Looked through the thread and haven't seen an update on it. Steel Defender (and presumably Improved Steel Defender) isn't calculating the Might of the Master feature correctly.
I'm level 12 (+4 proficiency, or two +1 improvements), and it's currently displaying the following stats (correct values in red)
Saving throw bonuses: DEX +3, CON +4 / DEX +5, CON +6
Rend attack: +4 to hit, 1d8 + 2 force damage / +6 to hit, 1d8 + 4 force damage
Repair healing: 2d8 + 2 hit points / 2d8 + 4 hit points
There really should be a guide for how to fix this with homebrew, because it's not obvious how to trick the monster entry/Battle Smith Defender extra on the character sheet into working correctly. Though, of course, I wasted an hour doing this, and can't even share it via community Homebrew because it's too similar to the standard Steel Defender. This is very disappointing to still be an issue 6+ weeks after launch.
Update: Actually, there's some weird override on the Skills coming from the Battle Smith Defender "Extra" modifications. I don't think it's possible to even use that feature at this point, and instead it needs to be classified something else in the Extra menu. That sucks.
I've also encountered this problem.
I like your format so I'm going to copy it and add my data. I have a level 6 battle smith (+3 prociency, one +1 improvement), and it's currently displaying the following stats (actual values in black, correct values in red)
Saving throw bonuses: DEX +3, CON +4 / DEX +4, CON +5
Rend attack: +4 to hit, 1d8 + 2 force damage / +5 to hit, 1d8 + 3 force damage
Repair healing: 2d8 + 2 hit points / 2d8 + 3 hit points
So it appears that the athletics skill bonus is scaling correctly but is being calculated from a base value of +6, instead of +4. And it looks like the DEX and CON saving throws, the rend attack, and repair healing simply aren't scaling at all.
For me the Steel Defender's health is calculating correctly. My level 6 character has +4 INT currently, and the health of the defender was set to 36 (2 + 4 + 5*6).
Until this is fixed the best I can figure out to do is to put in the "notes" field the correct values so I remember while playing. This is indeed quite disappointing.
It appears the Spells of the Mark List is still not properly being added into the spell list for all classes.
I have not attempted with other classes however, I am using a Gloomstalker Ranger, with the Mark of Shadow Elf and do not have access to the spells from the Mark yet.
It appears the Spells of the Mark List is still not properly being added into the spell list for all classes.
I have not attempted with other classes however, I am using a Gloomstalker Ranger, with the Mark of Shadow Elf and do not have access to the spells from the Mark yet.
I know it was an issue before, but I did not know if it was still continuing.
When Eberron:Rising was first released, they indicated they hadn't been able to model spells of the mark correctly yet. I've not heard anything different since, and I follow the developers updates pretty closely, so I think that is still the case. I believe you can work around this by homebrewing the affected spells and including all casting classes as ones whose list the spells are on. If you use the original spell as a template, it shouldn't take that long. I'd just suggest including the Mark name in the name of the homebrew version.
I created a copy of the Steel Defender, updated all the numbers, and added it as a pet (so it doesn’t inherit the Might of the Masters scaling). The Attack and Damage is just a text field value.
At least it shows right in the interface, though you will have to monitor it when you level up.
Hey so I don't know if this is just a weird thing with my account but it's saying that Eberron content can be used in my character builder (As in I have access to the slider and was able to turn it on) but it won't let me access Artificer as a class. It doesn't even pop up as an option. Is the class like additional content that you have to buy or?
Hey so I don't know if this is just a weird thing with my account but it's saying that Eberron content can be used in my character builder (As in I have access to the slider and was able to turn it on) but it won't let me access Artificer as a class. It doesn't even pop up as an option. Is the class like additional content that you have to buy or?
You need to purchase either Eberron: Rising from the Last War, or any of the three individual subclass options, to access the Artificer.
Hey so I don't know if this is just a weird thing with my account but it's saying that Eberron content can be used in my character builder (As in I have access to the slider and was able to turn it on) but it won't let me access Artificer as a class. It doesn't even pop up as an option. Is the class like additional content that you have to buy or?
As Davedamon said, you can purchase it separately. Wayfinder's Guide to Eberron includes the artificer base class and the Alchemist subclass only; Eberron: Rising from the Last War contains the artificer class and all 3 subclasses (Alchemist, Artillerist, and Battle Smith).
Those settings show up regardless of what content you own or have access to. The Magic: the Gathering Content slider current corresponds to content from the Guildmaster's Guide to Ravnica, the Eberron Content slider corresponds to content from the Wayfinder's Guide to Eberron and Eberron: Rising from the Last War books, and Rick and Morty Content corresponds to content from the Dungeons & Dragons v. Rick and Morty box set adventure (...which doesn't actually have any character options associated with it to my knowledge, so I'm not sure why the setting exists).
