Oh, I would never. But apparently complaining about a feature that has been in the books since before this website existed never working is Looked Poorly On In These Parts.
Just piling on here. WTF. I mean just look at the “healing” tag on the spell and if so, have a little note appear next to it “LIFE DOMAIN” then people can at least be aware of it. Crazy it’s taking this long to implement a work around or fix of any kind.
This should be addressed as Life Clerics is one of the first sub-classes new players play and if they are missing the gist of the subclass that is sad (also it will be really difficult for them to spot this).
This should be addressed as Life Clerics is one of the first sub-classes new players play and if they are missing the gist of the subclass that is sad (also it will be really difficult for them to spot this).
Please dev lords! I pray to your divine powers :)
They know about it. This issue has been posted about for several years. They have even replied occasionally and mentioned it. Supposedly it’s in process. All the new Tasha subclasses are active but they still haven’t fixed this most basic issue. I’m not holding my breath. They don’t seem to care very much.
> Gold Medal for "Outstanding Book of the Year" in 2012 Independent Publisher Book Awards > National Indie Excellence Book Award finalist > A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog > Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
So...the work on Tasha's should be complete (other than some break-fixes, I'm sure). Do we have an update on this subclass? It seems that we've been able to implement a ton of racial/class alternate features which might be a bit more coding than something as simple as a +3/+4 on healing spells... We've seen harder coding on the site. Not sure why it's taking so long for such a simple feature for a subclass that's YEARS old...
Because the healing spells were not coded uniformly and they haven’t figured out how to tell the system which spells are healing spells and which ones are not. It’s not as simple a thing as you think.
Being a dev and looking both the brew option as well as Tashas' changes, I am unsure if it has to do with difficulty but more like prioritisation.
Basically is a ticket on the backlog that never gets done. The bad thing in this case is that it is something from the PHB, so it should have been out already.
Being a dev and looking both the brew option as well as Tashas' changes, I am unsure if it has to do with difficulty but more like prioritisation.
Basically is a ticket on the backlog that never gets done. The bad thing in this case is that it is something from the PHB, so it should have been out already.
> Gold Medal for "Outstanding Book of the Year" in 2012 Independent Publisher Book Awards > National Indie Excellence Book Award finalist > A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog > Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
Since this is something you can just do yourself, if you need it, with a tiny amount of time and very easily even for a 20th level cleric taking all healing spells, this will be an extremely low priority.
More often than not the focus is on new content and features or bigger requests, like it should be. So yes it may take years before they finally decide 'oh we aren't super-pressured for all the new stuff right now, let's look at the really-low priority stuff'.
In the meantime you can just do what you would on a paper sheet: just make a note next to the spell. For 20th level cleric prepping all healing spells you can note them all in less than 2 minutes. It really is such a small amount of time. Sure, it would be swell if the sheet did it for you but doing it yourself is so very minor of an inconvenience and yet is still better than using pen and paper.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Yeah, unquestionably a matter of priority and apathy, not difficulty. If it was difficult, the plug-in for Roll20 wouldn't be able to carry over the correct numbers. It's pulling the data from the exact same place.
More often than not the focus is on new content and features or bigger requests, like it should be. So yes it may take years before they finally decide 'oh we aren't super-pressured for all the new stuff right now, let's look at the really-low priority stuff'.
Like beautiful animations for simulated dice rolls. I'm so glad they focused on this rather than giving players correct information. 😐
More often than not the focus is on new content and features or bigger requests, like it should be. So yes it may take years before they finally decide 'oh we aren't super-pressured for all the new stuff right now, let's look at the really-low priority stuff'.
Like beautiful animations for simulated dice rolls. I'm so glad they focused on this rather than giving players correct information. 😐
1. It adds revenue during a time where companies can struggle. It is a step towards the VTT they hope to make and towards functions people do really want and have been asking for.
