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D&D 5e Community Pack

V3.2 - Waterdeep and Candlekeep - April 18, 2021

NOTE
While the official adventures almost always include stat blocks for new monsters, there are also a lot of NPC’s and creatures that are described merely as modifications of existing one, like “Blahblah uses a Mage stat block with the following changes.” Many such monsters are programmed as their own entries in the Community Pack, so a DM can find them in the Encounter Builder. Almost all of these that are NOT in the encounter builder are able to be created using the base stat block and the many, many adjustments available in the Adjustments tab. So one way or another, when the patch notes say all monsters for a book are added, they’re either in the Encounter Builder or can be done with adjustments.

NEW RELEASES
  • Acquisitions, Inc. - Added five new backgrounds.
  • Candlekeep Mysteries - Added all items, monsters, and charms.
  • Explorer’s Guide to Wildemount - Added two new backgrounds.
  • Mordenkainen's Fiendish Folio - All monsters added.
  • Unearthed Arcana: 2020 Subclasses, Part 4 - College of Spirits Bard and Undead Warlock added.
  • Unearthed Arcana: Folk of the Feywild - Four new lineages added.
  • Unearthed Arcana: Gothic Lineages - Three new lineages added.
  • Waterdeep: Dragon Heist - Added all items and monsters.
  • Waterdeep: Dungeon of the Mad Mage - Added all items and monsters.

ENHANCEMENTS & CHANGES
  • BGDiA - Added all variant background features. Add them to the PHB backgrounds using the Background Option, Baldur's Gate adjustment.
  • DMG - Added the siege weapons. They can be found in the gear tab.
  • DMG - Added a "Generic Object" to the Encounter Builder. Add this to help track an object's AC and HP in the Tactical Console; its size, material, and durability are adjustable per the rules in the DMG. Use adjustments to tweak its stats as needed.
  • GoS - Added the additional Saltmarsh-specific options to existing backgrounds. The Noble’s extra origins table can be enabled via a Saltmarsh backgrounds adjustment.
  • HotDQ - Updated the extra background Bonds to make it clear they’re from this adventure, and reorganized list to not intermingle them with default Bond options.
  • MToF - Added the three astral vehicles. They can be found in the gear tab. Also added Blessed of Corellon as a Supernatural Gift.
  • OotA - Updated the extra background Bonds to make it clear they’re from this adventure, and reorganized list to not intermingle them with default Bond options.
  • PHB - Added more adjustments: weapon attack effect, weapon extra damage, weapon target, melee weapon reach.
  • SCAG - Tweaked Bladesong to provide Int mod in Con save situational note.
  • TCoE - Changed the Genie's Vessel from a piece of gear to a wondrous item, and ensured it can't be manually added.
  • ToA - Added the many inhabitations from the tomb as supernatural gifts.

BUGS
  • All - More typos corrected.
  • MTOF - Fixed the Tiefling variants to have the correct spell names and indicate the level they’re being cast as. Thanks to ShadowRose for the catch and the fixes.
  • MTOF - Cleanup of incorrect and duplicate deities.
  • SCAG - Fixed the double Performance proficiency from Training in War and Song. Bug reported by ShadowRose.
  • TCoE - Fixed Telepathic feat to remove Shadow Touched stuff. Fixed Eldritch Mind to remove Tome of the Pact requirement. Thanks ShadowRose for the reports and fixes.
  • UA Feats - Fixed Spear Mastery to also benefit ranged spear attacks. Thanks to ShadowRose for the bug report.
  • Other - Removed some old coding that handled Kobold Press sources, which was presumably broken by a Hero Lab update at some point.

KNOWN ISSUES
  • UA - When a lineage grants multiple creature types, Humanoid sometimes overwrites and hides the others. To avoid this, we have to push the secondary type to "overwrite," allowing both to be displayed. This makes the secondary type appear higher and display on the stat block. This isn't an issue with any programming (yet) but it may look strange. Please report any bugs you think may be related.
 
  • MTOF - Cleanup of incorrect and duplicate deities.

Just a note and an apology: this didn’t make it into the release; I had uploaded it to my branch but didn’t push it before Shadow pulled the master code. My bad! It’ll be in release 3.3, alongside the Adjustments to limit deity selection.
 
Looking ahead, the next release is focused on Guildmaster’s Guide to Ravnica and the forthcoming Van Richten’s Guide to Ravenloft. If I can make good progress on Ravnica before Ravenloft releases, and if Ravenloft isn’t absolutely massive, we’re looking at a late May, early June release target for 3.3.
 
