I have found a way to get the correct stats for the Steel Defender to show up in your Extras tab on your character sheet using homebrew.
We mostly all know by this point that the Steel Defender monster that you can add you your Extras tab on your character sheet uses an outdated statblock. In an attempt to fix this for myself, I went and make a copy of the Steel Defender as a homebrew monster that I could manually fix to show correct stats.
These are the changes you must make in order to have your Steel Defender use the proper TCoE stats in your Extras tab
Go to create a homebrew monster and use "Steel Defender" as your template
Change "CHALLENGE RATING" to equal your Artificer level in order to give the Steel Defender your increased PB.
Manually change the to-hit bonus and damage bonus of Force Empowered Rend in "ACTIONS DESCRIPTION"
To-hit bonus is equal to your INT + PB
Damage bonus is equal to your PB
Manually change the healing bonus of Repair (3/Day) in "ACTIONS DESCRIPTION" to be equal to your PB
Change "HIT POINTS DIE COUNT" to equal your Artificer level (Yes, Steel Defenders have HD)
Change "PASSIVE PERCEPTION" to 10 + PB*2 (Actually type in the number)
Under SKILLS, edit Athletics to have an "ADDITIONAL BONUS" equal to the negative of your PB. This may seem weird so let me explain
I have discovered that the skill bonuses for the Steel Defender (Even as a homebrew copy) that are shown in the Extras tab on your character sheet are hard-coded to follow this rule:
PB*2 + Steel Defender's Skill Attribute Bonus
So even if you were to do something crazy like give your Steel defender an Arcana of 20, it would still show up in Extras as PB*2 +INT(-3). But the "ADDITIONAL BONUS" still gets added. If you set Athletics to have an "ADDITIONAL BONUS" equal to negative PB, this corrects for it having expertise when it should just have proficiency. Luckily, the Steel Defender actually has expertise in Perception so we don't have to do anything to that.
Please note that if you directly view the Details page for this Homebrew Steel Defender, the bonuses will show up exactly as you assign them. The above formula is only applied when you view it through the extras tab for reasons beyond my understanding.
You can also choose to upload the Small and Large avatars so it looks the same as the default steel defender. The small avatar is the thumbnail that you see next to Steel Defender in the Extras tab and the large avatar is the image at the bottom of the stat block when you click on it in the Extras tab.
And with that, you should have a custom homebrew Steel Defender with the proper TCoE stats in your Extras tab. You will have to go back and manually change things again as you level up, but it still works.
I have found a way to get the correct stats for the Steel Defender to show up in your Extras tab on your character sheet using homebrew.
We mostly all know by this point that the Steel Defender monster that you can add you your Extras tab on your character sheet uses an outdated statblock. In an attempt to fix this for myself, I went and make a copy of the Steel Defender as a homebrew monster that I could manually fix to show correct stats.
These are the changes you must make in order to have your Steel Defender use the proper TCoE stats in your Extras tab
Go to create a homebrew monster and use "Steel Defender" as your template
Change "CHALLENGE RATING" to equal your Artificer level in order to give the Steel Defender your increased PB.
Manually change the to-hit bonus and damage bonus of Force Empowered Rend in "ACTIONS DESCRIPTION"
To-hit bonus is equal to your INT + PB
Damage bonus is equal to your PB
Manually change the healing bonus of Repair (3/Day) in "ACTIONS DESCRIPTION" to be equal to your PB
Change "HIT POINTS DIE COUNT" to equal your Artificer level (Yes, Steel Defenders have HD)
Change "PASSIVE PERCEPTION" to 10 + PB*2 (Actually type in the number)
Under SKILLS, edit Athletics to have an "ADDITIONAL BONUS" equal to the negative of your PB. This may seem weird so let me explain
I have discovered that the skill bonuses for the Steel Defender (Even as a homebrew copy) that are shown in the Extras tab on your character sheet are hard-coded to follow this rule:
PB*2 + Steel Defender's Skill Attribute Bonus
So even if you were to do something crazy like give your Steel defender an Arcana of 20, it would still show up in Extras as PB*2 +INT(-3). But the "ADDITIONAL BONUS" still gets added. If you set Athletics to have an "ADDITIONAL BONUS" equal to negative PB, this corrects for it having expertise when it should just have proficiency. Luckily, the Steel Defender actually has expertise in Perception so we don't have to do anything to that.
