1: If you pick a Cleric of the Arcana domain, the Arcane Mastery Domain Spells you gain at 17th level aren't added to your Prepared Spells list.
2: If you make a character using quick build and the class starts with ammo (crossbow bolts, for instance) it will start you with 400 instead of 20. Using the Starting Equipment button to add them works just fine, however.
3: If you make a monk and go Way of the Sun Soul, none of your new attacks (Searing Arc Strike, Radiant Sun Bolt, etc.) get added to the attack area and can only be found in the Class Features section, when they are absolutely attacks.
Further to item 2:... if you make a character using quickbuild, it seems to add the starting equipment twice. Possibly even if you don't select "starting equipment", which is still an option on the equipment tab (I'm saying possibly because I'm pretty sure I didn't select "starting equipment" before, but only see double items after selecting it now).
So not only do you have 400 arrows, but also 2 waterskins, 2 backpacks, 20 torches, etc.
Further to item 3: it only adds spells with Attack Rolls to the attack section. I would also prefer to have the option to add my damage spells to the attack section, even if they require Saves rather than Attack Rolls. I want to see all my combat options together so I can choose one.
You can add spells with saves to the attack section by going to the spell in your spell list and clicking the plus. You should see an option to add it to your attacks.
Thanks popinloopy - I didn't see that, very helpful. The title is a bit odd, I didn't expect to find the attack option behind "Customize Spell" section - not sure why, but I expected that to have the ability to change the DC, damage, etc of the spells, rather than move them into the attack section. That could be renamed to be clearer perhaps, or not hidden at all. I suppose there are plans for other ways to Customize Spells.
So that leaves the issue with starting equipment for quick-build characters, as the last hold-out on this thread. Choosing Aarakocra Ranger I was able to reproduce the 400 Arrows, two of everything bug - before choosing Equipment or Gold for starting equipment. If I then choose Equipment, it doesnt seem to change the items I had two of (2 waterskin, 20 torches, etc both before and after) but it does add 20 arrows bringing the total to 420 (as well as adding the expected equipment, like clothes, properly).
1: If you pick a Cleric of the Arcana domain, the Arcane Mastery Domain Spells you gain at 17th level aren't added to your Prepared Spells list.
2: If you make a character using quick build and the class starts with ammo (crossbow bolts, for instance) it will start you with 400 instead of 20. Using the Starting Equipment button to add them works just fine, however.
3: If you make a monk and go Way of the Sun Soul, none of your new attacks (Searing Arc Strike, Radiant Sun Bolt, etc.) get added to the attack area and can only be found in the Class Features section, when they are absolutely attacks.
Further to item 2:... if you make a character using quickbuild, it seems to add the starting equipment twice. Possibly even if you don't select "starting equipment", which is still an option on the equipment tab (I'm saying possibly because I'm pretty sure I didn't select "starting equipment" before, but only see double items after selecting it now).
So not only do you have 400 arrows, but also 2 waterskins, 2 backpacks, 20 torches, etc.
Further to item 3: it only adds spells with Attack Rolls to the attack section. I would also prefer to have the option to add my damage spells to the attack section, even if they require Saves rather than Attack Rolls. I want to see all my combat options together so I can choose one.
You can add spells with saves to the attack section by going to the spell in your spell list and clicking the plus. You should see an option to add it to your attacks.
The Arcane Mastery issue is now solved.
Thanks popinloopy - I didn't see that, very helpful. The title is a bit odd, I didn't expect to find the attack option behind "Customize Spell" section - not sure why, but I expected that to have the ability to change the DC, damage, etc of the spells, rather than move them into the attack section. That could be renamed to be clearer perhaps, or not hidden at all. I suppose there are plans for other ways to Customize Spells.
So that leaves the issue with starting equipment for quick-build characters, as the last hold-out on this thread. Choosing Aarakocra Ranger I was able to reproduce the 400 Arrows, two of everything bug - before choosing Equipment or Gold for starting equipment. If I then choose Equipment, it doesnt seem to change the items I had two of (2 waterskin, 20 torches, etc both before and after) but it does add 20 arrows bringing the total to 420 (as well as adding the expected equipment, like clothes, properly).
Never mind, figured it out.