For the Ranger: Grim Harbinger class you get a ghostly creature called a Grim. The Grim does not populate so the class does not have the information for it to be used.
The Dissolution Cantrip doesn't include a To Hit button under spells or actions despite calling for a Melee Spell attack.
Also, for some reason I cannot select default languages whatsoever when choosing any of the new races. Specifically each character should be able to choose their two standard languages but I'm not able to select them with a Curseborn at least. I have to add them manually on the sheet page itself.
I do not know if this has been posted yet, but at least for the 2014 version of the Oath of Castigation paladin, its oath spells aren't treated as always prepared. It seems they have been coded in like 2014 warlock's Expanded Spells.
The Cult Initiate feat has a slight error in dndB, where it lets you select two lv1 spells instead of one per description. Not really be much issue in terms of intended balance or use (or lack of use) in practice, but I thought it worth noting
it was just brought to my attention that apparently the new species don’t get to pick languages like the core rule do. is this a bug or do they just not get two more languages like all others do
Okay, here’s the thing, at least for the Relicborn, you just straight up don’t get any languages at all, nope, none, nada, ziltch, nothing, at least from what i’m able to tell, if i’m wrong, please correct me, but i think that’s an issue that needs to be fixed or at least explained as to why that is
Okay, here’s the thing, at least for the Relicborn, you just straight up don’t get any languages at all, nope, none, nada, ziltch, nothing, at least from what i’m able to tell, if i’m wrong, please correct me, but i think that’s an issue that needs to be fixed or at least explained as to why that is
Just made a Relicborn Philosopher Wizard to test things.
Need to see if Dissolution is strictly no-to hit on non-Philosopher Wizards, but it's the case with them, at least.
Likewise, the minimal language thing on Relicborn is true.
This is why all playable species should have Common by default.
I get WHY(They're playable skeletons), but for sure, Avantris Entertainment needs to alter things so that they at least get Common by default. Thank the lucky stars that most of the rest of the Character Builder can provide at least 1 language. I'll let them know on Bluesky if they're there.
Rollback Post to RevisionRollBack
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
For the Ranger: Grim Harbinger class you get a ghostly creature called a Grim. The Grim does not populate so the class does not have the information for it to be used.
I'm finding this same problem. Would love if we can have a little HP counter like the dragon's hp bar for the drakewarden ranger. Also if we can see the STAT block for the Grimm in your character sheet would be amazing. Currently we have to switch back and forth between the source book and the character sheet AND I need to have a separate page open to have the Grimm's hp counter on an external website.
Language options are still not showing up for most species during character creation. According to the PDF they should get Common plus one they decide with the GM.
Language options are still not showing up for most species during character creation. According to the PDF they should get Common plus one they decide with the GM.
I think it not being in the statblock threw the Beyond coding team for a loop.
Rollback Post to RevisionRollBack
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
The Creeping Rot spell is not showing up on the Warlock or Wizard spell lists on the Character Builder, even though it's listed in the sourcebook. It's also missing the class tags in the spell database, so it looks like it wasn't built properly.
Grave Keeper Divine Channel: Turn Undead. "Save DC is 8 plus your Wisdom modifier and Proficiency Bonus." Calculation in D&D Beyond character sheet under the "actions" section: (savedc:wis+8+proficiency), which nets a Save DC of 23 at 3rd level (assuming save dc is 13), for eg. The calculation is correct for the same feature under "features and traits" (8+modifier:wis+proficiency).
Here is an issue. I'm making an Bogborn Experiment Barbarians and took the Altered origin feat. I chose the Constitution based natural armor so that I could pump more of my points into constitution (to fuel the regeneration and reconstruction serum) and dump dexterity. It always says my AC is 13. Isn't the higher of the two ACs supposed to be used?
For the Sinner Rogue subclass, the language is a bit confusing in the D&D Beyond text. In the PDF I bought from Legends of Avantris, it says the following, “This weapon takes the form of a Pistol or a Gaming Set (which uses Pistol game statistics). For you, the jinx weapon ignores the Loading property and creates its own ammunition that deals Force damage.”
