As a note to those trying to get Eldritch Adept working: >Note that many of the specific Invocations that EA grants are easy to implement in DDB as homebrew feats. Many of them are the ability to cast a specific spell at will, or they grant proficiencies or special senses. Rather than relying on the unimplemented placeholder EA feat, consider speaking with your DM ahead of time and building a homebrew feat to simulate the precise Invocation you're selecting. Something like "Eldritch Adept (Beast Speech) or "Eldritch Adept (Beguiling Influence)", which is actually functional in the system.
It's a crappy workaround, but frankly it's the best we're going to get until the character sheet revamp is actually finished.
Eldritch Adept (UA). Unfortunately, we're not currently able to model this feat with the D&D Beyond feats system. It has been created and you will be able to select it for your characters, however it does not allow you to select and gain Eldritch Invocations.
Could you explain why this is, and when it will be able to function as intended? I feel like this is a huge blow to those who multiclass warlock
As with all things we do not give timelines for upcoming features. But the technical revamp of how classes are built to support the Class Feature Variants UA is still ongoing.
Ok, but if the feat in question, the variants, and/or any of this months UA was made official content sometime in the near future, would the priority of them be higher?
I cannot comment for the workflow prioritization of the dev staff, all i can say is that they are working their hardest to fully feature everything that Wizards of the Coast is producing.
A better place to direct your question would be our Thursday Dev Update with Adam Bradford, who might be able to give better insight.
I like Shield Training but I think it would have been a good opportunity to have a rule for shield bashing or something similar using the shield as an offensive weapon.
Practiced Expert (UA) seems to be bugged. It should allow you to choose one skill/tool to be proficient in and one of your chosen skill/tools to basically have expertise in. But instead it just lets you pick two skill gain proficiency.
I like Shield Training but I think it would have been a good opportunity to have a rule for shield bashing or something similar using the shield as an offensive weapon.
Hitting with a shield counts as an improvised weapon.
Found a small typo in the snippet for the Reduce Speed action attached to the Slasher feat:
Slasher: Reduce Speed (Special)
Once per turn when you hit a creature with an attack that deals slashing damage, you can1 reduce the speed of the target by 10 ft., until the start of your next turn.
Hello all. Small bug report. Began playing around with Practiced Expert, but I saw that, unlike how Prodigy is formatted as it's a similar feat, it has two drop-downs for skill (or tool) proficiencies even though the text for the feat is basically the same 1 proficiency and 1 expertise like Prodigy. I was testing on Investigation and chose it for the expertise, which it successfully did, but then I got a message saying that Investigation had now been removed as a proficiency from my background (City Watch/Investigator). Upon checking the background, the Investigation proficiency was now gone and replaced with a dropdown menu. As far as I know, this isn't how the expertise function works when inputting Prodigy, it doesn't remove/replace the original source of the skill proficiency, only doubles it, so I believe this is a bug. Am using version 3.6.0.
One thing though, isn't Fey Touched a bit too similar to Fey Teleportation?
Kinda. Teleportation lets you cast misty step once, and learn sylvan while also improving charisma or intelligence. Touched lets you cast misty step, something else of your choice and get an improve to any mental stat. Similar, but not quite the same.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
You gain proficiency with the poisoner’s kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn
Practiced Expert (UA) seems to be bugged. It should allow you to choose one skill/tool to be proficient in and one of your chosen skill/tools to basically have expertise in. But instead it just lets you pick two skill gain proficiency.
Found a small typo in the snippet for the Reduce Speed action attached to the Slasher feat:
Slasher: Reduce Speed (Special)
Once per turn when you hit a creature with an attack that deals slashing damage, you can1 reduce the speed of the target by 10 ft., until the start of your next turn.
Hello all. Small bug report. Began playing around with Practiced Expert, but I saw that, unlike how Prodigy is formatted as it's a similar feat, it has two drop-downs for skill (or tool) proficiencies even though the text for the feat is basically the same 1 proficiency and 1 expertise like Prodigy. I was testing on Investigation and chose it for the expertise, which it successfully did, but then I got a message saying that Investigation had now been removed as a proficiency from my background (City Watch/Investigator). Upon checking the background, the Investigation proficiency was now gone and replaced with a dropdown menu. As far as I know, this isn't how the expertise function works when inputting Prodigy, it doesn't remove/replace the original source of the skill proficiency, only doubles it, so I believe this is a bug. Am using version 3.6.0.
You gain proficiency with the poisoner’s kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn
As a note to those trying to get Eldritch Adept working: >Note that many of the specific Invocations that EA grants are easy to implement in DDB as homebrew feats. Many of them are the ability to cast a specific spell at will, or they grant proficiencies or special senses. Rather than relying on the unimplemented placeholder EA feat, consider speaking with your DM ahead of time and building a homebrew feat to simulate the precise Invocation you're selecting. Something like "Eldritch Adept (Beast Speech) or "Eldritch Adept (Beguiling Influence)", which is actually functional in the system.
It's a crappy workaround, but frankly it's the best we're going to get until the character sheet revamp is actually finished.
Why didn't they do this? They did the same for Fighting Initiate.
My guess would be because that's still not a full list, as if you're already a warlock, and you meet the prerequisites, you can pick from even more options. They'd have to make one for every single invocation.
