Welcome to the Support Thread for Steinhardt’s Guide to the Eldritch Hunt Player Pack!
If you find any issues with the content from the sourcebook, or using it on a D&D Beyond character, please search the thread (Search forum) before posting in this thread.
RELEASE NOTES
Steinhardt’s Guide to the Eldritch Hunt Player Pack allows you to fight nightmarish monsters, wield brutal trick weapons, and survive creeping madness in a Soulsborne-inspired world of eldritch horror—before the Scourge consumes everything.
Syncing Entitlements
If you don’t see any of the content from the source, please be sure to resync your entitlements. You can do so by following these steps:
Once completed, your content should appear! If you experience any issues accessing your content please contact our Support Team.
ENABLING CONTENT FOR YOUR CHARACTER
To use content from Steinhardt’s Guide to the Eldritch Hunt Player Pack in the character builder, you will need to set the character preferences to include the MonkeyDM source category.
SUBCLASSES
This book includes 7 new subclasses, which are fully supported.
These additions are mostly supported with the following callouts:
Manikin. Some armor rules are not handled by the sheet and rely on DM discretion. Effects like setting Armor Class to 0 from any armor a player may choose to wear, requiring training in armor types, and limiting bonuses from ability modifiers must be applied manually at the table.
Refer to Snippets for guidance as these should normally track the appropriate AC.
EQUIPMENT
This book includes 9 new magical items and 6 new or modified mundane items. These are mostly supported with the following callouts:
Trick Weapons. Add all Trick Weapons to your sheet. You can swap forms using a Bonus Action. Equip the appropriate form as you switch.
Artillery. Strength swap for dexterity interaction for this property is not reflected on the sheet. Use the correct modifier for the situation and adjust rolls as needed.
Twinned Barrel. This property does not automatically scale like Versatile on the sheet. Roll the next die up when appropriate, or Customize the weapon and enable Versatile if preferred.
Galvanized Claw. The Unarmed Strike (Dexterity) option will not change its attack stat on the sheet. Attacks will default to Strength. If your bonuses differ, adjust and roll accordingly.
Note: Players wishing to add the associated Weapon Mastery for new weapon types should add the Weapon Mastery (Steinhardt’s) feat as these will not appear on basic mastery lists. This feat appears in the Character Builder and will appear on character sheets following Builder selection.
SPELLS
This book includes 16 new spells, including the new Osteomancy school of magic which are fully supported.
BACKGROUNDS & FEATS
This book features 4 new feats:
Brutalizer
Cannoneer
Faithful
Grizzled
This book features 3 backgrounds:
Beast Hunter
Inquisitor
Marked for Death
These backgrounds are mostly supported with the following callouts:
Marked for Death. This background grants the Scarified Sacrificial Brand as part of its starting equipment; magic items cannot currently be automatically added as part of starting equipment selection. Add this manually to your sheet.
Hello! Two issues I'd like to report. One: Regarding the new weapons, it doesn't seem like they're tagged properly as far as their weapon masteries properties are concerned. The weapons don't show up in the Weapon Mastery options. Tested with a level one Fighter. Two: The new spells can not be acessed via Magical Secrets. Tested with a level 10 Bard.
"When the check concerns a creature with a skeleton, you have Expertise in the skill."
"As a Magic action, target a creature with a skeleton within 60 feet of you. It must succeed on a Strength saving throw against your spell save DC or you gain total control of its skeleton until the end of its next turn."
"Skeletal Control. You can dissolve your skeleton, reducing your Speed to 10 feet and moving through 1‑inch spaces. As a Bonus Action, you can regenerate bones in your hands until the end of your next turn."
"Your control lasts for 1 minute and ignores normal resistance. "
With the Blade of radiance rogue. There is no option to change a weapon to finesse using the sanctified champion feature. Do we just have to homebrew the weapon?
True. I just feel like with the subclass being fully supported, there should be an option, like with the Illrigger being able to use charisma to attack.
Hello! Two issues I'd like to report. One: Regarding the new weapons, it doesn't seem like they're tagged properly as far as their weapon masteries properties are concerned. The weapons don't show up in the Weapon Mastery options. Tested with a level one Fighter. Two: The new spells can not be acessed via Magical Secrets. Tested with a level 10 Bard.
I am also having this issue as well is there a way these could be fixed. I know the latter should be able to be fixed because the sangromancy spells from Grim Hollow work with Magical Secrets I'm not so sure about the fighter one though based off of grim hollow's solution which was to make it it's own separate feat which would let you gain the weapon masteries.
Yeah, I get that. The implementation does feel a little arbitrary compared to the Illrigger/Hexblade.
One big issue I've noticed is that there is no proficiency/mastery feat available to add for "Weapon Mastery (Steinhardt's)," and even when you click on the link above, it 404s. So the Scythe, Cleaver, ect. have no means of gaining Mastery.
I have all content enabled, and my fighter still cannot select Scythes for her Weapon Mastery. Not showing up for any character. The scythe itself is also broken in several ways. It shows the range as 5/5, and displays as a ranged attack rather than a melee weapon with Reach.
