I recently had a situation come up where my character was restrained and could not speak. It would be wonderful if you could filter spells by their required Components. I.e if my hands were tied I could filter for spells that did not require a Somatic component
Also, have a filter for NON-concentration spells should be nice too - I barely ever search for spells with concentration, but more often try to see spells I can use that won't interrupt concentrating on a spell already cast.
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--[ Natural 20 - that's how I roll! ]-- We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
The page numbers were added due to user feedback from people wanting to be able to reference physical books.
Can you explain what scenarios would make it useful to be able to enter page numbers to look up information on D&D Beyond?
One specific example I know that I wish I could use:
Every once in a while, Jeremy Crawford will give a ruling on Twitter and Sage Advice that will often include a page number to the specific rule he is referencing. However, without a physical book there's no way to know where in the book he is referencing.
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How I'm posting based on text formatting: Mod Hat On - Mod Hat Off
The page numbers were added due to user feedback from people wanting to be able to reference physical books.
Can you explain what scenarios would make it useful to be able to enter page numbers to look up information on D&D Beyond?
One specific example I know that I wish I could use:
Every once in a while, Jeremy Crawford will give a ruling on Twitter and Sage Advice that will often include a page number to the specific rule he is referencing. However, without a physical book there's no way to know where in the book he is referencing.
Or your at the table and someone looking at the books tells you what page it is.
The page numbers were added due to user feedback from people wanting to be able to reference physical books.
Can you explain what scenarios would make it useful to be able to enter page numbers to look up information on D&D Beyond?
One specific example I know that I wish I could use:
Every once in a while, Jeremy Crawford will give a ruling on Twitter and Sage Advice that will often include a page number to the specific rule he is referencing. However, without a physical book there's no way to know where in the book he is referencing.
Or your at the table and someone looking at the books tells you what page it is.
Since searching is a bit spotty, using page numbers as a ref could certainly help. Then we could use also them in the Notes sections or sidebar customisations, as currently we can't put in working hyperlinks.
The description of Bardic Inspiration now reads: "As a bonus action, a creature within 60 ft. that can hear you gains an inspiration die. For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome."
It does not include what the current inspiration die is (i.e. d6,d8,d10) requiring the player or DM to look up what the die should be for the bard's current level.
There is the same issue with the description of Cutting Words.
All that would be required would be to add the die in parentheses after "inspiration die" i.e. "inspiration die (d8)" *edit* The die number is listed under "Features and Traits" "
Bardic Inspirationd8PHB53
As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die. For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. "
but it shouldn't be necessary to change tabs and hunt for that when looking at the actions you can do in the middle of combat or otherwise. Why isn't the "d8" next to "Bardic Inspiration" included in the actions tab?
The Inspiration Die is now added to the short description of Bardic Inspiration, in both Bonus Action and Class Features.
Thanks :) Could it also be added to Cutting Words and other such college specific uses of bardic Inspiration?
Thanks :) Could it also be added to Cutting Words and other such college specific uses of bardic Inspiration?
Cutting Words should really also have the checkboxes (mirrored from Bardic Inspiration), so you don't have to jump around sections to use it. Or at least a link that takes you to Bardic Inspiration.
The page numbers were added due to user feedback from people wanting to be able to reference physical books.
Can you explain what scenarios would make it useful to be able to enter page numbers to look up information on D&D Beyond?
One specific example I know that I wish I could use:
Every once in a while, Jeremy Crawford will give a ruling on Twitter and Sage Advice that will often include a page number to the specific rule he is referencing. However, without a physical book there's no way to know where in the book he is referencing.
Or your at the table and someone looking at the books tells you what page it is.
Since searching is a bit spotty, using page numbers as a ref could certainly help. Then we could use also them in the Notes sections or sidebar customisations, as currently we can't put in working hyperlinks.
Also the previous examples and I also run into discussions online and most people have books rather than DNDBeyond and they automatically reference a page number and a title while that doesn't necessarily help the DNDBeyond user, especially since the search function isn't that great.
Perhaps an addition to the search function so that you can search only the text of books without also getting every mention in every thread of the same words?