2. It was an entirely separate team who worked on them. D&D Beyond can easily justify the temporary expenditure to hire others to implement this given it will pay for itself and generate future profit. Paying extra people to code up a small thing because a small section of players don't want to take the mere seconds to make a note on a spell if they need to remind themselves of the main reason they took Life cleric.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
More often than not the focus is on new content and features or bigger requests, like it should be. So yes it may take years before they finally decide 'oh we aren't super-pressured for all the new stuff right now, let's look at the really-low priority stuff'.
Like beautiful animations for simulated dice rolls. I'm so glad they focused on this rather than giving players correct information. 😐
1. It adds revenue during a time where companies can struggle. It is a step towards the VTT they hope to make and towards functions people do really want and have been asking for.
2. It was an entirely separate team who worked on them. D&D Beyond can easily justify the temporary expenditure to hire others to implement this given it will pay for itself and generate future profit. Paying extra people to code up a small thing because a small section of players don't want to take the mere seconds to make a note on a spell if they need to remind themselves of the main reason they took Life cleric.
I'm playing D&D for the first time and everyone, including DM is new to the game. We are using the starter kit (Lost Mine of Phandelver or whatever it's called). I did not choose a life cleric, it was assigned to me. Thankfully, I have read my class description many times and hopefully know most of what is in it for my 3rd level cleric. Happily, I happened to notice that the disciple of life bonus was not being added, despite the other players repeatedly telling me that D&D Beyond would add all the bonuses while I was doing my mental math.
So your argument is not applicable to my case and to that of many others learning D&D for the first time.
And I can't imagine any revenue is generated by dice roll animations. People like using real dice unless they are rolling like 10d6 or whatever, and nobody cares how pretty the imaginary dice look. There are already a million free phone apps for dice.
The only thing D&D Beyond adds to artificial dice rolls is stat modifiers, and it apparently doesn't even do that correctly on a consistent basis.
Don't get me wrong—it's a great app—but it's nonsense to suggest that animated dice rolls add more value than the correct computation of bonuses, particularly for new players like myself who may not understand their class very well.
I'm playing D&D for the first time and everyone, including DM is new to the game. We are using the starter kit (Lost Mine of Phandelver or whatever it's called). I did not choose a life cleric, it was assigned to me. Thankfully, I have read my class description many times and hopefully know most of what is in it for my 3rd level cleric. Happily, I happened to notice that the disciple of life bonus was not being added, despite the other players repeatedly telling me that D&D Beyond would add all the bonuses while I was doing my mental math.
So your argument is not applicable to my case and to that of many others learning D&D for the first time.
And I can't imagine any revenue is generated by dice roll animations. People like using real dice unless they are rolling like 10d6 or whatever, and nobody cares how pretty the imaginary dice look. There are already a million free phone apps for dice.
The only thing D&D Beyond adds to artificial dice rolls is stat modifiers, and it apparently doesn't even do that correctly on a consistent basis.
Don't get me wrong—it's a great app—but it's nonsense to suggest that animated dice rolls add more value than the correct computation of bonuses, particularly for new players like myself who may not understand their class very well.
It's specifically players like you that make me want this fixed. Yes it's easy to track and adjust for as an experienced player, but a new player wouldn't even know to look(especially since most other situations ddb already calculates correctly).
I think you would be surprised about the dice revenue, A: People will pay for shiny things. B: with remote play I often use the Beyond 20 chrome extension so i can use my ddb char sheet/dice in roll 20 (the game im in requires rolls to be done in browser)
That said I haven't bought any special dice but I do have several sets from preordered books.
More often than not the focus is on new content and features or bigger requests, like it should be. So yes it may take years before they finally decide 'oh we aren't super-pressured for all the new stuff right now, let's look at the really-low priority stuff'.
Like beautiful animations for simulated dice rolls. I'm so glad they focused on this rather than giving players correct information. 😐
1. It adds revenue during a time where companies can struggle. It is a step towards the VTT they hope to make and towards functions people do really want and have been asking for.
2. It was an entirely separate team who worked on them. D&D Beyond can easily justify the temporary expenditure to hire others to implement this given it will pay for itself and generate future profit. Paying extra people to code up a small thing because a small section of players don't want to take the mere seconds to make a note on a spell if they need to remind themselves of the main reason they took Life cleric.
