Effortless Concentration** [free-action] (Trigger: your turn begins) — Immediately Sustain a Spell to extend one active druid spell.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Impaling Briars** (Prereq: leaf order) — Gain impaling briars order spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Monstrosity Shape** (Prereq: Wild Shape) — Add purple worm and sea serpent to wild shape list; with Soaring Shape, add phoenix.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Invoke Disaster** (Prereq: Wind Caller) — Gain storm lord order spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Perfect Form Control** (Prereq: Form Control + STR 18) — Wild shape via Form Control lasts indefinitely until Dismissed.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Primal Wellspring** (Prereq: Primal Focus) — Recover 3 Focus Points on Refocus if spent ≥3 since last Refocus.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Hierophant's Power** — Gain an additional 10th-level spell slot.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **Leyline Conduit** [1-action, concentrate, manipulate, metamagic; frequency once/min] — Next 5th-level or lower spell with no duration doesn't expend the prepared slot.
- ✅ Implemented dc-cr-class-druid Section — Druid Class Feats: **True Shapeshifter** [2-actions] (Prereq: Dragon Shape + Wild Shape) — While in wild shape, change to any other wild shape form immediately. Once per day: transform into kaiju (nature incarnate spell); with Plant Shape: can become green man instead.
Fighter
- ✅ Implemented dc-cr-class-fighter Identity and Role: Fighter is the premier martial class: highest base weapon and armor proficiency, most combat feats.
- ✅ Implemented dc-cr-class-fighter Identity and Role: Fighter uses ability boosts at levels 5/10/15/20.
- ✅ Implemented dc-cr-class-fighter Base Statistics: Fighter begins with a STR or DEX ability boost at 1st level (player's choice).
- ✅ Implemented dc-cr-class-fighter Base Statistics: Fighter gains 10 + CON HP per level.
- ✅ Implemented dc-cr-class-fighter Initial Proficiencies: Fighter starts at **Expert Perception**, **Expert Fortitude**, and **Expert Reflex** at 1st level.
- ✅ Implemented dc-cr-class-fighter Initial Proficiencies: Fighter starts with **Expert** proficiency in simple and martial weapons + unarmed attacks (unique to Fighter at 1st level).
- ✅ Implemented dc-cr-class-fighter Initial Proficiencies: Fighter trains in advanced weapons and all armor at 1st level.
- ✅ Implemented dc-cr-class-fighter Attack of Opportunity (1st): Fighter gains **Attack of Opportunity** at 1st level as a class feature (other classes get it via feat).
- ✅ Implemented dc-cr-class-fighter Key Terms (Fighter): **Press** trait: can only be used when under MAP; cannot be Readied; failure effects omit on crit fails; success can apply failure effect voluntarily.
- ✅ Implemented dc-cr-class-fighter Key Terms (Fighter): **Stance** trait: one stance per encounter mode; 1-round cooldown on stance actions; stances end on KO/violation/end of encounter.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Double Slice** [2-actions] (Req: two melee weapons) — Strike with both weapons using current MAP; second non-agile weapon has –2 penalty; on both hit combine damage and apply effects once; counts as 2 attacks.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Exacting Strike** [1-action, press] — Strike; on failure, doesn't count toward MAP.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Point-Blank Shot** [1-action, open, stance] (Req: ranged weapon) — Ignore volley penalty; +2 circumstance damage vs targets within first range increment.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Power Attack** [2-actions, flourish] — Melee Strike; counts as 2 MAP attacks; +1 extra damage die (2 at 10th, 3 at 18th).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Reactive Shield** [reaction] (Trigger: enemy hits with melee; Req: shield wielded) — Immediately Raise Shield; bonus applies to triggering attack resolution.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Snagging Strike** [1-action] (Req: one hand free, target in reach) — Strike; on hit target is flat-footed until start of next turn or out of reach.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Sudden Charge** [2-actions, flourish, open] — Stride twice; if in melee reach of an enemy, make melee Strike.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Aggressive Block** [free-action] (Prereq: Shield Block; Trigger: opponent same size or smaller triggers Shield Block) — Shove foe 5 ft or impose flat-footed (triggering creature chooses).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Assisting Shot** [1-action, press] (Req: ranged weapon) — Strike; on hit, next creature attacking same target before your next turn gains +1 or +2 circumstance bonus.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Brutish Shove** [1-action, press] (Req: two-handed melee weapon) — Strike; on hit vs same-size or smaller target: flat-footed until end of turn + automatic Shove (including crit effects); follow without triggering reactions. Failure: flat-footed until end of turn.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Combat Grab** [1-action, press] (Req: one hand free, target in reach) — Melee Strike; on hit, Grab target until end of next turn or Escape.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Dueling Parry** [1-action] (Req: one-handed melee weapon + free hand) — +2 circumstance to AC until start of next turn.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Intimidating Strike** [2-actions, emotion, fear, mental] (Req: melee weapon) — Strike; on hit: frightened 1 (frightened 2 on crit).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Lunge** [1-action] (Req: melee weapon) — Strike with +5 ft reach; can use disarm/shove/trip instead.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Double Shot** [2-actions, flourish] (Req: ranged reload 0 weapon) — Two Strikes vs separate targets at –2 penalty; count as 2 MAP attacks.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Dual-Handed Assault** [1-action] (Req: one-handed melee + free hand) — Strike: temporarily two-handed; if no two-hand trait, damage die +1 step; if has two-hand trait, gain its benefit + circumstance damage = number of weapon dice.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Knockdown** [2-actions, flourish] (Prereq: trained Athletics; Req: melee weapon) — Strike then Athletics Trip; both count toward MAP (penalty doesn't increase until both made).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Powerful Shove** (Prereq: Aggressive Block or Brutish Shove) — Shove moves up to 2 sizes larger. Hitting solid object deals STR modifier damage to target.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Quick Reversal** [1-action, flourish, press] (Req: flanked by ≥2 enemies) — Strike one flanker; Strike another flanker with same weapon at same MAP as initial attack (doesn't count toward MAP).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Shielded Stride** — With shield raised, can Stride half Speed without triggering movement reactions.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Swipe** [2-actions, flourish] — Single melee Strike vs up to 2 adjacent foes; roll damage once.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Twin Parry** [1-action] (Req: two melee weapons) — +1 circumstance to AC (+2 if either weapon has parry trait) until start of next turn.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Advanced Weapon Training** — Choose a weapon group; treat all advanced weapons in that group as martial weapons for proficiency.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Advantageous Assault** [1-action, press] — Strike vs grabbed/prone/restrained creature; +circumstance damage = number of weapon dice (+2 if two-handed). Failure: deal damage dice number (no die roll) of that type.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Disarming Stance** [1-action, stance] (Prereq: trained Athletics; Req: one-handed + free hand) — +1 circumstance to Disarm checks; +2 circumstance to Reflex DC vs Disarm. Can Disarm creatures up to 2 sizes larger.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Furious Focus** (Prereq: Power Attack) — Power Attack with two-handed weapon counts as 1 MAP attack instead of 2.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Guardian's Deflection** [reaction] (Trigger: ally in reach hit by attack where +2 would make crit→hit or hit→miss; Req: one-handed + free hand) — Grant ally +2 circumstance to AC vs trigger.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Reflexive Shield** — When Raise Shield, gain shield bonus to Reflex saves; Shield Block can trigger on Reflex-save damage (not just physical).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Revealing Stab** [2-actions] (Req: piercing melee weapon) — Strike; no flat check needed for concealed targets; DC 5 for hidden targets; on hit, lodge weapon into target, revealing its location until weapon removed (2 Interact actions to remove).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Shatter Defenses** [1-action, press] (Req: frightened creature in reach) — Melee Strike vs frightened; on hit: target becomes flat-footed until frightened ends; if already flat-footed, frightened can't drop below 1 until your next turn.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Shield Warden** (Prereq: Shield Block) — With shield raised, can Shield Block for adjacent ally instead of self.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Triple Shot** (Prereq: Double Shot) — Double Shot can target same target; +1 action for 3 Strikes at –4 penalty each.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Blind-Fight** (Prereq: master Perception) — No flat check vs concealed; not flat-footed to hidden (unless other reason); DC 5 flat check to hit hidden. Adjacent undetected creatures of your level or lower become merely hidden.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Dueling Riposte** [reaction] (Prereq: Dueling Parry; Trigger: creature in reach critically fails vs you; Req: benefiting from Dueling Parry) — Strike or Disarm triggering creature.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Felling Strike** [2-actions] — Strike; on hit vs flying target: falls up to 120 ft (no fall damage). Crit: target can't fly or levitate until end of your next turn.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Incredible Aim** [2-actions, concentrate] — Ranged Strike; +2 circumstance to attack; ignore concealed.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Mobile Shot Stance** [1-action, stance] — Ranged Strikes don't trigger Attacks of Opportunity or ranged-triggered reactions. If you have Attack of Opportunity, can use it with loaded ranged weapon within 5 ft.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Positioning Assault** [2-actions, flourish] (Req: two-handed melee, target in reach) — Strike; on hit move target 5 ft into space in reach.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Quick Shield Block** (Prereq: Shield Block) — Gain one extra reaction per turn usable only for Shield Block.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Sudden Leap** [2-actions] — Leap/High Jump/Long Jump and Strike mid-air; land after strike. No fall damage if fall ≤ jump height. Long Jump DCs for all; max distance = 2x Speed.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Agile Grace** — MAP with agile weapons: –3/–6 (not –4/–8).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Certain Strike** [1-action, press] — Strike; on failure deal damage excluding all dice (fixed addends only).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Combat Reflexes** — At start of each turn, gain 1 extra reaction usable only for Attack of Opportunity.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Debilitating Shot** [2-actions, flourish] (Req: ranged weapon) — Ranged Strike; on hit: target is slowed 1 until end of its next turn.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Disarming Twist** [1-action, press] (Prereq: trained Athletics; Req: one-handed + free hand) — Melee Strike applying Disarm success/critical effects; failure: target flat-footed until end of turn.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Disruptive Stance** [1-action, stance] — Attack of Opportunity triggers on concentrate actions too; disrupts concentrate/manipulate on hit (not just crit).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Fearsome Brute** — +circumstance damage vs frightened = double frightened value (triple with master Intimidation).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Improved Knockdown** (Prereq: Knockdown) — Knockdown as single Strike; on hit, auto-apply Trip critical success; two-handed weapon may use weapon die size for Trip crit damage.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Mirror Shield** [reaction] (Trigger: opponent crit fails spell attack vs your AC; Req: shield raised) — Reflect spell back; make ranged attack vs caster; success = they suffer successful spell attack hit.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Twin Riposte** [reaction] (Prereq: Twin Parry; Trigger: creature in reach critically fails vs you; Req: benefiting from Twin Parry) — Make melee Strike or Disarm vs triggering creature.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Brutal Finish** [1-action, press] (Req: two-handed melee weapon) — Strike; turn ends after; +1 extra damage die (2 at 18th). Failure: deal one weapon damage die of damage.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Dueling Dance** [1-action, stance] (Prereq: Dueling Parry; Req: one-handed + free hand) — While in stance, constantly benefit from Dueling Parry.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Flinging Shove** (Prereq: Aggressive Block or Brutish Shove) — Shove distance: 10 ft success / 20 ft crit success. Brutish Shove also Shoves 5 ft on failure. Aggressive Block can choose shove vs flat-footed.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Improved Dueling Riposte** (Prereq: Dueling Riposte) — Extra reaction per turn for Dueling Riposte; usable without active Dueling Parry.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Incredible Ricochet** [1-action, concentrate, press] (Prereq: Incredible Aim) — Ranged Strike vs creature you attacked this turn; ignore concealed and cover.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Lunging Stance** [1-action, stance] (Prereq: Attack of Opportunity + Lunge; Req: melee weapon) — Attack of Opportunity works at Lunge reach (+5 ft).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Paragon's Guard** [1-action, stance] (Req: shield) — While in stance, shield is always raised (no action needed).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Spring Attack** [1-action, press] (Req: adjacent to enemy) — Stride up to Speed; must end in melee reach of different enemy; Strike at end.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Desperate Finisher** [reaction] (Trigger: last action of your turn completed; Req: can use press action) — Use any known press-trait action as reaction; forgo reactions until start of next turn.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Determination** [1-action, concentrate; frequency once/day] — End one non-permanent condition or counteract a spell (Will save counteract check = half level). Doesn't remove HP damage or prevent environmental/ally effects.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Guiding Finish** [1-action, press] (Req: one-handed + free hand) — Strike; on hit move target ≤10 ft into reach (5 ft on failure).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Guiding Riposte** (Prereq: Dueling Riposte) — On Dueling Riposte hit, move target ≤10 ft into reach.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Improved Twin Riposte** (Prereq: Twin Riposte) — Extra reaction per turn for Twin Riposte; usable without Twin Parry.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Two-Weapon Flurry** [1-action, flourish, press] (Req: two weapons) — Two Strikes, one with each weapon.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Whirlwind Strike** [3-actions, flourish, open] — Melee Strike vs each enemy in reach; MAP increases after all attacks.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Graceful Poise** [1-action, stance] (Prereq: Double Slice; Req: one-handed + free hand) — While in stance, second Double Slice Strike with agile weapon counts Double Slice as 1 MAP attack.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Improved Reflexive Shield** (Prereq: Reflexive Shield) — When Shield Block reduces Reflex-save damage, adjacent allies taking same effect's Reflex damage also benefit.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Multishot Stance** [1-action, stance] (Prereq: Triple Shot; Req: ranged reload 0) — Double Shot penalty reduced to –1 (or –2 for 3 Strikes); penalty if you move from position.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Twinned Defense** [1-action, stance] (Prereq: Twin Parry; Req: two melee weapons) — While in stance, constantly benefit from Twin Parry.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Impossible Volley** [3-actions, flourish, open] (Prereq: Triple Shot; Req: volley ranged weapon reload 0) — Strike vs each enemy within 10-ft burst at or beyond volley range; –2 penalty; roll damage once.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Savage Critical** — When Strike with legendary proficiency weapon, a 19 on the die is a critical hit (if result was already a success).
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Boundless Reprisals** — At the start of each enemy's turn, gain 1 reaction usable only during that turn for any fighter feat/class feature reaction.
- ✅ Implemented dc-cr-class-fighter Section — Fighter Class Feats: **Weapon Supremacy** — Permanently quickened; extra action only for Strike.
Monk
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Stance Savant** [free-action] (Trigger: roll initiative) — Immediately use a stance action.
- ✅ Implemented dc-cr-class-monk Identity and Role: Monk is the premier unarmed/unarmored combat class with access to stances and ki spells.
- ✅ Implemented dc-cr-class-monk Base Statistics: Monk starts with a STR or DEX ability boost; gains 10 + CON HP per level.
- ✅ Implemented dc-cr-class-monk Initial Proficiencies: Monk starts with **Expert Will** (unique — no other class in Ch.3 starts Expert Will at 1st).
- ✅ Implemented dc-cr-class-monk Initial Proficiencies: Monk starts **untrained in all armor**, **Expert unarmored** at 1st level.
- ✅ Implemented dc-cr-class-monk Flurry of Blows (1st): Monk can make two unarmed Strikes with 1 action (Flurry of Blows) once per turn.
- ✅ Implemented dc-cr-class-monk Powerful Fist (1st): Monk fist base damage = 1d6 (not 1d4). No lethal/nonlethal penalty on unarmed attacks.
- ✅ Implemented dc-cr-class-monk Key Terms (Monk): Ki spells are focus spells; pool starts at 1, max 3; Wisdom is spellcasting ability.
- ✅ Implemented dc-cr-class-monk Key Terms (Monk): Incapacitation effects vs higher-level creatures: attacker's degree decreases by one step; target's saving throw degree improves by one step.
- ✅ Implemented dc-cr-class-monk Monk Unarmed Attacks (Stance Weapons): Each stance provides unique unarmed attack profiles replacing or supplementing normal unarmed attacks.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Crane Stance** [1-action, stance] (Req: unarmored) — +1 circumstance AC; only crane wing attacks (1d6 B, agile/finesse/nonlethal/unarmed). High/Long Jump DC –5; Leap +5 ft horizontal or +2 ft vertical.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Dragon Stance** [1-action, stance] (Req: unarmored) — Dragon tail attacks (1d10 B, backswing/nonlethal/unarmed). Ignore first square of difficult terrain while Striding.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Ki Rush** — Gain ki rush ki spell + 1 Focus Point.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Ki Strike** — Gain ki strike ki spell + 1 Focus Point.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Monastic Weaponry** — Gain access to uncommon monk-trait weapons; trained in them; proficiency tracks unarmed proficiency. Can use monk weapons with monk feats requiring unarmed.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Mountain Stance** [1-action, stance] (Req: unarmored + touching ground) — Only falling stone attacks (1d8 B, forceful/nonlethal/unarmed). +4 item bonus to AC; +2 circumstance vs Shove/Trip; Dex modifier cap to AC = +0; all Speeds –5 ft. Item AC bonus stacks with armor potency runes (explorer's clothing, mage armor, bracers of armor).
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Tiger Stance** [1-action, stance] (Req: unarmored) — Tiger claw attacks (1d8 S, agile/finesse/nonlethal/unarmed). Crit hit → 1d4 persistent bleed. If Speed ≥ 20 ft, can Step 10 ft.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Wolf Stance** [1-action, stance] (Req: unarmored) — Wolf jaw attacks (1d8 P, agile/backstabber/finesse/nonlethal/unarmed). While flanking, wolf jaw gains trip trait.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Brawling Focus** — Critical specialization for unarmed brawling-group attacks and brawling-group weapons. With Monastic Weaponry, also monk weapons.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Crushing Grab** — On successful Grapple, deal bludgeoning damage = STR modifier (can be nonlethal).
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Dancing Leaf** — Leap/Jump distance +5 ft. Don't count wall-adjacent falling distance for fall damage.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Elemental Fist** (Prereq: Ki Strike) — Ki strike can deal electricity/bludgeoning(earth)/fire/cold damage with associated elemental traits.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Stunning Fist** (Prereq: Flurry of Blows) — When both Flurry Strikes target same creature, on hit + damage: Fortitude vs class DC or stunned 1 (stunned 3 on crit fail). Incapacitation effect.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Deflect Arrow** [reaction] (Trigger: targeted by physical ranged attack; Req: aware, not flat-footed, hand free) — +4 circumstance to AC; if attack misses, arrow is deflected.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Flurry of Maneuvers** (Prereq: expert Athletics) — Flurry of Blows attacks can each be Grapple, Shove, or Trip.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Flying Kick** [2-actions] — Leap/High Jump/Long Jump; at end if adjacent to foe, immediately Strike unarmed. Fall after strike; no fall damage if fall ≤ jump height.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Guarded Movement** — +4 circumstance to AC against reactions triggered by your movement.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Stand Still** [reaction] (Trigger: creature in reach uses a move action or leaves square during move) — Melee Strike; crit hit on move action = disrupt the action.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Wholeness of Body** (Prereq: ki spells) — Gain wholeness of body ki spell + 1 Focus Point.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Abundant Step** (Prereq: incredible movement + ki spells) — Gain abundant step ki spell (short-range teleport) + 1 Focus Point.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Crane Flutter** [reaction] (Prereq: Crane Stance; Trigger: targeted by melee attack you can see; Req: in Crane Stance) — AC bonus from Crane Stance = +3 vs triggering attack; if attack misses, immediately Strike with crane wing at –2 penalty (regardless of reach).
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Dragon Roar** [1-action, auditory, emotion, fear, mental] (Prereq: Dragon Stance; Req: in Dragon Stance) — Enemies within 15-ft emanation: Will vs Intimidation DC or frightened 1 (2 on crit fail); creatures frightened by roar can't reduce frightened below 1 while adjacent. First hit vs frightened after roar: +4 circumstance damage. Recharge 1d4 rounds; immunity 1 min.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Ki Blast** (Prereq: ki spells) — Gain ki blast ki spell (force cone) + 1 Focus Point.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Mountain Stronghold** [1-action] (Prereq: Mountain Stance; Req: in Mountain Stance) — +2 circumstance AC until next turn; also raises Dex modifier cap to AC to +1.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Tiger Slash** [2-actions] (Prereq: Tiger Stance; Req: in Tiger Stance) — Tiger claw Strike with +2 extra weapon dice (+3 at 14th); pushes target 5 ft as Shove. Crit success + damage: add STR modifier to persistent bleed.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Water Step** — Can Stride across liquid or unsupported surfaces during movement only; fall if ending movement on unsupported surface.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Whirling Throw** [1-action] (Req: creature grabbed/restrained) — Throw grabbed creature up to 10 ft + 5 ft × STR modifier; damage = STR modifier + 1d6 per 10 ft thrown. Athletics vs Fortitude DC; crit success = prone; crit fail = no longer grabbed.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Wolf Drag** [2-actions] (Prereq: Wolf Stance; Req: in Wolf Stance) — Wolf jaw Strike with fatal d12 trait; on success, target falls prone.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Arrow Snatching** (Prereq: Deflect Arrow) — When Deflect Arrow succeeds (arrow deflected), can immediately make ranged Strike with the projectile using same range + hit effects.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Ironblood Stance** [1-action, stance] (Req: unarmored) — Iron sweep attacks (1d8 B, nonlethal/parry/sweep/unarmed). Gain resistance 2 to all damage (scales: 3 at 12th, 4 at 16th, 5 at 20th).
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Mixed Maneuver** [2-actions] (Prereq: master Athletics) — Choose two of Grapple/Shove/Trip; attempt both vs same or different creatures; MAP doesn't increase until after both.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Tangled Forest Stance** [1-action, stance] (Req: unarmored) — Lashing branch attacks (1d8 S, agile/finesse/nonlethal/unarmed). Enemies in reach who try to move away must succeed Reflex/Acrobatics/Athletics vs class DC or be immobilized for that action.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Wall Run** [1-action] — Stride up full Speed including vertical surfaces; fall if ending off ground before your next action.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Wild Winds Initiate** (Prereq: ki spells) — Gain wild winds stance ki spell + 1 Focus Point. Wind crash Strikes from the stance are not ki spells.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Knockback Strike** [2-actions, concentrate] — Unarmed Strike; on hit, attempt Athletics Shove vs target; uses same MAP as Strike, doesn't add to MAP.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Sleeper Hold** [1-action, incapacitation] (Req: creature grabbed/restrained) — Athletics Grapple with alternate effects: crit success = unconscious 1 min (stays standing, doesn't drop held items); success = clumsy 1 until end of next turn.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Wind Jump** (Prereq: ki spells) — Gain wind jump ki spell + 1 Focus Point.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Winding Flow** [1-action; frequency once/round] — Use any two of: Stand, Step, Stride (in any order, no repeats).
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Diamond Soul** — +1 status bonus to saving throws against magic.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Disrupt Ki** [2-actions, negative] — Unarmed Strike; on damage to living creature: 2d6 persistent negative damage + enfeebled 1 until persistent damage ends (3d6 at 18th level).
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Improved Knockback** (Prereq: master Athletics) — Shove success/crit distances each increase by 5 ft. Creature hitting obstacle takes bludgeoning = 6 + STR modifier (8 + STR with legendary Athletics).
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Meditative Focus** (Prereq: ki spells) — If spent ≥2 Focus Points before Refocusing, recover 2 FP instead of 1.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Ironblood Surge** [1-action] (Prereq: Ironblood Stance; Req: in Ironblood Stance) — Gain iron sweep's parry bonus (+1 circumstance AC until next turn); Ironblood resistance = STR modifier for same duration.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Mountain Quake** [1-action] (Prereq: Mountain Stronghold; Req: in Mountain Stance) — Creatures on ground in 20-ft emanation take STR modifier damage (basic Fortitude vs class DC); fail = prone. Recharge 1d4 rounds. Raises Dex modifier cap to AC to +2.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Tangled Forest Rake** [1-action] (Prereq: Tangled Forest Stance; Req: in stance) — Lashing branch Strike; on hit: force target to move 5 ft into space within reach.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Timeless Body** — Cease aging; +2 status vs poison/disease saves; resistance to poison damage = half level.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Tongue of Sun and Moon** — Understand and speak all spoken languages.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Wild Winds Gust** [2-actions, air, concentrate, evocation, manipulate] (Prereq: Wild Winds Initiate; Req: in Wild Winds Stance) — Make wind crash Strike vs each creature in 30-ft cone or 60-ft line; MAP increases after all attacks.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Enlightened Presence** [aura, emotion, mental] — You and allies within 15 ft gain +2 status to Will saves vs mental effects.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Master of Many Styles** [free-action] (Prereq: Stance Savant; Trigger: turn begins) — Use a stance action.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Quivering Palm** (Prereq: ki spells) — Gain quivering palm ki spell + 1 Focus Point.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Shattering Strike** [2-actions] — Unarmed Strike that bypasses target's resistances; treats Hardness as half.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Diamond Fists** — Unarmed attacks gain forceful trait; those already forceful increase damage dice by one step.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Empty Body** (Prereq: ki spells) — Gain empty body ki spell (ethereal form) + 1 Focus Point.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Meditative Wellspring** (Prereq: Meditative Focus) — If spent ≥3 FP before Refocusing, recover 3 FP instead of 1.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Swift River** [free-action] (Trigger: your turn ends and you have speed penalty, immobilized, or slowed) — End one speed penalty, immobilized, or slowed condition.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Enduring Quickness** — Permanently quickened; extra action can Stride, Leap, or provide one action for High/Long Jump.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Fuse Stance** (Prereq: ≥2 stances) — Combine two stances into a custom fused stance; entering it grants all effects of both stances simultaneously.
- ✅ Implemented dc-cr-class-monk Section — Monk Class Feats: **Impossible Technique** [reaction, fortune] (Trigger: enemy's attack hits you or you fail a save; Req: not armored or fatigued) — Attack roll: enemy rerolls, use lower; Save failure: you reroll, use higher.
Ranger
- ✅ Implemented dc-cr-class-ranger Identity and Role: Ranger excels at single-target focused combat through the Hunt Prey mechanic; bonus applies throughout encounter.
- ✅ Implemented dc-cr-class-ranger Base Statistics: Ranger starts with STR or DEX ability boost; gains 10 + CON HP per level.
- ✅ Implemented dc-cr-class-ranger Initial Proficiencies: Ranger starts with **Expert Perception** at 1st level (same as Fighter, higher than most classes).
- ✅ Implemented dc-cr-class-ranger Hunt Prey (1st): Only one creature can be designated prey at a time; changing prey replaces previous designation.
- ✅ Implemented dc-cr-class-ranger Hunt Prey (1st): Benefits from Hunt Prey are central to the Ranger combat loop.
- ✅ Implemented dc-cr-class-ranger Hunter's Edge (1st): **Flurry**: MAP with attacks against prey is –3/–6 (–2/–4 agile) instead of –5/–10.
- ✅ Implemented dc-cr-class-ranger Hunter's Edge (1st): **Precision**: First hit per round on prey deals +1d8 precision damage. (11th: 2d8; 19th: 3d8.)
- ✅ Implemented dc-cr-class-ranger Hunter's Edge (1st): **Outwit**: +2 circumstance to Deception/Intimidation/Stealth/Recall Knowledge vs prey; +1 circumstance to AC vs prey's attacks.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Animal Companion** — Gain a young animal companion; it gains Hunt Prey benefits and hunter's edge when you Hunt Prey.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Crossbow Ace** — With crossbow, when using Hunt Prey or reloading: +2 circumstance damage on next Strike; simple crossbow also gains +1 damage die size. Must Strike before end of next turn.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Hunted Shot** [1-action, flourish; frequency once/round] (Req: ranged reload 0) — Two Strikes vs prey; combine damage for resistances if both hit same target; MAP applies normally.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Monster Hunter** — As part of Hunt Prey, attempt Recall Knowledge about prey. On critical success: you and allies you tell gain +1 circumstance to next attack vs that creature (once per day per creature).
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Twin Takedown** [1-action, flourish; frequency once/round] (Req: two melee weapons) — Two Strikes vs hunted prey (one each); combine damage for resistances if both hit; MAP applies normally.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Favored Terrain** — Choose terrain type; ignore non-magical difficult terrain in it. With Wild Stride, gain additional terrain-specific benefits (swim/climb speed, speed bonus, ice/sand/etc. movement).
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Hunter's Aim** [2-actions, concentrate] — Ranged Strike vs prey; +2 circumstance to attack; ignore concealed condition.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Monster Warden** (Prereq: Monster Hunter) — Monster Hunter bonuses also grant +1 circumstance to next save vs creature and to AC vs its next attack.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Quick Draw** [1-action] — Interact to draw weapon + Strike in one action.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Wild Empathy** — Can use Diplomacy to Make an Impression on and make simple Requests of animals.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Companion's Cry** (Prereq: animal companion) — Spend 2 actions to Command Animal; companion uses one additional action.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Disrupt Prey** [reaction] (Trigger: hunted prey in reach uses manipulate/move action or leaves square) — Melee Strike; crit hit disrupts triggering action.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Far Shot** — Double all weapon range increments.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Favored Enemy** — Choose animals/beasts/dragons/fungi+plants; when rolling initiative and can see that enemy type, Hunt Prey as free action against one.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Running Reload** [1-action] — Stride, Step, or Sneak, then Interact to reload.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Scout's Warning** [free-action] (Trigger: about to roll Perception/Survival for initiative) — Allies gain +1 circumstance bonus to initiative rolls.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Snare Specialist** (Prereq: expert Crafting + Snare Crafting) — Gain 3/6/9 snare formulas at expert/master/legendary. Daily prep: 4/6/8 snares at expert/master/legendary, each craftable with 3 Interact actions, no cost.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Twin Parry** [1-action] (Req: two melee weapons) — +1 circumstance AC (+2 with parry weapon) until start of next turn.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Mature Animal Companion** (Prereq: Animal Companion) — Companion becomes mature; can autonomously Stride toward or Strike your prey using 1 action per turn without Command.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Quick Snares** (Prereq: expert Crafting + Snare Specialist) — Can Craft snares with 3 Interact actions even without having prepared them.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Skirmish Strike** [1-action, flourish] — Either Step then Strike, or Strike then Step.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Snap Shot** — Can use reactions that require melee Strike to instead make ranged Strike vs adjacent target.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Swift Tracker** (Prereq: expert Survival + Experienced Tracker) — Track at full Speed; master Survival: no hourly Tracking check; legendary Survival: can do another exploration activity while Tracking.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Blind-Fight** (Prereq: master Perception) — Same as Fighter version: no flat check vs concealed; DC 5 vs hidden; adjacent undetected of same level → merely hidden.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Deadly Aim** [1-action, open] (Prereq: weapon specialization) — Ranged Strike vs prey at –2 penalty; +4/6/8 circumstance damage at 8th/11th/15th levels.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Hazard Finder** — +1 circumstance to find traps/hazards and to saves/AC vs them; can find hazards without actively Searching.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Powerful Snares** (Prereq: master Crafting + Snare Specialist) — Snare save DC = max of normal or class DC.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Terrain Master** (Prereq: master Survival + Favored Terrain) — Spend 1 hour in new terrain to temporarily make it favored terrain; reverts after a full day away.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Warden's Boon** [1-action] — Grant Hunt Prey + hunter's edge benefits to one ally until end of their next turn.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Camouflage** (Prereq: master Stealth) — In natural terrain, can Hide and Sneak without cover or concealment.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Incredible Companion** (Prereq: Mature Animal Companion) — Companion becomes nimble or savage; gains additional capabilities.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Master Monster Hunter** (Prereq: master Nature + Monster Hunter) — Use Nature to Recall Knowledge about any creature; Monster Hunter benefits on success (not just crit success).
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Penetrating Shot** [2-actions, open] (Req: ranged weapon) — Strike target providing lesser cover and hunted prey in a single attack; ignores that cover; roll damage once and apply to both.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Twin Riposte** [reaction] (Prereq: Twin Parry; Trigger: creature in reach crit fails vs you) — Melee Strike or Disarm triggering creature.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Warden's Step** (Prereq: master Stealth) — When you Avoid Notice during exploration in natural terrain, allies you designate benefit as if they were doing the same without action cost.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Distracting Shot** — On ranged weapon crit hit or two hits in same turn vs prey: prey is flat-footed until start of your next turn.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Double Prey** — Hunt Prey can designate two creatures at once.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Lightning Snares** (Prereq: master Crafting + Quick Snares + Snare Specialist) — Craft snares normally requiring 1 min with 1 Interact action.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Second Sting** [1-action, press] (Req: two melee weapons vs hunted prey) — Melee Strike vs prey; on failure: deal non-dice damage from the other weapon.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Side by Side** (Prereq: animal companion) — You and companion count as flanking any foe adjacent to both, regardless of positioning.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Sense the Unseen** [reaction] (Trigger: fail Seek check) — Automatically sense all undetected creatures in area you sought (they become hidden to you).
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Shared Prey** (Prereq: Double Prey + Warden's Boon) — Hunt Prey on one target and share benefits + hunter's edge to one ally; persists until next Hunt Prey use.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Stealthy Companion** (Prereq: Animal Companion + Camouflage) — Companion gains Camouflage benefit; specialized ambusher companion's Stealth → master (or legendary).
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Targeting Shot** [1-action, concentrate, press] (Prereq: Hunter's Aim) — Ranged Strike vs prey; ignore concealed and all cover.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Warden's Guidance** — As long as you observe hunted prey, allies who fail/crit fail Seeking it get a success instead.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Greater Distracting Shot** (Prereq: Distracting Shot) — Hit on prey = flat-footed until start of your next turn; crit hit or two hits = flat-footed until end of your next turn.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Improved Twin Riposte** (Prereq: Twin Riposte) — Extra reaction per turn for Twin Riposte against hunted prey; usable without Twin Parry.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Legendary Monster Hunter** (Prereq: legendary Nature + Master Monster Hunter) — Monster Hunter/Warden bonuses increase from +1 to +2.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Specialized Companion** (Prereq: Incredible Companion) — Animal companion gains one specialization.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Ubiquitous Snares** (Prereq: Snare Specialist) — Double the number of prepared snares from Snare Specialist.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Impossible Flurry** [3-actions, flourish, open] (Req: two melee weapons) — Three Strikes with each weapon at maximum MAP (treated as 3rd+ attack).
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Impossible Volley** [3-actions, flourish, open] (Req: volley ranged weapon reload 0) — Strike vs each enemy in 10-ft burst at/beyond volley range at –2; roll damage once; MAP after all attacks.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Manifold Edge** (Prereq: hunter's edge + masterful hunter) — When Hunt Prey, can choose a different hunter's edge benefit (but forgo masterful hunter upgrade).
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Masterful Companion** (Prereq: masterful hunter + Animal Companion) — Companion gains masterful hunter benefit for hunter's edge.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Perfect Shot** [3-actions, flourish] (Req: loaded ranged weapon reload 1+, not reloaded since last turn) — Ranged Strike vs prey; on hit, deal maximum damage; turn ends after.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Shadow Hunter** (Prereq: Camouflage) — In natural terrain, always concealed from all foes except hunted prey (at will).
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Legendary Shot** (Prereq: masterful hunter + legendary Perception + Far Shot) — With master proficiency ranged weapon, ignore penalty for up to 5 range increments against prey.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **To the Ends of the Earth** (Prereq: legendary Survival) — When Hunt Prey within 100 ft, can track creature's exact location indefinitely. If legendary in Nature, tracks through teleportation/planar travel.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Triple Threat** (Prereq: Shared Prey) — Hunt Prey can designate 3 creatures, or 2 creatures + share to 1 ally, or 1 creature + share to 2 allies.
- ✅ Implemented dc-cr-class-ranger Section — Ranger Class Feats: **Ultimate Skirmisher** (Prereq: wild stride) — Ignore all difficult/greater difficult/hazardous terrain; don't trigger movement-triggered hazards/traps unless you want to.
Rogue
- ✅ Implemented dc-cr-class-rogue Identity and Role: Rogue is the premier skill class with the most skill increases/skill feats and can make use of sneak attack across many weapon types.
- ✅ Implemented dc-cr-class-rogue Base Statistics: Rogue gains **8 + CON HP per level** (lower than most martial classes).
- ✅ Implemented dc-cr-class-rogue Base Statistics: Rogue's key ability is DEX or an alternative from their racket choice.
- ✅ Implemented dc-cr-class-rogue Initial Proficiencies: Rogue starts with **Expert Reflex AND Expert Will** at 1st (unique double Expert saves at start).
- ✅ Implemented dc-cr-class-rogue Initial Proficiencies: Rogue gets the most skills: Stealth + racket skills + 7+INT additional.
- ✅ Implemented dc-cr-class-rogue Initial Proficiencies: Rogue gains a skill feat every level (not just every 2 levels like most classes).
- ✅ Implemented dc-cr-class-rogue Initial Proficiencies: Rogue gains skill increases every level from 2nd (not just every 2 levels from 3rd).
- ✅ Implemented dc-cr-class-rogue Rogue's Racket (1st): **Ruffian**: Sneak attack with any simple weapon (not just agile/finesse); crit success + flat-footed target also applies critical specialization (for simple weapons with die ≤ d8). Trained in Intimidation + medium armor. Can choose STR as key ability. Medium armor expertise tracks with light armor expertise features.
- ✅ Implemented dc-cr-class-rogue Rogue's Racket (1st): **Scoundrel**: Successful Feint → target flat-footed against your melee attacks until end of next turn (crit: flat-footed to ALL melee attacks). Trained in Deception + Diplomacy. Can choose CHA as key ability.
- ✅ Implemented dc-cr-class-rogue Rogue's Racket (1st): **Thief**: Finesse melee weapon attacks can use DEX modifier to damage (instead of STR). Trained in Thievery.
- ✅ Implemented dc-cr-class-rogue Sneak Attack (1st): Sneak attack applies precision damage only to flat-footed targets.
- ✅ Implemented dc-cr-class-rogue Sneak Attack (1st): Precision damage is ineffective against creatures without vital organs/weak points.
- ✅ Implemented dc-cr-class-rogue Surprise Attack (1st): Rogue's initiative skill (Deception or Stealth) determines surprise attack eligibility.
- ✅ Implemented dc-cr-class-rogue Key Terms (Rogue): Debilitations are mutually exclusive — new application replaces previous.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Nimble Dodge** [reaction] (Trigger: creature targets you with attack, you can see attacker; Req: not encumbered) — +2 circumstance to AC against triggering attack.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Trap Finder** — +1 circumstance to find/AC against/saves vs traps; detect traps without Searching. With master Thievery: can disable legendary-DC traps; bonuses increase to +2.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Twin Feint** [2-actions] (Req: two melee weapons) — Strike with each weapon vs same target; second attack is automatically flat-footed. MAP applies normally.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **You're Next** [reaction, emotion, fear, mental] (Prereq: trained Intimidation; Trigger: reduce enemy to 0 HP) — Demoralize with +2 circumstance. With legendary Intimidation: use as free action.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Brutal Beating** (Prereq: ruffian racket) — On crit hit + damage, target becomes frightened 1.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Distracting Feint** (Prereq: scoundrel racket) — While target is flat-footed from your Feint, also apply –2 circumstance to its Perception checks and Reflex saves.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Minor Magic** — Gain 2 cantrips from one magical tradition (arcane/divine/occult/primal); key ability = CHA; trained in spell attack/DC.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Mobility** — Stride of half Speed or less doesn't trigger reactions. Works for Climb/Fly/Swim too.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Quick Draw** [1-action] — Interact to draw weapon then Strike.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Unbalancing Blow** (Prereq: thief racket) — On crit hit + damage, target flat-footed against your attacks until end of next turn.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Battle Assessment** [1-action, secret] — GM rolls secret Perception vs target's Deception/Stealth DC; crit success: learn two pieces of info (highest weakness, lowest save, one immunity, highest resistance); success: learn one; crit fail: GM gives false info.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Dread Striker** — Frightened creatures are flat-footed against your attacks.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Magical Trickster** — When you succeed on spell attack vs flat-footed foe's AC and spell deals damage, add sneak attack damage (once per target per spell).
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Poison Weapon** [1-action, manipulate] (Req: piercing or slashing weapon) — Apply poison to weapon; if next attack hits, applies poison effects. Can prepare level-scaled simple poisons (1d4 poison damage) during daily prep equal to rogue level.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Reactive Pursuit** [reaction] (Trigger: adjacent foe moves away) — Stride to stay adjacent to foe; doesn't trigger reactions from that foe.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Sabotage** [1-action, incapacitation] (Req: free hand, target in reach wielding item with moving parts) — Thievery vs target's Reflex DC; crit success: 4× proficiency bonus damage; success: 2×; can't reduce below Break Threshold; crit fail: immunity 1 day.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Scout's Warning** [free-action] (Trigger: rolling Perception/Survival for initiative) — Allies get +1 circumstance to initiative.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Gang Up** — Enemies are flat-footed to your melee attacks due to flanking as long as you and an ally are both within reach (your ally still needs to flank for the enemy to be flat-footed to them).
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Light Step** — Ignore difficult terrain when Striding or Stepping.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Skirmish Strike** [1-action, flourish] — Step then Strike, or Strike then Step.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Twist the Knife** [1-action] (Req: last action was melee Strike dealing sneak attack to flat-footed) — Deal persistent bleed damage equal to number of sneak attack dice.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Blind-Fight** (Prereq: master Perception) — Same as Fighter/Ranger version.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Delay Trap** [reaction] (Trigger: trap within reach is triggered) — Thievery vs DC+5 to disable; crit success: prevent trigger or delay until your choice of start/end of next turn; success: prevent or delay until end of next turn (GM's choice); crit fail: flat-footed until start of next turn.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Improved Poison Weapon** (Prereq: Poison Weapon) — Simple Poison Weapon deals 2d4 poison; no waste on critically failed attack.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Nimble Roll** (Prereq: Nimble Dodge) — Nimble Dodge can also trigger before Reflex saves; +2 applies to save. On miss/success: also Stride up to 10 ft.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Opportune Backstab** [reaction] (Trigger: creature in reach hit by ally's melee attack) — Make a Strike against that creature.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Sidestep** [reaction] (Trigger: attack targeting you fails or crit fails) — Redirect attack to adjacent creature; attacker rerolls vs new target.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Sly Striker** (Prereq: sneak attack) — On success/crit success vs non-flat-footed target: deal 1d6 precision damage (2d6 at 14th if you'd deal 3d6+ sneak attack).
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Precise Debilitations** (Prereq: thief racket + Debilitating Strike) — Additional debilitation options: +2d6 precision damage from attacks, or target becomes flat-footed.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Sneak Savant** (Prereq: master Stealth) — Failures on Sneak become successes; still can crit fail.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Tactical Debilitations** (Prereq: scoundrel racket + Debilitating Strike) — Additional options: target can't use reactions, or target can't flank or contribute to flanking.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Vicious Debilitations** (Prereq: ruffian racket + Debilitating Strike) — Additional options: weakness 5 to your choice of B/P/S damage, or clumsy 1.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Critical Debilitation** [incapacitation] (Prereq: Debilitating Strike) — On crit hit + Debilitating Strike, add option: Fortitude vs class DC — crit success: unaffected; success: slowed 1 until end of next turn; failure: slowed 2; crit failure: paralyzed until end of next turn.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Fantastic Leap** [2-actions] — High/Long Jump using Long Jump distances; Strike at end; fall after strike; no damage if fall ≤ jump height.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Felling Shot** [2-actions] — Ranged/thrown weapon Strike vs flat-footed; on hit + damage: Reflex vs class DC — fail: falls 120 ft (no fall damage); crit fail: can't fly/jump/levitate until end of your next turn.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Reactive Interference** [reaction] (Trigger: adjacent enemy begins using a reaction) — Disrupt reaction automatically if enemy ≤ your level; if higher level, must succeed on attack roll vs AC.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Spring from the Shadows** [1-action, flourish] — Stride up to Speed; must end adjacent to enemy you're hidden from/undetected by; Strike that enemy while remaining hidden until after Strike.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Defensive Roll** [free-action; frequency once/10 min] (Trigger: physical attack would reduce you to 0 HP) — Take half damage from triggering attack.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Instant Opening** [1-action, concentrate] — Choose target within 30 ft; it's flat-footed against your attacks until end of next turn.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Leave an Opening** — When you crit hit a flat-footed opponent with melee + deal damage, that creature triggers an Attack of Opportunity from one ally of your choice (who has it), as if the enemy used a manipulate action.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Sense the Unseen** [reaction] (Trigger: fail Seek check) — Automatically sense all undetected creatures in sought area (they become hidden to you).
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Blank Slate** (Prereq: legendary Deception) — Detection/revelation/scrying effects can't detect you unless counteract level ≥ 10.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Cloud Step** (Prereq: legendary Acrobatics) — During Stride, can move across water, air, or weight-limited surfaces as normal ground; effects apply at end of turn.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Cognitive Loophole** [reaction] (Trigger: turn ends; Req: affected by mental effect from non-crit fail save) — Ignore one qualifying mental effect until end of next turn (once per effect). Usable even if mental effect prevents reactions.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Dispelling Slice** [2-actions] — Strike vs flat-footed; if sneak attack deals damage, attempt to counteract one spell on target (counteract level = half level rounded up; check modifier = class DC – 10).
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Perfect Distraction** [1-action] (Prereq: legendary Deception) — Sneak while leaving a mislead-like decoy behind; decoy lasts as long as you concentrate. Recharge: 10 minutes.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Implausible Infiltration** [2-actions, magical, move] (Prereq: legendary Acrobatics + Quick Squeeze; Req: adjacent to floor or vertical wall) — Move through wooden/plaster/stone walls or floors up to 10 ft thick that contain no metal.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Powerful Sneak** — On STR-modifier Strike where you'd deal sneak attack, can convert sneak attack damage from precision to regular damage of Strike's type.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Trickster's Ace** [reaction, concentrate] (Trigger: specified during daily prep) — Cast a prepared spell (≤4th level, arcane/divine/occult/primal, single-creature target, no cost, ≤10 min cast time) targeting only yourself when trigger occurs. One use per prep.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Hidden Paragon** [reaction; frequency once/hour] (Prereq: legendary Stealth; Trigger: become hidden from all foes via Hide, or undetected via Sneak) — Become invisible for 1 minute even when using hostile actions; immune to detection via glitterdust/see invisibility/similar.