Please note that if you directly view the Details page for this Homebrew Steel Defender, the bonuses will show up exactly as you assign them. The above formula is only applied when you view it through the extras tab for reasons beyond my understanding.
You can also choose to upload the Small and Large avatars so it looks the same as the default steel defender. The small avatar is the thumbnail that you see next to Steel Defender in the Extras tab and the large avatar is the image at the bottom of the stat block when you click on it in the Extras tab.
And with that, you should have a custom homebrew Steel Defender with the proper TCoE stats in your Extras tab. You will have to go back and manually change things again as you level up, but it still works.
anyone else find it ridiculous that this was released over a year ago and we're still homebrewing core features?
Under the Actions tab on a character sheet, the Psychic Knives of a Soulknife are classified as a ranged weapon. The feature describes the knives appearing as simple weapons with the finesse and thrown properties. The ranged classification causes the knives to not gain the benefits of the Dueling Fighting Style. Sorry if it's been brought up but I couldn't find it anywhere.
Just created a character with the Artificer Initiate Feat.
The Artificer Spell (Cure Wounds) is not available for me to cast with my Wizard spell slots. Is this intentional or a bug, because RAW in Tasha's I should be able to...
Just created a character with the Artificer Initiate Feat.
The Artificer Spell (Cure Wounds) is not available for me to cast with my Wizard spell slots. Is this intentional or a bug, because RAW in Tasha's I should be able to...
It is not possible at this time to have a feat allow a spell to be cast with class spell slots. The only thing that can are subclass features. You can just check the slots off manually.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Under the Actions tab on a character sheet, the Psychic Knives of a Soulknife are classified as a ranged weapon. The feature describes the knives appearing as simple weapons with the finesse and thrown properties. The ranged classification causes the knives to not gain the benefits of the Dueling Fighting Style. Sorry if it's been brought up but I couldn't find it anywhere.
No, that’s not the reason. The reason is because the Soulknife’s Psychic blades are not actually weapons at all, but really “Weapon Actions” attached directly to the subclass. Since they are Actions, and not actual Weapons that could be added to a PC’s inventory, the fighting stile cannot currently be automatically applied by the system. There’s no easy fix because if they tried to implement them as an actual piece of equipment then they would by inventing D&D content which they’re not allowed to do, and they cannot make them as a magic weapon either without it already being a regular item to begin with.
So before the issue of melee Vs ranged can actually be the problem, they would first have to reprogram Natural Weapons to stop following the rules for Unarmed Strikes and start counting as weapons. Then the need to figure out how they’re gonna assign appropriate weapon properties to said actions (either by adding a multiple choice field of weapon properties to the Actions form, or by adding an entirely new system that would get the Modifiers and Actions forms to interact with each other) so that the system could recognize that it does not have the Two-Handed property. Of course, at that point they would also be able to attach the Thrown and [wprop]Finesse/wprop] properties as well and solve a lot of issues for other features and traits too. But reprogramming Natural Weapons like that is going to be an issue for a while because for the first 5&½ years of this edition Natural Weapons were treated as Unarmed Strikes and WotC only decided to switch that format recently. So until they officially re-release the updated everything in January^, the overwhelming majority of things with Natural weapons still follow the Unarmed Strike rules.
How in the world are some of the Tasha's updates still nonfunctional or missing. I could understand that right after launch, it would be hard to implement some things. But we are about a year after launch now. Sidekicks still don't really work at all. The new Sorcerer subclasses don't allow reselecting their additional spells as they are meant to. Spells from feats don't work as they are meant to either. These things ought to have been added or fixed months ago.