I was looking at a hexblade buidl and it hit me. figure this has been mentioned several times but I don't know, haven't seen anything, and am very curious. How does the new sheet handle companions and summoned allies?
- Best Master Ranger Pets
- Hexblade's Accursed Specter
- Artificer's Mechanical companion
- Pact of the Chain warlocks and wizard Familiars (summoned or trained)
Just to name a few (I am sure I missed plenty). Is there a way to have stats and abilities for them and track their actions, states, saves, and HP? Thanks for any information.
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The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
The sheet doesn't provide for those yet, but support at least for Beastmaster companion, familiars, and wild shape are either in active development or on the "up next" list; I don't remember which. We might have an update on that status in tomorrow's & Beyond stream.
What I've done for the moment for the two beastmaster rangers in my collection is create homebrew "monsters" with their stats. It isn't easy to track HP, but at least it gives me a statblock.
Tabaxi have the racial feature "Cat's Claws" to allow 1d4+STR Mod for an unarmed strike. Why is it that for Tabaxi characters, in addition to "Claws," there is a separate, incorrectly calculated "Unarmed Strike" of 1+STR Mod? Shouldn't this be overridden for Tabaxi characters?
Tabaxi have the racial feature "Cat's Claws" to allow 1d4+STR Mod for an unarmed strike. Why is it that for Tabaxi characters, in addition to "Claws," there is a separate, incorrectly calculated "Unarmed Strike" of 1+STR Mod? Shouldn't this be overridden for Tabaxi characters?
No, Tabaxi's Claw does not override the standard Unarmed Strike that every character can do.
Tabaxi have the racial feature "Cat's Claws" to allow 1d4+STR Mod for an unarmed strike. Why is it that for Tabaxi characters, in addition to "Claws," there is a separate, incorrectly calculated "Unarmed Strike" of 1+STR Mod? Shouldn't this be overridden for Tabaxi characters?
No, Tabaxi's Claw does not override the standard Unarmed Strike that every character can do.
+1. Think about it like this: Unarmed Strike includes punches, kicks, headbutts and other attacks without using any weapon. Tabaxi has an option to use their claws (like Lizardmen have an option to use their teeth) to deal extra damage, but their closed fist punches, kicks, headbutts and tailwhips don't change.
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--[ Natural 20 - that's how I roll! ]-- We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
Tabaxi have the racial feature "Cat's Claws" to allow 1d4+STR Mod for an unarmed strike. Why is it that for Tabaxi characters, in addition to "Claws," there is a separate, incorrectly calculated "Unarmed Strike" of 1+STR Mod? Shouldn't this be overridden for Tabaxi characters?
No, Tabaxi's Claw does not override the standard Unarmed Strike that every character can do.
+1. Think about it like this: Unarmed Strike includes punches, kicks, headbutts and other attacks without using any weapon. Tabaxi has an option to use their claws (like Lizardmen have an option to use their teeth) to deal extra damage, but their closed fist punches, kicks, headbutts and tailwhips don't change.
I still don’t get why the claw attack has the modifier calculated (albeit with poor formatting if your modifier is 0), and unarmed strike doesn’t. Surely it wouldn’t take much to make them consistent?
Tabaxi have the racial feature "Cat's Claws" to allow 1d4+STR Mod for an unarmed strike. Why is it that for Tabaxi characters, in addition to "Claws," there is a separate, incorrectly calculated "Unarmed Strike" of 1+STR Mod? Shouldn't this be overridden for Tabaxi characters?
No, Tabaxi's Claw does not override the standard Unarmed Strike that every character can do.
+1. Think about it like this: Unarmed Strike includes punches, kicks, headbutts and other attacks without using any weapon. Tabaxi has an option to use their claws (like Lizardmen have an option to use their teeth) to deal extra damage, but their closed fist punches, kicks, headbutts and tailwhips don't change.
I still don’t get why the claw attack has the modifier calculated (albeit with poor formatting if your modifier is 0), and unarmed strike doesn’t. Surely it wouldn’t take much to make them consistent?