I really hope the magical secrets will be fixed soon... Playing as a Manikin with acess to spells like Arm Cannon, Phalangeal Shot or Skeletal Tail... Pure cyborg goodness. Oh yeah... That's going to be so good. Hoping a Part 02 will introduce spells like Amputate and Osteophagia in there... Not to mention Bone Shield. But anyways... Hoping the magical secrets will be fixed soon, in this release.
I have found some issues in the Path of the Lightning Vessel, i reached out to MonkeyDM on his discord and made him aware of these and he said he'd send an email to D&D Beyond about it, but the following issues are these:
1: Under Galvanic Heart for Vessel Damage on the character sheet it states 'number of d6s' when it should say ‘number of d4s’ it is correct in the character builder but not the sheet
2: The roaring crash ability on the character sheet state that the damage is 6d4 at level 6 when it should be 4d4, at levels 9 and 16 the dice is correct with 6d4 at level 9 and 8d4 at level 16
3: The Lightning Reflexes ability does not add the constitution modifier to the initiative bonus, it is working correctly for every other dex check, and with no way of editing our imitative bonus (to my knowledge) it gets annoying trying to keep up with it
4: The Unbound Storm abilities do not appear under any of the actions in the action tab, and can only be found under the features and traits tab, it would also be nice if this feature would update at level 14 for the Electric Beast ability as this is an upgrade for Unbound Storm instead of adding another thing on the list of features and traits
5. This one is more of a personal preference than an issue but it would be awesome to add a digital dice rolling feature to these abilities as well as the save dcs when they appear under the actions tab in the character sheet
Blade of radiance Rogue lvl 9 feature Righteous Armament-Erupting Blades has some really bad wording. It read's as you give up your sneak attack damage and then only one creature ,which was the target, takes any damage/half damage.
Erupting Blades. When you hit a creature with an attack that could apply your Sneak Attack damage, you can forgo damaging the creature with your Sneak Attack and expend 2 Divine Points to cause radiant blades to fall on the battlefield. The target and each creature in a 45-foot-long, 5-foot-wide Line originating from the target must make a Dexterity saving throw. On a failed save, a target takes Radiant damage equal to your Sneak Attack damage. On a successful save, a target takes half damage.
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D&D Beyond StaffWelcome to the Support Thread for Steinhardt’s Guide to the Eldritch Hunt Player Pack!
If you find any issues with the content from the sourcebook, or using it on a D&D Beyond character, please search the thread (Search forum) before posting in this thread.
RELEASE NOTES
Steinhardt’s Guide to the Eldritch Hunt Player Pack allows you to fight nightmarish monsters, wield brutal trick weapons, and survive creeping madness in a Soulsborne-inspired world of eldritch horror—before the Scourge consumes everything.
Syncing Entitlements
If you don’t see any of the content from the source, please be sure to resync your entitlements. You can do so by following these steps:
Once completed, your content should appear! If you experience any issues accessing your content please contact our Support Team.
ENABLING CONTENT FOR YOUR CHARACTER
To use content from Steinhardt’s Guide to the Eldritch Hunt Player Pack in the character builder, you will need to set the character preferences to include the MonkeyDM source category.
SUBCLASSES
This book includes 7 new subclasses, which are fully supported.
SPECIES
This book features 2 new Species.
These additions are mostly supported with the following callouts:
Manikin. Some armor rules are not handled by the sheet and rely on DM discretion. Effects like setting Armor Class to 0 from any armor a player may choose to wear, requiring training in armor types, and limiting bonuses from ability modifiers must be applied manually at the table.
Refer to Snippets for guidance as these should normally track the appropriate AC.
EQUIPMENT
This book includes 9 new magical items and 6 new or modified mundane items. These are mostly supported with the following callouts:
Trick Weapons. Add all Trick Weapons to your sheet. You can swap forms using a Bonus Action. Equip the appropriate form as you switch.
Artillery. Strength swap for dexterity interaction for this property is not reflected on the sheet. Use the correct modifier for the situation and adjust rolls as needed.
Twinned Barrel. This property does not automatically scale like Versatile on the sheet. Roll the next die up when appropriate, or Customize the weapon and enable Versatile if preferred.
Galvanized Claw. The Unarmed Strike (Dexterity) option will not change its attack stat on the sheet. Attacks will default to Strength. If your bonuses differ, adjust and roll accordingly.
Note: Players wishing to add the associated Weapon Mastery for new weapon types should add the Weapon Mastery (Steinhardt’s) feat as these will not appear on basic mastery lists. This feat appears in the Character Builder and will appear on character sheets following Builder selection.
SPELLS
This book includes 16 new spells, including the new Osteomancy school of magic which are fully supported.
BACKGROUNDS & FEATS
This book features 4 new feats:
This book features 3 backgrounds:
These backgrounds are mostly supported with the following callouts:
Marked for Death. This background grants the Scarified Sacrificial Brand as part of its starting equipment; magic items cannot currently be automatically added as part of starting equipment selection. Add this manually to your sheet.
