- Saving throws now add your Proficiency Bonus when you are proficient in that save, so feats like Resilient finally change the roll
- Skill proficiencies are modelled, so skilled checks add the bonus and untrained checks do not
- Initiative picks up proficiency too: Alert adds your full bonus and Jack of All Trades adds half
- Ability modifiers now react to effects, so items like the Amulet of Health and Belt of Giant Strength change your modifier, along with flat ability bonuses
- Damage rolls now show their modifier next to the dice, the way attack rolls do
- An attack can now draw its damage from a different ability — groundwork for spells like Shillelagh, which itself is still to come, as are weapon proficiencies
- Spells you can access now show up as actions, each labelled with the source that granted it, so a spell granted by two sources appears twice and can be cast from either
- Casting a spell uses the ability it was granted through — a Wizard's spell uses Intelligence, a feat's spell uses the feat's ability — and its save DC is worked out from that ability and your Proficiency Bonus
- Acid Splash is the first spell wired up to cast end to end, so placeholder characters with wizard spellcasting can try it. It is reachable through a temporary toolbar button, most spells still have no cast action, and the toolbar does not yet list a character's real actions
- An action that needs a choice the interface can't offer yet — like Acid Splash's area on the map — now says so in the prompt tray and can be cancelled, instead of silently leaving every action blocked
Cast with your best stat
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Try out Acid Splash