• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

D&D 5e Community Pack

It seems that the Quandrix Student background is providing the cantrip options for Lorehold. Is anyone else seeing the same thing?

I just doubled checked all the backgrounds and they're working fine for me. Are you picking Quandrix for the feat in the In-Play tab? If not, it defaults to Lorehold and its cantrips (just because that's first alphabetically). "Quandrix Initiate" will be highlighted red in the background screen and reporting an error that you don't have the right thing selected. Check that and let me know if it's still broken for you.
 
I just doubled checked all the backgrounds and they're working fine for me. Are you picking Quandrix for the feat in the In-Play tab? If not, it defaults to Lorehold and its cantrips (just because that's first alphabetically). "Quandrix Initiate" will be highlighted red in the background screen and reporting an error that you don't have the right thing selected. Check that and let me know if it's still broken for you.

Ah, that was it. I thought I had checked everywhere for a selector but I did not look at the in-play tab, thank you.
 
I cant seem to get a new infusion to show up in the list for selecting known infusions for artificer. While not proficient at most of this stuff, my usual method of take an existing one and backwards engineering it doesnt seem to be working. Clearly im missing something, is there something besides "Special Ability Category -> Artificer Infusions" checked that tells it to add it to the list of possible known infusions? Any help is appreciated.
 
Disregard my previous attempt to post, I found out that I was reverse engineering an outdated version of the ability. While I generally dont have issues reverse engineering abilities by finding similar abilities, I find myself really confused here and out of my depth. Essentially, I am trying to replace the artificer infusions enhance armor and enhance weapon to keep in line with my campaign to maintain bounded accuracy as best as I can. I dont know scripts, its all plugging different things in until it works for me usually.

Im replacing the AC bump from defense with a damage reduction. I dont need it to change anything on the actual character but I cant seem to get it to be selectable when trying to apply them to a set of armor. The scripts left over from copying the regular enhance defense dont seem to be working to even apply the regular bonus.

The enhance weapon I wanted to go a different route by instead of applying a +1/+2 bonus to a weapon to increase its damage die by 1/2 sizes when selected. I realize that this can be achieved by applying adjustments for a more simple, practical execution. I am still running into the same issue of not being able to select the weapons in the applied infusions tab without applying +1 bonuses to them.

Any assistance is appreciated, if im just too far in over my head that I can make the artificer in my group (my wife) deal with these things out of HL, but Id like to know how its done if possible. (the wiki on github seems like learning mandarin to me)
 
Disregard my previous attempt to post, I found out that I was reverse engineering an outdated version of the ability. While I generally dont have issues reverse engineering abilities by finding similar abilities, I find myself really confused here and out of my depth. Essentially, I am trying to replace the artificer infusions enhance armor and enhance weapon to keep in line with my campaign to maintain bounded accuracy as best as I can. I dont know scripts, its all plugging different things in until it works for me usually.

Im replacing the AC bump from defense with a damage reduction. I dont need it to change anything on the actual character but I cant seem to get it to be selectable when trying to apply them to a set of armor. The scripts left over from copying the regular enhance defense dont seem to be working to even apply the regular bonus.

The enhance weapon I wanted to go a different route by instead of applying a +1/+2 bonus to a weapon to increase its damage die by 1/2 sizes when selected. I realize that this can be achieved by applying adjustments for a more simple, practical execution. I am still running into the same issue of not being able to select the weapons in the applied infusions tab without applying +1 bonuses to them.

Any assistance is appreciated, if im just too far in over my head that I can make the artificer in my group (my wife) deal with these things out of HL, but Id like to know how its done if possible. (the wiki on github seems like learning mandarin to me)

Since this isn't actually about supporting the pack itself, you might want to make a new thread asking about this; I don't want to get into programming help for homebrew in this thread if possible. Do that and I'll try to assist. ;)
 
Multiverse of Madness

To update y'all, I've got Mordenkainen Presents: Monsters of the Multiverse feature complete. It'll be there, in all it's glory, in the next release, 3.5.

Items Progress

I'm currently working on some items, going roughly backwards in chronological release. Strixhaven is good to go. Fizban's is mosty good*. Witchlight is halfway done.

*Ah, Fizban's. So the items that are NOT done are the Hoard items. Each one has a minimum of three drop-downs needed: quirk, level (Slumbering through Ascendant), and damage type (of the dragon). Some, like the Dragon Vessel and Dragon-Touched Focus, need 4 drop downs. Three is ugly and pretty much impossible to make pretty; 4 is out of the question.

So I'm noodling some more complicated solutions. Right now, I'm thinking something along the lines of the Artifact Properties tab, where you can select your properties and link them back to the item that provided them. It's going to get uglier when you have more than 1 Hoard item on your character, but still properly functional. All of this is to say...I'm not sure I'm going to get the Hoard Items into the next release. I may swing back to them after I wrap up the Witchlight stuff.

