I have a home brew magical item that gives Bonus - Natural Attacks +1 and Damage - Natural Attacks +1, and those don't seem to translate to the Druid's Wild Shapes within the Creature section, which they should.
Maybe have a section within the "Creature" Section that specifies which magical items affect / don't affect the Wild Shapes, so that players can turn them on / off based on the GM's discretion?
The trouble with that is, it's purely based on the creature. A velociraptor would be able to use a different set of items than an ape or a giant eagle. In that regard, I don't think there is any item that at least one of the beasts couldn't use and benefit from.
While that is true that worn equipment are the only things that would affect the shape, that is simple to include a list of all magical items that could affect a wildshape within the "creature section" then just toggle them on and off.
It shouldn't be that difficult to turn off "Slippers of spiderclimb" when you wild shape into a giant spider, but turn it back on when you wild shape into a gorilla.
If this is a wildshapes form, wildshapes uses your own mental stats.
It's just added as a misc creature. I have noticed however that the numbers seem to be affected by the CR that i give to it, however, changing the CR also affects the saves.
Really i just want the stats to appear as they do on the creature page.
More of a feature request than bug, but it would be nice if it was possible to override the restriction that familiars just be fey, fiend, or celestial. It lets me select which one of those I want it to be, but not ignore the rules and pick something else, like aberration.
Given the rarity of people needing familiars outside the normal 3 and given how trivial and useless the field actually is for a creature block that's only there to remind of stat mods and health tracking I see no purpose in implementing this. Just customise, set to -, and in the notes box put "Type: Aberration". Now whenever you see your familiar there is a note to remnd it is Aberraton type. This should suffice.
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More of a feature request than bug, but it would be nice if it was possible to override the restriction that familiars just be fey, fiend, or celestial. It lets me select which one of those I want it to be, but not ignore the rules and pick something else, like aberration.
Actually that is kind of important. In Barovia, all familiars have the Undead feature type instead of their usual types.
Also expertise isn't working correctly for Wildforms. If the character has expertise in the skill, but the creature has proficiency the creatures proficiency is overriding the expertise.
I can't seem to find the urchin's background pet mouse. I'd love to be able to add that and have the player give it a name if desired.
Edit: In the time being I added a Rat and renamed the creature to Mouse.
It's added in Personal Items because it's not intended to have any actual mechanical benefit beyond mere RP fluff.
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When adding a custom homebrew beast as a companion the creature's AC is being changed from 15 to 18. The AC appear correct before adding the creature, but then after it is added the AC changes. It seems to only be a problem on the one creature however.
One of my players was a Protector Aasimar and now he's not... He race got randomly changed and when I tried to fix it I realized a bunch of my books aren't showing in the source list. I have all of them through the market place but we no longer have access for character creation.
I can't think of any situation where the race of a character could be changed without someone editing the character - that's very odd.
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So I have a level 5 Beastmaster Ranger, proficiency in marital and simple weapons, but despite that his proficiency bonus is not added to the handaxe he wields. I've deleted it from his inventory and re-added it twice.
So I have a level 5 Beastmaster Ranger, proficiency in marital and simple weapons, but despite that his proficiency bonus is not added to the handaxe he wields. I've deleted it from his inventory and re-added it twice.
Handaxes use Strength. Your strength mod is +0 and your proficiency bonus is +3 so your attack bonus ("to hit") is +3. Which is what is shown. That is correct. I would recommend using a shortsword instead: it has finesse so you can use Dex instead for an attack bonus of +6 and it does the same damage.
What does confuse me is why you have +9 attack bonus for the longbow. It's not a magical item (I can see you have magic arrows but those are shown separately and they do not detail they confer a magic bonus, just explode on impact). Your longbow attack bonus should be: +3 from Dex, +3 proficiency and +2 from archery style. That's +8.
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So I have a level 5 Beastmaster Ranger, proficiency in marital and simple weapons, but despite that his proficiency bonus is not added to the handaxe he wields. I've deleted it from his inventory and re-added it twice.