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Impossible Striker** (Prereq: Sly Striker) — Can deal full sneak attack damage even to non-flat-footed targets (instead of Sly Striker damage).
- ✅ Implemented dc-cr-class-rogue Section — Rogue Class Feats: **Reactive Distraction** [reaction, concentrate, manipulate] (Prereq: legendary Deception + Perfect Distraction; Trigger: would be hit by attack/targeted/in area; Req: Perfect Distraction ready) — Use Perfect Distraction reactively; decoy is targeted instead of you.
Sorcerer
- ✅ Implemented dc-cr-class-sorcerer Identity and Role: Sorcerer's spellcasting power comes from bloodline; tradition (arcane/divine/occult/primal) determined by bloodline choice.
- ✅ Implemented dc-cr-class-sorcerer Base Statistics: Sorcerer gains **6 + CON HP per level** (lowest of the casting classes; lower than most classes).
- ✅ Implemented dc-cr-class-sorcerer Initial Proficiencies: Sorcerer starts with **Expert Will** at 1st level.
- ✅ Implemented dc-cr-class-sorcerer Initial Proficiencies: Sorcerer is **untrained in all armor** from 1st level.
- ✅ Implemented dc-cr-class-sorcerer Sorcerer Spellcasting (1st): Sorcerer is a **spontaneous** caster (chooses spells from repertoire at cast time, not preparation).
- ✅ Implemented dc-cr-class-sorcerer Sorcerer Spellcasting (1st): Sorcerer can replace material components with somatic components; no material component pouch needed.
- ✅ Implemented dc-cr-class-sorcerer Spell Slots Per Day (Table 3-17): Sorcerer gains access to each new spell level at odd levels starting from 3rd.
- ✅ Implemented dc-cr-class-sorcerer Spell Slots Per Day (Table 3-17): Cantrips auto-heighten to half level rounded up.
- ✅ Implemented dc-cr-class-sorcerer Spell Repertoire (1st): Bloodline spells cannot be swapped out of repertoire.
- ✅ Implemented dc-cr-class-sorcerer Spell Repertoire (1st): Spell repertoire and spell slots are tracked separately (adding one doesn't add the other).
- ✅ Implemented dc-cr-class-sorcerer Spell Repertoire (1st): Retraining can swap spells (and signature spell designations) during downtime.
- ✅ Implemented dc-cr-class-sorcerer Heightening and Signature Spells (3rd): Signature spells can be heightened to any level without learning separate higher-level versions.
- ✅ Implemented dc-cr-class-sorcerer Bloodlines (1st): Draconic bloodline additionally requires choosing a dragon type (10 options: 5 metallic good + 5 chromatic evil), which determines damage type for some spells.
- ✅ Implemented dc-cr-class-sorcerer Bloodlines (1st): Elemental bloodline additionally requires choosing an element type (air/earth/fire/water); affects damage type.
- ✅ Implemented dc-cr-class-sorcerer Bloodlines (1st): Blood magic triggers on: casting bloodline spells with Focus Points, or casting granted bloodline spells using a spell slot; only applies if target fails save or spell attack succeeds (for area spells, designate one target).
- ✅ Implemented dc-cr-class-sorcerer Key Terms (Sorcerer): Metamagic actions require immediate follow-up with Cast a Spell; any intervening action (including free/reaction) wastes the metamagic benefit.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Counterspell** [reaction, abjuration] (Trigger: creature casts spell in your repertoire; Req: unexpended spell slot of that level) — Expend slot to counteract triggering spell. Tradition trait matches your bloodline.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Dangerous Sorcery** — When casting non-duration, damage-dealing spell from spell slot: +status bonus to damage equal to spell level.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Reach Spell** [1-action, concentrate, metamagic] — Next Cast a Spell with a range: +30 ft range (touch → 30 ft).
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Widen Spell** [1-action, manipulate, metamagic] — Next Cast a Spell with burst/cone/line area (no duration): burst radius +5 ft (if ≥10 ft base); cone/line +5 ft if ≤15 ft base, +10 ft if larger.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Cantrip Expansion** — Add two additional cantrips from your spell list to repertoire.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Enhanced Familiar** (Prereq: familiar) — Choose four familiar/master abilities per day instead of two.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Arcane Evolution** (Prereq: arcane bloodline) — Trained in one additional skill; gain spellbook (all repertoire spells added free); during daily prep, choose one spellbook spell to add temporarily or designate as additional signature spell.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Bespell Weapon** [free-action; frequency once/turn] (Req: last action was non-cantrip spell cast) — Weapon deals +1d6 extra damage until end of turn; damage type by school (abjuration=force; conj/trans=weapon type; div/ench/ill=mental; evoc=spell type or force; necro=negative).
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Divine Evolution** (Prereq: divine bloodline) — Extra spell slot of highest level; can only cast heal or harm with it.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Occult Evolution** (Prereq: occult bloodline) — Trained in one additional skill; once/day spend 1 min to add a temporary mental occult spell to repertoire until next prep.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Primal Evolution** (Prereq: primal bloodline) — Extra spell slot of highest level; can only cast summon animal or summon plant or fungus.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Advanced Bloodline** (Prereq: bloodline spell) — Gain advanced bloodline spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Steady Spellcasting** — When a reaction would disrupt your spellcasting, attempt DC 15 flat check; on success, action isn't disrupted.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Bloodline Resistance** — +1 status bonus to saves vs spells and magical effects.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Crossblooded Evolution** — One spell in repertoire can be from a different tradition (cast as your bloodline tradition); can swap like any other spell; max one cross-tradition spell at a time.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Greater Bloodline** (Prereq: bloodline spell) — Gain greater bloodline spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Overwhelming Energy** [1-action, manipulate, metamagic] — Next Cast a Spell: ignores resistance = your level for acid/cold/electricity/fire/sonic (all damage from that spell). Doesn't affect immunity.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Quickened Casting** [free-action, concentrate, metamagic; frequency once/day] — Next spell: reduce casting action cost by 1 (min 1); spell must be cantrip or at least 2 spell levels below highest slot.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Bloodline Focus** (Prereq: bloodline spell) — If spent ≥2 FP before Refocusing, recover 2 FP instead of 1.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Magic Sense** [divination, detection] — Constantly sense magic auras as 1st-level detect magic (visible field only). When Seeking, benefit from 3rd-level detect magic on seen things. Can toggle off/on as free action at start/end of turn. Tradition trait = your bloodline's.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Interweave Dispel** [1-action, metamagic] (Prereq: dispel magic in repertoire) — Next single-target spell cast: if you hit or target fails save, also cast dispel magic as free action (expend slot), targeting one spell on the foe.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Reflect Spell** (Prereq: Counterspell) — On successful Counterspell, can reflect effect back on original caster only (caster gets save/defenses as normal).
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Effortless Concentration** [free-action] (Trigger: turn begins) — Immediately Sustain a Spell as free action.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Greater Mental Evolution** (Prereq: Arcane Evolution or Occult Evolution) — Add one additional spell per spell level to spell repertoire.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Greater Vital Evolution** (Prereq: Divine Evolution or Primal Evolution) — Twice per day, cast a spell after running out of slots at that level; each use must be a different spell level.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Bloodline Wellspring** (Prereq: Bloodline Focus) — If spent ≥3 FP before Refocusing, recover 3 FP instead of 1.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Greater Crossblooded Evolution** (Prereq: Crossblooded Evolution) — Up to three cross-tradition spells in repertoire; each must be different spell levels; can be from different traditions.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Bloodline Conduit** [1-action, metamagic; frequency once/minute] — Next spell of 5th level or lower with no duration: don't expend the slot.
- ✅ Implemented dc-cr-class-sorcerer Section — Sorcerer Class Feats: **Bloodline Perfection** (Prereq: bloodline paragon) — Gain a second 10th-level spell slot.
Wizard
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Familiar** — Gain a familiar.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Metamagic Mastery** — Metamagic single-actions become free actions.
- ✅ Implemented dc-cr-class-wizard Identity and Role: Wizard is the premier prepared arcane caster; most prepared-spell flexibility via spellbook.
- ✅ Implemented dc-cr-class-wizard Base Statistics: Wizard gains **6 + CON HP per level** (tied lowest with Sorcerer).
- ✅ Implemented dc-cr-class-wizard Initial Proficiencies: Wizard starts with **Expert Will** at 1st level.
- ✅ Implemented dc-cr-class-wizard Initial Proficiencies: Wizard is **untrained in all armor**; has the narrowest weapon list of all classes.
- ✅ Implemented dc-cr-class-wizard Arcane Spellcasting and Spellbook (1st): Wizard must prepare spells from their personal spellbook (not a public list).
- ✅ Implemented dc-cr-class-wizard Arcane Spellcasting and Spellbook (1st): Specialist wizards get one extra spell slot per spell level (school only) + one extra school cantrip slot + one bonus spellbook spell.
- ✅ Implemented dc-cr-class-wizard Arcane Spellcasting and Spellbook (1st): Wizard can heighten prepared spells by using higher-level slots.
- ✅ Implemented dc-cr-class-wizard Arcane Bond (1st): Bonded item gives one "free recall" of a previously-cast spell per day.
- ✅ Implemented dc-cr-class-wizard Arcane Thesis (1st): **Improved Familiar Attunement**: Gain Familiar feat; familiar gets one extra ability (+1 more at 6th/12th/18th). Replaces bonded item with familiar (Drain Familiar = same as Drain Bonded Item but draws from familiar).
- ✅ Implemented dc-cr-class-wizard Arcane Thesis (1st): **Metamagical Experimentation**: Gain one 1st-level metamagic wizard feat at 1st level. From 4th level onward, daily prep grants one additional metamagic wizard feat ≤ half level; lasts until next prep.
- ✅ Implemented dc-cr-class-wizard Arcane Thesis (1st): **Spell Blending**: During daily prep, trade two same-level spell slots for one bonus slot up to 2 levels higher; can do this multiple times; each bonus must be a different spell level; can also trade one slot for two additional cantrips (only once per prep). Bonus slots must be of castable levels.
- ✅ Implemented dc-cr-class-wizard Arcane Thesis (1st): **Spell Substitution**: Spend 10 minutes to empty one prepared slot and prepare a different spell from spellbook in its place; must complete without interruption.
- ✅ Implemented dc-cr-class-wizard Arcane Schools (1st): Each school has an initial school spell and an advanced school spell (gained via Advanced School Spell feat at 8th).
- ✅ Implemented dc-cr-class-wizard Arcane Schools (1st): Specialist wizard gains: extra spell slot per level (school spells only) + extra cantrip slot + 1 extra school spell in spellbook.
- ✅ Implemented dc-cr-class-wizard Universalist Wizard (1st): Universalist trades school depth for breadth: each level of spell slot independently gets one free recall per day.
- ✅ Implemented dc-cr-class-wizard Universalist Wizard (1st): Universalist can access Hand of the Apprentice + Universal Versatility feats (locked to universalist).
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Counterspell** [reaction, abjuration, arcane] (Trigger: creature casts spell you have prepared; Req: prepared slot of that spell) — Expend prepared spell to counteract. Wizard version requires having the spell prepared (not just in spellbook, unless Clever Counterspell).
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Eschew Materials** — Can provide material components via drawn sigils (no pouch needed; hand must still be free); doesn't waive cost-listed components.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Hand of the Apprentice** (Prereq: universalist wizard) — Gain hand of the apprentice focus spell + 1 Focus Point.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Reach Spell** [1-action, concentrate, metamagic] — Same as Sorcerer.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Widen Spell** [1-action, manipulate, metamagic] — Same as Sorcerer.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Cantrip Expansion** — Prepare two additional cantrips per day.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Conceal Spell** [1-action, concentrate, manipulate, metamagic] — Next spell cast: attempt Stealth vs observers' Perception DC (plus Deception if verbal); success: observers don't notice casting. Doesn't hide spell effects.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Enhanced Familiar** (Prereq: familiar) — Choose four familiar/master abilities per day. If arcane thesis = improved familiar attunement, base familiar abilities = 4 before thesis extras.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Bespell Weapon** [free-action; frequency once/turn] — Identical to Sorcerer version.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Linked Focus** (Prereq: arcane bond + arcane school; frequency once/day) — When Drain Bonded Item to cast school spell, also regain 1 Focus Point.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Silent Spell** [1-action, concentrate, metamagic] (Prereq: Conceal Spell) — Next spell with verbal + other component: remove verbal component. Can also apply Conceal Spell benefits without Deception check (no verbal to detect).
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Spell Penetration** — Creatures with status bonus to saves vs magic have that bonus reduced by 1 vs your spells.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Steady Spellcasting** — Identical to Sorcerer version (DC 15 flat check vs disruption).
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Advanced School Spell** (Prereq: arcane school) — Gain advanced school spell; +1 Focus Point.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Bond Conservation** [1-action, manipulate, metamagic] (Prereq: arcane bond; Req: last action was Drain Bonded Item) — Next spell cast via Drain Bonded Item gives one extra use of Drain Bonded Item, usable only for a spell ≥2 levels below first spell; expires if not used by end of next turn.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Universal Versatility** (Prereq: universalist + Hand of the Apprentice) — During daily prep, choose one of the eight 1st-level specialist school spells to use until next prep. When Refocus, can switch to a different school spell. +1 Focus Point.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Overwhelming Energy** [1-action, manipulate, metamagic] — Identical to Sorcerer version.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Quickened Casting** [free-action, concentrate, metamagic; frequency once/day] — Identical to Sorcerer version (cantrip or ≥2 levels below highest slot; –1 action to cast; min 1).
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Scroll Savant** (Prereq: expert Crafting) — During daily prep, create 2/3/4 temporary scrolls at expert/master/legendary arcane DC proficiency; each must be a different spell level; both ≥2 levels below highest slot; become non-magical at next prep.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Clever Counterspell** (Prereq: Counterspell + Quick Recognition) — Can Counterspell using any spell in spellbook that shares a trait with the triggering spell (not just same spell prepared); takes –2 to counteract check (GM can waive for especially appropriate spell).
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Magic Sense** [arcane, detection, divination] — Identical to Sorcerer version; always has arcane trait.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Bonded Focus** (Prereq: arcane bond) — If spent ≥2 FP since last Refocus and bonded item is in possession, recover 2 FP when Refocusing.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Reflect Spell** (Prereq: Counterspell) — Identical to Sorcerer version.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Superior Bond** (Prereq: arcane bond) — One extra use of Drain Bonded Item per day; only for spell ≥2 levels below highest slot.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Effortless Concentration** [free-action, concentrate] (Trigger: turn begins) — Immediately Sustain a Spell.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Spell Tinker** [2-actions] — After casting a spell on yourself that had multiple effect choices: change the choice (e.g., resist energy type); remaining duration is halved. Can't use if benefits already consumed, effects would persist, or result would be more powerful than base spell.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Infinite Possibilities** — Once during daily prep: designate one spell slot as "infinite possibilities" slot; can cast any spellbook spell ≥2 levels below that slot from it at cast time (acts as 2 levels lower); no specific spell prepared until cast.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Reprepare Spell** — Spend 10 min to regain access to one already-cast spell (4th level or lower, no duration); can do so multiple times per day for same spell. With Spell Substitution thesis: can prepare different no-duration spell in expended slots.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Archwizard's Might** (Prereq: archwizard's spellcraft) — Gain a second 10th-level spell slot.
- ✅ Implemented dc-cr-class-wizard Section — Wizard Class Feats: **Spell Combination** — One slot per spell level (except 1st and 2nd) becomes a combination slot. Combination slot holds two spells (each ≥2 levels below slot, both single-target, both use same hit/save mechanism). Cast as one spell: apply both spells' effects; uses shorter range; one target.
Chapter 4: Skills 119 79 0 60%
Acrobatics (Dex)
- ✅ Implemented dc-cr-skill-system Identity: Acrobatics is the key skill for coordinated movement tasks
- 🔄 In Progress dc-cr-skills-acrobatics-actions Identity: Escape action accepts Acrobatics modifier as alternative to unarmed attack modifier
- 🔄 In Progress dc-cr-skills-acrobatics-actions Balance [1 action, Move]: Balance is a 1-action move; character is flat-footed during it
- 🔄 In Progress dc-cr-skills-acrobatics-actions Balance [1 action, Move]: Degrees: Crit=full speed; Success=full speed + difficult terrain; Fail=stop or fall; Crit Fail=fall + end turn
- 🔄 In Progress dc-cr-skills-acrobatics-actions Balance [1 action, Move]: Sample DCs: Untrained=roots/cobblestones; Trained=wooden beam; Expert=gravel; Master=tightrope; Legendary=razor edge
- 🔄 In Progress dc-cr-skills-acrobatics-actions Tumble Through [1 action, Move]: Tumble Through allows movement through enemy space; must enter their space to trigger check
- 🔄 In Progress dc-cr-skills-acrobatics-actions Tumble Through [1 action, Move]: Can substitute Climb, Fly, Swim etc. for Stride in appropriate environment
- 🔄 In Progress dc-cr-skills-acrobatics-actions Tumble Through [1 action, Move]: Success=pass through (difficult terrain); Fail=movement stops + triggers reactions
- 🔄 In Progress dc-cr-skills-acrobatics-actions Maneuver in Flight [1 action, Move, Trained]: Maneuver in Flight requires fly Speed and trained proficiency
- 🔄 In Progress dc-cr-skills-acrobatics-actions Maneuver in Flight [1 action, Move, Trained]: Sample DCs: Trained=steep ascent/descent; Expert=against wind/hover; Master=reverse direction; Legendary=gale force winds
- 🔄 In Progress dc-cr-skills-acrobatics-actions Squeeze [Exploration, Trained]: Squeeze is exploration; costs 1 min/5 ft (crit success: 1 min/10 ft)
- 🔄 In Progress dc-cr-skills-acrobatics-actions Squeeze [Exploration, Trained]: Critical failure sticks the character; they can escape with a follow-up check (any non-critical-fail result frees them)
- 🔄 In Progress dc-cr-skills-acrobatics-actions Squeeze [Exploration, Trained]: Sample DCs: Trained=barely fits shoulders; Master=barely fits head
Arcana (Int)
- ✅ Implemented dc-cr-skill-system Identity: Arcana covers arcane magic knowledge, arcane creature identification, planar lore (Elemental, Astral, Shadow)
- 🔄 In Progress dc-cr-skills-arcana-borrow-spell Identity: Untrained characters may use Arcana to Recall Knowledge
- 🔄 In Progress dc-cr-skills-arcana-borrow-spell Borrow an Arcane Spell [Exploration, Trained]: Borrow Arcane Spell requires trained Arcana; only usable by arcane prepared spellcasters (spellbook users)
- 🔄 In Progress dc-cr-skills-arcana-borrow-spell Borrow an Arcane Spell [Exploration, Trained]: Success=prepare borrowed spell normally; Fail=slot stays open, retry blocked until next prep cycle
Athletics (Str)
- ✅ Implemented dc-cr-skill-system Identity: Athletics covers physical prowess; Escape accepts Athletics modifier alternative
- ✅ Implemented dc-cr-skills-athletics-actions Climb [1 action, Move]: Climb is 1-action move; character is flat-footed without a climb Speed
- ✅ Implemented dc-cr-skills-athletics-actions Climb [1 action, Move]: Movement distance scales with land Speed (standard character = ~5 ft success, ~10 ft crit success)
- ✅ Implemented dc-cr-skills-athletics-actions Climb [1 action, Move]: Crit fail results in fall and prone
- ✅ Implemented dc-cr-skills-athletics-actions Force Open [1 action, Attack]: Force Open has attack trait; –2 item penalty without crowbar
- ✅ Implemented dc-cr-skills-athletics-actions Force Open [1 action, Attack]: Success makes the object broken; Crit Success opens without damage; Crit Fail jams it + –2 to future attempts
- ✅ Implemented dc-cr-skills-athletics-actions Grapple [1 action, Attack]: Grapple requires 1 free hand (or existing grapple/restrain); size limit = 1 size larger
- ✅ Implemented dc-cr-skills-athletics-actions Grapple [1 action, Attack]: Degrees: Crit=restrained; Success=grabbed; Fail=release; Crit Fail=target may grab you or knock you prone
- ✅ Implemented dc-cr-skills-athletics-actions Grapple [1 action, Attack]: Grabbed and restrained conditions last until end of next turn; broken by moving or target Escaping
- ✅ Implemented dc-cr-skills-athletics-actions High Jump [2 actions]: High Jump costs 2 actions; requires ≥10 ft Stride or auto-fail
- ✅ Implemented dc-cr-skills-athletics-actions High Jump [2 actions]: Base DC 30; Crit Success=8 ft vertical (or 5+10); Success=5 ft; Fail=normal Leap; Crit Fail=prone
- ✅ Implemented dc-cr-skills-athletics-actions Long Jump [2 actions]: Long Jump costs 2 actions; DC = distance in feet; must Stride ≥10 ft in same direction
- ✅ Implemented dc-cr-skills-athletics-actions Long Jump [2 actions]: Maximum distance = character Speed; Crit Fail = normal leap + prone
- ✅ Implemented dc-cr-skills-athletics-actions Shove [1 action, Attack]: Shove has attack trait; forced movement doesn't trigger movement reactions
- ✅ Implemented dc-cr-skills-athletics-actions Shove [1 action, Attack]: Crit Success=10 ft push; Success=5 ft push; Crit Fail=fall prone; may follow target with Stride
- ✅ Implemented dc-cr-skills-athletics-actions Swim [1 action, Move]: Swim is 1-action move; no check needed in calm water
- ✅ Implemented dc-cr-skills-athletics-actions Swim [1 action, Move]: Air-breathing characters must hold breath each round while submerged
- ✅ Implemented dc-cr-skills-athletics-actions Swim [1 action, Move]: If no Swim action at turn end: sink 10 ft or drift with current (not on turn entering water)
- ✅ Implemented dc-cr-skills-athletics-actions Swim [1 action, Move]: Crit Fail costs 1 round of held breath
- ✅ Implemented dc-cr-skills-athletics-actions Trip [1 action, Attack]: Trip has attack trait; Crit Success deals 1d6 bludgeoning + prone; Success=prone only; Crit Fail=attacker prone
- ✅ Implemented dc-cr-skills-athletics-actions Disarm [1 action, Attack, Trained]: Disarm requires trained Athletics; has attack trait
- ✅ Implemented dc-cr-skills-athletics-actions Disarm [1 action, Attack, Trained]: Crit Success=item dropped; Success=grip weakened (bonuses/penalties until start of their turn); Crit Fail=attacker flat-footed
- ✅ Implemented dc-cr-skills-athletics-actions Falling Damage: Falling damage = half distance in bludgeoning; character lands prone
- ✅ Implemented dc-cr-skills-athletics-actions Falling Damage: Soft landing surfaces (water, snow) reduce effective fall distance by up to 20 ft (capped at surface depth)
- ✅ Implemented dc-cr-skill-system Falling Damage: Grab an Edge reaction can reduce/eliminate fall damage
Chapter Overview
- ✅ Implemented dc-cr-skill-system Skill System Introduction: Each skill must be associated with one primary ability score (Str/Dex/Con/Int/Wis/Cha)
- ✅ Implemented dc-cr-skill-system Skill System Introduction: Characters gain initial skill training from: background (typically 2), class (fixed list + choice pool)
- ✅ Implemented dc-cr-skill-system Skill System Introduction: If trained in the same skill from multiple sources, redirect the redundant training to any other skill; Lore redirects must stay within Lore subtypes
- ✅ Implemented dc-cr-skill-system Skill System Introduction: Skills have two tiers of actions: untrained (any character) and trained (proficiency rank ≥ trained required)
- ✅ Implemented dc-cr-skill-system Key Ability & Skill Modifier: Skill check = d20 + skill modifier (key ability mod + proficiency bonus + bonuses/penalties)
- ✅ Implemented dc-cr-skill-system Key Ability & Skill Modifier: Skill DC = 10 + skill modifier (opponents roll against this)
- ✅ Implemented dc-cr-skill-system Key Ability & Skill Modifier: GM may substitute a different ability modifier for a skill check when situationally appropriate
- ✅ Implemented dc-cr-skill-system Skill DCs (Simple): System must expose a Simple DC table by proficiency rank for quick GM/system adjudication
- ✅ Implemented dc-cr-skill-system Skill DCs (Simple): Five proficiency tiers map to fixed simple DCs: untrained=10, trained=15, expert=20, master=30, legendary=40
- ✅ Implemented dc-cr-skill-system Skill Increases: Skill increases are granted by class at specific levels
- ✅ Implemented dc-cr-skill-system Skill Increases: Skill increases can raise untrained→trained at any level
- ✅ Implemented dc-cr-skill-system Skill Increases: Skill increases can raise trained→expert at any level
- ✅ Implemented dc-cr-skill-system Skill Increases: Expert→master upgrade requires character level ≥ 7
- ✅ Implemented dc-cr-skill-system Skill Increases: Master→legendary upgrade requires character level ≥ 15
- ✅ Implemented dc-cr-skill-system Skill Increases: Redundant rank upgrades (two sources granting same rank) provide no benefit; no replacement pick
- ✅ Implemented dc-cr-skill-system Armor and Skills: Worn armor may apply a check penalty to Str-based and Dex-based skill checks and DCs
- ✅ Implemented dc-cr-skill-system Armor and Skills: Armor check penalty does NOT apply to actions with the attack trait
- ✅ Implemented dc-cr-skill-system Secret Checks: Actions flagged with the secret trait should have the roll resolved by the system/GM without exposing the numerical result to the player
- ✅ Implemented dc-cr-skill-system Secret Checks: GM/system may opt to make secret rolls public
- ✅ Implemented dc-cr-skill-system Exploration and Downtime Activities: Skills must support activity traits: exploration (≥1 min), downtime (≥1 day), encounter (action-based)
- ✅ Implemented dc-cr-skill-system Exploration and Downtime Activities: Exploration and downtime activities are blocked during encounters by default (GM exception possible)
Crafting (Int)
- ✅ Implemented dc-cr-skill-system Identity: Crafting covers item creation/repair; Recall Knowledge topics = alchemy, engineering, item values, construct creatures
- 🔄 In Progress dc-cr-skills-crafting-actions Repair [Exploration, Trained]: Repair requires repair kit, trained Crafting, 10 minutes
- 🔄 In Progress dc-cr-skills-crafting-actions Repair [Exploration, Trained]: HP restoration scales with proficiency rank (crit: 10+10/rank; success: 5+5/rank)
- 🔄 In Progress dc-cr-skills-crafting-actions Repair [Exploration, Trained]: Crit Fail deals 2d6 to the item (after Hardness)
- 🔄 In Progress dc-cr-skills-crafting-actions Repair [Exploration, Trained]: Destroyed items cannot be Repaired
- 🔄 In Progress dc-cr-skills-crafting-actions Craft [Downtime, Trained]: Craft is downtime; requires trained, formula, tools/workshop, ≥50% raw material cost upfront
- 🔄 In Progress dc-cr-skills-crafting-actions Craft [Downtime, Trained]: Item level cap = character level; level 9+ items require master; level 16+ require legendary
- 🔄 In Progress dc-cr-skills-crafting-actions Craft [Downtime, Trained]: Minimum 4 days; additional days reduce remaining cost; can pause and resume later
- 🔄 In Progress dc-cr-skills-crafting-actions Craft [Downtime, Trained]: Crit Success=faster cost reduction (level+1 rate); Success=normal reduction; Fail=salvage all; Crit Fail=10% material loss
- 🔄 In Progress dc-cr-skills-crafting-actions Craft [Downtime, Trained]: Consumables: batch up to 4 identical items per check; ammunition in standard batch quantities
- 🔄 In Progress dc-cr-skills-crafting-actions Craft [Downtime, Trained]: Special feats required for: Alchemical Crafting (alchemical items), Magical Crafting (magic items), Snare Crafting (snares)
- 🔄 In Progress dc-cr-skills-crafting-actions Identify Alchemy [Exploration, Trained]: Identify Alchemy requires trained Crafting, alchemist's tools, 10 min uninterrupted
- 🔄 In Progress dc-cr-skills-crafting-actions Identify Alchemy [Exploration, Trained]: Crit Fail produces false identification
Deception (Cha)
- 🔄 In Progress dc-cr-skills-deception-actions Create a Diversion [1 action]: Create a Diversion is 1 action with manipulate or auditory+linguistic+mental traits (based on method)
- 🔄 In Progress dc-cr-skills-deception-actions Create a Diversion [1 action]: +4 circumstance bonus to all attempted targets' Perception DCs for 1 minute after attempting
- 🔄 In Progress dc-cr-skills-deception-actions Create a Diversion [1 action]: On success, character becomes hidden (not undetected); reverts to observed on most actions except Hide, Sneak, Step
- 🔄 In Progress dc-cr-skills-deception-actions Create a Diversion [1 action]: Striking while hidden: target is flat-footed for that attack, then character becomes observed
- 🔄 In Progress dc-cr-skills-deception-actions Impersonate [Exploration, Secret]: Impersonate is exploration; requires 10 minutes + disguise kit
- 🔄 In Progress dc-cr-skills-deception-actions Impersonate [Exploration, Secret]: Passive observers check Perception vs Deception DC; active searchers use Seek
- 🔄 In Progress dc-cr-skills-deception-actions Impersonate [Exploration, Secret]: Crit Fail reveals character's true identity to observers who would recognize them
- 🔄 In Progress dc-cr-skills-deception-actions Lie [Auditory, Linguistic, Secret]: Lie is secret check; roll once compared to multiple targets' Perception DCs
- 🔄 In Progress dc-cr-skills-deception-actions Lie [Auditory, Linguistic, Secret]: Failure grants target +4 circumstance bonus to resist future lies for the conversation
- 🔄 In Progress dc-cr-skills-deception-actions Lie [Auditory, Linguistic, Secret]: GM may allow delayed recheck if creature later encounters contradicting evidence
- 🔄 In Progress dc-cr-skills-deception-actions Feint [1 action, Mental, Trained]: Feint is 1 action, mental trait, requires trained Deception, requires melee reach
- 🔄 In Progress dc-cr-skills-deception-actions Feint [1 action, Mental, Trained]: Crit Success=flat-footed for full turn of attacks; Success=flat-footed for one attack; Crit Fail=backfire (attacker flat-footed)
Diplomacy (Cha)
- 🔄 In Progress dc-cr-skills-diplomacy-actions Gather Information [Exploration, Secret]: Gather Information is exploration, secret; typical time cost ~2 hours
- 🔄 In Progress dc-cr-skills-diplomacy-actions Gather Information [Exploration, Secret]: Crit Fail produces false information
- 🔄 In Progress dc-cr-skills-diplomacy-actions Gather Information [Exploration, Secret]: Sample DCs: Untrained=town gossip; Trained=common rumor; Expert=obscure/guarded secret; Master=well-guarded/esoteric; Legendary=known only to select/extraordinary beings
- 🔄 In Progress dc-cr-skills-diplomacy-actions Make an Impression [Exploration, Auditory+Linguistic+Mental]: Make an Impression is exploration, takes ≥1 minute, rolls vs Will DC
- 🔄 In Progress dc-cr-skills-diplomacy-actions Make an Impression [Exploration, Auditory+Linguistic+Mental]: Five NPC attitudes: Helpful → Friendly → Indifferent → Unfriendly → Hostile
- 🔄 In Progress dc-cr-skills-diplomacy-actions Make an Impression [Exploration, Auditory+Linguistic+Mental]: Crit Success=+2 steps; Success=+1 step; Crit Fail=–1 step
- 🔄 In Progress dc-cr-skills-diplomacy-actions Make an Impression [Exploration, Auditory+Linguistic+Mental]: PC attitudes cannot be changed by these skill actions (player controls their own character's reactions)
- 🔄 In Progress dc-cr-skills-diplomacy-actions Request [1 action, Auditory+Linguistic+Mental]: Request requires target to be Friendly or Helpful; cannot be used on Indifferent or lower
- 🔄 In Progress dc-cr-skills-diplomacy-actions Request [1 action, Auditory+Linguistic+Mental]: Crit Fail decreases target's attitude by 1 step
General Skill Actions
- ✅ Implemented dc-cr-skill-system Overview: A set of general skill actions must exist, each usable with multiple relevant skills
- ✅ Implemented dc-cr-skill-system Overview: Recall Knowledge and Subsist are untrained; all others require trained proficiency
- ✅ Implemented dc-cr-skill-system Decipher Writing (Trained, Exploration, Secret): Decipher Writing action requires trained proficiency, is exploration, has secret trait
- ✅ Implemented dc-cr-skill-system Decipher Writing (Trained, Exploration, Secret): Time cost: 1 minute per page (longer for ciphers, ~1 hour per page)
- ✅ Implemented dc-cr-skill-system Decipher Writing (Trained, Exploration, Secret): Character must be able to read the language; Society may allow attempt in unfamiliar language at GM discretion
- ✅ Implemented dc-cr-skill-system Decipher Writing (Trained, Exploration, Secret): Degrees of success: Crit Success=full meaning; Success=true meaning (coded=general); Fail=blocked + –2 penalty to retry; Crit Fail=false understanding (player believes they succeeded)
- ✅ Implemented dc-cr-skill-system Decipher Writing (Trained, Exploration, Secret): Applicable skills: Arcana, Occultism, Religion, Society
- ✅ Implemented dc-cr-skill-system Earn Income (Trained, Downtime): Earn Income is a downtime action requiring trained proficiency
- ✅ Implemented dc-cr-skill-system Earn Income (Trained, Downtime): Characters can find work at a task level up to their character level
- ✅ Implemented dc-cr-skill-system Earn Income (Trained, Downtime): Income rate is determined by task level and degree of success (critical success earns more, failure earns less, critical failure earns nothing)
- ✅ Implemented dc-cr-skill-system Earn Income (Trained, Downtime): Applicable skills: Arcana, Crafting, Lore, Occultism, Performance, Religion, Society
- ✅ Implemented dc-cr-skill-system Identify Magic (Trained, Exploration): Identify Magic action requires trained, is exploration, takes 10 minutes
- ✅ Implemented dc-cr-skill-system Identify Magic (Trained, Exploration): DC = standard DC for item/effect level; +5 DC penalty if using wrong tradition skill
- ✅ Implemented dc-cr-skill-system Identify Magic (Trained, Exploration): Crit Success=full ID + bonus fact; Success=full ID; Fail=blocked for 1 day; Crit Fail=false identification (secret trait consequence)
- ✅ Implemented dc-cr-skill-system Learn a Spell (Trained, Exploration): Applicable skills: Arcana (arcane), Nature (primal), Occultism (occult), Religion (divine)
- ✅ Implemented dc-cr-skill-system Learn a Spell (Trained, Exploration): Learn a Spell requires trained, is exploration, takes 1 hour
- ✅ Implemented dc-cr-skill-system Learn a Spell (Trained, Exploration): Material cost = spell level × 10 gp (consumed on attempt depending on result)
- ✅ Implemented dc-cr-skill-system Learn a Spell (Trained, Exploration): DC = standard DC for the spell's level
- ✅ Implemented dc-cr-skill-system Learn a Spell (Trained, Exploration): Crit Success=learn + refund half cost; Success=learn, full cost; Fail=don't learn, no cost; Crit Fail=don't learn, lose materials
- ✅ Implemented dc-cr-skill-system Recall Knowledge (Untrained, One Action): Recall Knowledge is a 1-action untrained action available on many skills (secret check)
- ✅ Implemented dc-cr-skill-system Recall Knowledge (Untrained, One Action): DC set by GM based on obscurity of information
- ✅ Implemented dc-cr-skill-system Recall Knowledge (Untrained, One Action): Crit Success=info + bonus fact; Success=accurate info; Fail=nothing; Crit Fail=false info (player does not know it's false)
- ✅ Implemented dc-cr-skill-system Recall Knowledge (Untrained, One Action): Applicable skills: Arcana, Crafting, Lore, Medicine, Nature, Occultism, Religion, Society (and any other skill per GM)
- ✅ Implemented dc-cr-skill-system Subsist (Untrained, Downtime): Subsist is untrained, downtime action
- ✅ Implemented dc-cr-skill-system Subsist (Untrained, Downtime): Base DC 15; higher in harsh environments; +2 DC per additional creature after first
- ✅ Implemented dc-cr-skill-system Subsist (Untrained, Downtime): Crit Success=full provision for group; Success=self fed; Fail=meager subsistence; Crit Fail=starvation (–1 Fort save until fed)
- ✅ Implemented dc-cr-skill-system Subsist (Untrained, Downtime): Applicable skills: Nature (wilderness), Society (urban)
Intimidation (Cha)
- 🔄 In Progress dc-cr-skills-diplomacy-actions Coerce [Exploration, Auditory+Linguistic+Mental+Emotion]: Coerce is exploration; takes ≥1 minute; rolls vs Will DC
- 🔄 In Progress dc-cr-skills-diplomacy-actions Coerce [Exploration, Auditory+Linguistic+Mental+Emotion]: Compliance window ≤1 day; then attitude drops to Unfriendly regardless of result
- 🔄 In Progress dc-cr-skills-diplomacy-actions Coerce [Exploration, Auditory+Linguistic+Mental+Emotion]: Crit Fail creates 1-week immunity to Coerce from that character
- 🔄 In Progress dc-cr-skills-diplomacy-actions Demoralize [1 action, Auditory+Emotion+Fear+Mental]: Demoralize is 1 action, range 30 ft, requires shared language (–4 penalty otherwise)
- 🔄 In Progress dc-cr-skills-diplomacy-actions Demoralize [1 action, Auditory+Emotion+Fear+Mental]: Target automatically becomes immune to Demoralize from this character for 10 minutes after attempt
- 🔄 In Progress dc-cr-skills-diplomacy-actions Demoralize [1 action, Auditory+Emotion+Fear+Mental]: Crit Success=frightened 2; Success=frightened 1; Fail=no effect
Lore (Int)
- ✅ Implemented dc-cr-skill-system Identity: Lore is implemented as a family of narrow-topic skills; each subcategory tracked separately
- 🔄 In Progress dc-cr-skills-lore-earn-income Identity: Lore subcategories cannot be broader than other knowledge skills; no "Magic Lore" or "Adventuring Lore"
- 🔄 In Progress dc-cr-skills-lore-earn-income Identity: When multiple Lore subcategories could apply, character may use the better modifier
- 🔄 In Progress dc-cr-skills-lore-earn-income Identity: Earn Income is the only trained action for Lore (using knowledge to practice a trade)
Medicine (Wis)
- ✅ Implemented dc-cr-skills-medicine-actions Administer First Aid [2 actions, Manipulate]: Administer First Aid is 2 actions; requires healer's tools; target must be adjacent
- ✅ Implemented dc-cr-skills-medicine-actions Administer First Aid [2 actions, Manipulate]: One ailment addressed per use (dying or bleeding, not both at once)
- ✅ Implemented dc-cr-skills-medicine-actions Administer First Aid [2 actions, Manipulate]: Stabilize DC = 5 + (10 + dying value) = 15 + dying value typically
- ✅ Implemented dc-cr-skills-medicine-actions Administer First Aid [2 actions, Manipulate]: Stop Bleeding grants target a flat check to remove bleed; Crit Fail immediately triggers bleed damage
- ✅ Implemented dc-cr-skills-medicine-actions Treat Disease [Downtime, Trained]: Treat Disease is downtime; requires ≥8 hours + healer's tools; one attempt per save cycle
- ✅ Implemented dc-cr-skills-medicine-actions Treat Disease [Downtime, Trained]: Bonuses/penalties apply to next save only
- ✅ Implemented dc-cr-skills-medicine-actions Treat Poison [1 action, Trained]: Treat Poison is 1 action; requires healer's tools; one attempt per creature per poison save
- ✅ Implemented dc-cr-skills-medicine-actions Treat Wounds [Exploration, Trained]: Treat Wounds is exploration; requires healer's tools; 10 min; once per hour per patient (1-hr immunity window)
- ✅ Implemented dc-cr-skills-medicine-actions Treat Wounds [Exploration, Trained]: Base: DC 15 / 2d8 HP. Expert option: DC 20 / +10 HP. Master option: DC 30 / +30 HP. Legendary option: DC 40 / +50 HP
- ✅ Implemented dc-cr-skills-medicine-actions Treat Wounds [Exploration, Trained]: Crit Success removes wounded condition + heals; Success heals + removes wounded; Crit Fail deals 1d8 damage
- ✅ Implemented dc-cr-skills-medicine-actions Treat Wounds [Exploration, Trained]: Extended 1-hour treatment doubles HP healed
Nature (Wis)
- 🔄 In Progress dc-cr-skills-nature-command-animal Command an Animal [1 action, Auditory+Concentrate]: Command an Animal is 1 action (or more for multi-action activities); Auditory + Concentrate traits
- 🔄 In Progress dc-cr-skills-nature-command-animal Command an Animal [1 action, Auditory+Concentrate]: Auto-fail if animal is Hostile/Unfriendly; Helpful improves degree of success by 1 step
- 🔄 In Progress dc-cr-skills-nature-command-animal Command an Animal [1 action, Auditory+Concentrate]: Animals know Drop Prone, Leap, Seek, Stand, Stride, Strike by default; may know additional activities
- 🔄 In Progress dc-cr-skills-nature-command-animal Command an Animal [1 action, Auditory+Concentrate]: Commands executed in order on animal's next turn; commands beyond turn capacity are forgotten
- 🔄 In Progress dc-cr-skills-nature-command-animal Command an Animal [1 action, Auditory+Concentrate]: If multiple people command same animal, GM resolves conflict
Occultism (Int)
- ✅ Implemented dc-cr-skills-recall-knowledge Identity: Occultism trained actions: Decipher Writing (occult topics: metaphysics, syncretic principles, weird philosophies), Identify Magic (occult), Learn a Spell (occult tradition)
Performance (Cha)
- 🔄 In Progress dc-cr-skills-performance-perform Identity: Performance actions must carry appropriate traits based on type (auditory, visual, manipulate, linguistic, move)
- 🔄 In Progress dc-cr-skills-performance-perform Identity: Negative ability scores relevant to performance type may impose GM-set penalties
- 🔄 In Progress dc-cr-skills-performance-perform Perform [1 action, Concentrate]: Perform is 1-action; outcome may affect subsequent Diplomacy DCs or attitudes per GM
- 🔄 In Progress dc-cr-skills-performance-perform Perform [1 action, Concentrate]: Sample audience DCs: Untrained=commoners; Trained=artisans; Expert=merchants/minor nobles; Master=high nobility/minor royalty; Legendary=major royalty/otherworldly beings
Religion (Wis)
- ✅ Implemented dc-cr-skills-recall-knowledge Identity: Religion trained actions: Decipher Writing (religious: allegories, homilies, proverbs), Identify Magic (divine), Learn a Spell (divine tradition)
Skill Table (4-1 Summary)
- ✅ Implemented dc-cr-skill-system Skills, Key Abilities, and Actions: System must implement all 17 skills with their respective key abilities
- ✅ Implemented dc-cr-skill-system Skills, Key Abilities, and Actions: Each skill must gate trained-only actions behind proficiency rank ≥ trained
- ✅ Implemented dc-cr-skill-system Skills, Key Abilities, and Actions: Escape basic action may use Acrobatics or Athletics modifier in place of unarmed attack modifier
Society (Int)
- 🔄 In Progress dc-cr-skills-society-create-forgery Identity: Society trained actions: Decipher Writing (codes, archaic/incomplete texts, unfamiliar languages); Create Forgery
- 🔄 In Progress dc-cr-skills-society-create-forgery Create Forgery [Downtime, Secret]: Create Forgery is downtime, secret; GM rolls DC 20 check secretly
- 🔄 In Progress dc-cr-skills-society-create-forgery Create Forgery [Downtime, Secret]: Non-specific handwriting: up to +4 circumstance bonus; specific handwriting: requires sample
- 🔄 In Progress dc-cr-skills-society-create-forgery Create Forgery [Downtime, Secret]: Results below 20 expose forgery to passive observers who beat the result
- 🔄 In Progress dc-cr-skills-society-create-forgery Create Forgery [Downtime, Secret]: Active scrutiny always allows a Perception or Society check vs forger's Society DC regardless of initial result
Stealth (Dex)
- ✅ Implemented dc-cr-skill-system Identity: Stealth system must model three detection states: Observed, Hidden, Undetected (relative to each creature independently)
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Identity: Becoming hidden: use Hide. Becoming undetected: use Sneak while hidden.
