Not sure if the right place, but the wereraven stat block does not match the listing. The listing still shows the damage immunity of the old wereraven, instead of the new regeneration ability.
Not sure if the right place, but the wereraven stat block does not match the listing. The listing still shows the damage immunity of the old wereraven, instead of the new regeneration ability.
The dhampir's bite attack doesnt increase in damage as you level in monk. Technically it should be a monk weapon right? Sorry if this was brought up already, i skimmed about 3 pages.
You are correct, it should be considered a monk weapon and scale accordingly. I'll pass this along to the team!
So in the background, both the scaling damage die and using DEX if it is the higher attack score are coupled under the "Use Martial Arts" flag. This means that for the time being, it's either an "on" or "off" situation; we can't have a scaling damage die without the DEX use, and vice versa. At least until some more dev work can be done on separating the two, for which we have no ETA.
In the meantime, you can create a custom weapon action on your sheet to emulate the Fanged Bite action of the Vampiric Bite trait. If you have a dhampir monk whose CON is (and will remain) equal to or greater than their DEX, you can check the "Use Martial Arts" box and have comfort in your damage die scaling. If they have a DEX higher than CON, you can manually adjust the damage die size in the action accordingly, whenever your Martial Arts die size changes.
The dhampir's bite attack doesnt increase in damage as you level in monk. Technically it should be a monk weapon right? Sorry if this was brought up already, i skimmed about 3 pages.
You are correct, it should be considered a monk weapon and scale accordingly. I'll pass this along to the team!
So in the background, both the scaling damage die and using DEX if it is the higher attack score are coupled under the "Use Martial Arts" flag. This means that for the time being, it's either an "on" or "off" situation; we can't have a scaling damage die without the DEX use, and vice versa. At least until some more dev work can be done on separating the two, for which we have no ETA.
In the meantime, you can create a custom weapon action on your sheet to emulate the Fanged Bite action of the Vampiric Bite trait. If you have a dhampir monk whose CON is (and will remain) equal to or greater than their DEX, you can check the "Use Martial Arts" box and have comfort in your damage die scaling. If they have a DEX higher than CON, you can manually adjust the damage die size in the action accordingly, whenever your Martial Arts die size changes.
Thank you, I managed to add a custom action to my character and manually adjust the damage die while scaling with con. Also for anyone else doing the same thing make sure to give the attack a range of melee, have it scale with con, and check the boxes "Is proficient" and "display as attack". This should allow you to manually adjust the damage die as it scales and roll in DnD Beyond. The attack shows up on the bottom of the actions tab. Here is my character sheet https://www.dndbeyond.com/profile/crunk0395/characters/50891823 for anyone who wants to see what it looks like.
Let's say I have an unusual race that becomes one of these lineages. Like a centaur, or a Goliath. I checked to see if there was any way to apply the lineage as described in the book to a centaur character in DnDBeyond, and you cannot. May I suggest that when you choose a lineage, it also asks for a "base" race in a drop-down menu, so that it can reflect details that should carry over? (such as natural weapons, movement restrictions, carry capacity, etc)
I hope that this is being taken into consideration by the D&D Beyond team working on the implementation of lineages. Features like a Satyr's Ram and Reveller/Mirthful Leaps or a Firbolg's Powerful Build and Speech of Beast and Leaf should be as valid as any flying speed or languages. As this thread points out, it would have made more sense from the Wizards team to treat the Lineages as add-ons to a base race rather than their own separate thing. Please don't make the solution "Oh, you can just homebrew a race" since that's not easy for everyone, nor is it efficient. Thank you, mods team!
yeah, the lineages work on beyond like subraces, with the race name being "Lineage" and the actual lineages (dhampir, reborn & hexblood) available in the drop down menu when you select the lineage race in character creation.