Had an idea, an adjustment for double proficiency (expertise) skills could be useful, and I would think it should be pretty easy to implement
 
Go ahead and open it as an issue (suggestion) on the Github. If you want to take a swing at it, I'd use the bard's expertise ability as a foundation.
 
I couldn’t stop myself...I made it. It’ll be in 3.3. I set it up with dual drop-downs. The first drop-down is limited to skills you’re already proficient in. The second drop-down is all skills. Selecting a skill from either drop down applies double your prof bonus to that skill.
 
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An old UA called just “Gothic” was programmed with a dummy, placeholder new skill called “Tools”. It was made to support the Monster Hunter Fighter’s Bonus Proficiencies feature, where you get two skills from a list, but can replace one of those skills with a tool. It’s always bugged me that if you have that source selected, even if you’re not a Monster Hunter, the new skill shows up with all the others. So I went ahead and changed it to deprecate the skill (while still keeping the Bonus Proficiencies feature totally functional). I cannot imagine this change will impact many people, or any person at all. But just in case, here’s your fair warning that if you have that source selected on your Hero and are using the “Tools” skill for anything, you’ll need to select a different skill when 3.3 hits.
 
I've always been curious how many people just check off every source in the Configure Hero screen. I usually just add the sources I know I'll need. I have to imagine it gets real messy when you have everything enabled; this Tools thing is just one example.
 
I'm happy to announce that both Guildmaster's Guide to Ravnica and the monsters from Princes of the Apocalypse are done. As soon as Van Richten's Guide to Ravenloft is released and we get it programmed, release 3.3 will be good to go.
 
Hello, I was wondering when Plane Shift: Dominaria would be added? I took a break and came back. I am almost certain it was already done but I am now only seeing two of the Plane Shift books can be selected.

Arguably more importantly, can we PLEASE get "barding" added so we can put armor on our familiars and such. Barding rules are the same as standard armor but four times the cost and twice the weight (or vice versa).

I'd also like "Find Steed" and "Find Greater Steed" to be implemented the same way "Familiar" is when the Find Familiar spell is selected.

Thanks guys!
 
Hello, I was wondering when Plane Shift: Dominaria would be added? I took a break and came back. I am almost certain it was already done but I am now only seeing two of the Plane Shift books can be selected.

Arguably more importantly, can we PLEASE get "barding" added so we can put armor on our familiars and such. Barding rules are the same as standard armor but four times the cost and twice the weight (or vice versa).

I'd also like "Find Steed" and "Find Greater Steed" to be implemented the same way "Familiar" is when the Find Familiar spell is selected.

Thanks guys!

Thanks for the suggestions! Just a heads up, it's even easier for me to take in and track suggestions if they're posted to the issues page of our GitHub. I'll post these up for you, though.

Normally I'd say Dominaria is a low priority, similar to UA. But since I'm caught up on everything I wanted to do for the next release and am waiting for the Ravenloft book to release, I should have some time to do Dominaria this release.

As for Barding, I'll add it to my to-do list. It's an interesting challenge. The master (your character) should be the one paying for it, in theory. But since it's essentially the same thing as armor, it needs to be added to the minion, like your steed or familiar. Hero Lab doesn't have a way of saying "add this to the minion but charge the master's gold for it."

So I think the most doable solution is to make it armor for minions that's free, but with a reminder to deduct the gold cost from the master.

I thought about doing Find Steed and Find Greater Steed the same way as Find Familiar. But I figured it's easy enough to just add whatever creature you want to your portfolio as a mount or just from the encounter builder. But I'll see if I can find some time to set them up like Find Familiar, since it would be prettier. No promises, as I don't know if it'll have some funky interactions with other summon spells. But I'll give it a whirl.

EDIT: Find (Greater) Steed is done. They'll now function like Find Familiar. Barding is also done, and can be added to your companion through their Gear tab. Note that you'll have to manually deduct the gold cost from your hero. And the races and languages from Dominaria are also done. The monsters may have to wait a bit; if we're going to do them, we may as well do all the Plane Shift monsters. And if we're doing all the Plane Shift monsters, we may as well do all the Plane Shift stuff. I'll put it on my radar.
 
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I’m using Hero Lab community pack v3.2. I’m playing an artificer who just acquired infusions. I can create items via the infusions tab, but The only one that shows up in the play screen is the enhanced weapon. How can I make use of things such as the replicated bag of holding, spell wrought tattoo, enhanced defense, or anything else?
 
Are you adding the infusions both as one you know and one you have active? The Artificer can know more Infusions than they can have Infused Items at a time. That's why the Infusions tab has 3 tables: Infusions Known, Infused Items on Hero, and Infused Items on Ally.

