Was this portion intentionally left off of the Pseudodragon familiar page when looking at it within the new Creatures tab? I realize I can manually add it in the notes, but just curious.
"The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon’s Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond." - Monster Manual
Was this portion intentionally left off of the Pseudodragon familiar page when looking at it within the new Creatures tab? I realize I can manually add it in the notes, but just curious.
"The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon’s Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond." - Monster Manual
This is a variant rule for familiar. The typical warlock pseudodragon familiar is still actually a spirit in pseudodragon form; as I understand it, officially the spirit version does not provide this benefit, only an actual pseudodragon provides these benefits. That said, lots of tables apply this feature to spirit pseudodragons. (That said, lots of tables apply this feature to pseudodragon familiars that are spirits; and there is some contention about the "official" rules in this respect.)
I’m sure its been brought up before as a suggestion but I don’t want to search through all the pages here but it would be cool if for certain class abilities there were ways to manage them. For example my Abjuration Wizards Arcane Ward ability. Have to track that separately off of DnD Beyond, or use the temp HP box. In my last game though I had my Arcane Ward up, Temporary HP from Aid, and a Maximum HP increase from Heroes Feast. Being able to track all that individually would not only help myself but lots of players. An area for Max HP increases (for spells like Heroes Feast) would be nice as well so that way you don’t have to use the Temporary HP box since that’s not the same or have to edit your Max HP and then try to remember later when the spell goes away what your previous maximum was. I am sure you all have tons on your plate all the time But if you get the chance these would be great! Love DnD Beyond! Keep up the amazing work!
I’m sure its been brought up before as a suggestion but I don’t want to search through all the pages here but it would be cool if for certain class abilities there were ways to manage them. For example my Abjuration Wizards Arcane Ward ability. Have to track that separately off of DnD Beyond, or use the temp HP box. In my last game though I had my Arcane Ward up, Temporary HP from Aid, and a Maximum HP increase from Heroes Feast.
Multiple sources of temporary hitpoints do not stack.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I may be missing it, but I can’t find the creatures summoned by the “Find Steed” spells in the new Creatures section. Or rather I can’t find the versions as created by the spell (choice of type, increased intelligence, known language, and additional notes like for familiars).
An area for Max HP increases (for spells like Heroes Feast) would be nice as well so that way you don’t have to use the Temporary HP box since that’s not the same or have to edit your Max HP and then try to remember later when the spell goes away what your previous maximum was.
Sounds like you’re changing your Max HP in the builder? Have you tried tapping on HP on the actual character sheet? There are already boxes for modifying your Max HP that you clear out when you’re done. You don’t need to try and remember anything.
I may be missing it, but I can’t find the creatures summoned by the “Find Steed” spells in the new Creatures section. Or rather I can’t find the versions as created by the spell (choice of type, increased intelligence, known language, and additional notes like for familiars).
I'm guessing they haven't implemented it yet. What you can do, however, is homebrew your steed creature, and then add it as a Mount.
Was this portion intentionally left off of the Pseudodragon familiar page when looking at it within the new Creatures tab? I realize I can manually add it in the notes, but just curious.
"The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon’s Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond." - Monster Manual
For some reason, my level 11 bard cannot select level 6 spells.
Have you assigned the 11th level to "Bard"? In the "Manage Levels" pane of the builder when you level up you have to make sure you put the level into the class you're adding a level to. I hope that was the issue-- If not, you may find the mods more easily able to assist if you put a link to the affected character.
Here's a picture to assist. If you go to manage levels and see this little green arrow, and the little blue exclamation point, you will need to assign the level to your chosen class.
When I pick the Ritual Caster Feat D&D Beyond is offering 3 ritual spells instead of the stated two at 1st level. If I set it up the feat selection for an ASI at a higher level, then one of the three spell drop downs has spells higher than 1st level. RAW says you start your book with two first level spells. Searched for this elsewhere but to no avail, but just seems like a simple bug.
I have an odd request. I would like to be able to edit class descriptions and such. For instance I made an Engineer class which is a clone of the Wizard class but I renamed a bunch of things (like spell books are now blueprints, the Arcane Focus is a Power Crystal, and spells are called gadgets...)
When I pick the Ritual Caster Feat D&D Beyond is offering 3 ritual spells instead of the stated two at 1st level. If I set it up the feat selection for an ASI at a higher level, then one of the three spell drop downs has spells higher than 1st level. RAW says you start your book with two first level spells. Searched for this elsewhere but to no avail, but just seems like a simple bug.
It's a feature, not a bug. The extra drop down isn't meant to be filled until after you've found more ritual spells to add to your ritual spell book. The limit of what spell levels you can add is based on your current level. Every time you add a spell, another dropdown appears so that you can add another, and another, etc. Given time and money and luck, you can find spell scrolls of every ritual spell for the class you chose and inscribe all of them into your ritual spell book.
