This sort of thing--temporary bonuses tied to limited-use abilities--might be part of the upcoming character sheet revamp. Or it might never happen. My guess is somewhere in between.
My guess is that if it happens it'll be further down the list of things to do.
It would mean that ability, and probably any similar ability, will have to be a toggle switch. Then it would apply to any weapon it could apply to and I can tell you that becomes a lot of QA regression testing for all future releases.
Unless I'm wrong about the coding it wouldn't be an "easy" addition for a single class.
Hi! First thanks for all of your hard work - I love the platform in general. I do have two minor requests:
1) It would be nice when you use the Short or Long Rest features in the character sheet if the program could give you a view of the features that were effected. Like, you hit the Long Rest button and it shows a window that says 32 HP regained, 8 Temp HP removed, X number of spell slots refreshed, Action Surge refreshed, etc.
2) Features that give your character a special attack type or bonus should translate to the attacks section of the sheet. For example, Hexblade Warlock (with Pact of the Blade) can summon a weapon that uses their CHA for attack and damage bonuses. It'd be very helpful if you could use that feature and have the sheet prompt for a weapon type and do the calculation for you. Same thing with things like bonus damage from Rage.
Thanks and keep up the great work!
Hello and thanks for posting.
1) Short and Long Rests do currently list the features affected as seen here:
2) We have automatic calculation planned, but you can currently create custom weapon entries that can pull off things like a hexblade:
Again, we do intend to cover all the exceptions-based attack types automatically in time, but the custom option is intended to cover this and any other type of "different" attack.
Thanks!
It's on the way. It may take some time, but rage damage is definitely going to happen.
As it stands there is workaround. I recommend you duplicate your weapon, also equip the duplicate, then customize it to include the rage damage. Use the stats on the appropriate one then for whether you're raging or not.
As it stands there is workaround. I recommend you duplicate your weapon, also equip the duplicate, then customize it to include the rage damage. Use the stats on the appropriate one then for whether you're raging or not.
Thanks for the reply! Good to see that this will be a feature that is coming down the road. In the meanwhile, creating a duplicate weapon probably is my best choice at the moment.
I found it easier to just make a custom attack and give a description of "Rage Damage +2" and when I am raging It acts as a reminder I need to add two to the damage. Less complicated then recreating my weapons damage and all that.
Bit late, but you could make a custom item (I called mine "# Rage Feature") as a common magic mace (because mace has no notes in its description other than "simple") and add the following modifiers to the item:
The advantage on STR ability checks is not shown atm, because skill and ability advantages aren´t supported by DDB at the time of writing this reply, but if they ever will, you have your item ready to go.
You could also make additional items for when the damage bonus increases when you gain barbarian levels, so that you don´t need to edit the original item, as it could be used by more than one character that might not be of the same level.
When you enter your rage, just equip the item. the damage bonus gets added to all other equipped weapons (which also includes DEX based weapons unfortunately, but as a true barbarian, you won´t have childrens weapons on you^^). Likewise, when you end your rage, unequip the item.
I'd love to see an option to click "Battle Mode" and have its own sheet pop up with fight specific info. Something like just weapon damage, specific damage situations, Acrobatics, Athletics, Perception, Saves, Resistances, AC, Initiative, HPs, and Speed. It would just be a hybrid that only pops up when you click on a combat button.
Is this coming soon? Couldn't we have a button next to the uses you can click to show it is active that just adds the bonus damage and the resistances etc?
Bit late, but you could make a custom item (I called mine "# Rage Feature") as a common magic mace (because mace has no notes in its description other than "simple") and add the following modifiers to the item:
The advantage on STR ability checks is not shown atm, because skill and ability advantages aren´t supported by DDB at the time of writing this reply, but if they ever will, you have your item ready to go.
You could also make additional items for when the damage bonus increases when you gain barbarian levels, so that you don´t need to edit the original item, as it could be used by more than one character that might not be of the same level.
When you enter your rage, just equip the item. the damage bonus gets added to all other equipped weapons (which also includes DEX based weapons unfortunately, but as a true barbarian, you won´t have childrens weapons on you^^). Likewise, when you end your rage, unequip the item.
I've used this method. Took five mins to make the item and then I just equip whilst raging. Super easy!
A toggle for this definitely needs to happen. For now the item workaround suffices, but it is more of a faff than it should be given it is just triggering a core feature of the class.
+1 hoping that the ability to toggle Rage on/off is still in the works. I unfortunately played 3 sessions before realizing that I was missing my additional bonus to melee damage.
I think right now, the best option is to make a custom attack that shows the value when you're raging.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
In my opinion, the toggle switch is the most likely outcome. However, considering all spell effects (ex: Haste, mage armor, Slow) that can apply to most characters, that will be a lot of toggle switches. For class- and race-specific things, an automatic selection will have be done to narrow those down to the relevant.
