Creating it as a "Variant Race" for the Tiefling did not appear to work correctly. It still contained all of the racial traits from the base Tiefling race, with no apparent way to remove or modify them. I had to create a new "Tiefling Variant" (full) race, reimplementing each of the traits, which I could then apply the Abyssal Tiefling subrace to.
The full race and subraces work great, however when I "view" the full race details page, its subraces appear only as headings, with no list of the traits of that subrace or link to that subrace.
It does not seem to be possible to implement Abyssal Fortitude correctly. "Your hit point maximum increases by half your level (minimum 1)." But you can only specify "Hit Points per Level" in integer increments for the bonus.
Abyssal Arcana is actually almost possible to implement. I have it implemented as a trait granting 3 "spells", each of which allows you to select a spell from the list of 6 (cantrips, 1st-level, 2nd-level). However I have to edit the character to change the spell selection each time. Ideally it would be possible to be able to change the spell a trait is using on the character sheet, and have that change triggered by the long rest. But it's understandable if this is too awkward to support just for this very complicated trait.
After the Jan 29th update, #1 seems to be fixed, I can create it as a variant of the Tiefling now (which is much simpler). #2 was also fixed. I still would love a way to implement Abyssal Fortitude; currently I set it to give no bonus and manually add max HP to my character.
I'm also trying to implement the UA Abyssal Tiefling for tracking my own character. Thanks for your implementation suggestion for Abyssal Arcana, Grinnz! I was doing totally separate options, but the spell list sounds good.
Unfortunately, it still doesn't seem possible to implement Abyssal Fortitude (+1 bonus HP every 2nd level, minimum +1). I implemented it as +1 bonus HP at the start, then auto-granted options at even-numbered levels at 4th and above, each option of which grants another +1 bonus HP. Unfortunately, I think D&D Beyond is ignoring this bonus HP for some reason. So for now, I'm manually tracking Abyssal Fortitude and using the "Manage HP" feature to set the bonus, at the class section of editing the character.
Hopefully the HP per level issue will be picked up by D&D Beyond. Either as making fractional HP per level an option, or tracking bonus HP granted in the way I described.
For more completeness, here's the best way I've found so far to implement Abyssal Fortitude. Note it still doesn't actually affect HP. It seems only "Bonus - HP per Level" will actually do that from the racial traits. But 1 HP per level (the minimum) is more than Abyssal Fortitude grants.
Name: Abyssal Fortitude
Snippet: Your hit point maximum increases by half your level (minimum 1). NOTE: D&D Beyond doesn't recognize the HP increase! View details to see how to manage this.
Description:
Your hit point maximum increases by half your level (minimum 1). NOTE: D&D Beyond doesn't recognize the HP increase!
To update your HP max, edit your character's class. Click "Manage HP" and enter "1" as the HP Modifier at 1st level. At 4th level, update that value to "2". And so on.
Levels 1-3: total +1 max HP.
Levels 4-5: total +2 max HP.
Levels 6-7: total +3 max HP.
Levels 8-9: total +4 max HP.
Levels 10-11: total +5 max HP.
Levels 12-13: total +6 max HP.
Levels 14-15: total +7 max HP.
Levels 16-17: total +8 max HP.
Levels 18-19: total +9 max HP.
Level 20: total +10 max HP.
Character Levels Where Options Known: 1,4,6,8,10,12,14,16,18,20
Replace Base Race Racial Trait: Hellish Resistance
Options (10):
Abyssal Fortitude: HP max up at 1st level. Required character level: 1.
(and so on)
Basically if the player levels up, _and_ looks at their race, they'll see options they can pick from that are named for each level where an HP increase should occur. They need to click their HP and set the "Max HP Modifier" to the current bonus granted by Abyssal Fortitude, based on their level. At least doing it this way gives them a little reminder, and a quick reference list in the full description of the trait if they click it on their sheet.
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Just wanted to report a few issues I ran into trying to recreate the Abyssal Tiefling race for my own use using the homebrew race system. (https://media.wizards.com/2015/downloads/dnd/07_UA_That_Old_Black_Magic.pdf)
After the Jan 29th update, #1 seems to be fixed, I can create it as a variant of the Tiefling now (which is much simpler). #2 was also fixed. I still would love a way to implement Abyssal Fortitude; currently I set it to give no bonus and manually add max HP to my character.
I'm also trying to implement the UA Abyssal Tiefling for tracking my own character. Thanks for your implementation suggestion for Abyssal Arcana, Grinnz! I was doing totally separate options, but the spell list sounds good.
Unfortunately, it still doesn't seem possible to implement Abyssal Fortitude (+1 bonus HP every 2nd level, minimum +1). I implemented it as +1 bonus HP at the start, then auto-granted options at even-numbered levels at 4th and above, each option of which grants another +1 bonus HP. Unfortunately, I think D&D Beyond is ignoring this bonus HP for some reason. So for now, I'm manually tracking Abyssal Fortitude and using the "Manage HP" feature to set the bonus, at the class section of editing the character.
Hopefully the HP per level issue will be picked up by D&D Beyond. Either as making fractional HP per level an option, or tracking bonus HP granted in the way I described.
For more completeness, here's the best way I've found so far to implement Abyssal Fortitude. Note it still doesn't actually affect HP. It seems only "Bonus - HP per Level" will actually do that from the racial traits. But 1 HP per level (the minimum) is more than Abyssal Fortitude grants.
Name: Abyssal Fortitude
Snippet: Your hit point maximum increases by half your level (minimum 1). NOTE: D&D Beyond doesn't recognize the HP increase! View details to see how to manage this.
Description:
Your hit point maximum increases by half your level (minimum 1). NOTE: D&D Beyond doesn't recognize the HP increase!
To update your HP max, edit your character's class. Click "Manage HP" and enter "1" as the HP Modifier at 1st level. At 4th level, update that value to "2". And so on.
Character Levels Where Options Known: 1,4,6,8,10,12,14,16,18,20
Replace Base Race Racial Trait: Hellish Resistance
Options (10):
Basically if the player levels up, _and_ looks at their race, they'll see options they can pick from that are named for each level where an HP increase should occur. They need to click their HP and set the "Max HP Modifier" to the current bonus granted by Abyssal Fortitude, based on their level. At least doing it this way gives them a little reminder, and a quick reference list in the full description of the trait if they click it on their sheet.