I love the character builder, and I look forward to both the updated and full versions being available. Done right, character management will be much easier.
An issue that I have that I haven't seen really addressed (though I haven't read the entire thread; it's just too much) is the attack menu. For my fighter, I have a greatsword and a light crossbow. I'm obviously going to be using my greatsword more often, but in the attacks list, it's below the crossbow. The lack of an off-hand option for dual wielding has been brought up by a few people as well.
More customization of the attack menu in general would be nice. Maybe I'm just being picky and eating my Skittles in even numbers by color so that neither side of my mouth gets less Skittle than the other.
I suspect weapon listing is alphabetical. I know HeroLab doesn't have the option to change weapon listings so I'm not hungering for it on this system, though the customization may be nice.
(Not sure if this belongs here or on the Spell list (apologies for the double post) but when listing damage for cantrips, it would be nice if the damage was dynamic and showed the appropriate number of damage dice for my caster level.
Example: My level 9 sorcerer's Fire Bolt spell lists "1d10 fire" for damage on the spell attack version of the spell, when the damage is actually 2d10, as per the spell description.
Additionally, the damage wording of spells like Scorching Ray is a little confusing. Scorching Ray's damage says 2d6 fire (1 ray) which I think it meant to simplify the fact that you deal 2d6 fire damage with each ray however, it may be easy to miss that you actually get 3 rays with this spell, dealing 2d6 with each and that you gain additional rays per spell slot above 2nd. Again, it may be helpful if this text is dynamic, starting with something like "(x3 rays)" under the damage descriptor and having the number of rays increase as the player clicks the Cast Level buttons up and down.
Not sure if it is mentioned, but I'd love to be able to select from the selected equipment available for class and background, and add it to my items list automatically.
When building a new character and looking through the items list, I'd like to be able to filter out magic items. Seems like a teasscrolling through all those goodies I don't get to have.
Maybe I need new glasses, but the +\- on the header bar (for initiative and proficiency bonus) are indistinguishable. Can you bump the font size for the bifocals set?
Also, I may be the only one, but I'm not fond of how the character sheet header scrolls in later than the rest of the page. I don't see a practical reason for it.
Thanks for for all the hard work and your responsiveness.
so I decided to try a half elf sorcerer and found that only draconic bloodline is available and I can't even choose my draconic ancestry.
Hi Dandorian,
Thank you for your post - we appreciate people taking the time to give us feedback.
During the beta test of D&D Beyond, we'll only be including content that is freely available from Wizards of the Coast, including the D&D 5th edition SRD , D&D 5th edition Basic Rules, Elemental Evil Companion and potentially others. The beta will not include additional content from a Commercially Released Book, Module or Supplement.
All of the remaining published content from the PHB, DMG, MM and other D&D 5th edition books will be added to D&D Beyond for product release - the cost for accessing this material has not yet been announced.
That still doesn't explain why I can't choose the dragon ancestry as a sorcerer. It even says "At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later." and then lists the different dragons and their damaging types but no selection process.
Dandorian is correct. This is something that is a choice and all it does right now is show a list of what choices you have to select, but there is no option to select a dragon ancestry. For the Dragonborn race, however, the same type feature exists and under it when you go to dragon ancestry, it lists all of the options but then allows you to select which type of dragon. The sorcerer's dragon ancestry should work the same as that.
Don't know if it's supposed to be like this for right now, but as my character builder has it there is no way to create a forest gnome, which was in the player's handbook as a an original race. Also other races include within the monster manual I'm guessing are not released yet on a whole, but it would be beneficial if they were entered by the time of launch.
Don't know if it's supposed to be like this for right now, but as my character builder has it there is no way to create a forest gnome, which was in the player's handbook as a an original race. Also other races include within the monster manual I'm guessing are not released yet on a whole, but it would be beneficial if they were entered by the time of launch.
Hi Starbored,
rest assured that the Forest Gnome and all of the other races/subraces are already on D&D Beyond - it's just that you don't have access to them.
During the beta test of D&D Beyond, we'll only be including content that is freely available from Wizards of the Coast, including the D&D 5th edition SRD , D&D 5th edition Basic Rules, Elemental Evil Companion and potentially others. The beta will not include additional content from a Commercially Released Book, Module or Supplement.
All of the remaining published content from the PHB, DMG, MM and other D&D 5th edition books will be added to D&D Beyond for product release - the cost for accessing this material has not yet been announced.
