Being a Variant Human or Custom Lineage and taking the feat Metamagic Adept allows you to access both the Eyes and Horns of the Oni bloodline subclass at level 1, but Horns don't show up on the character sheet. I understand that it's probably coded to follow level and not the amount of Sorcery points, but I feel like this is a small issue that can be fixed with time.
Public Mod Note
(spamandtuna):
Technical limitation
Is there any update as to when the store page and the article will be refreshed with the information that the book is currently restricted to 2014 content, so as to be fully transparent and to not have that information be buried in the forums?
The description in the Equipment entry for the Candlemaker's Club is missing the second paragraph that describes the 'special' feature from the source book.
Spamandtuna. I see you fixing a bunch of stuff, thanks! I just fear this may have been skipped over for referring to the 'special' feature. It's really just about the item description though. Those two items are simply missing the second paragraph they need to explain the special feature.
I've already supported this via the Kickstarter. Is there any way I can prove my previous purchase in order to at least get a discount on adding Obojima to my Dnd Beyond account?
I've already supported this via the Kickstarter. Is there any way I can prove my previous purchase in order to at least get a discount on adding Obojima to my Dnd Beyond account?
If there were anything, the dev would have to release it as discount codes on their side.
For the new rogue subclass, previously you had to select the regular enchantment, and could afterwards select the advanced version (upon reaching level 13). Unfortunately, the advanced version of the enchantment can no longer be selected, regardless of whether you choose the regular version first or not. It just doesn't show up in the available choices. This is the case for both using the save DC for intelligence and charisma.
I believe that’s working as expected. All your qualifying Enchantments get enhanced at level 13. You’d only choose an Enchantment at that level if you don’t any that qualify.
When you reach 13th level, some of your enchantments become more potent. You now use the alternate enchantments features found below. If you have yet to learn any of the following enchantments, you may learn one as part of this feature.
I believe that’s working as expected. All your qualifying Enchantments get enhanced at level 13. You’d only choose an Enchantment at that level if you don’t any that qualify.
When you reach 13th level, some of your enchantments become more potent. You now use the alternate enchantments features found below. If you have yet to learn any of the following enchantments, you may learn one as part of this feature.
Before the last bugfix, you were able to select the higher level enchantment at level 13, allowing the player to see the new effect. Right now, it still shows the base level effect instead of changing/being able to change it to the better effect.
For example, at first you were able to change "delicacy" into its advanced form, being able to see that you're now healing 1d12 instead of 1d6. That's currently been removed, only being able to see a list of enchantments that change at level 13, but only able to see their base level effect from the enchantment itself.
In its previous form you could switch it out at level 13 for its advanced version, helping prevent players from having to double check their lvl 13 feature on which enchantments have changed, and in which way, whenever they want to use one.
While it could be argued that it's not a bug, removing a feature that was previously usable feels like its removal was unintended. Even if it was removed due to not working as well as it could have, it would seem better to improve its function instead of getting rid of it completely.
Once you reach level 13, any applicable Enchantments should be automatically updated on the sheet itself. You shouldn’t have to manually swap anything.
This is a screenshot of my test character with Delicacy at level 3 (and nothing at 13). It correctly shows the upgraded 1d12 instead of the initial 1d6.
Once you reach level 13, any applicable Enchantments should be automatically updated on the sheet itself. You shouldn’t have to manually swap anything.
This is a screenshot of my test character with Delicacy at level 3 (and nothing at 13). It correctly shows the upgraded 1d12 instead of the initial 1d6.
Are you saying yours still shows a 1d6 there?
I think this person wants a choice of damage output.
Artificer does not have the Heroic Journey Boon in the additional class feature.
The book has no support for the Artificer and cannot because it isn't part of the SRD.
Heroic Journey Boons are not an additional class feature, they're simply an additional character option that has been implemented as an optional class feature on the site. Every class should therefore have it as an option, even Artificer (and probably any additional third-party classes that get added).
Optional Class Features are set up for each class individually. In order for it to appear on Artificer (or any other class), they would have needed to explicitly add it for that class (which they clearly didn’t).
I’ve asked the devs for confirmation whether this is intentional, but have not yet received a response.
Per the rules, it’s not a choice, though: “You now use the alternate enhancements found below.”
(Can’t imagine why anyone would choose to forgo the better option anyway. 😅)
It seems I was partially mistaken 😅. On the sheet with your actions, it shows up with the current changes (e.g. Delicacy going from 1d6 to 1d12 with max 4 active at once, Shielding seal showing max 3 seals at a time).
However, under the tab of "Features & traits" it sill shows only the original amount (like the 1d6 healing with max 2 active at once, and max 1 shielding seal at once).
So while it could lead to confusion on that tab (as you need to scroll to "advanced enchantments" click it open and check the enchantments that apply to your build), on the "main screen" when using your actions, it is indeed completely fixed :)
Waxwork Rogue has an issue where the corresponding Enchants are less then they should be: Level 10 there should 7 options with 3 from Level 3 and 2 from the following corresponding Levels.
In the image above its currently making all Enchantment levels only give 1 option.
Corresponding text from the Source book related to this error:
Waxwork Rogue has an issue where the corresponding Enchants are less then they should be: Level 10 there should 7 options with 3 from Level 3 and 2 from the following corresponding Levels.
In the image above its currently making all Enchantment levels only give 1 option.
Corresponding text from the Source book related to this error:
I mentioned this one before, but hadn't added a screenshot to it. This does make the issue more visible
Being a Variant Human or Custom Lineage and taking the feat Metamagic Adept allows you to access both the Eyes and Horns of the Oni bloodline subclass at level 1, but Horns don't show up on the character sheet. I understand that it's probably coded to follow level and not the amount of Sorcery points, but I feel like this is a small issue that can be fixed with time.
Is there any update as to when the store page and the article will be refreshed with the information that the book is currently restricted to 2014 content, so as to be fully transparent and to not have that information be buried in the forums?
Fixed!
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
Spamandtuna. I see you fixing a bunch of stuff, thanks! I just fear this may have been skipped over for referring to the 'special' feature. It's really just about the item description though. Those two items are simply missing the second paragraph they need to explain the special feature.
I have no power to fix anything myself, just to report it to those who do. Those items are indeed already on the list.
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
Thanks for sharing when fixes have been rolled out tho! Makes it feel like it matters when issues are reported, instead of making no difference.
Hi there,
I've already supported this via the Kickstarter. Is there any way I can prove my previous purchase in order to at least get a discount on adding Obojima to my Dnd Beyond account?
If there were anything, the dev would have to release it as discount codes on their side.
Awesome thanks!
New issue:
For the new rogue subclass, previously you had to select the regular enchantment, and could afterwards select the advanced version (upon reaching level 13). Unfortunately, the advanced version of the enchantment can no longer be selected, regardless of whether you choose the regular version first or not. It just doesn't show up in the available choices. This is the case for both using the save DC for intelligence and charisma.
I believe that’s working as expected. All your qualifying Enchantments get enhanced at level 13. You’d only choose an Enchantment at that level if you don’t any that qualify.
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
Before the last bugfix, you were able to select the higher level enchantment at level 13, allowing the player to see the new effect. Right now, it still shows the base level effect instead of changing/being able to change it to the better effect.
For example, at first you were able to change "delicacy" into its advanced form, being able to see that you're now healing 1d12 instead of 1d6. That's currently been removed, only being able to see a list of enchantments that change at level 13, but only able to see their base level effect from the enchantment itself.
In its previous form you could switch it out at level 13 for its advanced version, helping prevent players from having to double check their lvl 13 feature on which enchantments have changed, and in which way, whenever they want to use one.
While it could be argued that it's not a bug, removing a feature that was previously usable feels like its removal was unintended. Even if it was removed due to not working as well as it could have, it would seem better to improve its function instead of getting rid of it completely.
Once you reach level 13, any applicable Enchantments should be automatically updated on the sheet itself. You shouldn’t have to manually swap anything.
This is a screenshot of my test character with Delicacy at level 3 (and nothing at 13). It correctly shows the upgraded 1d12 instead of the initial 1d6.
Are you saying yours still shows a 1d6 there?
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
I think this person wants a choice of damage output.
Per the rules, it’s not a choice, though: “You now use the alternate enhancements found below.”
(Can’t imagine why anyone would choose to forgo the better option anyway. 😅)
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
Heroic Journey Boons are not an additional class feature, they're simply an additional character option that has been implemented as an optional class feature on the site. Every class should therefore have it as an option, even Artificer (and probably any additional third-party classes that get added).
They/Them
My Homebrew:
Optional Class Features are set up for each class individually. In order for it to appear on Artificer (or any other class), they would have needed to explicitly add it for that class (which they clearly didn’t).
I’ve asked the devs for confirmation whether this is intentional, but have not yet received a response.
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
It seems I was partially mistaken 😅. On the sheet with your actions, it shows up with the current changes (e.g. Delicacy going from 1d6 to 1d12 with max 4 active at once, Shielding seal showing max 3 seals at a time).
However, under the tab of "Features & traits" it sill shows only the original amount (like the 1d6 healing with max 2 active at once, and max 1 shielding seal at once).
So while it could lead to confusion on that tab (as you need to scroll to "advanced enchantments" click it open and check the enchantments that apply to your build), on the "main screen" when using your actions, it is indeed completely fixed :)
Waxwork Rogue has an issue where the corresponding Enchants are less then they should be:
Level 10 there should 7 options with 3 from Level 3 and 2 from the following corresponding Levels.
In the image above its currently making all Enchantment levels only give 1 option.
Corresponding text from the Source book related to this error:
I mentioned this one before, but hadn't added a screenshot to it. This does make the issue more visible