Official publication record

Errata &
Version Changes

Rules corrections, clarifications, and edition-by-edition changes for Tales of Khassid publications.

Keep your table current.

This record helps players and Keepers update existing characters, encounters, and campaign rulings when a Tales of Khassid publication changes.

The newest published version controls whenever its rules differ from an earlier version. These summaries explain what changed; they do not replace the complete rules in the current publication.

Using an older printing? Open the publication and version below, then expand only the class options relevant to your table.

Game system reference

Khassid Resource Document

Official changes to player options and universal domains published in the KRD.

Version 2.2.0Previous version 2.1.2
  • Released August 13, 2026
  • 11 subclasses
  • 2 Cleric domains
  • Major rules revision
Barbarian: Path of the Bloodforged

Level 3 — Bloodforged Endurance

  • Iron Will: Temporary Hit Points are gained only from the first damage taken after the start of each turn, after that damage, and disappear at the start of the next turn.
  • Suffering Strength: Activates at half Hit Points or fewer and applies only to Strength-based melee attacks.

Level 6 — Ironbound Endurance

  • The state lasts only until the start of the next turn and triggers only when damage would reduce the Barbarian to 0 without killing them outright.
  • The escalating saves, Aftermath roll, survival action, permanent Hit Point increases, and failure state were removed.
  • It ends if Rage ends or the Barbarian is Incapacitated, and it cannot combine with Relentless Rage against the same damage.

Levels 10 and 14

  • Executioner’s Reprieve is once per turn. Numb the Blow reduces one qualifying attack to 0 damage once per Rage.
  • Flame of Defiance shrank from 30 feet to 10 feet.
  • Death Denied now restores 2d12 + Constitution modifier when Ironbound State ends normally; the former Aftermath replacement and future-collapse penalty were removed.
Bard: College of the Gilded Blade

Level 3 — Combat Flourish

  • Dueling Performer now covers Martial Finesse weapons and permits a proficient Simple or Martial weapon as a Spellcasting Focus.
  • Flourish deals the full Bardic Inspiration die, is once per turn, and no longer has a separate Charisma use limit.
  • The attack-disadvantage rider was replaced by 5 feet of movement for the Bard or a nearby creature without provoking from the target.

Level 6 — Dueling Crescendo

  • Extra Attack was added, including the option to replace an attack with an action cantrip.
  • The Charisma-based Armor Class bonus was removed. Deflection now costs Bardic Inspiration and reduces damage by the die plus Charisma, without Proficiency Bonus or carried-over reduction.
  • Reposition increased to 10 feet. Crimson Crescendo now deals a Bardic Inspiration die plus Charisma as Psychic damage.

Levels 10 and 14

  • Level-10 Paragon of the Stance was removed.
  • The Final Crescendo retains Perfect Counterpoint; Harmonic Reflection uses the existing Deflection roll, and Unending Rhythm grants one Bonus Action melee attack after spending Bardic Inspiration or 2 Tempo.
Cleric: Faith Domain

Divine nearness no longer implies infallibility, doctrinal superiority, or automatic religious authority. Progression is now levels 3, 6, 10, and 17.

Level 3

  • Faith’s Conviction replaces Unshakable Conviction: proficiency in Insight, Persuasion, or Religion; rolls of 7 or lower on those checks may count as 8; and one failed ability check or save may be rerolled per Long Rest. Automatic success and attack-roll eligibility were removed.
  • Steadfast Resolve replaces Protective Grace with Cleric-level Temporary Hit Points, Advantage against Charmed and Frightened, and protection against forced movement and severe magical Speed reduction.
  • Divine Scrutiny replaces Judging Flame, deals Force, Necrotic, or Radiant damage, deals half on a successful save, and exposes a failed target to attacks.

Levels 6 and 10

  • Guided by Divinity now keys off a level-1+ single-target, non-damaging Cleric spell and adds a limited Reaction saving-throw reroll for a recently supported creature.
  • Steadfast Faith now grants a 10-foot aura that prevents Speed reduction, ignores Difficult Terrain, provides Charmed and Frightened immunity, and helps against magical control.

