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D&D 5e Community Pack

Guys, I just have to brag: the release version of the variant class features is coming along really beautifully. No more adding an adjustment to get a separate tab for each variant feature. There will be a single variants tab, where you select you want to use variant racial and/or class features. I have it dynamically building the list of options based on what class(es) are on your hero. And you can now select all the features you want to use when you’re first building the character. They’ll show up in your class feature list just like the normal ones, and anything that is being replaced will be totally hidden.

So once this goes live, you can select your features from the start and then play and level the hero as if those features were there all along. No need to revisit the variants tab every time you level to see if there’s another variant feature available to you. I’m really looking forward to getting it in your hands!

I’m thinking about making an ongoing progress thread, with links to the pre-release files in case people want to grab features, subclasses, etc. as they’re finished. I have a few specific features that my group wants to use, so I’m prioritizing those. But if there’s a particular subclass or feature anyone needs sooner rather than later, let me know so I can prioritize it too.
 
I've got the class variant features and spells from Tasha's completed and uploaded. Note that the files also have some of the racial variant features included, but they are not complete. If you want to grab the files, head to my branch on our GitHub to find them.

Files to download/copy/replace:
Once you've got these all downloaded or updated (see instructions below), you'll want to choose either the Tasha's source or the new "Show Tasha's Variants Tab" options in the Configure Hero screen.
  • COM_5ePack - Helper Things.user
  • COM_5ePack_TCoE - Spells.user
  • COM_5ePack_TCoE - Variants.user
  • COM_Source_110 - Optional Rules.1st
  • COM_Source_110 - Sourcebooks.1st
Optional Files
The PHB file makes the new Primal Companion play nice with the original Beast Master; if you don't choose to update it but still select the new companion feature, the both the old and new companions will be added to the character. The SCAG spells just update them to the new versions from Tasha's/Errata.
  • COM_5ePack_PHB - Classes.user
  • COM_5ePack_SCAG - Spells.user
Copying/Updating the files
Click on each of the files at the GitHub, then open the same file on your computer in Notepad. If the file doesn't exist on your PC yet (like the files with TCoE in the name), you'll need to make them first. Copy the full text from the GitHub version and replace the entirety of the file on your computer. Save that file.

I found a bug/mistake/problem!
Great! This is prerelease material, so the more we find, the better. Tell us as much as you can by logging an issue at the GitHub.
 
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After over a year, the release Artificer is finally done! Or at least, ready for you all to download and find bugs. Follow the instructions in this post for how to download pre-release files and report bugs. Follow the link there to my branch on the Github and download COM_5ePack_ERFLW - Artificer.user to try it out!

EDIT: As a heads up, I'm probably going to overhaul how infusions are handled, to make sure we can limit the number of active ones per the rules. So don't get too attached to the preview version! The next version will likely cause errors on Heroes using the one on my branch currently.

EDIT 2: Okay, the file has been updated again. Infusions are now a separate tab. But it properly sets up what Infusions you know versus which ones are active. Pick which infusions you want to learn from the top list. Then pick which of those infusions are active on you, and which are active on an ally. Unlike before, this now properly limits the number of active infusions, while also keeping things clean when they're not on you. It's pretty snazzy. But I expect there are still bugs I haven't found. So please test it and let me know what you find! Also be aware that the Armorer is finished, but it'll be released with the rest of the TCoE subclasses, as they're all in one WIP file currently.
 
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I'm happy to report that the Community Pack version 3.0 is very close to release! For the full list of what's been done so far, check out the Pending Changes page on the Github.

Here are the highlights:
Tasha's Cauldron of Everything - Subclasses, spells, feats, sidekicks, racial variant features, and class variant features are all in.
Artificer - Yes, it's finally finished and working. All sublcasses, features, infusions, etc. are good to go.
Vehicles - Ghosts of Saltmarsh ships, Avernus infernal war machines, and Acquisitions, Incorporated airship and mechanical beholder are all in.
Source and Adjustment Reorg - The sources in the Configure Hero screen and the list of Adjustments on that tab have been reorganized to be easier to find and more logically ordered.
Lots of other goodies - Hiding duplicate things, reworked versions of half-implemented features, firearm proficiency, and more!


There's a few more things I want to try and finish up, like Spell Adjustments (such as Mage Armor) and a full review of all lists for duplicates and un-sourced material. But I'm hoping we can have this out within the next week or two.

Release 3.1 will be focused on Monsters and Items, as we're way behind on those. If you have any preference for the items and/or monsters in a particular book, let me know so I know what to focus on!
 
