Just wanted to put together a quick road map that I've been thinking of. The dates are the Monday I plan to work on things. With any luck I can stay on track.

Monday, work; Tuesday, release; Wed-Sun fixes where absolutely necessary.

November 20: Compatibility Framework and Multiclass Support - DONE

November 27: 5e Spells SupportDONE

  • Nov28: 7 spells from 5e added, 2 spells from base game; Steel Wind Strike, something not available to Sorcerer or Paladin was added to the Bladeweaver's Paladin spells options because I felt like it.

November 28: Paladin Training (skills) updated DONE
  • Medicine: In addition to proficiency in Medicine, unlocks a healing action that costs a Sorcery Point.
  • Acrobatics: Proficiency in Acrobatics and +3m movement speed; only in effect if not wearing Heavy Armor.
  • Athletics: Proficiency in Athletics and Heavy Armor
  • Heavy Armor: effectively removed. Old saves with this passive will see the Athletics Passive effects instead so these characters do NOT NEED TO RESPEC to gain the benefits of this update.

December TBD: Initiating Fights with Spells
  • Currently, starting a fight by casting a spell and entering combat because of it will not allow a Bladeweaver to benefit from Bladeweaving on their first turn in combat unless they have more Action Points. Currently a work in progress as trying to fix this has caused several other issues. Once a solution is found, mod will receive another update.

December TBD: Extended Levelling and Features
  • This is a massive project and truthfully I might not be able to handle it all during the holiday season. Some changes might be rolled into the base release.
  • Level 1 Feature - Spellweaving - When casting a spell that requires an action point, gain temporary hit points equal to two times the level of the spell. While you have these Temporary Hit Points, you add your Charisma Modifier to damage dealt with weapons.
  • Level 6 Feature - Bladeweaving - Can cast a cantrip after a melee attack at the cost of 1 sorcery point; can make a melee attack after casting a cantrip at the cost of 1 sorcery point.
  • Level 11 Feature - Enhanced Spellweaving - Add 1d8 of chosen element to all melee attacks when Spellweaving. Spellweaving lasts an additional turn.
  • Level 14 Feature - Enhanced Bladeweaving - can cast levelled spells after melee attacks or vice versa.
  • Level 18 Feature - Enhanced Smiteweaving - Spend Sorcery Points to cast Smite Spells without spending a Bonus Action.

Everything subject to change, obviously, with time spent working and whether or not I actually have time to work on this.

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