That makes sense. Are you also planning to release the other class archetypes along with this? I've noticed that in some classes, for example fighter, there is only a single archetype for lvl 3 available in character creation.
That makes sense. Are you also planning to release the other class archetypes along with this? I've noticed that in some classes, for example fighter, there is only a single archetype for lvl 3 available in character creation.
The answer is the same. The material from the PHB and the other sourcebooks will be released at launch. The pricing is still to be announced.
Scrolling down on the character sheet means I lose the navigation buttons. It would be helpful if the info above the chiseled / tear effect didn't scroll, keeping the core stats and menu options available at all times but still allowing for folks to access the rest of the info below.
I can confirm that this was a bit irksome when building my sorc, especially for higher levels when I get to apply my Cha mod to spells that match my chosen elemental type. The manual math isn't hugely cumbersome right now, especially since I'm all Fire spells, but I can see how it could be confusing or easily missed for someone with more diverse spells.
1. For some reason, the rogue's first-level Expertise is letting me pick 3 skills, not 2. Did rogues get an upgrade, or is this a bug? 2. It's not letting me substitute a language choice for a tool choice, yet my understanding was that this was allowed. Is this a PHB rule, or a Basic/SRD rule? 3. For starting equipment, just let us pick from dropdowns. Don't make us search the entire list of items (even filtered by type); there are a limited number of choices to make for each class's starting equipment. 4. For inventory management, make sure we get filters and search options. If I'm looking for armor, I really don't want to wade through listings for weapons, adventuring gear, tools, mounts, vehicles, poisons, magic items, or anything else. I just want to see what armor is available. 5. For personality traits, ideals, bonds, and flaws, offer a dropdown with the background's suggested choices and an "Other" or "Custom", then let us edit the choice in a textbox. Much easier than flipping back and forth between the dialog box to type in and the main page with the options. 6. Can't select Background-granted proficiencies for Expertise. My understanding was that it didn't matter how you got proficiency, only that you were proficient in the skill for it to qualify for Expertise.
Copied from the latest beta release notes thread (link).
Quote from BadEye
You no longer need to adjust your Character Level followed by Class Levels - adjusting class levels will automatically manage your character level.
For Milestone advancement (default), this simply changes your level. For XP advancement, you will be asked to confirm the new XP values.
Changing your XP value in the Manage XP screen will notify you near your Character Level that you have pending Class Levels to add or remove.
Great to see improvements in the XP management screen, however I am not seeing any prompt or indication that I need to level up once I change values in the Manage XP screen.
If I take one of the level 5 characters I have built and use the Manage XP screen to deduct 5500 XP the screen tells me that I will have 1000 XP and be level 3. Click OK and the character sheet is unaltered and there is nothing to indicate that I need to go to the builder. When I go to the builder it tells me I am still level 5 with no prompt that I have to manually reduce levels.
It is only when I go to the My Characters page that I see the character is level 3. If clicking Apply on the Manage XP screen does not automatically take you to the Class page of the builder then there needs to be a very visible prompt on the character sheet to remind you. In an earlier post I suggested that the builder icon could change to a level up (or level down) icon that goes to the Class page when clicked.
Items with bonuses to spell attack rolls (such as Wand of the War Mage) will now grant their bonuses properly.
I've mentioned this in a couple of places in this forum but any item that requires attunement does not grant its properties unless attuned. From experimentation this does not appear to be implemented in the builder.
Equipped but did not attune the Dwarven Thrower to a Dwarf Paladin and the +3 bonus was included in the attack and damage modifiers.
Equipped (not attuned) Wand of the War Mage +1 and the +1 adds to the spell attack modifier
Equipped (not attuned) Robes of the Archmagi to same WIzard character, the +2 bonus adds to the attack modifier but not the save DC. Attuning to the robes does not change this.
From experimenting with the homebrew item creation rules the modifiers tables has a column for requires attunement for each modifier but this cannot be set and does not appear to be referenced in the character sheet.
Good start. Would love to see more complex options (Blade Singers, Blade Pact) in order to provide more robust feedback. Biggest complaint so far is not having spell descriptions available when managing spells. Having a separate tab with the compendium open to compare spells when building a character is cumbersome. Also the more you can do to make this character builder like the 4e character builder the better in my opinion. That one had it's flaws, but it was good enough that I sunk hours and hours into just building characters for the fun of it.
