I apologize if this has been already covered. Is there or can there be a DM lock for the character sheets in the campaign? I run a large group with 10 players and we get together twice a month. Some of the players have hit the short or long rest button during the down time while they are looking at their characters, wiping out everything used in the previous session. A lock that can be activated and deactivated would solve these accidental problems. And perhaps for DM's that need it reducing "cheating".
This has probably been suggested several times, but perhaps not this approach? A toggle to change view from current level to level 20, for the purposes of planning ahead with your character. Obviously use the current level mode for playing, but the level 20 mode for trying out future multiclass, feat selections etc. Would also make leveling up during a session a breeze if your choices were preselected from what you set in level 20 mode.
Any chance of throwing on some Original Races options like we have in terms of creating spells, monsters and the such?
Also about Races, you are missing the Drow from the PHB.
The drow are available, but not for free. Drow and Forest Gnomes are in the PHB, where Wood Elves, High Elves, and Rock Gnomes are part of WotC's free Basic Rules. Content from the Player's Handbook that is not a part of the free Basic Rules must be purchased to be used on D&D Beyond, just like a physical Player's Handbook would need to be purchased. As for races, homebrew subraces are planned, but because of how complex the character building coding is behind the scenes, completely original races are not currently planned.
Any chance of throwing on some Original Races options like we have in terms of creating spells, monsters and the such?
Also about Races, you are missing the Drow from the PHB.
The drow are available, but not for free. Drow and Forest Gnomes are in the PHB, where Wood Elves, High Elves, and Rock Gnomes are part of WotC's free Basic Rules. Content from the Player's Handbook that is not a part of the free Basic Rules must be purchased to be used on D&D Beyond, just like a physical Player's Handbook would need to be purchased. As for races, homebrew subraces are planned, but because of how complex the character building coding is behind the scenes, completely original races are not currently planned.
We are doing both races and subraces as homebrew, its only classes where it will only be subclasses available.
That being said, races and subraces are extremely complex on the back end to build, so there will be a lot of cross checking required by those people want to enter in races and subraces themselves.
I have a minor criticism in regards to the Moon Elves. I know that they have the same stats as High(sun) elves, but it would be nice to not have to write in the notes section that my High Elf is actually a Moon Elf. Character Identity is such an important part of DnD and it can be irksome to see High Elf on a character screen. Especially because the likely reason you are playing a Moon Elf is that you hate the reputation High Elves have but like spell caster(wizard) elves.
I have a minor criticism in regards to the Moon Elves. I know that they have the same stats as High(sun) elves, but it would be nice to not have to write in the notes section that my High Elf is actually a Moon Elf. Character Identity is such an important part of DnD and it can be irksome to see High Elf on a character screen. Especially because the likely reason you are playing a Moon Elf is that you hate the reputation High Elves have but like spell caster(wizard) elves.
Homebrew races were bought in just today. Go to the create a race feature here and create a new subrace, choose High Elf as the template and just rename them and use that as private homebrew.
Not sure if this has been brought up before. Are items like blessings and charms from the Dungeon Master's Guide (Supernatural Gifts) going to be implemented as something you can add to the character? Right now I'm using a custom magic item.
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I just finished watching the D&D Beyond Live Development Update and Q&A 01/19/2018 Replay and had some questions:
1) As far as I understand, homebrewing entirely new classes is off the table - I was wondering if it would be possible to one day create new classes that are strictly based on swapping out a few elements from existing classes - for example, I'd like to create a variant paladin class that has the same progression as a paladin, but in which I change some of the standard class features with either my own original features or existing features from other classes. Not sure how difficult that would be.
2) Also, on the Character Sheet Revamp, it would be nice if you could capture all the different Reactions, Bonus Actions and Combat Features available to a character in one area, similar to how you capture the limited use abilities in one area - having them buried in Class Features can be a little confusing especially at higher levels, and it would be nice to have one consolidated listing of all the Reactions, Bonus Actions and Combat-related Features available to you.
For example, my 7th level Rogue (Scout) / 3rd level Fighter (Battle Master) has Second Wind, Cunning Action (Dash, Disengage, Hide) as possible Bonus Actions; Uncanny Dodge and Skimisher (and Attack of Opportunity) as possible Reactions; and Action Surge, Disarming Attack, Distracting Strike, Precision Attack, Sneak Attack, and the Sharpshooter Feat (-5 to hit / +10 to damage) as possible Features to be leveraged in Combat - trying to keep track of all of that without listing them all out in one area is confusing. Ideally, hovering over them would pop up a description similar to spells, but even just listing them all out in one area and then digging for their descriptions in the Features area is still an improvement.