My guess would be because that's still not a full list, as if you're already a warlock, and you meet the prerequisites, you can pick from even more options. They'd have to make one for every single invocation.
Your point being? They could have done it in a day or two.
My guess would be because that's still not a full list, as if you're already a warlock, and you meet the prerequisites, you can pick from even more options. They'd have to make one for every single invocation.
Your point being? They could have done it in a day or two.
That would be way too many versions of the feat. There are 46 published Invocations, and 9 more in the Class Feature Variants UA. A potential 55 versions of the feat. The half-dozen versions they had to make for the Fighting styles is I’m sure way sloppier than they would like.
In the Character Creator, when you choose the Tracker (UA) Feat there is a typo that doesn't say you learn the hunter's mark spell. It looks like this:
"You learn the s mark spell. You can cast it once without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell."
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As a note to those trying to get Eldritch Adept working:
>Note that many of the specific Invocations that EA grants are easy to implement in DDB as homebrew feats. Many of them are the ability to cast a specific spell at will, or they grant proficiencies or special senses. Rather than relying on the unimplemented placeholder EA feat, consider speaking with your DM ahead of time and building a homebrew feat to simulate the precise Invocation you're selecting. Something like "Eldritch Adept (Beast Speech) or "Eldritch Adept (Beguiling Influence)", which is actually functional in the system.
It's a crappy workaround, but frankly it's the best we're going to get until the character sheet revamp is actually finished.
Please do not contact or message me.
Ok, but if the feat in question, the variants, and/or any of this months UA was made official content sometime in the near future, would the priority of them be higher?
I cannot comment for the workflow prioritization of the dev staff, all i can say is that they are working their hardest to fully feature everything that Wizards of the Coast is producing.
A better place to direct your question would be our Thursday Dev Update with Adam Bradford, who might be able to give better insight.
[ Site Rules & Guidelines ] - [ Homebrew Rules ] - [ D&D Beyond FAQ ] - [ Homebrew FAQ ] - [ Homebrew Video Tutorials ]
Standard "free" content is restricted to the D&D 5th Edition Basic Rules, SRD, and other free content.
Pssst, this is not the April UA.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
I like Shield Training but I think it would have been a good opportunity to have a rule for shield bashing or something similar using the shield as an offensive weapon.
Practiced Expert (UA) seems to be bugged. It should allow you to choose one skill/tool to be proficient in and one of your chosen skill/tools to basically have expertise in. But instead it just lets you pick two skill gain proficiency.
Hitting with a shield counts as an improvised weapon.
Creating Epic Boons on DDB
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Thanks for all you do.
"Not all those who wander are lost"
Hey Timer,
Found a small typo in the snippet for the Reduce Speed action attached to the Slasher feat:
Creating Epic Boons on DDB
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Hello all. Small bug report. Began playing around with Practiced Expert, but I saw that, unlike how Prodigy is formatted as it's a similar feat, it has two drop-downs for skill (or tool) proficiencies even though the text for the feat is basically the same 1 proficiency and 1 expertise like Prodigy. I was testing on Investigation and chose it for the expertise, which it successfully did, but then I got a message saying that Investigation had now been removed as a proficiency from my background (City Watch/Investigator). Upon checking the background, the Investigation proficiency was now gone and replaced with a dropdown menu. As far as I know, this isn't how the expertise function works when inputting Prodigy, it doesn't remove/replace the original source of the skill proficiency, only doubles it, so I believe this is a bug. Am using version 3.6.0.
Ryan (he/him/his)
Extended Signature
I really like a lot of these feats.
One thing though, isn't Fey Touched a bit too similar to Fey Teleportation?
"A river cuts through rock, not because of its power, but because of its persistence."
Kinda. Teleportation lets you cast misty step once, and learn sylvan while also improving charisma or intelligence. Touched lets you cast misty step, something else of your choice and get an improve to any mental stat. Similar, but not quite the same.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Minor issue - the Poisoner feat is missing a period at the end of the last bullet point: https://www.dndbeyond.com/feats/poisoner-ua
This has now been Corrected.
This has been corrected
This should be fixed with the above correction.
This has been corrected.
[ Site Rules & Guidelines ] - [ Homebrew Rules ] - [ D&D Beyond FAQ ] - [ Homebrew FAQ ] - [ Homebrew Video Tutorials ]
Standard "free" content is restricted to the D&D 5th Edition Basic Rules, SRD, and other free content.
Talk about efficiency.
Creating Epic Boons on DDB
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Content Troubleshooting
Why didn't they do this? They did the same for Fighting Initiate.
My guess would be because that's still not a full list, as if you're already a warlock, and you meet the prerequisites, you can pick from even more options. They'd have to make one for every single invocation.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Your point being? They could have done it in a day or two.
That would be way too many versions of the feat. There are 46 published Invocations, and 9 more in the Class Feature Variants UA. A potential 55 versions of the feat. The half-dozen versions they had to make for the Fighting styles is I’m sure way sloppier than they would like.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
In the Character Creator, when you choose the Tracker (UA) Feat there is a typo that doesn't say you learn the hunter's mark spell. It looks like this:
"You learn the s mark spell. You can cast it once without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell."