The Shield Master feat doesn't seem to add my shield's AC bonus to my DEX saves when equipped, which would be fine since it's a conditional modifier; however, I feel that it should be listed under Saving Throw Modifiers.
Also, the War Caster feature that allows you to substitute an opportunity attack with a single target spell isn't listed under neither reactions or other actions.
The Shield Master feat doesn't seem to add my shield's AC bonus to my DEX saves when equipped, which would be fine since it's a conditional modifier; however, I feel that it should be listed under Saving Throw Modifiers.
Also, the War Caster feature that allows you to substitute an opportunity attack with a single target spell isn't listed under neither reactions or other actions.
I agree that the variant rule seems weird. But, RAW, it seems that the variant does not grant any bonus to larger creatures. If that variant rule does not say anything, I think it means that it does not care.
Anyway, nothing is set in stone, if we receive feedback from the game designers, DDB will act accordingly.
The variant rules are presented as if they build on top of the normal carrying and lifting rules though, and exceptions are supposed to be explicit. The variant rules would arguably have to explicitly say that the creature's size doesn't matter when using the variant.
Twas my feeling as well! DnD is an exceptions based game, and I always felt that this particular variant was very well worded in that I did NOT cancel the base rule.
I'll pass this problem with the powerful build to the team. It might be a while before it is implemented, because of priorities, but we'll see it, I believe.
I agree that the variant rule seems weird. But, RAW, it seems that the variant does not grant any bonus to larger creatures. If that variant rule does not say anything, I think it means that it does not care.
Anyway, nothing is set in stone, if we receive feedback from the game designers, DDB will act accordingly.
The variant rules are presented as if they build on top of the normal carrying and lifting rules though, and exceptions are supposed to be explicit. The variant rules would arguably have to explicitly say that the creature's size doesn't matter when using the variant.
Twas my feeling as well! DnD is an exceptions based game, and I always felt that this particular variant was very well worded in that I did NOT cancel the base rule.
I'll pass this problem with the powerful build to the team. It might be a while before it is implemented, because of priorities, but we'll see it, I believe.
Found an issue when changing a Paladin's oath. I originally selected Oath of Conquest. I later changed to Oath of Vengeance and the conquest spells remained. I tried switching to no oath, at this point the vengeance spells showed up (nothing should show since no oath is selected). I then selected the vengeance oath and the spells disappeared.
I really like the way things are auto-calculated. My 10th Level Druid has a feature listing for Wild Shape that automatically displays the 5 hour duration - that's good! But it says "Max CR 1/4 (no flying or swimming speed)" - that's bad. Now further down it lists "Wild shape Improvement" with the correct CR, fair enough, but can't this go in the main Wild Shape heading? Maybe that's a limitation of the auto-calculate, I don't know.
Hi so in the campaign I’m playing in my character is a lore college bard and he has reached level 6 gain the additional magical secrets feature so he chose the cantrip green flame blade and the 3rd Level spell counter spell. My issue is that in the spells section and combat section green flame blade is different then my other cantrips. When viewing the other cantrips it says I can cast them at will because, you don’t spend spell slots to cast cantrips. However, for green flame blade it doesn’t say that. There’s an option to use a spell slot to cast it..... The spell itself is actually in my Level spells section of my spell list instead of being in the cantrip section.
The sidebar view of specific saving throws doesn't add any bonuses (proficiency, magic items, Aura of Protection). It instead displays the ability score for the given save.
The Blood Maledict feature for the Blood Hunter class still lists number of blood curses known where it says it's listing number of times you can use Blood Maledict per short rest.
Martial Adept maneuvers don't show up as reactions or bonus actions. (There might be an issue with the action display of Battlemaster superiority dice, but I was unable to reproduce the error).
Not sure if someone has already listed this. Lvl 7 cleric (death domain) . Toll the dead in attacks listed as 1d8 and only does to 2d8 if i open the side menu. It would be nice also if the reaper bonus feature was listed in the side bar when I open it as currently I have to click on the spell once to get the actual damage then the reaper bit to remind me that i get a bonus. Same goes with the channel divinity. Would be nice if the touch of death aspect of the spell was listed under the channel div. in the action section.
All up great work if a few little things to iron out.
oath of the crowns adds its oath spells to the paladins spell list but not prepared spells but for paladins the oath spealls are always counted as prepared.
Red dragon mask says if you already have resistance to fire it becomes immunity but currently it does not become immunity but resistance: fire, fire.
Rollback Post to RevisionRollBack
Loex - A Lizardfolk Lvl 4/7/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge Arborea - A Warforged Lvl 5 Hexblade Warlock Archive - A Autognome Lvl 3 Old One Warlock ER15 - A Autognome Lvl 7 Binder Warlock
DM - "Malign Intelligence"
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The Shield Master feat doesn't seem to add my shield's AC bonus to my DEX saves when equipped, which would be fine since it's a conditional modifier; however, I feel that it should be listed under Saving Throw Modifiers.
Also, the War Caster feature that allows you to substitute an opportunity attack with a single target spell isn't listed under neither reactions or other actions.
Whether to show "Unarmed attack" can now be handled entirely from within the character sheet.