Handaxes use Strength. Your strength mod is +0 and your proficiency bonus is +3 so your attack bonus ("to hit") is +3. Which is what is shown. That is correct. I would recommend using a shortsword instead: it has finesse so you can use Dex instead for an attack bonus of +6 and it does the same damage.
What does confuse me is why you have +9 attack bonus for the longbow. It's not a magical item (I can see you have magic arrows but those are shown separately and they do not detail they confer a magic bonus, just explode on impact). Your longbow attack bonus should be: +3 from Dex, +3 proficiency and +2 from archery style. That's +8.
Okay that makes sense, thank you. I probably will switch.
As for the bow thing, I'm not really sure either. But that's a point I'm gaining so I'm not too worried about it. I'm not really good with the numbers, DnD Beyond is a lifesaver in that aspect.
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While that is true that worn equipment are the only things that would affect the shape, that is simple to include a list of all magical items that could affect a wildshape within the "creature section" then just toggle them on and off.
It shouldn't be that difficult to turn off "Slippers of spiderclimb" when you wild shape into a giant spider, but turn it back on when you wild shape into a gorilla.
It's just added as a misc creature. I have noticed however that the numbers seem to be affected by the CR that i give to it, however, changing the CR also affects the saves.
Really i just want the stats to appear as they do on the creature page.
More of a feature request than bug, but it would be nice if it was possible to override the restriction that familiars just be fey, fiend, or celestial. It lets me select which one of those I want it to be, but not ignore the rules and pick something else, like aberration.
Given the rarity of people needing familiars outside the normal 3 and given how trivial and useless the field actually is for a creature block that's only there to remind of stat mods and health tracking I see no purpose in implementing this. Just customise, set to -, and in the notes box put "Type: Aberration". Now whenever you see your familiar there is a note to remnd it is Aberraton type. This should suffice.
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.
Actually that is kind of important. In Barovia, all familiars have the Undead feature type instead of their usual types.
To add to the list of missing creatures, Dolphin seems to be missing.
The speed increase allocated by the Mobile feat isn't being applied to Wildshape forms.
I just noticed that when you copy a character the creature sheet does not copy...
Tressym should be under wildshapes options since it's a tiny beast
Is the Druid you're trying to add it to at least level 8? Tressym having a flying speed.
I can't seem to find the urchin's background pet mouse. I'd love to be able to add that
and have the player give it a name if desired.Edit: In the time being I added a Rat and renamed the creature to Mouse.
It's added in Personal Items because it's not intended to have any actual mechanical benefit beyond mere RP fluff.
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When adding a custom homebrew beast as a companion the creature's AC is being changed from 15 to 18. The AC appear correct before adding the creature, but then after it is added the AC changes. It seems to only be a problem on the one creature however.
Per the PHB rules, the rangers proficiency bonus gets added to the companions AC; the sheet is probably adding this in.
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I can't think of any situation where the race of a character could be changed without someone editing the character - that's very odd.
For your players to have access to your purchased content, someone in the campaign needs to have a Master subscription and enable content sharing on the campaign.
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Yeah I have the master subscription and I am sharing content, I read a. Few other threads it's not just us, lots of people are having this issue.
So I have a level 5 Beastmaster Ranger, proficiency in marital and simple weapons, but despite that his proficiency bonus is not added to the handaxe he wields. I've deleted it from his inventory and re-added it twice.
https://www.dndbeyond.com/profile/MusingWordsmith/characters/5179163 Character in question.
Handaxes use Strength. Your strength mod is +0 and your proficiency bonus is +3 so your attack bonus ("to hit") is +3. Which is what is shown. That is correct. I would recommend using a shortsword instead: it has finesse so you can use Dex instead for an attack bonus of +6 and it does the same damage.
What does confuse me is why you have +9 attack bonus for the longbow. It's not a magical item (I can see you have magic arrows but those are shown separately and they do not detail they confer a magic bonus, just explode on impact). Your longbow attack bonus should be: +3 from Dex, +3 proficiency and +2 from archery style. That's +8.
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.
Okay that makes sense, thank you. I probably will switch.
As for the bow thing, I'm not really sure either. But that's a point I'm gaining so I'm not too worried about it. I'm not really good with the numbers, DnD Beyond is a lifesaver in that aspect.