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Conceal an Object [1 action, Manipulate, Secret]: Conceal an Object is 1-action manipulate; small items only (light Bulk or less)
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Conceal an Object [1 action, Manipulate, Secret]: Passive observers: system rolls; active searchers use Seek action vs Stealth DC
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Conceal an Object [1 action, Manipulate, Secret]: Can conceal in environment (not just on person); discovered via Seeking area
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Hide [1 action, Secret]: Hide requires cover, greater cover, or concealment condition
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Hide [1 action, Secret]: Cover bonus applies to Stealth check
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Hide [1 action, Secret]: Observed→Hidden on success; retained if already hidden/undetected
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Hide [1 action, Secret]: Actions other than Hide, Sneak, Step cause character to become Observed (before acting)
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Hide [1 action, Secret]: Strike while hidden: target is flat-footed; character becomes Observed after strike
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Sneak [1 action, Move, Secret]: Sneak is 1-action move at half Speed; secret check at end of movement
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Sneak [1 action, Move, Secret]: Cover bonus applies if maintained throughout Stride
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Sneak [1 action, Move, Secret]: Invisible + undetected characters: crit fail upgraded to fail
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Sneak [1 action, Move, Secret]: Crit Fail = Observed; Fail = Hidden; Success = Undetected maintained
- ✅ Implemented dc-cr-skills-stealth-hide-sneak Sneak [1 action, Move, Secret]: Speaking degrades Undetected to Hidden (not Observed)
Survival (Wis)
- 🔄 In Progress dc-cr-skills-survival-track-direction Sense Direction [Exploration, Secret]: Sense Direction is exploration, secret; –2 item penalty without compass
- 🔄 In Progress dc-cr-skills-survival-track-direction Sense Direction [Exploration, Secret]: Sample DCs: Untrained=sun direction; Trained=overgrown path; Expert=hedge maze; Master=byzantine labyrinth; Legendary=ever-changing dream realm
- 🔄 In Progress dc-cr-skills-survival-track-direction Cover Tracks [Exploration, Move, Trained]: Cover Tracks is exploration; move at half Speed; no active check — just sets harder DC for trackers
- 🔄 In Progress dc-cr-skills-survival-track-direction Cover Tracks [Exploration, Move, Trained]: Can be used in encounter as 1 action (loses exploration trait)
- 🔄 In Progress dc-cr-skills-survival-track-direction Track [Exploration, Move, Trained]: Track is exploration; move at half Speed; ongoing checks every hour or on trail change
- 🔄 In Progress dc-cr-skills-survival-track-direction Track [Exploration, Move, Trained]: Crit Fail creates 24-hour lockout on retrying
- 🔄 In Progress dc-cr-skills-survival-track-direction Track [Exploration, Move, Trained]: In encounter: 1-action version (no exploration trait); GM determines check frequency
- 🔄 In Progress dc-cr-skills-survival-track-direction Track [Exploration, Move, Trained]: Sample DCs: Untrained=large army on road; Trained=bear tracks in plains; Expert=panther in jungle/rain-obscured; Master=snow-obscured/mouse/bare rock; Legendary=windy desert/blizzard-obscured
Thievery (Dex)
- ✅ Implemented dc-cr-skills-thievery-disable-pick-lock Palm an Object [1 action, Manipulate]: Palm an Object is 1 action; typically negligible Bulk items only
- ✅ Implemented dc-cr-skills-thievery-disable-pick-lock Palm an Object [1 action, Manipulate]: Object is taken regardless of success/failure; only detectability varies
- ✅ Implemented dc-cr-skills-thievery-disable-pick-lock Steal [1 action, Manipulate]: Steal auto-fails if target is in combat or on guard
- ✅ Implemented dc-cr-skills-thievery-disable-pick-lock Steal [1 action, Manipulate]: Standard DC = target's Perception DC; –5 penalty for pocketed items
- ✅ Implemented dc-cr-skills-thievery-disable-pick-lock Steal [1 action, Manipulate]: Observers may also need to be beaten; object of negligible Bulk typically
- ✅ Implemented dc-cr-skills-thievery-disable-pick-lock Disable a Device [2 actions, Manipulate, Trained]: Disable a Device is 2 actions; may require thieves' tools; trained Thievery required
- ✅ Implemented dc-cr-skills-thievery-disable-pick-lock Disable a Device [2 actions, Manipulate, Trained]: Complex devices require multiple successes to fully disable
- ✅ Implemented dc-cr-skills-thievery-disable-pick-lock Disable a Device [2 actions, Manipulate, Trained]: Crit Success leaves no trace and allows future rearming; Crit Fail triggers device
- ✅ Implemented dc-cr-skills-thievery-disable-pick-lock Pick a Lock [2 actions, Manipulate, Trained]: Pick a Lock is 2 actions; requires thieves' tools (improvised = shoddy penalty)
- ✅ Implemented dc-cr-skills-thievery-disable-pick-lock Pick a Lock [2 actions, Manipulate, Trained]: Complex locks require multiple successes; DC based on lock quality/complexity
- ✅ Implemented dc-cr-skills-thievery-disable-pick-lock Pick a Lock [2 actions, Manipulate, Trained]: Crit Fail breaks tools (requires Repair or replacement)
Chapter 5: Feats 0 24 0 0%
Chapter Overview
- 🔄 In Progress dc-cr-feats-ch05 General Feats: System must support a general feat category accessible to all characters regardless of class/ancestry
- 🔄 In Progress dc-cr-feats-ch05 General Feats: General feats are grantable at: 3rd level and every 4 levels thereafter (levels 3, 7, 11, 15, 19)
- 🔄 In Progress dc-cr-feats-ch05 General Feats: Skill feats are a subcategory of general feats; granted at 2nd level and every 2 levels thereafter
- 🔄 In Progress dc-cr-feats-ch05 General Feats: When a character gains a skill feat, it must be a feat with the skill trait; non-skill general feats do not satisfy skill feat slots
- 🔄 In Progress dc-cr-feats-ch05 General Feats: Feat level = minimum level at which a character could meet its proficiency prerequisite
Key Feat Mechanic Notes
- 🔄 In Progress dc-cr-feats-ch05 Assurance: Assurance is a fortune trait feat; produces fixed result = 10 + proficiency bonus only
- 🔄 In Progress dc-cr-feats-ch05 Assurance: No other bonuses, penalties, or modifiers apply to an Assurance result
- 🔄 In Progress dc-cr-feats-ch05 Assurance: Can be selected once per skill; each selection is independent
- 🔄 In Progress dc-cr-feats-ch05 Recognize Spell (Reaction): Recognize Spell is a reaction with no action cost; requires awareness of casting
- 🔄 In Progress dc-cr-feats-ch05 Recognize Spell (Reaction): Auto-identify threshold by rank: trained=level ≤2; expert=≤4; master=≤6; legendary=≤10 (common spells only)
- 🔄 In Progress dc-cr-feats-ch05 Recognize Spell (Reaction): Crit Success grants +1 circumstance bonus to save or AC against the spell
- 🔄 In Progress dc-cr-feats-ch05 Recognize Spell (Reaction): Crit Fail produces false identification
- 🔄 In Progress dc-cr-feats-ch05 Trick Magic Item (1 action): Trick Magic Item is 1-action manipulate; requires trained in appropriate tradition skill
- 🔄 In Progress dc-cr-feats-ch05 Trick Magic Item (1 action): Must know what the item does before attempting
- 🔄 In Progress dc-cr-feats-ch05 Trick Magic Item (1 action): Spell attack/DC falls back to level-based proficiency + highest mental ability score
- 🔄 In Progress dc-cr-feats-ch05 Trick Magic Item (1 action): Crit Fail locks out until next daily preparations
- 🔄 In Progress dc-cr-feats-ch05 Battle Medicine (1 action): Battle Medicine is 1 action + manipulate; requires healer's tools + trained Medicine
- 🔄 In Progress dc-cr-feats-ch05 Battle Medicine (1 action): Uses same DC/HP table as Treat Wounds; does NOT remove wounded condition
- 🔄 In Progress dc-cr-feats-ch05 Battle Medicine (1 action): Per-character 1-day immunity; does not block other healers from using Treat Wounds on same target
- 🔄 In Progress dc-cr-feats-ch05 Specialty Crafting Specialties: Specialty Crafting +1 circ to relevant Craft checks; master → +2
- 🔄 In Progress dc-cr-feats-ch05 Specialty Crafting Specialties: GM adjudicates partial applicability for items that span multiple specialties
- 🔄 In Progress dc-cr-feats-ch05 Virtuosic Performer Specialties: Virtuosic Performer +1 circ to chosen performance type; master → +2
Non-Skill General Feats Table
- 🔄 In Progress dc-cr-feats-ch05 Table 5-1: Non-Skill Feats: Each non-skill general feat must be implementable as a character option at its listed level
- 🔄 In Progress dc-cr-feats-ch05 Table 5-1: Non-Skill Feats: Repeatable feats (Armor Proficiency, Weapon Proficiency) must track progression and gate subsequent selections
Chapter 6: Equipment 161 0 0 100%
Adventuring Gear
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Adventurer's Pack** (15 sp, 1 Bulk): backpack + bedroll + 10 chalk + flint&steel + 50 ft rope + 2 weeks rations + soap + 5 torches + waterskin
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Alchemist's Lab** (5 gp, 6 Bulk): required for Crafting alchemical items in downtime. Expanded version (+1 item bonus)
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Artisan's Tools** (4 gp, 2 Bulk): required for Craft skill. Sterling version: +1 item bonus. Different sets for different crafts
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Backpack** (1 sp, — Bulk when worn): holds 4 Bulk; first 2 Bulk doesn't count against limits. If carried/stowed: L Bulk
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Basic Crafter's Book** (1 sp): contains formulas for all 0-level common items in Ch.6
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Caltrops** (3 sp, L Bulk): scatter in adjacent square (Interact). First creature entering must succeed DC 14 Acrobatics or take 1d4 P + 1 persistent bleed + –5 ft Speed. Interact to remove = lower bleed DC. One-time use per deployment
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Candle**: dim light 10 ft radius for 8 hours
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Climbing Kit** (5 sp): allows attaching to wall (half Speed, min 5 ft); DC 5 flat check to prevent fall on crit fail. Extreme kit: +1 item bonus to Climb
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Compass** (1 gp): no bonus; without compass –2 penalty to Sense Direction. Lensatic: +1 item bonus
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Crowbar** (5 sp): without crowbar, –2 item penalty to Force Open. Levered crowbar: +1 item bonus
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Disguise Kit** (2 gp): required for Impersonate. Elite kit: +1 item bonus. Can be worn
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Flint and Steel**: lighting fire requires ≥3 actions (too slow for encounter use)
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Formula Book** (1 gp): holds up to 100 formulas. Blank; formulas can also be kept on parchment/tablets
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Grappling Hook** (1 sp): throw + attack roll (secret, typically DC 20) to anchor; crit fail appears to hold but falls partway up
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Healer's Tools** (5 gp): required for Administer First Aid, Treat Disease, Treat Poison, Treat Wounds. Expanded: +1 item bonus. Can be worn
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Lantern — Bull's-eye** (1 gp): bright 60 ft cone + dim next 60 ft; 1 pint oil/6 hours
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Lantern — Hooded** (7 sp): bright 30 ft radius + dim next 30 ft; 1 pint oil/6 hours; shutters = Interact to open/close
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Lock**: DC and successes required by quality:
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Manacles**: PC manacled at legs: –15 ft Speed; wrists bound: DC 5 flat check on manipulate actions (fail = action lost). Escape DCs per quality:
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Material Component Pouch** (5 sp): holds components for spells requiring them; refilled during daily prep
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Oil** (1 cp): fuel for lanterns (6 hours/pint); can be thrown as bomb (Interact to prep + ranged attack; DC 10 flat check to ignite; 1d6 fire damage)
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Repair Kit** (2 gp): required to Repair items. Superb: +1 item bonus. Can be worn
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Religious Symbol** (1 sp wooden / 2 gp silver): divine focus for divine spellcasters; must be held in hand
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Rope** (50 ft, 5 sp, L Bulk): standard climbing aid
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Snare Kit** (5 gp): required to Craft snares. Specialist kit: +1 item bonus
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Spellbook** (1 gp blank): holds up to 100 spells; required by wizards
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Thieves' Tools** (3 gp): required for Pick Locks, Disable Devices. Infiltrator: +1 item bonus. Can be worn; broken tools repaired by replacing picks (no Repair action needed)
- ✅ Implemented dc-cr-equipment-system Key Gear Items and Rules: **Torch** (1 cp, L Bulk): bright light 20 ft radius + dim next 20 ft for 1 hour; improvised weapon: 1d4 B + 1 fire
Alchemical Gear (1st-Level Access)
- ✅ Implemented dc-cr-equipment-system Alchemical Bombs: All bombs are consumable weapons with splash damage rules
- ✅ Implemented dc-cr-equipment-system Alchemical Bombs: Alchemical bombs use 20 ft range; thrown as ranged attack; Bomb weapon group
- ✅ Implemented dc-cr-equipment-system Elixirs: Elixirs are consumable; must be drunk (action cost varies by item)
- ✅ Implemented dc-cr-equipment-system Holy and Unholy Water: Holy/unholy water are consumable magic items available in appropriate settlements
Animals and Mounts
- ✅ Implemented dc-cr-equipment-system Animal Rules: Non-combat-trained animals panic in combat (frightened 4 + fleeing)
- ✅ Implemented dc-cr-equipment-system Animal Rules: Combat-trained animals (warhorse, warpony) do not panic
- ✅ Implemented dc-cr-equipment-system Animal Rules: Animals have purchase and rental prices (Table 6-17)
- ✅ Implemented dc-cr-equipment-system Barding: Barding uses armor rules except: Strength is modifier-based; can't have runes; Price/Bulk scale by size
- ✅ Implemented dc-cr-equipment-system Barding: All animals trained in light barding; combat-trained also trained in heavy barding
Armor
- ✅ Implemented dc-cr-equipment-system Armor Class Formula: AC formula: 10 + min(Dex mod, Dex Cap) + proficiency bonus + item bonus + other bonuses + penalties
- ✅ Implemented dc-cr-equipment-system Armor Class Formula: Armor proficiency is tracked by category (unarmored/light/medium/heavy)
- ✅ Implemented dc-cr-equipment-system Armor Class Formula: Dex Cap caps the Dexterity bonus applied to AC
- ✅ Implemented dc-cr-equipment-system Donning and Removing Armor: Donning light armor: 1 minute; medium/heavy: 5 minutes; removing: 1 minute
- ✅ Implemented dc-cr-equipment-system Donning and Removing Armor: Characters caught without armor are vulnerable until the full donning time is spent
- ✅ Implemented dc-cr-equipment-system Armor Statistics: Armor must track: Price, AC bonus, Dex Cap, check penalty, speed penalty, Strength threshold, Bulk, Group, Traits
- ✅ Implemented dc-cr-equipment-system Armor Statistics: Check penalty exempted for actions with attack trait
- ✅ Implemented dc-cr-equipment-system Armor Statistics: Meeting Strength threshold: removes check penalty + reduces speed penalty by 5 ft
- ✅ Implemented dc-cr-equipment-system Armor Table (6-3 and 6-4): System must implement all 11 standard armors + unarmored/explorer's clothing with listed statistics
- ✅ Implemented dc-cr-equipment-system Armor Table (6-3 and 6-4): Full plate and half plate include undercoat padded armor and gauntlets in price
- ✅ Implemented dc-cr-equipment-system Armor Traits: System must implement all 4 armor traits with listed behaviors
- ✅ Implemented dc-cr-equipment-system Armor Specialization Effects (Medium/Heavy Only): Armor specialization effects are gated behind class features; not automatically applied
- ✅ Implemented dc-cr-equipment-system Armor Specialization Effects (Medium/Heavy Only): All four group effects scale with potency rune value on the armor
- ✅ Implemented dc-cr-equipment-system Armor Specialization Effects (Medium/Heavy Only): Chain specialization is crit-damage reduction; Composite/Leather/Plate are persistent resistances
- ✅ Implemented dc-cr-equipment-system Armor Specialization Effects (Medium/Heavy Only): Chain reduction floor = pre-doubling roll (damage can't be reduced below what was rolled before crit doubling)
- ✅ Implemented dc-cr-equipment-system Armor Hardness (Damage Materials): Armor HP/Hardness/BT must match material type
Carrying and Item Rules
- ✅ Implemented dc-cr-equipment-system Item Carrying Modes: System must model three item states: held, worn, stowed
- ✅ Implemented dc-cr-equipment-system Item Carrying Modes: Changing equipment costs actions per Table 6-2:
- ✅ Implemented dc-cr-equipment-system Bulk System: Each item must have a Bulk value (numeric, L, or —)
- ✅ Implemented dc-cr-equipment-system Bulk System: 10 Light items = 1 Bulk; fractions rounded down
- ✅ Implemented dc-cr-equipment-system Bulk System: Negligible items don't count toward Bulk (unless enormous quantities)
- ✅ Implemented dc-cr-equipment-system Bulk System: Carrying limit without penalty = 5 + Strength modifier Bulk
- ✅ Implemented dc-cr-equipment-system Bulk System: Over limit → encumbered: clumsy 1 + –10 ft Speed (minimum 5 ft)
- ✅ Implemented dc-cr-equipment-system Bulk System: Maximum carry = 10 + Strength modifier Bulk (can't exceed)
- ✅ Implemented dc-cr-equipment-system Bulk of Coins and Creatures: Coins have Bulk (1,000 = 1 Bulk, round down)
- ✅ Implemented dc-cr-equipment-system Bulk of Coins and Creatures: Creature Bulk for carrying purposes scales by size tier
- ✅ Implemented dc-cr-equipment-system Bulk of Coins and Creatures: Dragging halves effective Bulk; requires 2 hands; slow movement
- ✅ Implemented dc-cr-equipment-system Wielding Items: Distinguish between held, wielded, and worn item states; abilities may require one specific state
- ✅ Implemented dc-cr-equipment-system Item Damage (Hardness, HP, BT): Items must track Hardness, current HP, Broken Threshold
- ✅ Implemented dc-cr-equipment-system Item Damage (Hardness, HP, BT): Damage to item = max(0, damage – Hardness) subtracted from item HP
- ✅ Implemented dc-cr-equipment-system Item Damage (Hardness, HP, BT): Item at HP ≤ BT gains broken condition; item at HP = 0 is destroyed
- ✅ Implemented dc-cr-equipment-system Item Damage (Hardness, HP, BT): Broken items cannot be used normally and grant no bonuses
- ✅ Implemented dc-cr-equipment-system Item Damage (Hardness, HP, BT): Broken armor exception: still grants AC bonus, but adds status penalty (–1/–2/–3 by category)
- ✅ Implemented dc-cr-equipment-system Item Damage (Hardness, HP, BT): Broken armor still imposes all armor penalties (Dex cap, check penalty, speed penalty)
- ✅ Implemented dc-cr-equipment-system Item Damage (Hardness, HP, BT): Characters normally don't take item damage from being hit; exceptions: Shield Block, special monster abilities
- ✅ Implemented dc-cr-equipment-system Object Immunities: Objects must be immune to the listed damage types, effects, and conditions by default
- ✅ Implemented dc-cr-equipment-system Object Immunities: GM may grant additional object immunities case-by-case
- ✅ Implemented dc-cr-equipment-system Shoddy Items: Shoddy item quality flag: –2 item penalty to all attacks/checks; armor check penalty worsened by –2
- ✅ Implemented dc-cr-equipment-system Shoddy Items: Shoddy item HP and BT = half normal
- ✅ Implemented dc-cr-equipment-system Item Levels: Every item must have an item level; default = 0 if not listed
- ✅ Implemented dc-cr-equipment-system Item Levels: Craft action: item level must be ≤ character level
- ✅ Implemented dc-cr-equipment-system Item Levels: Item level gates access through GM guidance even when not crafted
- ✅ Implemented dc-cr-equipment-system Items and Sizes (Table 6-19/6-20): Bulk limits must scale with creature size per table 6-19
- ✅ Implemented dc-cr-equipment-system Items and Sizes (Table 6-19/6-20): Item Bulk and Price scale with size of creature they're made for (table 6-20)
- ✅ Implemented dc-cr-equipment-system Items and Sizes (Table 6-19/6-20): Small/Medium creatures wielding Large weapons: clumsy 1 (no extra damage benefit)
- ✅ Implemented dc-cr-equipment-system Items and Sizes (Table 6-19/6-20): Large armor cannot be worn by Small/Medium creatures
- ✅ Implemented dc-cr-equipment-system Wearing Tools: Tool sets can be worn; worn tools are accessed for free as part of their use action
- ✅ Implemented dc-cr-equipment-system Wearing Tools: Worn tool Bulk limit: 2 Bulk total
Class Starting Kits (Reference)
- ✅ Implemented dc-cr-equipment-system Suggested Starting Gear by Class: System should support character creation starting kits as pre-configured bundles
Currency and Economy
- ✅ Implemented dc-cr-equipment-system Coin Values: System currency must support at minimum: cp, sp, gp, pp with standard exchange rates
- ✅ Implemented dc-cr-equipment-system Coin Values: Most items sell for half their purchase Price; exceptions: coins, gems, art objects, raw materials sell at full Price
- ✅ Implemented dc-cr-equipment-system Coin Values: Starting wealth for new characters: 15 gp (150 sp)
- ✅ Implemented dc-cr-equipment-system Coin Values: Items with Price "—" cannot be purchased; Price 0 items are normally free
- ✅ Implemented dc-cr-equipment-system Rarity and Access: Items must carry a rarity flag (common/uncommon/rare); uncommon requires explicit access grant
- ✅ Implemented dc-cr-equipment-system Rarity and Access: Character creation abilities may grant access to otherwise unavailable items
Formulas
- ✅ Implemented dc-cr-equipment-system Formula Rules: Formulas must be purchased, copied, or reverse-engineered
- ✅ Implemented dc-cr-equipment-system Formula Rules: Reverse engineering: disassemble item (worth half Price in materials) + Craft check vs item DC
- ✅ Implemented dc-cr-equipment-system Formula Rules: Formula prices by item level (Table 6-13):
Magical Gear (1st-Level Access)
- ✅ Implemented dc-cr-equipment-system Potions: Potions are consumable magic items; drinking is the activation method
- ✅ Implemented dc-cr-equipment-system Scrolls: Scrolls are consumable; single-use spell container
- ✅ Implemented dc-cr-equipment-system Scrolls: Common 1st-level scroll: 4 gp
- ✅ Implemented dc-cr-equipment-system Talismans: Talismans require affixing to a specific gear slot; single-use activation
Services and Economy
- ✅ Implemented dc-cr-equipment-system Services Table: Hirelings are level 0; unskilled = +0 all skills; skilled = +4 in specialty, +0 otherwise
- ✅ Implemented dc-cr-equipment-system Services Table: Hireling rates double when adventuring into danger
- ✅ Implemented dc-cr-equipment-system Spellcasting Services: Spellcasting services are uncommon; harder to find at higher levels
- ✅ Implemented dc-cr-equipment-system Spellcasting Services: Service cost = table price + spell material costs; surcharges apply for uncommon or long-cast spells
- ✅ Implemented dc-cr-equipment-system Cost of Living: Subsistence standard can be fulfilled via Subsist action instead of coin cost
Shields
- ✅ Implemented dc-cr-equipment-system Shield Rules: Shield bonus is circumstance bonus to AC (not item bonus); only when raised via Raise a Shield action
- ✅ Implemented dc-cr-equipment-system Shield Rules: Speed penalty from shield applies whenever held, not just when raised
- ✅ Implemented dc-cr-equipment-system Shield Rules: Buckler: strapped to forearm; doesn't occupy hand; can Raise Shield with hand free or holding light non-weapon
- ✅ Implemented dc-cr-equipment-system Shield Rules: Tower shield + Take Cover: AC bonus increases to +4; provides standard cover to nearby allies
- ✅ Implemented dc-cr-equipment-system Shield Rules: Shield Block: reduce damage by shield's Hardness; remainder damages both character and shield
- ✅ Implemented dc-cr-equipment-system Shield Table (6-5): System must implement all 4 shield types with listed statistics
- ✅ Implemented dc-cr-equipment-system Shield Table (6-5): Shield attacks (shield bash/boss/spikes) use weapon rules; shields can't have runes (boss/spikes can)
Weapons
- ✅ Implemented dc-cr-equipment-system Attack Roll Formulas: Melee attacks use Str mod (or Dex mod for finesse weapons)
- ✅ Implemented dc-cr-equipment-system Attack Roll Formulas: Ranged attacks use Dex mod
- ✅ Implemented dc-cr-equipment-system Attack Roll Formulas: Thrown weapons use Str mod for damage (like melee)
- ✅ Implemented dc-cr-equipment-system Attack Roll Formulas: Propulsive ranged weapons add half Str mod to damage (full if negative)
- ✅ Implemented dc-cr-equipment-system Multiple Attack Penalty: Multiple attack penalty (MAP): 2nd attack –5; 3rd+ –10
- ✅ Implemented dc-cr-equipment-system Multiple Attack Penalty: MAP does not apply to off-turn attacks (reactions)
- ✅ Implemented dc-cr-equipment-system Multiple Attack Penalty: Agile weapon trait reduces MAP to –4/–8
- ✅ Implemented dc-cr-equipment-system Damage Rolls: Damage roll = damage die + applicable ability modifier + bonuses + penalties
- ✅ Implemented dc-cr-equipment-system Damage Rolls: Critical hit = double damage (all components)
- ✅ Implemented dc-cr-equipment-system Damage Rolls: Striking/greater/major striking runes add 1/2/3 additional weapon damage dice
- ✅ Implemented dc-cr-equipment-system Unarmed Attacks: Unarmed attacks are a distinct category from weapons; weapon-specific effects don't apply to unarmed by default
- ✅ Implemented dc-cr-equipment-system Unarmed Attacks: Default unarmed (fist): 1d4 B, agile, finesse, nonlethal, unarmed traits, Brawling group
- ✅ Implemented dc-cr-equipment-system Improvised Weapons: Improvised weapons: simple category, –2 item penalty to attacks, GM-adjudicated damage
- ✅ Implemented dc-cr-equipment-system Weapon Statistics Columns: Ranged attacks beyond 1st range increment: –2 per additional increment; impossible beyond 6th
- ✅ Implemented dc-cr-equipment-system Weapon Statistics Columns: Reload value = number of Interact actions to reload (0 = combined draw+fire)
- ✅ Implemented dc-cr-equipment-system Weapon Statistics Columns: 1+ Hands: hold in one hand but require second hand free to fire/use
- ✅ Implemented dc-cr-equipment-system Damage Die Scaling: Damage die increases follow the progression: d4→d6→d8→d10→d12
- ✅ Implemented dc-cr-equipment-system Damage Die Scaling: Maximum die size: d12; only one increase allowed
- ✅ Implemented dc-cr-equipment-system Weapon Categories: Three weapon categories: Simple, Martial, Advanced
- ✅ Implemented dc-cr-equipment-system Weapon Categories: Common vs Uncommon rarity applies to weapons
- ✅ Implemented dc-cr-equipment-system Weapon Table 6-7: Melee Weapons (Summary): System must implement all listed melee weapons with correct damage dice, Bulk, group, and traits
- ✅ Implemented dc-cr-equipment-system Weapon Table 6-8: Ranged Weapons (Summary): Bows use 1+ hand notation: held in one hand, second hand free required to fire
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Agile** — MAP is –4/–8 instead of –5/–10
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Attached** — must be combined with another piece of gear; can't be used without it
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Backstabber** — +1 precision damage vs flat-footed targets (+2 if weapon is +3)
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Backswing** — after missing: +1 circumstance to next attack with this weapon this turn
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Deadly [die]** — critical hit: add listed die of damage after doubling (2 dice if greater striking; 3 if major)
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Disarm** — can use weapon to Disarm even without free hand; uses weapon reach + item bonus; crit fail = drop weapon to treat as fail
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Dwarf/Elf/Gnome/Goblin/Halfling/Monk/Orc** — ancestry/culture affiliation traits (no mechanical effect unless class feature references them)
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Fatal [die]** — crit: weapon damage die increases to listed die size + one additional die of listed size
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Finesse** — use Dex modifier instead of Str for melee attack rolls (still use Str for damage)
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Forceful** — 2nd attack with this weapon this turn: bonus to damage = number of weapon damage dice; subsequent attacks: 2× weapon damage dice bonus
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Free-Hand** — doesn't occupy hand; can hold other items in same hand; can't attack with if hand is occupied; can't be Disarmed; counts as free hand for free-hand requirements
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Grapple** — can Grapple without free hand using weapon; uses weapon reach + item bonus; crit fail = drop weapon for fail
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Jousting [die]** — mounted + moved ≥10 ft before attack: +circumstance to damage = number of damage dice; may be wielded one-handed while mounted (changes die to listed value)
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Nonlethal** — attacks are nonlethal by default; can make lethal attack at –2 circumstance penalty
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Parry** — spend 1 action while wielding (trained+): +1 circumstance to AC until start of next turn
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Propulsive** — add half Str modifier (positive) or full Str modifier (negative) to damage
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Reach** — attack creatures up to 10 ft away instead of adjacent; if creature already has reach, adds 5 ft
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Shove** — can Shove without free hand using weapon; uses weapon reach + item bonus; crit fail = drop weapon for fail
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Sweep** — +1 circumstance to attack if already attacked a different target this turn with this weapon
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Thrown [distance]** — can throw as ranged attack; add full Str mod to damage; range increment = listed
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Trip** — can Trip without free hand using weapon; uses weapon reach + item bonus; crit fail = drop weapon for fail
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Twin** — +circumstance to damage = number of damage dice if you attacked with a different weapon of same type this turn
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Two-Hand [die]** — wielding two-handed changes weapon damage die to listed size
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Unarmed** — part of body; can't be Disarmed; doesn't occupy hand; works like free-hand weapon
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Versatile [type]** — choose alternate damage type each attack
- ✅ Implemented dc-cr-equipment-system Weapon Traits (All): **Volley [distance]** — –2 penalty to attacks against targets within listed range
- ✅ Implemented dc-cr-equipment-system Critical Specialization Effects: Critical specialization effects are gated behind class features; can always choose not to apply
- ✅ Implemented dc-cr-equipment-system Critical Specialization Effects: All 14 weapon group crit effects must be implemented per group
Chapter 7: Spells 0 135 0 0%
Arcane Spell List (Summary)
- 🔄 In Progress dc-cr-spells-ch07 Arcane Cantrips: Arcane cantrips: Acid Splash, Chill Touch, Dancing Lights, Daze, Detect Magic, Electric Arc, Ghost Sound, Light, Mage Hand, Message, Prestidigitation, Produce Flame, Ray of Frost, Read Aura, Shield, Sigil, Tanglefoot, Telekinetic Projectile
- 🔄 In Progress dc-cr-spells-ch07 Arcane 1st–10th Level Spells (Key spells per level): Arcane 1st: Air Bubble, Alarm, Ant Haul, Burning Hands, Charm, Color Spray, Command, Create Water, Fear, Feather Fall, Fleet Step, Floating Disk, Goblin Pox, Grease, Grim Tendrils, Gust of Wind, Hydraulic Push, Illusory Disguise, Illusory Object, Item Facade, Jump, Lock, Longstrider, Mage Armor, Magic Aura, Magic Missile, Magic Weapon, Mending, Negate Aroma, Pest Form, Ray of Enfeeblement, Shocking Grasp, Sleep, Spider Sting, Summon Animal, Summon Construct, True Strike, Unseen Servant, Ventriloquism
- 🔄 In Progress dc-cr-spells-ch07 Arcane 1st–10th Level Spells (Key spells per level): Arcane 2nd: Acid Arrow, Blur, Comprehend Language, Continual Flame, Create Food, Darkness, Darkvision, Deafness, Dispel Magic, Endure Elements, Enlarge, False Life, Flaming Sphere, Gentle Repose, Glitterdust, Hideous Laughter, Humanoid Form, Illusory Creature, Invisibility, Knock, Magic Mouth, Mirror Image, Misdirection, Obscuring Mist, Phantom Steed, Resist Energy, See Invisibility, Shrink, Spectral Hand, Spider Climb, Summon Elemental, Telekinetic Maneuver, Touch of Idiocy, Water Breathing, Water Walk, Web
- 🔄 In Progress dc-cr-spells-ch07 Arcane 1st–10th Level Spells (Key spells per level): Arcane 3rd: Bind Undead, Blindness, Clairaudience, Dream Message, Earthbind, Enthrall, Feet to Fins, Fireball, Ghostly Weapon, Glyph of Warding, Haste, Hypnotic Pattern, Invisibility Sphere, Levitate, Lightning Bolt, Locate, Meld into Stone, Mind Reading, Nondetection, Paralyze, Secret Page, Shrink Item, Slow, Stinking Cloud, Vampiric Touch, Wall of Wind
- 🔄 In Progress dc-cr-spells-ch07 Arcane 1st–10th Level Spells (Key spells per level): Arcane 4th: Aerial Form, Blink, Clairvoyance, Confusion, Creation, Detect Scrying, Dimension Door, Dimensional Anchor, Discern Lies, Fly, Gaseous Form, Globe of Invulnerability, Hallucinatory Terrain, Modify Memory, Nightmare, Outcast's Curse, Phantasmal Killer, Private Sanctum, Read Omens, Remove Curse, Resilient Sphere, Rope Trick, Spell Immunity, Stoneskin, Suggestion, Talking Corpse, Telepathy, Veil
- 🔄 In Progress dc-cr-spells-ch07 Arcane 1st–10th Level Spells (Key spells per level): Arcane 5th: Chromatic Wall, Cloudkill, Cone of Cold, Control Water, Death Ward, Dominate, Hallucination, Illusory Scene, Mantle of Death, Mind Probe, Passwall, Prying Eye, Sending, Shadow Siphon, Shadow Walk, Subconscious Suggestion, Summon Dragon, Telekinetic Haul, Telepathic Bond, Tongues, Wall of Ice, Wall of Stone
- 🔄 In Progress dc-cr-spells-ch07 Arcane 1st–10th Level Spells (Key spells per level): Arcane 6th: Chain Lightning, Collective Transposition, Disintegrate, Dominate, Dragon Form, Feeblemind, Flesh to Stone, Phantasmal Calamity, Repulsion, Scrying, Spellwrack, Stone to Flesh, Teleport, True Seeing, Vampiric Exsanguination, Vibrant Pattern, Wall of Force
- 🔄 In Progress dc-cr-spells-ch07 Arcane 1st–10th Level Spells (Key spells per level): Arcane 7th: Dimensional Lock, Duplicate Foe, Energy Aegis, Ethereal Jaunt, Magnificent Mansion, Maze, Plane Shift, Prismatic Spray, Project Image, Reverse Gravity, Retrocognition, True Target, Visions of Danger
- 🔄 In Progress dc-cr-spells-ch07 Arcane 1st–10th Level Spells (Key spells per level): Arcane 8th: Antimagic Field, Disappearance, Discern Location, Dream Council, Mind Blank, Prismatic Wall, Scintillating Pattern, Spirit Song, Trap the Soul
- 🔄 In Progress dc-cr-spells-ch07 Arcane 1st–10th Level Spells (Key spells per level): Arcane 9th: Foresight, Imprisonment, Massacre, Meteor Swarm, Shapechange, Storm of Vengeance, Wail of the Banshee, Weird
- 🔄 In Progress dc-cr-spells-ch07 Arcane 1st–10th Level Spells (Key spells per level): Arcane 10th: Alter Reality, Gate, Remake, Time Stop
Casting Spells
- 🔄 In Progress dc-cr-spells-ch07 Cast a Spell Activity: Casting a spell is an activity costing listed number of actions (1/2/3/reaction/free)
- 🔄 In Progress dc-cr-spells-ch07 Cast a Spell Activity: Effect applies at end of all casting actions; spell can be disrupted mid-cast
- 🔄 In Progress dc-cr-spells-ch07 Cast a Spell Activity: Spells with casting times > 1 round have exploration trait; can't be used in encounters
- 🔄 In Progress dc-cr-spells-ch07 Spell Components: Four component types: Material, Somatic, Verbal, Focus; each adds corresponding trait
- 🔄 In Progress dc-cr-spells-ch07 Spell Components: Material: free hand required; expended on cast (even if disrupted); covered by material component pouch
- 🔄 In Progress dc-cr-spells-ch07 Spell Components: Somatic: must be able to gesture; can hold item in hand; must be unrestrained
- 🔄 In Progress dc-cr-spells-ch07 Spell Components: Verbal: must be able to speak; generates noise; reveals spellcasting
- 🔄 In Progress dc-cr-spells-ch07 Spell Components: Focus: specific item required; free hand or already held; can be returned after cast
- 🔄 In Progress dc-cr-spells-ch07 Spell Components: Disrupted spell: slot/Focus Point/action expended; no effect; if disrupted during Sustain → spell ends immediately
- 🔄 In Progress dc-cr-spells-ch07 Component Substitutions: Class-specific component substitutions must be implemented per class
- 🔄 In Progress dc-cr-spells-ch07 Component Substitutions: Innate spells always allow material→somatic substitution
- 🔄 In Progress dc-cr-spells-ch07 Metamagic: Metamagic: declared before casting; applies its effects to the subsequent Cast a Spell activity
- 🔄 In Progress dc-cr-spells-ch07 Metamagic: Metamagic is wasted if anything other than Cast a Spell immediately follows
- 🔄 In Progress dc-cr-spells-ch07 Spell Attack Roll and Spell DC: Spell attack roll formula: spellcasting mod + proficiency + bonuses + penalties
- 🔄 In Progress dc-cr-spells-ch07 Spell Attack Roll and Spell DC: Spell DC formula: 10 + spellcasting mod + proficiency + bonuses + penalties
- 🔄 In Progress dc-cr-spells-ch07 Spell Attack Roll and Spell DC: Multiple attack penalty applies to spell attacks
- 🔄 In Progress dc-cr-spells-ch07 Spell Attack Roll and Spell DC: Weapon-specific bonuses (weapon specialization etc.) do NOT apply to spell attacks
- 🔄 In Progress dc-cr-spells-ch07 Spell Attack Roll and Spell DC: Spell attacks target AC; basic saving throw spells use spell DC
- 🔄 In Progress dc-cr-spells-ch07 Basic Saving Throws: Basic saving throw results: crit success=0; success=half; fail=full; crit fail=double damage
- 🔄 In Progress dc-cr-spells-ch07 Ranges, Areas, Targets: Area spell measurement follows burst/cone/emanation/line geometry rules (see Ch9)
- 🔄 In Progress dc-cr-spells-ch07 Ranges, Areas, Targets: Touch spells use unarmed reach; additional range starts from 0 ft for touch spells
- 🔄 In Progress dc-cr-spells-ch07 Ranges, Areas, Targets: Willing targets can be declared by player at any time (regardless of condition)
- 🔄 In Progress dc-cr-spells-ch07 Ranges, Areas, Targets: Invalid targets cause spell to fail on that target (doesn't invalidate other targets)
- 🔄 In Progress dc-cr-spells-ch07 Ranges, Areas, Targets: Line of effect required from caster to spell target/origin point
- 🔄 In Progress dc-cr-spells-ch07 Durations: Duration types: instantaneous, round-based, timed, sustained, until next daily prep, unlimited
- 🔄 In Progress dc-cr-spells-ch07 Durations: Round-based durations: decrement by 1 at start of caster's turn; ends at 0
- 🔄 In Progress dc-cr-spells-ch07 Durations: Sustained spells: last until end of next turn; require 1 action to sustain; sustaining > 100 rounds causes fatigue + ends spell (unless "sustained up to N" specified)
- 🔄 In Progress dc-cr-spells-ch07 Durations: If caster dies/incapacitated: timed spells continue until expiry; sustained spells end if not sustained
- 🔄 In Progress dc-cr-spells-ch07 Durations: Dismiss action (1 action, concentrate): end a dismissible spell
- 🔄 In Progress dc-cr-spells-ch07 Disbelieving Illusions: Illusions with disbelief: crit success reveals nothing real; disbelief success makes it hazy but may not fully remove it
- 🔄 In Progress dc-cr-spells-ch07 Disbelieving Illusions: Physical proof of illusion (e.g., being pushed through a door) reveals illusion but doesn't automatically disbelieve it
- 🔄 In Progress dc-cr-spells-ch07 Counteracting: Counteract mechanism: special check separate from normal spell attack
- 🔄 In Progress dc-cr-spells-ch07 Counteracting: Light and darkness (trait): can always counteract each other by targeting directly; non-magical light cannot overcome magical darkness
- 🔄 In Progress dc-cr-spells-ch07 Key Spell Traits: Incapacitation: hard counter for high-level creatures; applies to any incapacitation-trait effect
- 🔄 In Progress dc-cr-spells-ch07 Key Spell Traits: Polymorph (battle form): gear absorbed; no casting; no speech; no manipulate actions (GM adjudicates edge cases)
- 🔄 In Progress dc-cr-spells-ch07 Key Spell Traits: Summoned creatures: use 2 actions on turn they appear; minion rules apply
- 🔄 In Progress dc-cr-spells-ch07 Key Spell Traits: Trigger-set spells (e.g., Magic Mouth): react when sensor observes matching trigger; can be fooled by appropriate disguise/illusion
- 🔄 In Progress dc-cr-spells-ch07 Identifying Spells: Spell identification: auto if caster has spell prepared/known; else Recall Knowledge action
- 🔄 In Progress dc-cr-spells-ch07 Identifying Spells: Pre-existing spell effects require Identify Magic action
Divine Spell List (Summary)
- 🔄 In Progress dc-cr-spells-ch07 Divine Cantrips: Divine cantrips: Chill Touch, Daze, Detect Magic, Disrupt Undead, Divine Lance, Forbidding Ward, Guidance, Know Direction, Light, Message, Prestidigitation, Read Aura, Shield, Sigil, Stabilize
- 🔄 In Progress dc-cr-spells-ch07 Divine 1st–10th Level Spells: Divine 1st: Air Bubble, Alarm, Bane, Bless, Command, Create Water, Detect Alignment, Detect Poison, Disrupting Weapons, Fear, Harm, Heal, Lock, Magic Weapon, Mending, Protection, Purify Food and Drink, Ray of Enfeeblement, Sanctuary, Spirit Link, Ventriloquism
- 🔄 In Progress dc-cr-spells-ch07 Divine 1st–10th Level Spells: Divine 2nd: Augury, Calm Emotions, Comprehend Language, Continual Flame, Create Food, Darkness, Darkvision, Deafness, Death Knell, Dispel Magic, Endure Elements, Enhance Victuals, Faerie Fire, Gentle Repose, Ghoulish Cravings, Remove Fear, Remove Paralysis, Resist Energy, Restoration, Restore Senses, See Invisibility, Silence, Sound Burst, Spiritual Weapon, Status, Undetectable Alignment
- 🔄 In Progress dc-cr-spells-ch07 Divine 1st–10th Level Spells: Divine 3rd: Crisis of Faith, Dream Message, Glyph of Warding, Heroism, Locate, Neutralize Poison, Remove Disease, Sanctified Ground, Searing Light, Vampiric Touch, Wanderer's Guide, Zone of Truth
- 🔄 In Progress dc-cr-spells-ch07 Divine 1st–10th Level Spells: Divine 4th: Air Walk, Anathematic Reprisal, Dimensional Anchor, Discern Lies, Divine Wrath, Freedom of Movement, Globe of Invulnerability, Holy Cascade, Outcast's Curse, Read Omens, Remove Curse, Spell Immunity, Talking Corpse, Vital Beacon
- 🔄 In Progress dc-cr-spells-ch07 Divine 1st–10th Level Spells: Divine 5th: Abyssal Plague, Banishment, Breath of Life, Death Ward, Drop Dead, Flame Strike, Prying Eye, Sending, Shadow Blast, Spiritual Guardian, Summon Celestial, Summon Fiend, Tongues
- 🔄 In Progress dc-cr-spells-ch07 Divine 1st–10th Level Spells: Divine 6th: Blade Barrier, Field of Life, Raise Dead, Repulsion, Righteous Might, Spellwrack, Spirit Blast, Stone Tell, Stone to Flesh, True Seeing, Vampiric Exsanguination, Zealous Conviction
