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Archetype feats are now in Dawnsbury Days

After reach weapons, this may be the feature that has been the most requested over the course of Dawnsbury Days development. Archetypes are now in Dawnsbury Days.



Archetypes have been in the game since the original release, but only unofficially, available through the brilliant DawnniExpanded mod. I'm very grateful to Danni a lot for all of her work on that mod.

Now, with this update, archetypes are available as part of the base game itself. This has a few advantages: first, it allows modders to more easily add additional archetypes into the game; and second, I was able to update some base game features such as the character builder to integrate archetypes a bit easier.

Archetypes are a character option that allows you to multiclass — instead of selecting class feats from your own class as you level up, you can now select feats also from "archetypes" which represent either other classes (these are called multiclass archetypes) or pseudoclasses such as Acrobat or Beastmaster. Archetype feats are available to all characters regardless of their main class, as long as they meet the archetype's ability score requirements.

This update also adds the Free Archetype variant rule which grants each character additional archetype feats. Many players prefer to play with the Free Archetype variant rule because it allows for the creation of more complex and unique characters — after all, you get to combine more elements of multiple classes, which results in many more possible combinations than when restricted to class feats of a single class.

However, Free Archetype also makes your characters stronger in terms of power: Not only are you getting double the number of class feats than normal, you also get to build combos that make best use of the best available feats from each class you combine. If you use the Free Archetype variant rule and find that you're clearing encounters faster and easier than you would like, consider increasing the difficulty level, especially at the higher levels of the Profane Barrier DLC.

With this, I hope you enjoy the new character content and here are the patch notes:

Features:

  • Archetypes. When choosing a class feat, instead of choosing a class feat, you can now select from "dedication feats" that are available to all classes and that give you bonus abilities related to a particular class-agnostic archetype (such as "Archer" or "Beastmaster") or to a particular multiclass archetype (such as "Cleric" or "Druid"). You can then further develop that dedication through archetype feats you can take instead of further class feats. These archetype feats give you additional abilities related to that archetypes (e.g. for Archer, you can take ranged attack feats from various classes; and for Cleric, you can take Cleric feats or learn divine spells).
  • Free Archetype rule. Under "House rules" in the Settings menu, you can now enable the Free Archetype variant rule. This variant rule grants you an extra feat at levels 2, 4, 6 and 8, but you can use take an archetype or dedication feat as this extra feat. Free Archetype makes your characters more powerful — consider raising the difficulty if you enable Free Archetype.
  • Variant rule: Characters can open multiple dedications. This variant rules allows you to take a second dedication before you close out the first by taking 2 archetype feats of that dedication.

Character content:

  • New feats (Ranger): Companion's Cry
  • New feats (Fighter): Triple Shot, Point-Blank Shot, Dueling Parry, Disarming Stance
  • New feats (Monk): Brawling Focus
  • Feats (Ranger): Added Dragon and Celestial to the list of favored enemy types.
  • Multiclass archetype (Barbarian): Animal, Dragon, Fury. Barbarian Resiliency, Instinct Ability, Basic Fury, Advanced Fury.
  • Multiclass archetype (Bard): Maestro, Morbid, Warrior. Basic Spellcasting, Occult Breadth, Counter Perform, Inspirational Performance, Basic Muse's Whispers, Advanced Muse's Whispers.
  • Multiclass archetype (Champion): Liberator, Paladin, Redeemer. Healing Touch, Champion's Reaction, Champion Resiliency, Divine Ally, Basic Devotion, Advanced Devotion.
  • Multiclass archetype (Cleric): Basic Spellcasting, Divine Breadth, Basic Dogma, Advanced Dogma.
  • Multiclass archetype (Druid): Animal, Storm, Wild. Basic Spellcasting, Primal Breadth, Order Spell, Basic Wilding, Advanced Wilding.
  • Multiclass archetype (Fighter): Fighter Resiliency, Attack of Opportunity, Basic Maneuver, Advanced Maneuver.
  • Multiclass archetype (Kineticist): Improved Elemental Blast, Basic Element Control, Advanced Element Control.
  • Multiclass archetype (Magus): Basic Spellcasting, Spellstrike, Hybrid Study Spell, Basic Martial Magic, Advanced Martial Magic.
  • Multiclass archetype (Monk): Monk Resiliency, Incredible Movement, Basic Kata, Advanced Kata.
  • Multiclass archetype (Oracle): Ancestors, Ash, Battle, Bones, Cosmos, Flames, Life, Tempest. First Revelation, Basic Spellcasting, Mysterious Breadth, Basic Mysteries, Advanced Mysteries.
  • Multiclass archetype (Psychic): The Distant Grasp, The Infinite Eye, The Tangible Dream. Psi Development, Basic Spellcasting, Basic Thoughtform, Advanced Thoughtform.
  • Multiclass archetype (Ranger): Ranger Resiliency, Basic Hunter's Trick, Advanced Hunter's Trick.
  • Multiclass archetype (Rogue): Skill Mastery, Sneak Attack, Basic Trickery, Advanced Trickery.
  • Multiclass archetype (Sorcerer): Angelic, Demonic, Draconic, Fire Elemental, Hag, Imperial, Infernal. Basic Spellcasting, Bloodline Breadth, Basic Bloodline Spell, Basic Blood Potency, Advanced Blood Potency.
  • Multiclass archetype (Strategist): Untrained Improvisation, Skill Mastery, Declare Person of Interest, Lesser Strategic Strike, Basic Stratagem, Advanced Stratagem.
  • Multiclass archetype (Wizard): Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation. Arcane School Spell, Basic Spellcasting, Arcane Breadth, Basic Arcana, Advanced Arcana.
  • Archetype (Acrobat): Contortionist, Dodge Away, Tumbling Strike.
  • Archetype (Archer): Assisting Shot, Point-Blank Shot, Double Shot, Triple Shot.
  • Archetype (Beastmaster): Additional Companion, Heal Animal, Magic Hide, Mature Animal Companion, Companion's Cry, Incredible Companion.
  • Archetype (Duelist): Dueling Parry, Duelist's Challenge, Disarming Stance, Selfless Parry.
  • Archetype (Medic): Treat Condition, Holistic Care.
  • Archetype (Sentinel): Armor Specialist, Armored Rebuff.
  • Archetype (Wrestler): Combat Grab, Crushing Grab, Snagging Strike, Whirling Throw, Suplex.

Modding:

  • Modding: You can now create "precombat preparations" slots where players can make choices even during short rests.
  • Modding: Items which are more expensive than all attached runes will now add their base price to the item's price as well.
  • Modding: Made some Monk methods public.
  • Modding: Added Trait.MonkWeapon to allow mods to implement Bo Staff, Monastic Weaponry and similar.
  • Modding: Added Skills.SkillToFeat(Skill skill, Proficiency proficiency).

Balancing:

  • Encounters (S6E5): On Easy and Medium difficulty only, the boss's regeneration deactivates also on a critical hit with any damage type.

User interface:

  • Feats (Double Shot): Now shows a better targeting tooltip.
  • User interface: Middle-click and right-click during a cutscene no longer skip dialogue lines.

Rules fidelity:

  • Feats (Agile Shield Grip): You can set your grip to be agile by default as a precombat preparation.
  • Classes (Magus): You can now use Spellstrike with ancestry innate spells and other spells if you somehow gain access to them (such as from an archetype).
  • Classes (Magus): You can now use Spellstrike with variable-action spells such as Scorching Ray.
  • Rules (stealth): Undetected creatures no longer provide soft cover.

Character editor:

  • Character editor: Feats you can take show up first; feats you don't meet the requirements for show up second.
  • Character editor: The scrollbar will no longer auto-move to the beginning aftery you select or unselect a feat.
  • Character editor: Updated the icons for standard feats; added icons for archetype and dedication feats.
  • Character editor: You can now filter and search feats.
  • Character editor: You can now select stuff that you already selected at a higher level. The higher-level selection you had made will be unselected.

Bugfixes:

  • Animal companions: Fixed that a non-mature animal companion's saving throws didn't get the trained proficiency bonus.
  • Character editor: Fixed that selecting or unselecting an early feat could cause some choices, such as the fighter weapon mastery or an extra skill from Intelligence increase to be unchosen.
  • Classes (Champion): Fixed that Liberating Step allowed you to take a Step even if you were under the effect of an ability which prevented you from moving.
  • Classes (Champion): Fixed that armor specialization effects of armor didn't apply.
  • Classes (Monk): Fixed that you couldn't use Flurry of Blows with ranged unarmed attacks, such as the oozekin's spit.
  • Classes (Monk): Natural weapons coming from monk stances didn't count as brawling.
  • Classes (Oracle): Fixed that spells granted via Divine Access, if cast with scrolls, weren't cast at full proficiency.
  • Classes (Ranger): Fixed that Flurry ranger didn't apply its multiple attack penalty reduction to skill checks, such as combat maneuvers.
  • Classes (Ranger): Fixed that Gravity Weapon affected your unarmed attacks.
  • Classes (Rogue): Fixed that Nimble Roll forced you to Stride instead of giving you an option to Stride.
  • Encounters (S2E5): Fixed that you could softlock the encounter by handing two keys to Morning Dewdrop.
  • Encounters (S5E2): Fixed that a fleeing dragonfly might and force trigger a move up to the shrine.
  • Encounters (S6E5): Fixed that if left alone, the aeon-lich wouldn't open the door in some situations.
  • Monsters (Succubus): Fixed that Liberating Step didn't trigger in response to the succubus's Embrace ability.
  • Rules (conditions): Fixed that you couldn't move your mature animal companion when you were paralyzed.
  • Rules (regeneration): Fixed that damage types that overcame regeneration weren't always prioritized against the aeon-lich (such as a phylokineticist's elemental blast).
  • Rules (regeneration): Fixed that regeneration didn't prevent death.
  • Spells (Heal, Harm): Fixed that undead casters using three-action Heal didn't include themselves in the area, and that undead casters using Heal didn't exclude themselves from the area.
  • Spells (Heal, Harm): Improved enemy tactics when using Heal and Harm.
  • Spells (Remove Confusion): Fixed that the spell removed Stunned and Paralyzed instead of Confused.
  • Text: Fixed font size on critical specialization effects tooltip.
  • Text: Fixed some issues with stat blocks.
  • Text: Fixed typos and minor errors in rules text.
  • User interface (stealth): Fixed that you could detect where undetected enemies are using the Tab overlay.
  • User interface (stealth): Fixed that you could see auras, such as from Bless or Mirror Image, even if the enemy was undetected.
  • User interface: Fixed that items overflowed their boundaries in inventory on low resolutions if there were too many items.

Dawnsbury Days 3.41 (bleed hotfix)

Modding:
  • Modding: Added AncestrySelectionFeat.PreventUsageAsMixedHeritage to allow the Dragon modded ancestry mod to prevent creation of nonfunctioning mixed heritages.
  • Modding: Added ModManager.RegisterInlineTooltip to allow modders to create custom tooltips.
  • Modding: Fixed that blue spell links didn't work for modded spells.

Bugfixes:
  • Classes (Ranger): Fixed multiple issues with Warden's Boon, including that it didn't always grant Hunt Prey benefits, and didn't grant hunter's edge benefits and it didn't work properly if there were multiple rangers on the battlefield.
  • Spells (Blood Vendetta): Fixed that Blood Vendetta allowed you to punish your allies.
  • Rules (conditions): Fixed a regression that all persistent damage was removed when you were healed to full, not just bleed damage.
  • Text: Improved text.

Dawnsbury Days 3.40

Balancing:
  • Monsters (Babau): The babau will now prefer to use its longspear over its jaws in more circumstances.
  • Monsters (Prismatic Polyhedron): The polyhedra can now use their prismatic ray ability even while confused.

Rules fidelity:
  • Conditions (persistent damage): If you're healed to full HP, your bleed persistent damage now goes away on its own.

Audio:
  • Added a very subtle otherworldly feel to the voice lines undead monsters in the DLC expansion.

Bugfixes:
  • Encounters (S7E1): Fixed that arachnophobia mode text tokens didn't respect opacity as spiders were created or died.
  • Fixed that the game crashed on startup on the DRM-free Patreon version of the game if you never played the Steam version on that computer before.
  • Spells (Bane): Fixed that the Bane spell could affect "Forest Canopy" and other out-of-combat creatures.
  • User interface: The Load game button should only appear in the main menu if you have at least one manual save.

Dawnsbury Days 3.39 (usability and rules fidelity)

Features:

  • Classes (Fighter, Barbarian): You can now abort your Sudden Charge after your first Stride if you change your mind.

Art:

  • Items: Increased the contrast, visibility and improved color balance on weapon potency fundamental runes and weapon striking fundamental runestones.