How in the world are some of the Tasha's updates still nonfunctional or missing. I could understand that right after launch, it would be hard to implement some things. But we are about a year after launch now. Sidekicks still don't really work at all. The new Sorcerer subclasses don't allow reselecting their additional spells as they are meant to. Spells from feats don't work as they are meant to either. These things ought to have been added or fixed months ago.
I think its because they already made the bulk of their money from Tasha's and since it's no longer relevant in release then it's no longer important for them to get to
I have found a way to get the correct stats for the Steel Defender to show up in your Extras tab on your character sheet using homebrew.
We mostly all know by this point that the Steel Defender monster that you can add you your Extras tab on your character sheet uses an outdated statblock. In an attempt to fix this for myself, I went and make a copy of the Steel Defender as a homebrew monster that I could manually fix to show correct stats.
These are the changes you must make in order to have your Steel Defender use the proper TCoE stats in your Extras tab
Go to create a homebrew monster and use "Steel Defender" as your template
Change "CHALLENGE RATING" to equal your Artificer level in order to give the Steel Defender your increased PB.
Manually change the to-hit bonus and damage bonus of Force Empowered Rend in "ACTIONS DESCRIPTION"
To-hit bonus is equal to your INT + PB
Damage bonus is equal to your PB
Manually change the healing bonus of Repair (3/Day) in "ACTIONS DESCRIPTION" to be equal to your PB
Change "HIT POINTS DIE COUNT" to equal your Artificer level (Yes, Steel Defenders have HD)
Change "PASSIVE PERCEPTION" to 10 + PB*2 (Actually type in the number)
Under SKILLS, edit Athletics to have an "ADDITIONAL BONUS" equal to the negative of your PB. This may seem weird so let me explain
I have discovered that the skill bonuses for the Steel Defender (Even as a homebrew copy) that are shown in the Extras tab on your character sheet are hard-coded to follow this rule:
PB*2 + Steel Defender's Skill Attribute Bonus
So even if you were to do something crazy like give your Steel defender an Arcana of 20, it would still show up in Extras as PB*2 +INT(-3). But the "ADDITIONAL BONUS" still gets added. If you set Athletics to have an "ADDITIONAL BONUS" equal to negative PB, this corrects for it having expertise when it should just have proficiency. Luckily, the Steel Defender actually has expertise in Perception so we don't have to do anything to that.
Please note that if you directly view the Details page for this Homebrew Steel Defender, the bonuses will show up exactly as you assign them. The above formula is only applied when you view it through the extras tab for reasons beyond my understanding.
You can also choose to upload the Small and Large avatars so it looks the same as the default steel defender. The small avatar is the thumbnail that you see next to Steel Defender in the Extras tab and the large avatar is the image at the bottom of the stat block when you click on it in the Extras tab.
And with that, you should have a custom homebrew Steel Defender with the proper TCoE stats in your Extras tab. You will have to go back and manually change things again as you level up, but it still works.
anyone else find it ridiculous that this was released over a year ago and we're still homebrewing core features?
Oh wait, didn’t you realize? The Artificer was originally released in Eberon: Rising, and then WotC rejiggered some stuff and re-released it again in Tashas. Some of these Artificer features haven’t worked correctly since E: Rising was published in November of 2019.
I have both Tasha's and Xanathar's guide to everything, but the optional spells do not show up on the spell list options in the character builder. Looking for Aura of Vitality which should be level 3 spell. I've tried it with option turned on and off both did not change the spell list. Am I missing something?
Head to your Account Markeplace page (both you and your player), and check whether your entitlements are in sync, at the top of the page. If not, there should be a button to re-sync them.
Isn't there supposed to be an order domain for the cleric? I'm trying to build a class and I was told to find it in this book and it isn't available to purchase
I don't know where to find it unless its in the character builder in which case I did and still nothing. Im just trying to buy the subclass from the book its just not even there. It has the peace domain, but not the order domain
If you're trying to order just the subclass, you need to order it from the book it was first published in, which for Order Domain was Guildmaster's Guide to Ravnica. In the character builder to select it, you'll also need to have the Magic: the Gathering slider turned on (to the right) in preferences for that character sheet, and know that it's listed in the dropdown as GGtR: Order Domain, not 'Order Domain.'
