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Updates, Updates, Updates | The Devil's Due IO5e (Season 2 Ep. 0) #dnd #dnd5e

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Key takeaways

Gaming

Storyline Setup (Season 2 / Episode 0 “Updates”)

  • Season 2 of The Devil’s Due continues the prior campaign, but with major content resets in both presentation and rules, including new custom maps and an updated class system.
  • The party is set up to push deeper into the dungeon—from caverns descending into darker regions—while still having the option to backtrack to earlier zones to see what has changed.

Narrative Hook (Planning/Permission Detour)

  • Players may want to explore areas connected to a pit where a dragon/wyvern fell, then follow its descent into caves.
  • This detour is handled as a planning/permission-based side path: the GM requests advance notice before the next session.

Diegetic Backtracking

  • Backtracking is supported in-world:
    • If the group returns to locations like ruins/temples/mines, those areas may still be “active”, but influenced by different forces.
    • Backtracked zones can also include additional content.

Gameplay Highlights & Major System Changes

1) Visual/Content Pipeline and Map Changes

  • Season 2 maps are fully custom-made in-house (with mention of IO publishing and an in-house map maker).
  • All older maps are updated into the new art style.
  • Maps are provided to audience supporters via Patreon.
  • Planned integration: a Foundry VTT module.

2) Class Overhaul Focus: Bloodletter (Alphabetical “B”)

Bloodletter receives the biggest rework.

Identity Shift

  • Now a pure martial/melee class (no longer a half-caster).

Core Damage Mechanic: Bleeding (Full Condition System)

  • Bleed attack (Level 1):
    • When you hit with a slashing/piercing weapon as an attack action, you may apply Bleeding stacks.
    • Not applicable to constructs or spectral creatures.
  • Bleeding stacks:
    • Tick necrotic damage at the start of the afflicted creature’s turns.
  • Stack decay:
    • 1 stack is removed at the end of the creature’s turn until reaching 0 and ending the condition.
  • Healing interaction:
    • Healing can reduce bleeding stacks (healing works like a wound “sponge”).
  • Deep Bleeding:
    • An alternate state that does not drop stacks at end of turn.
    • It replaces Bleeding when applied while Bleeding stacks exist.
  • Stacking rule:
    • Bleeding stacks don’t simply add forever.
    • Re-application overrides to a higher stack count (e.g., you don’t jump from 3 to 6 unless the new application explicitly sets a higher stack count that overrides).

Action Economy Improvement

  • Bleed application is baked into the attack (not a bonus action/concentration-driven effect).

Level 3 Construct Solution

  • Ruin attack:
    • Applies bleeding to constructs, but requires bludgeoning weapons.
    • Damage type/behavior is adjusted so it still “works” despite necrotic resistance considerations.

Level 2 Style Choice (Choose One)

At Level 2, pick one style (with flexibility later):

  • Bloodshed (offense):
    • Use as an action to dramatically increase reach (long weapon reach multipliers).
    • If the target is already bleeding, the action adds extra damage.
    • Can push Bleeding into Deep Bleeding.
  • Blood Barrier (defense/tank):
    • Bonus-action temporary HP.
    • Stronger if you first ensure a nearby creature is bleeding.

GM note: players can potentially swap/reshape choices later (including “respec-like” options via research elsewhere in the system).


Techniques (Level 3/8) and Battlefield Control

  • Techniques function like feats (instead of traditional ASI-style picks).
  • You choose techniques at Level 3 and 8.

Opportunity Attack Change

  • By default, no one has opportunity attacks anymore.
  • Players can choose techniques that reintroduce or expand opportunity attack abilities, for example:
    • multiple times per round, or
    • “threaten” style effects that trigger when enemies enter reach.

Goal: less constant “punishment for movement,” enabling more tactical repositioning—while still allowing Sentinel-like builds if desired.


3) Spellcaster Rework: “Elementalism”

  • Spells are no longer primarily tied to classic D&D school categories (illusion/conjuration/etc.).
  • Instead, spells are tied to six elements:
    • Fire, Water, Wind, Earth, Radiance, Void
  • A spellcaster’s element knowledge defines their magic identity (example: Disciple of Radiance).

Element Combinations Unlock Additional Schools

  • Fire + Wind → Lightning
  • Radiance + Earth → Faeward (fae-flavored)
  • Wind + Void → Shadow
  • Fire + Void → Hellscape
  • Water + Radiance → Celestial
  • Fire + Water → Vapor (fog treated as a distinct identity)

Cantrip Crafting

  • All spellcasters can craft custom cantrips from element-based templates.
    • Examples mentioned: radiant blade/hammer/whip, splash/spray/bolt/burst.

No Spell Focuses

  • Focuses removed.
  • Casting requires appropriate free hands depending on the spell/cantrip template.

Spell Slots Removed → Spell Points

  • Casting costs spell points equal to the spell level:
    • Level 1 = 1 SP, etc.
  • Techniques/masteries can:
    • increase your SP pool, and/or
    • reduce casting costs.

4) Example Kit: Disciple of Radiance Adjustments

  • Mark of Healing
    • Reduced power compared to earlier unlimited/resource-heavy versions.
    • No hard limit mentioned.
    • Applies a rejuvenating condition to a willing creature for 1 minute.
    • Healing functions as a special effect.
  • Radiant Focus options
    • Improved Healing: extra HP based on proficiency.
    • Barrier of Light: action-granted temporary HP scaling by level/proficiency/wisdom.
  • Technique example (tactician)
    • Initiative manipulation:
      • add proficiency to initiative for one/allied creatures,
      • swap initiatives between willing creatures.

