This is a really great feature, awesome job! One small issue I have discovered is that if you make a beast companion for the Beast Master it modifies the beast's skill proficiencies, armor class and hit points, but not it's passive perception, to hit and damage. Any chance of fixing this?
Hello, I found a problem with the Creatures Rule applied to any features that work similarly to another.
I used the Summoned rule for two different features, added to two different characters as a homebrew Feat.
Each of the two features let the two different characters to access a limited list of creatures, totally different for the two of them.
When I go to Manage Creatures and select the Summoned Rule, I see both lists available to both of the characters.
HOWTO Resolution I think this can be easily implemented and resolved enabling a new Creature Group type to be created as a third option via the Add a Creature Rule button, selecting not only via pop-up list between the two existing Rule Type (Create a Rule, Choose Monsters) but adding the option to a third one, allowing us to add our homebrew New Creature Group.
This option will allow us to create a New Creature Group before adding a Choose Monsters rule and then apply our custom creature group to the monsters' list selection.
Alternatively, You can by default "automagically" create a new Creature Group with the name of the feature that implements it, avoiding any additional nuisance while selecting the Creature Group option in the Choose Monsters rule.
Just my 2 cents.
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Beyond the Woods (HB) - DM Curse of Strahd - DM Out of the Abyss - DM Tomb of Annihilation - DM Playing and Mastering D&D since 1984.
This is a really great feature, awesome job! One small issue I have discovered is that if you make a beast companion for the Beast Master it modifies the beast's skill proficiencies, armor class and hit points, but not it's passive perception, to hit and damage. Any chance of fixing this?
Agreed that this feature is a HUGE help for classes and characters that make use of a regular animal or beast stats!
I did also notice the inconsistency with the Beast Companion though - attack and damage are free text so unlikely to change, but passive perception is a numeric field. I'd also like to know how the calculations work behind the scenes as I have a Homebrew companion whose skill proficiency stats and max HP do not seem to change even when I edit the base numbers of the Homebrew monster itself...
Edit: From my experimenting it seems that the Beast Companion's proficient skill bonus stats are calculated as (Character skill bonus + Beast ability modifier) and ignore the Beast's own set modifier for that skill - this differs from how I read both the PHB and UA Beast Master (i.e. Beast skill modifier + Character proficiency bonus).
I love the addition of this feature,my only problem with thus far, has been the fact that using the manage creature tab gives my players access to all of my homebrew monsters, I would like the option to hide some of these monsters from their view, after all some of them are huge spoilers for my campaigns.
If these are monsters you homebrewed yourself, try removing them from your collection. They will still be in the "my creations" section. That might remove access for your players. (I would suggest testing with one or two first to see if it works)
I gave your idea a try, and it does seem to be working. Thank you very much, I like to adjust some things and even add monsters to my campaigns, so now I can choose what they get to see and what they don't, Thanks.
I don't know if it's been suggested here or in another thread already, but... I love that I can manage the creature health on the creatures tab. But would it be possible in future iterations of the character sheet to add long rest functionality to this so that the companion's health resets after a long rest rather than having to remember to go in manually and do it? I know that y'all are working on adding that kind of functionality to items that have charges so would it be a stretch to extend it to this area of the sheet?
I don't know if it's been suggested here or in another thread already, but... I love that I can manage the creature health on the creatures tab. But would it be possible in future iterations of the character sheet to add long rest functionality to this so that the companion's health resets after a long rest rather than having to remember to go in manually and do it? I know that y'all are working on adding that kind of functionality to items that have charges so would it be a stretch to extend it to this area of the sheet?
I don't know if it's been suggested here or in another thread already, but... I love that I can manage the creature health on the creatures tab. But would it be possible in future iterations of the character sheet to add long rest functionality to this so that the companion's health resets after a long rest rather than having to remember to go in manually and do it? I know that y'all are working on adding that kind of functionality to items that have charges so would it be a stretch to extend it to this area of the sheet?
Added to the list - thanks.
I would also like, at least, a link from the creature to the monster card if not the ability to roll HP and attacks and such.
This is a really great feature, awesome job! One small issue I have discovered is that if you make a beast companion for the Beast Master it modifies the beast's skill proficiencies, armor class and hit points, but not it's passive perception, to hit and damage. Any chance of fixing this?
Agreed that this feature is a HUGE help for classes and characters that make use of a regular animal or beast stats!
I did also notice the inconsistency with the Beast Companion though - attack and damage are free text so unlikely to change, but passive perception is a numeric field. I'd also like to know how the calculations work behind the scenes as I have a Homebrew companion whose skill proficiency stats and max HP do not seem to change even when I edit the base numbers of the Homebrew monster itself...