- 🔄 In Progress dc-cr-spells-ch07 Divine 1st–10th Level Spells: Divine 7th: Dimensional Lock, Divine Decree, Divine Vessel, Eclipse Burst, Energy Aegis, Ethereal Jaunt, Finger of Death, Plane Shift, Regenerate, Sunburst
- 🔄 In Progress dc-cr-spells-ch07 Divine 1st–10th Level Spells: Divine 8th: Antimagic Field, Discern Location, Divine Aura, Divine Inspiration, Moment of Renewal, Spiritual Epidemic
- 🔄 In Progress dc-cr-spells-ch07 Divine 1st–10th Level Spells: Divine 9th: Bind Soul, Crusade, Foresight, Massacre, Overwhelming Presence, Telepathic Demand, Wail of the Banshee, Weapon of Judgment
- 🔄 In Progress dc-cr-spells-ch07 Divine 1st–10th Level Spells: Divine 10th: Avatar, Gate, Miracle, Remake, Revival
Focus Spells by Class
- 🔄 In Progress dc-cr-spells-ch07 Bard Focus Spells (Composition Spells): Bard focus (composition) spells include: Allegro (cantrip 7), Counter Performance (focus 1), Dirge of Doom (cantrip 3), Fatal Aria (focus 10), House of Imaginary Walls (cantrip 5), Inspire Competence (cantrip 2), Inspire Courage (cantrip 1), Inspire Defense (cantrip 4), Lingering Composition (focus 1), Loremaster's Etude (focus 1), Ode to Ouroboros (focus 10), Pling the Pillywiggin (focus 4), Soothing Ballad (focus 4), Symphony of the Muse (focus 10), Triple Time (cantrip 1), Unusual Composition (focus 1)
- 🔄 In Progress dc-cr-spells-ch07 Champion Devotion Spells: Champion devotion spells include: Champion's Sacrifice (focus 6), Hero's Defiance (focus 10), Lay on Hands (focus 1), Litany Against Sloth (focus 5), Litany Against Wrath (focus 3), Litany of Righteousness (focus 5)
- 🔄 In Progress dc-cr-spells-ch07 Cleric Domain Spells: Cleric domain spells organized by domain (full list in system implementation)
- 🔄 In Progress dc-cr-spells-ch07 Cleric Domain Spells: Domain spells are focus 1 (standard) or focus 4–6 (advanced); each domain spell selection adds 1 Focus Point to pool
- 🔄 In Progress dc-cr-spells-ch07 Druid Order Spells: Druid order spells include: Animal (wild shape series), Leaf, Stone, Storm, Wild — each order grants 1–2 focus spells
- 🔄 In Progress dc-cr-spells-ch07 Druid Order Spells: Wild Shape cantrip is foundation of druid shapechanging; heightened versions at 2nd, 4th, 6th levels
- 🔄 In Progress dc-cr-spells-ch07 Monk Ki Spells: Monk ki focus spells include: Ki Blast (focus 3), Ki Rush (focus 1), Ki Strike (focus 1), Quivering Palm (focus 8), Wholeness of Body (focus 2), Wild Winds Stance/Stance ki spells, Stunning Fist (focus 1)
- 🔄 In Progress dc-cr-spells-ch07 Sorcerer Bloodline Spells: Sorcerer bloodline spells include: Angelic Halo (Angelic), Ancestral Memories (Imperial), Dragon Claws (Draconic), Entrancing Eyes (Fey), Glutton's Jaw (Demonic), Grasping Grave (Undead), Jealous Hex (Hag), Marvelous Mount (Genie), Phantasmal Minion (Shadow), Tentacular Limbs (Aberrant)
- 🔄 In Progress dc-cr-spells-ch07 Wizard School Spells: Wizard school spells include: Augment Summoning (Conjuration), Charming Words (Enchantment), Dimensional Steps (Conjuration advanced), Diviner's Sight (Divination), Dread Aura (Necromancy), Elemental Tempest (Evocation), Extend Spell (Universalist), Hand of the Apprentice (Universalist), Invisibility Cloak (Illusion), Physical Boost (Transmutation), Protective Ward (Abjuration), Shifting Form (Transmutation)
Occult Spell List (Summary)
- 🔄 In Progress dc-cr-spells-ch07 Occult Cantrips: Occult cantrips: Chill Touch, Dancing Lights, Daze, Detect Magic, Forbidding Ward, Ghost Sound, Guidance, Know Direction, Light, Mage Hand, Message, Prestidigitation, Read Aura, Shield, Sigil, Telekinetic Projectile
- 🔄 In Progress dc-cr-spells-ch07 Occult 1st–10th Level Spells: Occult 1st: Alarm, Bane, Bless, Charm, Color Spray, Command, Detect Alignment, Fear, Floating Disk, Grim Tendrils, Illusory Disguise, Illusory Object, Item Facade, Lock, Mage Armor, Magic Aura, Magic Missile, Magic Weapon, Mending, Mindlink, Phantom Pain, Protection, Ray of Enfeeblement, Sanctuary, Sleep, Soothe, Spirit Link, Summon Fey, True Strike, Unseen Servant, Ventriloquism
- 🔄 In Progress dc-cr-spells-ch07 Occult 1st–10th Level Spells: Occult 2nd: Augury, Blur, Calm Emotions, Comprehend Language, Continual Flame, Darkness, Darkvision, Deafness, Death Knell, Dispel Magic, Faerie Fire, False Life, Gentle Repose, Ghoulish Cravings, Hideous Laughter, Humanoid Form, Illusory Creature, Invisibility, Knock, Magic Mouth, Mirror Image, Misdirection, Paranoia, Phantom Steed, Remove Fear, Remove Paralysis, Resist Energy, Restoration, Restore Senses, See Invisibility, Shatter, Silence, Sound Burst, Spectral Hand, Spiritual Weapon, Status, Telekinetic Maneuver, Touch of Idiocy, Undetectable Alignment
- 🔄 In Progress dc-cr-spells-ch07 Occult 1st–10th Level Spells: Occult 3rd: Bind Undead, Blindness, Circle of Protection, Clairaudience, Dream Message, Enthrall, Ghostly Weapon, Glyph of Warding, Haste, Heroism, Hypercognition, Hypnotic Pattern, Invisibility Sphere, Levitate, Locate, Mind Reading, Nondetection, Paralyze, Secret Page, Slow, Vampiric Touch, Wanderer's Guide, Zone of Truth
- 🔄 In Progress dc-cr-spells-ch07 Occult 1st–10th Level Spells: Occult 4th: Blink, Clairvoyance, Confusion, Detect Scrying, Dimension Door, Dimensional Anchor, Discern Lies, Fly, Gaseous Form, Glibness, Globe of Invulnerability, Hallucinatory Terrain, Modify Memory, Nightmare, Outcast's Curse, Phantasmal Killer, Private Sanctum, Read Omens, Remove Curse, Resilient Sphere, Rope Trick, Spell Immunity, Suggestion, Talking Corpse, Telepathy, Veil
- 🔄 In Progress dc-cr-spells-ch07 Occult 1st–10th Level Spells: Occult 5th: Abyssal Plague, Banishment, Black Tentacles, Chromatic Wall, Cloak of Colors, Crushing Despair, Death Ward, Dreaming Potential, False Vision, Hallucination, Illusory Scene, Mariner's Curse, Mind Probe, Prying Eye, Sending, Shadow Blast, Shadow Siphon, Shadow Walk, Subconscious Suggestion, Summon Entity, Synaptic Pulse, Synesthesia, Telekinetic Haul, Telepathic Bond, Tongues
- 🔄 In Progress dc-cr-spells-ch07 Occult 1st–10th Level Spells: Occult 6th: Collective Transposition, Dominate, Feeblemind, Mislead, Phantasmal Calamity, Repulsion, Scrying, Spellwrack, Spirit Blast, Teleport, True Seeing, Vampiric Exsanguination, Vibrant Pattern, Wall of Force, Zealous Conviction
- 🔄 In Progress dc-cr-spells-ch07 Occult 1st–10th Level Spells: Occult 7th: Dimensional Lock, Duplicate Foe, Energy Aegis, Ethereal Jaunt, Magnificent Mansion, Mask of Terror, Plane Shift, Possession, Prismatic Spray, Project Image, Retrocognition, Reverse Gravity, True Target, Visions of Danger, Warp Mind
- 🔄 In Progress dc-cr-spells-ch07 Occult 1st–10th Level Spells: Occult 8th: Antimagic Field, Disappearance, Discern Location, Dream Council, Maze, Mind Blank, Prismatic Wall, Scintillating Pattern, Spirit Song, Spiritual Epidemic, Uncontrollable Dance, Unrelenting Observation
- 🔄 In Progress dc-cr-spells-ch07 Occult 1st–10th Level Spells: Occult 9th: Bind Soul, Foresight, Overwhelming Presence, Prismatic Sphere, Resplendent Mansion, Telepathic Demand, Unfathomable Song, Wail of the Banshee, Weird
- 🔄 In Progress dc-cr-spells-ch07 Occult 1st–10th Level Spells: Occult 10th: Alter Reality, Fabricated Truth, Gate, Remake, Time Stop
Primal Spell List (Summary)
- 🔄 In Progress dc-cr-spells-ch07 Primal Cantrips: Primal cantrips: Acid Splash, Dancing Lights, Detect Magic, Disrupt Undead, Electric Arc, Guidance, Know Direction, Light, Prestidigitation, Produce Flame, Ray of Frost, Read Aura, Sigil, Stabilize, Tanglefoot
- 🔄 In Progress dc-cr-spells-ch07 Primal 1st–10th Level Spells: Primal 1st: Air Bubble, Alarm, Ant Haul, Burning Hands, Charm, Create Water, Detect Poison, Fear, Feather Fall, Fleet Step, Goblin Pox, Grease, Gust of Wind, Heal, Hydraulic Push, Jump, Longstrider, Magic Fang, Mending, Negate Aroma, Pass without Trace, Pest Form, Purify Food and Drink, Shillelagh, Shocking Grasp, Spider Sting, Summon Animal, Summon Fey, Summon Plant or Fungus, Ventriloquism
- 🔄 In Progress dc-cr-spells-ch07 Primal 1st–10th Level Spells: Primal 2nd: Acid Arrow, Animal Form, Animal Messenger, Barkskin, Continual Flame, Create Food, Darkness, Darkvision, Deafness, Dispel Magic, Endure Elements, Enhance Victuals, Enlarge, Entangle, Faerie Fire, Flaming Sphere, Gentle Repose, Glitterdust, Humanoid Form, Obscuring Mist, Phantom Steed, Remove Fear, Remove Paralysis, Resist Energy, Restoration, Restore Senses, Shape Wood, Shatter, Shrink, Speak with Animals, Spider Climb, Status, Summon Elemental, Tree Shape, Water Breathing, Water Walk, Web
- 🔄 In Progress dc-cr-spells-ch07 Primal 1st–10th Level Spells: Primal 3rd: Animal Vision, Blindness, Earthbind, Feet to Fins, Fireball, Glyph of Warding, Haste, Insect Form, Lightning Bolt, Meld into Stone, Neutralize Poison, Nondetection, Remove Disease, Searing Light, Slow, Stinking Cloud, Wall of Thorns, Wall of Wind
- 🔄 In Progress dc-cr-spells-ch07 Primal 1st–10th Level Spells: Primal 4th: Aerial Form, Air Walk, Creation, Dinosaur Form, Fire Shield, Fly, Freedom of Movement, Gaseous Form, Hallucinatory Terrain, Hydraulic Torrent, Shape Stone, Solid Fog, Speak with Plants, Stoneskin, Vital Beacon, Wall of Fire, Weapon Storm
- 🔄 In Progress dc-cr-spells-ch07 Primal 1st–10th Level Spells: Primal 5th: Banishment, Cloudkill, Cone of Cold, Control Water, Death Ward, Elemental Form, Mariner's Curse, Moon Frenzy, Passwall, Plant Form, Summon Giant, Tree Stride, Wall of Ice, Wall of Stone
- 🔄 In Progress dc-cr-spells-ch07 Primal 1st–10th Level Spells: Primal 6th: Baleful Polymorph, Chain Lightning, Dragon Form, Field of Life, Fire Seeds, Flesh to Stone, Purple Worm Sting, Stone Tell, Stone to Flesh, Tangling Creepers, True Seeing
- 🔄 In Progress dc-cr-spells-ch07 Primal 1st–10th Level Spells: Primal 7th: Eclipse Burst, Energy Aegis, Fiery Body, Finger of Death, Mask of Terror, Plane Shift, Regenerate, Sunburst, Unfettered Pack, Volcanic Eruption
- 🔄 In Progress dc-cr-spells-ch07 Primal 1st–10th Level Spells: Primal 8th: Earthquake, Horrid Wilting, Moment of Renewal, Monstrosity Form, Polar Ray, Punishing Winds, Wind Walk
- 🔄 In Progress dc-cr-spells-ch07 Primal 1st–10th Level Spells: Primal 9th: Disjunction, Implosion, Massacre, Meteor Swarm, Nature's Enmity, Shapechange, Storm of Vengeance
- 🔄 In Progress dc-cr-spells-ch07 Primal 1st–10th Level Spells: Primal 10th: Cataclysm, Nature Incarnate, Primal Herd, Primal Phenomenon, Remake, Revival
Special Spell Types
- 🔄 In Progress dc-cr-spells-ch07 Cantrips: Cantrips have no slot cost; cannot be placed in spell slots
- 🔄 In Progress dc-cr-spells-ch07 Cantrips: Automatically heightened to caster's maximum effective spell level
- 🔄 In Progress dc-cr-spells-ch07 Focus Spells: Focus Pool is a separate resource from spell slots
- 🔄 In Progress dc-cr-spells-ch07 Focus Spells: Focus pool max capacity = 3 (hard cap); each focus spell ability adds 1 to pool (not beyond 3)
- 🔄 In Progress dc-cr-spells-ch07 Focus Spells: Refocus: 10 minutes activity → restore 1 Focus Point; requires specific deeds per class
- 🔄 In Progress dc-cr-spells-ch07 Focus Spells: Daily preparation restores all Focus Points
- 🔄 In Progress dc-cr-spells-ch07 Focus Spells: Focus spells can't be prepared in spell slots; spell slots can't activate focus spells
- 🔄 In Progress dc-cr-spells-ch07 Focus Spells: Non-spellcasters with focus spells gain proficiency for those spells from the granting ability; don't qualify as "spellcasters"
- 🔄 In Progress dc-cr-spells-ch07 Focus Spells: Multiple focus sources share one pool; points are fungible across all focus spells
- 🔄 In Progress dc-cr-spells-ch07 Innate Spells: Innate spells: granted by ancestry/item; refresh daily; separate from class spell slots
- 🔄 In Progress dc-cr-spells-ch07 Innate Spells: Innate spells use Charisma modifier for attack/DC by default
- 🔄 In Progress dc-cr-spells-ch07 Innate Spells: Caster always at least trained in innate spell attack rolls and DCs
- 🔄 In Progress dc-cr-spells-ch07 Innate Spells: Innate cantrips: auto-heightened; innate non-cantrips: usually once/day; can't be heightened
Spell Slots and Spellcasting Types
- 🔄 In Progress dc-cr-spells-ch07 Spell Slots: Each spellcaster character tracks spell slots by spell level (not a shared pool)
- 🔄 In Progress dc-cr-spells-ch07 Spell Slots: Spell slots refresh on daily preparation
- 🔄 In Progress dc-cr-spells-ch07 Spell Slots: Spells have a spell level (1–10) independent of character level
- 🔄 In Progress dc-cr-spells-ch07 Prepared Spellcasters: Prepared spellcasters (Cleric, Druid, Wizard): select spells during daily prep; each spell occupies a slot
- 🔄 In Progress dc-cr-spells-ch07 Prepared Spellcasters: Casting expends the spell slot; same spell must be prepared multiple times to cast multiple times
- 🔄 In Progress dc-cr-spells-ch07 Prepared Spellcasters: Cantrips do not expend slots; prepared once, castable indefinitely until next preparation
- 🔄 In Progress dc-cr-spells-ch07 Spontaneous Spellcasters: Spontaneous spellcasters (Bard, Sorcerer): spell repertoire fixed; any known spell can be cast using any available slot of appropriate level
- 🔄 In Progress dc-cr-spells-ch07 Spontaneous Spellcasters: Daily prep refreshes spell slots, not the repertoire
- 🔄 In Progress dc-cr-spells-ch07 Heightening Spells: Heightening mechanism: casting in a higher slot raises spell's effective level
- 🔄 In Progress dc-cr-spells-ch07 Heightening Spells: Heightened entries apply at their specific level only; cumulative "+(N)" entries stack above base level
- 🔄 In Progress dc-cr-spells-ch07 Heightening Spells: Spontaneous spellcasters can only heighten to levels where they have the spell in their repertoire
- 🔄 In Progress dc-cr-spells-ch07 Heightening Spells: Signature spells (class feature): can be heightened spontaneously even if only known at one level
- 🔄 In Progress dc-cr-spells-ch07 Heightening Spells: Cantrips: effective level = ceil(character level / 2); no slot cost
- 🔄 In Progress dc-cr-spells-ch07 Heightening Spells: Focus spells: effective level = ceil(character level / 2)
Spell Stat Block Format
- 🔄 In Progress dc-cr-spells-ch07 Standard Spell Entry Format: Spell data model must capture: name, type, level, school, traditions, rarity, cast actions, components, trigger, cost, range, area, targets, save type, duration, description, heightened effects
- 🔄 In Progress dc-cr-spells-ch07 Standard Spell Entry Format: Heightened entries: either specific levels ("Heightened (4th)") or cumulative increments ("Heightened (+2)")
- 🔄 In Progress dc-cr-spells-ch07 Standard Spell Entry Format: Horizontal line separates metadata from effect description in display
- 🔄 In Progress dc-cr-spells-ch07 Notes on Spell Implementation: All spells in all four tradition spell lists must be implemented with full stat blocks
- 🔄 In Progress dc-cr-spells-ch07 Notes on Spell Implementation: Focus spells from all classes must be implemented per class
- 🔄 In Progress dc-cr-spells-ch07 Notes on Spell Implementation: Rare/uncommon spells require access restriction
- 🔄 In Progress dc-cr-spells-ch07 Notes on Spell Implementation: Spell variants (e.g., Harm vs Heal) must be implemented as distinct spells despite similar structure
- 🔄 In Progress dc-cr-spells-ch07 Notes on Spell Implementation: "H" superscript in spell list = spell has heightened benefits (must implement all heightened entries)
- 🔄 In Progress dc-cr-spells-ch07 Notes on Spell Implementation: "U" superscript = uncommon rarity (access required)
- 🔄 In Progress dc-cr-spells-ch07 Notes on Spell Implementation: "R" superscript = rare rarity (special access required)
Traditions and Schools
- 🔄 In Progress dc-cr-spells-ch07 Four Magical Traditions: Four distinct magical traditions: Arcane, Divine, Occult, Primal
- 🔄 In Progress dc-cr-spells-ch07 Four Magical Traditions: Each spell belongs to one or more traditions (via spell list membership) and exactly one school
- 🔄 In Progress dc-cr-spells-ch07 Four Magical Traditions: A caster's tradition is determined by class (and sometimes bloodline/deity); the tradition trait is added to all spells cast
- 🔄 In Progress dc-cr-spells-ch07 Eight Magical Schools: Eight spell schools, each as a distinct spell trait
- 🔄 In Progress dc-cr-spells-ch07 Eight Magical Schools: Schools define what the spell does; some spellcasters specialize in specific schools
- 🔄 In Progress dc-cr-spells-ch07 Four Essences: Essence classification can inform system lore and resistances/immunities to magic
Chapter 9: Playing the Game 242 0 0 100%
Actions
- ✅ Implemented dc-cr-action-economy Action Types: Action types: **single action** (1 action cost), **activity** (2–3 actions in sequence), **reaction** (1 per round, triggered), **free action** (no cost).
- ✅ Implemented dc-cr-action-economy Action Types: Activities must be completed in sequence; cannot interrupt with other actions mid-activity.
- ✅ Implemented dc-cr-action-economy Action Types: Reactions have a specific trigger; can be used on any turn when trigger occurs.
- ✅ Implemented dc-cr-action-economy Action Types: Free actions with triggers follow reaction rules; without triggers follow single action rules.
- ✅ Implemented dc-cr-action-economy Action Economy Per Turn: Each turn: 3 actions + 1 reaction granted.
- ✅ Implemented dc-cr-action-economy Action Economy Per Turn: Unused actions are lost at end of turn. Reaction is lost at start of next turn if unused.
- ✅ Implemented dc-cr-action-economy Action Economy Per Turn: Conditions (quickened, slowed, stunned) can modify action count.
- ✅ Implemented dc-cr-action-economy Turn Structure: Start of turn: reduce ongoing effect durations by 1, process "start of turn" triggers, roll recovery check if dying, regain 3 actions + 1 reaction.
- ✅ Implemented dc-cr-action-economy Turn Structure: End of turn: end effects with "until end of turn" duration, take persistent damage and attempt flat check to remove it, reduce valued conditions (e.g., frightened –1), process "end of turn" triggers.
- ✅ Implemented dc-cr-action-economy Disrupting Actions: Disrupted action: costs still spent; effects negated.
- ✅ Implemented dc-cr-action-economy Disrupting Actions: Disrupted multi-action activity: all actions spent on the activity are lost.
Afflictions
- ✅ Implemented dc-cr-conditions Affliction Format: Afflictions (poison, disease, curse, radiation) have: name, traits, level, save type/DC, optional onset, optional max duration, and numbered stages.
- ✅ Implemented dc-cr-conditions Initial Save: Initial save on first exposure. Success = unaffected. Critical failure = jump to stage 2 instead of stage 1.
- ✅ Implemented dc-cr-conditions Initial Save: If onset is listed, effects of the first stage don't activate until onset time elapses.
- ✅ Implemented dc-cr-conditions Stage Progression: Periodic saves at end of each stage interval.
- ✅ Implemented dc-cr-conditions Stage Progression: Critical success on periodic save: reduce stage by 2. Success: –1. Failure: +1. Critical failure: +2.
- ✅ Implemented dc-cr-conditions Stage Progression: Reducing below stage 1 ends the affliction. Exceeding max stage repeats max stage effects.
- ✅ Implemented dc-cr-conditions Stage Progression: Conditions from an affliction may persist beyond the affliction's end per normal condition rules.
- ✅ Implemented dc-cr-conditions Multiple Exposures: Curses and diseases: re-exposure while already afflicted has no additional effect.
- ✅ Implemented dc-cr-conditions Multiple Exposures: Poisons: re-exposure failure during active poison advances stage by 1 (crit fail: +2); max duration unchanged.
- ✅ Implemented dc-cr-conditions Virulent Afflictions: **Virulent** afflictions require two consecutive successes to reduce stage by 1. Critical success = only –1 stage (not –2).
Areas of Effect
- ✅ Implemented dc-cr-tactical-grid Burst: **Burst** area: originates at a corner of a square; affects all creatures within the radius. Partial occupancy (one square) counts.
- ✅ Implemented dc-cr-tactical-grid Cone: **Cone** area: quarter-circle from caster's space. Must start at an edge (orthogonal aim) or corner (diagonal aim). Cannot overlap caster's own space.
- ✅ Implemented dc-cr-tactical-grid Emanation: **Emanation** area: extends outward from all sides of caster's space. Creator chooses whether to be included unless the ability states otherwise.
- ✅ Implemented dc-cr-tactical-grid Line: **Line** area: straight path from caster, 5 feet wide by default. Affects all creatures whose space is overlapped.
- ✅ Implemented dc-cr-tactical-grid Area Movement and Difficult Terrain: Area effect range and shape are never reduced by difficult terrain.
Armor Class and Defenses
- ✅ Implemented dc-cr-encounter-rules AC Formula: AC formula: 10 + Dex mod (capped by armor's Dex Cap) + proficiency + armor item bonus.
- ✅ Implemented dc-cr-encounter-rules Saving Throws: Three saving throw types: **Fortitude** (Con), **Reflex** (Dex), **Will** (Wis).
- ✅ Implemented dc-cr-encounter-rules Saving Throws: Basic saving throw results: Critical Success = 0 damage; Success = half damage; Failure = full damage; Critical Failure = double damage.
- ✅ Implemented dc-cr-encounter-rules Perception: Perception = Wis mod + proficiency + bonuses.
- ✅ Implemented dc-cr-encounter-rules Perception: Perception is the default initiative check.
- ✅ Implemented dc-cr-encounter-rules Perception: GM may call for a different check for initiative in some situations (e.g., Stealth when Avoiding Notice).
Attack Rolls
- ✅ Implemented dc-cr-encounter-rules Attack Roll Formula: Melee attack roll = d20 + Str mod + proficiency + bonuses.
- ✅ Implemented dc-cr-encounter-rules Attack Roll Formula: Ranged attack roll = d20 + Dex mod + proficiency + bonuses (by default).
- ✅ Implemented dc-cr-encounter-rules Attack Roll Formula: Spell attack roll = d20 + spellcasting ability mod + proficiency.
- ✅ Implemented dc-cr-encounter-rules Attack Roll Formula: Attack roll is compared against target's AC. ≥ AC = hit; ≥ AC+10 = critical hit.
- ✅ Implemented dc-cr-encounter-rules Multiple Attack Penalty (MAP): Each attack after the first in a turn applies MAP.
- ✅ Implemented dc-cr-encounter-rules Multiple Attack Penalty (MAP): Standard MAP: –5 / –10.
- ✅ Implemented dc-cr-encounter-rules Multiple Attack Penalty (MAP): Agile weapon/unarmed MAP: –4 / –8.
- ✅ Implemented dc-cr-encounter-rules Multiple Attack Penalty (MAP): MAP resets at start of each turn.
- ✅ Implemented dc-cr-encounter-rules Multiple Attack Penalty (MAP): Attacks made outside own turn (e.g., Attack of Opportunity) do NOT incur MAP and do not increase it.
- ✅ Implemented dc-cr-encounter-rules Range Penalty: Ranged weapons have a range increment. Attacks beyond 1× increment take –2 per additional increment.
- ✅ Implemented dc-cr-tactical-grid Range Penalty: Maximum effective range = 6× the range increment.
- ✅ Implemented dc-cr-encounter-rules Range Penalty: Attacks beyond maximum range cannot be attempted.
Basic Actions
- ✅ Implemented dc-cr-action-economy Aid (Reaction): **Aid** reaction: requires setup action on prior turn. Attempt relevant check vs. DC 20.
- ✅ Implemented dc-cr-action-economy Aid (Reaction): Critical success Aid bonus: +2 (master: +3, legendary: +4). Success: +1. Crit fail: –1 to ally.
- ✅ Implemented dc-cr-action-economy Crawl: **Crawl** (1 action, move): move 5 feet while prone; requires Speed ≥ 10 ft.
- ✅ Implemented dc-cr-action-economy Delay (Free Action): **Delay** (free action, trigger: your turn begins): exit initiative order; re-enter at end of any other creature's turn.
- ✅ Implemented dc-cr-action-economy Delay (Free Action): Delaying triggers immediate application of any negative start/end-of-turn effects. Beneficial effects that would have ended during the turn end when Delay is taken.
- ✅ Implemented dc-cr-action-economy Delay (Free Action): If an entire round passes without returning, lose the delayed turn's actions; initiative stays unchanged.
- ✅ Implemented dc-cr-action-economy Drop Prone: **Drop Prone** (1 action, move): gain the prone condition.
- ✅ Implemented dc-cr-action-economy Escape: **Escape** (1 action, attack): roll unarmed modifier, Acrobatics, or Athletics vs. appropriate DC to remove grabbed/immobilized/restrained.
- ✅ Implemented dc-cr-action-economy Escape: Critical success: freed + may Stride 5 feet. Critical failure: cannot attempt again until next turn.
- ✅ Implemented dc-cr-action-economy Escape: Escape has the attack trait (counts for MAP).
- ✅ Implemented dc-cr-action-economy Interact: **Interact** (1 action, manipulate): grab unattended object, open door, or similar manipulation. May trigger reactions (manipulate trait).
- ✅ Implemented dc-cr-action-economy Leap: **Leap** (1 action, move): horizontal jump up to 10 ft (Speed 15+) or 15 ft (Speed 30+). Vertical: up to 3 ft up + 5 ft horizontal.
- ✅ Implemented dc-cr-action-economy Leap: Greater leaps require the High Jump or Long Jump Athletics actions.
- ✅ Implemented dc-cr-action-economy Ready: **Ready** (2 actions, concentrate): designate one action and a trigger. The action becomes a reaction usable until start of next turn.
- ✅ Implemented dc-cr-action-economy Ready: Readied attack uses MAP from when Ready was used.
- ✅ Implemented dc-cr-action-economy Ready: Cannot Ready a free action that already has a trigger.
- ✅ Implemented dc-cr-action-economy Release: **Release** (free action, manipulate): drop a held item. Does not trigger Attack of Opportunity or other manipulate-triggered reactions.
- ✅ Implemented dc-cr-action-economy Seek: **Seek** (1 action, concentrate, secret): choose area; GM rolls secret Perception check vs. Stealth DCs.
- ✅ Implemented dc-cr-action-economy Seek: Seek creatures — crit success: observed. Success: undetected → hidden, hidden → observed.
- ✅ Implemented dc-cr-action-economy Seek: Seek objects — crit success: exact location. Success: location or clue.
- ✅ Implemented dc-cr-action-economy Seek: Imprecise sense: detected creature can be at best hidden, not observed.
- ✅ Implemented dc-cr-action-economy Sense Motive: **Sense Motive** (1 action, concentrate, secret): assess creature for deception.
- ✅ Implemented dc-cr-action-economy Sense Motive: Results as above; typically can't retry until situation changes.
- ✅ Implemented dc-cr-action-economy Stand: **Stand** (1 action, move): remove the prone condition.
- ✅ Implemented dc-cr-action-economy Step: **Step** (1 action, move): move exactly 5 feet without triggering move-triggered reactions.
- ✅ Implemented dc-cr-action-economy Step: Cannot Step into difficult terrain. Cannot Step with non-land Speed.
- ✅ Implemented dc-cr-action-economy Stride: **Stride** (1 action, move): move up to full land Speed.
- ✅ Implemented dc-cr-action-economy Strike: **Strike** (1 action, attack): attack roll vs. target AC. Success: weapon damage. Critical success: double dice damage.
- ✅ Implemented dc-cr-action-economy Take Cover: **Take Cover** (1 action): upgrade cover tier: standard → greater (+4 to AC/Reflex/Stealth). If lesser: gain standard. Lasts until move, attack, unconscious, or free-action end.
Conditions
- ✅ Implemented dc-cr-conditions Conditions Overview: Full conditions system required. Each condition must track its value (if valued) and duration.
- ✅ Implemented dc-cr-conditions Conditions Overview: Conditions with values (dying, wounded, frightened, etc.) track a numeric severity.
- ✅ Implemented dc-cr-conditions Conditions Overview: Conditions end via specified removal methods (healing, saves, time, etc.).
Core Check Mechanics
- ✅ Implemented dc-cr-dice-system d20 Checks: All checks are d20 + modifier vs. a DC.
- ✅ Implemented dc-cr-dice-system d20 Checks: DC derived from an ability = 10 + that ability's total modifier.
- ✅ Implemented dc-cr-dice-system Degrees of Success: Four degrees of success must be implemented: critical success, success, failure, critical failure.
- ✅ Implemented dc-cr-dice-system Degrees of Success: Natural 20 on the die shifts the degree one step better (failure → success, success → critical success, etc.).
- ✅ Implemented dc-cr-dice-system Degrees of Success: Natural 1 on the die shifts the degree one step worse.
- ✅ Implemented dc-cr-dice-system Degrees of Success: Natural 20 can't exceed critical success; natural 1 can't go below critical failure.
- ✅ Implemented dc-cr-dice-system Proficiency Ranks: Proficiency ranks: **Untrained** (+0), **Trained** (level+2), **Expert** (level+4), **Master** (level+6), **Legendary** (level+8).
- ✅ Implemented dc-cr-dice-system Proficiency Ranks: Proficiency bonus is added to all checks and DCs that use the proficiency.
- ✅ Implemented dc-cr-dice-system Bonus and Penalty Types: Bonus types: **circumstance**, **item**, **status**. Only the highest bonus of the same type applies.
- ✅ Implemented dc-cr-dice-system Bonus and Penalty Types: Different bonus types stack with each other.
- ✅ Implemented dc-cr-dice-system Bonus and Penalty Types: Untyped bonuses always stack.
- ✅ Implemented dc-cr-dice-system Bonus and Penalty Types: Penalty types follow same rule: same type → take the worst; different types → all apply; untyped penalties all stack.
Counteract Rules
- ✅ Implemented dc-cr-spellcasting Counteract Check: Counteract check = appropriate modifier + proficiency vs. target DC.
- ✅ Implemented dc-cr-spellcasting Counteract Check: Spell counteract level = spell's level. Other effects: halve level (round up). Creature-based: halve creature level (round up).
- ✅ Implemented dc-cr-spellcasting Counteract Outcomes: Critical success counteract: target level ≤ caster level +3.
- ✅ Implemented dc-cr-spellcasting Counteract Outcomes: Success counteract: target level ≤ caster level +1.
- ✅ Implemented dc-cr-spellcasting Counteract Outcomes: Failure counteract: only if target level is lower than caster's counteract level.
- ✅ Implemented dc-cr-spellcasting Counteract Outcomes: Critical failure: counteract fails entirely.
Damage
- ✅ Implemented dc-cr-encounter-rules Damage Types: Implement all damage types: B/P/S (physical), acid/cold/electricity/fire/sonic (energy), positive, negative, force, chaotic/evil/good/lawful (alignment), mental, poison, bleed, precision.
- ✅ Implemented dc-cr-encounter-rules Damage Formulas: Melee damage = weapon die + Str modifier.
- ✅ Implemented dc-cr-encounter-rules Damage Formulas: Ranged damage = weapon die only (no ability modifier by default).
- ✅ Implemented dc-cr-encounter-rules Damage Formulas: Thrown weapons add full Str modifier to damage.
- ✅ Implemented dc-cr-encounter-rules Damage Formulas: Propulsive ranged weapons add half Str modifier (positive only) to damage.
- ✅ Implemented dc-cr-encounter-rules Damage Formulas: Spells: damage die only (ability mod not added unless a specific rule says otherwise).
- ✅ Implemented dc-cr-encounter-rules Minimum Damage: Damage dealt is always minimum 1 after all reductions (before immunities/resistances).
- ✅ Implemented dc-cr-encounter-rules Critical Hit Damage: Critical hit: double all damage dice rolled. Flat bonuses (e.g., Str modifier) are NOT doubled — add them once after doubling dice.
- ✅ Implemented dc-cr-encounter-rules Critical Hit Damage: Additionally apply weapon/spell critical specialization effects on a critical hit.
- ✅ Implemented dc-cr-encounter-rules Immunity, Weakness, Resistance: Creatures may have immunities (negate all damage of that type), weaknesses (add +X to damage taken), and resistances (reduce damage taken by X, minimum 0).
- ✅ Implemented dc-cr-encounter-rules Immunity, Weakness, Resistance: Immunity to critical hits changes double-damage to normal damage; does not remove other critical effects.
- ✅ Implemented dc-cr-encounter-rules Immunity, Weakness, Resistance: Precision immunity ignores precision damage only; other parts of the attack still apply.
- ✅ Implemented dc-cr-encounter-rules Nonlethal Attacks: Nonlethal attacks with lethal weapons take –2 to attack roll (and vice versa).
- ✅ Implemented dc-cr-encounter-rules Nonlethal Attacks: If nonlethal damage reduces a creature to 0 HP, it is knocked unconscious (gains no dying condition).
Downtime Mode
- ✅ Implemented dc-cr-session-structure Long-Term Rest: Downtime long-term rest: regain HP = Con mod (min 1) × (2 × level).
- ✅ Implemented dc-cr-session-structure Retraining: **Retraining** (downtime): 1 week to swap one feat (same type/level restrictions), skill increase (same or lower rank), or class feature choice.
- ✅ Implemented dc-cr-session-structure Retraining: Cannot retrain: ancestry, heritage, background, class, ability scores.
- ✅ Implemented dc-cr-session-structure Retraining: Larger changes (e.g., druid order, wizard school): at least 1 month per GM.
- ✅ Implemented dc-cr-session-structure Retraining: Cannot perform other downtime activities while retraining.
Encounter Mode Structure
- ✅ Implemented dc-cr-encounter-rules Initiative and Round Structure: Roll initiative at start of encounter; usually Perception check.
- ✅ Implemented dc-cr-encounter-rules Initiative and Round Structure: Initiative ranked highest to lowest. Enemy ties: foe goes first. PC ties: players decide.
- ✅ Implemented dc-cr-encounter-rules Initiative and Round Structure: Order remains fixed unless Delay or knockout changes it.
- ✅ Implemented dc-cr-encounter-rules Initiative and Round Structure: Each round: 6 seconds of in-world time.
- ✅ Implemented dc-cr-encounter-rules Changing Initiative Order: Delay action: exit initiative, re-enter at chosen later position (permanent).
- ✅ Implemented dc-cr-encounter-rules Changing Initiative Order: Knockout at 0 HP: initiative position shifts.
- ✅ Implemented dc-cr-encounter-rules Changing Initiative Order: Ready action: position unchanged.
Exploration Mode
- ✅ Implemented dc-cr-exploration-mode Travel Speed: Travel speeds scale with land Speed (Table 9–2). Reference: Speed 30 = 24 miles/day.
- ✅ Implemented dc-cr-exploration-mode Travel Speed: Difficult terrain halves travel speed. Greater difficult terrain = 1/3 travel speed.
- ✅ Implemented dc-cr-exploration-mode Exploration Activities: **Avoid Notice**: Stealth check; half speed; Stealth used for initiative instead of Perception at encounter start.
- ✅ Implemented dc-cr-exploration-mode Exploration Activities: **Defend**: half speed; shield Raised before first turn of any encounter entered.
- ✅ Implemented dc-cr-exploration-mode Exploration Activities: **Detect Magic**: half speed (or slower); automatic detection of magic auras.
- ✅ Implemented dc-cr-exploration-mode Exploration Activities: **Follow the Expert**: match ally's exploration activity; gain proficiency bonus as if trained + circumstance by ally rank.
- ✅ Implemented dc-cr-exploration-mode Exploration Activities: **Hustle**: double travel speed; limit = Con mod × 10 minutes (min 10 min).
- ✅ Implemented dc-cr-exploration-mode Exploration Activities: **Scout**: +1 circumstance bonus to all party initiative rolls in next encounter.
- ✅ Implemented dc-cr-exploration-mode Exploration Activities: **Search**: half speed; automatically Seek for hazards, secret doors, hidden objects.
- ✅ Implemented dc-cr-exploration-mode Exploration Activities: **Investigate**: half speed; secret Recall Knowledge checks for environmental clues.
- ✅ Implemented dc-cr-exploration-mode Exploration Activities: **Repeat a Spell**: half speed; sustain or re-cast a spell.
- ✅ Implemented dc-cr-session-structure Rest and Daily Preparations: 8-hour rest: regain HP = Con mod (min 1) × level.
- ✅ Implemented dc-cr-session-structure Rest and Daily Preparations: Sleeping in armor: fatigued on waking.
- ✅ Implemented dc-cr-session-structure Rest and Daily Preparations: >16 hours without rest: fatigued until resting ≥6 continuous hours.
- ✅ Implemented dc-cr-session-structure Rest and Daily Preparations: Daily preparations (1 hour, requires rest): regain spell slots, reset daily-use abilities, invest up to 10 worn magic items.
- ✅ Implemented dc-cr-session-structure Rest and Daily Preparations: Can only prepare once per 24 hours.
Flat Checks
- ✅ Implemented dc-cr-dice-system Flat Check Rules: Flat checks use d20 with no added modifiers.
- ✅ Implemented dc-cr-dice-system Flat Check Rules: DC ≤ 1 = automatic success. DC ≥ 21 = automatic failure.
- ✅ Implemented dc-cr-dice-system Flat Check Rules: Common use: targeting hidden creatures (DC 11), concealed creatures (DC 5), ending persistent damage (DC 15, or DC 10 with assistance).
- ✅ Implemented dc-cr-dice-system Secret Checks: Some checks (marked Secret) are rolled secretly by the GM. Player knows only what their character would perceive.
- ✅ Implemented dc-cr-dice-system Fortune and Misfortune: Fortune: roll twice, use higher result.
- ✅ Implemented dc-cr-dice-system Fortune and Misfortune: Misfortune: roll twice, use lower result.
- ✅ Implemented dc-cr-dice-system Fortune and Misfortune: Fortune and misfortune cancel each other; only one of each can apply to a single check.
Hero Points
- ✅ Implemented dc-cr-session-structure Hero Point Rules: Hero Points: max 3; gained per session; lost at session end.
- ✅ Implemented dc-cr-session-structure Hero Point Rules: Spend 1 Hero Point: reroll any check, must use second result (fortune effect — can't stack another fortune).
- ✅ Implemented dc-cr-session-structure Hero Point Rules: Spend all Hero Points: stabilize at 0 HP when dying value would increase; no wounded condition gained from this.
- ✅ Implemented dc-cr-session-structure Hero Point Rules: Can be spent for a familiar or animal companion.
Hit Points, Healing, and Dying
- ✅ Implemented dc-cr-conditions Hit Points: Track current HP vs. max HP. HP cannot go below 0.
- ✅ Implemented dc-cr-conditions Hit Points: Max HP includes: ancestry base + class (con + class HP per level × levels).
- ✅ Implemented dc-cr-conditions Knocked Out: At 0 HP, PC is knocked out. Initiative position shifts to just before the damaging turn.
- ✅ Implemented dc-cr-conditions Knocked Out: Gain **dying 1** condition. If attacker critically succeeded or PC critically failed the triggering save: dying 2.
- ✅ Implemented dc-cr-conditions Knocked Out: If already **wounded**, add wounded value to the dying value gained.
- ✅ Implemented dc-cr-conditions Knocked Out: Nonlethal: knocked out → unconscious; no dying condition gained.
- ✅ Implemented dc-cr-conditions Dying Condition: Dying is a valued condition (1–3, death at 4; modified by doomed).
- ✅ Implemented dc-cr-conditions Dying Condition: Recovery check: flat check at DC = 10 + current dying value, at start of each dying creature's turn.
- ✅ Implemented dc-cr-conditions Dying Condition: Critical success on recovery: –2 dying. Success: –1. Failure: +1. Critical failure: +2.
- ✅ Implemented dc-cr-conditions Dying Condition: Losing the dying condition (recovery): creature remains unconscious at 0 HP until healed to 1+ HP.
- ✅ Implemented dc-cr-conditions Dying Condition: Losing the dying condition: gain **wounded 1** (or +1 to existing wounded value).
- ✅ Implemented dc-cr-conditions Wounded Condition: Wounded is a valued condition. Each time dying condition is lost, wounded increases by 1 (or is gained at 1).
- ✅ Implemented dc-cr-conditions Wounded Condition: When gaining dying while wounded: add wounded value to dying value gained.
- ✅ Implemented dc-cr-conditions Wounded Condition: Wounded ends: successful Treat Wounds, or restored to full HP AND resting 10 minutes.
- ✅ Implemented dc-cr-conditions Doomed Condition: **Doomed X** reduces the dying death threshold by X (normally dying 4; doomed 1 → die at dying 3).
- ✅ Implemented dc-cr-conditions Doomed Condition: If doomed equals or exceeds the dying threshold, die instantly.
- ✅ Implemented dc-cr-conditions Doomed Condition: Doomed decreases by 1 per full night's rest. Cleared on death.
- ✅ Implemented dc-cr-conditions Unconscious Condition: Unconscious: –4 status penalty to AC, Perception, Reflex saves; blinded; flat-footed; fall prone; cannot act.
- ✅ Implemented dc-cr-conditions Unconscious Condition: Wake from unconscious at 0 HP (not dying): natural recovery after 10 min to hours.
- ✅ Implemented dc-cr-conditions Unconscious Condition: Wake from unconscious with HP > 0: on taking damage (not to 0), receiving healing, being shaken awake (Interact), loud noise (Perception check vs. DC 5 for battle), or per GM decision.
- ✅ Implemented dc-cr-conditions Heroic Recovery (Hero Points): Hero Point heroic recovery: spend all Hero Points → lose dying, stabilize at 0 HP, do NOT gain wounded from this use.
- ✅ Implemented dc-cr-conditions Death Effects and Instant Death: Death effects bypass dying track: reduce to 0 HP = immediate death, no recovery rolls.
- ✅ Implemented dc-cr-conditions Death Effects and Instant Death: Massive damage (damage ≥ double max HP in one blow) = instant death.
- ✅ Implemented dc-cr-conditions Temporary Hit Points: Temporary HP tracked separately; damage reduces temp HP first.
- ✅ Implemented dc-cr-conditions Temporary Hit Points: Only one source of temp HP at a time. Player chooses to keep old or accept new when both are active.
- ✅ Implemented dc-cr-conditions Temporary Hit Points: Temp HP cannot be restored by healing spells/abilities.
- ✅ Implemented dc-cr-conditions Fast Healing and Regeneration: **Fast healing X**: regain X HP at start of each turn automatically.
- ✅ Implemented dc-cr-conditions Fast Healing and Regeneration: **Regeneration X**: same as fast healing + prevent dying from reaching death threshold while active. Specific damage types disable it temporarily.
Line of Effect and Line of Sight
- ✅ Implemented dc-cr-tactical-grid Line of Effect: Most effects require **line of effect** (unblocked physical path). Solid barriers block it; semi-solid obstacles (portcullises) do not.
- ✅ Implemented dc-cr-tactical-grid Line of Effect: 1-foot gap is typically sufficient to maintain line of effect (GM adjudicates).
- ✅ Implemented dc-cr-tactical-grid Line of Effect: Area effects require line of effect from origin to each target.
- ✅ Implemented dc-cr-tactical-grid Line of Sight: Line of sight: requires clear path and ability to sense the area (darkness blocks sight without darkvision).
- ✅ Implemented dc-cr-tactical-grid Line of Sight: Solid barriers block line of sight; portcullises and non-solid obstacles do not.
Movement in Encounters
- ✅ Implemented dc-cr-tactical-grid Speed and Movement Types: Movement types: land, burrow, climb, fly, swim. Each has its own Speed value.
- ✅ Implemented dc-cr-tactical-grid Speed and Movement Types: Climb Speed: auto-succeed Athletics checks to climb, move at climb Speed. +4 circumstance to Athletics (Climb). Not flat-footed while climbing.
- ✅ Implemented dc-cr-tactical-grid Speed and Movement Types: Swim Speed: auto-succeed Athletics (Swim), move at swim Speed. +4 circumstance to Athletics (Swim). Still flat-footed underwater.
- ✅ Implemented dc-cr-tactical-grid Speed and Movement Types: Speed bonuses/penalties (circumstance, item, status) apply. Minimum 5 feet unless otherwise specified.
- ✅ Implemented dc-cr-tactical-grid Diagonal Movement: Diagonal grid movement alternates between 5 ft and 10 ft per square (1st diagonal = 5, 2nd = 10, 3rd = 5, etc.). Total tracked across the turn.
- ✅ Implemented dc-cr-tactical-grid Size, Space, and Reach: Implement size categories: Tiny, Small, Medium, Large, Huge, Gargantuan.
- ✅ Implemented dc-cr-tactical-grid Size, Space, and Reach: Each size has a defined space (in feet) and reach (tall vs. long creature variant).
- ✅ Implemented dc-cr-tactical-grid Size, Space, and Reach: Moving through a creature's space: allowed if willing, or via Tumble Through (Acrobatics). Cannot end turn in another creature's space.
- ✅ Implemented dc-cr-tactical-grid Size, Space, and Reach: Creatures ≥3 sizes larger/smaller: can move through each other's space.
- ✅ Implemented dc-cr-tactical-grid Size, Space, and Reach: Tiny creatures: can occupy same space as larger creatures; can end movement there.
- ✅ Implemented dc-cr-tactical-grid Falling: Fall damage = ½ distance in bludgeoning. Max 1,500 ft = 750 damage.