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I've submitted 3.0 for release! FYI, I'm holding off on Spell Adjustments until the next release. There's a lot to do there, and I've already gotten started. But I'd rather get 3.0 and all its goodness out to everyone first, instead of holding it back while I start this new endeavor.

Special thanks to Mergon for all the work he did with the pre-release Artificer. He put in a lot of time with it, regardless of what I did or redid. Also thanks to jbearwillis for some groundwork he did on companions, which helped set the stage for the Primal Companion (which, in turn, allowed me to do all the other new companions in this release).

And thanks to all of you guys for continuing to support this! I don't know how many actual people use or enjoy the work I do, but I'm happy so long as it's helping someone.
 
Fenris447, I use the community pack all the time. I've been waiting for the update with bated breath. Thanks for all the hard work!
 
how do i load in the new 3.0 community pack. i don't see it in the updates when i open herolab. sorry if dumb question.

ps
i just noticed the word submitted. so i guess that means it's waiting for approval or something.
 
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New 5e Pack released! Please give a big Thank You to Fenris447 for his fantastic job on getting this finished!

v3.0 Release January 3, 2021
NEW RELEASES
  • Acquisitions, Incorporated - Vehicles have been added. Add them as an item in the gear tab and they'll show up as a companion. Use the In-Play tab for adjusting the HP of the component pieces.
  • Baldur's Gate: Descent into Avernus - Infernal War Machines have been added. Add them as an item in the gear tab and they'll show up as a companion. Use the War Machine Upgrades tab to add upgrades or alternate weapons to the War Machine.
  • Eberron: Rising from the Last War - The release Artificer has been fully implemented, along with the three subclasses from this book. If you're a hero using an item infused by another character, use the Adjustment for that infusion.
  • Ghosts of Saltmarsh - Ships added. They can be added to your hero from the Gear tab, like any other item. They'll show up as a companion. Use the In-Play tab for adjusting the HP of the component pieces, and the Ship Upgrades tab to add upgrades to the ship.
  • Tasha's Cauldron of Everything
  • Custom lineage added - add it like any other race
  • Feats added
  • Sidekicks added - Add them as a class to an NPC.
  • Spells added - when you have the Summon spells selected, you can add the summoned creature to your Hero. Pick its type (subrace) and adjust the "Spell Level" in the In-Play tab to match what slot you summoned it at. Otherwise they default to the lowest level you could cast it at. If you receive the spell through something other than a class (scroll, item, etc.), add the "Summon Creature" adjustment to enable it.
  • Subclasses added
  • Variant Class Features added. Use the new Optional feature "Always show Tasha's Variants" to see the tab. Select what kind of variant features you want to use on your character and menus will dynamically update to show the options for your class.
  • Variant Racial Features added. Use the new Optional feature "Always show Tasha's Variants" to see the tab. Select what kind of variant features you want to use on your character and menus will dynamically update to show the options for your race. Note that ASI swaps must be done manually with the use of adjustments, as they're too dynamic to address programatically.

ENHANCEMENTS & CHANGES
  • All - The adjustment selection menu has been lightly reorganized for ease of use.
  • All - The sources of the 5e Community pack have been re-organized on the Configure Hero screen. UA and MTG sources will now appear underneath the 5e Adventures, which themselves have been put into release order.
  • All - A handful of deprecated things have been hidden. Some heroes will have to re-select some things, but this should be uncommon.
  • DMG - Added a new version of the Necklace of Prayer Beads, as the default one doesn't function properly. This will automatically replace that version.
  • DMG - An adjustment for "Training" has been added (see page 231 of the DMG). It adds 1 bonus feat and a skill proficiency to the hero.
  • DMG - Major/Minor Beneficial/Detrimental Artifact Properties have been updated to actually function. You'll want to delete out any that are selected in the epic boons tab and re-add them in the new Artifact Properties tab.
  • DMG - Blessings and Charms have been moved to the Supernatural Gifts tab, to align with how they're described in the DMG.
  • DMG - Changed firearms to act as "Special" proficiencies required. Though the book considers them martial, subsequent material has made it clear that proficiency with all martial weapons does not automatically equal proficiency with all firearms. To reflect that, they're now Special. The Gunner feat or the new Adjustment "Firearm Proficiency" can be added to the Hero to gain firearm proficiency if you so choose.
  • GGtR - Tireless Precision has been re-designed. See Known Issues if you are using a Vedalken currently.
  • MOoT - The Supernatural Gifts tab will now not show up automatically if you have the Mythic Odysseys of Theros source selected. Use the Optional Feature "Always Show Supernatural Gifts Tab" on the Configure Hero screen to see it. This change was made to cut down on clutter for people who want content from that book but don't want to use Supernatural Gifts.
  • SCAG - Bladesinging updated to match Tasha's, including the removal of the racial restriction. Spells also updated per Tasha's and Errata. Also hid magic items from Training in War and Song selection list, and removed the Spiked Armor's "weapon" from all selection lists as well.
  • UA Modern Magic - Updated to now include firearm proficiencies where appropriate. Note that there is no distinction between side arms and long arms in the DMG, so limitations should be imposed at DM and player discretion.