Edit: From my experimenting it seems that the Beast Companion's proficient skill bonus stats are calculated as (Character skill bonus + Beast ability modifier) and ignore the Beast's own set modifier for that skill - this differs from how I read both the PHB and UA Beast Master (i.e. Beast skill modifier + Character proficiency bonus).
Is there any chance an admin can shed some light on how the stats (particularly skill bonuses) are calculated for Beast Companions?
My homebrewed companion stats don't seem to match the mechanics outlined in PHB and I can't change them by modifying the Skill Bonus section of the monster page!
If I'm missing something here, happy to have it pointed out - is anyone else facing the same difficulty?
I don't know if it's been suggested here or in another thread already, but... I love that I can manage the creature health on the creatures tab. But would it be possible in future iterations of the character sheet to add long rest functionality to this so that the companion's health resets after a long rest rather than having to remember to go in manually and do it? I know that y'all are working on adding that kind of functionality to items that have charges so would it be a stretch to extend it to this area of the sheet?
Added to the list - thanks.
I would also like, at least, a link from the creature to the monster card if not the ability to roll HP and attacks and such.
Not sure what you mean by "monster card" here - we don't use that terminology for anything (yet).
I don't know if it's been suggested here or in another thread already, but... I love that I can manage the creature health on the creatures tab. But would it be possible in future iterations of the character sheet to add long rest functionality to this so that the companion's health resets after a long rest rather than having to remember to go in manually and do it? I know that y'all are working on adding that kind of functionality to items that have charges so would it be a stretch to extend it to this area of the sheet?
Added to the list - thanks.
I would also like, at least, a link from the creature to the monster card if not the ability to roll HP and attacks and such.
Not sure what you mean by "monster card" here - we don't use that terminology for anything (yet).
The web page for just the monster. Not the section in the MM.
The web page for just the monster. Not the section in the MM.
I really feel like that didn't need explaining but thanks anyway.
I assume that's intended at me?
If that's the case, it absolutely needed to be explained (at least to me, and I'm the one that can do something with the request) because "monster card" could have referred to a tooltip, the "stub" entry in the Creatures section list, or something else that wasn't coming to mind. I actually would have never made the connection that the use of "monster card" meant what we call the monster details page.
Now I know that, and it's something that we could indeed do something about.
If that's the case, it absolutely needed to be explained (at least to me, and I'm the one that can do something with the request) because "monster card" could have referred to a tooltip, the "stub" entry in the Creatures section list, or something else that wasn't coming to mind. I actually would have never made the connection that the use of "monster card" meant what we call the monster details page.
Now I know that, and it's something that we could indeed do something about.
Thanks.
I remember that all the small pages like monsters, feats, items and the like were called cards. I'll recalibrate for cards => details page.
I know this is an old thread, but... I don't understand why a category wasn't added for Find Steed mounts? Being summoned by the Find Steed spell modifies a creature's stats and abilities, in a similar-but-definitely-not-identical way to being summoned by Find Familiar. Even if I try to approximate it by just entering a steed in as some other category of creature, I can't find a way to manually set its intelligence stat to 6. Will this be added in future updates?
I can't answer why the question about why there isn't a steed category, but there is an easy enough work around: create a homebrew steed with the right stats; you can use an existing mount as a template and only have to change the stats that need to be altered.
I can't answer why the question about why there isn't a steed category, but there is an easy enough work around: create a homebrew steed with the right stats; you can use an existing mount as a template and only have to change the stats that need to be altered.
I did this for two of the PCs in my campaign. One's a ranger with a companion from another plane of existence and one is a paladin with a figurine of wondrous power. It's a good workaround for now. They may incorporate mounts into the vehicles section that they are going to start working on in preparation of Ghosts of Saltmarsh's release in May since that's going to have a very robust rules system for vehicles. There's already a set of rules (albeit limited) for mounts in the PHB so my guess is they would just lump mounts into the vehicles category for the implementation. But I could be wrong.
This is a really great feature, awesome job! One small issue I have discovered is that if you make a beast companion for the Beast Master it modifies the beast's skill proficiencies, armor class and hit points, but not it's passive perception, to hit and damage. Any chance of fixing this?
Hello, I found a problem with the Creatures Rule applied to any features that work similarly to another.
I used the Summoned rule for two different features, added to two different characters as a homebrew Feat.
Each of the two features let the two different characters to access a limited list of creatures, totally different for the two of them.
When I go to Manage Creatures and select the Summoned Rule, I see both lists available to both of the characters.