5) Hexblade Rework: Hexes Baked In + No Concentration

  • Hexes are no longer spells to learn.
  • You have access to multiple hex types baked into Hexweave.
  • Hex application uses an “any action” framework:
    • Use as an action to apply one hex effect.
    • Use as a bonus action to apply again.
    • Later hex stacking can increase debuff value.
  • New Hex scaling/stacks
    • Early: max stacks of 1.
    • Later: can add another hex (including the same hex), combining debuffs (e.g., minus AC twice, minus attack once).
  • Hexes end when line of sight breaks at turn boundaries.
    • Clarification: ending behind partial cover vs. full cover differs by whether line of sight is broken when you end your turn.

Mentioned change: an older “big hex AOE cube” passive is said to be removed.


6) Invoker (Summoner) Adjustments: Spirit Mechanics

  • Invoker starts by choosing an element aligned with their spirit (example: Void / “void spirit”).

Spirit HP and Resurrection

  • Spirit HP = invoker HP
  • If the spirit dies:
    • you must spend 1 minute and spell points to resurrect it
    • cannot be done mid-combat.
  • After rest, spirits are conjured without initial cost.

Combat Action Economy

  • Spirit attack commands become a bonus action instead of an action.
  • Spirit damage is reduced accordingly (example: 1d6 elemental damage).

Spirit Defense and Immunities

  • Spirit gains:
    • AC based on charisma (10 + CHA mod)
    • immunities including:
      • the element it’s made of
      • conditions such as charmed, exhaustion, frightened, unconscious

Styles Mentioned

  • Exploding Burst
  • Spirit Step (teleport/grapple style)
  • Defending Spirit (damage reduction soak)

“Void Pin” Concept

  • Described as not locking down concentration in the same way as older systems, especially because hexes are no longer concentration and spirit abilities are separate.

New Mechanics Affecting Everyone

Rest System Changes (Recovery + Crafting/Research)

Rest After Each Battle (“Rest Bit” System)

After each battle you may:

  • recover a hit die (plus CON modifier),
  • heal immediately,
  • regain spell points equal to half your highest spell level you can cast.

Rest Replaces Long Rest

  • Not a fixed 8 hours.
  • Uses Marowind / Elder Scrolls-like pacing:
    • Each hour: regain 1 hit die and heal 1 hit die
    • regain spell points equal to half highest level

Research / Crafting Window

  • After at least 4 hours of rest:
    • you can research or craft.

Research / Respec-like Learning (Points System)

  • Research uses progress points:
    • Roll d6 + INT modifier
    • add to progress until you reach the feature’s cost
    • unlock new proficiencies/spells/techniques.

Crafting Project Points

  • Crafted items progress similarly:
    • start by spending half the material cost
    • then roll d6 + INT to accumulate project points until completion.

Techniques Improve Research/Crafting

  • Example: techniques can make results where 1–2 on research dice count as 3.

Sanctuary Areas

  • Some dungeon areas are sanctuary zones:
    • you can rest there without enemies/traps regenerating,
    • or reacting via dungeon resource triggers.
  • Resting outside sanctuaries causes the dungeon to regenerate/fortify using GM resource mechanics.

Dying and Death Mark Overhaul

New Dying Rules (No Death Saves)

  • When reduced below 0 HP, you enter negative HP and the dying condition.
  • If negative HP drops below -bloodied value, you are dead outright (no death saves).
  • You can continue fighting while negative, but stakes increase for pushing too far.

Resolve Test on Dropping Below 0

  • Wisdom save DC = 10 + proficiency bonus
  • On success: Tempered
    • +4 to a stat
    • lasts until rest
  • On failure: Doomed
    • -4 to a randomly determined stat
  • With additional dying instances, the save may become Constitution.
    • Failure can be immediately fatal (heart-attack style described).

Death Mark System for Revival

  • Revival costs exist and are narrative-driven:
    • A god/demon/entity places a death mark tied to a debt/task/contract.
    • If fulfilled, the mark is removed (scar remains).
    • If refused, divine punishment follows.
  • Revival identity depends on elements/schools (e.g., Radiance vs Void vs Faeward determines “who” and “how” the plea/contract works).

Intended outcome: keep players “in the game” instead of forcing downtime when they hit 0, while preserving meaningful risk.


Strategy / Planning Advice Mentioned

  • Detours (like investigating the dragon/wyvern pit):
    • GM requests players signal intentions before the next session so the dungeon can be expanded accordingly.
  • Hex positioning discipline:
    • Hexes depend on line of sight at turn end.
    • Full cover behind pillars at end of turn shuts hex down.
  • Bleeding management:
    • Bleeding stack decay + Deep Bleeding persistence encourage setup chains:
      • apply → convert to deep → then spike damage using mastery/mastery options.
  • Opportunity attack removal (default):
    • Movement is less punished unless you build reaction control.
    • Plan positioning without fear of automatic AoO every time.

Participants / Sources Featured (As Mentioned)

  • Tomato
  • Smiles
  • Brett
  • Crown
  • Naomi
  • Carver
  • BNN Schroeder
  • bead

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