This is going to be a list of things the Artificer has caused with the Exported character sheet, though some things may also relate to the export in general.
Some things I have found with the DNDBeyond Exported Character sheet:
The export will only show three items attuned when you have 4+ as an artificer.
The Class and Race skills on the sheet are a little cluttered and visually a mess. Would be be possible to generate a separate sheet of skills that look closer to the skills block in the books or DNDBeyond websites.
Could we get an NPC Stat sheets for the Eldritch Cannons, Humunculus Servant, etc.
The guns from the Gunslinger do not show up as an infusable weapon.
A clear "current infusion" list
The Action list on the first page as stated before is a mess as well. The issue is it is trying to put all of the things that you can do, but when it adds the stills for the Artificer the print out does not have enough room to display all of the Actions, bonus actions, reactions, etc. This could be solved by putting the description to the abilities on a different sheet as stated before.
End of list, will update with more if I find more.
The guns from the Gunslinger do not show up as an infusable weapon.
If you're specifically referring to Repeating Shot, it's because the guns do not have the Ammunition property, thus are not valid targets in DDB for Repeating Shot. Other weapon infusions should work just fine for the gunslinger guns
Rollback Post to RevisionRollBack
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
The guns from the Gunslinger do not show up as an infusable weapon.
If you're specifically referring to Repeating Shot, it's because the guns do not have the Ammunition property, thus are not valid targets in DDB for Repeating Shot. Other weapon infusions should work just fine for the gunslinger guns
I think the problem is that they do have the ammunition as a descriptor, since looking at the gunslinger subclass shows that they do in fact have ammunition. RAW, the ammunition listed here isn't a property but just something you should know about these guns. I would rule they do have the ammunition property, otherwise, you never have to worry about procuring ammunition anyways (making Repeating shot mostly redundant), because RAW says it's not a property, therefore infinite ammo. To clarify, RAW in this case actually means how the item is scripted and implemented in the DNDBeyond architecture, not the default RAW that is use when reading the books.
Honestly, I don't know how hard it would be to update the properties of these guns, but that's mostly because I don't know how they're stored in DNDBeyond, could be any form of SQL or NoSQL for all I know.
In any case though, talk to your DM and see if they're okay with letting you use the repeating shot for one of these firearms.
She is ok with it, especially since there is a chance to misfire, makes using something as newish like guns in a fantasy more believable, the tech is new and has not been perfected. The issue is the sheet itself. The pistol from the DMG has a shorter range and no misfire or fail rate condition, however after pointing it out I did go back and see that the pistol from Gunslinger does not have the ammunition property even though the description of gun properties does list ammunition as a property so that should just be a db update. However until then I had to customize the default pistol and then added the missing information to the notes. The issue with that is the notes field for the weapon gets a little cluttered and impossible to read on the print out because it loads the original gun stats plus my additions.
The one positive is that I can edit the print out from DNDBeyond export but getting it to a usable state takes an additional 30 minutes. I started to use DNDBeyond of quick builds and easy character updates, so the mess almost defeats the purpose, almost is the key word.
In any case, those are the issues I have had with the artificer and DNDBeyond so far and I hope to see an update at some time, even if it is just to the attunement tracking because it serves no point to have attunement in two places on my sheet, one that is wrong because it does not display a complete list and one that is right that I manage.
I think the problem is that they do have the ammunition as a descriptor, since looking at the gunslinger subclass shows that they do in fact have ammunition. RAW, the ammunition listed here isn't a property but just something you should know about these guns. I would rule they do have the ammunition property, otherwise, you never have to worry about procuring ammunition anyways (making Repeating shot mostly redundant), because RAW says it's not a property, therefore infinite ammo. To clarify, RAW in this case actually means how the item is scripted and implemented in the DNDBeyond architecture, not the default RAW that is use when reading the books.
Honestly, I don't know how hard it would be to update the properties of these guns, but that's mostly because I don't know how they're stored in DNDBeyond, could be any form of SQL or NoSQL for all I know.
In any case though, talk to your DM and see if they're okay with letting you use the repeating shot for one of these firearms.
It's not a matter of how hard it is to update the properties in DDB (probably not that hard), but rather a matter of Matt Mercer actually needing to update those weapons in his homebrew Gunslinger to have the Ammunition property. If he does so, DDB will follow suit in updating his subclass on DDB.
I didn't think it would be hard to change, but I also didn't think of it from the creator side, I wonder if he meant to have it be a separate descriptor and not a property. again, best situation is just to make sure the DM is good with it until there is an update.... or I could make all of the Exandria firearms with the Repeating shot on them as a homebrew magic item and just share it, which I forget if those firearms are allowed to be shared.