To use your examples:

  • Enhanced Defense - Add it to Infusions Known, then add it to Infused Items on Hero. The second one will have a drop-down box for you to pick which of your armors you want it applied to.
  • Bag of Holding - Add Replicate Magic Item (Table A) to your Infusions known, then add Replicate Magic Item - Bag of Holding to your Infused Items on Hero. You should then see a Bag of Holding in your inventory.
  • Spellwrought Tattoo - Since this isn't in the regular lists of replicable magic items for the Artificer, it's covered by the Replicate Magic Item (Common) Infusion. Add it to Known, select the Spellwrought Tattoo from its list of common magical items, then add Replicate Magic Item (Common) to your Infused Items on Hero, selecting the same Tattoo from its drop-down. The only limitation here is that with the common magic item infusion, you need to then manually add the item to your Hero. We just can't program that one in a way that auto-adds any and all common items.
 
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Thanks for the suggestions! Just a heads up, it's even easier for me to take in and track suggestions if they're posted to the issues page of our GitHub. I'll post these up for you, though.

Normally I'd say Dominaria is a low priority, similar to UA. But since I'm caught up on everything I wanted to do for the next release and am waiting for the Ravenloft book to release, I should have some time to do Dominaria this release.

As for Barding, I'll add it to my to-do list. It's an interesting challenge. The master (your character) should be the one paying for it, in theory. But since it's essentially the same thing as armor, it needs to be added to the minion, like your steed or familiar. Hero Lab doesn't have a way of saying "add this to the minion but charge the master's gold for it."

So I think the most doable solution is to make it armor for minions that's free, but with a reminder to deduct the gold cost from the master.

I thought about doing Find Steed and Find Greater Steed the same way as Find Familiar. But I figured it's easy enough to just add whatever creature you want to your portfolio as a mount or just from the encounter builder. But I'll see if I can find some time to set them up like Find Familiar, since it would be prettier. No promises, as I don't know if it'll have some funky interactions with other summon spells. But I'll give it a whirl.

EDIT: Find (Greater) Steed is done. They'll now function like Find Familiar. Barding is also done, and can be added to your companion through their Gear tab. Note that you'll have to manually deduct the gold cost from your hero. And the races and languages from Dominaria are also done. The monsters may have to wait a bit; if we're going to do them, we may as well do all the Plane Shift monsters. And if we're doing all the Plane Shift monsters, we may as well do all the Plane Shift stuff. I'll put it on my radar.

Thank you so much. I would have just paid for the barding with the hero then used the option to give the gear to the familiar/mount and equip it.

Question -- how do I implement your additions? Will it just update or do I need to do something?
 
EDIT: Find (Greater) Steed is done. They'll now function like Find Familiar. Barding is also done, and can be added to your companion through their Gear tab. Note that you'll have to manually deduct the gold cost from your hero. And the races and languages from Dominaria are also done. The monsters may have to wait a bit; if we're going to do them, we may as well do all the Plane Shift monsters. And if we're doing all the Plane Shift monsters, we may as well do all the Plane Shift stuff. I'll put it on my radar.

Thank you so much. I would have just paid for the barding with the hero then used the option to give the gear to the familiar/mount and equip it.

Question -- how do I implement your additions? Will it just update or do I need to do something?
 
EDIT: Find (Greater) Steed is done. They'll now function like Find Familiar. Barding is also done, and can be added to your companion through their Gear tab. Note that you'll have to manually deduct the gold cost from your hero. And the races and languages from Dominaria are also done. The monsters may have to wait a bit; if we're going to do them, we may as well do all the Plane Shift monsters. And if we're doing all the Plane Shift monsters, we may as well do all the Plane Shift stuff. I'll put it on my radar.

Thank you so much. I would have just paid for the barding with the hero then used the option to give the gear to the familiar/mount and equip it.

Question - how do I implement your additions? Will it just update or do I need to do something?
 
So it'll update for everyone when the next update goes live, which I'm targeting for end of May (I want to include the Ravenloft book that's releasing this month). If you want to grab what's in pre-release, you can grab these files from my branch on the GitHub:

  • COM_5ePack_MtG - Amonkhet.user
  • COM_5ePack_MtG - Dominaria.user
  • COM_5ePack_MtG - Races.user
  • COM_5ePack_PHB - Equipment.user
  • COM_5ePack_PHB - Spells.user
  • COM_5ePack_XGTE - Spells.user
  • COM_Source_110 - MtG.1st

Most of these files already exist on your computer. You just need to open them with a text editor (Notepad works), delete the entire thing, paste the raw code of the GitHub version, and save it.
 
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