Hello! Two issues I'd like to report. One: Regarding the new weapons, it doesn't seem like they're tagged properly as far as their weapon masteries properties are concerned. The weapons don't show up in the Weapon Mastery options. Tested with a level one Fighter. Two: The new spells can not be acessed via Magical Secrets. Tested with a level 10 Bard.
Osteomancy Wizard is missing a crapton of text.
https://youtu.be/fFA-1AtlkWM?t=2375
Compare this video w/the actual text
"When the check concerns a creature with a skeleton, you have Expertise in the skill."
"As a Magic action, target a creature with a skeleton within 60 feet of you. It must succeed on a Strength saving throw against your spell save DC or you gain total control of its skeleton until the end of its next turn."
"Skeletal Control. You can dissolve your skeleton, reducing your Speed to 10 feet and moving through 1‑inch spaces. As a Bonus Action, you can regenerate bones in your hands until the end of your next turn."
"Your control lasts for 1 minute and ignores normal resistance. "
There is SO much missing it hurts
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.
With the Blade of radiance rogue. There is no option to change a weapon to finesse using the sanctified champion feature. Do we just have to homebrew the weapon?
You can customize it in the character sheet to match your dex score. It's quicker
True. I just feel like with the subclass being fully supported, there should be an option, like with the Illrigger being able to use charisma to attack.
I am also having this issue as well is there a way these could be fixed. I know the latter should be able to be fixed because the sangromancy spells from Grim Hollow work with Magical Secrets I'm not so sure about the fighter one though based off of grim hollow's solution which was to make it it's own separate feat which would let you gain the weapon masteries.
Yeah, I get that. The implementation does feel a little arbitrary compared to the Illrigger/Hexblade.
One big issue I've noticed is that there is no proficiency/mastery feat available to add for "Weapon Mastery (Steinhardt's)," and even when you click on the link above, it 404s. So the Scythe, Cleaver, ect. have no means of gaining Mastery.
I have all content enabled, and my fighter still cannot select Scythes for her Weapon Mastery. Not showing up for any character. The scythe itself is also broken in several ways. It shows the range as 5/5, and displays as a ranged attack rather than a melee weapon with Reach.
It appears the osteomancer is somewhat incorrect?
To say the least.
MonkeyDM & the Beyond team need to have a talk.
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 description of the class seems to have been greatly altered since release.
I really hope the magical secrets will be fixed soon... Playing as a Manikin with acess to spells like Arm Cannon, Phalangeal Shot or Skeletal Tail... Pure cyborg goodness. Oh yeah... That's going to be so good. Hoping a Part 02 will introduce spells like Amputate and Osteophagia in there... Not to mention Bone Shield. But anyways... Hoping the magical secrets will be fixed soon, in this release.
Between Magical Secrets and Magic Item Plans, a LOT gets left behind.
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.
made the comment after re-reading my copy.... we've been slightly robbed
Scythe is listed as a ranged weapon
Unless your character's name is Eric Williams & your brother is an ionic superhero who goes by Wonder Man, that's a copypaste error.
The chassis-based way of handling things can't end soon enough w/the revamps.
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 have found some issues in the Path of the Lightning Vessel, i reached out to MonkeyDM on his discord and made him aware of these and he said he'd send an email to D&D Beyond about it, but the following issues are these:
1: Under Galvanic Heart for Vessel Damage on the character sheet it states 'number of d6s' when it should say ‘number of d4s’ it is correct in the character builder but not the sheet
2: The roaring crash ability on the character sheet state that the damage is 6d4 at level 6 when it should be 4d4, at levels 9 and 16 the dice is correct with 6d4 at level 9 and 8d4 at level 16
3: The Lightning Reflexes ability does not add the constitution modifier to the initiative bonus, it is working correctly for every other dex check, and with no way of editing our imitative bonus (to my knowledge) it gets annoying trying to keep up with it
4: The Unbound Storm abilities do not appear under any of the actions in the action tab, and can only be found under the features and traits tab, it would also be nice if this feature would update at level 14 for the Electric Beast ability as this is an upgrade for Unbound Storm instead of adding another thing on the list of features and traits
5. This one is more of a personal preference than an issue but it would be awesome to add a digital dice rolling feature to these abilities as well as the save dcs when they appear under the actions tab in the character sheet
Blade of radiance Rogue lvl 9 feature Righteous Armament-Erupting Blades has some really bad wording. It read's as you give up your sneak attack damage and then only one creature ,which was the target, takes any damage/half damage.
Erupting Blades. When you hit a creature with an attack that could apply your Sneak Attack damage, you can forgo damaging the creature with your Sneak Attack and expend 2 Divine Points to cause radiant blades to fall on the battlefield. The target and each creature in a 45-foot-long, 5-foot-wide Line originating from the target must make a Dexterity saving throw. On a failed save, a target takes Radiant damage equal to your Sneak Attack damage. On a successful save, a target takes half damage.