Likely due to the Cat's Claws features allowing for 1d4 + Str mod (indicating you actually have to roll and then add the Strength modifier), whereas in the PHB (and Basic Rules) it specifies a flat 1 + Str mod. This prevents the sheet from showing you something like 1+3 for your Unarmed Strike when it should always just obviously be 4.
Tabaxi have the racial feature "Cat's Claws" to allow 1d4+STR Mod for an unarmed strike. Why is it that for Tabaxi characters, in addition to "Claws," there is a separate, incorrectly calculated "Unarmed Strike" of 1+STR Mod? Shouldn't this be overridden for Tabaxi characters?
No, Tabaxi's Claw does not override the standard Unarmed Strike that every character can do.
+1. Think about it like this: Unarmed Strike includes punches, kicks, headbutts and other attacks without using any weapon. Tabaxi has an option to use their claws (like Lizardmen have an option to use their teeth) to deal extra damage, but their closed fist punches, kicks, headbutts and tailwhips don't change.
I still don’t get why the claw attack has the modifier calculated (albeit with poor formatting if your modifier is 0), and unarmed strike doesn’t. Surely it wouldn’t take much to make them consistent?
It is consistent. It is in the format of list of dice rolled + sum of static modifiers. If you have a longsword that adds +2 to the damage, and you have a +1 str bonus, you don't see 1d8+2+1, you see 1d8+3. With unarmed strike, there's no dice rolled, thus no dice part; and all the static numbers are added up.
Rollback Post to RevisionRollBack
--[ Natural 20 - that's how I roll! ]-- We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
Tabaxi have the racial feature "Cat's Claws" to allow 1d4+STR Mod for an unarmed strike. Why is it that for Tabaxi characters, in addition to "Claws," there is a separate, incorrectly calculated "Unarmed Strike" of 1+STR Mod? Shouldn't this be overridden for Tabaxi characters?
No, Tabaxi's Claw does not override the standard Unarmed Strike that every character can do.
+1. Think about it like this: Unarmed Strike includes punches, kicks, headbutts and other attacks without using any weapon. Tabaxi has an option to use their claws (like Lizardmen have an option to use their teeth) to deal extra damage, but their closed fist punches, kicks, headbutts and tailwhips don't change.
I still don’t get why the claw attack has the modifier calculated (albeit with poor formatting if your modifier is 0), and unarmed strike doesn’t. Surely it wouldn’t take much to make them consistent?
It is consistent. It is in the format of list of dice rolled + sum of static modifiers. If you have a longsword that adds +2 to the damage, and you have a +1 str bonus, you don't see 1d8+2+1, you see 1d8+3. With unarmed strike, there's no dice rolled, thus no dice part; and all the static numbers are added up.
I’m talking about on the Action panel itself. For the claws it doesn’t say 1d4+STR, it tells you what your STR is (eg. 1d4+3). For Unarmed Strike you have to go looking for yourself what your STR is. Kinda defeats the purpose of a dynamic character sheet. A lot of other modifiers or level dependent variables etc are displayed pre-calculated on the sheet. If your unarmed strike is 1+3 for strength, it should display as 4 dmg (in bold with a hover tooltip that shows you how it’s calculated).
It would also be a perfect opportunity for DDB to clear up confusion on what happens when you have a negative STR modifier with Unarmed Strike.
Also, have a filter for NON-concentration spells should be nice too - I barely ever search for spells with concentration, but more often try to see spells I can use that won't interrupt concentrating on a spell already cast.
--[ Natural 20 - that's how I roll! ]--
We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
One specific example I know that I wish I could use:
Every once in a while, Jeremy Crawford will give a ruling on Twitter and Sage Advice that will often include a page number to the specific rule he is referencing. However, without a physical book there's no way to know where in the book he is referencing.
Homebrew Rules || Homebrew FAQ || Snippet Codes || Tooltips
DDB Guides & FAQs, Class Guides, Character Builds, Game Guides, Useful Websites, and WOTC Resources
Or your at the table and someone looking at the books tells you what page it is.
Since searching is a bit spotty, using page numbers as a ref could certainly help. Then we could use also them in the Notes sections or sidebar customisations, as currently we can't put in working hyperlinks.