I'm playing D&D for the first time and everyone, including DM is new to the game. We are using the starter kit (Lost Mine of Phandelver or whatever it's called). I did not choose a life cleric, it was assigned to me. Thankfully, I have read my class description many times and hopefully know most of what is in it for my 3rd level cleric. Happily, I happened to notice that the disciple of life bonus was not being added, despite the other players repeatedly telling me that D&D Beyond would add all the bonuses while I was doing my mental math.
So your argument is not applicable to my case and to that of many others learning D&D for the first time.
And I can't imagine any revenue is generated by dice roll animations. People like using real dice unless they are rolling like 10d6 or whatever, and nobody cares how pretty the imaginary dice look. There are already a million free phone apps for dice.
The only thing D&D Beyond adds to artificial dice rolls is stat modifiers, and it apparently doesn't even do that correctly on a consistent basis.
Don't get me wrong—it's a great app—but it's nonsense to suggest that animated dice rolls add more value than the correct computation of bonuses, particularly for new players like myself who may not understand their class very well.
The dice mechanic is free and some cosmetic dice skins are, but they also offer cosmetics at cost which generates revenue. Many D&D players have a dice addiction, they want whatever variations they can get. The fancier dice skins with fancier SFX will play on that to draw profit.
The dice mechanic is also a step toward more dice integration to eventually get a virtual tabletop (VTT) experience which many D&D players have been demanding of D&D beyond pretty much since its inception. Even if they don't end up making the VTT itself the implemented features along the way add very large amounts of functionality and ease-of-play for aspects of the gaming the sheet currently cannot do. This is why the dice are higher priority - there was a greater demand, it adds something that the sheet couldn't (as opposed to something you already can, like the disciple of life), and is a stepping stone for something better.
A character sheet, no matter how well made, will do everything for you. There will be something that you, the player, have to take charge of or remember about the character. The sheet is there to help for some things, as much as possible, but it will never cover everything. It is the responsibility of the player to learn their character and what features they have. If you (used generically) don't want to learn a character and just want to click a button well, you're better off with videogames. Since it is expected that players will learn their characters, the character sheet has a specific section for the features they are granted, for easy reading and reminding. For those who need that extra reminder - most things can be customised and given Notes, including spells as I have detailed above in an earlier post.
Your (used specifically) experience of being assigned the class is very much not how D&D is meant to be played and most assuredly is not the norm. The starter adventure offers optional pre-made characters but does feature options for making your own. In all my years I've never once ever come across a DM dictating to the player what class they "must" take. I suggest not playing with that DM, it's terrible way to do things, and is not in the spirit of D&D 5th ed. The starter set includes the Basic Rules which details how to make your own character should you not want to use a pre-generated one. Those rules also detail the spirit of freedom and player choice. You should be free to play the race and class you want, as the rules encourage, at the very least. Any DM who doesn't allow that shouldn't be a DM - "newness" isn't an excuse, it's literally in the rules that players make these choices for themselves. DMs may narrow choices (like "only what's in the PHB" or such) but literally going "you will be this" is a NO.
I simply cannot agree that the disciple of life reminder should be added as a priority over anything, not even the digital dice I don't even use myself. I don't buy "but new players!" excuse either. It's easy enough for my 8-year old niece to figure it out for their first time time playing, I'm sure others can do it too.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
IMO, having spoken to a few folks who have skills in this type of setup, it is most likely the actual coders who sit at the keyboards and DO this stuff, likely haven't even been made aware. One guy mentioned that a review of the spells, tagging them properly, should be step one, then everything else is "tagged" (his term" to adjust values based on if/then background. Yes, there are a lot of spells, but to do it methodically (and likely catch a hundred undiscovered misses or glitch potentials, in his wording) would not only fix this issue, but afford easier integration of future mechanics. It makes sense, to have the "stuff" properly formatted and tagged, to ensure the next thing you do doesn't multiply the problem.
I'd be interested to hear from a coder from the site to see if they have been directly advised of this. So much of it works SO well, I am reluctant to believe they don't take pride in their work and this bug would grate on my nerves if it was on my work. In my own field, if I notice something is wrong or off, it irks me and I get twitchy wanting to fix it. Maybe I'm delusional thinking most others share that need for things to be right....
