28 Sep 2026
The Way In
Every hero used to begin at the same empty box marked Backstory, which is how so many adventurers end up as orphans raised by wolves. That box asks questions now. The Backstory Wizard wants to know about your life in this world: where you grew up, who raised you, the moments that shaped you, the scar you carry and why you are here. Then it writes your backstory, traits, ideals, bonds and flaws from your answers. Never opened a rulebook? Tell the game what your hero would actually do and it works out the class that fits, with a species, background and skills to match. Eighteen new backgrounds belong to Brightvale, Old Armis or anywhere at all, and the Name step suggests names from your world, with a dice button for more.
The DM also spends a lot less time clearing its throat. The first words of a reply reach you much faster, the first paragraph appears as it is written, and while the DM works the waiting line tells you what it is doing: reading the rules, rolling dice, checking your sheet. It leaves your character's words and choices to you, and when you ask for something the game cannot do, it says so and you keep your turn. Identical items fold into one tidy line in your pack, and the long list of fixes below came, as ever, mostly from your reports. Thank you for writing in.
- The Backstory Wizard: answer questions about your life in this world and it writes your backstory, traits, ideals, bonds and flaws. Rewrite it any time and your earlier answers are still there.
- Find your character without picking a class: answer a few questions about what your hero would do, and the game picks a class, species, background and skills to match. At tables that start at level 1.
- Eighteen new backgrounds: six for Brightvale, eight for Old Armis and four that fit anywhere (Farmhand, Explorer, Raider and Healer), grouped by world when you choose.
- The Name step suggests names drawn from your world and species, with a dice button for more.
- The DM's first words arrive much faster, the first paragraph appears as it is written, and the waiting line tells you what the DM is doing.
- A new campaign's opening scene starts sooner, and a multiplayer table's first scene begins the moment the table starts.
- The DM leaves your character's words and decisions to you, and plays what each NPC does and does not know a little better.
- Ask for something the game cannot do and you are told so, without losing your turn.
- Identical copies of an item fold into one line, like "Handaxe x10". Tap it to see every copy, each with its own Equip and Remove, and which hand holds the one you are using.
- Warlocks keep their Pact Magic after casting, so short rests restore their pact slots again.
- A long rest gives back all your Hit Dice, as the 2024 rules say, not half.
- A hero only dies when the dice say so, and a natural 20 on a death save gets you back up with your turn still yours.
- Smaller rules fixes: Aid and Heroes' Feast raise your maximum hit points, Draconic Resilience adds its hit points once and only once, and an imported weapon no longer counts your Strength as a magic bonus.
- Big monsters pay the experience they are worth, and an NPC who joins your party keeps their power instead of becoming a level 1 commoner.
- Companions attack as many times as their level allows, and level up no longer offers an increase to a score already at 20.
- Campaign import works the first time instead of failing partway.
- Finding your character starts you holding the weapons you chose, shield included, and one handaxe is called a "Handaxe".
- Leaving character creation goes where you expect, reloading keeps your choices, and the web app no longer freezes after a double click on some dropdowns.
- Multiplayer initiative shows who has rolled and who you are waiting on.