Does anyone how to substitute a background feat with a species origin feat or do I just have to make a custom background/ homebrew background or is there a built-in option to make that swap that I just can't find.
I'd add the background as-is, then go to Features & Traits > Manage Feats, then remove the existing feat and add the replacement.
How do you remove a feat I can only add one?
Yeah I can only add the new origin feat in I can't remove the feat granted by the background.
Sorry an additional thing I noticed is for the Envoy Specialist feat. The list that it provides for your integrated tool is all tools you dont have proficiency with. The feat description says to "Choose one tool you are proficient with." Once I removed my class that had the proficiency I was then able to add the tool into the choice bar.
Does anyone how to substitute a background feat with a species origin feat or do I just have to make a custom background/ homebrew background or is there a built-in option to make that swap that I just can't find.
I'd add the background as-is, then go to Features & Traits > Manage Feats, then remove the existing feat and add the replacement.
How do you remove a feat I can only add one?
Yeah I can only add the new origin feat in I can't remove the feat granted by the background.
Maybe you are just supposed to build a custom background that is identical with the original background except with the original origin feat replaced?
Sorry an additional thing I noticed is for the Envoy Specialist feat. The list that it provides for your integrated tool is all tools you dont have proficiency with. The feat description says to "Choose one tool you are proficient with." Once I removed my class that had the proficiency I was then able to add the tool into the choice bar.
The choice there is for the first part of the feat, Envoy Competence, which grants you proficiency with a tool of your choice.
The second part of the feat, Integrated Tool, must be tracked manually.
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Changeling Traveler is still adding Shiftweave into other possessions when selecting starting equipment rather than actually adding the equipable magic item (from Rising From the Last War) to your inventory. Not sure this can technically be fixed since it requires an item from a different book since shiftweave itself didn't get reproduced as a magic item in Exploring Eberron.
Focused Personas is also still not retaining the selection of tool proficiency or skill expertise when switching between the 2. Again, not sure if this can be fixed, but you're not supposed to be able to select the tool proficiency or skill expertise whenever you activate the adept or expert persona, they're supposed to be a 1 time choice when you add the background/origin feat to your character.
Ruinbound doesn't let you attune to a symbiont item without using an attunement slot
The new origin feats for the goblins, elves, kalashtar, and warforged don't appear in the character creation process. They do show up in the general feats at level 4 though.
The new origin feats for the goblins, elves, kalashtar, and warforged don't appear in the character creation process. They do show up in the general feats at level 4 though.
If your gm allows you to take one of them at creation you need to 1: either make a custom background or 2: take the background you want, then go to the feat section of your sheet and click on the feat given to you by the background you chose. At the bottom it will give you the option to delete then you can choose another feat to replace it.
Ruinbound doesn't let you attune to a symbiont item without using an attunement slot
You can custom create a symbiont that doesn't need an attunement, or you can create a feat that grants you 4 attunement slots (it overrides so it doesn't stack with extra attunements from an artificer you would have to redo the feat). Personally, I would just make a copy of the symbiont you want and create a version with no attunement.
Focused Personas is also still not retaining the selection of tool proficiency or skill expertise when switching between the 2. Again, not sure if this can be fixed, but you're not supposed to be able to select the tool proficiency or skill expertise whenever you activate the adept or expert persona, they're supposed to be a 1 time choice when you add the background/origin feat to your character.
Note - Technically you can have the same persona for both. It never says they have to be a different persona.
The description of the feat says to define two unique personas
"You’ve developed personas that help you focus your talents. Work with your DM to define two unique personas—identities with distinct appearances and personalities. You gain the following benefits."
The description of the feat says to define two unique personas
"You’ve developed personas that help you focus your talents. Work with your DM to define two unique personas—identities with distinct appearances and personalities. You gain the following benefits."
The description of the feat says to define two unique personas
"You’ve developed personas that help you focus your talents. Work with your DM to define two unique personas—identities with distinct appearances and personalities. You gain the following benefits."
I don't know how I missed that.
It's easy to miss, I had to reread it twice before responding to make sure that it was there.
The kalamer landwalker species continues to have issues with speed. In merfolk form, it correctly displays a 10 ft walking speed and a 40 ft swimming speed, but landwalker form shows 30 ft walk / 30 ft swim instead of the described 20 ft walk / 0 ft swim. You can override the landwalker's walking speed and its swimming speed will change to match it, presumably due to the Swift Swimmer feature. However, its swimming speed cannot be overridden.