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
In the meantime you can just do what you would on a paper sheet: just make a note next to the spell. For 20th level cleric prepping all healing spells you can note them all in less than 2 minutes. It really is such a small amount of time. Sure, it would be swell if the sheet did it for you but doing it yourself is so very minor of an inconvenience and yet is still better than using pen and paper.
I've mentioned this before either in this thread or a similar one, but I have had DDB totally erase notes I've put on spells and items on a character sheet. I was tracking how many hours and days I'd spent reading a Manual of Quickness of Action and after less than a month of weekly sessions, my notes disappeared. I put reminders in my Life Cleric's spells about exactly this issue after they 'broke' the workaround that let us homebrew spells that would allow us to increase both dice and modifiers on a single spell. The notes disappeared and I don't even know when.
The selling point of this site, based on their own advertisements, is not having to do the math. I'm not only still having to do the math, I'm having to check the site's work.
The Beyond20 browser plugin handles adding the Life Cleric's domain bonus into the healing amount when you tap the "Cast" button.
If you are using Beyond with Roll20 I highly recommend that you get and use that tool. It also now supports Elven Accuracy super-advantage and some other nice things.
There are just so many things that Beyond doesn't properly support that I've come to accept the idea that I just can't use it for most actual game play because it simply isn't designed to do that. For low level characters with basic abilities it (sometimes) can do all the numbers right. But as soon as you start picking up situational modifiers like Rage damage or Elven Aaccuracy or Great Weapon Master, or anything that modifies a roll only under a certain condition, the tool becomes worthless for game play, because it will just not give you the correct results when you use it to roll a spell or attack.
So I now use it only as a character creator and digital character sheet. I may use it to roll simple stuff like saving throws or skill rolls when I know nothing else affects those, but for attacks on my higher level characters I just have all the roll-codes written out in a document in advance with labels for the applicable condition. My attack with GWM and without, raging or not raging, reckless or not reckless, with every combination thereof, and I just copy the right one and paste it into Roll20.
I still find Beyond useful enough to pay for, but it doesn't work for actual game play beyond a very basic level of complexity in character abilities, so I just don't expect it to do that any more.
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They've been saying they're working on it since 2018, I wouldn't hold your breath.
Oh, I would never. But apparently complaining about a feature that has been in the books since before this website existed never working is Looked Poorly On In These Parts.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Just piling on here. WTF. I mean just look at the “healing” tag on the spell and if so, have a little note appear next to it “LIFE DOMAIN” then people can at least be aware of it. Crazy it’s taking this long to implement a work around or fix of any kind.
This should be addressed as Life Clerics is one of the first sub-classes new players play and if they are missing the gist of the subclass that is sad (also it will be really difficult for them to spot this).
Please dev lords! I pray to your divine powers :)
They know about it. This issue has been posted about for several years. They have even replied occasionally and mentioned it. Supposedly it’s in process. All the new Tasha subclasses are active but they still haven’t fixed this most basic issue. I’m not holding my breath. They don’t seem to care very much.
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> A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog
> Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
So...the work on Tasha's should be complete (other than some break-fixes, I'm sure). Do we have an update on this subclass? It seems that we've been able to implement a ton of racial/class alternate features which might be a bit more coding than something as simple as a +3/+4 on healing spells... We've seen harder coding on the site. Not sure why it's taking so long for such a simple feature for a subclass that's YEARS old...
Because the healing spells were not coded uniformly and they haven’t figured out how to tell the system which spells are healing spells and which ones are not. It’s not as simple a thing as you think.
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It’s been two and a half years... This has nothing to do with difficulty. It has to do with poor planning and priority.
Being a dev and looking both the brew option as well as Tashas' changes, I am unsure if it has to do with difficulty but more like prioritisation.
Basically is a ticket on the backlog that never gets done. The bad thing in this case is that it is something from the PHB, so it should have been out already.
And they've known about it for 3 1/2 years.
Join my homebrew campaign!
