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Damage rules, Metamagic, and ending your turn

  • Damage can now bypass resistance or immunity, and a creature can have a damage threshold that shrugs off hits below it
  • Temporary Hit Points soak damage before real Hit Points, and the game master now knows each creature's remaining shield, where it came from, and how much of a hit it absorbed versus what reached the creature
  • Optional triggers at the same moment (such as Metamagic options or reactions) are now offered in one prompt, so you can compare their costs and pick a set instead of answering one at a time, and options that would overspend a shared pool grey out as you choose
  • Sorcerers can now choose Metamagic options and apply one to a spell, spending Sorcery Points. Transmuted Spell (change a spell's damage type at cast time) and Subtle Spell are supported; the other options aren't implemented yet
  • Subtle Spell currently only spends its Sorcery Point — its component-removal effect isn't wired up yet
  • Added an End Turn button in the combat toolbar, pinned to the right so it stays reachable however many actions are on screen. Ending your turn advances the order and starts the next combatant's turn
  • Only the combatant whose turn it is can end it; you can't end someone else's turn, and turns never advance on their own

Damage meets its match You make the choices yourself End your turn at will