Thanks :) Could it also be added to Cutting Words and other such college specific uses of bardic Inspiration?
Cutting Words should really also have the checkboxes (mirrored from Bardic Inspiration), so you don't have to jump around sections to use it. Or at least a link that takes you to Bardic Inspiration.
Also the previous examples and I also run into discussions online and most people have books rather than DNDBeyond and they automatically reference a page number and a title while that doesn't necessarily help the DNDBeyond user, especially since the search function isn't that great.
Check out all my important links here.
May we live in Less Interesting Times
Perhaps an addition to the search function so that you can search only the text of books without also getting every mention in every thread of the same words?
I just looked at a Hexblade build with Lifedrinker and I don't see the damage bonus on the weapon when I mark it as a pact weapon.
Am I missing something?
Check out all my important links here.
May we live in Less Interesting Times
I was looking at a hexblade buidl and it hit me. figure this has been mentioned several times but I don't know, haven't seen anything, and am very curious. How does the new sheet handle companions and summoned allies?
- Best Master Ranger Pets
- Hexblade's Accursed Specter
- Artificer's Mechanical companion
- Pact of the Chain warlocks and wizard Familiars (summoned or trained)
Just to name a few (I am sure I missed plenty). Is there a way to have stats and abilities for them and track their actions, states, saves, and HP? Thanks for any information.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
The sheet doesn't provide for those yet, but support at least for Beastmaster companion, familiars, and wild shape are either in active development or on the "up next" list; I don't remember which. We might have an update on that status in tomorrow's & Beyond stream.
What I've done for the moment for the two beastmaster rangers in my collection is create homebrew "monsters" with their stats. It isn't easy to track HP, but at least it gives me a statblock.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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Tabaxi have the racial feature "Cat's Claws" to allow 1d4+STR Mod for an unarmed strike. Why is it that for Tabaxi characters, in addition to "Claws," there is a separate, incorrectly calculated "Unarmed Strike" of 1+STR Mod? Shouldn't this be overridden for Tabaxi characters?
No, Tabaxi's Claw does not override the standard Unarmed Strike that every character can do.
Also, the "search" function on this forum, when searching in a particular thread, is certainly broken.
+1. Think about it like this: Unarmed Strike includes punches, kicks, headbutts and other attacks without using any weapon. Tabaxi has an option to use their claws (like Lizardmen have an option to use their teeth) to deal extra damage, but their closed fist punches, kicks, headbutts and tailwhips don't change.
--[ Natural 20 - that's how I roll! ]--
We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
I still don’t get why the claw attack has the modifier calculated (albeit with poor formatting if your modifier is 0), and unarmed strike doesn’t. Surely it wouldn’t take much to make them consistent?
Likely due to the Cat's Claws features allowing for 1d4 + Str mod (indicating you actually have to roll and then add the Strength modifier), whereas in the PHB (and Basic Rules) it specifies a flat 1 + Str mod. This prevents the sheet from showing you something like 1+3 for your Unarmed Strike when it should always just obviously be 4.
Under "Sneak Attack" - there's a coding error of seeing brackets ] and [ :
It is consistent. It is in the format of list of dice rolled + sum of static modifiers. If you have a longsword that adds +2 to the damage, and you have a +1 str bonus, you don't see 1d8+2+1, you see 1d8+3. With unarmed strike, there's no dice rolled, thus no dice part; and all the static numbers are added up.
--[ Natural 20 - that's how I roll! ]--
We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
I’m talking about on the Action panel itself. For the claws it doesn’t say 1d4+STR, it tells you what your STR is (eg. 1d4+3). For Unarmed Strike you have to go looking for yourself what your STR is. Kinda defeats the purpose of a dynamic character sheet. A lot of other modifiers or level dependent variables etc are displayed pre-calculated on the sheet. If your unarmed strike is 1+3 for strength, it should display as 4 dmg (in bold with a hover tooltip that shows you how it’s calculated).
It would also be a perfect opportunity for DDB to clear up confusion on what happens when you have a negative STR modifier with Unarmed Strike.