The Pistol in the 2024 Player’s Handbook says it does 1d10 Piercing damage, it uses Ammunition, it uses Bullets, it has a 30/90 range and the Loading property.
In the Rogue Sinner subclass, it says, “For you, the Gaming Set jinx weapon is a Simple Ranged weapon with a normal range of 30 feet and a long range of 90 feet, it deals 1d8 Force damage on a hit, and has the Vex mastery property.”
Is the Pistol option for the Jinx Weapon meant to be 1d10 Piercing or 1d8 Force? If so, is there meant to be a trade off a larger damage die for a damage type that is more commonly resisted? It would be great if the language was clearer in the text what our options are meant to be. The subclass is clearly flavored around Pistols and Gaming Sets, so perhaps it could show the very specific properties of the Pistol and Gaming sets that are options in the language.
Additionally, in the character sheet, you currently have to customize the Jinx Weapon (Gaming Set) to Display As Attack and then it lists it under Other Actions next to Sneak Attack. It also doesn’t add the Proficiency bonus, nor any other bonuses from things like the Archery fighting style. It would be great if there was an drop down menu option when you select the Get Jinxed class feature to pick from a Pistol or Gaming Set that acts as a Simple Ranged Weapon, as well as any other Simple or Martial Weapon with which the character is proficient. The Jinx Weapon should also be displayed under Attacks under the Actions tab, which currently there is no option for that unless you make a Custom Action.
For the College of Whistles Bard, at level 3 it looks like you should be able to learn all 3 Handy Haints ("When you summon a haint, choose its form: Grump, Sad Sack, or Scamp").
However, the character sheet only allows me to learn one. It would be very helpful if all 3 were automatically learned and shown on the character sheet, instead of having to edit the character sheet every time I want to see another type of Handy Haint.
A moderator said that the issue about the ability on the character sheet not applying bonus correctly is a known issue. They also acknowledged the discrepancy between sources, but said it “should be discussed with Avantris.” Because as normal consumers we of course have a way to contact them about it, and we are responsible for fixing things that don’t match. *Sarcasm if you couldn’t tell*
For the Ranger: Grim Harbinger class you get a ghostly creature called a Grim. The Grim does not populate so the class does not have the information for it to be used.
The Harvest Domain is supposed to give us a choice between proficiency for nature or survival, but instead both are added at the same time.
The Dissolution Cantrip doesn't include a To Hit button under spells or actions despite calling for a Melee Spell attack.
Also, for some reason I cannot select default languages whatsoever when choosing any of the new races. Specifically each character should be able to choose their two standard languages but I'm not able to select them with a Curseborn at least. I have to add them manually on the sheet page itself.
The Dissolution cantrip should be a spell attack but lacks the attack roll on the sheet.
I do not know if this has been posted yet, but at least for the 2014 version of the Oath of Castigation paladin, its oath spells aren't treated as always prepared. It seems they have been coded in like 2014 warlock's Expanded Spells.
The Cult Initiate feat has a slight error in dndB, where it lets you select two lv1 spells instead of one per description. Not really be much issue in terms of intended balance or use (or lack of use) in practice, but I thought it worth noting
it was just brought to my attention that apparently the new species don’t get to pick languages like the core rule do. is this a bug or do they just not get two more languages like all others do
Okay, here’s the thing, at least for the Relicborn, you just straight up don’t get any languages at all, nope, none, nada, ziltch, nothing, at least from what i’m able to tell, if i’m wrong, please correct me, but i think that’s an issue that needs to be fixed or at least explained as to why that is
Just made a Relicborn Philosopher Wizard to test things.
Need to see if Dissolution is strictly no-to hit on non-Philosopher Wizards, but it's the case with them, at least.
Likewise, the minimal language thing on Relicborn is true.
This is why all playable species should have Common by default.