I didn't think it would be hard to change, but I also didn't think of it from the creator side, I wonder if he meant to have it be a separate descriptor and not a property. again, best situation is just to make sure the DM is good with it until there is an update.... or I could make all of the Exandria firearms with the Repeating shot on them as a homebrew magic item and just share it, which I forget if those firearms are allowed to be shared.
Hello! Please do not submit any homebrew you are not the creator of, as that would violate our homebrew rules and guidelines. Thank you!
Thank you for linking that! I hadn't read that yet, and I see that what I had in mind would violate a few things. Good thing I didn't try to even make them yet.
…you can work around this by homebrewing the affected spells and including all casting classes as ones whose list the spells are on. If you use the original spell as a template, it shouldn't take that long. I'd just suggest including the Mark name in the name of the homebrew version.
Thanks for recommending this. It will hold me over until they fix this bug.
Eldritch Cannon: Force Ballista does not add range spell attack bonuses from items into hit calculations. Remove Int bonus to damage (not included in the description).
Eldritch Cannon: Force Ballista does not add range spell attack bonuses from items into hit calculations. Remove Int bonus to damage (not included in the description).
You are correct - this is why the force ballista isn't set to display as an attack, due to that issue with being able to model it.
Half-orc Mark of Finding pulls incorrect racial ability score bonuses - should be +2 Str +1 Con, instead is +2 Wis +1 Con.
If you read Mark of Finding, you will find it grants +2 Wis, +1 Con from the Mark, rather than the default +2 Str of non-Marked Half-Orc. all variants show the Default Base Race while selecting, but pull the correct modifiers instead.
Rollback Post to RevisionRollBack
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
To post a comment, please login or register a new account.
I've also encountered this problem.
I like your format so I'm going to copy it and add my data. I have a level 6 battle smith (+3 prociency, one +1 improvement), and it's currently displaying the following stats (actual values in black, correct values in red)
Skill bonuses: Athletics +7, Perception +5 / Athletics +5, Perception +5
Saving throw bonuses: DEX +3, CON +4 / DEX +4, CON +5
Rend attack: +4 to hit, 1d8 + 2 force damage / +5 to hit, 1d8 + 3 force damage
Repair healing: 2d8 + 2 hit points / 2d8 + 3 hit points
So it appears that the athletics skill bonus is scaling correctly but is being calculated from a base value of +6, instead of +4. And it looks like the DEX and CON saving throws, the rend attack, and repair healing simply aren't scaling at all.
For me the Steel Defender's health is calculating correctly. My level 6 character has +4 INT currently, and the health of the defender was set to 36 (2 + 4 + 5*6).
Until this is fixed the best I can figure out to do is to put in the "notes" field the correct values so I remember while playing. This is indeed quite disappointing.
It appears the Spells of the Mark List is still not properly being added into the spell list for all classes.
I have not attempted with other classes however, I am using a Gloomstalker Ranger, with the Mark of Shadow Elf and do not have access to the spells from the Mark yet.
https://imgur.com/UxAKxuV
I know it was an issue before, but I did not know if it was still continuing.
When Eberron:Rising was first released, they indicated they hadn't been able to model spells of the mark correctly yet. I've not heard anything different since, and I follow the developers updates pretty closely, so I think that is still the case. I believe you can work around this by homebrewing the affected spells and including all casting classes as ones whose list the spells are on. If you use the original spell as a template, it shouldn't take that long. I'd just suggest including the Mark name in the name of the homebrew version.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
I created a copy of the Steel Defender, updated all the numbers, and added it as a pet (so it doesn’t inherit the Might of the Masters scaling). The Attack and Damage is just a text field value.
At least it shows right in the interface, though you will have to monitor it when you level up.
But yea, ... disappointing.
Hey so I don't know if this is just a weird thing with my account but it's saying that Eberron content can be used in my character builder (As in I have access to the slider and was able to turn it on) but it won't let me access Artificer as a class. It doesn't even pop up as an option. Is the class like additional content that you have to buy or?
You need to purchase either Eberron: Rising from the Last War, or any of the three individual subclass options, to access the Artificer.
Find my D&D Beyond articles here
As Davedamon said, you can purchase it separately. Wayfinder's Guide to Eberron includes the artificer base class and the Alchemist subclass only; Eberron: Rising from the Last War contains the artificer class and all 3 subclasses (Alchemist, Artillerist, and Battle Smith).
Those settings show up regardless of what content you own or have access to. The Magic: the Gathering Content slider current corresponds to content from the Guildmaster's Guide to Ravnica, the Eberron Content slider corresponds to content from the Wayfinder's Guide to Eberron and Eberron: Rising from the Last War books, and Rick and Morty Content corresponds to content from the Dungeons & Dragons v. Rick and Morty box set adventure (...which doesn't actually have any character options associated with it to my knowledge, so I'm not sure why the setting exists).