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"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
I have an odd request. I would like to be able to edit class descriptions and such. For instance I made an Engineer class which is a clone of the Wizard class but I renamed a bunch of things (like spell books are now blueprints, the Arcane Focus is a Power Crystal, and spells are called gadgets...)
You can't homebrew whole new classes in DNDBeyond. And there are no current plans to allow this.
Was this portion intentionally left off of the Pseudodragon familiar page when looking at it within the new Creatures tab? I realize I can manually add it in the notes, but just curious.
"The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon’s Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond." - Monster Manual
This is a variant rule for familiar. The typical warlock pseudodragon familiar is still actually a spirit in pseudodragon form; as I understand it, officially the spirit version does not provide this benefit, only an actual pseudodragon provides these benefits. That said, lots of tables apply this feature to spirit pseudodragons. (That said, lots of tables apply this feature to pseudodragon familiars that are spirits; and there is some contention about the "official" rules in this respect.)
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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What happened to the Concentration and Ritual markers in the spell descriptions and in the characters spell list?
They're still showing up on my end. Perhaps link the character where you are having this issue for the mods to help you more easily. :)
I just looked and they're back now. Not sure what happened.
I’m sure its been brought up before as a suggestion but I don’t want to search through all the pages here but it would be cool if for certain class abilities there were ways to manage them. For example my Abjuration Wizards Arcane Ward ability. Have to track that separately off of DnD Beyond, or use the temp HP box. In my last game though I had my Arcane Ward up, Temporary HP from Aid, and a Maximum HP increase from Heroes Feast. Being able to track all that individually would not only help myself but lots of players. An area for Max HP increases (for spells like Heroes Feast) would be nice as well so that way you don’t have to use the Temporary HP box since that’s not the same or have to edit your Max HP and then try to remember later when the spell goes away what your previous maximum was. I am sure you all have tons on your plate all the time But if you get the chance these would be great! Love DnD Beyond! Keep up the amazing work!
Multiple sources of temporary hitpoints do not stack.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
They aren’t multiple sources I’m mentioning. One is an actual increase in max HP, one is temp, and one is ward that has its own hp.
I may be missing it, but I can’t find the creatures summoned by the “Find Steed” spells in the new Creatures section. Or rather I can’t find the versions as created by the spell (choice of type, increased intelligence, known language, and additional notes like for familiars).
Sounds like you’re changing your Max HP in the builder? Have you tried tapping on HP on the actual character sheet? There are already boxes for modifying your Max HP that you clear out when you’re done. You don’t need to try and remember anything.
I'm guessing they haven't implemented it yet. What you can do, however, is homebrew your steed creature, and then add it as a Mount.
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;
Check your entitlements here. | Support Ticket LInk
Just realized that was there. Last I checked I didn’t see that
Worth noting that the variant familiar rules are intended for NPCs rather than PCs using Find Familiar (https://www.sageadvice.eu/2018/01/02/are-the-variant-familiars-rules-intended-for-players-and-npcs-or-just-npcs/)
For some reason, my level 11 bard cannot select level 6 spells.
Have you assigned the 11th level to "Bard"? In the "Manage Levels" pane of the builder when you level up you have to make sure you put the level into the class you're adding a level to. I hope that was the issue-- If not, you may find the mods more easily able to assist if you put a link to the affected character.
Here's a picture to assist. If you go to manage levels and see this little green arrow, and the little blue exclamation point, you will need to assign the level to your chosen class.
This happens to me a lot. For some reason, the spell availability doesn't update when I update the level.
When you set a new level where you should get spells, refresh the page and then they should appear.
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May we live in Less Interesting Times
When I pick the Ritual Caster Feat D&D Beyond is offering 3 ritual spells instead of the stated two at 1st level. If I set it up the feat selection for an ASI at a higher level, then one of the three spell drop downs has spells higher than 1st level. RAW says you start your book with two first level spells. Searched for this elsewhere but to no avail, but just seems like a simple bug.
I have an odd request. I would like to be able to edit class descriptions and such. For instance I made an Engineer class which is a clone of the Wizard class but I renamed a bunch of things (like spell books are now blueprints, the Arcane Focus is a Power Crystal, and spells are called gadgets...)
It's a feature, not a bug. The extra drop down isn't meant to be filled until after you've found more ritual spells to add to your ritual spell book. The limit of what spell levels you can add is based on your current level. Every time you add a spell, another dropdown appears so that you can add another, and another, etc. Given time and money and luck, you can find spell scrolls of every ritual spell for the class you chose and inscribe all of them into your ritual spell book.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
You can't homebrew whole new classes in DNDBeyond. And there are no current plans to allow this.
Check out all my important links here.
May we live in Less Interesting Times