Level 14 Warlock loses a prepared spell (dropping back down from 12 to 11).
In addition, Thirsting Blade seems to work now, however Devouring Blade and Pact Weapon using CHA still do not. (When those are implemented, could someone shoot me a message? or if they genuinely CAN'T be, could DNDBeyond staff respond to this letting me know?)
i had plans to build a Pact of the Blade GOOlock once i learned about the 2024 changes, so half of the features not working kinda makes me sad.
Level 9 spells don't show up for the new sorcerer as available to learn from the character sheet. I have to go into the character builder and select the 9th level spells there. This was on initial character creation, after adding 9th level spells in the builder, then they appeared as options to learn in the character sheet.
Was able to add Devouring Blade, but it doesn't recognize that it adds a third attack in the Actions menu. Says Attacks per Action: 2. Witch sight adds the line in senses. True Sight 30ft, but Devil's Sight does not add anything.
If you create a char and select a species with spells and a class that doesn't have spell slots, the species spells will be put into the Actions Tab twice, once with their normal Use button and once as a level 9 upcast version.
The Produce Flame spell currently lacks any option to end the effect early — the old version's option to end it as an action is gone, and neither does it end when you attack with it. So when you cast it you basically have the flame stuck to your hand for 10 minutes and can't do anything about it. That doesn't seem intentional.
(yes it ends early if you cast it again, but in that case you just end up with a new flame stuck to your hand)
In the Background Descriptions section of the 2024 PHB, the Scribe Background's Equipment section includes a visible "[/items]" tag after "Parchment (12 sheets)".
The Warlock's Pact of the Tome invocation currently leaves unclear whether all the chosen spells must be from the same spell list or whether they can be from different lists like in the old version.
As the new classes are backwards compatible - we’ve ensured that all the previous subclasses from books published by Wizards of the Coast work without any issues for the 2024 classes.
Furthermore - it’s included with the book they originally appear in - and will be granted to the owners of those books retroactively.
Just as a note - you’ll note that many subclasses that have been published by our various Partners do not appear for the 2024 classes. We’re working with them to update their content for the new rules, but do not have an ETA for those releases.
This is in regards to subclasses from 3rd parties such as CR, Kobold Press, etc.
I'm bringing this forward for those who either didn't read the whole post at the front or just seemed to miss it.
We also have to realize that early access doesn't mean "issue free" for those who've played BO6 early access/beta the past week that should be prevalent. More than likely most if not all of the issues stated since the release of the early access could possibly be fixed come Tomorrow (Sep. 10th 2024) for those who will receive access through Hero status. The real concern will be when it officially goes live on the 17th, if none of the issues are fixed by then (with the exception of 3rd party content) then I could understand why it would be warranted of bashing the idea of early access. I'm just as frustrated as I'm sure many of you are, the only thing we can do is inform them of the issues and hope they'll be resolved by official release.
If i understand the new rules correctly, all clases can now cast spells as rituals, but the ritual tag is missing from spells like "detect magic" from both the sorcerer spell list and the high elf species.
In addition. the spells you choose from the "ritualist" feat does not show up in my spell list.
"Actions in Combat" snippet on the actions tab still lists grapple and shove as distinct actions when now they are in fact types of unarmed attacks and should not be listed separately
Why aren't the new Exhaustion conditons dynamic ? Seems pretty simple to implement... Meanwhile, I have created 5 Exhaustion "magic items" that replicate this for my players, but it should be a core feature that when you add an Exhaustion level, your character sheet adjusts accordingly. Should be a core feature for any Condition that is toggled on, really.
Why aren't the new Exhaustion conditons dynamic ? Seems pretty simple to implement... Meanwhile, I have created 5 Exhaustion "magic items" that replicate this for my players, but it should be a core feature that when you add an Exhaustion level, your character sheet adjusts accordingly. Should be a core feature for any Condition that is toggled on, really.
A lot of things "they cannot support" can be done with a magic item. That's how my palyers have been tracking things like rage, bladesong, haste etc
Why aren't the new Exhaustion conditons dynamic ? Seems pretty simple to implement... Meanwhile, I have created 5 Exhaustion "magic items" that replicate this for my players, but it should be a core feature that when you add an Exhaustion level, your character sheet adjusts accordingly. Should be a core feature for any Condition that is toggled on, really.
A lot of things "they cannot support" can be done with a magic item. That's how my palyers have been tracking things like rage, bladesong, haste etc
Same. I homebrew a lot of magic items as "artifacts" for these purposes. I also use homebrew "feats" for certain things.
I don't know what's happening with all these "we cannot support" issues... It looks like that the D&D Beyond team no longer has the programmers required to add new options to the Feat, Subclass, Magic Items, etc. builders, but are just working with the available options like any of us... Did WotC purchase D&D Beyond "as is" from the previous team, let go of their IT programmers to code and script, and are simply filling in the blanks, hoping things will "fit" ???
Are issues with the free rules (2024) and PHB (2024) known to be the same or different? Do they have to be checked independently?