- ✅ Implemented dc-cr-tactical-grid Falling: Fall into soft surface (water, snow): treat fall as 20 ft (30 ft dive) shorter; reduction ≤ depth of substance.
- ✅ Implemented dc-cr-tactical-grid Falling: Land on creature: Reflex save DC 15 for that creature.
- ✅ Implemented dc-cr-tactical-grid Falling: Land prone on taking any fall damage.
- ✅ Implemented dc-cr-tactical-grid Forced Movement: Forced movement (push/pull effects) does not trigger move-triggered reactions.
- ✅ Implemented dc-cr-tactical-grid Forced Movement: Forced movement stops at impassable terrain/squares.
- ✅ Implemented dc-cr-tactical-grid Difficult Terrain: Difficult terrain: +5 ft movement cost per square.
- ✅ Implemented dc-cr-tactical-grid Difficult Terrain: Greater difficult terrain: +10 ft movement cost per square (not doubled diagonally).
- ✅ Implemented dc-cr-tactical-grid Difficult Terrain: Cannot Step into difficult terrain.
- ✅ Implemented dc-cr-tactical-grid Difficult Terrain: Area effects not affected by difficult terrain.
- ✅ Implemented dc-cr-tactical-grid Flanking: Flanking: two allies on opposite sides of a target; both must have melee reach to the target and be able to act.
- ✅ Implemented dc-cr-tactical-grid Flanking: Flanked target is flat-footed (–2 circumstance to AC) to flanking creatures' melee attacks.
- ✅ Implemented dc-cr-tactical-grid Cover: Three cover tiers: **lesser** (+1 AC, no hiding), **standard** (+2 AC/Reflex/Stealth, can hide), **greater** (+4 all, can hide).
- ✅ Implemented dc-cr-tactical-grid Cover: Cover determined by line from attacker center to target center. Passes through terrain = standard cover. Passes through creature = lesser cover. Extremely obscured = greater cover (GM discretion).
- ✅ Implemented dc-cr-tactical-grid Cover: Cover is relative per attacker/defender pair.
- ✅ Implemented dc-cr-tactical-grid Mounted Combat: Mounted rider shares MAP with mount.
- ✅ Implemented dc-cr-tactical-grid Mounted Combat: Mount acts on rider's initiative; requires Command an Animal to spend actions.
- ✅ Implemented dc-cr-tactical-grid Mounted Combat: Ride general feat: auto-success on Command an Animal for own mount.
- ✅ Implemented dc-cr-tactical-grid Mounted Combat: Rider takes –2 circumstance to Reflex saves while mounted. Only move action available is Mount (dismount).
- ✅ Implemented dc-cr-tactical-grid Aquatic Combat: Aquatic combat modifiers: flat-footed (no swim Speed), resistance 5 acid/fire, –2 circumstance slashing/bludgeoning melee.
- ✅ Implemented dc-cr-tactical-grid Aquatic Combat: Ranged bludgeoning/slashing auto-misses if attacker or target is underwater. Piercing ranged: half range increments.
- ✅ Implemented dc-cr-tactical-grid Aquatic Combat: Cannot cast fire spells or use fire trait actions underwater.
- ✅ Implemented dc-cr-tactical-grid Drowning and Suffocating: Track held breath: 5 + Con mod rounds. –1 per turn; –2 if attacked or cast spells; –all if spoke.
- ✅ Implemented dc-cr-tactical-grid Drowning and Suffocating: At 0 air: unconscious, begin suffocating. Fort DC 20 at turn end; fail = 1d10, crit fail = death. DC and damage increase cumulatively each check.
Reactions in Encounters
- ✅ Implemented dc-cr-action-economy Attack of Opportunity: **Attack of Opportunity** (reaction, fighter class feature): melee Strike on trigger.
- ✅ Implemented dc-cr-action-economy Attack of Opportunity: Critical hit + trigger was manipulate action: disrupt the action.
- ✅ Implemented dc-cr-action-economy Attack of Opportunity: Attack of Opportunity does not count toward or apply MAP.
- ✅ Implemented dc-cr-action-economy Shield Block: **Shield Block** (reaction): reduce damage taken by shield's Hardness; remaining damage splits between creature and shield.
- ✅ Implemented dc-cr-action-economy Shield Block: Shield must have been Raised to use this reaction.
Senses and Detection
- ✅ Implemented dc-cr-encounter-rules Sense Types: Sense precision: **precise** (can observe), **imprecise** (creature hidden, not observed), **vague** (creature unnoticed → undetected only).
- ✅ Implemented dc-cr-encounter-rules Sense Types: Primary sense defaults: vision (precise), hearing (imprecise), smell (vague).
- ✅ Implemented dc-cr-encounter-rules Special Senses: **Darkvision**: see normally in darkness/dim light (black & white). Some magical darkness blocks normal darkvision.
- ✅ Implemented dc-cr-encounter-rules Special Senses: **Greater darkvision**: see through all magical darkness.
- ✅ Implemented dc-cr-encounter-rules Special Senses: **Low-light vision**: treat dim light as bright light (no concealment from dim light).
- ✅ Implemented dc-cr-encounter-rules Special Senses: **Tremorsense** (imprecise): detect movement through vibrations on same surface; requires creature to be moving along/burrowing through that surface.
- ✅ Implemented dc-cr-encounter-rules Special Senses: **Scent** (vague typically): detect creatures/objects by smell; range varies; can be doubled/halved by wind.
- ✅ Implemented dc-cr-encounter-rules Light Levels: Three light levels: bright (normal), dim (concealed — DC 5 flat check to target), darkness (blinded; creatures hidden or undetected).
- ✅ Implemented dc-cr-encounter-rules Light Levels: Light sources specify bright light radius; dim light extends to double that radius.
- ✅ Implemented dc-cr-encounter-rules Detection States: Detection states: **observed** (normal targeting), **hidden** (know space, flat-footed, DC 11 flat check to attack), **undetected** (unknown space, flat-footed, GM-secret flat check + attack roll), **unnoticed** (no awareness).
- ✅ Implemented dc-cr-encounter-rules Detection States: Concealed condition: DC 5 flat check before attack (regardless of observe/hidden status).
- ✅ Implemented dc-cr-encounter-rules Detection States: Invisible condition: automatically undetected vs. sight-only perceivers. Can be found via Seek (hidden), then Sneak again to become undetected.
Specialty Basic Actions
- ✅ Implemented dc-cr-action-economy Arrest a Fall: **Arrest a Fall** (reaction): requires fly Speed; Acrobatics DC 15. Success: land safely. Crit fail: take 10 bludgeoning per 20 ft fallen so far.
- ✅ Implemented dc-cr-action-economy Avert Gaze: **Avert Gaze** (1 action): +2 circumstance to saves vs. gaze-based visual abilities until next turn start.
- ✅ Implemented dc-cr-action-economy Burrow: **Burrow** (1 action, move): requires burrow Speed. No tunnel created unless ability specifies.
- ✅ Implemented dc-cr-action-economy Fly: **Fly** (1 action, move): move up to fly Speed. Upward = difficult terrain cost. Fall at end of turn if airborne without using Fly.
- ✅ Implemented dc-cr-action-economy Fly: Fly 0 feet = hover.
- ✅ Implemented dc-cr-action-economy Grab an Edge: **Grab an Edge** (reaction): Reflex save when falling past a handhold.
- ✅ Implemented dc-cr-action-economy Mount / Dismount: **Mount** (1 action): requires adjacent, willing, size-larger creature. Also used to dismount.
- ✅ Implemented dc-cr-action-economy Point Out: **Point Out** (1 action): reveal undetected creature's location to allies; creature becomes hidden (not undetected) to those allies.
- ✅ Implemented dc-cr-action-economy Raise a Shield: **Raise a Shield** (1 action): gain shield's AC bonus (circumstance) until start of next turn.
Three Modes of Play
- ✅ Implemented dc-cr-encounter-rules Encounter, Exploration, Downtime: System must support three distinct play modes: **Encounter** (round-by-round), **Exploration** (free-form travel and activity), and **Downtime** (day-by-day).
- ✅ Implemented dc-cr-encounter-rules Encounter, Exploration, Downtime: Transitioning between modes must be supported; e.g., an encounter ending drops back into exploration mode.
Chapter 10: Game Mastering 53 34 0 61%
Creature Identification
- 🔄 In Progress dc-cr-skills-recall-knowledge TABLE 10–7: Creature Identification Skills: Recall Knowledge skill by creature trait:
Encounter Building
- ✅ Implemented dc-cr-encounter-creature-xp-table Encounter Threat Levels: Encounter threat tiers: **Trivial** (≤40 XP), **Low** (60 XP), **Moderate** (80 XP), **Severe** (120 XP), **Extreme** (160 XP).
- ✅ Implemented dc-cr-encounter-creature-xp-table Encounter Threat Levels: XP budget is baseline for 4 PCs. Adjust per additional or missing PC using the Character Adjustment value.
- ✅ Implemented dc-cr-encounter-creature-xp-table TABLE 10–1: Encounter Budget: Implement encounter budget system using the following table:
- ✅ Implemented dc-cr-encounter-creature-xp-table TABLE 10–2: Creature XP and Role: Creature XP cost based on level vs. party level:
- ✅ Implemented dc-cr-encounter-creature-xp-table TABLE 10–2: Creature XP and Role: Creatures more than 4 levels below party are trivial; those more than 4 above are too dangerous to use (XP values not defined).
- ✅ Implemented dc-cr-encounter-creature-xp-table Party Level: Party level determines encounter budget calculations. Support level-variance handling rules.
- ✅ Implemented dc-cr-encounter-creature-xp-table Party Level: PCs behind party level earn double XP until caught up.
Environment
- ✅ Implemented dc-cr-environment-terrain TABLE 10–11: Environmental Damage: Environmental damage categories:
- ✅ Implemented dc-cr-environment-terrain TABLE 10–12: Environmental Features: Implement terrain/environment features with proficiency check bands. Key entries include:
- ✅ Implemented dc-cr-environment-terrain Temperature Effects (TABLE 10–13): Temperature effects:
- ✅ Implemented dc-cr-environment-terrain Environmental Terrain Types: Bogs: shallow = difficult terrain; deep = greater difficult terrain; extremely magical bogs = hazardous terrain.
- ✅ Implemented dc-cr-environment-terrain Environmental Terrain Types: Ice: uneven ground AND difficult terrain.
- ✅ Implemented dc-cr-environment-terrain Environmental Terrain Types: Snow: difficult terrain (shallow/packed) or greater difficult terrain (loose/deep). Deep snow may be uneven ground.
- ✅ Implemented dc-cr-environment-terrain Environmental Terrain Types: Sand: packed = normal; loose/shallow = difficult terrain; loose/deep = uneven ground.
- ✅ Implemented dc-cr-environment-terrain Environmental Terrain Types: Rubble: difficult terrain; dense rubble = uneven ground.
- ✅ Implemented dc-cr-environment-terrain Environmental Terrain Types: Undergrowth: light = difficult terrain (allow Take Cover); heavy = greater difficult terrain (automatic cover). Thorns = also hazardous.
- ✅ Implemented dc-cr-environment-terrain Environmental Terrain Types: Slopes: gentle = normal; steep = requires Climb (Athletics check). Flat-footed while climbing inclines.
- ✅ Implemented dc-cr-environment-terrain Environmental Terrain Types: Narrow surface: requires Balance (Acrobatics); flat-footed; fall risk on hit/save-fail (Reflex save at Balance DC).
- ✅ Implemented dc-cr-environment-terrain Environmental Terrain Types: Uneven ground: requires Balance (Acrobatics); flat-footed; fall risk on hit/save-fail.
- ✅ Implemented dc-cr-environment-terrain Natural Disasters: Avalanche damage: major or massive bludgeoning. Reflex save: success = half damage; crit success = avoid burial.
- ✅ Implemented dc-cr-environment-terrain Natural Disasters: Burial: restrained; minor bludgeoning damage/minute; possible cold damage; risk of suffocation (Fortitude).
- ✅ Implemented dc-cr-environment-terrain Natural Disasters: Rescue digging: Athletics check; 5×5 ft per 4 minutes (2 min crit success); halved with tools.
- ✅ Implemented dc-cr-environment-terrain Natural Disasters: Collapses: major or massive bludgeoning + burial; don't spread unless structural integrity failed.
- ✅ Implemented dc-cr-environment-terrain Wind Effects: Wind: circumstance penalty to auditory Perception checks (strength-based).
- ✅ Implemented dc-cr-environment-terrain Wind Effects: Wind: circumstance penalty to physical ranged attacks; powerful winds make ranged attacks impossible.
- ✅ Implemented dc-cr-environment-terrain Wind Effects: Flying in wind: difficult terrain (or greater) when moving against; Maneuver in Flight check required; blown away on crit fail.
- ✅ Implemented dc-cr-environment-terrain Wind Effects: Ground movement in strong wind: Athletics check to move; crit fail = knocked back and prone. Small: –1 circumstance; Tiny: –2.
- ✅ Implemented dc-cr-environment-terrain Aquatic Environment: Underwater visibility: up to 240 ft (clear water); as low as 10 ft (murky water).
- ✅ Implemented dc-cr-environment-terrain Aquatic Environment: Swimming against a current: difficult terrain or greater difficult terrain (based on current speed).
- ✅ Implemented dc-cr-environment-terrain Aquatic Environment: Current displacement: end of each turn, creature is moved in current's direction by current's speed.
Experience Points and Advancement
- ✅ Implemented dc-cr-xp-award-system XP System: XP threshold: 1,000 XP to gain a level. On leveling up, subtract 1,000 XP and continue.
- ✅ Implemented dc-cr-xp-award-system XP System: All party members receive the same XP award from any encounter or accomplishment.
- ✅ Implemented dc-cr-xp-award-system XP System: Trivial encounters normally grant 0 XP (GM may award minor accomplishment XP).
- ✅ Implemented dc-cr-xp-award-system Advancement Speed Options: Advancement speed variants: Fast (800 XP), Standard (1,000 XP), Slow (1,200 XP).
- ✅ Implemented dc-cr-xp-award-system Advancement Speed Options: Story-based leveling: ignore XP entirely; level after ~3–4 sessions at major milestones.
- ✅ Implemented dc-cr-xp-award-system TABLE 10–8: XP Awards: **Accomplishment XP**:
- ✅ Implemented dc-cr-xp-award-system TABLE 10–8: XP Awards: Moderate and major accomplishments typically also award a Hero Point to an instrumental PC.
- ✅ Implemented dc-cr-xp-award-system TABLE 10–8: XP Awards: Creature XP matches Table 10–2 (see Encounter Building). Hazard XP per Table 10–14.
Hazards
- ✅ Implemented dc-cr-hazards Detecting Hazards: Hazards have a Stealth DC for detection.
- 🔄 In Progress dc-cr-hazards Detecting Hazards: Hazards without minimum proficiency: all PCs auto-roll secret Perception vs. Stealth DC when entering area.
- 🔄 In Progress dc-cr-hazards Detecting Hazards: Hazards with minimum proficiency: only actively Searching characters with qualifying rank attempt the check.
- 🔄 In Progress dc-cr-hazards Detecting Hazards: Detect magic can reveal magical hazards without minimum proficiency rank (but not those with minimum rank); doesn't allow disabling.
- 🔄 In Progress dc-cr-hazards Triggering a Hazard: Passive triggers (floor plate, sensor): hazard activates automatically if not detected.
- 🔄 In Progress dc-cr-hazards Triggering a Hazard: Active triggers (opening door): only activate if PC explicitly takes that action.
- 🔄 In Progress dc-cr-hazards Hazard Reactions and Routines: **Simple hazard**: has one reaction; effect resolves in one step.
- 🔄 In Progress dc-cr-hazards Hazard Reactions and Routines: **Complex hazard**: reaction starts encounter/initiative; performs a **routine** each round.
- 🔄 In Progress dc-cr-hazards Hazard Reactions and Routines: Complex hazard routine: preprogrammed set of actions per round. Number and type of actions specified in stat block.
- 🔄 In Progress dc-cr-hazards Hazard Reactions and Routines: If PCs are already in encounter mode when complex hazard triggers, hazard enters at its own initiative (using Stealth modifier).
- 🔄 In Progress dc-cr-hazards Resetting a Hazard: Hazards may have a **Reset** condition. Auto-reset occurs after specified time; manual reset requires listed steps.
- ✅ Implemented dc-cr-hazards Disabling a Hazard: Disable a hazard: 2-action activity, skill check vs. hazard's disable DC (listed in stat block).
- 🔄 In Progress dc-cr-hazards Disabling a Hazard: Critical failure on any disable attempt: triggers the hazard.
- 🔄 In Progress dc-cr-hazards Disabling a Hazard: May require multiple successes for complex hazards; critical success = two successes on one component.
- 🔄 In Progress dc-cr-hazards Disabling a Hazard: Minimum proficiency may apply to disabling (same as detecting).
- 🔄 In Progress dc-cr-hazards Disabling a Hazard: Character must first have detected (or been told about) the hazard to attempt disabling.
- 🔄 In Progress dc-cr-hazards Damaging a Hazard: Hazards have AC, saving throw modifiers, Hardness, HP, and Broken Threshold (BT) in stat block.
- 🔄 In Progress dc-cr-hazards Damaging a Hazard: Hazard at or below BT: broken (non-functional, repairable). At 0 HP: destroyed.
- 🔄 In Progress dc-cr-hazards Damaging a Hazard: Hitting a hazard typically triggers it unless the attack destroys it outright.
- 🔄 In Progress dc-cr-hazards Damaging a Hazard: Hazards are immune to effects that can't target objects unless specified otherwise.
- 🔄 In Progress dc-cr-hazards Counteracting Magical Hazards: Magical hazards have a spell level and counteract DC. Counteract per Ch.9 rules (p.458).
- 🔄 In Progress dc-cr-hazards Counteracting Magical Hazards: Crit fail on counteract: triggers the hazard (same as disable).
- 🔄 In Progress dc-cr-hazards Hazard XP (TABLE 10–14): Hazard XP awarded on overcoming (disable, avoid, endure); awarded only once per hazard per party.
- 🔄 In Progress dc-cr-hazards Hazard XP (TABLE 10–14): Hazard XP table:
NPC Social Mechanics
- 🔄 In Progress dc-cr-npc-system NPC Attitude DCs: NPC attitude modifies social skill check DCs using standard DC adjustment table:
Resting and Daily Preparations
- 🔄 In Progress dc-cr-rest-watch-starvation TABLE 10–3: Watches and Rest: Watch duration by party size:
- 🔄 In Progress dc-cr-rest-watch-starvation Starvation and Thirst: Track starvation/thirst as environmental hazards.
- 🔄 In Progress dc-cr-rest-watch-starvation Starvation and Thirst: Without water: immediate fatigue; after (Con mod + 1) days, 1d4 damage/hour, cannot be healed until thirst quenched.
- 🔄 In Progress dc-cr-rest-watch-starvation Starvation and Thirst: Without food: immediate fatigue; after (Con mod + 1) days, 1 damage/day, cannot be healed until fed.
Setting DCs
- ✅ Implemented dc-cr-difficulty-class Simple DCs: **Simple DC table**:
- ✅ Implemented dc-cr-difficulty-class TABLE 10–5: DCs by Level: **Level-Based DC table**:
- ✅ Implemented dc-cr-difficulty-class TABLE 10–5: DCs by Level: **Spell Level DCs** (for Identify Spell, Recall Knowledge about spells):
- ✅ Implemented dc-cr-difficulty-class TABLE 10–6: DC Adjustments: **DC Adjustment table**:
- ✅ Implemented dc-cr-difficulty-class TABLE 10–6: DC Adjustments: Uncommon items/spells = Hard (+2 DC). Rare = Very hard (+5). Unique = Incredibly hard (+10).
- ✅ Implemented dc-cr-difficulty-class Minimum Proficiency Requirements: Tasks may require a minimum proficiency rank; characters below that rank cannot succeed (but can still attempt and critically fail).
- ✅ Implemented dc-cr-difficulty-class Minimum Proficiency Requirements: Guidelines: level ≤ 2 tasks should rarely require expert; ≤ 6 rarely require master; ≤ 14 rarely require legendary.
- ✅ Implemented dc-cr-difficulty-class DC Guidelines for Specific Actions: **Craft DC**: use item's level from Table 10–5; apply rarity adjustment from Table 10–6.
- ✅ Implemented dc-cr-difficulty-class DC Guidelines for Specific Actions: **Earn Income DC**: task level = settlement level → DC from Table 10–5.
- ✅ Implemented dc-cr-difficulty-class DC Guidelines for Specific Actions: **Gather Information DC**: simple DC based on availability; raise for in-depth info.
- ✅ Implemented dc-cr-difficulty-class DC Guidelines for Specific Actions: **Identify Magic / Learn Spell DC**: level-based + rarity adjustment.
- ✅ Implemented dc-cr-difficulty-class DC Guidelines for Specific Actions: **Recall Knowledge DC**: simple DC for general; level-based for creatures/hazards; rarity adjustment applies.
- ✅ Implemented dc-cr-difficulty-class DC Guidelines for Specific Actions: **NPC social DCs**: adjust by attitude — friendly = easy (–2), helpful = very easy (–5), unfriendly = hard (+2), hostile = very hard (+5). Request something fundamentally opposed to = incredibly hard or impossible.
Treasure
- 🔄 In Progress dc-cr-treasure-by-level Party Treasure by Level (TABLE 10–9): Treasure per level (4-PC baseline):
- 🔄 In Progress dc-cr-treasure-by-level Party Treasure by Level (TABLE 10–9): Currency column represents coins, gems, art objects, lower-level items (sold at half price counts as half value).
- 🔄 In Progress dc-cr-treasure-by-level Party Treasure by Level (TABLE 10–9): For each PC beyond 4, add extra currency per level using the Party Size adjustment rules.
- 🔄 In Progress dc-cr-treasure-by-level Buying and Selling: Selling items: standard = half Price. Gems, art objects, raw materials = full Price.
- 🔄 In Progress dc-cr-treasure-by-level Buying and Selling: Characters can typically buy and sell items only during downtime.
- 🔄 In Progress dc-cr-treasure-by-level TABLE 10–10: Character Wealth (New/Replacement Characters): New/replacement character starting wealth by level:
Chapter 11: Crafting & Treasure 37 117 0 24%
Activating Items
- 🔄 In Progress dc-cr-magic-ch11 ACTIVATE AN ITEM Activity: Implement `Activate an Item` as a variable-action activity. The action cost and components are item-specific.
- 🔄 In Progress dc-cr-magic-ch11 ACTIVATE AN ITEM Activity: Activation components add traits to the activation action: Command → auditory + concentrate; Envision → concentrate; Interact → manipulate; Cast a Spell → all traits from Cast a Spell.
- 🔄 In Progress dc-cr-magic-ch11 ACTIVATE AN ITEM Activity: Items with `Cast a Spell` activation require the character to have a spellcasting class feature.
- 🔄 In Progress dc-cr-magic-ch11 ACTIVATE AN ITEM Activity: Long-duration activations (minutes/hours) have the exploration trait and cannot be initiated in an encounter; if combat starts mid-activation, the activation is disrupted.
- 🔄 In Progress dc-cr-magic-ch11 ACTIVATE AN ITEM Activity: Disrupted activations cause the character to lose the actions spent and the activation still counts against daily use limits.
- 🔄 In Progress dc-cr-magic-ch11 Limited Activations: Track per-item daily use counts that reset at Daily Preparations.
- 🔄 In Progress dc-cr-magic-ch11 Limited Activations: The use limit is tied to the item object, not the character — a different character investing the same item cannot bypass a used limit.
- 🔄 In Progress dc-cr-magic-ch11 Sustain an Activation: Implement `Sustain an Activation` as a 1-action, concentrate activity that extends a sustained item effect until end of next turn.
- 🔄 In Progress dc-cr-magic-ch11 Sustain an Activation: Track consecutive rounds of sustaining; if total exceeds 100 rounds (10 minutes), automatically end the effect and apply the Fatigued condition to the character.
- 🔄 In Progress dc-cr-magic-ch11 Sustain an Activation: If a Sustain action is disrupted, the effect ends immediately.
- 🔄 In Progress dc-cr-magic-ch11 Dismiss Action: Implement `Dismiss` as a 1-action concentrate action that ends one eligible sustained activation.
Alchemical Items
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Items Overview: Alchemical items have `is_magical = false`. They cannot be detected by magical aura detection and are immune to dispel/anti-magic.
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Items Overview: Alchemist ability to create free "infused" alchemical items: track as a class-level resource, not a store purchase.
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Items Overview: Critical failure when Crafting alchemical items triggers a hazardous side effect (bomb → explosion; poison → accidental exposure).
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Bombs: Alchemical bombs are implemented as martial thrown weapons with range increment 20 ft.
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Bombs: Throwing a bomb Strike gains the manipulate trait.
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Bombs: No separate activation needed; the Strike itself activates the bomb.
- 🔄 In Progress dc-cr-magic-ch11 Splash Trait: Splash damage applies to all creatures within 5 feet of the target on any outcome except critical failure.
- 🔄 In Progress dc-cr-magic-ch11 Splash Trait: No Strength modifier added to splash weapon damage rolls.
- 🔄 In Progress dc-cr-magic-ch11 Splash Trait: Splash damage is not doubled on critical hits.
- 🔄 In Progress dc-cr-magic-ch11 Splash Trait: When calculating resistance/weakness, combine splash + initial damage first, then apply the target's resistance/weakness.
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Elixirs: Elixirs use a 1-action Interact to consume (or feed to an adjacent willing/incapacitated creature).
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Elixirs: Mutagens have both Benefit and Drawback fields; both apply simultaneously.
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Elixirs: Mutagens are polymorph effects; a new polymorph effect attempts to counteract an existing one using the item's level as modifier.
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Poisons — Methods of Exposure: Implement four poison exposure types: Contact, Ingested, Inhaled, Injury — each with distinct trigger conditions and mechanics.
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Poisons — Methods of Exposure: Inhaled poisons: 10-ft cube cloud; 1-minute duration; entering the cloud triggers the save.
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Poisons — Methods of Exposure: Holding breath vs. inhaled poison: 1 action to hold breath; +2 circumstance bonus to save for 1 round.
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Poisons — Methods of Exposure: Injury poison: consumed on critical fail Strike even if target is unaffected; remains on weapon after failed Strike; consumed after successful piercing/slashing Strike.
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Tools: Alchemical tools are a catch-all subcategory; they are consumable, non-magical, and use alchemical rules.
Consumables (Magical)
- 🔄 In Progress dc-cr-magic-ch11 Oils Overview: Applying an oil requires two hands and a 1-action Interact (unless otherwise specified).
- 🔄 In Progress dc-cr-magic-ch11 Oils Overview: Applying an oil to an unwilling, non-incapacitated creature is not possible.
- 🔄 In Progress dc-cr-magic-ch11 Potions Overview: Potions are activated with 1 action (Interact/drink). Usage: held in 1 hand.
- 🔄 In Progress dc-cr-magic-ch11 Scrolls Overview: Scroll data includes a fixed spell and fixed spell level.
- 🔄 In Progress dc-cr-magic-ch11 Scrolls Overview: Scrolls destroyed on use.
- 🔄 In Progress dc-cr-magic-ch11 Scrolls Overview: Cannot place cantrips, focus spells, or rituals on scrolls.
- 🔄 In Progress dc-cr-magic-ch11 Scrolls Overview: Casting from a scroll requires it to be on the caster's spell list.
- 🔄 In Progress dc-cr-magic-ch11 Scrolls Overview: Scroll cast uses the caster's spell attack/DC and tradition trait.
- 🔄 In Progress dc-cr-magic-ch11 Scrolls Overview: Material components replaced by somatic when casting from a scroll; focus requirements unchanged.
- 🔄 In Progress dc-cr-magic-ch11 Scroll Statistics (Table 11-3): Scroll level and price are derived from the stored spell's level per Table 11-3 above.
- 🔄 In Progress dc-cr-magic-ch11 Scroll Statistics (Table 11-3): If a scroll's spell has a cost, add that cost to the listed price.
- 🔄 In Progress dc-cr-magic-ch11 Scroll Statistics (Table 11-3): Scroll rarity matches the stored spell's rarity.
- 🔄 In Progress dc-cr-magic-ch11 Talismans Overview: Talismans are affix-only consumables; one per item.
- 🔄 In Progress dc-cr-magic-ch11 Talismans Overview: Multiple talismans on one item → all deactivated (must remove and re-affix).
- 🔄 In Progress dc-cr-magic-ch11 Talismans Overview: `Affix a Talisman` activity: 10 minutes, requires repair kit and two hands.
- 🔄 In Progress dc-cr-magic-ch11 Talismans Overview: Must be wielding/wearing the item to activate a talisman on it.
- 🔄 In Progress dc-cr-magic-ch11 Talismans Overview: Talisman is permanently destroyed on activation.
Crafting Requirements
- 🔄 In Progress dc-cr-magic-ch11 Proficiency Thresholds by Item Level: Enforce Crafting proficiency gate: Trained (levels 1–8), Master (levels 9–15), Legendary (levels 16+).
- 🔄 In Progress dc-cr-magic-ch11 Proficiency Thresholds by Item Level: These proficiency requirements are in addition to the character's level matching the item's level.
- 🔄 In Progress dc-cr-magic-ch11 Proficiency Thresholds by Item Level: Creating alchemical items requires the Alchemical Crafting feat; magic items require the Magical Crafting feat; snares require the Snare Crafting feat.
- 🔄 In Progress dc-cr-magic-ch11 Upgrading Items: Support item upgrade Crafting: cost = (new item price) − (old item price); DC uses the new item's level.
Item Rarity
- 🔄 In Progress dc-cr-magic-ch11 Rarity Tiers: Item rarity system with four tiers: Common, Uncommon, Rare, Unique.
- 🔄 In Progress dc-cr-magic-ch11 Rarity Tiers: Uncommon items: available infrequently for sale; formulas are restricted.
- 🔄 In Progress dc-cr-magic-ch11 Rarity Tiers: Rare items: not available for purchase by default (GM override required); formulas not available.
- 🔄 In Progress dc-cr-magic-ch11 Rarity Tiers: Unique items: only one exists.
Item Stat Block Format
- 🔄 In Progress dc-cr-magic-ch11 Stat Block Fields: Magic item data model must include: name, level, rarity/traits, price, usage type (held/worn/affixed/etched), bulk, activate definition (actions, components, frequency, trigger, requirements), onset, description, typed variants, craft requirements.
- 🔄 In Progress dc-cr-magic-ch11 Stat Block Fields: For multi-type items (e.g., "+1 armor potency" vs "+2 armor potency"), model as a base item with typed variants each specifying level, price, and overriding stats.
- 🔄 In Progress dc-cr-magic-ch11 Item Level and Crafting Cap: No level gate on using items. Gate only on Crafting: character's level must be ≥ item level to Craft it.
Item Traits (Notable)
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Trait: Alchemical items have no magic aura. They are immune to `Dispel Magic` and similar anti-magic effects.
- 🔄 In Progress dc-cr-magic-ch11 Alchemical Trait: Crafting alchemical items requires the `Alchemical Crafting` feat.
- 🔄 In Progress dc-cr-magic-ch11 Consumable Trait: Consumable items are destroyed/removed from inventory on use.
- 🔄 In Progress dc-cr-magic-ch11 Consumable Trait: When Crafting consumable items, the system produces 4 copies per successful Craft activity.
- 🔄 In Progress dc-cr-magic-ch11 Focused Trait: Focused items grant a bonus Focus Point on investiture, separate from the character's focus pool.
- 🔄 In Progress dc-cr-magic-ch11 Focused Trait: Bonus Focus Point from focused items: max 1 per day regardless of how many focused items are invested.
- 🔄 In Progress dc-cr-magic-ch11 Focused Trait: Only characters with a focus pool can benefit from focused items.
- 🔄 In Progress dc-cr-magic-ch11 Invested Trait: See Investing Magic Items above. Enforce 10-item invested limit.
- 🔄 In Progress dc-cr-magic-ch11 Magical Trait: Each magical item has an associated school of magic (aura type).
- 🔄 In Progress dc-cr-magic-ch11 Magical Trait: Crafting magical items requires the `Magical Crafting` feat.
Magic Armor
- 🔄 In Progress dc-cr-magic-ch11 Basic Magic Armor (Fundamental Rune Combos): Basic magic armor types are predefined item entries representing armor + fundamental rune combinations; prices include all runes.
- 🔄 In Progress dc-cr-magic-ch11 Precious Material Armor: Precious material armor pricing uses carried Bulk (not worn Bulk). Price = base + (gp per Bulk × carried Bulk).
Magic Item Basics
- 🔄 In Progress dc-cr-magic-ch11 Constant Abilities: Some magic items must have a "passive/constant" effect mode that triggers automatically when the item is equipped/held, requiring no action from the player.
- 🔄 In Progress dc-cr-magic-ch11 Investing Magic Items: Magic items with the invested trait track an "invested" boolean state per character.
- 🔄 In Progress dc-cr-magic-ch11 Investing Magic Items: Each character has a maximum of 10 invested magic items per day; attempting to invest an 11th has no effect (the cap is not enforced by destroying the item — it simply doesn't work).
- 🔄 In Progress dc-cr-magic-ch11 Investing Magic Items: An uninvested item still grants its mundane (non-magical) stat contributions (Hardness, AC bonus from armor itself, etc.); only magical effects are gated behind investiture.
- 🔄 In Progress dc-cr-magic-ch11 Investing Magic Items: Investiture is lost when the item is removed.
- 🔄 In Progress dc-cr-magic-ch11 Investing Magic Items: The daily investment limit resets during Daily Preparations. Items worn from the previous day can be re-invested during that preparation (they still count against the limit).
- 🔄 In Progress dc-cr-magic-ch11 INVEST AN ITEM Activity: Implement `Invest an Item` as an activity requiring the same Interact actions as donning that item type.
- 🔄 In Progress dc-cr-magic-ch11 INVEST AN ITEM Activity: After removal, a previously-invested item retains its "used one slot" status for the rest of the day.
Magic Weapons
- 🔄 In Progress dc-cr-magic-ch11 Basic Magic Weapon (Fundamental Rune Combos): Basic magic weapon entries represent rune combinations; price is uniform across weapon types (base material differences covered separately).
- 🔄 In Progress dc-cr-magic-ch11 Silver Weapons: Precious material weapon pricing uses per-Bulk cost added to the base price.
Precious Materials
- ✅ Implemented dc-cr-rune-system Material Overview: Items have at most one precious material component.
- ✅ Implemented dc-cr-rune-system Material Overview: Precious material item grade gates: Low-grade → Expert Crafting; Standard-grade → Master Crafting; High-grade → Legendary Crafting.
- ✅ Implemented dc-cr-rune-system Material Overview: Item level must be ≥ precious material's level requirement.
- ✅ Implemented dc-cr-rune-system Grade and Level Caps: Low-grade precious items cannot hold runes above 8th level or be used for items above 8th level.
- ✅ Implemented dc-cr-rune-system Grade and Level Caps: Standard-grade: max 15th level items/runes.
- ✅ Implemented dc-cr-rune-system Grade and Level Caps: High-grade: no restriction on item or rune level.
- ✅ Implemented dc-cr-rune-system Raw Material Investment Minimums: Crafting system tracks material composition requirement: 10% (low), 25% (standard), 100% (high) of initial investment must be the precious material.
- ✅ Implemented dc-cr-rune-system Table 11-4: Material Hardness, HP, and BT: Implement material Hardness, HP, and Broken Threshold values for all common materials using the table above.
- ✅ Implemented dc-cr-rune-system Table 11-4: Material Hardness, HP, and BT: Multi-material items: use the strongest material's stats, or GM may choose the weaker point of failure.
- ✅ Implemented dc-cr-rune-system Precious Material: Cold Iron (Level 2+): Cold iron weapons/armor: critical fail of unarmed attack by creature with cold iron weakness → Sickened 1. Wearing cold iron armor → Sickened 1 (while worn, if creature has weakness).
- ✅ Implemented dc-cr-rune-system Precious Material: Adamantine (Level 8+, Uncommon): Adamantine weapons halve the Hardness of objects they hit (no effect if object's Hardness > adamantine weapon's Hardness).
- ✅ Implemented dc-cr-rune-system Precious Material: Darkwood (Level 8+, Uncommon): Darkwood items reduce Bulk by 1 (min light Bulk). Price calculation uses original Bulk.
- ✅ Implemented dc-cr-rune-system Precious Material: Dragonhide (Level 8+, Uncommon): Dragonhide items have immunity to their dragon type's damage. Dragonhide armor additionally grants +1 circumstance bonus to AC and saves against that damage type.
- ✅ Implemented dc-cr-rune-system Precious Material: Mithral (Level 8+, Uncommon): Mithral items count as silver for weakness/resistance calculations.
- ✅ Implemented dc-cr-rune-system Precious Material: Mithral (Level 8+, Uncommon): Mithral reduces Bulk by 1 (min light Bulk). Armor: -2 Str penalty, -5 ft Speed penalty.
- ✅ Implemented dc-cr-rune-system Precious Material: Orichalcum (Level 17+, Rare, High-grade only): Orichalcum items self-repair to full HP after 24 hours if damaged but not destroyed.
- ✅ Implemented dc-cr-rune-system Precious Material: Orichalcum (Level 17+, Rare, High-grade only): Orichalcum armor: +1 circumstance bonus to initiative.
- ✅ Implemented dc-cr-rune-system Precious Material: Orichalcum (Level 17+, Rare, High-grade only): Orichalcum items can be etched with 4 property runes (regardless of potency rune value).
Runes
- ✅ Implemented dc-cr-rune-system Rune Overview: Weapons and armor track: potency rune value (0/+1/+2/+3), striking/resilient rune tier, and property rune slots.
- ✅ Implemented dc-cr-rune-system Rune Overview: Property rune slots = potency rune value (e.g., +2 weapon → 2 property rune slots).
- ✅ Implemented dc-cr-rune-system Rune Overview: Each item holds at most one armor potency rune, one resilient rune, one weapon potency rune, one striking rune.
- ✅ Implemented dc-cr-rune-system Rune Overview: An item's effective level = max(base item level, all rune levels).
- ✅ Implemented dc-cr-rune-system Runes and Investiture: Any armor with at least one etched rune automatically gains the invested trait.
- ✅ Implemented dc-cr-rune-system The Etching Process: Etching runes uses the Craft activity (downtime); requires Magical Crafting feat, rune formula, item in possession, one rune at a time.
- ✅ Implemented dc-cr-rune-system Transferring Runes: Implement `Transfer Rune` as a Craft activity: DC by rune level, cost 10% of rune price, minimum 1 day (extendable for discount).
- ✅ Implemented dc-cr-rune-system Transferring Runes: Transfer from a runestone is free.
- ✅ Implemented dc-cr-rune-system Transferring Runes: Incompatible rune transfers (wrong weapon/armor type) → automatic critical failure.
- ✅ Implemented dc-cr-rune-system Transferring Runes: If a potency rune is transferred away, orphaned property runes go dormant until compatible potency rune is present.
- ✅ Implemented dc-cr-rune-system Transferring Runes: Can only swap runes of the same category (fundamental ↔ fundamental, property ↔ property).
- ✅ Implemented dc-cr-rune-system Fundamental Armor Runes: Armor Potency: Armor potency rune data: three types with level, price, AC bonus, property slot count, Crafting proficiency requirement.
- ✅ Implemented dc-cr-rune-system Fundamental Armor Runes: Resilient: Resilient rune data: three tiers with level, price, and save bonus.
- ✅ Implemented dc-cr-rune-system Fundamental Weapon Runes: Striking: Striking rune data: three tiers; stores damage die count multiplier (2/3/4).
- ✅ Implemented dc-cr-rune-system Fundamental Weapon Runes: Weapon Potency: Weapon potency rune data: three types with level, price, attack bonus, property slot count, Crafting proficiency requirement.
- ✅ Implemented dc-cr-rune-system Rune Upgrade Pricing (Table 11-5 and 11-6): Item upgrade Crafting cost = price difference between target rune and existing rune (not full new rune price). The Craft DC uses the level of the new rune.
- ✅ Implemented dc-cr-rune-system Property Runes: If a weapon/armor has two identical property runes, only the higher-level one applies.
- ✅ Implemented dc-cr-rune-system Property Runes: Exception: energy-resistant armor can have multiple energy-resistant runes, each for a different damage type (all apply).
- ✅ Implemented dc-cr-rune-system Specific Magic Armor and Weapons: Flag specific magic armor and weapons: property rune slots = 0 (locked). Fundamental runes can still be added/upgraded.
Shields
- 🔄 In Progress dc-cr-magic-ch11 Magic Shields Overview: Shields cannot have runes etched onto them.
- 🔄 In Progress dc-cr-magic-ch11 Precious Material Shields: Shield Hardness/HP/BT values are grade-specific and stored per shield item.
- 🔄 In Progress dc-cr-magic-ch11 Precious Material Shields: Adamantine shields are treated as adamantine weapons for shield bash attacks.
Snares
- 🔄 In Progress dc-cr-magic-ch11 Snare Rules: Snares require `Snare Crafting` feat and a snare kit.
- 🔄 In Progress dc-cr-magic-ch11 Snare Rules: Snares occupy one 5-foot square and cannot be relocated.
- 🔄 In Progress dc-cr-magic-ch11 Snare Rules: Quick crafting: 1 minute at full price. Discounted: downtime Craft activity.
- 🔄 In Progress dc-cr-magic-ch11 Snare Rules: Snare Stealth (Detection) DC = creator's Crafting DC. Disable DC = same (uses Thievery).
- 🔄 In Progress dc-cr-magic-ch11 Snare Rules: Detection/disable requires minimum Perception/Thievery proficiency based on creator's Crafting proficiency (Trained/Expert/Master gate).
- 🔄 In Progress dc-cr-magic-ch11 Snare Rules: Expert+ Crafter snares: only found by actively-searching creatures.
- 🔄 In Progress dc-cr-magic-ch11 Snare Rules: Creator automatically disarms their own snare with 1 Interact action (adjacent).
Staves
- 🔄 In Progress dc-cr-magic-ch11 Staves Overview: Staves track a single "preparer" identity per day; only that character can expend charges.
- 🔄 In Progress dc-cr-magic-ch11 Staves Overview: Staff spell lists organized by spell level; higher-version staves include all spells from lower-version entries.
- 🔄 In Progress dc-cr-magic-ch11 Staves Overview: Staves can be used as melee weapons (staff weapon type) and can be etched with fundamental runes (not property runes).
- 🔄 In Progress dc-cr-magic-ch11 Preparing a Staff: Daily preparation grants a staff charges = preparer's highest-level spell slot level.
- 🔄 In Progress dc-cr-magic-ch11 Preparing a Staff: Only one staff can be prepared per day, per character.
- 🔄 In Progress dc-cr-magic-ch11 Preparing a Staff: Charges expire after 24 hours; re-preparing removes remaining charges.
- 🔄 In Progress dc-cr-magic-ch11 Prepared Spellcasters and Staves: Prepared spellcasters can sacrifice one spell slot during daily prep to add charges (charges gained = slot level). Max one such sacrifice per day.
- 🔄 In Progress dc-cr-magic-ch11 Spontaneous Spellcasters and Staves: Spontaneous spellcasters can use 1 charge + 1 spell slot to cast a staff spell of ≤ slot level (instead of spending charges = spell level).
- 🔄 In Progress dc-cr-magic-ch11 Casting from a Staff: Casting from a staff: must have spell on spell list, charges spent = spell level, uses caster's attack/DC/tradition.
- 🔄 In Progress dc-cr-magic-ch11 Casting from a Staff: Material components, spell costs, and focus requirements apply when casting from a staff.
- 🔄 In Progress dc-cr-magic-ch11 Casting from a Staff: Cantrip casting from a staff: 0 charges, heightened to caster's cantrip level.
Wands
- 🔄 In Progress dc-cr-magic-ch11 Wands Overview: Wand data includes a fixed spell at a fixed level.
- 🔄 In Progress dc-cr-magic-ch11 Wands Overview: Cannot place cantrips, focus spells, or rituals in wands.
- 🔄 In Progress dc-cr-magic-ch11 Wands Overview: Wands have a daily use limit of 1 cast.
- 🔄 In Progress dc-cr-magic-ch11 Casting from a Wand: Casting from a wand requires the spell to be on the caster's spell list.
- 🔄 In Progress dc-cr-magic-ch11 Casting from a Wand: Wand casts use the caster's attack/DC and tradition.
- 🔄 In Progress dc-cr-magic-ch11 Casting from a Wand: Material components replaced by somatic; focus and cost requirements still apply.
- 🔄 In Progress dc-cr-magic-ch11 Overcharging a Wand: Overcharge flag per wand per day. One overcharge attempt allowed after daily cast.
- 🔄 In Progress dc-cr-magic-ch11 Overcharging a Wand: Overcharge resolution: flat DC 10 check → success = Broken, failure = Destroyed.
- 🔄 In Progress dc-cr-magic-ch11 Overcharging a Wand: Attempting overcharge on an already-overcharged wand: wand is automatically Destroyed, no spell cast.
- 🔄 In Progress dc-cr-magic-ch11 Wand Statistics: Wand level and price derived from stored spell level per pricing table above.
Worn Items
- 🔄 In Progress dc-cr-magic-ch11 Worn Item Slots: Enforce worn item slot uniqueness: if a Usage entry specifies "worn [slot]", only one item of that slot type can be worn at a time.
- 🔄 In Progress dc-cr-magic-ch11 Worn Item Slots: Rings have no slot limit (multiple rings can be worn simultaneously).
- 🔄 In Progress dc-cr-magic-ch11 Worn Item Slots: Explorer's clothing can be etched with armor runes even though it is not light/medium/heavy armor.