Let's say I have an unusual race that becomes one of these lineages. Like a centaur, or a Goliath. I checked to see if there was any way to apply the lineage as described in the book to a centaur character in DnDBeyond, and you cannot. May I suggest that when you choose a lineage, it also asks for a "base" race in a drop-down menu, so that it can reflect details that should carry over? (such as natural weapons, movement restrictions, carry capacity, etc)
I hope that this is being taken into consideration by the D&D Beyond team working on the implementation of lineages. Features like a Satyr's Ram and Reveller/Mirthful Leaps or a Firbolg's Powerful Build and Speech of Beast and Leaf should be as valid as any flying speed or languages. As this thread points out, it would have made more sense from the Wizards team to treat the Lineages as add-ons to a base race rather than their own separate thing. Please don't make the solution "Oh, you can just homebrew a race" since that's not easy for everyone, nor is it efficient. Thank you, mods team!
Aberrant Mind Sorc has had the psionics spell feature missing since November, so the difference between "It's on the bug tracker there's no ETA" and "homebrew" is sadly much smaller than one might hope.
Let's say I have an unusual race that becomes one of these lineages. Like a centaur, or a Goliath. I checked to see if there was any way to apply the lineage as described in the book to a centaur character in DnDBeyond, and you cannot. May I suggest that when you choose a lineage, it also asks for a "base" race in a drop-down menu, so that it can reflect details that should carry over? (such as natural weapons, movement restrictions, carry capacity, etc)
I hope that this is being taken into consideration by the D&D Beyond team working on the implementation of lineages. Features like a Satyr's Ram and Reveller/Mirthful Leaps or a Firbolg's Powerful Build and Speech of Beast and Leaf should be as valid as any flying speed or languages. As this thread points out, it would have made more sense from the Wizards team to treat the Lineages as add-ons to a base race rather than their own separate thing. Please don't make the solution "Oh, you can just homebrew a race" since that's not easy for everyone, nor is it efficient. Thank you, mods team!
Nevermind. Misread.
Lineages as written, you loose everything from your race but profs, languages, and movement
Hey, I have a quick question related to Van Richten's and wasn't sure where to ask it (and also a request related to this).
I'm wanting to homebrew a lineage through the "Create a Homebrew Race" feature of this site. When I do so, I have to choose a size for the race, ability score bonuses, and so on. I want it to function exactly the same as the Lineages from VR:GtR, but with my own homebrew lineage type. I currently don't have an option like this in the homebrewing feature.
I wanted to know; is this different for people who own the book on this site (I have access to it through campaign sharing but don't personally own it)? If this people who own the book have an option to create a homebrew lineage, can people who haven't bought the book also be given that tool? If neither group has that ability, can we all be able to do that? It would just help a ton for those of us trying to homebrew lineages on this site.
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Please check out my homebrew, I would appreciate feedback:
Let's say I have an unusual race that becomes one of these lineages. Like a centaur, or a Goliath. I checked to see if there was any way to apply the lineage as described in the book to a centaur character in DnDBeyond, and you cannot. May I suggest that when you choose a lineage, it also asks for a "base" race in a drop-down menu, so that it can reflect details that should carry over? (such as natural weapons, movement restrictions, carry capacity, etc)
I hope that this is being taken into consideration by the D&D Beyond team working on the implementation of lineages. Features like a Satyr's Ram and Reveller/Mirthful Leaps or a Firbolg's Powerful Build and Speech of Beast and Leaf should be as valid as any flying speed or languages. As this thread points out, it would have made more sense from the Wizards team to treat the Lineages as add-ons to a base race rather than their own separate thing. Please don't make the solution "Oh, you can just homebrew a race" since that's not easy for everyone, nor is it efficient. Thank you, mods team!
Nevermind. Misread.
Lineages as written, you loose everything from your race but profs, languages, and movement
Which is a fair point of view. However, this does not change the fact that it doesn't make sense to lose certain features that a character would have by rolling a race such as a Satyr unless the explanation is that their horns fall off, they forget how to play a musical instrument, and their legs become human legs.