Prepared spells for characters made using the free rules certainly seem to use the old preparation rules (level + casting mod, min 1). I think this has been reported for the PHB, but i think I’ve heard discrepancy between the two sets of rules.
Piercer feat doesn’t add to Str when +1 Str option is selected.
Pistol proficiency isn’t included in Fighter.
Fighting Style feat has no dropdown menu.
Watcher Paladin initiative bonus is not being applied when used with the 2024 paladin.
Level 14 Warlock loses a prepared spell (dropping back down from 12 to 11).
In addition, Thirsting Blade seems to work now, however Devouring Blade and Pact Weapon using CHA still do not. (When those are implemented, could someone shoot me a message? or if they genuinely CAN'T be, could DNDBeyond staff respond to this letting me know?)
i had plans to build a Pact of the Blade GOOlock once i learned about the 2024 changes, so half of the features not working kinda makes me sad.Level 9 spells don't show up for the new sorcerer as available to learn from the character sheet. I have to go into the character builder and select the 9th level spells there. This was on initial character creation, after adding 9th level spells in the builder, then they appeared as options to learn in the character sheet.
Pistol is Martial Ranged Weapon now
Was able to add Devouring Blade, but it doesn't recognize that it adds a third attack in the Actions menu. Says Attacks per Action: 2. Witch sight adds the line in senses. True Sight 30ft, but Devil's Sight does not add anything.
If you create a char and select a species with spells and a class that doesn't have spell slots, the species spells will be put into the Actions Tab twice, once with their normal Use button and once as a level 9 upcast version.
The Produce Flame spell currently lacks any option to end the effect early — the old version's option to end it as an action is gone, and neither does it end when you attack with it. So when you cast it you basically have the flame stuck to your hand for 10 minutes and can't do anything about it. That doesn't seem intentional.
(yes it ends early if you cast it again, but in that case you just end up with a new flame stuck to your hand)
In the Background Descriptions section of the 2024 PHB, the Scribe Background's Equipment section includes a visible "[/items]" tag after "Parchment (12 sheets)".
The Warlock's Pact of the Tome invocation currently leaves unclear whether all the chosen spells must be from the same spell list or whether they can be from different lists like in the old version.
Looks like war caster is completely missing in the character builder.
This is in regards to subclasses from 3rd parties such as CR, Kobold Press, etc.
I'm bringing this forward for those who either didn't read the whole post at the front or just seemed to miss it.
We also have to realize that early access doesn't mean "issue free" for those who've played BO6 early access/beta the past week that should be prevalent. More than likely most if not all of the issues stated since the release of the early access could possibly be fixed come Tomorrow (Sep. 10th 2024) for those who will receive access through Hero status. The real concern will be when it officially goes live on the 17th, if none of the issues are fixed by then (with the exception of 3rd party content) then I could understand why it would be warranted of bashing the idea of early access. I'm just as frustrated as I'm sure many of you are, the only thing we can do is inform them of the issues and hope they'll be resolved by official release.
Ritual spells:
If i understand the new rules correctly, all clases can now cast spells as rituals, but the ritual tag is missing from spells like "detect magic" from both the sorcerer spell list and the high elf species.
In addition. the spells you choose from the "ritualist" feat does not show up in my spell list.
"Actions in Combat" snippet on the actions tab still lists grapple and shove as distinct actions when now they are in fact types of unarmed attacks and should not be listed separately
Why aren't the new Exhaustion conditons dynamic ? Seems pretty simple to implement... Meanwhile, I have created 5 Exhaustion "magic items" that replicate this for my players, but it should be a core feature that when you add an Exhaustion level, your character sheet adjusts accordingly. Should be a core feature for any Condition that is toggled on, really.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Penelope - CG Human Bard, College of Whispers (Ravenloft) ; Lora - NG Firbolg Ranger, Fey Wanderer (Critical Role)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) Twitter: @benmorrier he/him
A lot of things "they cannot support" can be done with a magic item. That's how my palyers have been tracking things like rage, bladesong, haste etc
Same. I homebrew a lot of magic items as "artifacts" for these purposes. I also use homebrew "feats" for certain things.
I don't know what's happening with all these "we cannot support" issues... It looks like that the D&D Beyond team no longer has the programmers required to add new options to the Feat, Subclass, Magic Items, etc. builders, but are just working with the available options like any of us... Did WotC purchase D&D Beyond "as is" from the previous team, let go of their IT programmers to code and script, and are simply filling in the blanks, hoping things will "fit" ???
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Penelope - CG Human Bard, College of Whispers (Ravenloft) ; Lora - NG Firbolg Ranger, Fey Wanderer (Critical Role)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) Twitter: @benmorrier he/him
Are issues with the free rules (2024) and PHB (2024) known to be the same or different? Do they have to be checked independently?
Prepared spells for characters made using the free rules certainly seem to use the old preparation rules (level + casting mod, min 1). I think this has been reported for the PHB, but i think I’ve heard discrepancy between the two sets of rules.
The Shield Master feat reads:
On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice).
It appears like the word "away" may be missing after "5 feet".