Tangent though, I've never understood why race selection comes before class selection in this edition. Preferred it the other way around.
Decided to try and build up a character I already had to see how easy it was to make. I went with a Dragonborn Cleric at level 4. I do want to ask before I pose it as a problem, but are we limited on what backgrounds we can pick at the current moment? Will the Sword Coast stuff be available at any point in terms of spells and/or backgrounds? (If this has already been asked then forgive me). A fun thought, a Cleric with City Watch background.
Only bug or issue I had come across was during spell selection. The first time around when I was picking spells, it wouldn't allow me to pick spells of 2nd level or higher until I was in the character overview section of the character sheet. Aside from that, haven't noticed anything else. I await to see more updates on this and keep up the great work.
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Guess it be good to fill this out. I'm a gamer at heart. I enjoy video and board games. In the real world, I work in warehousing to help keep me afloat.
1. For some reason, the rogue's first-level Expertise is letting me pick 3 skills, not 2. Did rogues get an upgrade, or is this a bug? 2. It's not letting me substitute a language choice for a tool choice, yet my understanding was that this was allowed. Is this a PHB rule, or a Basic/SRD rule? 3. For starting equipment, just let us pick from dropdowns. Don't make us search the entire list of items (even filtered by type); there are a limited number of choices to make for each class's starting equipment. 4. For inventory management, make sure we get filters and search options. If I'm looking for armor, I really don't want to wade through listings for weapons, adventuring gear, tools, mounts, vehicles, poisons, magic items, or anything else. I just want to see what armor is available. 5. For personality traits, ideals, bonds, and flaws, offer a dropdown with the background's suggested choices and an "Other" or "Custom", then let us edit the choice in a textbox. Much easier than flipping back and forth between the dialog box to type in and the main page with the options. 6. Can't select Background-granted proficiencies for Expertise. My understanding was that it didn't matter how you got proficiency, only that you were proficient in the skill for it to qualify for Expertise.
2. Yes, this is one of my gripes as well. It's been pointed out to them so hopefully they'll just have tools and languages all in the one dropdown eventually.
3. I think they've said they're working on the equipment management and layout as many people have said it's a bit awkward.
6. Interesting, that's a bug I haven't heard of yet, you should point it out in the bugs forum. Although, if you're meaning a proficiency for a tool, only rogues can get expertise in thieves' tools and nobody else can get expertise in any other tool. Not even bards can get expertise in musical instruments.
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"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
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(Not sure if this belongs here or on the Spell list (apologies for the double post) but when listing damage for cantrips, it would be nice if the damage was dynamic and showed the appropriate number of damage dice for my caster level.
Example: My level 9 sorcerer's Fire Bolt spell lists "1d10 fire" for damage on the spell attack version of the spell, when the damage is actually 2d10, as per the spell description.
Additionally, the damage wording of spells like Scorching Ray is a little confusing. Scorching Ray's damage says 2d6 fire (1 ray) which I think it meant to simplify the fact that you deal 2d6 fire damage with each ray however, it may be easy to miss that you actually get 3 rays with this spell, dealing 2d6 with each and that you gain additional rays per spell slot above 2nd. Again, it may be helpful if this text is dynamic, starting with something like "(x3 rays)" under the damage descriptor and having the number of rays increase as the player clicks the Cast Level buttons up and down.
Not sure if it is mentioned, but I'd love to be able to select from the selected equipment available for class and background, and add it to my items list automatically.
When building a new character and looking through the items list, I'd like to be able to filter out magic items. Seems like a teasscrolling through all those goodies I don't get to have.
Maybe I need new glasses, but the +\- on the header bar (for initiative and proficiency bonus) are indistinguishable. Can you bump the font size for the bifocals set?
Also, I may be the only one, but I'm not fond of how the character sheet header scrolls in later than the rest of the page. I don't see a practical reason for it.
Thanks for for all the hard work and your responsiveness.
Just noticing with Clerics (built two both Life) that the HP calculation is wrong.
Not sure if Im adding incorrectly but both seem to be off by 4 points. Thats a big difference at 1st lvl!
Thanks,
P.S. Love this, can't wait for the full release!
Don't know if it's supposed to be like this for right now, but as my character builder has it there is no way to create a forest gnome, which was in the player's handbook as a an original race. Also other races include within the monster manual I'm guessing are not released yet on a whole, but it would be beneficial if they were entered by the time of launch.