All I'm saying is that if I as a DM agree with my player that their loosing race features doesn't make sense from a logical point of view, then it would be nice to have a streamlined tool to allow us to re-add the race features from the original character race before a lineage comes into effect. I don't believe this is possible currently and I feel that CanonThought's suggestion was very good.
Perhaps an important reminder: While it is perfectly okay to recreate features like Dark Gifts as personal homebrew (which you can use and share with other players in your campaigns), the D&D Beyond Homebrew Guidelines clearly state "Do NOT submit official fifth edition D&D material to public homebrew."
Dark Gifts, Curses, and material from other sources (Piety, Supernatural Gifts, etc.) shoud not be submitted for public homebrew.
I'd just like to say this is pretty bad.
It's been over 18 months since "generic features" were first mooted (because it had been obvious they were needed for longer than that), and coming up on 12 months since they were supposedly going to be available "shortly" or "soon" (which was the tune before and after Theros was released). You've been using the excuse of personal homebrew for nearly a year now, and at this point it's basically a wind-up. Tons of pointless tat has been implemented, some of which must have had considerable resources sent its way, and we're still stuck in a ridiculous Catch-22 where we aren't allowed to create this stuff for sharing (which makes a certain amount of sense), but you guys won't take the time to create this stuff as Feats and just add them to people with appropriate books - the excuse when Theros came out, nearly a year ago, was that it would be "wasted effort" as you were very soon going to have generic features available. Well, that didn't happen (I'm avoiding the obvious meme here). You're saying "this year" (i.e. December) for generic features now. So anyway, instead of "wasted effort" from one of your team members, who could probably implement most/all of the Dark Gifts and Supernatural Gifts in an hour or two (at most) as Feats, and has the power to associate them with a book, you're wasting the effort of what hundreds, thousands, tens of thousands of fans? More than that even? Waste thousands of hours of paying customers, instead of a couple for an actual dev.
Has that perspective even been considered?
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Not sure if the right place, but the wereraven stat block does not match the listing. The listing still shows the damage immunity of the old wereraven, instead of the new regeneration ability.
Can confirm. Missing from the listing.
Is this on the mobile app?
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If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Not sure if this has been mentioned...but I cannot add either of the two "new" items to my inventory (Harkon's Bite/Nepenthe).
I have everything enabled, and I own the book.
So in the background, both the scaling damage die and using DEX if it is the higher attack score are coupled under the "Use Martial Arts" flag. This means that for the time being, it's either an "on" or "off" situation; we can't have a scaling damage die without the DEX use, and vice versa. At least until some more dev work can be done on separating the two, for which we have no ETA.
In the meantime, you can create a custom weapon action on your sheet to emulate the Fanged Bite action of the Vampiric Bite trait. If you have a dhampir monk whose CON is (and will remain) equal to or greater than their DEX, you can check the "Use Martial Arts" box and have comfort in your damage die scaling. If they have a DEX higher than CON, you can manually adjust the damage die size in the action accordingly, whenever your Martial Arts die size changes.
Thank you, I managed to add a custom action to my character and manually adjust the damage die while scaling with con. Also for anyone else doing the same thing make sure to give the attack a range of melee, have it scale with con, and check the boxes "Is proficient" and "display as attack". This should allow you to manually adjust the damage die as it scales and roll in DnD Beyond. The attack shows up on the bottom of the actions tab. Here is my character sheet https://www.dndbeyond.com/profile/crunk0395/characters/50891823 for anyone who wants to see what it looks like.
I hope that this is being taken into consideration by the D&D Beyond team working on the implementation of lineages. Features like a Satyr's Ram and Reveller/Mirthful Leaps or a Firbolg's Powerful Build and Speech of Beast and Leaf should be as valid as any flying speed or languages. As this thread points out, it would have made more sense from the Wizards team to treat the Lineages as add-ons to a base race rather than their own separate thing. Please don't make the solution "Oh, you can just homebrew a race" since that's not easy for everyone, nor is it efficient. Thank you, mods team!
