For the monster hunter carver guild subclass. I belive theres a mistake regarding the close combat feature. It gives you an extra 2d6 to an attck roll as a reaction. It says at level 11 this is increased to 4d6 but then later on at level 15 under the deadly redirect feature it says your close combat feature increases to 3d6. So it goes up to 4d6 at 11 and down to 3d6 at 15? Or is this supposed to be 3d6 at level 11 and 4d6 at level 15?
I was really hoping the the Heritage Traits system they have, but you can make a variant race I suppose, but I will need to do that for each of my players if they don't want to use the standards. I would think that wouldn't be very difficult compared to all the other things they do.
I'm struggling to find a couple of specific items when trying to add to a character's inventory - specifically the Buckler and the Tower Shield (which is a real shame, as these were literally the items I was most excited about as until now on dndbeyond there has been no options for a shield variant which is not simply +2 AC)
The links to Shadowsteel Focus and Shadowsteel Adept on the Chapter 7: Spells and Curses (under the subheading Special Training) don't work/don't direct you properly
There is also a huge amount of features that are not supported, as detailed in the initial post. I really hope the dndbeyond team here can continue to work on these so that they are fully integrated at some point soon. Many of the obstacles seem to be very strange, or possibly specific to how the 2024 classes have been encoded. E.g. Eldritch Invocations and Metamagic Options being not supported for other classes, when years ago these were able to be brought in with Tasha's Eldritch Adept and Metamagic Adept feats. A common theme for lots of the other obstacles are buffs which last x time, which surely could be implemented, if by no other way, than with a switch in the character sheet which can switch this on/off (like equipping a piece of equipment or a magic item!), even if there is no master button to say "1 minute has passed"/"1 hour has passed"
Sangromancy not working is a ticking clock because of the latest UA having a mechanic that works similarly.
Expending hit dice outside of a short rest WILL need to be supported soon because, barring fandom sabotage of the Apocalyptic Subclasses UA, it explicitly calls out the need for this. Hell, Arcane Vigor still needs to be supported.
On an unrelated note...
Anyone else notice that Grim Hollow got their Parasite Warlock out before Heliana's Part 2's version?
Either this is going to end up being a WotC Changeling vs Umbral Human Changeling situation, or Heliana's Part 2 may be more DoA than we previously thought...
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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.
If your going to charge 40$ for the online version of already existing third-party content, the least you could do is implement all of the features it provides. All you had to do was add the transformations stages to the feats list, but you couldn't be bothered. Disappointing.
My entitlements appear to be in sync when I check https://www.dndbeyond.com/account/licenses It is listed under Current Product Licenses I redeemed the book myself via a key after backing the kickstarter I can separately see the items both from within the compendium and via the links to the specific items, and they also show up when I look in equipment https://www.dndbeyond.com/equipment I always use the website, but checking via the app also has this same issue Grim Hollow is enabled for the characters I've been trying to use this with - I can find other Grim Hollow equipment, but not these two items (briefly I couldn't find Breath of Beleth, but it has subsequently started showing up as an available option). I've not been super thorough and checked all of the ammunition etc., but as far as I can see these two are the only pieces of equipment not showing up as options to add in the characters' inventories.
Regarding the Sangromancer subclass... Sangromancy spells are not showing up in the spell list like they're supposed to. They should count as Wizard spells for the subclass. There is also no way to pick two Sangromancy spells for free when taking the subclass.
Public Mod Note
(spamandtuna):
Fixed - spells can be added through Manage Spells
The links to Shadowsteel Focus and Shadowsteel Adept on the Chapter 7: Spells and Curses (under the subheading Special Training) don't work/don't direct you properl
Regarding the Sangromancer subclass... Sangromancy spells are not showing up in the spell list like they're supposed to. They should count as Wizard spells for the subclass. There is also no way to pick two Sangromancy spells for free when taking the subclass.
Spell availability is fixed! You can add your chosen Sangromancy spells to your spellbook through Manage Spells (as you'd add any other spell).
so far the only class that is able to use the unique weapon masteries from Grimm Hollow is the monster Hunter will this be fixed so the other classes can use those weapon masteries?
I have noticed a new issue. Chapter 07 does specify than in order for someone to be able to cast Shadowsteel curses, they must have the Shadowsteel Adept feat. Yet, those curses are currently available in the Wizard spell list for anyone to take.
And yet another problem with the Envoy background. The feat is fixed now ! But the description in Chapter 03 says that the three abilities that can be increased with it are Strength, Constitution and Charisma. However, the description on the sheet talks about augmenting Strength, Dexterity and Wisdom. And the abilities that can actually be increased with it are again different, being Strength, Constitution, and Wisdom.
Why are the unique weapon fruit from this book and the gunslinger only available on characters that play the monster Hunter or gunslinger classes they should be available to everyone. Is there a way to make them available to every character regardless of if they’re playing those classes or not I have a Ranger that I want to use all of the advanced weapon mass free from this book with
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For the monster hunter carver guild subclass. I belive theres a mistake regarding the close combat feature. It gives you an extra 2d6 to an attck roll as a reaction. It says at level 11 this is increased to 4d6 but then later on at level 15 under the deadly redirect feature it says your close combat feature increases to 3d6. So it goes up to 4d6 at 11 and down to 3d6 at 15? Or is this supposed to be 3d6 at level 11 and 4d6 at level 15?