This sounds super hard now that I see the full scope of things that would need to be adjusted, but man will it be nice to have, especially for more common things like Rage, which will show up in like 70% of campaigns.
I actually came here when working on moving my Bladesinger over to Beyond because the tools seemed so much easier than writing everything down and keeping notes everywhere, and realized there was no such toggle for Bladesong.
It would also be super useful for creating Barbarian-centered items (which are currently limited), as it would allow bonuses to AC, stats, or skills to be reflected when you use your rage or other conditional states to activate bonuses within abilities or items. I'd love to see this happen, but I understand the coding nightmare it could be for the creators. Dos246, thank you for the tip on Beyond20! I'll start using this with my Roll20 campaigns.
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Are there plans to add this? Can it be done by any other means currently?
I just can never remember to add the damage!
This sort of thing--temporary bonuses tied to limited-use abilities--might be part of the upcoming character sheet revamp. Or it might never happen. My guess is somewhere in between.
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My guess is that if it happens it'll be further down the list of things to do.
It would mean that ability, and probably any similar ability, will have to be a toggle switch. Then it would apply to any weapon it could apply to and I can tell you that becomes a lot of QA regression testing for all future releases.
Unless I'm wrong about the coding it wouldn't be an "easy" addition for a single class.
I have good news for all barbarians!
It's on the way. It may take some time, but rage damage is definitely going to happen.
As it stands there is workaround. I recommend you duplicate your weapon, also equip the duplicate, then customize it to include the rage damage. Use the stats on the appropriate one then for whether you're raging or not.
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I found it easier to just make a custom attack and give a description of "Rage Damage +2" and when I am raging It acts as a reminder I need to add two to the damage. Less complicated then recreating my weapons damage and all that.
Bit late, but you could make a custom item (I called mine "# Rage Feature") as a common magic mace (because mace has no notes in its description other than "simple") and add the following modifiers to the item:
The advantage on STR ability checks is not shown atm, because skill and ability advantages aren´t supported by DDB at the time of writing this reply, but if they ever will, you have your item ready to go.
You could also make additional items for when the damage bonus increases when you gain barbarian levels, so that you don´t need to edit the original item, as it could be used by more than one character that might not be of the same level.
When you enter your rage, just equip the item. the damage bonus gets added to all other equipped weapons (which also includes DEX based weapons unfortunately, but as a true barbarian, you won´t have childrens weapons on you^^). Likewise, when you end your rage, unequip the item.
I'd love to see an option to click "Battle Mode" and have its own sheet pop up with fight specific info. Something like just weapon damage, specific damage situations, Acrobatics, Athletics, Perception, Saves, Resistances, AC, Initiative, HPs, and Speed. It would just be a hybrid that only pops up when you click on a combat button.
Is this coming soon? Couldn't we have a button next to the uses you can click to show it is active that just adds the bonus damage and the resistances etc?
Is this still coming? I don't see it anywhere on the sheet.
I've used
I've used this method. Took five mins to make the item and then I just equip whilst raging. Super easy!
A toggle for this definitely needs to happen. For now the item workaround suffices, but it is more of a faff than it should be given it is just triggering a core feature of the class.
Edit: nevermind. I was trying to edit from equipment screen instead of homebrew screen. I don't know how to delete this comment.
+1 hoping that the ability to toggle Rage on/off is still in the works. I unfortunately played 3 sessions before realizing that I was missing my additional bonus to melee damage.
I think right now, the best option is to make a custom attack that shows the value when you're raging.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Any updates on the rage toggle feature? For now i'll just have to create the duplicate weapon as said above or i just failed to find it :)
In my opinion, the toggle switch is the most likely outcome. However, considering all spell effects (ex: Haste, mage armor, Slow) that can apply to most characters, that will be a lot of toggle switches. For class- and race-specific things, an automatic selection will have be done to narrow those down to the relevant.
The Beyond20 Chrome extension has this functionality built into it if you use that. Works great just remember to turn it on/off as needed.
This sounds super hard now that I see the full scope of things that would need to be adjusted, but man will it be nice to have, especially for more common things like Rage, which will show up in like 70% of campaigns.
I actually came here when working on moving my Bladesinger over to Beyond because the tools seemed so much easier than writing everything down and keeping notes everywhere, and realized there was no such toggle for Bladesong.
It would also be super useful for creating Barbarian-centered items (which are currently limited), as it would allow bonuses to AC, stats, or skills to be reflected when you use your rage or other conditional states to activate bonuses within abilities or items. I'd love to see this happen, but I understand the coding nightmare it could be for the creators. Dos246, thank you for the tip on Beyond20! I'll start using this with my Roll20 campaigns.