Last Days Campaign

Kobold (Wily)

Kobold (Wily): "+3 to Influence friendly characters" → advantage on checks to Influence friendly creatures (dragon-related advantage unchanged). This change provides increased social utility for players choosing this ancestry.

Minotaur/Beastfolk (Charge)

Minotaur/Beastfolk (Charge): “Push a creature in your path: Medium 1 space, Small/Tiny up to 2 spaces, 1/turn” → now a flat 1 space with no 1/turn limit since forced movement rules have been made more consistent already. This simplifies the mechanic and removes a potential restriction on its use.

Changeling (New Place, New Face)

Changeling (New Place, New Face): The 1/day limit now takes 10 minutes instead. All 1/day gates removed. This streamlines the ability’s activation process, making it more convenient for players.

Ratfolk (Scurry)

Ratfolk (Scurry): Added +1 Speed. This provides a minor but noticeable boost to movement capabilities.

Dryad/Shroomling (Danger Pollen)

Dryad/Shroomling (Danger Pollen): Spores now trigger whenever you gain Wounds from any source (was: only when an enemy causes them). This expands the utility of the spores, making them relevant in a wider range of combat situations.

Crystalborn (Reflective Aura)

Crystalborn (Reflective Aura): The reflected KEY damage now ignores armor. This removes a significant limitation on the aura’s effectiveness and allows for more consistent damage output.

Planarbeing (Planeshift)

Phasing now ignores all effects of the attack (was: just the damage). This dramatically increases the survivability of the ability, making it a much more reliable defensive tool.

Turtlefolk renamed Turtlefolk/Stonefolk (mechanics unchanged)

Turtlefolk renamed Turtlefolk/Stonefolk (mechanics unchanged). No changes were made to the mechanics of this background.

Backgrounds

Survivalist

Added “(1/Safe Rest) End poison on yourself.” This provides a valuable tool for removing debilitating conditions, enhancing survivability.

Wild One

Field Rest bonus changed. Hit Dice recover +KEY HP in the wild (was: roll Hit Dice with advantage in the wild). This improves the effectiveness of field rest, providing a more substantial healing boost when recovering in the wilderness.

So Dumb I'm Smart Sometimes

Was “reroll an INT skill check 1/day, plus reroll a failed INT save with advantage 1/Safe Rest” → now (2/Safe Rest) reroll a failed INT-related skill or save with advantage. This increases the frequency of re-rolls, making the background more consistently useful for players relying on Intelligence skills.

Wily Underdog

Uses changed from 1/day → 2/Safe Rest (reroll a failed STR attack, STR save, or Might check using another stat). This expands the utility of the ability, providing more opportunities to overcome challenges during encounters.