During the beta test of D&D Beyond, we'll only be including content that is freely available from Wizards of the Coast, including the D&D 5th edition SRD , D&D 5th edition Basic Rules, Elemental Evil Companion and potentially others. The beta will not include additional content from a Commercially Released Book, Module or Supplement.
All of the remaining published content from the PHB, DMG, MM and other D&D 5th edition books will be added to D&D Beyond for product release - the cost for accessing this material has not yet been announced.
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If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
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That makes sense. Are you also planning to release the other class archetypes along with this? I've noticed that in some classes, for example fighter, there is only a single archetype for lvl 3 available in character creation.
Scrolling down on the character sheet means I lose the navigation buttons. It would be helpful if the info above the chiseled / tear effect didn't scroll, keeping the core stats and menu options available at all times but still allowing for folks to access the rest of the info below.
I can confirm that this was a bit irksome when building my sorc, especially for higher levels when I get to apply my Cha mod to spells that match my chosen elemental type. The manual math isn't hugely cumbersome right now, especially since I'm all Fire spells, but I can see how it could be confusing or easily missed for someone with more diverse spells.
1. For some reason, the rogue's first-level Expertise is letting me pick 3 skills, not 2. Did rogues get an upgrade, or is this a bug?
2. It's not letting me substitute a language choice for a tool choice, yet my understanding was that this was allowed. Is this a PHB rule, or a Basic/SRD rule?
3. For starting equipment, just let us pick from dropdowns. Don't make us search the entire list of items (even filtered by type); there are a limited number of choices to make for each class's starting equipment.
4. For inventory management, make sure we get filters and search options. If I'm looking for armor, I really don't want to wade through listings for weapons, adventuring gear, tools, mounts, vehicles, poisons, magic items, or anything else. I just want to see what armor is available.
5. For personality traits, ideals, bonds, and flaws, offer a dropdown with the background's suggested choices and an "Other" or "Custom", then let us edit the choice in a textbox. Much easier than flipping back and forth between the dialog box to type in and the main page with the options.
6. Can't select Background-granted proficiencies for Expertise. My understanding was that it didn't matter how you got proficiency, only that you were proficient in the skill for it to qualify for Expertise.
Didn't see it when I searched, or I wouldn't have mentioned it.
Copied from the latest beta release notes thread (link).
Great to see improvements in the XP management screen, however I am not seeing any prompt or indication that I need to level up once I change values in the Manage XP screen.
If I take one of the level 5 characters I have built and use the Manage XP screen to deduct 5500 XP the screen tells me that I will have 1000 XP and be level 3. Click OK and the character sheet is unaltered and there is nothing to indicate that I need to go to the builder. When I go to the builder it tells me I am still level 5 with no prompt that I have to manually reduce levels.
It is only when I go to the My Characters page that I see the character is level 3. If clicking Apply on the Manage XP screen does not automatically take you to the Class page of the builder then there needs to be a very visible prompt on the character sheet to remind you. In an earlier post I suggested that the builder icon could change to a level up (or level down) icon that goes to the Class page when clicked.
Good start. Would love to see more complex options (Blade Singers, Blade Pact) in order to provide more robust feedback. Biggest complaint so far is not having spell descriptions available when managing spells. Having a separate tab with the compendium open to compare spells when building a character is cumbersome. Also the more you can do to make this character builder like the 4e character builder the better in my opinion. That one had it's flaws, but it was good enough that I sunk hours and hours into just building characters for the fun of it.
Tangent though, I've never understood why race selection comes before class selection in this edition. Preferred it the other way around.
Decided to try and build up a character I already had to see how easy it was to make. I went with a Dragonborn Cleric at level 4. I do want to ask before I pose it as a problem, but are we limited on what backgrounds we can pick at the current moment? Will the Sword Coast stuff be available at any point in terms of spells and/or backgrounds? (If this has already been asked then forgive me). A fun thought, a Cleric with City Watch background.
Only bug or issue I had come across was during spell selection. The first time around when I was picking spells, it wouldn't allow me to pick spells of 2nd level or higher until I was in the character overview section of the character sheet. Aside from that, haven't noticed anything else. I await to see more updates on this and keep up the great work.
Guess it be good to fill this out. I'm a gamer at heart. I enjoy video and board games. In the real world, I work in warehousing to help keep me afloat.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.