Classes and feats that affect speed still do not interact with the kalamer properly either. The Sea Druid's Level 6 ability, Aquatic Affinity, and the Ranger's Level 6 ability, Rover, make your swim speed equal to your walking speed; this reduces the merfolk form's swim speed to 10 ft, and it cannot be overridden. The Fathomless Warlock does not increase the landwalker's swim speed to 40 ft. The Monk's Unarmored Movement ability, the Ranger's Rover ability, and the Speedy feat do not add 10 ft to the walking speed of either form.
Yeah I can only add the new origin feat in I can't remove the feat granted by the background.
Sorry an additional thing I noticed is for the Envoy Specialist feat. The list that it provides for your integrated tool is all tools you dont have proficiency with. The feat description says to "Choose one tool you are proficient with." Once I removed my class that had the proficiency I was then able to add the tool into the choice bar.
Maybe you are just supposed to build a custom background that is identical with the original background except with the original origin feat replaced?
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ModeratorIf it doesn't let you do it in Manage Feats, then try clicking on the feat itself in Features & Traits. You should see a Delete button at the bottom.
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ModeratorThe choice there is for the first part of the feat, Envoy Competence, which grants you proficiency with a tool of your choice.
The second part of the feat, Integrated Tool, must be tracked manually.
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Changeling Traveler is still adding Shiftweave into other possessions when selecting starting equipment rather than actually adding the equipable magic item (from Rising From the Last War) to your inventory. Not sure this can technically be fixed since it requires an item from a different book since shiftweave itself didn't get reproduced as a magic item in Exploring Eberron.
Focused Personas is also still not retaining the selection of tool proficiency or skill expertise when switching between the 2. Again, not sure if this can be fixed, but you're not supposed to be able to select the tool proficiency or skill expertise whenever you activate the adept or expert persona, they're supposed to be a 1 time choice when you add the background/origin feat to your character.
Ruinbound doesn't let you attune to a symbiont item without using an attunement slot
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ModeratorAll three of those are current system limitations.
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Good to know, had a feeling since they hadn't gotten addressed yet
The new origin feats for the goblins, elves, kalashtar, and warforged don't appear in the character creation process. They do show up in the general feats at level 4 though.
If your gm allows you to take one of them at creation you need to 1: either make a custom background or 2: take the background you want, then go to the feat section of your sheet and click on the feat given to you by the background you chose. At the bottom it will give you the option to delete then you can choose another feat to replace it.
You can custom create a symbiont that doesn't need an attunement, or you can create a feat that grants you 4 attunement slots (it overrides so it doesn't stack with extra attunements from an artificer you would have to redo the feat). Personally, I would just make a copy of the symbiont you want and create a version with no attunement.
So, adding the Forge Adept's prepared spells?
The description of the feat says to define two unique personas
"You’ve developed personas that help you focus your talents. Work with your DM to define two unique personas—identities with distinct appearances and personalities. You gain the following benefits."
I don't know how I missed that.
It's easy to miss, I had to reread it twice before responding to make sure that it was there.
The kalamer landwalker species continues to have issues with speed. In merfolk form, it correctly displays a 10 ft walking speed and a 40 ft swimming speed, but landwalker form shows 30 ft walk / 30 ft swim instead of the described 20 ft walk / 0 ft swim. You can override the landwalker's walking speed and its swimming speed will change to match it, presumably due to the Swift Swimmer feature. However, its swimming speed cannot be overridden.
Classes and feats that affect speed still do not interact with the kalamer properly either. The Sea Druid's Level 6 ability, Aquatic Affinity, and the Ranger's Level 6 ability, Rover, make your swim speed equal to your walking speed; this reduces the merfolk form's swim speed to 10 ft, and it cannot be overridden. The Fathomless Warlock does not increase the landwalker's swim speed to 40 ft. The Monk's Unarmored Movement ability, the Ranger's Rover ability, and the Speedy feat do not add 10 ft to the walking speed of either form.
Chapter 3: Faiths of Eberron
Cults of the Dragon Below
The first paragraph is repeated twice.
Is there a reason the Forge Adept's bonus spells still arn't showing up?
Wild shapes aren’t syncing with AC for the forge Druid