This is going to be a list of things the Artificer has caused with the Exported character sheet, though some things may also relate to the export in general.
Some things I have found with the DNDBeyond Exported Character sheet:
The export will only show three items attuned when you have 4+ as an artificer.
The Class and Race skills on the sheet are a little cluttered and visually a mess. Would be be possible to generate a separate sheet of skills that look closer to the skills block in the books or DNDBeyond websites.
Could we get an NPC Stat sheets for the Eldritch Cannons, Humunculus Servant, etc.
The guns from the Gunslinger do not show up as an infusable weapon.
A clear "current infusion" list
The Action list on the first page as stated before is a mess as well. The issue is it is trying to put all of the things that you can do, but when it adds the stills for the Artificer the print out does not have enough room to display all of the Actions, bonus actions, reactions, etc. This could be solved by putting the description to the abilities on a different sheet as stated before.
End of list, will update with more if I find more.
If you're specifically referring to Repeating Shot, it's because the guns do not have the Ammunition property, thus are not valid targets in DDB for Repeating Shot. Other weapon infusions should work just fine for the gunslinger guns
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
I think the problem is that they do have the ammunition as a descriptor, since looking at the gunslinger subclass shows that they do in fact have ammunition. RAW, the ammunition listed here isn't a property but just something you should know about these guns. I would rule they do have the ammunition property, otherwise, you never have to worry about procuring ammunition anyways (making Repeating shot mostly redundant), because RAW says it's not a property, therefore infinite ammo. To clarify, RAW in this case actually means how the item is scripted and implemented in the DNDBeyond architecture, not the default RAW that is use when reading the books.
Honestly, I don't know how hard it would be to update the properties of these guns, but that's mostly because I don't know how they're stored in DNDBeyond, could be any form of SQL or NoSQL for all I know.
In any case though, talk to your DM and see if they're okay with letting you use the repeating shot for one of these firearms.
She is ok with it, especially since there is a chance to misfire, makes using something as newish like guns in a fantasy more believable, the tech is new and has not been perfected. The issue is the sheet itself. The pistol from the DMG has a shorter range and no misfire or fail rate condition, however after pointing it out I did go back and see that the pistol from Gunslinger does not have the ammunition property even though the description of gun properties does list ammunition as a property so that should just be a db update. However until then I had to customize the default pistol and then added the missing information to the notes. The issue with that is the notes field for the weapon gets a little cluttered and impossible to read on the print out because it loads the original gun stats plus my additions.
The one positive is that I can edit the print out from DNDBeyond export but getting it to a usable state takes an additional 30 minutes. I started to use DNDBeyond of quick builds and easy character updates, so the mess almost defeats the purpose, almost is the key word.
In any case, those are the issues I have had with the artificer and DNDBeyond so far and I hope to see an update at some time, even if it is just to the attunement tracking because it serves no point to have attunement in two places on my sheet, one that is wrong because it does not display a complete list and one that is right that I manage.
It's not a matter of how hard it is to update the properties in DDB (probably not that hard), but rather a matter of Matt Mercer actually needing to update those weapons in his homebrew Gunslinger to have the Ammunition property. If he does so, DDB will follow suit in updating his subclass on DDB.
I didn't think it would be hard to change, but I also didn't think of it from the creator side, I wonder if he meant to have it be a separate descriptor and not a property. again, best situation is just to make sure the DM is good with it until there is an update.... or I could make all of the Exandria firearms with the Repeating shot on them as a homebrew magic item and just share it, which I forget if those firearms are allowed to be shared.
Hello! Please do not submit any homebrew you are not the creator of, as that would violate our homebrew rules and guidelines. Thank you!
Thank you for linking that! I hadn't read that yet, and I see that what I had in mind would violate a few things. Good thing I didn't try to even make them yet.
Thanks for recommending this. It will hold me over until they fix this bug.
Subclasses: Path of the Marauder, Way of the Golden Fist, Way of the Yamabushi. Feats: Melee Training, Olympian Physique. Spells: Arcane Recall, Banker's Purse, Coin Shot, Moonfire Blade.
Eldritch Cannon: Force Ballista does not add range spell attack bonuses from items into hit calculations. Remove Int bonus to damage (not included in the description).
Wayne "Pall" Chang
Co-Host, Manifest Zone
Producer, KB Presents
You are correct - this is why the force ballista isn't set to display as an attack, due to that issue with being able to model it.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Half-orc Mark of Finding pulls incorrect racial ability score bonuses - should be +2 Str +1 Con, instead is +2 Wis +1 Con.
If you read Mark of Finding, you will find it grants +2 Wis, +1 Con from the Mark, rather than the default +2 Str of non-Marked Half-Orc. all variants show the Default Base Race while selecting, but pull the correct modifiers instead.
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"