Season 2 Changelog

Barbarian
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Base
Rage: Your rage damage bonus is now also applied to attack rolls.

Fast Movement: This ability increases by 10 more feet at level 11 and by 10 more feet at level 17.

Feral Instinct: Removed the extra turn in surprise combat. Instead, you can choose to Rage as part of your initiative.

Ancestral Guardian
Ancestral Protectors: Resistance removed, replaced with a -5 damage penalty.

Spirit Shield: Dice changed to d8s.

Berserker
Frenzy: Exhaustion capped to third level.

Storm Herald
Storm Aura: Desert does not effect allies.

Zealot
Warrior of the Gods: +1 HP when no longer dying.

Bard
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Base
Bardic Inspiration: You no longer roll for the Bardic Inspiration die. Instead, the average is chosen with one added on to it. D6 becomes 5, D8 becomes 6, D10 becomes 7, D12 becomes 8.

Countercharm: This ability is now used as a reaction. However, you can only use this ability a number of times equal to your proficiency bonus + your Charisma modifier. Taking a long rest replenishes these uses.

Glamour
Mantle of Inspiration: An ally's consumed temporary hit points regenerate by 1 at the start of their turns. The full effect lasts a minute.

Satire
Tumbling Fool: Speed is reduced. The x4 speed for the tumble's Dash is replaced by x2 instead.

Valor
Combat Inspiration: Damage dealt by your Bardic Inspiration is doubled.

Whispers
Mantle of Whispers: Can only be used every long rest.

Cleric
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Base
Additional Healing: Cure Wounds and Healing Word do an extra dice roll of healing.

Druid
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Base
Wild Shape: Can be used a number of times equal to the Druid's Wisdom modifier.

Archdruid: Total Rework. Wild Shape uses are now equal to the Druid's Wisdom modifier + their proficiency bonus. The Druid can ignore somatic and verbal components, but not material.

Crafting and Survival
The Season 2 update includes crafting that any character can do, provided one has the right tools to do so. If one would like to shape metal, one will need smith's tools and a forge/source of heat. For leatherworking? Leatherworker's tools, and a tanning rack. All crafting needs materials to go along with tools. These materials can either be found throughout the world, or can be bought from shops that specialize in what is being made. Below is a guide on one of these new systems, as well as the common prices for usable materials. New tables and crafting data will be created when the time calls for it.

Smithing - Smith's Tools (Strength)
Different metals are more or less difficult to work with, and thus have different DCs in order to produce a usable outcome. But, when a more expensive product is used, the result can be incredible and very powerful. Six hours of work can shape a half pound of material with a successful check, but a failed check will remove all progress from that day's work. Materials are not wasted from failed checks.