For the Eldritch Cannon: Force Ballista it is programmed to roll 2d8+(mod) when it should not be adding the modifier
Oh I see it. To recreate bug, set force ballista to display as attack. The snippet is correct, but the attack displayed is not.
They cannot currently code that properly. It’s on the list with the rest of the fixes.
Makes sense. For some reason all the spell custom actions are formatted the same as weapon custom actions. Definitely an oversight since spells and spell-like abilities are by definition different than weapons and almost never use the same math for damage.
On the handbook page, I see the three sub-classes, but I did not realize they were sub-classes for the artificer. Maybe a heading that they are sub-classes for the artificer would be in order?
On the handbook page, I see the three sub-classes, but I did not realize they were sub-classes for the artificer. Maybe a heading that they are sub-classes for the artificer would be in order?
There are subclasses for all classes. Where are you saying there is a missing heading?
It looks like whoever wrote the script for the Artificer's Infusions was working off of a list of approved items as apposed to tags on the item. One specific result of this is that there's a good number of firearms from EGW aren't listed as options for infusion & non-magical uncommon items (e.g. Adamantine/Mithral items) are likewise inaccessible. There are functional workarounds for players, but if the problem is with the code it will only get worse over time as more content is added.
One specific result of this is that there's a good number of firearms from EGW aren't listed as options for infusion & non-magical uncommon items (e.g. Adamantine/Mithral items) are likewise inaccessible. There are functional workarounds for players, but if the problem is with the code it will only get worse over time as more content is added.
Please note that there are no firearms published in the Explorer's Guide to Wildemount sourcebook.
I believe you're referring to the firearms from the Gunslinger subclass, which is homebrew content created by Matthew Mercer. The firearms from that source do not qualify for infusions such as "repeating shot" due to the requirements of that infusion. This is the rules, rather than a limitation of the D&D Beyond rules engine.
With regards the assertion that Adamantine/Mithral armor is "non-magical" - this is incorrect. Mithral Armor is a magic item. It is listed as an Uncommon magic item in chapter 7 of the Dungeon Master's Guide. This means that the rules specify that it is not allowed to receive an infusion.
If you find any specific examples of infusions you feel don't work, please do raise these, and we'll take a look, but note that it is highly likely that the rules engine is just following the rules.
One specific result of this is that there's a good number of firearms from EGW aren't listed as options for infusion & non-magical uncommon items (e.g. Adamantine/Mithral items) are likewise inaccessible. There are functional workarounds for players, but if the problem is with the code it will only get worse over time as more content is added.
Please note that there are no firearms published in the Explorer's Guide to Wildemount sourcebook.
I believe you're referring to the firearms from the Gunslinger subclass, which is homebrew content created by Matthew Mercer. The firearms from that source do not qualify for infusions such as "repeating shot" due to the requirements of that infusion. This is the rules, rather than a limitation of the D&D Beyond rules engine.
With regards the assertion that Adamantine/Mithral armor is "non-magical" - this is incorrect. Mithral Armor is a magic item. It is listed as an Uncommon magic item in chapter 7 of the Dungeon Master's Guide. This means that the rules specify that it is not allowed to receive an infusion.
If you find any specific examples of infusions you feel don't work, please do raise these, and we'll take a look, but note that it is highly likely that the rules engine is just following the rules.
Thank you for responding so quickly.
There was a thing were the fluff of the artificer didn't seem to match the mechanics of the interactive medium; I let you know about it, and it just means using the workarounds. No harm done.
a slight issue with the Steel defender stat block, the saves, attack roll, damage roll, and repair roll isn't updating with the correct numbers per the "might of the master" ability, my character is level 9 with a +4 proficiency and those rolls are still rolling stated as if he was still level 3.
Maybe I am reading the RAW incorrectly, but here is my question/bug. I am playing as a 9th level Artificer. I went to change an infusion per the "Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one." However, the infusions available to me seem to be locked at certain levels... i.e. I have 4 choices of "Choose a level 2 option" and 2 choices of "Choose a level 6 option". So when I remove a choice I made at level 2, I cannot make that infusion choice based on my current level. Here is my character and any assistance with this would be appreciated.
