This page was last updated on 29 April 2025, 5:30AM
Changelogs
Version 1.0.6.0 (4/26/25)
Hex: -Now works the same as Valdacil's (only costs a spell slot once per day) -The shout component has a proper shout animation and VFXs -Localization slightly improved
Version 1.0.5.0 (4/16/25)
Tested Patch 8 Compatability
New Fiend Passive: Fiend Fire. Fire spells, now cause enemies to burn. See description for more details.
Witchbolt: -Damage decreased from 1d10 per ray to 1d8 per ray. Activating witchbolt is now a once per turn free action instead of costing a reaction. -The witchbolt activation status now lasts indefinitely and is removed when combat ends.
Imp: Cooldowns changed to once per combat instead of once per short rest (since you can always refresh your imp cooldowns by re-summoning them anyways)
Removed ImpUI as a requirement
Version 1.0.4.1 (4/5/25)
Fixed a bug where imp sting did not cost an action when surprising enemies with it.
Version 1.0.4.0 (4/4/25)
Witchbolt: Damage to linked targets changed from 1d6 to 1d4 per spell level
Version 1.0.3.0
Vampire Bite (Imp): Fixed the level 9 tooltip
Imp: Added a ranged attack "Firey Bolt" at level 11. Works the same way as firebolt, but counts as a ranged attack instead of a spell.
Added my mystic arcanum rework
Version 1.0.2.2
Fixed an issue with animation lag on the imp abilities I added in 1.0.2.0
Version 1.0.2.1
Added an icon for vampire bite, since the stock one is the same as sting. (IMPUI is now required)
Version 1.0.2.0
Added new abilities to Imp at levels 7, 9 and 11
Imp level now increases as expected leading to additional proficiency bonuses at levels 5 and 9.
Enhances the base game Witchbolt spell
Adds compatibility with invocations expanded for Quasit
Version 1.0.1.0
Moved the level 11 health increase (37 health) for imps to level 9 and then changed the level 11 increase to 46 health.
Version 1.0.0.1
Adds compatibility with "Invocations Expanded- Patch 7" mod