Is it just me or does DnD beyond not add these calculations into heal spells? Currently I only see the normal dice rolls + spell modifier. Is this a bug? Or am I just not reading correctly?
You are correct. The bonus doesn't get added. The devs need/want to make the way spells are handled more robust to make effects like these easier to code.
Sorry trying to figure out what you mean here. Are you saying they want to add the code to handle this calculation for us? Or are you saying something else?
It seems to me like they are already super close considering the app will calculate correct dice rolls for a level 1 spell cast at level 3 as an example. The app is smart enough to figure that out.
Thanks for the response, just trying to clarify if this might be something they are already working on... or if they have said this is how its going to remain.
I use homebrew versions of healing spells to handle this.
Start with the template for each spell you want to modify, and add the Bonus Hit Points modifier from below. The "Fixed Value" is going to be your baseline 2+spell level. I.e., for Cure Wounds the baseline is casting as a level 1 spell, so the fixed value of this spell should be 3. Mass Healing Word is a level 3 spell, so the fixed value you would add to that spell would be 5.
"At higher levels" dictates what bonuses you get for upcasting the spell with a higher level slot. Luckily, this one is easy. Just set the dice roll to the type of die added for upcasting (if you're using the base spell template this should already be set), and then set the fixed value to 1.
Finally, if you set the "Available For Classes" field to "Cleric--Life Domain", your homebrew version of the spell will automatically replace the version you get from the Life Domain spell list, so it doesn't interfere with the spells you have to actually prepare.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Can DnD beyond please put in the disciple of life feature with their dice roller? Also that homebrew thing wasn't working for me with scaling for higher levels, even with 1 in the fixed value space...
Can DnD beyond please put in the disciple of life feature with their dice roller? Also that homebrew thing wasn't working for me with scaling for higher levels, even with 1 in the fixed value space...
Rules exceptions features are in development and will release early 2021.
Can DnD beyond please put in the disciple of life feature with their dice roller? Also that homebrew thing wasn't working for me with scaling for higher levels, even with 1 in the fixed value space...
Rules exceptions features are in development and will release early 2021.
wait when you say this do you mean that by early 2021 the dnd beyond devs will have properly included every single rules exception, or simply that they would have the framework and code nessesary to start including them later?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Can DnD beyond please put in the disciple of life feature with their dice roller? Also that homebrew thing wasn't working for me with scaling for higher levels, even with 1 in the fixed value space...
Rules exceptions features are in development and will release early 2021.
wait when you say this do you mean that by early 2021 the dnd beyond devs will have properly included every single rules exception, or simply that they would have the framework and code nessesary to start including them later?
I cant be sure they will get all of them, but according to the dev update at least the disciple of life, illusionist minor illusion, and divine soul bonus cleric spell should be working by next year. They already started the framework this year, but didn't finish before holiday.
Does anyone know whether the additional hit points from Disciple of Life and Blessed Healer affect such spells as Aid and Revivify?
Thanks.
for revivify yes defenetly, for aid that should be a lot more complicated in the way its written slightly differently to similar spells, i'd say it goes against RAI and possibly RAW
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Does anyone know whether the additional hit points from Disciple of Life and Blessed Healer affect such spells as Aid and Revivify?
Thanks.
for revivify yes defenetly, for aid that should be a lot more complicated in the way its written slightly differently to similar spells, i'd say it goes against RAI and possibly RAW
Does disciple of life’s bonus get added to only the initial healing of a regenerate spell, or can it add with the plus 1 hit points you gain every round as well? If that is the case would a regenerate spell heal 10 hit points each turn since it’s a 7th level spell?
Does disciple of life’s bonus get added to only the initial healing of a regenerate spell, or can it add with the plus 1 hit points you gain every round as well? If that is the case would a regenerate spell heal 10 hit points each turn since it’s a 7th level spell?
It is for every instance of healing (via spell), so regenerate heals 4d8+24 when cast and heals 10 per turn.
For comparison, blessed healer only heals you when you cast a healing spell not when a spell heals.
Is it just me, or would it be useful if D&D Beyond applied Blessed Healer to yourself automatically when casting?
Maybe if they ever get to a point where damage can also be done automatically (so target selection etc). It would be a little weird if this 1 thing applied automatically and nothing else in the game did. It would easily result in people applying it twice.
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Is it just me or does DnD beyond not add these calculations into heal spells? Currently I only see the normal dice rolls + spell modifier. Is this a bug? Or am I just not reading correctly?
You are correct. The bonus doesn't get added. The devs need/want to make the way spells are handled more robust to make effects like these easier to code.
Sorry trying to figure out what you mean here. Are you saying they want to add the code to handle this calculation for us? Or are you saying something else?
It seems to me like they are already super close considering the app will calculate correct dice rolls for a level 1 spell cast at level 3 as an example. The app is smart enough to figure that out.
Thanks for the response, just trying to clarify if this might be something they are already working on... or if they have said this is how its going to remain.
I use homebrew versions of healing spells to handle this.
Start with the template for each spell you want to modify, and add the Bonus Hit Points modifier from below. The "Fixed Value" is going to be your baseline 2+spell level. I.e., for Cure Wounds the baseline is casting as a level 1 spell, so the fixed value of this spell should be 3. Mass Healing Word is a level 3 spell, so the fixed value you would add to that spell would be 5.
"At higher levels" dictates what bonuses you get for upcasting the spell with a higher level slot. Luckily, this one is easy. Just set the dice roll to the type of die added for upcasting (if you're using the base spell template this should already be set), and then set the fixed value to 1.
Finally, if you set the "Available For Classes" field to "Cleric--Life Domain", your homebrew version of the spell will automatically replace the version you get from the Life Domain spell list, so it doesn't interfere with the spells you have to actually prepare.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Great solution thank you very much
Can DnD beyond please put in the disciple of life feature with their dice roller? Also that homebrew thing wasn't working for me with scaling for higher levels, even with 1 in the fixed value space...
Rules exceptions features are in development and will release early 2021.
wait when you say this do you mean that by early 2021 the dnd beyond devs will have properly included every single rules exception, or simply that they would have the framework and code nessesary to start including them later?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I cant be sure they will get all of them, but according to the dev update at least the disciple of life, illusionist minor illusion, and divine soul bonus cleric spell should be working by next year. They already started the framework this year, but didn't finish before holiday.
Does anyone know whether the additional hit points from Disciple of Life and Blessed Healer affect such spells as Aid and Revivify?
Thanks.
for revivify yes defenetly, for aid that should be a lot more complicated in the way its written slightly differently to similar spells, i'd say it goes against RAI and possibly RAW
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Thanks!
Is disciple of life added automatically to heals yet?
Can't find the info anywhere
Thanks in advance!
Yup!
Please see this Changelog entry.
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Thank you kindly!
Does disciple of life’s bonus get added to only the initial healing of a regenerate spell, or can it add with the plus 1 hit points you gain every round as well? If that is the case would a regenerate spell heal 10 hit points each turn since it’s a 7th level spell?
It is for every instance of healing (via spell), so regenerate heals 4d8+24 when cast and heals 10 per turn.
For comparison, blessed healer only heals you when you cast a healing spell not when a spell heals.
Awesome! Good to know!
Is it just me, or would it be useful if D&D Beyond applied Blessed Healer to yourself automatically when casting?
Maybe if they ever get to a point where damage can also be done automatically (so target selection etc). It would be a little weird if this 1 thing applied automatically and nothing else in the game did. It would easily result in people applying it twice.