This fixed the issue. thank you
Glad to help!
For the Eldritch Cannon: Force Ballista it is programmed to roll 2d8+(mod) when it should not be adding the modifier
Oh I see it. To recreate bug, set force ballista to display as attack. The snippet is correct, but the attack displayed is not.
They cannot currently code that properly. It’s on the list with the rest of the fixes.
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Makes sense. For some reason all the spell custom actions are formatted the same as weapon custom actions. Definitely an oversight since spells and spell-like abilities are by definition different than weapons and almost never use the same math for damage.
On the handbook page, I see the three sub-classes, but I did not realize they were sub-classes for the artificer. Maybe a heading that they are sub-classes for the artificer would be in order?
There are subclasses for all classes. Where are you saying there is a missing heading?
Unable to add infusions.
I just leveled up to level 2 and I am not able to add infusions. here's a screen shot. The drop down options are empty.
The Artillerist fortified position feature should also allow a second eldritch cannon to be active
It looks like whoever wrote the script for the Artificer's Infusions was working off of a list of approved items as apposed to tags on the item. One specific result of this is that there's a good number of firearms from EGW aren't listed as options for infusion & non-magical uncommon items (e.g. Adamantine/Mithral items) are likewise inaccessible. There are functional workarounds for players, but if the problem is with the code it will only get worse over time as more content is added.
Please note that there are no firearms published in the Explorer's Guide to Wildemount sourcebook.
I believe you're referring to the firearms from the Gunslinger subclass, which is homebrew content created by Matthew Mercer. The firearms from that source do not qualify for infusions such as "repeating shot" due to the requirements of that infusion. This is the rules, rather than a limitation of the D&D Beyond rules engine.
With regards the assertion that Adamantine/Mithral armor is "non-magical" - this is incorrect. Mithral Armor is a magic item. It is listed as an Uncommon magic item in chapter 7 of the Dungeon Master's Guide. This means that the rules specify that it is not allowed to receive an infusion.
If you find any specific examples of infusions you feel don't work, please do raise these, and we'll take a look, but note that it is highly likely that the rules engine is just following the rules.
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Thank you for responding so quickly.
There was a thing were the fluff of the artificer didn't seem to match the mechanics of the interactive medium; I let you know about it, and it just means using the workarounds. No harm done.
Wanted to update on this and advise the Homonculas Servants stat block is still not working correctly. Any update on when this will be fixed?
Example: Perception stat should be +4 but it shows as +2 when I create it. Also the stats don't update as my characters proficiency bonus increases.
Artificer isnt given as an option when creating character (Choosing Class)?
Do you have eberron content turned on for the character?
Have you purchased an eberron book or the artificer class, or are you in a campaign with content sharing turned on?
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a slight issue with the Steel defender stat block, the saves, attack roll, damage roll, and repair roll isn't updating with the correct numbers per the "might of the master" ability, my character is level 9 with a +4 proficiency and those rolls are still rolling stated as if he was still level 3.
You don’t add them on the sheet, you add them in the builder.
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Please disregard my post. I needed to turn on Eberron content. THANKS!
In the builder, when prompted to add them, the drop down boxes are empty. So I am not able to add the infusions.
I've now leveled up to 3, also in the builder I am not able to choose my specialist class. HELP!
(I own all the books)
Maybe I am reading the RAW incorrectly, but here is my question/bug. I am playing as a 9th level Artificer. I went to change an infusion per the "Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one." However, the infusions available to me seem to be locked at certain levels... i.e. I have 4 choices of "Choose a level 2 option" and 2 choices of "Choose a level 6 option". So when I remove a choice I made at level 2, I cannot make that infusion choice based on my current level. Here is my character and any assistance with this would be appreciated.
https://ddb.ac/characters/39436157/4KFnaH