This has been corrected to 6d6 at level 15.
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
I was really hoping the the Heritage Traits system they have, but you can make a variant race I suppose, but I will need to do that for each of my players if they don't want to use the standards. I would think that wouldn't be very difficult compared to all the other things they do.
I'm struggling to find a couple of specific items when trying to add to a character's inventory - specifically the Buckler and the Tower Shield (which is a real shame, as these were literally the items I was most excited about as until now on dndbeyond there has been no options for a shield variant which is not simply +2 AC)
The links to Shadowsteel Focus and Shadowsteel Adept on the Chapter 7: Spells and Curses (under the subheading Special Training) don't work/don't direct you properly
There is also a huge amount of features that are not supported, as detailed in the initial post. I really hope the dndbeyond team here can continue to work on these so that they are fully integrated at some point soon. Many of the obstacles seem to be very strange, or possibly specific to how the 2024 classes have been encoded. E.g. Eldritch Invocations and Metamagic Options being not supported for other classes, when years ago these were able to be brought in with Tasha's Eldritch Adept and Metamagic Adept feats. A common theme for lots of the other obstacles are buffs which last x time, which surely could be implemented, if by no other way, than with a switch in the character sheet which can switch this on/off (like equipping a piece of equipment or a magic item!), even if there is no master button to say "1 minute has passed"/"1 hour has passed"
Sangromancy not working is a ticking clock because of the latest UA having a mechanic that works similarly.
Expending hit dice outside of a short rest WILL need to be supported soon because, barring fandom sabotage of the Apocalyptic Subclasses UA, it explicitly calls out the need for this. Hell, Arcane Vigor still needs to be supported.
On an unrelated note...
Anyone else notice that Grim Hollow got their Parasite Warlock out before Heliana's Part 2's version?
Either this is going to end up being a WotC Changeling vs Umbral Human Changeling situation, or Heliana's Part 2 may be more DoA than we previously thought...
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.
Would buy in a heartbeat if it had a 2014 rules option.
If your going to charge 40$ for the online version of already existing third-party content, the least you could do is implement all of the features it provides. All you had to do was add the transformations stages to the feats list, but you couldn't be bothered. Disappointing.
I happen to know those two were added later than the rest, but they should be available. (I'm able to add them for mine, at least.)
Let's check a few things, though:
https://www.dndbeyond.com/equipment/31-tower-shield-grim-hollow
https://www.dndbeyond.com/equipment/30-buckler-grim-hollow
https://www.dndbeyond.com/equipment/31-tower-shield-grim-hollow
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
My entitlements appear to be in sync when I check https://www.dndbeyond.com/account/licenses
It is listed under Current Product Licenses
I redeemed the book myself via a key after backing the kickstarter
I can separately see the items both from within the compendium and via the links to the specific items, and they also show up when I look in equipment https://www.dndbeyond.com/equipment
I always use the website, but checking via the app also has this same issue
Grim Hollow is enabled for the characters I've been trying to use this with - I can find other Grim Hollow equipment, but not these two items (briefly I couldn't find Breath of Beleth, but it has subsequently started showing up as an available option). I've not been super thorough and checked all of the ammunition etc., but as far as I can see these two are the only pieces of equipment not showing up as options to add in the characters' inventories.
Regarding the Sangromancer subclass... Sangromancy spells are not showing up in the spell list like they're supposed to. They should count as Wizard spells for the subclass. There is also no way to pick two Sangromancy spells for free when taking the subclass.
Also, the Envoy background is supposed to give the Skilled origin feat but instead gives the Savage Attacker feat on the sheet.
Fixed!
Fixed!
Spell availability is fixed! You can add your chosen Sangromancy spells to your spellbook through Manage Spells (as you'd add any other spell).
Fixed!
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
☝️ Is anyone else here able to add these items? The Buckler and Tower Shield?
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
so far the only class that is able to use the unique weapon masteries from Grimm Hollow is the monster Hunter will this be fixed so the other classes can use those weapon masteries?
The Monster Hunter backdrop is not available in the backdrop list. Same as Valda's gunslinger, which has not been fixed yet.
I have noticed a new issue. Chapter 07 does specify than in order for someone to be able to cast Shadowsteel curses, they must have the Shadowsteel Adept feat. Yet, those curses are currently available in the Wizard spell list for anyone to take.
And yet another problem with the Envoy background. The feat is fixed now ! But the description in Chapter 03 says that the three abilities that can be increased with it are Strength, Constitution and Charisma. However, the description on the sheet talks about augmenting Strength, Dexterity and Wisdom. And the abilities that can actually be increased with it are again different, being Strength, Constitution, and Wisdom.
Why are the unique weapon fruit from this book and the gunslinger only available on characters that play the monster Hunter or gunslinger classes they should be available to everyone. Is there a way to make them available to every character regardless of if they’re playing those classes or not I have a Ranger that I want to use all of the advanced weapon mass free from this book with