Reviving this because I am having the same problem and I wonder if there is a solution yet. I am trying to make a companion creature with a proficiency that scales as it matures, but I have been unable to find a way to set the proficiency values that I want.
Well, since actions are still manually entered and there isn't a calculation that pulls a potentially changing PB, it wouldn't do much even if you could. But you can't anyway ¯\_(ツ)_/¯
I suggest making multiple copies of the monster for each of it's "levels". I've done that when making homebrew sidekicks.
Reviving this because I am having the same problem and I wonder if there is a solution yet. I am trying to make a companion creature with a proficiency that scales as it matures, but I have been unable to find a way to set the proficiency values that I want.
Posting here instead of creating a new thread as it seems related as opposed to creating a new thread.
It would be great if in creature creation if the Challenge Rating (CR) dropdown included the proficiency information
ie:
4 (+2 proficiency bonus) 5 (+3 proficiency bonus) etc.
It's on page eight of the Monster Manual, and other than Levels 0 - 1/2 (which are all +2), it lines up with PC Proficiencies, i.e., 1-4 is +2, 5-8 is +3, 9-12 is +4, etc., going up by 1 every 4 "levels" (CR Rating).
Instead of listing it on the monster homebrew page (which would still be helpful), it would be even better if we could just set the proficiency of homebrew monsters ourselves... Homebrew tools don't have to follow the RAW, as by their very definition, they're not official... So why can't I have a CR 1/2 creature with 5d8 Hit Dice and a +3 Proficiency?
I first thought, like Davyd did, that monster Proficiency was tied to Hit Dice, and honestly, that makes much more sense than CR Level - if a monster has 5dX Hit Dice, then they should be Level 5, just like a PC with 5dX Hit Dice is Level 5... It just makes sense to keep that the same, instead of arbitrarily saying "these over here have Hit Dice that match their Level, and Proficiency also scales off that, but these things over here have Hit Dice that are completely random, because we feel like doing it that way, and proficiency scales off some arbitrary CR Rating that is loosely assigned based on randomly chosen stats"...
If you increase its CR it will increase the proficiency bonus which will effect saving throws at certain thresholds, however you will have to set the skills and attack bonus's yourself and if you wish to roll dice via D&D beyond look below.
For spellcasting etc use text like this in the special traits description: uses Intelligence as its spellcasting ability (spell save DC 17; [*rollable]+9;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"}[/rollable*] to hit with spell attacks). Emperor Daal knows the following spells:
Replace the spell attack roll (1d20+7) with 1d20+4 or whatever plus you want for spellcasting and just change the DC to what you want, also replace intelligence with the appropriate ability.
For attack rolls use the prompts below and adjust the damage type, damage roll, attack name and dice and to hit roll appropriately
To add extra damage to a roll after a saving throw or something add this after the "slashing damage" fullstop with a space; [*rollable](2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Empowered Staff","rollDamageType":"fire"}[/rollable*] fire damage.
Example: Empowered Staff+1. Melee Weapon Attack: [*rollable]+7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Empowered Staff"}[/rollable] to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage. [rollable](2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Empowered Staff","rollDamageType":"fire"}[/rollable*] fire damage.
For something like a breath weapon use these prompts:
Forceful Roar [*rollable](Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Forceful Roar"}[/rollable]. The dune tiger roars. Every creature in a 15-ft. cone must make a DC 15 Constitution saving throw. On a failure, the creature takes 15 [rollable](5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Forceful Roar","rollDamageType":"force"}[/rollable*] force damage, is pushed 10 ft., and knocked prone. On a successful save, the creature takes half damage and suffers no additional effect.
For quick reference to spells use prompts like this:
I hope this helps this site can be a ballache but being able to quickly roll dice is handy along with quick references, some of you probably already know this, but its all we have till they make the monster creation more user friendly. Also Delete all the Stars (*)
As far as D&D Beyond's homebrew monster code is concerned, this is actually how it works. if you want to increase the proficiency bonus listed on the stat block, just increase the CR to an appropriate level. You still have to manually change everything that is effected by it though.
As far as D&D Beyond's homebrew monster code is concerned, this is actually how it works. if you want to increase the proficiency bonus listed on the stat block, just increase the CR to an appropriate level. You still have to manually change everything that is effected by it though.
The comment you're replying to was made 3 years ago and D&D Beyond has changed significantly since then
Well, since actions are still manually entered and there isn't a calculation that pulls a potentially changing PB, it wouldn't do much even if you could. But you can't anyway ¯\_(ツ)_/¯
I suggest making multiple copies of the monster for each of it's "levels". I've done that when making homebrew sidekicks.
If you increase its CR it will increase the proficiency bonus which will effect saving throws at certain thresholds, however you will have to set the skills and attack bonus's yourself and if you wish to roll dice via D&D beyond look below.
For spellcasting etc use text like this in the special traits description: uses Intelligence as its spellcasting ability (spell save DC 17; [*rollable]+9;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"}[/rollable*] to hit with spell attacks). Emperor Daal knows the following spells:
Replace the spell attack roll (1d20+7) with 1d20+4 or whatever plus you want for spellcasting and just change the DC to what you want, also replace intelligence with the appropriate ability.
For attack rolls use the prompts below and adjust the damage type, damage roll, attack name and dice and to hit roll appropriately
*Empowered Staff+1. Melee Weapon Attack: [*rollable]+7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Empowered Staff"}[/rollable] to hit, reach 10 ft., one target. Hit: 10 [rollable](2d6 + 3);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Empowered Staff","rollDamageType":"slashing"}[/rollable*] slashing damage.
To add extra damage to a roll after a saving throw or something add this after the "slashing damage" fullstop with a space; [*rollable](2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Empowered Staff","rollDamageType":"fire"}[/rollable*] fire damage.
Example: Empowered Staff+1. Melee Weapon Attack: [*rollable]+7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Empowered Staff"}[/rollable] to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage. [rollable](2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Empowered Staff","rollDamageType":"fire"}[/rollable*] fire damage.
For something like a breath weapon use these prompts:
Forceful Roar [*rollable](Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Forceful Roar"}[/rollable].
The dune tiger roars. Every creature in a 15-ft. cone must make a DC 15 Constitution saving throw. On a failure, the creature takes 15 [rollable](5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Forceful Roar","rollDamageType":"force"}[/rollable*] force damage, is pushed 10 ft., and knocked prone. On a successful save, the creature takes half damage and suffers no additional effect.
For quick reference to spells use prompts like this:
Cantrips (at will): [*spell]eldritch blast[/spell*] (3d10), [*spell]thorn whip[/spell*], [*spell]shocking grasp[/spell*]
3/day each: [*spell]crown of madness[/spell*], [*spell]dispel magic[/spell*], [*spell]shield[/spell*]
2/day each: [*spell]counterspell[/spell*], [*spell]hold monster[/spell*], [*spell]hold monster[/spell*], [*spell]storm sphere[/spell*]
1/day each: [*spell]destructive wave[/spell*], [*spell]lightning bolt[/spell*], [*spell]slow[/spell*]
I hope this helps this site can be a ballache but being able to quickly roll dice is handy along with quick references, some of you probably already know this, but its all we have till they make the monster creation more user friendly. Also Delete all the Stars (*)
As far as D&D Beyond's homebrew monster code is concerned, this is actually how it works. if you want to increase the proficiency bonus listed on the stat block, just increase the CR to an appropriate level. You still have to manually change everything that is effected by it though.
The comment you're replying to was made 3 years ago and D&D Beyond has changed significantly since then
Find my D&D Beyond articles here