Level 17 — Herald of Faith

  • Moved from level 14 to 17. Restoring its use now requires a level-7+ slot.
  • The Herald uses the Cleric’s Proficiency Bonus, spell attack modifier, spell save DC, and Wisdom modifier. Its damage type is Force, Necrotic, or Radiant.
  • Faithful Ward grants Advantage only on the next save; Shield of Devotion reduces damage by 1d10 + Wisdom.

Unique spells

  • Conviction’s Mantle grants Advantage rather than immunity against Charmed and Frightened.
  • Prayer of Resolve gives each target one reroll instead of resolve points.
  • Beacon of Faith removed enemy Death Save penalties and automatic stabilization; each ally can instead remain at 1 Hit Point once per casting.
Cleric: Vitality Domain

The revised narrative makes clear that preserving life is not inherently compassionate. Progression is now levels 3, 6, 10, and 17.

Level 3

  • Hands of Sustenance retains its pool but now uses a Magic action on one touched creature. Blinded or Deafened costs 10 extra points; Poisoned moved to level 6.
  • Vital Rejection was added, allowing Hands of Sustenance points to deal Force damage to Undead.
  • Level-9 Domain Spells changed from Mass Heal and Power Word Heal to Greater Restoration and Mass Cure Wounds.
  • Surge of Vitality now affects targets up to Wisdom modifier, healing a living target or damaging an Undead target for 1d8 + Wisdom, or ending Blinded, Deafened, or Poisoned.

Levels 6 and 10

  • Reclaimed Restoration returns Hands points equal to slot level + Wisdom, capped by actual excess healing. Sanctioned Authority permits Poisoned removal for 15 points.
  • Persistent Vitality is once per turn and heals Wisdom modifier. Vital Pulse replaced its escalating counter with 1d8 + Wisdom healing, or Force damage against Undead, and uses Channel Divinity for additional activations.
  • Flesh Reasserted no longer restores Hit Points.

Level 17 and spells

  • Shared Sustenance moved from 14 to 17. Each recipient gets twice Cleric level in points, may spend any amount, and may damage Undead. It is once per Long Rest.
  • Complete definitions were added for Stay the End, Vital Mandate, and Edict of Vital Continuance.
Druid: Circle of the Spirit Hunt

Level 3 — Aspects

  • Bear: physical resistance became +1 Armor Class; Territory Breaker’s movement trigger was clarified.
  • Wolf: Pack Instinct was separated for Druid and spirits; Pursuit Strike’s trigger range is now 5 feet.
  • Panther: hidden movement became +10 Speed in Dim Light or Darkness; Kill Window triggers when another source makes a creature Bloodied.
  • Serpent: detection excludes Constructs, Undead, and creatures behind Total Cover.
  • Eagle: gliding became explicit horizontal fall movement; Skirmisher’s Glide occurs after an attack resolves.

Spirit Shaping and later features

  • Vitality sacrificed cannot exceed current Hit Points above half maximum, and Temporary Hit Points cannot absorb it.
  • The pack shares one Action and one Bonus Action. Spirit Beasts are Fey with complete ability scores, and Natural Strike deals Force damage.
  • Spirit Step now teleports each participant to a legal nearby space, and an intercepted attack is compared with the spirit’s Armor Class.
  • Empowered Forms fell from full Druid level to half level in bonus Hit Points.
  • Alpha’s pack attacks may originate from different spirits, and Perfect Coordination now requires an attack roll rather than a hit.
Fighter: The Bastion

Levels 3 and 7

  • Fortified Position changed from Proficiency Bonus to +1 Armor Class.
  • Interposing Guard now subtracts from an attack that has hit another creature, potentially changing it to a miss.
  • Zone of Control now creates Difficult Terrain within 10 feet and excludes creatures two or more sizes larger.