- 🔄 In Progress dc-cr-magic-ch11 Apex Items: Apex items grant +2 to a specified ability score, or raise it to 18, whichever is higher.
- 🔄 In Progress dc-cr-magic-ch11 Apex Items: Only one apex ability score benefit active at a time. Investing a second apex item while one is active: no additional score increase (other effects still apply).
- 🔄 In Progress dc-cr-magic-ch11 Apex Items: Apex benefit fires only on the first investment within any 24-hour window.
- 🔄 In Progress dc-cr-magic-ch11 Apex Items: Increasing ability scores via apex items immediately applies all downstream effects (HP from Constitution, skill training from Intelligence, etc.).
Advanced Player's Guide 496 99 0 83%
Chapter 1: Ancestries & Backgrounds 48 0 0 100%
Additional Ancestry Options (Existing Ancestries)
- ✅ Implemented dc-apg-ancestries Expanded Options for Core Ancestries: All APG supplemental ancestry feats for Core Rulebook ancestries must be loadable as ancestry feat options for those ancestries.
- ✅ Implemented dc-apg-ancestries Expanded Options for Core Ancestries: APG introduces additional ancestral unarmed attacks for various Core ancestries; each must be added to the unarmed attack table with appropriate stats.
Ancestries Overview
- ✅ Implemented dc-apg-ancestries New Ancestries: Add five new ancestry entries to the ancestry database.
- ✅ Implemented dc-apg-ancestries New Ancestries: Versatile heritages are a distinct system: they replace the heritage slot, stack with any base ancestry, and grant access to a separate feat list plus the character's original ancestry feat list.
- ✅ Implemented dc-apg-ancestries New Ancestries: A character with a versatile heritage mechanically gains only one heritage (the versatile one) — the original ancestry heritage abilities are not gained.
Backgrounds
- ✅ Implemented dc-apg-ancestries Background Format: APG backgrounds follow the same data format as Core Rulebook backgrounds: 2 ability boosts (1 fixed, 1 free), skill training, skill feat grant.
- ✅ Implemented dc-apg-ancestries Rare Backgrounds: Rare backgrounds have the Rare trait. They are not available for selection without GM approval.
- ✅ Implemented dc-apg-ancestries Rare Backgrounds: Haunted background: skill check Aid from entity; on failure → Frightened 2 (crit fail → Frightened 4); initial Frightened value is not reducible by prevention effects.
- ✅ Implemented dc-apg-ancestries Rare Backgrounds: Fey-touched background: `Fey's Fortune` — 1/day free action fortune effect on skill check (roll twice, use better).
- ✅ Implemented dc-apg-ancestries Rare Backgrounds: Returned background: grants Diehard feat directly (not as a selection — automatic grant).
Catfolk (Amurrun)
- ✅ Implemented dc-apg-ancestries Catfolk Ancestry Stat Block: Catfolk ancestry data: HP 8, Medium, Speed 25, Dex+Cha boosts, Wis flaw, Low-light vision.
- ✅ Implemented dc-apg-ancestries Catfolk Ancestry Stat Block: Catfolk passive ability: `Land on Your Feet` — halves fall damage and prevents Prone on landing.
- ✅ Implemented dc-apg-ancestries Catfolk Heritages (choose 1 at 1st level): Catfolk heritage options include at minimum: Clawed (unarmed claw attack), Hunting (scent 30 ft), Jungle (terrain ignore), Nine Lives (crit-hit dying mitigation).
- ✅ Implemented dc-apg-ancestries Catfolk Heritages (choose 1 at 1st level): Claw unarmed attack: 1d6 slashing, brawling group, traits: agile, finesse, unarmed.
Kobold
- ✅ Implemented dc-apg-ancestries Kobold Ancestry Stat Block: Kobold ancestry data: HP 6, Small, Speed 25, Dex+Cha boosts, Con flaw, Darkvision.
- ✅ Implemented dc-apg-ancestries Kobold Ancestry Stat Block: Kobold choose a Draconic Exemplar at 1st level — stores dragon type, damage type, breath shape, and saving throw type. Used by multiple kobold abilities.
- ✅ Implemented dc-apg-ancestries Kobold Ancestry Stat Block: Implement Draconic Exemplar table lookup for kobold abilities.
- ✅ Implemented dc-apg-ancestries Kobold Heritages: Kobold Cavern heritage: modify climbing checks on natural stone (success → half speed, crit success → full speed), Squeeze: success → crit success.
- ✅ Implemented dc-apg-ancestries Kobold Heritages: Kobold Dragonscaled heritage: resistance to exemplar damage type = level/2 (min 1); doubled vs. dragon Breath Weapons.
- ✅ Implemented dc-apg-ancestries Kobold Heritages: Kobold Spellscale heritage: grants 1 at-will arcane cantrip; trained arcane spellcasting; Cha-based.
- ✅ Implemented dc-apg-ancestries Kobold Heritages: Kobold Strongjaw heritage: jaws unarmed attack (1d6 piercing, brawling, finesse, unarmed).
- ✅ Implemented dc-apg-ancestries Kobold Heritages: Kobold Venomtail heritage: `Tail Toxin` 1-action, 1/day — apply to weapon, next hit before end of next turn deals persistent poison damage equal to level.
Orc
- ✅ Implemented dc-apg-ancestries Orc Ancestry Stat Block: Orc ancestry data: HP 10, Medium, Speed 25, Str boost + Free boost, Darkvision. Note: Orcs have no ability flaw.
- ✅ Implemented dc-apg-ancestries Orc Heritages: Orc heritages cover: terrain adaptation, weapon proficiency bump, darkvision extension, negative healing variant, damage resistance, and weather/environment bonuses.
- ✅ Implemented dc-apg-ancestries Orc Heritages: Grave Orc heritage: `negative healing` — harmed by positive energy, healed by negative energy.
Ratfolk (Ysoki)
- ✅ Implemented dc-apg-ancestries Ratfolk Ancestry Stat Block: Ratfolk ancestry data: HP 6, Small, Speed 25, Dex+Int boosts, Str flaw, Low-light vision.
- ✅ Implemented dc-apg-ancestries Ratfolk Heritages: Ratfolk Sewer Rat heritage: disease immunity (filth fever), improved disease/poison save stage reduction (2 on success, 3 on crit; 1/2 for virulent).
- ✅ Implemented dc-apg-ancestries Ratfolk Heritages: Ratfolk Desert Rat heritage: on-all-fours Speed 30 (requires both hands free); extended starvation/thirst (10×); heat/cold extremes modified.
- ✅ Implemented dc-apg-ancestries Ratfolk Heritages: Ratfolk Shadow Rat heritage: trained Intimidation; animal Coercion without language penalty; animals start one attitude step worse.
Tengu
- ✅ Implemented dc-apg-ancestries Tengu Ancestry Stat Block: Tengu ancestry data: HP 6, Medium, Speed 25, Dex boost + Free boost, Low-light vision.
- ✅ Implemented dc-apg-ancestries Tengu Ancestry Stat Block: All tengus have the `Sharp Beak` unarmed attack: 1d6 piercing, brawling group, finesse, unarmed.
- ✅ Implemented dc-apg-ancestries Tengu Heritages: Tengu Jinxed heritage: curse/misfortune saves — success → crit success; doomed gain → flat DC 17 to reduce by 1.
- ✅ Implemented dc-apg-ancestries Tengu Heritages: Tengu Skyborn heritage: take 0 damage from any fall, never lands Prone from falling.
- ✅ Implemented dc-apg-ancestries Tengu Heritages: Tengu Stormtossed heritage: electricity resistance = level/2 (min 1); ignore concealment check for rain/fog targets.
- ✅ Implemented dc-apg-ancestries Tengu Heritages: Tengu Taloned heritage: talons unarmed attack (1d4 slashing, agile/finesse/unarmed/versatile piercing).
Versatile Heritages
- ✅ Implemented dc-apg-ancestries Versatile Heritage Rules: Versatile heritages occupy the heritage slot. Characters with a versatile heritage: no normal ancestry heritage abilities, access to versatile heritage feats + original ancestry feats.
- ✅ Implemented dc-apg-ancestries Versatile Heritage Rules: Sense upgrade rule: if ancestry grants low-light vision and versatile heritage would also grant low-light vision, the heritage instead grants darkvision.
- ✅ Implemented dc-apg-ancestries Versatile Heritage Rules: Versatile heritages all have the Uncommon trait.
- ✅ Implemented dc-apg-ancestries Changeling Heritage: Changeling heritage: changeling trait, low-light vision upgrade rule.
- ✅ Implemented dc-apg-ancestries Changeling Heritage: Slag May feat: cold iron claw unarmed attack (1d6 slashing, brawling, grapple, unarmed, cold iron material type).
- ✅ Implemented dc-apg-ancestries Dhampir Heritage: Dhampir heritage: dhampir trait, negative healing (undead positive/negative energy rules apply), low-light vision upgrade rule.
- ✅ Implemented dc-apg-ancestries Dhampir Heritage: Negative healing means: positive damage hurts, negative effects heal; the character is treated as undead for purposes of energy effects.
- ✅ Implemented dc-apg-ancestries Dhampir Heritage: Dhampir Fangs feat: fangs unarmed attack (1d6 piercing, brawling, grapple, unarmed).
- ✅ Implemented dc-apg-ancestries Aasimar Heritage: Aasimar heritage: aasimar trait, low-light vision upgrade rule.
- ✅ Implemented dc-apg-ancestries Aasimar Heritage: Lawbringer feat: succeed on emotion effect save → critical success instead.
- ✅ Implemented dc-apg-ancestries Duskwalker Heritage: Duskwalker heritage: duskwalker trait; immune to becoming undead (body and spirit); low-light vision upgrade rule.
- ✅ Implemented dc-apg-ancestries Duskwalker Heritage: Duskwalker passive: can detect haunts without actively Searching (still must meet other detection requirements).
- ✅ Implemented dc-apg-ancestries Tiefling Heritage: Tiefling heritage: tiefling trait, low-light vision upgrade rule.
Chapter 2: Classes 173 0 0 100%
Core Class Expansions
- ✅ Implemented dc-apg-class-expansions Alchemist: Toxicologist Research Field: Toxicologist is a new research field option for Alchemist
- ✅ Implemented dc-apg-class-expansions Alchemist: Toxicologist Research Field: Starts with 2 common 1st-level alchemical poison formulas
- ✅ Implemented dc-apg-class-expansions Alchemist: Toxicologist Research Field: Applying injury poison costs 1 action (not 2 actions as standard)
- ✅ Implemented dc-apg-class-expansions Alchemist: Toxicologist Research Field: May substitute class DC for poison save DC when using infused poisons
- ✅ Implemented dc-apg-class-expansions Alchemist: Toxicologist Research Field: L5: Field Discovery allows creating 3 poisons per batch (instead of 2)
- ✅ Implemented dc-apg-class-expansions Alchemist: Toxicologist Research Field: L15: Greater Field Discovery allows applying two injury poisons to same weapon (cannot use perpetual poisons); combined as double poison with lower DC
- ✅ Implemented dc-apg-class-expansions Barbarian: Superstition Instinct: Superstition is a new instinct for Barbarian
- ✅ Implemented dc-apg-class-expansions Barbarian: Superstition Instinct: Anathema: willingly accepting magical spell effects (from any source) violates instinct
- ✅ Implemented dc-apg-class-expansions Barbarian: Superstition Instinct: Restriction includes spell-casting items (wands, scrolls that cast spells); does not include potions or non-spell magic item activations
- ✅ Implemented dc-apg-class-expansions Barbarian: Superstition Instinct: Continuing to associate with allies who repeatedly cast magic on the barbarian against their will is also anathema
- ✅ Implemented dc-apg-class-expansions Bard: Warrior Muse: Warrior is a new muse option for Bard
- ✅ Implemented dc-apg-class-expansions Bard: Warrior Muse: Warrior muse grants Martial Performance feat and adds fear to repertoire
- ✅ Implemented dc-apg-class-expansions Bard: Warrior Muse: Song of Strength is a composition cantrip unlocked via a L2 feat for warrior muse bards
- ✅ Implemented dc-apg-class-expansions Champion: Evil Champions: Champion system supports evil-aligned options as Uncommon access
- ✅ Implemented dc-apg-class-expansions Champion: Evil Champions: Evil champion tenets require GM access grant
- ✅ Implemented dc-apg-class-expansions Champion: Evil Champions: Evil champions gain appropriate alignment-based champion's reaction and devotion spells (paralleling good champion structure)
- ✅ Implemented dc-apg-class-expansions Rogue: New Rackets: Eldritch Trickster is a new rogue racket that grants a free multiclass spellcasting archetype dedication
- ✅ Implemented dc-apg-class-expansions Rogue: New Rackets: Eldritch Trickster drops Magical Trickster feat to L2 (from L4)
- ✅ Implemented dc-apg-class-expansions Rogue: New Rackets: Mastermind is a new rogue racket using Intelligence; gains Society + one knowledge skill
- ✅ Implemented dc-apg-class-expansions Rogue: New Rackets: Mastermind: successful Recall Knowledge renders target flat-footed until next turn; critical success = 1 minute
- ✅ Implemented dc-apg-class-expansions Rogue: New Rackets: Both rackets allow Intelligence as the key ability score choice
- ✅ Implemented dc-apg-class-expansions Sorcerer: New Bloodlines: Genie is a new sorcerer bloodline using arcane spell list
- ✅ Implemented dc-apg-class-expansions Sorcerer: New Bloodlines: Genie bloodline requires subtype selection (Janni, Djinni, Efreeti, Marid, Shaitan) at L1; determines certain granted spells
- ✅ Implemented dc-apg-class-expansions Sorcerer: New Bloodlines: Nymph is a new sorcerer bloodline using primal spell list
- ✅ Implemented dc-apg-class-expansions Sorcerer: New Bloodlines: Both bloodlines follow standard bloodline structure (granted spells, bloodline spells, blood magic effect)
- ✅ Implemented dc-apg-class-expansions Wizard: Staff Nexus Arcane Thesis: Staff Nexus is a new arcane thesis option for Wizard
- ✅ Implemented dc-apg-class-expansions Wizard: Staff Nexus Arcane Thesis: Wizard starts with a makeshift staff (1 cantrip + 1 first-level spell from spellbook)
- ✅ Implemented dc-apg-class-expansions Wizard: Staff Nexus Arcane Thesis: Makeshift staff gains charges only via expended spell slots (not standard staff charging rules)
- ✅ Implemented dc-apg-class-expansions Wizard: Staff Nexus Arcane Thesis: L8: May expend 2 spell slots; combined spell levels = charges added
- ✅ Implemented dc-apg-class-expansions Wizard: Staff Nexus Arcane Thesis: L16: May expend up to 3 spell slots; combined spell levels = charges added
- ✅ Implemented dc-apg-class-expansions Wizard: Staff Nexus Arcane Thesis: Can Craft makeshift staff into any other staff type (standard cost), retaining the two original spells
Investigator
- ✅ Implemented dc-apg-class-investigator Investigator Core Stats: Investigator class has 8 HP + Con per level
- ✅ Implemented dc-apg-class-investigator Investigator Core Stats: Investigator key ability is Intelligence; all attack-relevant skill substitutions use Int
- ✅ Implemented dc-apg-class-investigator Investigator Core Stats: Investigator starts with Expert Perception, Expert Reflex, Expert Will, Trained Fortitude
- ✅ Implemented dc-apg-class-investigator Investigator Core Stats: Investigator is trained in light armor and unarmored defense
- ✅ Implemented dc-apg-class-investigator Investigator Skills: Investigator gains Society as a class skill
- ✅ Implemented dc-apg-class-investigator Investigator Skills: Investigator methodology choice grants one additional trained skill
- ✅ Implemented dc-apg-class-investigator Investigator Skills: Total skill count = 4 + Int modifier (plus Society and methodology skill)
- ✅ Implemented dc-apg-class-investigator Devise a Stratagem: Implement Devise a Stratagem as a 1-action activity with the Fortune trait
- ✅ Implemented dc-apg-class-investigator Devise a Stratagem: Pre-rolled d20 result must be stored and applied to the next qualifying Strike the same turn
- ✅ Implemented dc-apg-class-investigator Devise a Stratagem: Can only be used once per round (frequency: 1/round)
- ✅ Implemented dc-apg-class-investigator Devise a Stratagem: If the target is an active lead, the action costs a Free Action instead of 1 Action
- ✅ Implemented dc-apg-class-investigator Devise a Stratagem: Qualifying weapons: agile, finesse, ranged, or sap; unarmed attacks that are agile or finesse
- ✅ Implemented dc-apg-class-investigator Devise a Stratagem: When using qualifying weapon, substitute Intelligence modifier for Strength/Dexterity on attack rolls
- ✅ Implemented dc-apg-class-investigator Pursue a Lead: Pursue a Lead is a 1-minute exploration activity
- ✅ Implemented dc-apg-class-investigator Pursue a Lead: Grants +1 circumstance bonus to investigating checks against the designated lead target
- ✅ Implemented dc-apg-class-investigator Pursue a Lead: Maximum of 2 active leads may be maintained simultaneously
- ✅ Implemented dc-apg-class-investigator Pursue a Lead: Designating a 3rd lead automatically terminates the oldest existing lead
- ✅ Implemented dc-apg-class-investigator Clue In: Clue In is a reaction with frequency 1/10 minutes
- ✅ Implemented dc-apg-class-investigator Clue In: Triggers on successful investigative checks
- ✅ Implemented dc-apg-class-investigator Clue In: Shares the circumstance bonus from Pursue a Lead with one ally within 30 feet
- ✅ Implemented dc-apg-class-investigator Strategic Strike (Precision Damage): Strategic Strike adds precision damage to attacks preceded by Devise a Stratagem
- ✅ Implemented dc-apg-class-investigator Strategic Strike (Precision Damage): Damage progression: 1d6 (L1), 2d6 (L5), 3d6 (L9), 4d6 (L13), 5d6 (L17)
- ✅ Implemented dc-apg-class-investigator Strategic Strike (Precision Damage): Damage type is precision (not typed as a specific damage type)
- ✅ Implemented dc-apg-class-investigator Methodology: Alchemical Sciences: Alchemical Sciences methodology grants Crafting proficiency and Alchemical Crafting feat
- ✅ Implemented dc-apg-class-investigator Methodology: Alchemical Sciences: Investigator gains a formula book tracking known alchemical formulas
- ✅ Implemented dc-apg-class-investigator Methodology: Alchemical Sciences: Daily preparations produce a number of free versatile vials equal to Int modifier
- ✅ Implemented dc-apg-class-investigator Methodology: Alchemical Sciences: Quick Tincture is a 1-action activity consuming one versatile vial to produce an alchemical item
- ✅ Implemented dc-apg-class-investigator Methodology: Empiricism: Empiricism grants proficiency in one Int-based skill and the That's Odd feat
- ✅ Implemented dc-apg-class-investigator Methodology: Empiricism: Expeditious Inspection is a free action, frequency 1/10 minutes, allowing instant Recall Knowledge, Seek, or Sense Motive
- ✅ Implemented dc-apg-class-investigator Methodology: Empiricism: Empiricism removes the lead requirement for Devise a Stratagem; can target any creature
- ✅ Implemented dc-apg-class-investigator Methodology: Forensic Medicine: Forensic Medicine grants Medicine proficiency, Battle Medicine feat, and Forensic Acumen feat
- ✅ Implemented dc-apg-class-investigator Methodology: Forensic Medicine: Battle Medicine healing bonus = investigator level (added to normal Battle Medicine healing)
- ✅ Implemented dc-apg-class-investigator Methodology: Forensic Medicine: Forensic Medicine reduces Battle Medicine immunity duration from 1 day to 1 hour
- ✅ Implemented dc-apg-class-investigator Methodology: Interrogation: Interrogation methodology grants Diplomacy proficiency and No Cause for Alarm feat
- ✅ Implemented dc-apg-class-investigator Methodology: Interrogation: Allows Pursue a Lead to be used in social encounters/conversation mode
- ✅ Implemented dc-apg-class-investigator Methodology: Interrogation: Pointed Question is a 1-action Intimidation/Deception-based activity to expose inconsistency
Oracle
- ✅ Implemented dc-apg-class-oracle Oracle Core Stats: Oracle class has 8 HP + Con per level
- ✅ Implemented dc-apg-class-oracle Oracle Core Stats: Oracle key ability is Charisma; spell DC and attack use Cha modifier
- ✅ Implemented dc-apg-class-oracle Oracle Core Stats: Oracle saves: Expert Will, Trained Fortitude, Trained Reflex
- ✅ Implemented dc-apg-class-oracle Oracle Core Stats: Oracle uses divine spell list with spontaneous (repertoire-based) spellcasting
- ✅ Implemented dc-apg-class-oracle Oracle Core Stats: All material components are replaced by somatic components for oracle spellcasting
- ✅ Implemented dc-apg-class-oracle Oracle Spell Repertoire: Oracle begins with 5 cantrips and 2 first-level spells in repertoire
- ✅ Implemented dc-apg-class-oracle Oracle Spell Repertoire: Cantrips auto-heighten to half class level rounded up (same as other spontaneous casters)
- ✅ Implemented dc-apg-class-oracle Oracle Spell Repertoire: Oracle spells per day follow the same progression as sorcerer (see TABLE 2-3)
- ✅ Implemented dc-apg-class-oracle Oracle Signature Spells: Oracle gains Signature Spells at 3rd level
- ✅ Implemented dc-apg-class-oracle Oracle Signature Spells: One spell per accessible spell level may be designated as a signature spell
- ✅ Implemented dc-apg-class-oracle Oracle Signature Spells: Signature spells can be cast at any available spell level without learning separate versions
- ✅ Implemented dc-apg-class-oracle Oracle Mystery System: Oracle must select one mystery at character creation
- ✅ Implemented dc-apg-class-oracle Oracle Mystery System: Mystery choices: Ancestors, Battle, Bones, Cosmos, Flames, Life, Lore, Tempest
- ✅ Implemented dc-apg-class-oracle Oracle Mystery System: Each mystery grants unique domain spell options and revelation spells
- ✅ Implemented dc-apg-class-oracle Oracle Mystery System: Each mystery defines the unique oracular curse progression for that oracle
- ✅ Implemented dc-apg-class-oracle Revelation Spells (Focus Spells): Revelation spells are focus spells tagged with the cursebound trait
- ✅ Implemented dc-apg-class-oracle Revelation Spells (Focus Spells): Casting any cursebound spell advances the oracle's curse by one stage
- ✅ Implemented dc-apg-class-oracle Revelation Spells (Focus Spells): Oracle focus pool starts at 2 Focus Points (not 1 like most classes)
- ✅ Implemented dc-apg-class-oracle Revelation Spells (Focus Spells): Refocus takes 10 minutes and restores 1 Focus Point
- ✅ Implemented dc-apg-class-oracle Revelation Spells (Focus Spells): Oracle cannot cast cursebound spells if they do not have an active oracular curse (i.e., have not cast any revelation spell yet that day)
- ✅ Implemented dc-apg-class-oracle Initial Revelation Spells: Oracle learns exactly 2 revelation spells at 1st level
- ✅ Implemented dc-apg-class-oracle Initial Revelation Spells: First spell = mystery's initial revelation spell (fixed per mystery)
- ✅ Implemented dc-apg-class-oracle Initial Revelation Spells: Second spell = player's choice from domains associated with the mystery; gains cursebound trait
- ✅ Implemented dc-apg-class-oracle Initial Revelation Spells: Both revelation spells cost 1 Focus Point to cast and advance the curse
- ✅ Implemented dc-apg-class-oracle Oracular Curse Progression: Implement oracular curse as a 4-stage progression: basic → minor → moderate → (major → extreme at higher levels)
- ✅ Implemented dc-apg-class-oracle Oracular Curse Progression: Basic effect is passive/constant from character creation
- ✅ Implemented dc-apg-class-oracle Oracular Curse Progression: Casting any revelation spell when curse is at basic advances to minor
- ✅ Implemented dc-apg-class-oracle Oracular Curse Progression: Casting any revelation spell when curse is at minor advances to moderate
- ✅ Implemented dc-apg-class-oracle Oracular Curse Progression: Casting any revelation spell when curse is at moderate triggers "overwhelmed" condition
- ✅ Implemented dc-apg-class-oracle Oracular Curse Progression: Overwhelmed state prevents casting or sustaining any revelation spells until next daily prep
- ✅ Implemented dc-apg-class-oracle Oracular Curse Progression: Refocusing while at moderate or higher reduces curse to minor (in addition to restoring 1 Focus Point)
- ✅ Implemented dc-apg-class-oracle Oracular Curse Progression: Resting 8 hours + daily preparations returns curse to basic state
- ✅ Implemented dc-apg-class-oracle Oracular Curse Progression: Curse has the curse, divine, and necromancy traits
- ✅ Implemented dc-apg-class-oracle Oracular Curse Progression: Effects of oracular curse cannot be removed, mitigated, or suppressed by spells or items (e.g., remove curse does not work)
- ✅ Implemented dc-apg-class-oracle Oracular Curse Progression: At higher levels (GM/system unlocks), major and extreme curse stages become accessible, allowing more revelation spell casting before overwhelmed
Swashbuckler
- ✅ Implemented dc-apg-class-swashbuckler Swashbuckler Core Stats: Swashbuckler class has 10 HP + Con per level
- ✅ Implemented dc-apg-class-swashbuckler Swashbuckler Core Stats: Swashbuckler key ability is Dexterity
- ✅ Implemented dc-apg-class-swashbuckler Swashbuckler Core Stats: Saves: Trained Fortitude (upgrades at L3), Expert Reflex, Expert Will
- ✅ Implemented dc-apg-class-swashbuckler Swashbuckler Core Stats: Trained in simple and martial weapons, light armor, unarmored defense
- ✅ Implemented dc-apg-class-swashbuckler Swashbuckler Core Stats: Swashbuckler class DC is tracked separately and starts Trained
- ✅ Implemented dc-apg-class-swashbuckler Panache System: Panache is a binary state (in/out), persists until encounter ends or finisher used
- ✅ Implemented dc-apg-class-swashbuckler Panache System: Panache grants +5-foot status bonus to all movement speeds
- ✅ Implemented dc-apg-class-swashbuckler Panache System: Panache grants +1 circumstance bonus to checks that would earn panache per style
- ✅ Implemented dc-apg-class-swashbuckler Panache System: Panache enables use of Finisher actions
- ✅ Implemented dc-apg-class-swashbuckler Panache System: Panache is earned by succeeding at the style's associated skill check (see Swashbuckler Styles)
- ✅ Implemented dc-apg-class-swashbuckler Panache System: GM can award panache for particularly daring non-standard actions vs. Very Hard DC
- ✅ Implemented dc-apg-class-swashbuckler Panache System: Panache is lost immediately upon performing a Finisher
- ✅ Implemented dc-apg-class-swashbuckler Swashbuckler Styles: Swashbuckler must select one style at 1st level; style cannot be changed later
- ✅ Implemented dc-apg-class-swashbuckler Swashbuckler Styles: Each style grants Trained proficiency in its associated skill
- ✅ Implemented dc-apg-class-swashbuckler Swashbuckler Styles: Battledancer: grants Fascinating Performance feat; panache earned via Performance vs. foe's Will DC
- ✅ Implemented dc-apg-class-swashbuckler Swashbuckler Styles: Braggart: panache earned via successful Demoralize
- ✅ Implemented dc-apg-class-swashbuckler Swashbuckler Styles: Fencer: panache earned via successful Feint or Create a Diversion
- ✅ Implemented dc-apg-class-swashbuckler Swashbuckler Styles: Gymnast: panache earned via successful Grapple, Shove, or Trip
- ✅ Implemented dc-apg-class-swashbuckler Swashbuckler Styles: Wit: grants Bon Mot skill feat; panache earned via successful Bon Mot
- ✅ Implemented dc-apg-class-swashbuckler Precise Strike: Precise Strike requires panache and qualifying weapon (agile or finesse melee, or agile/finesse unarmed)
- ✅ Implemented dc-apg-class-swashbuckler Precise Strike: Non-finisher Strike bonus: flat precision damage (+2 at L1, +3 at L5, +4 at L9, +5 at L13, +6 at L17)
- ✅ Implemented dc-apg-class-swashbuckler Precise Strike: Finisher Strike bonus: precision dice (2d6 at L1, 3d6 at L5, 4d6 at L9, 5d6 at L13, 6d6 at L17)
- ✅ Implemented dc-apg-class-swashbuckler Finisher Trait Rules: Finisher actions require panache as a prerequisite
- ✅ Implemented dc-apg-class-swashbuckler Finisher Trait Rules: Panache is consumed immediately when a Finisher is performed (before outcome resolves)
- ✅ Implemented dc-apg-class-swashbuckler Finisher Trait Rules: No additional attack-trait actions may be taken that turn after a Finisher
- ✅ Implemented dc-apg-class-swashbuckler Finisher Trait Rules: Some Finishers specify a Failure effect (partial damage); critical failures do not trigger failure effects
- ✅ Implemented dc-apg-class-swashbuckler Confident Finisher: Confident Finisher is the base 1-action Finisher learned at 1st level
- ✅ Implemented dc-apg-class-swashbuckler Confident Finisher: Success: Strike hits with full finisher precise strike damage
- ✅ Implemented dc-apg-class-swashbuckler Confident Finisher: Failure: Deals half precise strike damage (as flat value, not rolled)
- ✅ Implemented dc-apg-class-swashbuckler Opportune Riposte: Opportune Riposte is a reaction gained at L3
- ✅ Implemented dc-apg-class-swashbuckler Opportune Riposte: Triggers on a foe's critical failure on a Strike against the swashbuckler
- ✅ Implemented dc-apg-class-swashbuckler Opportune Riposte: Effect choices: melee Strike against the foe, or Disarm the weapon that missed
- ✅ Implemented dc-apg-class-swashbuckler Vivacious Speed: Vivacious Speed replaces the basic panache speed bonus at L3
- ✅ Implemented dc-apg-class-swashbuckler Vivacious Speed: Speed bonus while in panache: +10 ft (L3), +15 ft (L7), +20 ft (L11), +25 ft (L15), +30 ft (L19)
- ✅ Implemented dc-apg-class-swashbuckler Vivacious Speed: Without panache: gain half the bonus rounded down to nearest 5-foot increment (passive partial benefit)
- ✅ Implemented dc-apg-class-swashbuckler Exemplary Finisher (L9): Exemplary Finisher added at L9; activates when a Finisher Strike hits
- ✅ Implemented dc-apg-class-swashbuckler Exemplary Finisher (L9): Effect is style-specific (see list above); apply correct effect per style
Witch
- ✅ Implemented dc-apg-class-witch Witch Core Stats: Witch class has 6 HP + Con per level
- ✅ Implemented dc-apg-class-witch Witch Core Stats: Witch key ability is Intelligence; spell DC and attack rolls use Int modifier
- ✅ Implemented dc-apg-class-witch Witch Core Stats: Saves: Trained Fortitude, Trained Reflex, Expert Will
- ✅ Implemented dc-apg-class-witch Witch Core Stats: Witch has no armor proficiency; trained only in unarmored defense
- ✅ Implemented dc-apg-class-witch Witch Core Stats: Spellcasting tradition is determined by chosen patron theme (not fixed at class level)
- ✅ Implemented dc-apg-class-witch Patron System: Patron theme must be selected at character creation; cannot be changed later
- ✅ Implemented dc-apg-class-witch Patron System: Patron theme determines: spell tradition, patron skill, hex cantrip, and familiar's granted spell
- ✅ Implemented dc-apg-class-witch Patron System: Patron themes: Curse (occult), Fate (occult), Fervor (divine), Night (occult), Rune (arcane), Wild (primal), Winter (primal)
- ✅ Implemented dc-apg-class-witch Patron System: Patron skill is added as a Trained skill for the witch
- ✅ Implemented dc-apg-class-witch Familiar Requirements: Witch must have a familiar; it is a class-locked feature, not optional
- ✅ Implemented dc-apg-class-witch Familiar Requirements: Witch familiar gains bonus familiar abilities at L1, L6, L12, L18 (one extra each)
- ✅ Implemented dc-apg-class-witch Familiar Requirements: All witch spells are stored in the familiar; communing with familiar is required to prepare spells
- ✅ Implemented dc-apg-class-witch Familiar Requirements: Familiar death does not erase known spells; a replacement familiar is provided at next daily prep
- ✅ Implemented dc-apg-class-witch Familiar Requirements: The replacement familiar knows all spells the prior familiar knew
- ✅ Implemented dc-apg-class-witch Witch Spellcasting (Prepared): Witch uses prepared (not spontaneous) spellcasting
- ✅ Implemented dc-apg-class-witch Witch Spellcasting (Prepared): Familiar begins with 10 cantrips and 5 first-level spells (plus 1 patron-granted spell)
- ✅ Implemented dc-apg-class-witch Witch Spellcasting (Prepared): Each class level gained: familiar learns 2 new spells chosen by the player from the tradition's spell list
- ✅ Implemented dc-apg-class-witch Witch Spellcasting (Prepared): Familiar can learn spells by physically consuming scrolls (1 hour per spell)
- ✅ Implemented dc-apg-class-witch Witch Spellcasting (Prepared): Witch can use Learn a Spell to create a consumable written version for familiar to absorb
- ✅ Implemented dc-apg-class-witch Witch Spellcasting (Prepared): Two witch familiars can teach each other spells via Learn a Spell activity (both present, usual cost applies)
- ✅ Implemented dc-apg-class-witch Witch Spellcasting (Prepared): Witch cannot prepare spells from another witch's familiar directly
- ✅ Implemented dc-apg-class-witch Hex Rules: Hexes are focus spells; use the focus pool and focus spell rules
- ✅ Implemented dc-apg-class-witch Hex Rules: Only one hex may be cast per turn; second hex cast fails with actions wasted
- ✅ Implemented dc-apg-class-witch Hex Rules: Witch starts with focus pool of 1 Focus Point
- ✅ Implemented dc-apg-class-witch Hex Rules: Refocus = 10 minutes communing with familiar; restores 1 Focus Point
- ✅ Implemented dc-apg-class-witch Hex Rules: Hex cantrips do not cost Focus Points (free to cast) but still obey one-hex-per-turn restriction
- ✅ Implemented dc-apg-class-witch Hex Rules: Hex cantrips are auto-heightened to half witch level rounded up (same as regular cantrips)
- ✅ Implemented dc-apg-class-witch Hex Rules: Hex cantrips are in addition to the witch's prepared cantrips (separate pool)
- ✅ Implemented dc-apg-class-witch Witch Lesson System: Implement witch lesson system as a tiered feat mechanism
- ✅ Implemented dc-apg-class-witch Witch Lesson System: Each lesson grants one hex (added to focus spell options) and adds one spell to familiar
- ✅ Implemented dc-apg-class-witch Witch Lesson System: Lesson tiers: Basic (available L2+), Greater (available L6+), Major (available L10+)
- ✅ Implemented dc-apg-class-witch Witch Lesson System: Basic lessons: Dreams (veil of dreams hex + sleep), Elements (elemental betrayal + elemental spell choice), Life (life boost + spirit link), Protection (blood ward + mage armor), Vengeance (needle of vengeance + phantom pain)
- ✅ Implemented dc-apg-class-witch Witch Lesson System: Greater lessons: Mischief (deceiver's cloak + mad monkeys), Shadow (malicious shadow + chilling darkness), Snow (personal blizzard + wall of wind)
- ✅ Implemented dc-apg-class-witch Witch Lesson System: Major lessons: Death (curse of death + raise dead), Renewal (restorative moment + field of life)
Chapter 3: Archetypes 142 0 0 100%
Acrobat
- ✅ Implemented dc-apg-archetypes Acrobat Dedication (L2): Acrobat Dedication grants expert Acrobatics proficiency immediately
- ✅ Implemented dc-apg-archetypes Acrobat Dedication (L2): Acrobatics auto-scales: master at L7, legendary at L15 via this archetype
- ✅ Implemented dc-apg-archetypes Acrobat Dedication (L2): Critical Tumble Through success ignores that enemy's space as difficult terrain
Archaeologist
- ✅ Implemented dc-apg-archetypes Archaeologist Dedication (L2): Grants expert proficiency in both Society and Thievery
- ✅ Implemented dc-apg-archetypes Archaeologist Dedication (L2): +1 circumstance bonus to Recall Knowledge about ancient/historical subjects
Archer
- ✅ Implemented dc-apg-archetypes Archer Dedication (L2): Archer Dedication grants training in all simple and martial weapons in the bow group
- ✅ Implemented dc-apg-archetypes Archer Dedication (L2): Bow proficiency scales with class weapon proficiency advances
- ✅ Implemented dc-apg-archetypes Archer Dedication (L2): Expert in a bow = gain critical specialization for that bow
Archetype System Rules (General)
- ✅ Implemented dc-apg-archetypes Archetype feats are multi-class or specialization options obtained by selecting a Dedication feat (minimum L2) as a class feat
- ✅ Implemented dc-apg-archetypes Each archetype requires selecting the Dedication feat first before any other archetype feats
- ✅ Implemented dc-apg-archetypes Cannot select a second Dedication feat from the same archetype until 2 other feats from that archetype are selected (the "2-before-another-dedication" rule)
- ✅ Implemented dc-apg-archetypes Multiclass spellcasting archetypes follow basic/expert/master spellcasting progression patterns
Assassin
- ✅ Implemented dc-apg-archetypes Assassin Dedication (L2): Assassin Dedication grants Mark for Death 3-action activity
- ✅ Implemented dc-apg-archetypes Assassin Dedication (L2): Only one mark active at a time; previous mark ends when new one is designated
- ✅ Implemented dc-apg-archetypes Assassin Dedication (L2): Mark grants +2 circumstance bonus to Perception checks to Seek and Deception checks to Feint vs. mark
- ✅ Implemented dc-apg-archetypes Assassin Dedication (L2): Agile and finesse weapons/unarmed attacks gain backstabber + deadly d6 traits vs. mark
- ✅ Implemented dc-apg-archetypes Assassin Dedication (L2): If the weapon already has deadly trait, increase the die size by one step instead of adding deadly d6
Bastion
- ✅ Implemented dc-apg-archetypes Bastion Dedication (L2): Bastion Dedication grants the Reactive Shield fighter feat
- ✅ Implemented dc-apg-archetypes Bastion Dedication (L2): Satisfies prerequisites that require Reactive Shield
Beastmaster
- ✅ Implemented dc-apg-archetypes Beastmaster Dedication (L2): Beastmaster grants a young animal companion
- ✅ Implemented dc-apg-archetypes Beastmaster Dedication (L2): Can stack with existing animal companion to have two (unusual — most classes cap at one)
- ✅ Implemented dc-apg-archetypes Beastmaster Dedication (L2): When owning multiple companions, gain Call Companion action (1-action exploration) to switch active companion
- ✅ Implemented dc-apg-archetypes Beastmaster Dedication (L2): Beastmaster focus spells use Charisma as spellcasting ability; primal tradition
- ✅ Implemented dc-apg-archetypes Beastmaster Dedication (L2): Focus pool created at 1 Focus Point when first focus spell is gained; Refocus by tending to companion
Blessed One
- ✅ Implemented dc-apg-archetypes Blessed One Dedication (L2): Blessed One Dedication grants lay on hands devotion spell (divine spell)
- ✅ Implemented dc-apg-archetypes Blessed One Dedication (L2): Creates focus pool of 1 Focus Point; Refocus = meditation (10 min)
- ✅ Implemented dc-apg-archetypes Blessed One Dedication (L2): Available to any character, not restricted to divine casters or specific deities
Bounty Hunter
- ✅ Implemented dc-apg-archetypes Bounty Hunter Dedication (L2): Bounty Hunter Dedication grants Hunt Prey action (Core Rulebook ranger feature)
- ✅ Implemented dc-apg-archetypes Bounty Hunter Dedication (L2): Hunt Prey can only target creatures the hunter has knowledge of (not unknown creatures)
- ✅ Implemented dc-apg-archetypes Bounty Hunter Dedication (L2): +2 circumstance bonus to Gather Information checks about designated prey
- ✅ Implemented dc-apg-archetypes Bounty Hunter Dedication (L2): If already have Hunt Prey (e.g., from Ranger class), gain expert Survival instead
Cavalier
- ✅ Implemented dc-apg-archetypes Cavalier Dedication (L2): Cavalier Dedication grants a young animal companion that functions as a mount
- ✅ Implemented dc-apg-archetypes Cavalier Dedication (L2): Mount must be at least one size larger than the character; Small-start animals can begin at Medium
- ✅ Implemented dc-apg-archetypes Cavalier Dedication (L2): Mount animal must have the mount special ability
- ✅ Implemented dc-apg-archetypes Cavalier Dedication (L2): Second dedication restriction is waived when pledging to an aligned organization
Celebrity
- ✅ Implemented dc-apg-archetypes Celebrity Dedication (L2): Celebrity Dedication grants Upstage reaction
- ✅ Implemented dc-apg-archetypes Celebrity Dedication (L2): Upstage: when foe fails a skill check, attempt same skill; crit success = +1 status bonus to attack/Perception/saves/skills until end of next turn; success = bonus only if foe failed
- ✅ Implemented dc-apg-archetypes Celebrity Dedication (L2): +1 circumstance bonus to Earn Income checks when task level exceeds character level
Dandy
- ✅ Implemented dc-apg-archetypes Dandy Dedication (L2): Dandy Dedication grants Influence Rumor downtime activity using Diplomacy
- ✅ Implemented dc-apg-archetypes Dandy Dedication (L2): Influence Rumor DC scales by community size (DC 15 village, 20 town, 30 city, 40 metropolis as minimums)
- ✅ Implemented dc-apg-archetypes Dandy Dedication (L2): Grants trained in Deception and Society; upgrade to expert if already trained
Dragon Disciple
- ✅ Implemented dc-apg-archetypes Dragon Disciple Dedication (L2): Dragon Disciple is Uncommon; restricted access per prerequisites
- ✅ Implemented dc-apg-archetypes Dragon Disciple Dedication (L2): Choose dragon color at dedication: determines energy resistance type
- ✅ Implemented dc-apg-archetypes Dragon Disciple Dedication (L2): Dragon colors: Black/Copper (acid), Blue/Bronze (electricity), Brass/Gold/Red (fire), Green (poison), Silver/White (cold)
- ✅ Implemented dc-apg-archetypes Dragon Disciple Dedication (L2): Energy resistance = half character level (scales automatically)
- ✅ Implemented dc-apg-archetypes Dragon Disciple Dedication (L2): +1 circumstance bonus to saves vs. sleep and paralysis effects
Dual-Weapon Warrior
- ✅ Implemented dc-apg-archetypes Dual-Weapon Warrior Dedication (L2): Dual-Weapon Warrior Dedication grants Double Slice fighter feat
- ✅ Implemented dc-apg-archetypes Dual-Weapon Warrior Dedication (L2): Satisfies prerequisites requiring Double Slice
Duelist
- ✅ Implemented dc-apg-archetypes Duelist Dedication (L2): Duelist Dedication grants Quick Draw feat
- ✅ Implemented dc-apg-archetypes Duelist Dedication (L2): Duelist can retrain archetype feats freely during daily preparations (unique flexibility mechanic)
- ✅ Implemented dc-apg-archetypes Duelist Dedication (L2): Can enter duelist stances from feats not possessed by adding +1 action cost (typically 2 actions total)
- ✅ Implemented dc-apg-archetypes Duelist Dedication (L2): Must still meet feat prerequisites to use borrowed stance
Eldritch Archer
- ✅ Implemented dc-apg-archetypes Eldritch Archer Dedication (L6): Eldritch Archer Dedication requires L6 (not L2 like most archetypes)
- ✅ Implemented dc-apg-archetypes Eldritch Archer Dedication (L6): Grants spontaneous spellcasting if not already a caster (1 cantrip, any tradition, Cha key ability)
- ✅ Implemented dc-apg-archetypes Eldritch Archer Dedication (L6): Casters gain 1 extra cantrip from their existing tradition
- ✅ Implemented dc-apg-archetypes Eldritch Archer Dedication (L6): Grants Eldritch Shot: 3-action activity using bow + spell simultaneously
- ✅ Implemented dc-apg-archetypes Eldritch Archer Dedication (L6): Eldritch Shot counts as 2 attacks for MAP; both attack and spell use the same die roll result
- ✅ Implemented dc-apg-archetypes Eldritch Archer Dedication (L6): MAP penalty from both applies after the double-attack is resolved (not before the first)
Familiar Master
- ✅ Implemented dc-apg-archetypes Familiar Master Dedication (L2): Familiar Master Dedication grants a familiar
- ✅ Implemented dc-apg-archetypes Familiar Master Dedication (L2): If character already has a familiar, they gain Enhanced Familiar feat instead
Gladiator
- ✅ Implemented dc-apg-archetypes Gladiator Dedication (L2): Gladiator Dedication grants Gladiatorial Lore (trained)
- ✅ Implemented dc-apg-archetypes Gladiator Dedication (L2): When combat starts with spectators: gain temp HP equal to character level (1 min duration)
- ✅ Implemented dc-apg-archetypes Gladiator Dedication (L2): With spectators at combat start, may roll Performance for initiative
Herbalist
- ✅ Implemented dc-apg-archetypes Herbalist Dedication (L2): Herbalist Dedication grants restricted alchemy (herbal items only)
- ✅ Implemented dc-apg-archetypes Herbalist Dedication (L2): Reagent batch count = character level (or half level if daily prep not done in wilderness)
- ✅ Implemented dc-apg-archetypes Herbalist Dedication (L2): Advanced alchemy level for herbs = 1 and does not auto-scale
- ✅ Implemented dc-apg-archetypes Herbalist Dedication (L2): Grants expert Nature; Nature skill can replace Crafting for herbal item crafting
Horizon Walker
- ✅ Implemented dc-apg-archetypes Horizon Walker Dedication (L2): Horizon Walker Dedication grants Favored Terrain feat
- ✅ Implemented dc-apg-archetypes Horizon Walker Dedication (L2): In favored terrain: +10-foot circumstance travel speed bonus
- ✅ Implemented dc-apg-archetypes Horizon Walker Dedication (L2): Allies following the walker as expert: ignore non-magical difficult terrain for travel AND gain +10 bonus
Linguist
- ✅ Implemented dc-apg-archetypes Linguist Dedication (L2): Linguist Dedication grants two instances of the Multilingual skill feat
- ✅ Implemented dc-apg-archetypes Linguist Dedication (L2): Society trained (or becomes expert if already trained)
Loremaster
- ✅ Implemented dc-apg-archetypes Loremaster Dedication (L2): Loremaster Dedication grants Loremaster Lore (trained): universal Recall Knowledge skill
- ✅ Implemented dc-apg-archetypes Loremaster Dedication (L2): Loremaster Lore can only be used for Recall Knowledge (not other Lore functions)
- ✅ Implemented dc-apg-archetypes Loremaster Dedication (L2): If legendary in any Decipher Writing skill, automatically becomes expert in Loremaster Lore
- ✅ Implemented dc-apg-archetypes Loremaster Dedication (L2): Stacks with Bardic Lore (grants +1 circumstance bonus to Bardic Lore checks)
Marshal
- ✅ Implemented dc-apg-archetypes Marshal Dedication (L2): Marshal Dedication creates a persistent 10-foot marshal's aura
- ✅ Implemented dc-apg-archetypes Marshal Dedication (L2): Aura has emotion, mental, and visual traits
- ✅ Implemented dc-apg-archetypes Marshal Dedication (L2): Aura grants +1 status bonus to fear saves for all allies and self within 10 feet
- ✅ Implemented dc-apg-archetypes Dread/Inspiring Marshal Stances (L4): Dread Marshal Stance requires trained in Intimidation; rolls Intimidation vs. standard DC for level
- ✅ Implemented dc-apg-archetypes Dread/Inspiring Marshal Stances (L4): Dread Stance success: aura expands to 20 feet; status damage bonus = weapon damage dice count; critical hits in aura inflict Frightened 1
- ✅ Implemented dc-apg-archetypes Dread/Inspiring Marshal Stances (L4): Inspiring Marshal Stance requires trained in Diplomacy; rolls Diplomacy vs. standard DC for level
- ✅ Implemented dc-apg-archetypes Dread/Inspiring Marshal Stances (L4): Inspiring Stance success: aura expands to 20 feet; +1 status to attack rolls and saves vs. mental effects
Martial Artist
- ✅ Implemented dc-apg-archetypes Martial Artist Dedication (L2): Martial Artist Dedication upgrades fist unarmed damage die from d4 to d6
- ✅ Implemented dc-apg-archetypes Martial Artist Dedication (L2): Removes the –2 penalty for making lethal attacks with nonlethal unarmed attacks
- ✅ Implemented dc-apg-archetypes Martial Artist Dedication (L2): Unarmed attack proficiency scales with class weapon proficiency levels
Mauler
- ✅ Implemented dc-apg-archetypes Mauler Dedication (L2): Mauler Dedication requires Strength 14
- ✅ Implemented dc-apg-archetypes Mauler Dedication (L2): Grants training in all simple and martial two-handed melee weapons
- ✅ Implemented dc-apg-archetypes Mauler Dedication (L2): Proficiency in these weapons scales with class weapon proficiency advances
- ✅ Implemented dc-apg-archetypes Mauler Dedication (L2): Expert in two-handed weapon = gain critical specialization for that weapon
Medic
- ✅ Implemented dc-apg-archetypes Medic Dedication (L2): Medic Dedication grants expert Medicine
- ✅ Implemented dc-apg-archetypes Medic Dedication (L2): Battle Medicine and Treat Wounds success bonuses: +5 HP at DC 20, +10 HP at DC 30, +15 HP at DC 40
- ✅ Implemented dc-apg-archetypes Medic Dedication (L2): Can bypass temporary Battle Medicine immunity once per day (once per hour at master Medicine)
Pirate
- ✅ Implemented dc-apg-archetypes Pirate Dedication (L2): Pirate Dedication grants Sailing Lore (trained or expert)
- ✅ Implemented dc-apg-archetypes Pirate Dedication (L2): Ignore difficult terrain caused by ship/vehicle movement
- ✅ Implemented dc-apg-archetypes Pirate Dedication (L2): Gain Boarding Assault (2-action flourish): move + bonus Strike when boarding/disembarking
Poisoner
- ✅ Implemented dc-apg-archetypes Poisoner Dedication (L2): Poisoner Dedication grants restricted alchemy (poisons only)
- ✅ Implemented dc-apg-archetypes Poisoner Dedication (L2): Reagent count per day = character level
- ✅ Implemented dc-apg-archetypes Poisoner Dedication (L2): Advanced alchemy level for poisons = 1; upgrades require Expert Poisoner feat
Ritualist
- ✅ Implemented dc-apg-archetypes Ritualist Dedication (L4): Ritualist Dedication requires L4 (not the usual L2)
- ✅ Implemented dc-apg-archetypes Ritualist Dedication (L4): Ritualist is Uncommon access
- ✅ Implemented dc-apg-archetypes Ritualist Dedication (L4): +2 circumstance bonus to all primary ritual casting checks
- ✅ Implemented dc-apg-archetypes Ritualist Dedication (L4): Grants 2 uncommon rituals at selection (max level = half character level)
- ✅ Implemented dc-apg-archetypes Ritualist Dedication (L4): Learn 1 additional uncommon ritual at L8, 12, 16, 20
- ✅ Implemented dc-apg-archetypes Ritualist Dedication (L4): Can only cast learned rituals as primary caster; cannot teach or share primary caster role
Scout
- ✅ Implemented dc-apg-archetypes Scout Dedication (L2): Scout Dedication grants Scout's Warning ranger feat
- ✅ Implemented dc-apg-archetypes Scout Dedication (L2): When actively Scouting, allies gain +2 circumstance bonus to initiative (not +1 as base)
Scroll Trickster
- ✅ Implemented dc-apg-archetypes Scroll Trickster Dedication (L2): Scroll Trickster Dedication grants Trick Magic Item feat
- ✅ Implemented dc-apg-archetypes Scroll Trickster Dedication (L2): +2 circumstance bonus to Trick Magic Item checks on scrolls specifically
- ✅ Implemented dc-apg-archetypes Scroll Trickster Dedication (L2): Critical failure to Trick a scroll is treated as a regular failure (prevented)
Scrounger
- ✅ Implemented dc-apg-archetypes Scrounger Dedication (L2): Scrounger is Uncommon access
- ✅ Implemented dc-apg-archetypes Scrounger Dedication (L2): Can Craft without tools or workshop (–2 item penalty applies)
- ✅ Implemented dc-apg-archetypes Scrounger Dedication (L2): All formulas are memorized; no formula book item is required to track them
Sentinel
- ✅ Implemented dc-apg-archetypes Sentinel Dedication (L2): Sentinel Dedication grants light and medium armor training (or heavy if both already known)
- ✅ Implemented dc-apg-archetypes Sentinel Dedication (L2): Armor proficiency scales with class armor proficiency advances
- ✅ Implemented dc-apg-archetypes Sentinel Dedication (L2): At L13+, class expert unarmored defense also grants expert in Sentinel armors
Shadowdancer
- ✅ Implemented dc-apg-archetypes Shadowdancer Dedication (L8): Shadowdancer Dedication requires L8 and master Stealth
- ✅ Implemented dc-apg-archetypes Shadowdancer Dedication (L8): Grants greater darkvision (see in magical darkness)
- ✅ Implemented dc-apg-archetypes Shadowdancer Dedication (L8): +2 circumstance bonus to Stealth checks in dim light or darkness
- ✅ Implemented dc-apg-archetypes Shadow Sneak Attack (L10): Shadowdancer Shadow Sneak Attack grants 1d6 precision sneak attack damage
- ✅ Implemented dc-apg-archetypes Shadow Sneak Attack (L10): Sneak attack damage does not stack with class-based sneak attack; use highest only
Snarecrafter
- ✅ Implemented dc-apg-archetypes Snarecrafter Dedication (L2): Snarecrafter Dedication grants free daily snare preparation
- ✅ Implemented dc-apg-archetypes Snarecrafter Dedication (L2): Prepared snares cost 0 resources and Craft in 3 Interact actions (vs. 1 minute)
- ✅ Implemented dc-apg-archetypes Snarecrafter Dedication (L2): Daily limit: 4 snares (6 at master Crafting, 8 at legendary)
- ✅ Implemented dc-apg-archetypes Snarecrafter Dedication (L2): Counts as Snare Specialist feat; if also have Snare Specialist, quick snares are cumulative
Talisman Dabbler
- ✅ Implemented dc-apg-archetypes Talisman Dabbler Dedication (L2): Talisman Dabbler grants all common talisman formulas ≤ character level (memorized)
- ✅ Implemented dc-apg-archetypes Talisman Dabbler Dedication (L2): Create 2 free temporary talismans per day (item level ≤ half character level)
- ✅ Implemented dc-apg-archetypes Talisman Dabbler Dedication (L2): Unused temporary talismans expire at next daily prep
- ✅ Implemented dc-apg-archetypes Talisman Dabbler Dedication (L2): Affixing Talismans: can do up to 4 affixations/removals per 10-minute activity
Vigilante
- ✅ Implemented dc-apg-archetypes Vigilante Dedication (L2): Vigilante is Uncommon access
- ✅ Implemented dc-apg-archetypes Vigilante Dedication (L2): Character has two distinct identities: social and vigilante
- ✅ Implemented dc-apg-archetypes Vigilante Dedication (L2): Identities may differ in alignment by at most 1 step
- ✅ Implemented dc-apg-archetypes Vigilante Dedication (L2): Switching identities takes 1 minute and must be done out of sight
- ✅ Implemented dc-apg-archetypes Vigilante Dedication (L2): Discovery attempt requires Seek vs. Deception DC (20 + proficiency modifier)
- ✅ Implemented dc-apg-archetypes Vigilante Dedication (L2): Only current identity is detectable by alignment/identity-detection magic
- ✅ Implemented dc-apg-archetypes Vigilante Dedication (L2): Feats tagged "social" only usable in social identity; class feats tagged "vigilante" only usable in vigilante identity
- ✅ Implemented dc-apg-archetypes Vigilante Dedication (L2): Using vigilante abilities in social identity risks exposure; using social abilities in vigilante identity is generally fine
Viking
- ✅ Implemented dc-apg-archetypes Viking Dedication (L2): Viking Dedication grants Sailing Lore
- ✅ Implemented dc-apg-archetypes Viking Dedication (L2): Ignore difficult terrain from shallow water (bogs, beaches, surf)
- ✅ Implemented dc-apg-archetypes Viking Dedication (L2): Athletics to Swim: success becomes critical success
Weapon Improviser
- ✅ Implemented dc-apg-archetypes Weapon Improviser Dedication (L2): Weapon Improviser Dedication removes the –2 attack penalty on improvised weapons
- ✅ Implemented dc-apg-archetypes Weapon Improviser Dedication (L2): Improvised weapon proficiency scales with class weapon advances
Chapter 4: Feats 0 61 0 0%
General Feats Overview
- 🔄 In Progress dc-apg-feats Chapter Introduction: System shall support **general feats** purchasable by any character regardless of class or ancestry, subject only to level and stat prerequisites.