Edited out redundant remark
Chateaufaux typo?
Under ‘Saidra’s Torment,’ the second bullet ends with “She occasionally receives vague letters in their handwriting Chateaufaux.“
I feel like there’s a word missing before Chateaufaux.
I purchased the lineages bundle and it's not showing up in the character creation menu. Did I do something wrong?
Kamp Feaster
Look for a race listed as ‘Lineages’
yeah, the lineages work on beyond like subraces, with the race name being "Lineage" and the actual lineages (dhampir, reborn & hexblood) available in the drop down menu when you select the lineage race in character creation.
Aberrant Mind Sorc has had the psionics spell feature missing since November, so the difference between "It's on the bug tracker there's no ETA" and "homebrew" is sadly much smaller than one might hope.
Lineages as written, you loose everything from your race but profs, languages, and movement
Hey, I have a quick question related to Van Richten's and wasn't sure where to ask it (and also a request related to this).
I'm wanting to homebrew a lineage through the "Create a Homebrew Race" feature of this site. When I do so, I have to choose a size for the race, ability score bonuses, and so on. I want it to function exactly the same as the Lineages from VR:GtR, but with my own homebrew lineage type. I currently don't have an option like this in the homebrewing feature.
I wanted to know; is this different for people who own the book on this site (I have access to it through campaign sharing but don't personally own it)? If this people who own the book have an option to create a homebrew lineage, can people who haven't bought the book also be given that tool? If neither group has that ability, can we all be able to do that? It would just help a ton for those of us trying to homebrew lineages on this site.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
This is correct to the source material
[ Site Rules & Guidelines ] - [ Homebrew Rules ] - [ D&D Beyond FAQ ] - [ Homebrew FAQ ] - [ Homebrew Video Tutorials ]
Standard "free" content is restricted to the D&D 5th Edition Basic Rules, SRD, and other free content.
Which is a fair point of view. However, this does not change the fact that it doesn't make sense to lose certain features that a character would have by rolling a race such as a Satyr unless the explanation is that their horns fall off, they forget how to play a musical instrument, and their legs become human legs.
All I'm saying is that if I as a DM agree with my player that their loosing race features doesn't make sense from a logical point of view, then it would be nice to have a streamlined tool to allow us to re-add the race features from the original character race before a lineage comes into effect. I don't believe this is possible currently and I feel that CanonThought's suggestion was very good.
Ew so the book has that obvious of a typo?
It happens all the time in professional publications, even with proofreading.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
I'd just like to say this is pretty bad.
It's been over 18 months since "generic features" were first mooted (because it had been obvious they were needed for longer than that), and coming up on 12 months since they were supposedly going to be available "shortly" or "soon" (which was the tune before and after Theros was released). You've been using the excuse of personal homebrew for nearly a year now, and at this point it's basically a wind-up. Tons of pointless tat has been implemented, some of which must have had considerable resources sent its way, and we're still stuck in a ridiculous Catch-22 where we aren't allowed to create this stuff for sharing (which makes a certain amount of sense), but you guys won't take the time to create this stuff as Feats and just add them to people with appropriate books - the excuse when Theros came out, nearly a year ago, was that it would be "wasted effort" as you were very soon going to have generic features available. Well, that didn't happen (I'm avoiding the obvious meme here). You're saying "this year" (i.e. December) for generic features now. So anyway, instead of "wasted effort" from one of your team members, who could probably implement most/all of the Dark Gifts and Supernatural Gifts in an hour or two (at most) as Feats, and has the power to associate them with a book, you're wasting the effort of what hundreds, thousands, tens of thousands of fans? More than that even? Waste thousands of hours of paying customers, instead of a couple for an actual dev.
Has that perspective even been considered?