THE GENIE - Expanded Spell List. Currently we are adding all of the spells in this feature to the spell list of your Genie warlock - please reference the rules for which spells you are allowed to select for your chosen genie patron. This is due to a limitation in the tools that prevents us from being able to specifically set the spells based on your choice of genie kind. It's something that is on the list for resolution however.
For this problem, would it be easier to just create four separate sub-classes corresponding to the four elemental genies? I mean you do this for Feats such as Magic Initiate or Resilient. Sure it would clutter the comparatively small sub-class list, but it seems like this would be a lot easier than break down the spell list by sub-sub-class the way it is now.
First sorry if this question has been answered already but I couldn’t see it on this thread, but when will the issue of superior technique be resolved? I can add it as fighting style but still can’t choose a maneuver.
First sorry if this question has been answered already but I couldn’t see it on this thread, but when will the issue of superior technique be resolved? I can add it as fighting style but still can’t choose a maneuver.
Resolving the issue officially will probably require more of the system overhaul. The current workaround is to make a copy of the Martial Adept feat and change the Total Number of Feat Options User Can Select from 2 to 1, then add the feat to the character, so you can select your technique.
Rollback Post to RevisionRollBack
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
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I have found a way to get the correct stats for the Steel Defender to show up in your Extras tab on your character sheet using homebrew.
We mostly all know by this point that the Steel Defender monster that you can add you your Extras tab on your character sheet uses an outdated statblock. In an attempt to fix this for myself, I went and make a copy of the Steel Defender as a homebrew monster that I could manually fix to show correct stats.
These are the changes you must make in order to have your Steel Defender use the proper TCoE stats in your Extras tab
I have discovered that the skill bonuses for the Steel Defender (Even as a homebrew copy) that are shown in the Extras tab on your character sheet are hard-coded to follow this rule:
So even if you were to do something crazy like give your Steel defender an Arcana of 20, it would still show up in Extras as PB*2 +INT(-3). But the "ADDITIONAL BONUS" still gets added. If you set Athletics to have an "ADDITIONAL BONUS" equal to negative PB, this corrects for it having expertise when it should just have proficiency. Luckily, the Steel Defender actually has expertise in Perception so we don't have to do anything to that.
Please note that if you directly view the Details page for this Homebrew Steel Defender, the bonuses will show up exactly as you assign them. The above formula is only applied when you view it through the extras tab for reasons beyond my understanding.
You can also choose to upload the Small and Large avatars so it looks the same as the default steel defender. The small avatar is the thumbnail that you see next to Steel Defender in the Extras tab and the large avatar is the image at the bottom of the stat block when you click on it in the Extras tab.
And with that, you should have a custom homebrew Steel Defender with the proper TCoE stats in your Extras tab. You will have to go back and manually change things again as you level up, but it still works.
anyone else find it ridiculous that this was released over a year ago and we're still homebrewing core features?
Under the Actions tab on a character sheet, the Psychic Knives of a Soulknife are classified as a ranged weapon. The feature describes the knives appearing as simple weapons with the finesse and thrown properties. The ranged classification causes the knives to not gain the benefits of the Dueling Fighting Style. Sorry if it's been brought up but I couldn't find it anywhere.
Just created a character with the Artificer Initiate Feat.
The Artificer Spell (Cure Wounds) is not available for me to cast with my Wizard spell slots. Is this intentional or a bug, because RAW in Tasha's I should be able to...
It is not possible at this time to have a feat allow a spell to be cast with class spell slots. The only thing that can are subclass features. You can just check the slots off manually.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
No, that’s not the reason. The reason is because the Soulknife’s Psychic blades are not actually weapons at all, but really “Weapon Actions” attached directly to the subclass. Since they are Actions, and not actual Weapons that could be added to a PC’s inventory, the fighting stile cannot currently be automatically applied by the system. There’s no easy fix because if they tried to implement them as an actual piece of equipment then they would by inventing D&D content which they’re not allowed to do, and they cannot make them as a magic weapon either without it already being a regular item to begin with.
