I was just wondering if there is a list of features from all the books that are not implemented. My players being new they don't always know if some of the features aren't showing up correctly on their character sheet. And I want to make sure they are not missing out on some of there features or bonuses.
Generally speaking, any missing features on D&D Beyond fall into a few categories:
Temporary Effects - D&D Beyond does not handle temporary effects at all. This includes spells such as Mage Armor and class features such as Bladesong, Wildshape, or Rage. If it's not permanent or from an item, you'll have to track it yourself. The biggest mistake that I see is when raging as a Barbarian, new players forget their bonus on attacks. Also kind of includes Toll the Dead's larger damage die.
Companions with variable stats - Anytime a class feature grants a companion who's stats depend on some other value (such as your character's proficiency bonus), it isn't available under extras like other companions. Rather, the statblock for the companion appears as part of the description of the feature, generally in the pop-out sidebar.
DMG features - Epic boons, spell points, different healing rules during rests, etc. These are official options from the Dungeon Master's Guide that simply don't exist on D&D Beyond. If your campaign doesn't use them, you won't notice anything.
Sorcerer's Subclass Spells and the like - Specific sorcerer subclasses grant additional spells that may be exchanged for another spell within certain restrictions. Divine Soul sorcerer allows for you to exchange your alignment specific spell for example. For some reason, this also isn't available on D&D Beyond yet and you'll just have to make a homebrew copy of the subclass if you want to utilize that part of the feature.
Items with varying properties - Random weapon curses and evolving items, and other randomly assigned values. For weapon curses and other values, you'll have to make a homebrew copy with the determined curse or value if you wish for it to appear properly. For evolving items, you'll have to replace the one in your inventory for whichever level item you currently have. Items don't store any information outside of charges. The biggest problem you might encounter with this is spell scrolls.
There's a whole bunch of other missing features, but outside of temporary effects they tend to be class specific or niche situations. If they're new players and using mostly PHB options, the only missing "features" you really need to worry about are the Barbarian thing and spell scrolls.
My concern is I didn't want to need to limit them with access to such a tool set as dndbeyond because some features weren't updated. Have one player who is wanting to do dart build and is missing out on some damage because the feature wasn't implemented and I didn't catch the math was wrong u til recently..
Just seems odd to limit players in the game because the toolset is inadequate.
My concern is I didn't want to need to limit them with access to such a tool set as dndbeyond because some features weren't updated. Have one player who is wanting to do dart build and is missing out on some damage because the feature wasn't implemented and I didn't catch the math was wrong u til recently..
Just seems odd to limit players in the game because the toolset is inadequate.
I get where you're coming from, but I'm glad they made the tool set regardless. It doesn't have to include everything in order to be useful. And although not every mechanic has been implemented, there's nothing stopping us (as players and DMs) from using whatever rules we want. There is an entire section on the D&D beyond character sheet for notes. And you can also create custom items, magic items, and feats, all of which can be used to simulate a great many of the things that have not yet been implemented. At the very least, the section on notes can simply remind us to manually implement whatever rule it is that we want to implement. Easy peasy lemon squeezy. If we were playing around a table with books, we would pretty much have to do the same thing anyway. 🤘😎🤘
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Shawn D. Robertson
"Deride not the differing views of others, for it is in thoughtful and considerate conversation we find our greatest friends."
~Me~
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I was just wondering if there is a list of features from all the books that are not implemented. My players being new they don't always know if some of the features aren't showing up correctly on their character sheet. And I want to make sure they are not missing out on some of there features or bonuses.
Generally speaking, any missing features on D&D Beyond fall into a few categories:
Temporary Effects - D&D Beyond does not handle temporary effects at all. This includes spells such as Mage Armor and class features such as Bladesong, Wildshape, or Rage. If it's not permanent or from an item, you'll have to track it yourself. The biggest mistake that I see is when raging as a Barbarian, new players forget their bonus on attacks. Also kind of includes Toll the Dead's larger damage die.
Companions with variable stats - Anytime a class feature grants a companion who's stats depend on some other value (such as your character's proficiency bonus), it isn't available under extras like other companions. Rather, the statblock for the companion appears as part of the description of the feature, generally in the pop-out sidebar.
DMG features - Epic boons, spell points, different healing rules during rests, etc. These are official options from the Dungeon Master's Guide that simply don't exist on D&D Beyond. If your campaign doesn't use them, you won't notice anything.
Sorcerer's Subclass Spells and the like - Specific sorcerer subclasses grant additional spells that may be exchanged for another spell within certain restrictions. Divine Soul sorcerer allows for you to exchange your alignment specific spell for example. For some reason, this also isn't available on D&D Beyond yet and you'll just have to make a homebrew copy of the subclass if you want to utilize that part of the feature.
Items with varying properties - Random weapon curses and evolving items, and other randomly assigned values. For weapon curses and other values, you'll have to make a homebrew copy with the determined curse or value if you wish for it to appear properly. For evolving items, you'll have to replace the one in your inventory for whichever level item you currently have. Items don't store any information outside of charges. The biggest problem you might encounter with this is spell scrolls.
There's a whole bunch of other missing features, but outside of temporary effects they tend to be class specific or niche situations. If they're new players and using mostly PHB options, the only missing "features" you really need to worry about are the Barbarian thing and spell scrolls.
My concern is I didn't want to need to limit them with access to such a tool set as dndbeyond because some features weren't updated. Have one player who is wanting to do dart build and is missing out on some damage because the feature wasn't implemented and I didn't catch the math was wrong u til recently..
Just seems odd to limit players in the game because the toolset is inadequate.
I get where you're coming from, but I'm glad they made the tool set regardless. It doesn't have to include everything in order to be useful. And although not every mechanic has been implemented, there's nothing stopping us (as players and DMs) from using whatever rules we want. There is an entire section on the D&D beyond character sheet for notes. And you can also create custom items, magic items, and feats, all of which can be used to simulate a great many of the things that have not yet been implemented. At the very least, the section on notes can simply remind us to manually implement whatever rule it is that we want to implement. Easy peasy lemon squeezy. If we were playing around a table with books, we would pretty much have to do the same thing anyway. 🤘😎🤘
Shawn D. Robertson
"Deride not the differing views of others, for it is in thoughtful and considerate conversation we find our greatest friends."
~Me~