HOWTO Resolution
I think this can be easily implemented and resolved enabling a new Creature Group type to be created as a third option via the Add a Creature Rule button, selecting not only via pop-up list between the two existing Rule Type (Create a Rule, Choose Monsters) but adding the option to a third one, allowing us to add our homebrew New Creature Group.
This option will allow us to create a New Creature Group before adding a Choose Monsters rule and then apply our custom creature group to the monsters' list selection.
Alternatively, You can by default "automagically" create a new Creature Group with the name of the feature that implements it, avoiding any additional nuisance while selecting the Creature Group option in the Choose Monsters rule.
Just my 2 cents.
Beyond the Woods (HB) - DM
Curse of Strahd - DM
Out of the Abyss - DM
Tomb of Annihilation - DM
Playing and Mastering D&D since 1984.
Agreed that this feature is a HUGE help for classes and characters that make use of a regular animal or beast stats!
I did also notice the inconsistency with the Beast Companion though - attack and damage are free text so unlikely to change, but passive perception is a numeric field. I'd also like to know how the calculations work behind the scenes as I have a Homebrew companion whose skill proficiency stats and max HP do not seem to change even when I edit the base numbers of the Homebrew monster itself...
Edit: From my experimenting it seems that the Beast Companion's proficient skill bonus stats are calculated as (Character skill bonus + Beast ability modifier) and ignore the Beast's own set modifier for that skill - this differs from how I read both the PHB and UA Beast Master (i.e. Beast skill modifier + Character proficiency bonus).
I gave your idea a try, and it does seem to be working. Thank you very much, I like to adjust some things and even add monsters to my campaigns, so now I can choose what they get to see and what they don't, Thanks.
I don't know if it's been suggested here or in another thread already, but... I love that I can manage the creature health on the creatures tab. But would it be possible in future iterations of the character sheet to add long rest functionality to this so that the companion's health resets after a long rest rather than having to remember to go in manually and do it? I know that y'all are working on adding that kind of functionality to items that have charges so would it be a stretch to extend it to this area of the sheet?
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
Added to the list - thanks.
I would also like, at least, a link from the creature to the monster card if not the ability to roll HP and attacks and such.
Check out all my important links here.
May we live in Less Interesting Times
Yeah, I was surprised that wasn't an already included feature.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
Is there any chance an admin can shed some light on how the stats (particularly skill bonuses) are calculated for Beast Companions?
My homebrewed companion stats don't seem to match the mechanics outlined in PHB and I can't change them by modifying the Skill Bonus section of the monster page!
If I'm missing something here, happy to have it pointed out - is anyone else facing the same difficulty?
Not sure what you mean by "monster card" here - we don't use that terminology for anything (yet).
The web page for just the monster. Not the section in the MM.
Check out all my important links here.
May we live in Less Interesting Times
I really feel like that didn't need explaining but thanks anyway.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
I assume that's intended at me?
If that's the case, it absolutely needed to be explained (at least to me, and I'm the one that can do something with the request) because "monster card" could have referred to a tooltip, the "stub" entry in the Creatures section list, or something else that wasn't coming to mind. I actually would have never made the connection that the use of "monster card" meant what we call the monster details page.
Now I know that, and it's something that we could indeed do something about.
Thanks.
I remember that all the small pages like monsters, feats, items and the like were called cards. I'll recalibrate for cards => details page.
Check out all my important links here.
May we live in Less Interesting Times
I LOVE YOU; BECAUSE I'M DRUNK!
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
I know this is an old thread, but... I don't understand why a category wasn't added for Find Steed mounts? Being summoned by the Find Steed spell modifies a creature's stats and abilities, in a similar-but-definitely-not-identical way to being summoned by Find Familiar. Even if I try to approximate it by just entering a steed in as some other category of creature, I can't find a way to manually set its intelligence stat to 6. Will this be added in future updates?
I can't answer why the question about why there isn't a steed category, but there is an easy enough work around: create a homebrew steed with the right stats; you can use an existing mount as a template and only have to change the stats that need to be altered.
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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I did this for two of the PCs in my campaign. One's a ranger with a companion from another plane of existence and one is a paladin with a figurine of wondrous power. It's a good workaround for now. They may incorporate mounts into the vehicles section that they are going to start working on in preparation of Ghosts of Saltmarsh's release in May since that's going to have a very robust rules system for vehicles. There's already a set of rules (albeit limited) for mounts in the PHB so my guess is they would just lump mounts into the vehicles category for the implementation. But I could be wrong.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
This is awesome keep up the good work!
I can't seem to find where to change the creatures name, especially if its your pet. Is this currently possible?