-If you have the misfortune of coming across a dwarf named Morag, a half-elf that goes by Nichalaus, or their human travelling companions Sukiem-Tor, Ak'huma, Dat'Vi Bek and Doc Ryder, immediately start walking back from whence you came. You'll thank me later.
I have the feeling that something like number 1 will happen when the Variant Ranger comes into play officially, since Jeremy Crawford and Mike Mearls have mentioned that they want to apply that ranger as a way of variant rules, not an errata'd class.
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I know it's probably already been mentioned, but showing the actual materials needed and the gp cost on the spells would be super helpful too.
Really hoping we'll see some simple selection method for starting equipment and some way to deal with individual items within equipment packs.
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I apologize if this has been already covered. Is there or can there be a DM lock for the character sheets in the campaign? I run a large group with 10 players and we get together twice a month. Some of the players have hit the short or long rest button during the down time while they are looking at their characters, wiping out everything used in the previous session. A lock that can be activated and deactivated would solve these accidental problems. And perhaps for DM's that need it reducing "cheating".
I know that many other have requested it, but I didn’t find if it’s in the todo list or not.
Could it be possible to convert sorcery points to spell slots and viceversa in an easy way?
actually from the sheet you can’t exceed the maximum SP, so it’s not possible to convert slots if you would go above the maximum
Would really love the ability to create characters for my players and send to them to use within their account.
I would also really like to be able to grant additional/bonus/starting feats to characters.
This has probably been suggested several times, but perhaps not this approach? A toggle to change view from current level to level 20, for the purposes of planning ahead with your character. Obviously use the current level mode for playing, but the level 20 mode for trying out future multiclass, feat selections etc. Would also make leveling up during a session a breeze if your choices were preselected from what you set in level 20 mode.
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Any chance of throwing on some Original Races options like we have in terms of creating spells, monsters and the such?
Also about Races, you are missing the Drow from the PHB.
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Thank you for the correction.
I have a minor criticism in regards to the Moon Elves. I know that they have the same stats as High(sun) elves, but it would be nice to not have to write in the notes section that my High Elf is actually a Moon Elf. Character Identity is such an important part of DnD and it can be irksome to see High Elf on a character screen. Especially because the likely reason you are playing a Moon Elf is that you hate the reputation High Elves have but like spell caster(wizard) elves.
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Not sure if this has been brought up before. Are items like blessings and charms from the Dungeon Master's Guide (Supernatural Gifts) going to be implemented as something you can add to the character? Right now I'm using a custom magic item.
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I just finished watching the D&D Beyond Live Development Update and Q&A 01/19/2018 Replay and had some questions:
1) As far as I understand, homebrewing entirely new classes is off the table - I was wondering if it would be possible to one day create new classes that are strictly based on swapping out a few elements from existing classes - for example, I'd like to create a variant paladin class that has the same progression as a paladin, but in which I change some of the standard class features with either my own original features or existing features from other classes. Not sure how difficult that would be.
2) Also, on the Character Sheet Revamp, it would be nice if you could capture all the different Reactions, Bonus Actions and Combat Features available to a character in one area, similar to how you capture the limited use abilities in one area - having them buried in Class Features can be a little confusing especially at higher levels, and it would be nice to have one consolidated listing of all the Reactions, Bonus Actions and Combat-related Features available to you.
For example, my 7th level Rogue (Scout) / 3rd level Fighter (Battle Master) has Second Wind, Cunning Action (Dash, Disengage, Hide) as possible Bonus Actions; Uncanny Dodge and Skimisher (and Attack of Opportunity) as possible Reactions; and Action Surge, Disarming Attack, Distracting Strike, Precision Attack, Sneak Attack, and the Sharpshooter Feat (-5 to hit / +10 to damage) as possible Features to be leveraged in Combat - trying to keep track of all of that without listing them all out in one area is confusing. Ideally, hovering over them would pop up a description similar to spells, but even just listing them all out in one area and then digging for their descriptions in the Features area is still an improvement.
-If you have the misfortune of coming across a dwarf named Morag, a half-elf that goes by Nichalaus, or their human travelling companions Sukiem-Tor, Ak'huma, Dat'Vi Bek and Doc Ryder, immediately start walking back from whence you came. You'll thank me later.
I have the feeling that something like number 1 will happen when the Variant Ranger comes into play officially, since Jeremy Crawford and Mike Mearls have mentioned that they want to apply that ranger as a way of variant rules, not an errata'd class.