Levels 10, 15, and 18

  • Battle Readiness fell from twice Fighter level to Fighter level and now triggers on Initiative while armored. Separate Arcane Resistance was removed; Spellguard covers other magical effects.
  • Shared Burden gives the ally Resistance to the triggering attack, then deals the Bastion the same damage the ally actually takes; that transfer cannot be reduced.
  • Steadfast Presence no longer covers Paralyzed or Stunned.
  • Unbroken Line initially leaves the Bastion at 1 Hit Point and delays healing until the end of the next turn. Allies now resist all Bludgeoning, Piercing, and Slashing damage, not only nonmagical damage.
Monk: Warrior of the Inner Current

Creature eligibility

Eligibility now uses creature type: Humanoid at levels 3–5; Beast, Giant, and Humanoid at 6–10; Aberration, Beast, Dragon, Giant, Humanoid, and Monstrosity at 11–16; any creature at 17+.

Levels 3 and 6

  • Anatomical Insight and Hands of the Current are separate. Disrupt Current is once per turn; Restore Current automatically ends listed conditions, while Poisoned repeats its original save with Advantage.
  • Internal Override no longer takes an action and occurs at the start of the turn.
  • Pressure-Point Arrest occurs after a melee attack and Paralyzed lasts only through the current turn. Its nonlethal result leaves the target at 1 Hit Point and Unconscious.
  • Violent Purification uses the Martial Arts die instead of 1d4.

Levels 11 and 17

  • Reversal requires touching the original creature and can transfer the condition to only one other creature.
  • Rupture costs 4 Focus instead of 3, deals 8d10 instead of 10d10, ends paralysis at the start of the Monk’s next turn, and is once per turn.
Paladin: Oath of the Tempestbrand

Progression changed from levels 3, 6, 10, 14, and 18 to 3, 7, 15, and 20. Flashstep is no longer a separate level-10 feature.

Spells and level 3

  • Thunder Step, Storm Sphere, and Control Winds were replaced by Lightning Bolt, Ice Storm, and Cone of Cold.
  • Voice of the Storm fell from 2d10 to 2d8.
  • Stormbrand’s Mark explicitly costs Channel Divinity, ends if Incapacitated, and accepts an Unarmed Strike.

Levels 7, 15, and 20

  • Aura of the Tempestbrand moved to 7 and works through Aura of Protection. Voice of Interdiction costs Channel Divinity; an interrupted spell slot is not expended.
  • At 15, Flashstep teleports up to half Speed once per turn; Storm Crash knocks creatures Prone; Reprisal may first teleport the Paladin up to 30 feet.
  • Tempest Ascended moved to 20, extends Flashstep to full Speed, limits Raging Tempest to once per turn, and works through Aura of Protection.
Ranger: Cliffstalker

Levels 3 and 7

  • Anchors are now defined as momentary gravity points on solid, nonmagical surfaces. Cliffstalker weapons exclude Heavy and Loading weapons.
  • Opening Precision separates its +2 attack bonus and +2 damage. Elevated Defense changed from Half Cover to +1 Armor Class against creatures below.
  • Cliffborn Reflexes and Anchor recovery were clarified.
  • Slingshot no longer provokes Opportunity Attacks and removed its attack penalty. Subdual Shot now gives every Large or smaller target a Strength save.

Levels 11 and 15

  • Ricochet was added: route one attack through Anchor surfaces for 1d6, 2d6, or 3d6 extra damage and potentially bypass Cover.
  • Hanging Execution fell from 4d8 to 3d8, requires Anchor support, and cannot combine with Ricochet.
  • Killzone cannot combine with Seamstrike, Subdual Shot, Ricochet, or Hanging Execution. Three or four hits deal 3d10 extra; all five deal 6d10.
Rogue: Echo Specter

Levels 3 and 9

  • Echoes are neither creatures nor objects and cannot occupy space, provide Cover, or interact physically.
  • Phantom Echo is created only after successfully hiding and tests the target when the Rogue attacks; the former investigation action was removed.
  • Flickering Echo may occupy any space crossed, requires the attacker to see both Rogue and Echo, and no longer penalizes the attacker’s later save or Perception check.