So before the issue of melee Vs ranged can actually be the problem, they would first have to reprogram Natural Weapons to stop following the rules for Unarmed Strikes and start counting as weapons. Then the need to figure out how they’re gonna assign appropriate weapon properties to said actions (either by adding a multiple choice field of weapon properties to the Actions form, or by adding an entirely new system that would get the Modifiers and Actions forms to interact with each other) so that the system could recognize that it does not have the Two-Handed property. Of course, at that point they would also be able to attach the Thrown and [wprop]Finesse/wprop] properties as well and solve a lot of issues for other features and traits too. But reprogramming Natural Weapons like that is going to be an issue for a while because for the first 5&½ years of this edition Natural Weapons were treated as Unarmed Strikes and WotC only decided to switch that format recently. So until they officially re-release the updated everything in January^, the overwhelming majority of things with Natural weapons still follow the Unarmed Strike rules.
^(https://dnd.wizards.com/products/rules-expansion-set?gclid=EAIaIQobChMIyKz1ud7c9AIVSv7jBx1RsAMzEAAYASAAEgKLt_D_BwE)
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
How in the world are some of the Tasha's updates still nonfunctional or missing. I could understand that right after launch, it would be hard to implement some things. But we are about a year after launch now. Sidekicks still don't really work at all. The new Sorcerer subclasses don't allow reselecting their additional spells as they are meant to. Spells from feats don't work as they are meant to either. These things ought to have been added or fixed months ago.
I think its because they already made the bulk of their money from Tasha's and since it's no longer relevant in release then it's no longer important for them to get to
Oh wait, didn’t you realize? The Artificer was originally released in Eberon: Rising, and then WotC rejiggered some stuff and re-released it again in Tashas. Some of these Artificer features haven’t worked correctly since E: Rising was published in November of 2019.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I have both Tasha's and Xanathar's guide to everything, but the optional spells do not show up on the spell list options in the character builder. Looking for Aura of Vitality which should be level 3 spell. I've tried it with option turned on and off both did not change the spell list. Am I missing something?
Nevermind .... reloaded the website ... everything is working fine now. I can select it in the option on class.
None of the Bard subclass options are showing for either me or the player I'm sharing content with.
The druid stuff is working fine,
Head to your Account Markeplace page (both you and your player), and check whether your entitlements are in sync, at the top of the page. If not, there should be a button to re-sync them.
Isn't there supposed to be an order domain for the cleric? I'm trying to build a class and I was told to find it in this book and it isn't available to purchase
I don't know where to find it unless its in the character builder in which case I did and still nothing. Im just trying to buy the subclass from the book its just not even there. It has the peace domain, but not the order domain
If you're trying to order just the subclass, you need to order it from the book it was first published in, which for Order Domain was Guildmaster's Guide to Ravnica. In the character builder to select it, you'll also need to have the Magic: the Gathering slider turned on (to the right) in preferences for that character sheet, and know that it's listed in the dropdown as GGtR: Order Domain, not 'Order Domain.'
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
I found it thank you, I had no idea it was in a different book
For this problem, would it be easier to just create four separate sub-classes corresponding to the four elemental genies? I mean you do this for Feats such as Magic Initiate or Resilient. Sure it would clutter the comparatively small sub-class list, but it seems like this would be a lot easier than break down the spell list by sub-sub-class the way it is now.
First sorry if this question has been answered already but I couldn’t see it on this thread, but when will the issue of superior technique be resolved? I can add it as fighting style but still can’t choose a maneuver.
Resolving the issue officially will probably require more of the system overhaul. The current workaround is to make a copy of the Martial Adept feat and change the Total Number of Feat Options User Can Select from 2 to 1, then add the feat to the character, so you can select your technique.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)