- 🔄 In Progress dc-apg-feats Chapter Introduction: General feats shall be categorized as **non-skill** (stat/exploration-based) or **skill** (tied to a trained skill).
Non-Skill General Feats
- 🔄 In Progress dc-apg-feats Hireling Manager (L3): Feat `Hireling Manager` shall apply a +2 circumstance bonus to all skill checks made by the character's hirelings.
- 🔄 In Progress dc-apg-feats Improvised Repair (L3): Feat `Improvised Repair` (3-action) shall allow a broken non-magical item to be used as a **shoddy** version until it takes damage again.
- 🔄 In Progress dc-apg-feats Improvised Repair (L3): Shoddy items shall have a distinct durability state — functional but easily destroyed; not restored by this feat.
- 🔄 In Progress dc-apg-feats Keen Follower (L3): Feat `Keen Follower` shall scale Follow the Expert circumstance bonuses: +3 if ally is Expert rank, +4 if Master rank.
- 🔄 In Progress dc-apg-feats Pick Up the Pace (L3): Feat `Pick Up the Pace` shall extend group Hustle duration by 20 minutes, capped at the highest Con modifier member's solo Hustle limit.
- 🔄 In Progress dc-apg-feats Prescient Planner (L3): Feat `Prescient Planner` shall allow retroactive procurement of an adventuring gear item with these constraints: common rarity, level ≤ half character level, Bulk within encumbrance limits, not weapon/armor/alchemical/magic item.
- 🔄 In Progress dc-apg-feats Prescient Planner (L3): Character must pay the item's price and must not have used the ability since their last shopping opportunity.
- 🔄 In Progress dc-apg-feats Skitter (L3): Feat `Skitter` shall allow Crawl movement at up to half Speed (default Crawl is 5 feet).
- 🔄 In Progress dc-apg-feats Thorough Search (L3): Feat `Thorough Search` shall allow doubling of Search time to gain +2 circumstance bonus to Seek checks.
- 🔄 In Progress dc-apg-feats Prescient Consumable (L7): Feat `Prescient Consumable` shall extend Prescient Planner to include consumable items within the same rarity/level/Bulk constraints.
- 🔄 In Progress dc-apg-feats Supertaster (L7): Feat `Supertaster` shall trigger a secret Perception check when the character eats/drinks near a poison; success reveals poisoning without identifying the specific poison.
- 🔄 In Progress dc-apg-feats Supertaster (L7): The bonus (+2) to Recall Knowledge when tasting applies only when taste is mechanically relevant (GM discretion).
- 🔄 In Progress dc-apg-feats A Home in Every Port (L11): Feat `A Home in Every Port` shall be a downtime feat that secures free comfortable lodging for up to 7 characters (self + 6) for 24 hours in any town/village.
- 🔄 In Progress dc-apg-feats Caravan Leader (L11): Feat `Caravan Leader` shall extend group Hustle to the longest solo Hustle duration among all members, plus 20 more minutes. Requires Pick Up the Pace as prerequisite.
- 🔄 In Progress dc-apg-feats Incredible Scout (L11): Feat `Incredible Scout` shall increase Scout exploration activity's initiative bonus to allies from +1 to +2.
- 🔄 In Progress dc-apg-feats True Perception (L19): Feat `True Perception` shall grant a permanent true seeing effect using the character's Perception modifier for any counteract checks against it.
Skill Feats — Acrobatics
- 🔄 In Progress dc-apg-feats Acrobatic Performer (L1): Feat `Acrobatic Performer` shall allow Acrobatics as a substitution skill for the Perform action.
- 🔄 In Progress dc-apg-feats Aerobatics Mastery (L7): Feat `Aerobatics Mastery` shall grant +2 to Maneuver in Flight and allow combining 2 maneuvers into 1 action (Master) or 3 into 1 action (Legendary), with DC penalties of +5/+10 respectively.
Skill Feats — Athletics
- 🔄 In Progress dc-apg-feats Lead Climber (L2): Feat `Lead Climber` shall allow an Athletics check to catch allies' critical climb failures, converting them to regular failures (or both fall on double crit fail).
- 🔄 In Progress dc-apg-feats Water Sprint (L7): Feat `Water Sprint` shall allow movement across water surfaces during a Stride, requiring solid ground at end of movement; straight line required at Master, any path at Legendary.
Skill Feats — Crafting
- 🔄 In Progress dc-apg-feats Crafter's Appraisal (L1): Feat `Crafter's Appraisal` shall allow Crafting as an alternate skill for Identify Magic checks on magic items specifically.
- 🔄 In Progress dc-apg-feats Improvise Tool (L1): Feat `Improvise Tool` shall allow Repair without a kit and Crafting of a defined list of basic mundane items without a crafter's book (when raw materials present).
- 🔄 In Progress dc-apg-feats Rapid Affixture (L7): Feat `Rapid Affixture` shall reduce Affix Talisman time to 1 minute at Master, and to 3 actions at Legendary.
Skill Feats — Deception
- 🔄 In Progress dc-apg-feats Doublespeak (L7): Feat `Doublespeak` shall allow hidden messaging in conversation, auto-understood by long-term allies; others need Perception vs. Deception DC to detect and crit to decode.
Skill Feats — Diplomacy
- 🔄 In Progress dc-apg-feats Bon Mot (L1, 1-action): Feat `Bon Mot` (1-action, Auditory, Linguistic, Mental) shall impose a status penalty to Perception and Will saves on success, with the target able to remove it via a verbal/concentrate retort.
- 🔄 In Progress dc-apg-feats Bon Mot (L1, 1-action): Critical failure shall inflict the same penalty on the caster instead.
- 🔄 In Progress dc-apg-feats No Cause for Alarm (L1, 3-action): Feat `No Cause for Alarm` (3-action) shall reduce the frightened condition of creatures in a 10-ft emanation on success/crit success, with 1-hour immunity after.
Skill Feats — Intimidation
- 🔄 In Progress dc-apg-feats Terrifying Resistance (L2): Feat `Terrifying Resistance` shall grant +1 circumstance bonus to saves vs. spells from a creature you successfully Demoralized, lasting 24 hours.
Skill Feats — Lore (Warfare)
- 🔄 In Progress dc-apg-feats Battle Planner (L2): Feat `Battle Planner` shall allow pre-rolling initiative using Warfare Lore, held as a fortune effect until initiative is called (requires accurate scout intelligence).
Skill Feats — Medicine
- 🔄 In Progress dc-apg-feats Forensic Acumen (L1): Feat `Forensic Acumen` shall halve body examination time and grant a free Recall Knowledge follow-up on success with a scaling circumstance bonus (+2/+3/+4 at Trained/Master/Legendary).
- 🔄 In Progress dc-apg-feats Inoculation (L1): Feat `Inoculation` shall grant a 1-week +2 save bonus against a specific disease after a successful Treat Disease recovery.
- 🔄 In Progress dc-apg-feats Risky Surgery (L1): Feat `Risky Surgery` shall allow a voluntary 1d8 slashing damage to patient to gain +2 Medicine bonus and upgrade success to critical success on Treat Wounds.
- 🔄 In Progress dc-apg-feats Advanced First Aid (L7): Feat `Advanced First Aid` shall add frightened/sickened condition reduction as an option for Administer First Aid: –2 on success, remove on crit. Only one condition per use. DC set by originating effect.
Skill Feats — Multi-Skill (Varying)
- 🔄 In Progress dc-apg-feats Armor Assist (L1): Feat `Armor Assist` shall allow a skill check to halve don-armor time for self or ally, with DC scaling by armor rarity.
- 🔄 In Progress dc-apg-feats Seasoned (L1): Feat `Seasoned` shall grant +1 (+2 at Master) circumstance bonus to Craft checks for food, drink, and potions.
- 🔄 In Progress dc-apg-feats Assured Identification (L2): Feat `Assured Identification` shall convert critical failures on Identify Magic checks to failures, and prevent false identification of cursed items on non-critical successes (result: cannot identify, not wrong ID).
- 🔄 In Progress dc-apg-feats Discreet Inquiry (L2): Feat `Discreet Inquiry` shall allow concealment of the true subject of information gathering; observers must beat the higher of Deception DC or standard Gather Info DC to learn of the inquiry.
- 🔄 In Progress dc-apg-feats Consult the Spirits (L7): Feat `Consult the Spirits` shall be a once-per-day (once/hour at Legendary) ritual using Nature/Occultism/Religion to interrogate local spirits.
- 🔄 In Progress dc-apg-feats Consult the Spirits (L7): Critical success = 3 helpful answers; Success = 1 indifferent answer; Critical failure = up to 3 deceptive harmful answers.
- 🔄 In Progress dc-apg-feats Consult the Spirits (L7): Feat can be selected multiple times, each for a different qualifying skill.
Skill Feats — Nature
- 🔄 In Progress dc-apg-feats Express Rider (L1): Feat `Express Rider` shall allow a Nature check during travel to increase a mount's daily travel speed by 50% on success (exploration mode only).
- 🔄 In Progress dc-apg-feats Influence Nature (L7): Feat `Influence Nature` shall be a downtime feat allowing indirect manipulation of regional animal behavior (e.g., easier hunts, warning signals); requires 1–2 days at Master, 10 minutes at Legendary.
Skill Feats — Occultism
- 🔄 In Progress dc-apg-feats Deceptive Worship (L1): Feat `Deceptive Worship` shall allow Occultism as a substitution for Deception when impersonating a generic worshipper of a faith or claiming membership in it.
- 🔄 In Progress dc-apg-feats Root Magic (L1): Feat `Root Magic` shall grant one ally a daily-refreshing +1 (+2 Expert/+3 Legendary) circumstance bonus to their first spell or haunt saving throw.
- 🔄 In Progress dc-apg-feats Schooled in Secrets (L1): Feat `Schooled in Secrets` shall substitute Occultism for Diplomacy when gathering info about secret groups, and grant auto-recognition of fellow members.
- 🔄 In Progress dc-apg-feats Disturbing Knowledge (L7, 2-action): Feat `Disturbing Knowledge` (2-action, Mental, Fear) shall impose frightened (and confused on crit) vs. one target (Master) or any number of targets (Legendary) within 30 ft using Occultism vs. Will DC.
Skill Feats — Performance
- 🔄 In Progress dc-apg-feats Distracting Performance (L2): Feat `Distracting Performance` shall allow a Performance check to substitute for an ally's Deception check when creating a Diversion via Aid.
Skill Feats — Religion
- 🔄 In Progress dc-apg-feats Pilgrim's Token (L1): Feat `Pilgrim's Token` shall grant initiative tiebreaker (character wins ties). Attunement requires 10 min prayer + DC 20 Religion check at a holy site; taken at L1 the token is free.
- 🔄 In Progress dc-apg-feats Exhort the Faithful (L2): Feat `Exhort the Faithful` shall substitute Religion for Diplomacy/Intimidation vs. same-faith NPCs with +2 circumstance bonus, and protect against attitude worsening on critical Request failure.
Skill Feats — Society
- 🔄 In Progress dc-apg-feats Eye for Numbers (L1, 1-action): Feat `Eye for Numbers` shall provide an instant count estimate (rounded to leading digit) of homogeneous item groups, plus +2 to Decipher Writing for numerical/mathematical documents.
- 🔄 In Progress dc-apg-feats Glean Contents (L1): Feat `Glean Contents` shall allow Decipher Writing on obstructed or sealed documents, with Manipulate trait and risk of detection on sealed items.
- 🔄 In Progress dc-apg-feats Criminal Connections (L2, Uncommon): Feat `Criminal Connections` (Uncommon) shall allow Society checks to broker meetings with criminal organizations and exchange favor arrangements; GM sets DC.
- 🔄 In Progress dc-apg-feats Quick Contacts (L2): Feat `Quick Contacts` shall reduce connection-building time to 1 day (or 1 hour at Legendary) when entering new settlements.
- 🔄 In Progress dc-apg-feats Underground Network (L2, Uncommon): Feat `Underground Network` (Uncommon) shall allow discreet information gathering via an established network and grant +1 (+2 with Underworld Lore) bonus to follow-up Recall Knowledge.
- 🔄 In Progress dc-apg-feats Biographical Eye (L7): Feat `Biographical Eye` shall be a 1-minute observation yielding character background details on a DC 30 Society check, with results scaling by degree of success. Deception-protected targets require exceeding their Will DC.
Skill Feats — Stealth
- 🔄 In Progress dc-apg-feats Armored Stealth (L2): Feat `Armored Stealth` shall reduce armor Stealth check penalties by 1/2/3 at Expert/Master/Legendary. For noisy armor, negates the noisy trait rather than reducing penalty.
- 🔄 In Progress dc-apg-feats Shadow Mark (L2): Feat `Shadow Mark` shall impose a –2 (–3 Master/–4 Legendary) penalty to the tailed target's Perception DC when you're Avoiding Notice while following them.
Skill Feats — Survival
- 🔄 In Progress dc-apg-feats Legendary Guide (L15): Feat `Legendary Guide` shall grant the party +10 ft travel Speed, ignore standard difficult terrain speed reduction, and halve (not third) travel speed in greater difficult terrain; exploration mode only.
Skill Feats — Thievery
- 🔄 In Progress dc-apg-feats Concealing Legerdemain (L1): Feat `Concealing Legerdemain` shall substitute Thievery for Stealth when Concealing a light-Bulk-or-less object, with ongoing action cost to maintain concealment.
Chapter 5: Spells 95 38 0 71%
Alchemical Items
- 🔄 In Progress dc-apg-equipment New Alchemical Bombs: Blight Bomb deals poison damage + persistent poison + splash (3-component damage bomb)
- 🔄 In Progress dc-apg-equipment New Alchemical Bombs: Dread Ampoule: hit imposes Enfeebled 2 until start of thrower's next turn (fear/emotion trait)
- 🔄 In Progress dc-apg-equipment New Alchemical Bombs: Crystal Shards: splash area grows crystals that act as caltrops on floor or climbing handholds on walls (context-dependent environmental effect)
- 🔄 In Progress dc-apg-equipment New Alchemical Elixirs: Focus Cathartic attempts to counteract Confused or Stupefied (one condition per use; uses counteract rules)
- 🔄 In Progress dc-apg-equipment New Alchemical Elixirs: Sinew-Shock Serum attempts to counteract Clumsy or Enfeebled (one condition per use)
- 🔄 In Progress dc-apg-equipment New Alchemical Elixirs: Counteract modifier scales by tier: +6 (L2), +8 (L4), +19 (L12), +28 (L18)
- 🔄 In Progress dc-apg-equipment New Alchemical Elixirs: Olfactory Obfuscator suppresses scent-based detection; concealment vs. precise scent for duration
- 🔄 In Progress dc-apg-equipment New Alchemical Poisons: Leadenleg reduces target's Speed (specific reduction per entry); Fortitude save resists
- 🔄 In Progress dc-apg-equipment New Alchemical Poisons: Cerulean Scourge is a high-level 3-stage affliction poison with escalating damage
- 🔄 In Progress dc-apg-equipment New Alchemical Tools: Timeless Salts prevent corpse decay for 1 week; extend magical revival window
- 🔄 In Progress dc-apg-equipment New Alchemical Tools: Universal Solvent auto-counteracts sovereign glue; uses counteract check vs. other adhesives
- 🔄 In Progress dc-apg-equipment New Alchemical Tools: Forensic Dye creates a tracking mark that improves Seek/Track checks against target
Consumable Magic Items
- 🔄 In Progress dc-apg-equipment Notable New Consumable Magic Items: Candle of Revealing removes invisible condition within area (not full visibility — concealed instead)
- 🔄 In Progress dc-apg-equipment Notable New Consumable Magic Items: Dust of Corpse Animation creates a temporary minion (1 minute duration; max 4 total minions including this one)
- 🔄 In Progress dc-apg-equipment Notable New Consumable Magic Items: Potion of Retaliation must specify damage type when crafted; deals that type in an aura when hit
- 🔄 In Progress dc-apg-equipment Notable New Consumable Magic Items: Terrifying Ammunition on failure: target can't reduce frightened below 1 until spending a concentrate action
- 🔄 In Progress dc-apg-equipment Notable New Consumable Magic Items: Oil of Unlife: applies negative healing to undead (heals undead, not harms them); functions like a potion
Focus Spells (APG)
- ✅ Implemented dc-apg-focus-spells Oracle Focus Spells: Each oracle mystery must define: initial revelation spell, advanced revelation spell, greater revelation spell, and domain spell choices
- ✅ Implemented dc-apg-focus-spells Oracle Focus Spells: All oracle revelation spells have cursebound trait — casting one advances curse stage
- ✅ Implemented dc-apg-focus-spells Oracle Focus Spells: Each mystery defines curse progression (4 stages: basic/minor/moderate/major/extreme)
- ✅ Implemented dc-apg-focus-spells Oracle Focus Spells: Mystery curse must be implemented as a unique effect per mystery, not a generic condition
- ✅ Implemented dc-apg-focus-spells Witch Focus Spells (Hexes): Cackle is a 1-action hex that extends another active hex by 1 round (free action in some contexts)
- ✅ Implemented dc-apg-focus-spells Witch Focus Spells (Hexes): Evil Eye is a cantrip hex (no Focus Point cost) that imposes –2 status penalty (sustained)
- ✅ Implemented dc-apg-focus-spells Witch Focus Spells (Hexes): Evil Eye ends early if target succeeds at a Will save when affected
- ✅ Implemented dc-apg-focus-spells Witch Focus Spells (Hexes): Phase Familiar is a reaction hex: familiar becomes incorporeal briefly, avoiding damage
- ✅ Implemented dc-apg-focus-spells Witch Focus Spells (Hexes): All hexes (except hex cantrips) cost 1 Focus Point; only one hex per turn (any type)
- ✅ Implemented dc-apg-focus-spells Witch Focus Spells (Hexes): Hex cantrips (like Evil Eye) auto-heighten to half witch level; no Focus Point cost; still 1/turn
- ✅ Implemented dc-apg-focus-spells Bard Focus Spells (New Composition Spells): Hymn of Healing is a sustained composition focus spell; heals 2 HP per round while sustained (scales with heightening)
- ✅ Implemented dc-apg-focus-spells Bard Focus Spells (New Composition Spells): Song of Strength grants +2 circumstance bonus to Athletics checks for its duration
- ✅ Implemented dc-apg-focus-spells Other Class Focus Spells: Gravity Weapon grants a status bonus to damage equal to number of weapon damage dice; doubles vs. Large+ targets
- ✅ Implemented dc-apg-focus-spells Other Class Focus Spells: Warden spells use the ranger's primal focus pool; Refocus via 10 minutes in nature
- ✅ Implemented dc-apg-focus-spells Oracle Focus Spells: Each oracle mystery must define: initial revelation spell, advanced revelation spell, greater revelation spell, and domain spell choices
- ✅ Implemented dc-apg-focus-spells Oracle Focus Spells: All oracle revelation spells have cursebound trait — casting one advances curse stage
- ✅ Implemented dc-apg-focus-spells Oracle Focus Spells: Each mystery defines curse progression (4 stages: basic/minor/moderate/major/extreme)
- ✅ Implemented dc-apg-focus-spells Oracle Focus Spells: Mystery curse must be implemented as a unique effect per mystery, not a generic condition
- ✅ Implemented dc-apg-focus-spells Witch Focus Spells (Hexes): Cackle is a 1-action hex that extends another active hex by 1 round (free action in some contexts)
- ✅ Implemented dc-apg-focus-spells Witch Focus Spells (Hexes): Evil Eye is a cantrip hex (no Focus Point cost) that imposes –2 status penalty (sustained)
- ✅ Implemented dc-apg-focus-spells Witch Focus Spells (Hexes): Evil Eye ends early if target succeeds at a Will save when affected
- ✅ Implemented dc-apg-focus-spells Witch Focus Spells (Hexes): Phase Familiar is a reaction hex: familiar becomes incorporeal briefly, avoiding damage
- ✅ Implemented dc-apg-focus-spells Witch Focus Spells (Hexes): All hexes (except hex cantrips) cost 1 Focus Point; only one hex per turn (any type)
- ✅ Implemented dc-apg-focus-spells Witch Focus Spells (Hexes): Hex cantrips (like Evil Eye) auto-heighten to half witch level; no Focus Point cost; still 1/turn
- ✅ Implemented dc-apg-focus-spells Bard Focus Spells (New Composition Spells): Hymn of Healing is a sustained composition focus spell; heals 2 HP per round while sustained (scales with heightening)
- ✅ Implemented dc-apg-focus-spells Bard Focus Spells (New Composition Spells): Song of Strength grants +2 circumstance bonus to Athletics checks for its duration
- ✅ Implemented dc-apg-focus-spells Other Class Focus Spells: Gravity Weapon grants a status bonus to damage equal to number of weapon damage dice; doubles vs. Large+ targets
- ✅ Implemented dc-apg-focus-spells Other Class Focus Spells: Warden spells use the ranger's primal focus pool; Refocus via 10 minutes in nature
New Weapons and Adventuring Gear
- 🔄 In Progress dc-apg-equipment New Melee Weapons: Sword Cane looks like a mundane cane while sheathed; social inspection may not identify it as a weapon
- 🔄 In Progress dc-apg-equipment New Melee Weapons: Bola is a thrown ranged weapon with no reload; successful hit can attempt to Trip target
- 🔄 In Progress dc-apg-equipment New Melee Weapons: Daikyu has a firing restriction when mounted (left-side only)
- 🔄 In Progress dc-apg-equipment New Melee Weapons: All above weapons use standard weapon mechanics from Core Rulebook
- 🔄 In Progress dc-apg-equipment New Adventuring Gear: Detective's Kit grants +1 item bonus on investigation/examination skill checks
- 🔄 In Progress dc-apg-equipment New Adventuring Gear: Dueling Cape requires an Interact action to deploy; grants AC and Feint bonuses when deployed
- 🔄 In Progress dc-apg-equipment New Adventuring Gear: Net has two modes: rope-attached (extend Grapple range to 10 ft) or thrown (ranged attack, immobilize on crit)
- 🔄 In Progress dc-apg-equipment New Adventuring Gear: Net imposes flat-footed condition and –10 ft Speed penalty; Escape DC 16; can be removed by adjacent ally with Interact
Permanent Magic Items
- 🔄 In Progress dc-apg-equipment New Armor and Shields: Glamorous Buckler grants Feint bonus while raised; daily activation on successful Feint causes dazzled condition
- 🔄 In Progress dc-apg-equipment New Armor and Shields: Victory Plate tracks creature kills (≥ plate level); records heraldry; activated to grant resistance based on slain creature trait
- 🔄 In Progress dc-apg-equipment New Held Items and Worn Items: Rope of Climbing animates on activation; follows commands (stop, fasten, detach, knot/unknot)
- 🔄 In Progress dc-apg-equipment New Held Items and Worn Items: Slates of Distant Letters pair must be crafted together; one slate breaks = both shatter; 25 words per activation; 1/hour each
- 🔄 In Progress dc-apg-equipment New Weapons (Magic): Four-Ways Dogslicer has 3 property runes that can be swapped as 1-action Interact; cost is 1d6 damage of the activated type
- 🔄 In Progress dc-apg-equipment New Weapons (Magic): Infiltrator's Accessory concealment property should be handled by social context rules (not magical detection evasion)
- 🔄 In Progress dc-apg-equipment New Runes: Winged Rune grants a timed Fly Speed; frequency 1/hour; 5-minute duration; dismissable
- 🔄 In Progress dc-apg-equipment New Wands: Wand of Overflowing Life grants a free 1-action heal targeting the caster each time the wand is activated (bonus effect)
- 🔄 In Progress dc-apg-equipment New Wands: Wand of the Snowfields adds environmental difficult terrain to cone of cold effect
- 🔄 In Progress dc-apg-equipment Special Items: Urn of Ashes protects against Doomed condition as a reaction; finite protection (urn has its own doomed value; only one doomed is reduced per night's rest)
- 🔄 In Progress dc-apg-equipment Special Items: Rod of Cancellation: on counteract success, target magical effect or item is permanently canceled; long cooldown (2d6 hours)
Rituals (APG New Rituals)
- ✅ Implemented dc-apg-rituals New Ritual Overview: Ritual system from Core Rulebook must accommodate addition of new rituals without structural change
- ✅ Implemented dc-apg-rituals New Ritual Overview: Rituals require tracking: casting time, cost components, primary check skill + proficiency minimum, secondary casters and their checks
- ✅ Implemented dc-apg-rituals New Ritual Overview: New ritual examples:
- ✅ Implemented dc-apg-rituals New Ritual Overview: Ritual system from Core Rulebook must accommodate addition of new rituals without structural change
- ✅ Implemented dc-apg-rituals New Ritual Overview: Rituals require tracking: casting time, cost components, primary check skill + proficiency minimum, secondary casters and their checks
- ✅ Implemented dc-apg-rituals New Ritual Overview: New ritual examples:
Snares
- 🔄 In Progress dc-apg-equipment New APG Snares: Engulfing Snare creates an impeding cage structure; immobilized condition requires Escape (DC 31) or destroying cage (Hardness 5, HP 30)
- 🔄 In Progress dc-apg-equipment New APG Snares: Flare Snare functions as mechanical signal device; no damage; bright light (useful for scouting/alarm systems)
Spell System (New Spells)
- ✅ Implemented dc-apg-spells APG Spell Lists by Tradition: System must support adding new spells to existing spell lists without structural changes
- ✅ Implemented dc-apg-spells APG Spell Lists by Tradition: APG adds new arcane, divine, occult, and primal spells at all levels 1–9
- ✅ Implemented dc-apg-spells APG Spell Lists by Tradition: Key new spell categories: animation (undead), elemental projectiles, social manipulation, debilitation, divination, shadow/darkness, natural phenomena
- ✅ Implemented dc-apg-spells APG Spell Lists by Tradition: Heightened spell variants (marked H in spell lists) apply graduated effects per spell level — system must support heightened spell parameters
- ✅ Implemented dc-apg-spells Notable APG Standard Spells: Blood Vendetta requires tracking a persistent retaliatory damage condition tied to attacker
- ✅ Implemented dc-apg-spells Notable APG Standard Spells: Final Sacrifice targets a minion under your control; minion must have minion trait; AoE on explosion
- ✅ Implemented dc-apg-spells Notable APG Standard Spells: Heat Metal applies a persistent burning condition to armored targets; force item saving throw
- ✅ Implemented dc-apg-spells Notable APG Standard Spells: Mad Monkeys creates a sustained summon-like effect that harasses creatures in area
- ✅ Implemented dc-apg-spells APG Spell Lists by Tradition: System must support adding new spells to existing spell lists without structural changes
- ✅ Implemented dc-apg-spells APG Spell Lists by Tradition: APG adds new arcane, divine, occult, and primal spells at all levels 1–9
- ✅ Implemented dc-apg-spells APG Spell Lists by Tradition: Key new spell categories: animation (undead), elemental projectiles, social manipulation, debilitation, divination, shadow/darkness, natural phenomena
- ✅ Implemented dc-apg-spells APG Spell Lists by Tradition: Heightened spell variants (marked H in spell lists) apply graduated effects per spell level — system must support heightened spell parameters
- ✅ Implemented dc-apg-spells Notable APG Standard Spells: Blood Vendetta requires tracking a persistent retaliatory damage condition tied to attacker
- ✅ Implemented dc-apg-spells Notable APG Standard Spells: Final Sacrifice targets a minion under your control; minion must have minion trait; AoE on explosion
- ✅ Implemented dc-apg-spells Notable APG Standard Spells: Heat Metal applies a persistent burning condition to armored targets; force item saving throw
- ✅ Implemented dc-apg-spells Notable APG Standard Spells: Mad Monkeys creates a sustained summon-like effect that harasses creatures in area
- ✅ Implemented dc-apg-spells Spell Detail — Animate Dead (Spell 1): `Animate Dead` shall be implemented as a 3-action spell with material, somatic, and verbal components.
- ✅ Implemented dc-apg-spells Spell Detail — Animate Dead (Spell 1): `Animate Dead` shall target a summon point within 30 feet and create exactly one common undead summon.
- ✅ Implemented dc-apg-spells Spell Detail — Animate Dead (Spell 1): Summoned creature eligibility shall be capped by spell rank mapping: rank 1 -> level -1, rank 2 -> level 1, rank 3 -> level 2, rank 4 -> level 3, rank 5 -> level 5, rank 6 -> level 7, rank 7 -> level 9, rank 8 -> level 11, rank 9 -> level 13, rank 10 -> level 15.
- ✅ Implemented dc-apg-spells Spell Detail — Animate Dead (Spell 1): Summoned creature shall receive and obey summoned-trait constraints and disappear when the spell ends.
- ✅ Implemented dc-apg-spells Spell Detail — Animate Dead (Spell 1): Spell has no damage roll and no saving throw; effect is entirely summon-based.
- ✅ Implemented dc-apg-spells Spell Detail — Animate Dead (Spell 1): Spell duration shall require Sustain each round and end automatically after 1 minute if not ended earlier.
- ✅ Implemented dc-apg-spells Spell Detail — Blood Vendetta (Spell 2): `Blood Vendetta` shall be implemented as a reaction spell with trigger validation for incoming piercing/slashing/bleed damage against the caster.
- ✅ Implemented dc-apg-spells Spell Detail — Blood Vendetta (Spell 2): Spell shall enforce requirement gating that the caster is capable of bleeding.
- ✅ Implemented dc-apg-spells Spell Detail — Blood Vendetta (Spell 2): Base effect shall apply 2d6 persistent bleed damage to the target before/with Will-save resolution.
- ✅ Implemented dc-apg-spells Spell Detail — Blood Vendetta (Spell 2): Save outcomes shall resolve as: critical success unaffected; success half persistent bleed; failure full persistent bleed plus weakness 1 to piercing and slashing while bleeding persists; critical failure same rider with double persistent bleed.
- ✅ Implemented dc-apg-spells Spell Detail — Blood Vendetta (Spell 2): Heightened scaling shall add +2d6 persistent bleed per +2 spell rank.
- ✅ Implemented dc-apg-spells Spell Detail — Déjà Vu (Spell 1): `Déjà Vu` shall be implemented as a 2-action Will-save spell against one target within 100 feet.
- ✅ Implemented dc-apg-spells Spell Detail — Déjà Vu (Spell 1): On failed save, engine shall record exact action order and actionable specifics from the target's next turn and enforce replay on the turn after.
- ✅ Implemented dc-apg-spells Spell Detail — Déjà Vu (Spell 1): Replay enforcement shall attempt same target, movement direction, and action sequence when still legal.
- ✅ Implemented dc-apg-spells Spell Detail — Déjà Vu (Spell 1): For each action that cannot be legally repeated, target may choose a legal substitute action and gains stupefied 1 until end of that turn.
- ✅ Implemented dc-apg-spells Spell Detail — Déjà Vu (Spell 1): Spell has no direct damage component.
- ✅ Implemented dc-apg-spells Spell Detail — Final Sacrifice (Spell 2): `Final Sacrifice` shall only accept a target with minion trait that is either summoned by the caster or permanently controlled by the caster.
- ✅ Implemented dc-apg-spells Spell Detail — Final Sacrifice (Spell 2): On cast, target minion shall be immediately slain as a mandatory cost/effect.
- ✅ Implemented dc-apg-spells Spell Detail — Final Sacrifice (Spell 2): Nearby creatures within 20 feet of the minion shall take 6d6 fire damage with a basic Reflex save.
- ✅ Implemented dc-apg-spells Spell Detail — Final Sacrifice (Spell 2): If minion has cold or water trait, damage type shall swap to cold and spell trait context shall swap from fire to cold.
- ✅ Implemented dc-apg-spells Spell Detail — Final Sacrifice (Spell 2): Casting on a non-mindless creature shall apply evil-trait classification metadata.
- ✅ Implemented dc-apg-spells Spell Detail — Final Sacrifice (Spell 2): Casting on a temporarily seized minion (for example via temporary command effects) shall automatically fail and end that control effect.
- ✅ Implemented dc-apg-spells Spell Detail — Final Sacrifice (Spell 2): Heightened scaling shall add +2d6 damage per +1 spell rank.
- ✅ Implemented dc-apg-spells Spell Detail — Heat Metal (Spell 2): `Heat Metal` shall support target types: unattended metal item, worn/carried metal item, or creature made primarily of metal.
- ✅ Implemented dc-apg-spells Spell Detail — Heat Metal (Spell 2): Unattended item targets shall receive no saving throw; system may flag secondary environmental ignition/melt interactions for adjudication.
- ✅ Implemented dc-apg-spells Spell Detail — Heat Metal (Spell 2): Worn/carried item or metal-creature targets shall take 4d6 fire plus 2d4 persistent fire, resolved by Reflex save.
- ✅ Implemented dc-apg-spells Spell Detail — Heat Metal (Spell 2): If targeting a held item, wielder may Release to improve degree of success by one step after roll resolution.
- ✅ Implemented dc-apg-spells Spell Detail — Heat Metal (Spell 2): Persistent fire shall be bound to the heated item and damage any creature holding/wearing it until extinguished by normal persistent-damage flat checks.
- ✅ Implemented dc-apg-spells Spell Detail — Heat Metal (Spell 2): Save outcomes shall resolve as: critical success unaffected; success half initial and no persistent; failure full initial and full persistent; critical failure double initial and double persistent.
- ✅ Implemented dc-apg-spells Spell Detail — Heat Metal (Spell 2): Heightened scaling shall add +2d6 initial fire and +1d4 persistent fire per +1 spell rank.
- ✅ Implemented dc-apg-spells Spell Detail — Mad Monkeys (Spell 3): `Mad Monkeys` shall create a sustained area effect for up to 1 minute and allow 5-foot area repositioning on Sustain.
- ✅ Implemented dc-apg-spells Spell Detail — Mad Monkeys (Spell 3): Mischief mode selection shall occur at cast time and remain active for repeated pulse effects each round.
- ✅ Implemented dc-apg-spells Spell Detail — Mad Monkeys (Spell 3): `Flagrant Burglary` mode shall attempt one Steal action against one creature in area each pulse, using Thievery modifier `(spell DC - 10)`.
- ✅ Implemented dc-apg-spells Spell Detail — Mad Monkeys (Spell 3): Stolen items shall be recoverable via Steal/Disarm checks against spell DC and drop in chosen square in area when spell ends.
- ✅ Implemented dc-apg-spells Spell Detail — Mad Monkeys (Spell 3): `Raucous Din` mode shall force Fortitude saves each pulse with outcomes: crit success unaffected + 10-minute temporary immunity, success unaffected, failure deafened 1 round, crit failure deafened 1 minute.