A Greater Monster, The Kickstarter Letters & Death by Zamboni
daviddavid.net
My art store on Etsy
> National Indie Excellence Book Award finalist
> A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog
> Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
It is absolutely a matter of priority.
Since this is something you can just do yourself, if you need it, with a tiny amount of time and very easily even for a 20th level cleric taking all healing spells, this will be an extremely low priority.
More often than not the focus is on new content and features or bigger requests, like it should be. So yes it may take years before they finally decide 'oh we aren't super-pressured for all the new stuff right now, let's look at the really-low priority stuff'.
In the meantime you can just do what you would on a paper sheet: just make a note next to the spell. For 20th level cleric prepping all healing spells you can note them all in less than 2 minutes. It really is such a small amount of time. Sure, it would be swell if the sheet did it for you but doing it yourself is so very minor of an inconvenience and yet is still better than using pen and paper.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Yeah, unquestionably a matter of priority and apathy, not difficulty. If it was difficult, the plug-in for Roll20 wouldn't be able to carry over the correct numbers. It's pulling the data from the exact same place.
Like beautiful animations for simulated dice rolls. I'm so glad they focused on this rather than giving players correct information. 😐
1. It adds revenue during a time where companies can struggle. It is a step towards the VTT they hope to make and towards functions people do really want and have been asking for.
2. It was an entirely separate team who worked on them. D&D Beyond can easily justify the temporary expenditure to hire others to implement this given it will pay for itself and generate future profit. Paying extra people to code up a small thing because a small section of players don't want to take the mere seconds to make a note on a spell if they need to remind themselves of the main reason they took Life cleric.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I'm playing D&D for the first time and everyone, including DM is new to the game. We are using the starter kit (Lost Mine of Phandelver or whatever it's called). I did not choose a life cleric, it was assigned to me. Thankfully, I have read my class description many times and hopefully know most of what is in it for my 3rd level cleric. Happily, I happened to notice that the disciple of life bonus was not being added, despite the other players repeatedly telling me that D&D Beyond would add all the bonuses while I was doing my mental math.
So your argument is not applicable to my case and to that of many others learning D&D for the first time.
And I can't imagine any revenue is generated by dice roll animations. People like using real dice unless they are rolling like 10d6 or whatever, and nobody cares how pretty the imaginary dice look. There are already a million free phone apps for dice.
The only thing D&D Beyond adds to artificial dice rolls is stat modifiers, and it apparently doesn't even do that correctly on a consistent basis.
Don't get me wrong—it's a great app—but it's nonsense to suggest that animated dice rolls add more value than the correct computation of bonuses, particularly for new players like myself who may not understand their class very well.
It's specifically players like you that make me want this fixed. Yes it's easy to track and adjust for as an experienced player, but a new player wouldn't even know to look(especially since most other situations ddb already calculates correctly).
I think you would be surprised about the dice revenue, A: People will pay for shiny things. B: with remote play I often use the Beyond 20 chrome extension so i can use my ddb char sheet/dice in roll 20 (the game im in requires rolls to be done in browser)
That said I haven't bought any special dice but I do have several sets from preordered books.
The dice mechanic is free and some cosmetic dice skins are, but they also offer cosmetics at cost which generates revenue. Many D&D players have a dice addiction, they want whatever variations they can get. The fancier dice skins with fancier SFX will play on that to draw profit.
The dice mechanic is also a step toward more dice integration to eventually get a virtual tabletop (VTT) experience which many D&D players have been demanding of D&D beyond pretty much since its inception. Even if they don't end up making the VTT itself the implemented features along the way add very large amounts of functionality and ease-of-play for aspects of the gaming the sheet currently cannot do. This is why the dice are higher priority - there was a greater demand, it adds something that the sheet couldn't (as opposed to something you already can, like the disciple of life), and is a stepping stone for something better.