BUGS
  • All - Sources added to various items to prevent them from showing up without their source selected.
  • PHB - We had some duplicate spells from the SRD, like Fire Bolt and Hellish Rebuke. The community pack versions will now automatically replace the SRD versions, even if no sources are selected. You shouldn't even notice this fix happened, other than a reduction in duplicate spells.
  • SCAG - Corrected Spare the Dying version
  • XGTE - Fixed the language helper on the Cavalier

KNOWN ISSUES
  • GGtR - The old version of Tireless Precision doesn't automatically remove itself to use the new one. If you find yourself with extra proficiencies on your Vedalken, use the "Proficiencies" adjustment to display the tab of the same name. Right click and delete the skill and tool you originally chose for Tireless Precision, then re-choose them in the new Tireless Precision tab.
  • ERFLW/TCOE - Sometimes, infused items will not behave properly when equipped. Clicking/changing anything else on the hero will fix this immediately, but things may appear wonky for a second.
 
I'm so happy to have gotten this out to everyone! It's probably the biggest updated I've ever done. As I mentioned, Mergon and jbearwillis both did great work that helped me get this built.

Let me know here (via PM) or over on the Github issues page if you guys run into any bugs or problems.

I should have added in the patch notes that the vehicles require you to select their respective sources. The ships are a little special; actual items for the ships are part of the SRD/PHB, so you can select the items without selecting the Ghosts of Saltmarsh source. But the new vehicle "hero" will only show up if you select that source.

Also, just to clarify the patch notes further, all the bullet points in the New Release header that are under Tasha's are specifically from Tasha's. The formatting I did in the Github version of the patchnotes didn't carry over to here. Probably obvious to y'all, but just in case...
 
Preview: Spell Adjustments

So I got a bunch of spell adjustments done. If you want to preview them, copy over these files from my branch on our GitHub:
  • COM_5ePack_PHB - Adjustments.user
  • COM_5ePack_TCoE - Spells.user
  • COM_5ePack_XGTE - Spells.user

Copying/Updating the files
Click on each of the files at the GitHub, then open the same file on your computer in Notepad. Copy the full text from the GitHub version and replace the entirety of the file on your computer. Save that file. Once you've replaced them all, save, close, and reload Hero Lab.

Spells included
  • Alter Self (just the natural weapons option)
  • Awaken
  • Barkskin
  • Darkvision
  • Elemental Weapon
  • Enhance Ability
  • Enlarge/Reduce
  • Guardian of Nature
  • Haste
  • Holy Weapon
  • Mage Armor
  • Magic Stone
  • Magic Weapon
  • Otherworldly Guise
  • Shadow Blade
  • Shillelagh
  • Skill Empowerment
  • Slow
  • Transformation

What other spells do you want adjustments for?
Because we already have some adjustments or other functions for them, spells that do simple things like Temp HP or a straight AC bonus won't get their own adjustments. Spells that summon particular creatures can mostly be done by adding such a creature through the Encounter Builder. I'm likely going to add a few things like Animated Object, Phantom Steed, and Tiny Servant to the Encounter Builder to work that way.

But are there other spells that you find yourself wishing you had a quick way to apply? Let me know so I can look into them for our next release.

And one more thing...
These files also add new adjustments to add Damage Resistance, Damage Immunity, Damage Vulnerability, and Condition Immunity to a Hero. I'm shocked they didn't already exist (and am a little afraid they DO and I missed them anyway), but now they're in. Enjoy!
 
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Hey! This is an amazing resource, thanks so much for maintaining it/updating it so well! I have noticed that the Blood Hunter class has changed quite a bit and I'm wondering if there are plans to bring it up to date. It seems like it would be a lot of work for an unofficial thing, but it's also a pretty popular option... Just wondering!
 
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