I get WHY(They're playable skeletons), but for sure, Avantris Entertainment needs to alter things so that they at least get Common by default. Thank the lucky stars that most of the rest of the Character Builder can provide at least 1 language. I'll let them know on Bluesky if they're there.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
I'm finding this same problem. Would love if we can have a little HP counter like the dragon's hp bar for the drakewarden ranger. Also if we can see the STAT block for the Grimm in your character sheet would be amazing. Currently we have to switch back and forth between the source book and the character sheet AND I need to have a separate page open to have the Grimm's hp counter on an external website.
Language options are still not showing up for most species during character creation. According to the PDF they should get Common plus one they decide with the GM.
I think it not being in the statblock threw the Beyond coding team for a loop.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
That's fine, it still needs to be fixed. Along with a bunch of other stuff I know. Just noting it again just in case. :)
The Creeping Rot spell is not showing up on the Warlock or Wizard spell lists on the Character Builder, even though it's listed in the sourcebook. It's also missing the class tags in the spell database, so it looks like it wasn't built properly.
Grave Keeper Divine Channel: Turn Undead. "Save DC is 8 plus your Wisdom modifier and Proficiency Bonus." Calculation in D&D Beyond character sheet under the "actions" section: (savedc:wis+8+proficiency), which nets a Save DC of 23 at 3rd level (assuming save dc is 13), for eg. The calculation is correct for the same feature under "features and traits" (8+modifier:wis+proficiency).
Here is an issue. I'm making an Bogborn Experiment Barbarians and took the Altered origin feat. I chose the Constitution based natural armor so that I could pump more of my points into constitution (to fuel the regeneration and reconstruction serum) and dump dexterity. It always says my AC is 13. Isn't the higher of the two ACs supposed to be used?
have you found a fix for this issue yet for the altered origin feat natural Armor.
For the Sinner Rogue subclass, the language is a bit confusing in the D&D Beyond text. In the PDF I bought from Legends of Avantris, it says the following, “This weapon takes the form of a Pistol or a Gaming Set (which uses Pistol game statistics). For you, the jinx weapon ignores the Loading property and creates its own ammunition that deals Force damage.”
The Pistol in the 2024 Player’s Handbook says it does 1d10 Piercing damage, it uses Ammunition, it uses Bullets, it has a 30/90 range and the Loading property.
In the Rogue Sinner subclass, it says, “For you, the Gaming Set jinx weapon is a Simple Ranged weapon with a normal range of 30 feet and a long range of 90 feet, it deals 1d8 Force damage on a hit, and has the Vex mastery property.”
Is the Pistol option for the Jinx Weapon meant to be 1d10 Piercing or 1d8 Force? If so, is there meant to be a trade off a larger damage die for a damage type that is more commonly resisted? It would be great if the language was clearer in the text what our options are meant to be. The subclass is clearly flavored around Pistols and Gaming Sets, so perhaps it could show the very specific properties of the Pistol and Gaming sets that are options in the language.
Additionally, in the character sheet, you currently have to customize the Jinx Weapon (Gaming Set) to Display As Attack and then it lists it under Other Actions next to Sneak Attack. It also doesn’t add the Proficiency bonus, nor any other bonuses from things like the Archery fighting style. It would be great if there was an drop down menu option when you select the Get Jinxed class feature to pick from a Pistol or Gaming Set that acts as a Simple Ranged Weapon, as well as any other Simple or Martial Weapon with which the character is proficient. The Jinx Weapon should also be displayed under Attacks under the Actions tab, which currently there is no option for that unless you make a Custom Action.
For the College of Whistles Bard, at level 3 it looks like you should be able to learn all 3 Handy Haints ("When you summon a haint, choose its form: Grump, Sad Sack, or Scamp").
However, the character sheet only allows me to learn one. It would be very helpful if all 3 were automatically learned and shown on the character sheet, instead of having to edit the character sheet every time I want to see another type of Handy Haint.
A moderator said that the issue about the ability on the character sheet not applying bonus correctly is a known issue. They also acknowledged the discrepancy between sources, but said it “should be discussed with Avantris.” Because as normal consumers we of course have a way to contact them about it, and we are responsible for fixing things that don’t match. *Sarcasm if you couldn’t tell*