A character sheet, no matter how well made, will do everything for you. There will be something that you, the player, have to take charge of or remember about the character. The sheet is there to help for some things, as much as possible, but it will never cover everything. It is the responsibility of the player to learn their character and what features they have. If you (used generically) don't want to learn a character and just want to click a button well, you're better off with videogames. Since it is expected that players will learn their characters, the character sheet has a specific section for the features they are granted, for easy reading and reminding. For those who need that extra reminder - most things can be customised and given Notes, including spells as I have detailed above in an earlier post.
Your (used specifically) experience of being assigned the class is very much not how D&D is meant to be played and most assuredly is not the norm. The starter adventure offers optional pre-made characters but does feature options for making your own. In all my years I've never once ever come across a DM dictating to the player what class they "must" take. I suggest not playing with that DM, it's terrible way to do things, and is not in the spirit of D&D 5th ed. The starter set includes the Basic Rules which details how to make your own character should you not want to use a pre-generated one. Those rules also detail the spirit of freedom and player choice. You should be free to play the race and class you want, as the rules encourage, at the very least. Any DM who doesn't allow that shouldn't be a DM - "newness" isn't an excuse, it's literally in the rules that players make these choices for themselves. DMs may narrow choices (like "only what's in the PHB" or such) but literally going "you will be this" is a NO.
I simply cannot agree that the disciple of life reminder should be added as a priority over anything, not even the digital dice I don't even use myself. I don't buy "but new players!" excuse either. It's easy enough for my 8-year old niece to figure it out for their first time time playing, I'm sure others can do it too.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
IMO, having spoken to a few folks who have skills in this type of setup, it is most likely the actual coders who sit at the keyboards and DO this stuff, likely haven't even been made aware. One guy mentioned that a review of the spells, tagging them properly, should be step one, then everything else is "tagged" (his term" to adjust values based on if/then background. Yes, there are a lot of spells, but to do it methodically (and likely catch a hundred undiscovered misses or glitch potentials, in his wording) would not only fix this issue, but afford easier integration of future mechanics. It makes sense, to have the "stuff" properly formatted and tagged, to ensure the next thing you do doesn't multiply the problem.
I'd be interested to hear from a coder from the site to see if they have been directly advised of this. So much of it works SO well, I am reluctant to believe they don't take pride in their work and this bug would grate on my nerves if it was on my work. In my own field, if I notice something is wrong or off, it irks me and I get twitchy wanting to fix it. Maybe I'm delusional thinking most others share that need for things to be right....
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I've mentioned this before either in this thread or a similar one, but I have had DDB totally erase notes I've put on spells and items on a character sheet. I was tracking how many hours and days I'd spent reading a Manual of Quickness of Action and after less than a month of weekly sessions, my notes disappeared. I put reminders in my Life Cleric's spells about exactly this issue after they 'broke' the workaround that let us homebrew spells that would allow us to increase both dice and modifiers on a single spell. The notes disappeared and I don't even know when.
The selling point of this site, based on their own advertisements, is not having to do the math. I'm not only still having to do the math, I'm having to check the site's work.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
The Beyond20 browser plugin handles adding the Life Cleric's domain bonus into the healing amount when you tap the "Cast" button.
If you are using Beyond with Roll20 I highly recommend that you get and use that tool. It also now supports Elven Accuracy super-advantage and some other nice things.
There are just so many things that Beyond doesn't properly support that I've come to accept the idea that I just can't use it for most actual game play because it simply isn't designed to do that. For low level characters with basic abilities it (sometimes) can do all the numbers right. But as soon as you start picking up situational modifiers like Rage damage or Elven Aaccuracy or Great Weapon Master, or anything that modifies a roll only under a certain condition, the tool becomes worthless for game play, because it will just not give you the correct results when you use it to roll a spell or attack.
So I now use it only as a character creator and digital character sheet. I may use it to roll simple stuff like saving throws or skill rolls when I know nothing else affects those, but for attacks on my higher level characters I just have all the roll-codes written out in a document in advance with labels for the applicable condition. My attack with GWM and without, raging or not raging, reckless or not reckless, with every combination thereof, and I just copy the right one and paste it into Roll20.
I still find Beyond useful enough to pay for, but it doesn't work for actual game play beyond a very basic level of complexity in character abilities, so I just don't expect it to do that any more.