Levels 13 and 17

  • Vanishing Act was rebuilt: teleport 30 feet, gain Advantage on the first attack, turn one visible hit into a miss, and avoid Opportunity Attacks while the Echo remains. Invisibility and its Bright Light restriction were removed.
  • Temporal Slip now explicitly changes a hit into a miss or a failed save into a success before teleporting.
Sorcerer: Rune-Blooded

Levels 3 and 6

  • Arcane Lock moved to Sorcerer level 3 and Dispel Magic was added at level 5.
  • Rune-eligible spell requirements and Approach, Contact, and Manipulation triggers are now formalized.
  • Borrowed Script must be level 5 or lower and eligible; the stored spell retains the original caster’s ability, attack modifier, and save DC.
  • Runic Persistence caps duration at 24 hours. Runic Polarity is restricted to Acid, Cold, Fire, Lightning, Poison, and Thunder.

Levels 14 and 18

  • Runic Stasis caps a Concentration-free spell at 1 minute and permits only one active effect. Runic Chains halves damage but preserves other effects.
  • Runic Ascendancy now provides Living Script for rapid tactical inscription or Permanent Inscription for fixed Architectural Runes.
  • Architectural Runes require 10 minutes and 4 Sorcery Points, follow explicit eligibility rules, and are limited to Proficiency Bonus without counting against Traveling Runes.
Warlock: Recursive Patron

Level 3

  • The expanded spell list became always-prepared Recursive Spells.
  • Recursive Resolution fractures only one creature. Concentration and duration begin normally, and the creature must remain on the same plane within 120 feet.
  • A failed save receives the normal effect. After a successful first save, one later save is made with Disadvantage; success ends the spell with no effect. Half- and quarter-strength outcomes were removed.

Levels 6, 10, and 14

  • Residual Invocation was narrowed to defined next-roll or next-spell benefits, one per turn.
  • Recursive Echo gives a new valid target one normal save; a failed save receives the normal effect and success ends it. Reduced-strength effects were removed.
  • The Living Spell is selected after each Long Rest from prepared level 1–4 Warlock spells requiring a save. Stunned occurs only after succeeding on the first save and failing the recursive save.
Wizard: Spellforger

Cataclysmic Spellfusion was removed and replaced with System Mastery.

Level 3

  • Forge: expend two or more slots totaling the cast level + 1; it cannot cast above the highest slot level provided by Wizard.
  • Fracture: expend one slot exactly one level higher to cast the lower-level spell; it no longer restores several smaller slots.
  • Each creates one unstable energy. Overflow Energy can add Intelligence Force damage, expand range or area, or protect Concentration. Unstable Surge grants two benefits with unavoidable damage and Disadvantage.

Levels 6 and 10

  • Tempered Casting now grants one chosen benefit rather than all benefits. Counterspell and Dispel Magic protection was removed. Arcane Strain applies fixed penalties.
  • Unstable energy becomes either Overflow or Hoarded Energy. Hoarded Energy caps at 7 and creates level 1–5 Phantom Slots as a Bonus Action for 2, 3, 5, 6, or 7 energy.

Level 14 — System Mastery

  • Mastered Forge removes the extra one-level cost but creates no unstable energy.
  • Mastered Fracture converts the lost level directly into Hoarded Energy.
  • Uses equal Intelligence modifier per Long Rest, and Mastered Strain raises each strain threshold by one.

Updating an existing character

  1. Replace the affected option with its complete 2.2.0 text.
  2. Confirm the revised progression against the character’s level.
  3. Remove features that no longer exist and add newly qualified features.
  4. Recalculate pools, prepared spells, saving-throw interactions, and uses per rest.
  5. Discuss material concept changes with the Keeper. A Keeper may permit related spell, feat, or equipment choices to be rebuilt.