Balancing:

  • Encounters (S5E7): Lori gets a -4 fall shock circumstance penalty to Will saves for the duration of the encounter.
  • Encounters (S8E4): On Insane, phase 2 boss AC 30->32.
  • Feats (Master of Insults): Reduced the power of Master of Insults by updating the first benefit to: "You can Demoralize the same enemy any number of times each encounter, but you take a cumulative -2 circumstance penalty to Demoralize for each time you already used Demoralize against that enemy that encounter. A critical failure on a Demoralize causes you to take a -4 cumulative penalty instead."
  • Monsters (Demon Pest): Demon Pest now has flying.
  • Monsters (Succubus): The succubus will no longer attempt to embrace or kiss creatures she has dominated.
  • Monsters (The Inevitable Death): The Inevitable Death now gains a +4 monster weapon specialization damage bonus to attacks and abilities using its buzzsaw axe.

Modding:

  • Classes (Magus): Fixed that Absorb Spell cast as a reaction to an Expansive Spellstrike effect that damages you didn't recharge your Spellstrike.

Bugfixes:

  • Classes (Cleric): The variant rule "Divine font functions as in the remaster" didn't apply to a cleric if they took Versatile Font.
  • Classes (Psychic): Fixed that Astral Rain counted as a necromancy effect rather than an evocation effect when sustained.
  • Classes (Psychic): Fixed that Astral Rain effect didn't count as hazardous terrain for the purposes of pathfinding.
  • Encounters (S5E2): Fixed that the shrine reconsecration cutscene played as soon as the primary shadow was destroyed, even if some spawned shadows remained.
  • Hazards (The Profane Barrier): Fixed that a hero somehow starting its turn within The Profane Barrier crashed the rules engine.
  • Items (runestone of fearsome): Fixed that the fearsome rune inflicted frightened on creatures immune to fear, emotion or mental.
  • Monsters (Giant Animated Statue): Now counts as an object for the purposes of razing weapons.
  • Monsters (Living Armor): Now counts as an object for the purposes of razing weapons.
  • Monsters (Vrock): The vrock's Spore Cloud should deal persistent piercing damage instead of persistent poison damage.
  • Spells (Jump): Fixed that Jump provoked also in the target square, instead of just in the origin square.
  • Spells (Jump): Fixed that you couldn't abort a Jump after you started casting.
  • Spells (Wall of Fire): Fixed that the rules engine would crash if you used the line variant of Wall of Fire that included an out-of-combat creature such as a ritual caster or a living spell.
  • Text: Fixed text errors and improve some battle log entries.
  • User interface: Disarm trap contextual action shouldn't appear in stat blocks.

Dawnsbury Days 3.38 (post-release patch)

Features:

  • New variant rule: "Cleric's divine font functions as in the remaster" (You can enable this under "House rules".)
  • New cheat options: +1000 Max HP, Heal to full, Teleport anyone

Character content:

  • Ancestries (Orc): Orc Weapon Carnage

Story mode:

  • Encounters (S5E5, S5E6, S5E7): The NPC cleric now has cantrips prepared.

Modding:

  • Added Creature.CanTakeTrainedOnlyActions.
  • Deprecated Checks.SkillCheck. Please use TaggedChecks.SkillCheck from now on instead.
  • Fixed that modded morning preparation actions didn't appear on every long rest for characters who don't have any prepared spell slots.

Bugfixes:

  • Ancestries (Gnome): Fixed that Grim Insight didn't give the source flat-fotted until the end of your next turn.
  • Ancestries: Fixed that mixed heritage didn't allow you to make ancestry choices for the second ancestry (such as the kobold's Draconic Exemplar) and didn't grant you base effects of the second ancestry (such as the halfling's Keen Eyes).
  • Ancestries: Fixed that the creature could become "Mod", "Third-party", "Homebrew" or "Non-OGL" if it had an ancestry with those traits.
  • Classes (Bard): Counter Performance now correctly works as a fortune effect.
  • Classes (Bard): Fixed that Dirge of Doom affected mindless creatures and creatures immune to fear.
  • Classes (Bard): Fixed that the rules engine could crash if you cast Counter Performance against an AoE effect that includes more targets than you had focus points left.
  • Classes (Bard): Metamagic, such as the bard's Lingering Composition, now only appears if there's at least one spell that could be affected, so you won't see "Lingering Composition (Gnome)" anymore.
  • Classes (Bard): Redesigned Counter Performance so that it works correctly.
  • Classes (Champion): Fixed that the Redeemer champion's Glimpse of Redemption ability doesn't correctly prolong the enfeebled or stupefied condition of the target if the target was already enfeebled or stupefied.
  • Classes (Champion): Smite Evil stacks.
  • Classes (Kineticist): Fixed that Volcanic Escape crashed the rules engine if you were dealt persistennt damage.
  • Classes (Kineticist): Fixed that the "...and blast" kineticist action didn't work if you used it as the last action on your turn.
  • Classes (Oracle), monsters (Linnorm Manifestation): Fixed that a creature drained via the Bones oracle's moderate curse or the linnorm manifestation's linnorm poison could survive at negative HP if drained.
  • Classes (Oracle): Fixed that in some rare cases, the game could crash if you selected Abundant Spellcasting or Abundant Spellcasting 2 on the Oracle, then switched class to something other than Oracle.
  • Classes (Oracle): Fixed that the Battle oracle's weapon group training didn't stack with ancestry weapon familiarity. _(For example, if you were a Battle oracle orc, even if you chose axes and Orc Weapon Familiarity, you still weren't trained in orc necksplitter.)_
  • Crash: Fixed that the game would crash if you aimed a cone at pointed the mouse cursor at precisely the center point of your token.
  • Cutscenes: Fixed that the battle log didn't contain some text produced by non-creatures, such as "The Dawnsbury Four" group lines or some modded lines in the Roguelike Mode mod.
  • Encounters (S2E2): Fixed that characters could sometimes repeat the same line about being poisoned twice.
  • Encounters (S3E3): Fixed that the box on the bottom of the map didn't count as an obstacle.
  • Encounters (S5E2): Wounded Leshy didn't accept healing from Hymn of Healing.
  • Feats (Battle Medicine): You can now use Battle Medicine also against DC 30 (for 2d8+30 HP) if your Medicine proficiency is at least master.
  • Hazards: Fixed that traps triggered in response to unconscious bodies.
  • Items (bow): Fixed that bow critical specialization effect could pin creatures over water, lava or chasms.
  • Items (holy runestone, anarchic runestone): Fixed that the penalties for not being the appropriate alignment didn't apply if you applied these runestones to handwraps of mighty blows.
  • Items (necklace of fireballs): The fireballs from a necklace of fireballs now count as spells for the purposes of spell resistance and spell immunity.
  • Modding: Fixed that old versions of the example mod "Dawnsbury.Mods.Demo.Miscellanous" could crash the game if loaded into a more recent version of the game.
  • Modding: Fixed that some modded ancestries couldn't be selected as a mixed heritage.
  • Monsters (Baraquielle, Seraphiel): Fixed that they didn't count as celestials for the purpose of Chilling Darkness.
  • Monsters (Cinder Rat, Giant Dragonfly): Fixed that these monsters didn't use the insect death noise.
  • Monsters (Ochre Jelly, Black Pudding, The Inevitable Death): Fixed that duplicated enemies didn't retain their difficulty and weak/elite modifications on the copy.
  • Monsters (Will-o'-Wisp): The will-o'-wisp now counts as speaking Common.
  • Monsters (constructs): Armor Break shouldn't trigger on a critical failure against save effects.
  • Rules (animal companions): If both you and your animal companion are unconscious, and you have auto-end-turn enabled, your turn should auto-end.
  • Rules (cover): Fixed that you would sometimes not have line-of-effect fully blocked in the pillar situation when targeting a square where there used to be a door.
  • Rules (dying): Fixed that you rolled a recovery check at start of your turn even if you were healed by fast healing at the same time.
  • Rules (flanking): Being restrained or under the effect of Calm Emotions should prevent you from contributing to flanking.
  • Rules: Animal companions, dominated creatures and summoned creatures can now use Disarm or Disarm a trap if they're trained in Athletics or Thievery respectively.
  • Spells (Magic Fang): Fixed that you could cast the spell on enemies.
  • Text: Fixed typos and text errors.
  • User interface: Constructs should say they're destroyed, not dead.
  • User interface: Fixed that the "Are you sure?" prompt appeared when you Stride as a subordinate action even if you disabled "Ask to confirm bad actions" from the Settings menu.
  • User interface: In "Shop and party inventory", the characters now show stat blocks appropriate to their level at the currently selected party level