- ✅ Implemented dc-apg-spells Spell Detail — Mad Monkeys (Spell 3): `Tumultuous Gymnastics` mode shall force Reflex saves each pulse with outcomes: crit success unaffected + 10-minute temporary immunity, success unaffected, failure DC 5 flat check to perform manipulate actions for 1 round (lose action on failed flat check), crit failure same effect lasting until spell ends even outside area.
- ✅ Implemented dc-apg-spells Spell Detail — Mad Monkeys (Spell 3): Calming overlay effects (such as calm emotions) over the monkeys shall suppress mischief while overlap persists.
- ✅ Implemented dc-apg-spells Spell Detail — Pummeling Rubble (Spell 1): `Pummeling Rubble` shall deal 2d4 bludgeoning in a 15-foot cone with Reflex save resolution.
- ✅ Implemented dc-apg-spells Spell Detail — Pummeling Rubble (Spell 1): Save outcomes shall resolve as: critical success unaffected; success half damage; failure full damage + push 5 feet away from caster; critical failure double damage + push 10 feet away from caster.
- ✅ Implemented dc-apg-spells Spell Detail — Pummeling Rubble (Spell 1): Forced movement from this spell shall push directly away from caster origin and respect movement blocking constraints.
- ✅ Implemented dc-apg-spells Spell Detail — Pummeling Rubble (Spell 1): Heightened scaling shall add +2d4 damage per +1 spell rank.
- ✅ Implemented dc-apg-spells Spell Detail — Vomit Swarm (Spell 2): `Vomit Swarm` shall apply 2d8 piercing damage in a 30-foot cone using basic Reflex save resolution.
- ✅ Implemented dc-apg-spells Spell Detail — Vomit Swarm (Spell 2): Targets that fail (or critically fail) the save shall additionally become sickened 1.
- ✅ Implemented dc-apg-spells Spell Detail — Vomit Swarm (Spell 2): Swarm manifestation shall be visual/flavor-only and removed automatically when spell ends (no persistent summon entity).
- ✅ Implemented dc-apg-spells Spell Detail — Vomit Swarm (Spell 2): Heightened scaling shall add +1d8 piercing damage per +1 spell rank.
Chapter 6: Items 38 0 0 100%
Alchemical Items
- ✅ Implemented dc-apg-equipment New Alchemical Bombs: Blight Bomb deals poison damage + persistent poison + splash (3-component damage bomb)
- ✅ Implemented dc-apg-equipment New Alchemical Bombs: Dread Ampoule: hit imposes Enfeebled 2 until start of thrower's next turn (fear/emotion trait)
- ✅ Implemented dc-apg-equipment New Alchemical Bombs: Crystal Shards: splash area grows crystals that act as caltrops on floor or climbing handholds on walls (context-dependent environmental effect)
- ✅ Implemented dc-apg-equipment New Alchemical Elixirs: Focus Cathartic attempts to counteract Confused or Stupefied (one condition per use; uses counteract rules)
- ✅ Implemented dc-apg-equipment New Alchemical Elixirs: Sinew-Shock Serum attempts to counteract Clumsy or Enfeebled (one condition per use)
- ✅ Implemented dc-apg-equipment New Alchemical Elixirs: Counteract modifier scales by tier: +6 (L2), +8 (L4), +19 (L12), +28 (L18)
- ✅ Implemented dc-apg-equipment New Alchemical Elixirs: Olfactory Obfuscator suppresses scent-based detection; concealment vs. precise scent for duration
- ✅ Implemented dc-apg-equipment New Alchemical Poisons: Leadenleg reduces target's Speed (specific reduction per entry); Fortitude save resists
- ✅ Implemented dc-apg-equipment New Alchemical Poisons: Cerulean Scourge is a high-level 3-stage affliction poison with escalating damage
- ✅ Implemented dc-apg-equipment New Alchemical Tools: Timeless Salts prevent corpse decay for 1 week; extend magical revival window
- ✅ Implemented dc-apg-equipment New Alchemical Tools: Universal Solvent auto-counteracts sovereign glue; uses counteract check vs. other adhesives
- ✅ Implemented dc-apg-equipment New Alchemical Tools: Forensic Dye creates a tracking mark that improves Seek/Track checks against target
Consumable Magic Items
- ✅ Implemented dc-apg-equipment Notable New Consumable Magic Items: Candle of Revealing removes invisible condition within area (not full visibility — concealed instead)
- ✅ Implemented dc-apg-equipment Notable New Consumable Magic Items: Dust of Corpse Animation creates a temporary minion (1 minute duration; max 4 total minions including this one)
- ✅ Implemented dc-apg-equipment Notable New Consumable Magic Items: Potion of Retaliation must specify damage type when crafted; deals that type in an aura when hit
- ✅ Implemented dc-apg-equipment Notable New Consumable Magic Items: Terrifying Ammunition on failure: target can't reduce frightened below 1 until spending a concentrate action
- ✅ Implemented dc-apg-equipment Notable New Consumable Magic Items: Oil of Unlife: applies negative healing to undead (heals undead, not harms them); functions like a potion
New Weapons and Adventuring Gear
- ✅ Implemented dc-apg-equipment New Melee Weapons: Sword Cane looks like a mundane cane while sheathed; social inspection may not identify it as a weapon
- ✅ Implemented dc-apg-equipment New Melee Weapons: Bola is a thrown ranged weapon with no reload; successful hit can attempt to Trip target
- ✅ Implemented dc-apg-equipment New Melee Weapons: Daikyu has a firing restriction when mounted (left-side only)
- ✅ Implemented dc-apg-equipment New Melee Weapons: All above weapons use standard weapon mechanics from Core Rulebook
- ✅ Implemented dc-apg-equipment New Adventuring Gear: Detective's Kit grants +1 item bonus on investigation/examination skill checks
- ✅ Implemented dc-apg-equipment New Adventuring Gear: Dueling Cape requires an Interact action to deploy; grants AC and Feint bonuses when deployed
- ✅ Implemented dc-apg-equipment New Adventuring Gear: Net has two modes: rope-attached (extend Grapple range to 10 ft) or thrown (ranged attack, immobilize on crit)
- ✅ Implemented dc-apg-equipment New Adventuring Gear: Net imposes flat-footed condition and –10 ft Speed penalty; Escape DC 16; can be removed by adjacent ally with Interact
Permanent Magic Items
- ✅ Implemented dc-apg-equipment New Armor and Shields: Glamorous Buckler grants Feint bonus while raised; daily activation on successful Feint causes dazzled condition
- ✅ Implemented dc-apg-equipment New Armor and Shields: Victory Plate tracks creature kills (≥ plate level); records heraldry; activated to grant resistance based on slain creature trait
- ✅ Implemented dc-apg-equipment New Held Items and Worn Items: Rope of Climbing animates on activation; follows commands (stop, fasten, detach, knot/unknot)
- ✅ Implemented dc-apg-equipment New Held Items and Worn Items: Slates of Distant Letters pair must be crafted together; one slate breaks = both shatter; 25 words per activation; 1/hour each
- ✅ Implemented dc-apg-equipment New Weapons (Magic): Four-Ways Dogslicer has 3 property runes that can be swapped as 1-action Interact; cost is 1d6 damage of the activated type
- ✅ Implemented dc-apg-equipment New Weapons (Magic): Infiltrator's Accessory concealment property should be handled by social context rules (not magical detection evasion)
- ✅ Implemented dc-apg-equipment New Runes: Winged Rune grants a timed Fly Speed; frequency 1/hour; 5-minute duration; dismissable
- ✅ Implemented dc-apg-equipment New Wands: Wand of Overflowing Life grants a free 1-action heal targeting the caster each time the wand is activated (bonus effect)
- ✅ Implemented dc-apg-equipment New Wands: Wand of the Snowfields adds environmental difficult terrain to cone of cold effect
- ✅ Implemented dc-apg-equipment Special Items: Urn of Ashes protects against Doomed condition as a reaction; finite protection (urn has its own doomed value; only one doomed is reduced per night's rest)
- ✅ Implemented dc-apg-equipment Special Items: Rod of Cancellation: on counteract success, target magical effect or item is permanently canceled; long cooldown (2d6 hours)
Snares
- ✅ Implemented dc-apg-equipment New APG Snares: Engulfing Snare creates an impeding cage structure; immobilized condition requires Escape (DC 31) or destroying cage (Hardness 5, HP 30)
- ✅ Implemented dc-apg-equipment New APG Snares: Flare Snare functions as mechanical signal device; no damage; bright light (useful for scouting/alarm systems)
Gamemastery Guide 0 150 0 0%
Chapter 1: Gamemastery Basics 0 132 0 0%
Adjudicating Rules
- 🔄 In Progress dc-gmg-running-guide Core adjudication principles: Rules-adjudication policy shall prioritize speed, fairness, consistency, and post-session correction loops.
- 🔄 In Progress dc-gmg-running-guide Core adjudication principles: Ruling records shall support precedent linkage so future rulings can reference prior analogous decisions.
- 🔄 In Progress dc-gmg-running-guide Core adjudication principles: The system shall treat accumulated precedents as candidate house-rule seeds.
Adjudicating Rules (Extended)
- 🔄 In Progress dc-gmg-running-guide Listen to players and shared recall: Rules discussion flow shall support collaborative lookup with players while preserving GM final authority for live rulings.
- 🔄 In Progress dc-gmg-running-guide Listen to players and shared recall: Session tooling should allow distributed source lookup assignments to speed multi-source rule verification.
- 🔄 In Progress dc-gmg-running-guide Listen to players and shared recall: Rules concerns raised by players shall be captured and not silently dismissed.
- 🔄 In Progress dc-gmg-running-guide Make the call and review later: Live adjudication shall support provisional rulings with deferred post-session review.
- 🔄 In Progress dc-gmg-running-guide Make the call and review later: Provisional rulings should be announced explicitly as temporary where applicable.
- 🔄 In Progress dc-gmg-running-guide Make the call and review later: Between-session review workflow shall publish clarified/updated rulings before next session start.
- 🔄 In Progress dc-gmg-running-guide Saying 'Yes, but': Improvisational adjudication should prefer permissive outcomes bounded by costs, checks, conditions, or constrained one-time effects.
- 🔄 In Progress dc-gmg-running-guide Saying 'Yes, but': Creative-action resolution library shall support minor bonus, minor penalty, minor damage-plus-rider, or object-triggered save templates.
- 🔄 In Progress dc-gmg-running-guide Saying 'Yes, but': GM may mark edge-case rulings as one-time exceptions to prevent disruptive long-term precedent.
Adventure Design
- 🔄 In Progress dc-gmg-running-guide Player motivations and engagement: Adventure authoring shall include per-player motivation hooks and engagement targets.
- 🔄 In Progress dc-gmg-running-guide Player motivations and engagement: Hook design shall avoid assuming deterministic player choices while still presenting motivation-aligned opportunities.
- 🔄 In Progress dc-gmg-running-guide Player motivations and engagement: Session feedback loop shall capture motivation effectiveness for future adjustment.
- 🔄 In Progress dc-gmg-running-guide Keeping adventures varied: Adventure balancing tools shall track scene-type diversity (combat/social/problem-solving/stealth/etc.) per session and per arc.
- 🔄 In Progress dc-gmg-running-guide Keeping adventures varied: Encounter-set builder shall warn on repetitive composition patterns across consecutive sessions.
- 🔄 In Progress dc-gmg-running-guide Keeping adventures varied: Adventure plans shall support spotlight rotation so different player preferences receive targeted content.
- 🔄 In Progress dc-gmg-running-guide Theme and emotional arc: Adventure outline format shall include intended emotional beats (for example triumph, dread, optimism) by scene or phase.
- 🔄 In Progress dc-gmg-running-guide Theme and emotional arc: NPC/location design notes shall reference target thematic tone to maintain coherence.
- 🔄 In Progress dc-gmg-running-guide Adventure recipe framework: Adventure generator shall support a six-step recipe pipeline linking style and threat to motivations, arcs, factions, and mechanical content.
- 🔄 In Progress dc-gmg-running-guide Adventure recipe framework: Recipe stages shall remain editable during play to accommodate emergent narrative changes.
- 🔄 In Progress dc-gmg-running-guide Adventure recipe framework: Opposition modeling shall support multiple non-monolithic adversary groups with internal conflicts.
Campaign Structure
- 🔄 In Progress dc-gmg-running-guide Campaign scopes and progression models: Campaign planner shall support predefined scope templates (one-shot, brief, extended, epic) with configurable level ceilings and expected session cadence.
- 🔄 In Progress dc-gmg-running-guide Campaign scopes and progression models: Campaign templates shall expose adventure-count guidance to structure pacing and progression.
- 🔄 In Progress dc-gmg-running-guide Campaign scopes and progression models: Campaign configuration shall allow promotion from shorter templates to longer arcs without data loss.
- 🔄 In Progress dc-gmg-running-guide Linking adventures and theme transitions: Adventure graph shall support explicit link artifacts (recurring NPCs, carry-forward clues, consequence fallout, travel bridges).
- 🔄 In Progress dc-gmg-running-guide Linking adventures and theme transitions: Campaign timeline shall support interstitial adventures for geographic or narrative transitions.
- 🔄 In Progress dc-gmg-running-guide Linking adventures and theme transitions: Theme management shall support both recurring motifs and intentional theme shifts with world-state continuity.
- 🔄 In Progress dc-gmg-running-guide Player goals in campaign structure: Campaign intake shall collect player-preference touchstones and character goals at start and refresh points.
- 🔄 In Progress dc-gmg-running-guide Player goals in campaign structure: Goal-tracking model shall map each PC goal to supporting hooks in encounters, exploration, downtime, and rewards.
- 🔄 In Progress dc-gmg-running-guide Player goals in campaign structure: GM planning views should surface uncovered goals to avoid long-term neglect of player priorities.
Chapter Scope and GM Priorities
- 🔄 In Progress dc-gmg-running-guide Chapter topic map: The GM support layer shall treat encounter, exploration, and downtime as distinct operating modes with separate guidance surfaces.
- 🔄 In Progress dc-gmg-running-guide Chapter topic map: The documentation model shall preserve explicit cross-links between mode-running guidance and encounter/adventure/map design guidance.
Drawing Maps
- 🔄 In Progress dc-gmg-running-guide Map purpose and production constraints: Map workflow shall prioritize legibility and play utility over visual polish.
- 🔄 In Progress dc-gmg-running-guide Map purpose and production constraints: Map tooling should support iterative draft/edit cycles with low-friction correction.
- 🔄 In Progress dc-gmg-running-guide Legend, scale, orientation, symbol key: Every adventure map artifact shall include mandatory metadata: scale, orientation, and symbol legend.
- 🔄 In Progress dc-gmg-running-guide Legend, scale, orientation, symbol key: Grid mapping shall support variable scale modes (5-foot tactical, larger strategic scales).
- 🔄 In Progress dc-gmg-running-guide Sketching and map composition: Map validation shall enforce traversability constraints for expected creature sizes and movement.
- 🔄 In Progress dc-gmg-running-guide Sketching and map composition: Room authoring should require stated functional purpose for each encounter area.
- 🔄 In Progress dc-gmg-running-guide Sketching and map composition: Layout guidance shall discourage excessive symmetry/repetition unless intentionally thematic.
- 🔄 In Progress dc-gmg-running-guide Numbering encounter areas and definition pass: Map-to-encounter linkage shall require stable area IDs (with optional site prefix namespace).
- 🔄 In Progress dc-gmg-running-guide Numbering encounter areas and definition pass: Encounter notes shall reference map area IDs as primary keys for scene indexing.
- 🔄 In Progress dc-gmg-running-guide Numbering encounter areas and definition pass: Finalized map artifacts shall support durable export state for reuse across sessions/adventures.
Encounter Design
- 🔄 In Progress dc-gmg-running-guide Encounter quality dimensions: Encounter templates shall require narrative purpose, adversary rationale, and location hooks (not only XP/level math).
- 🔄 In Progress dc-gmg-running-guide Encounter quality dimensions: Encounter metadata shall support dynamic twists/phases to avoid static slugfests.
- 🔄 In Progress dc-gmg-running-guide Encounter variety and composition: Encounter planning shall support explicit variety dimensions: theme, threat band, complexity, composition, setup, and information visibility.
- 🔄 In Progress dc-gmg-running-guide Encounter variety and composition: Threat scheduling should intentionally mix trivial/low/moderate/severe encounters and gate extreme threats for major set pieces.
- 🔄 In Progress dc-gmg-running-guide Encounter variety and composition: Setup profiles shall include ambush, negotiation-collapse, duel, chase transition, retreat, and surrender end states.
- 🔄 In Progress dc-gmg-running-guide Encounter locations and terrain logic: Map authoring shall model maneuverability, line-of-sight blockers, range lanes, and cover anchors as first-class encounter features.
- 🔄 In Progress dc-gmg-running-guide Encounter locations and terrain logic: Encounter placement shall account for inhabitant terrain familiarity and movement-mode advantages (burrow/climb/swim/fly).
- 🔄 In Progress dc-gmg-running-guide Encounter locations and terrain logic: Defensive scenarios shall support "PC home turf" preparation windows for traps, wards, and ambush setup.
General Advice
- 🔄 In Progress dc-gmg-running-guide Session zero: Campaign setup flow shall support an explicit pre-play "session zero" phase.
- 🔄 In Progress dc-gmg-running-guide Session zero: Session zero records shall support party links/relationships prior to first adventure session.
- 🔄 In Progress dc-gmg-running-guide Session zero: Session zero shall capture GM-facing character integration notes for later adventure hooks.
- 🔄 In Progress dc-gmg-running-guide Pacing game sessions: Session planner should support pacing plans with alternating high-intensity and low-intensity scenes.
- 🔄 In Progress dc-gmg-running-guide Pacing game sessions: Session planner should support explicit end-of-session targets (cliffhanger, reveal, pre-combat pause, etc.).
- 🔄 In Progress dc-gmg-running-guide Pacing game sessions: Between-session task handling should support asynchronous resolution items (treasure division, leveling, downtime).
- 🔄 In Progress dc-gmg-running-guide Stakes and consequences: Scenario definitions shall include explicit failure stakes and success outcomes visible to players.
- 🔄 In Progress dc-gmg-running-guide Stakes and consequences: Consequence logic should prefer predictable cause-effect chains over frequent opaque reversals.
- 🔄 In Progress dc-gmg-running-guide Stakes and consequences: Reward hooks shall support accomplishment XP signaling when major goals are achieved.
- 🔄 In Progress dc-gmg-running-guide Failing forward: Check-resolution flow should support non-blocking failure outcomes that still advance state.
- 🔄 In Progress dc-gmg-running-guide Failing forward: Failure outcomes should support one or more of: clue reveal, next-attempt advantage setup, or complication insertion.
- 🔄 In Progress dc-gmg-running-guide Failing forward: The system shall still allow hard stops when no credible fail-forward branch exists.
- 🔄 In Progress dc-gmg-running-guide Secret checks: GM tools shall support secret-check mode that hides roll outcomes from players.
- 🔄 In Progress dc-gmg-running-guide Secret checks: GM dashboard shall maintain a quick-reference cache of key PC modifiers (Perception, Will, common Recall Knowledge skills).
- 🔄 In Progress dc-gmg-running-guide Secret checks: Modifier cache should support easy refresh triggers on level-up/stat-change events.
Narrative Collaboration
- 🔄 In Progress dc-gmg-running-guide Agency and collaboration models: Campaign framework shall support selectable collaboration modes: GM-led with feedback, shared content ownership, and decentralized narration.
- 🔄 In Progress dc-gmg-running-guide Agency and collaboration models: Collaboration workflows shall include periodic checkpoints for player input at campaign start and major milestones.
- 🔄 In Progress dc-gmg-running-guide Agency and collaboration models: Shared-authoring mode shall support ownership logs for player-authored setting/NPC components.
Narrative Collaboration (Extended)
- 🔄 In Progress dc-gmg-running-guide Shared-control challenges and Story Points: Shared-narrative mode shall include recap checkpoints to maintain canonical continuity.
- 🔄 In Progress dc-gmg-running-guide Shared-control challenges and Story Points: Optional Story Point economy shall allow bounded narrative interventions (quick twist/fact/NPC attitude) with explicit scope limits.
- 🔄 In Progress dc-gmg-running-guide Shared-control challenges and Story Points: Story Point actions shall be disallowed from auto-resolving whole scenes or massively rewriting setting reality.
Rarity in Your Game
- 🔄 In Progress dc-gmg-running-guide Four rarities and context/access: Content catalog shall encode rarity tiers (common, uncommon, rare, unique) with distinct default access semantics.
- 🔄 In Progress dc-gmg-running-guide Four rarities and context/access: Rarity evaluation shall be context-sensitive by locale/culture/campaign framing rather than globally static.
- 🔄 In Progress dc-gmg-running-guide Four rarities and context/access: Uncommon-option access entries shall grant common-like availability when character criteria are met.
- 🔄 In Progress dc-gmg-running-guide Four rarities and context/access: Character-creation pipeline shall support uncommon/rare starting elements via GM campaign allowlists.
Resolving Problems
- 🔄 In Progress dc-gmg-running-guide Table problem handling and TPKs: Campaign safety/governance setup shall include explicit table preferences for lethality and TPK handling.
- 🔄 In Progress dc-gmg-running-guide Table problem handling and TPKs: Encounter-control guidance shall include non-forced escape/capture/aid branches to preserve player agency under looming TPK risk.
- 🔄 In Progress dc-gmg-running-guide Table problem handling and TPKs: Post-TPK workflow shall require explicit player consent before campaign continuation.
Resolving Problems (Extended)
- 🔄 In Progress dc-gmg-running-guide Problematic players and intervention model: Table-governance policy shall distinguish coachable behaviors from zero-tolerance behaviors.
- 🔄 In Progress dc-gmg-running-guide Problematic players and intervention model: Intervention workflow shall default to private conversation channels before public escalation (except urgent harm cases).
- 🔄 In Progress dc-gmg-running-guide Problematic players and intervention model: Governance logs should support behavior-category tagging and documented outcome decisions.
- 🔄 In Progress dc-gmg-running-guide Safety tools: Campaign setup shall include optional safety tool configuration (X-Card and Lines/Veils equivalents).
- 🔄 In Progress dc-gmg-running-guide Safety tools: Safety interrupts shall provide immediate pause/redirection behavior with no penalty to participating players.
- 🔄 In Progress dc-gmg-running-guide Ejecting player, cheating, and power imbalance: Persistent severe misconduct workflow shall support removal decisions with explicit rationale and finality.
- 🔄 In Progress dc-gmg-running-guide Ejecting player, cheating, and power imbalance: Suspected cheating workflow shall start with correction-first assumptions, then escalate to conduct enforcement when intentional behavior is confirmed.
- 🔄 In Progress dc-gmg-running-guide Ejecting player, cheating, and power imbalance: Power-imbalance mitigation shall support consensual retraining, narrative item off-ramping, and encounter recalibration while preserving group fun.
Running Downtime
- 🔄 In Progress dc-gmg-running-guide Downtime objectives and scope: Downtime subsystem shall support world-state updates tied to prior PC accomplishments.
- 🔄 In Progress dc-gmg-running-guide Downtime objectives and scope: Downtime resolution shall prefer low-roll-count summaries over granular roll spam by default.
- 🔄 In Progress dc-gmg-running-guide Downtime objectives and scope: Downtime actions shall be allowed to branch into encounter or exploration scenes when triggered by outcomes.
- 🔄 In Progress dc-gmg-running-guide Depth of downtime: Campaign configuration shall include a downtime-depth setting (light/medium/deep) adjustable over campaign lifetime.
- 🔄 In Progress dc-gmg-running-guide Depth of downtime: Session planner shall support recommended real-time budgets for downtime blocks.
- 🔄 In Progress dc-gmg-running-guide Depth of downtime: Downtime narration depth shall scale up only when player intent/questions indicate high story value.
- 🔄 In Progress dc-gmg-running-guide Group engagement and no-downtime campaigns: Downtime scheduler shall support scene fusion for multiple PC tasks in shared contexts.
- 🔄 In Progress dc-gmg-running-guide Group engagement and no-downtime campaigns: Participation controls shall support per-player low-detail summaries when a player opts out of downtime roleplay.
- 🔄 In Progress dc-gmg-running-guide Group engagement and no-downtime campaigns: Campaign mode shall permit disabling downtime mechanics in favor of between-adventure summary resolution.
Running Encounters
- 🔄 In Progress dc-gmg-running-guide Encounter GM focus: Encounter UI shall provide turn-order visibility including current actor and next-up actor.
- 🔄 In Progress dc-gmg-running-guide Encounter GM focus: Encounter log shall surface immediate action-to-consequence feedback.
- 🔄 In Progress dc-gmg-running-guide Encounter GM focus: Encounter assist should optimize for fast rulings over exhaustive interruption for minor edge cases.
- 🔄 In Progress dc-gmg-running-guide Looking up rules: Adjudication policy shall differentiate minor rulings (resolve now, verify later) from major rules-dependent rulings (pause and verify).
- 🔄 In Progress dc-gmg-running-guide Looking up rules: Rules references shown in encounter mode should be summarized by default to reduce table-flow disruption.
- 🔄 In Progress dc-gmg-running-guide Rewinding: Turn manager shall permit same-turn rewinds and block cross-turn rewinds by default.
- 🔄 In Progress dc-gmg-running-guide Rewinding: Rewind policy shall be configurable but consistent within a session.
- 🔄 In Progress dc-gmg-running-guide Rewinding: Lightweight corrections (for example applying omitted static damage) may be allowed outside-turn without full rewind.
- 🔄 In Progress dc-gmg-running-guide Initiative and stealth: Initiative subsystem shall support skill-based initiative selection (Stealth when Avoiding Notice).
- 🔄 In Progress dc-gmg-running-guide Initiative and stealth: Encounter start resolution shall compare Stealth-initiative results against enemy Perception DCs to determine initial undetected state per observer.
- 🔄 In Progress dc-gmg-running-guide Initiative and stealth: Choosing Perception initiative in place of Stealth shall remove stealth-preservation at encounter start.
- 🔄 In Progress dc-gmg-running-guide Batch initiative: Encounter tooling shall support grouped initiative for identical enemy sets.
- 🔄 In Progress dc-gmg-running-guide Batch initiative: Grouped initiative shall preserve individual turns and individual Delay behavior.
- 🔄 In Progress dc-gmg-running-guide Batch initiative: Grouped initiative should be optional and marked as a speed-of-play optimization.
- 🔄 In Progress dc-gmg-running-guide Aid and Ready adjudication: Aid validation shall require task-specific preparation, valid helping position, and communication feasibility.
- 🔄 In Progress dc-gmg-running-guide Aid and Ready adjudication: Aid timing shall scale with task scope (single-action support for short tasks; sustained support for long tasks).
- 🔄 In Progress dc-gmg-running-guide Aid and Ready adjudication: Ready trigger validation shall reject purely meta triggers (for example HP thresholds or unobservable rules tags) and require in-world observables.
- 🔄 In Progress dc-gmg-running-guide Take Cover and map abstraction: Cover adjudication shall use physical silhouette plausibility to determine cover availability.
- 🔄 In Progress dc-gmg-running-guide Take Cover and map abstraction: Take Cover resolution should support optional prone-integration when posture change is required by terrain/object geometry.
- 🔄 In Progress dc-gmg-running-guide Take Cover and map abstraction: Tactical map mode shall allow narrative micro-adjustments (minor movement/position boosts) when approved by GM adjudication.
Running Exploration
- 🔄 In Progress dc-gmg-running-guide Exploration goals: Exploration flow shall support sensory-scene prompts, variable time compression/expansion, and mystery hooks.
- 🔄 In Progress dc-gmg-running-guide Exploration goals: Exploration checks should support fail-forward outcomes consistent with forward motion and added complications.
- 🔄 In Progress dc-gmg-running-guide Exploration goals: Exploration engine shall support clean transition hooks into encounter mode.
- 🔄 In Progress dc-gmg-running-guide Evocative environments: Scene-description templates shall include multi-sensory fields (sight, sound, smell, temperature, texture).
- 🔄 In Progress dc-gmg-running-guide Evocative environments: Environment authoring shall support explicit familiar-vs-novel tagging to guide emphasis.
- 🔄 In Progress dc-gmg-running-guide Evocative environments: GM aid should warn that repeated/high-detail emphasis implies significance to players.
- 🔄 In Progress dc-gmg-running-guide Flow of time: Exploration time tracking shall default to coarse increments (typically 10-minute units, hour-scale for long travel).
- 🔄 In Progress dc-gmg-running-guide Flow of time: Narrative pacing controls shall tie description depth to perceived time dilation.
- 🔄 In Progress dc-gmg-running-guide Flow of time: GM controls shall allow explicit slow-time moments for key decisions, emotional beats, and new-area entry.
Special Circumstances
- 🔄 In Progress dc-gmg-running-guide Pathfinder Society and constrained option access: Organized-play mode shall support campaign-level option allowlists/denylists external to local GM preference.
- 🔄 In Progress dc-gmg-running-guide Pathfinder Society and constrained option access: Scenario-run mode shall enforce baseline script fidelity while allowing GM-adjudicated alternate solution paths.
- 🔄 In Progress dc-gmg-running-guide Pathfinder Society and constrained option access: Alternate challenge bypasses (illusion/social/bribery) shall map to GM-set DC resolution patterns.
- 🔄 In Progress dc-gmg-running-guide Unusual group sizes (small groups): Group-size adaptation layer shall support party-compensation options: extra PCs, support NPCs, or character-flexibility variants.
- 🔄 In Progress dc-gmg-running-guide Unusual group sizes (small groups): GM-controlled support entities shall have guardrails preventing major-decision dominance or role overshadowing.
- 🔄 In Progress dc-gmg-running-guide Unusual group sizes (small groups): Encounter tuning for small groups shall flag high-single-target incapacitation threats and recommend compensating adjustments.
Chapter 2: Tools 0 6 0 0%
Baseline Requirements
- 🔄 In Progress dc-gmg-hazards Scope baseline: GM tooling shall expose configurable policies for adjudication, pacing, and scenario construction.
- 🔄 In Progress dc-gmg-hazards Scope baseline: Subsystem framework shall support pluggable mechanics with explicit setup, turn flow, and resolution states.
- 🔄 In Progress dc-gmg-hazards Scope baseline: Variant rules shall be feature-flagged with compatibility checks against baseline campaign assumptions.
- 🔄 In Progress dc-gmg-hazards Scope baseline: Encounter/adventure/map planning artifacts shall preserve traceability between scene intent and mechanics.
Integration Notes
- 🔄 In Progress dc-gmg-hazards Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- 🔄 In Progress dc-gmg-hazards Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Chapter 3: Subsystems 0 6 0 0%
Baseline Requirements
- 🔄 In Progress dc-gmg-subsystems Scope baseline: GM tooling shall expose configurable policies for adjudication, pacing, and scenario construction.
- 🔄 In Progress dc-gmg-subsystems Scope baseline: Subsystem framework shall support pluggable mechanics with explicit setup, turn flow, and resolution states.
- 🔄 In Progress dc-gmg-subsystems Scope baseline: Variant rules shall be feature-flagged with compatibility checks against baseline campaign assumptions.
- 🔄 In Progress dc-gmg-subsystems Scope baseline: Encounter/adventure/map planning artifacts shall preserve traceability between scene intent and mechanics.
Integration Notes
- 🔄 In Progress dc-gmg-subsystems Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- 🔄 In Progress dc-gmg-subsystems Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Chapter 4: Variant Rules 0 6 0 0%
Baseline Requirements
- 🔄 In Progress dc-gmg-subsystems Scope baseline: GM tooling shall expose configurable policies for adjudication, pacing, and scenario construction.
- 🔄 In Progress dc-gmg-subsystems Scope baseline: Subsystem framework shall support pluggable mechanics with explicit setup, turn flow, and resolution states.
- 🔄 In Progress dc-gmg-subsystems Scope baseline: Variant rules shall be feature-flagged with compatibility checks against baseline campaign assumptions.
- 🔄 In Progress dc-gmg-subsystems Scope baseline: Encounter/adventure/map planning artifacts shall preserve traceability between scene intent and mechanics.
Integration Notes
- 🔄 In Progress dc-gmg-subsystems Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- 🔄 In Progress dc-gmg-subsystems Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Guns and Gears 0 0 30 0%
Chapter 1: Gears Characters 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-gng-guns-gears Scope baseline: Character progression model shall encode level-based feature unlocks and prerequisite validation.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Option selection flows shall support mutually exclusive branches and retraining-safe persistence.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Character features shall integrate with action economy, trait systems, and condition/state transitions.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Build validation shall provide explicit errors for illegal option combinations or unmet requirements.
Integration Notes
- ❌ Not Started dc-gng-guns-gears Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-gng-guns-gears Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Chapter 2: Gears Equipment 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-gng-guns-gears Scope baseline: Item model shall encode level, rarity, traits, price, bulk, usage, and activation metadata.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Item effects shall support passive bonuses, activated actions, and consumable depletion rules.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Crafting/availability pipelines shall integrate prerequisites, formulas, and acquisition access constraints.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Item interactions shall validate stack rules across item/circumstance/status modifiers.
Integration Notes
- ❌ Not Started dc-gng-guns-gears Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-gng-guns-gears Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Chapter 3: Guns Characters 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-gng-guns-gears Scope baseline: Character progression model shall encode level-based feature unlocks and prerequisite validation.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Option selection flows shall support mutually exclusive branches and retraining-safe persistence.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Character features shall integrate with action economy, trait systems, and condition/state transitions.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Build validation shall provide explicit errors for illegal option combinations or unmet requirements.
Integration Notes
- ❌ Not Started dc-gng-guns-gears Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-gng-guns-gears Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Chapter 4: Guns Equipment 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-gng-guns-gears Scope baseline: Item model shall encode level, rarity, traits, price, bulk, usage, and activation metadata.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Item effects shall support passive bonuses, activated actions, and consumable depletion rules.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Crafting/availability pipelines shall integrate prerequisites, formulas, and acquisition access constraints.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Item interactions shall validate stack rules across item/circumstance/status modifiers.
Integration Notes
- ❌ Not Started dc-gng-guns-gears Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-gng-guns-gears Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Chapter 5: The Rotating Gear 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-gng-guns-gears Scope baseline: Data model shall encode entities and relationships introduced by this chapter/section.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Rule resolution shall support deterministic outcomes including modifiers, checks, and conditions.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Validation shall enforce prerequisites, constraints, and legal state transitions.
- ❌ Not Started dc-gng-guns-gears Scope baseline: Documentation shall cross-link mechanics in this section to adjacent dependent systems.
Integration Notes
- ❌ Not Started dc-gng-guns-gears Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-gng-guns-gears Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Secrets of Magic 0 0 30 0%
Chapter 1: Essentials of Magic 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Data model shall encode entities and relationships introduced by this chapter/section.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Rule resolution shall support deterministic outcomes including modifiers, checks, and conditions.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Validation shall enforce prerequisites, constraints, and legal state transitions.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Documentation shall cross-link mechanics in this section to adjacent dependent systems.
Integration Notes
- ❌ Not Started dc-som-secrets-of-magic Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-som-secrets-of-magic Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Chapter 2: Classes 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Character progression model shall encode level-based feature unlocks and prerequisite validation.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Option selection flows shall support mutually exclusive branches and retraining-safe persistence.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Character features shall integrate with action economy, trait systems, and condition/state transitions.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Build validation shall provide explicit errors for illegal option combinations or unmet requirements.
Integration Notes
- ❌ Not Started dc-som-secrets-of-magic Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-som-secrets-of-magic Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Chapter 3: Spells 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Spell data model shall encode traits, traditions, rank, actions, range/area/targets, and duration.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Spell resolution shall support save outcomes, damage/healing scaling, and conditional rider effects.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Spell catalog shall support heightened variants and per-rank behavior deltas.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Spell interactions shall integrate with condition, immunity, resistance, weakness, and counteract systems.
Integration Notes
- ❌ Not Started dc-som-secrets-of-magic Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-som-secrets-of-magic Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Chapter 4: Magic Items 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Item model shall encode level, rarity, traits, price, bulk, usage, and activation metadata.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Item effects shall support passive bonuses, activated actions, and consumable depletion rules.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Crafting/availability pipelines shall integrate prerequisites, formulas, and acquisition access constraints.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Item interactions shall validate stack rules across item/circumstance/status modifiers.
Integration Notes
- ❌ Not Started dc-som-secrets-of-magic Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-som-secrets-of-magic Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Chapter 5: Book of Unlimited Magic 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Data model shall encode entities and relationships introduced by this chapter/section.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Rule resolution shall support deterministic outcomes including modifiers, checks, and conditions.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Validation shall enforce prerequisites, constraints, and legal state transitions.
- ❌ Not Started dc-som-secrets-of-magic Scope baseline: Documentation shall cross-link mechanics in this section to adjacent dependent systems.
Integration Notes
- ❌ Not Started dc-som-secrets-of-magic Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-som-secrets-of-magic Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Gods and Magic 0 36 0 0%
Overview 0 6 0 0%
Baseline Requirements
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Reference catalog shall support glossary/index-style entries with stable identifiers and cross-links.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Section content shall classify mechanical vs lore text and retain explicit implementation-facing rules only.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Documentation links shall map appendix references to primary systems and source sections.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Validation shall flag unresolved references and missing link targets.
Integration Notes
- 🔄 In Progress dc-gam-gods-magic Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- 🔄 In Progress dc-gam-gods-magic Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Gods of the Inner Sea 0 6 0 0%
Baseline Requirements
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Data model shall encode entities and relationships introduced by this chapter/section.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Rule resolution shall support deterministic outcomes including modifiers, checks, and conditions.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Validation shall enforce prerequisites, constraints, and legal state transitions.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Documentation shall cross-link mechanics in this section to adjacent dependent systems.
Integration Notes
- 🔄 In Progress dc-gam-gods-magic Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- 🔄 In Progress dc-gam-gods-magic Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Demigods and Other Divinities 0 6 0 0%
Baseline Requirements
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Data model shall encode entities and relationships introduced by this chapter/section.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Rule resolution shall support deterministic outcomes including modifiers, checks, and conditions.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Validation shall enforce prerequisites, constraints, and legal state transitions.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Documentation shall cross-link mechanics in this section to adjacent dependent systems.
Integration Notes
- 🔄 In Progress dc-gam-gods-magic Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- 🔄 In Progress dc-gam-gods-magic Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Philosophies and Spirituality 0 6 0 0%
Baseline Requirements
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Reference catalog shall support glossary/index-style entries with stable identifiers and cross-links.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Section content shall classify mechanical vs lore text and retain explicit implementation-facing rules only.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Documentation links shall map appendix references to primary systems and source sections.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Validation shall flag unresolved references and missing link targets.
Integration Notes
- 🔄 In Progress dc-gam-gods-magic Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- 🔄 In Progress dc-gam-gods-magic Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Character Options 0 6 0 0%
Baseline Requirements
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Data model shall encode entities and relationships introduced by this chapter/section.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Rule resolution shall support deterministic outcomes including modifiers, checks, and conditions.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Validation shall enforce prerequisites, constraints, and legal state transitions.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Documentation shall cross-link mechanics in this section to adjacent dependent systems.
Integration Notes
- 🔄 In Progress dc-gam-gods-magic Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- 🔄 In Progress dc-gam-gods-magic Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Appendix 0 6 0 0%
Baseline Requirements
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Reference catalog shall support glossary/index-style entries with stable identifiers and cross-links.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Section content shall classify mechanical vs lore text and retain explicit implementation-facing rules only.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Documentation links shall map appendix references to primary systems and source sections.
- 🔄 In Progress dc-gam-gods-magic Scope baseline: Validation shall flag unresolved references and missing link targets.
Integration Notes
- 🔄 In Progress dc-gam-gods-magic Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- 🔄 In Progress dc-gam-gods-magic Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Bestiary 1 18 0 0 100%
Introduction 6 0 0 100%
Baseline Requirements
- ✅ Implemented dc-b1-bestiary1 Scope baseline: Data model shall encode entities and relationships introduced by this chapter/section.
- ✅ Implemented dc-b1-bestiary1 Scope baseline: Rule resolution shall support deterministic outcomes including modifiers, checks, and conditions.
- ✅ Implemented dc-b1-bestiary1 Scope baseline: Validation shall enforce prerequisites, constraints, and legal state transitions.
- ✅ Implemented dc-b1-bestiary1 Scope baseline: Documentation shall cross-link mechanics in this section to adjacent dependent systems.
Integration Notes
- ✅ Implemented dc-b1-bestiary1 Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ✅ Implemented dc-b1-bestiary1 Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Monsters A–Z 6 0 0 100%
Baseline Requirements
- ✅ Implemented dc-b1-bestiary1 Scope baseline: Creature-entry schema shall encode level, rarity, traits, perception, languages, skills, and senses.
- ✅ Implemented dc-b1-bestiary1 Scope baseline: Combat stat blocks shall encode AC, saves, HP, immunities, weaknesses, resistances, speeds, and attacks.
- ✅ Implemented dc-b1-bestiary1 Scope baseline: Ability/action entries shall support trigger, frequency, traits, save/DC, and effect resolution fields.
- ✅ Implemented dc-b1-bestiary1 Scope baseline: Encounter tooling shall support creature filtering by level/trait/role for balanced composition.
Integration Notes
- ✅ Implemented dc-b1-bestiary1 Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ✅ Implemented dc-b1-bestiary1 Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Appendix 6 0 0 100%
Baseline Requirements
- ✅ Implemented dc-b1-bestiary1 Scope baseline: Reference catalog shall support glossary/index-style entries with stable identifiers and cross-links.
- ✅ Implemented dc-b1-bestiary1 Scope baseline: Section content shall classify mechanical vs lore text and retain explicit implementation-facing rules only.
- ✅ Implemented dc-b1-bestiary1 Scope baseline: Documentation links shall map appendix references to primary systems and source sections.
- ✅ Implemented dc-b1-bestiary1 Scope baseline: Validation shall flag unresolved references and missing link targets.
Integration Notes
- ✅ Implemented dc-b1-bestiary1 Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ✅ Implemented dc-b1-bestiary1 Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Bestiary 2 0 0 12 0%
Monsters A–Z 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-b2-bestiary2 Scope baseline: Creature-entry schema shall encode level, rarity, traits, perception, languages, skills, and senses.
- ❌ Not Started dc-b2-bestiary2 Scope baseline: Combat stat blocks shall encode AC, saves, HP, immunities, weaknesses, resistances, speeds, and attacks.
- ❌ Not Started dc-b2-bestiary2 Scope baseline: Ability/action entries shall support trigger, frequency, traits, save/DC, and effect resolution fields.
- ❌ Not Started dc-b2-bestiary2 Scope baseline: Encounter tooling shall support creature filtering by level/trait/role for balanced composition.
Integration Notes
- ❌ Not Started dc-b2-bestiary2 Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-b2-bestiary2 Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Appendix 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-b2-bestiary2 Scope baseline: Reference catalog shall support glossary/index-style entries with stable identifiers and cross-links.
- ❌ Not Started dc-b2-bestiary2 Scope baseline: Section content shall classify mechanical vs lore text and retain explicit implementation-facing rules only.
- ❌ Not Started dc-b2-bestiary2 Scope baseline: Documentation links shall map appendix references to primary systems and source sections.
- ❌ Not Started dc-b2-bestiary2 Scope baseline: Validation shall flag unresolved references and missing link targets.
Integration Notes
- ❌ Not Started dc-b2-bestiary2 Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-b2-bestiary2 Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Bestiary 3 0 0 18 0%
Introduction 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-b3-bestiary3 Scope baseline: Data model shall encode entities and relationships introduced by this chapter/section.
- ❌ Not Started dc-b3-bestiary3 Scope baseline: Rule resolution shall support deterministic outcomes including modifiers, checks, and conditions.
- ❌ Not Started dc-b3-bestiary3 Scope baseline: Validation shall enforce prerequisites, constraints, and legal state transitions.
- ❌ Not Started dc-b3-bestiary3 Scope baseline: Documentation shall cross-link mechanics in this section to adjacent dependent systems.
Integration Notes
- ❌ Not Started dc-b3-bestiary3 Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-b3-bestiary3 Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Monsters A–Z 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-b3-bestiary3 Scope baseline: Creature-entry schema shall encode level, rarity, traits, perception, languages, skills, and senses.
- ❌ Not Started dc-b3-bestiary3 Scope baseline: Combat stat blocks shall encode AC, saves, HP, immunities, weaknesses, resistances, speeds, and attacks.
- ❌ Not Started dc-b3-bestiary3 Scope baseline: Ability/action entries shall support trigger, frequency, traits, save/DC, and effect resolution fields.
- ❌ Not Started dc-b3-bestiary3 Scope baseline: Encounter tooling shall support creature filtering by level/trait/role for balanced composition.
Integration Notes
- ❌ Not Started dc-b3-bestiary3 Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-b3-bestiary3 Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.
Appendix 0 0 6 0%
Baseline Requirements
- ❌ Not Started dc-b3-bestiary3 Scope baseline: Reference catalog shall support glossary/index-style entries with stable identifiers and cross-links.
- ❌ Not Started dc-b3-bestiary3 Scope baseline: Section content shall classify mechanical vs lore text and retain explicit implementation-facing rules only.
- ❌ Not Started dc-b3-bestiary3 Scope baseline: Documentation links shall map appendix references to primary systems and source sections.
- ❌ Not Started dc-b3-bestiary3 Scope baseline: Validation shall flag unresolved references and missing link targets.
Integration Notes
- ❌ Not Started dc-b3-bestiary3 Cross-system alignment: Integration points from this chapter shall map to existing core rules where overlap exists, avoiding duplicate semantics.
- ❌ Not Started dc-b3-bestiary3 Cross-system alignment: Conflicts between chapter-specific and core rules shall be resolved through explicit precedence notes in implementation docs.