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At level 8 when choosing a feat for my half sea elf, all the racial exclusive options were listed.
This is fixed. THanks.
Fixed. THanks.
The exported character sheet repeats the Additional Features and Traits page
noticed on the following character: https://ddb.ac/characters/1245291/RGQRpi
Just a shout out to the Moderators for being super on top of all this stuff. Ya'll are pretty great :)
I added the reaction to the War Caster.
I'll pass this problem with the powerful build to the team. It might be a while before it is implemented, because of priorities, but we'll see it, I believe.
Greatly appreciated! Thank you!
When in inventory Ball Bearings (bag of 1,000) shows it cost 1000 GP instead of 1 GP
Seconded
Found an issue when changing a Paladin's oath. I originally selected Oath of Conquest. I later changed to Oath of Vengeance and the conquest spells remained. I tried switching to no oath, at this point the vengeance spells showed up (nothing should show since no oath is selected). I then selected the vengeance oath and the spells disappeared.
Not sure if this has been posted or not, but for the Wizard class now the Witch Bolt spell is not on the available spells list anymore.
I am getting this error when trying to view the spells for one of my players
Error
TypeError: Cannot read property 'push' of undefined at https://www.dndbeyond.com/Content/1-0-360-0/React/CharacterTools/dist/characterSheet.bundle.min.js:1:45525 at Array.forEach (<anonymous>) at https://www.dndbeyond.com/Content/1-0-360-0/React/CharacterTools/dist/characterSheet.bundle.min.js:1:45311 at https://www.dndbeyond.com/Content/1-0-360-0/React/CharacterTools/dist/characterSheet.bundle.min.js:1:272399 at https://www.dndbeyond.com/Content/1-0-360-0/React/CharacterTools/dist/characterSheet.bundle.min.js:1:271826 at https://www.dndbeyond.com/Content/1-0-360-0/React/CharacterTools/dist/characterSheet.bundle.min.js:1:272529 at Object.getLevelSpells (https://www.dndbeyond.com/Content/1-0-360-0/React/CharacterTools/dist/characterSheet.bundle.min.js:1:271826) at Function.s [as mapToProps] (https://www.dndbeyond.com/Content/1-0-360-0/React/CharacterTools/dist/characterSheet.bundle.min.js:51:524105) at r (https://www.dndbeyond.com/Content/1-0-360-0/React/CharacterTools/dist/characterSheet.bundle.min.js:6:155045) at Function.r.mapToProps (https://www.dndbeyond.com/Content/1-0-360-0/React/CharacterTools/dist/characterSheet.bundle.min.js:6:155164)
Component info
in Connect(t) in div in t in div in div in t in t in Connect(t) in div in div in t in Connect(t) in t in n
I really like the way things are auto-calculated. My 10th Level Druid has a feature listing for Wild Shape that automatically displays the 5 hour duration - that's good! But it says "Max CR 1/4 (no flying or swimming speed)" - that's bad. Now further down it lists "Wild shape Improvement" with the correct CR, fair enough, but can't this go in the main Wild Shape heading? Maybe that's a limitation of the auto-calculate, I don't know.
Great work, thanks crew!
Hi so in the campaign I’m playing in my character is a lore college bard and he has reached level 6 gain the additional magical secrets feature so he chose the cantrip green flame blade and the 3rd Level spell counter spell. My issue is that in the spells section and combat section green flame blade is different then my other cantrips. When viewing the other cantrips it says I can cast them at will because, you don’t spend spell slots to cast cantrips. However, for green flame blade it doesn’t say that. There’s an option to use a spell slot to cast it..... The spell itself is actually in my Level spells section of my spell list instead of being in the cantrip section.
The sidebar view of specific saving throws doesn't add any bonuses (proficiency, magic items, Aura of Protection). It instead displays the ability score for the given save.
The Blood Maledict feature for the Blood Hunter class still lists number of blood curses known where it says it's listing number of times you can use Blood Maledict per short rest.
Martial Adept maneuvers don't show up as reactions or bonus actions. (There might be an issue with the action display of Battlemaster superiority dice, but I was unable to reproduce the error).
Not sure if someone has already listed this.
Lvl 7 cleric (death domain) . Toll the dead in attacks listed as 1d8 and only does to 2d8 if i open the side menu. It would be nice also if the reaper bonus feature was listed in the side bar when I open it as currently I have to click on the spell once to get the actual damage then the reaper bit to remind me that i get a bonus. Same goes with the channel divinity. Would be nice if the touch of death aspect of the spell was listed under the channel div. in the action section.
All up great work if a few little things to iron out.
2 bugs found
oath of the crowns adds its oath spells to the paladins spell list but not prepared spells but for paladins the oath spealls are always counted as prepared.
Red dragon mask says if you already have resistance to fire it becomes immunity but currently it does not become immunity but resistance: fire, fire.
Loex - A Lizardfolk Lvl 4/7/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 5 Hexblade Warlock
Archive - A Autognome Lvl 3 Old One Warlock
ER15 - A Autognome Lvl 7 Binder Warlock
DM - "Malign Intelligence"