The Next Next Release (3.6)

Looking forward, the next WotC release is Call of the Netherdeep, which is set in Exandria (Critical Role's setting). I realized that since we also don't have the Explorer's Guide to Wildemount (also set in Exandria) items and monsters programmed yet, this is probably the right time to tackle them. So I'm setting my sights on completing all 1st-party Exandria content in the patch after next. As usual, there will likely be some extra stuff from other sources, new adjustments, quality of life improvements, etc., but that's where the focus will be.
 
So...I got the Hoard Items done. If you want a full preview of the next update, which I may push soon, go ahead and check out the pending changes notes.

Some highlights:

MAJOR STUFF

  • Monsters of the Multiverse - The big one. Revised copies of almost everything in Volo's Guide and Mordy's Tome. They won't replace those existing versions, but I dare say they're snazzier. Slick new versions of all those playable races. Wild Shapes for every eligible beast.
  • Items - All the items from Fizban's, Strixhaven, and Witchlight are in. Plus a few items from MotM that were mentioned in monster descriptions, just in case you come across them in your adventures!

MINOR FUN GOODIES
  • Lycanthropy Adjustments - Get bit by a wererat and feeling the urge to scurry? Run into a wereraven in Strahd's realm and feeling flighty? Got entangled with a werebat in the Mad Mage's dungeon and now you can see sound? Well we have the adjustments for you!
  • Custom Companions - Did your ranger tame a displacer beast but Hero Lab won't let you pick a monstrosity as your companion? Did your DM go insane and let you get a beholder as your familiar? There's an adjustment for that, too!
  • Custom Mount - Are you a halfling riding with your buddy on the back of a bearded treant? Now you can select virtually anything as a mount with the Custom Mount option in the hirelings menu.

THE FIXES
  • Thanks to user Dragon5e, a ton of AC-modifying abilities now stack (or don't stack) the way they were always meant to.
  • The massive 2021 Errata has been applied across the board.
  • More of Fenris's dumb mistakes that you never caught (just pretend you didn't see them) have been erased from history.
 
Last edited:
Release 3.5 is live!

V3.5 - Behold, My (Multiversal) Stuff! - February 24, 2022

MAJOR ADDITIONS

  • Fizban's Treasury of Dragons - Added all items. Hoard magic items get their own tab to pick their features, and will dynamically update based on their power level and what is selected.
  • Mordenkainen Presents: Monsters of the Multiverse
    • Items - All added. This includes the Flail Snail Shell, Annis Hags' Iron Tokens, and the Alhoon's Periapt of Mind Trapping.
    • Monsters - All monsters added. They can be found in the Encounter Builder with "(Revised)" added to their name to differentiate them. Lair Actions and variants can all be added through the Variant Options section of the Race tab.
    • Races - All (revised) races added. Just select the new source for this book and the new versions will replace the old. Want to keep using the old? Just leave the source un-checked and they're still there!
    • Wild Shapes - Added for all the appropriate creatures to the Mounts & Hirelings menu of the Gear tab.
  • Strixhaven: A Curriculum of Chaos - All items added.
  • The Wild Beyond the Witchlight - All items added. Items that came from Xanathar's have had this book added as an additional source.

MINOR ADDITIONS, ENHANCEMENTS, & CHANGES

  • General - Added a Custom Mount, selectable like other mounts in the Gear tab. Use it to select any non-Humanoid, Medium or larger creature as a mount.
  • Multiple - Dozens of 2021 and prior Errata updates. Significant ones are called out below.
  • Multiple - Added Domain Spell Lists for virtually every Cleric subclass.
  • Multiple - Fixes to a lot of AC calculations in Mage Armor, Magical tattoos, Dragon Masks, etc. Thanks to Dragon5e for all the research and work on these.
  • COS - Added Wereraven lycanthropy adjustment to apply it to a PC.
  • FToD - Added Wild Shape for the Giant Canary.
  • MaBJoV - Added Wild Shape for the Sword Spider.
  • MM - Adding Werewolf, Weretiger, Wererat, Wereboar, and Werebear lycanthropy adjustments to apply them to a PC.
  • MM - As a result of Errata updates, a handful of monsters have updated versions as "_____ (Revised)" in the Encounter Builder. The old versions are still in the code, but are superceded by their updated versions in most cases.
  • MM/PHB - Added "Other Familiar/Ranger Companion" adjustment. Adding this to the familiar/companion will allow you to select any monster, rather than the standard allowed creatures. Check with your DM first, of course.
  • SACoC - Added Wild Shape for the Relic Sloth.
  • SCAG - Per Errata, deprecated the Keen Senses variant option for the Half-Elf. You can always add Perception proficiency through Adjustments.
  • SKT - Errata updates led to the creation of revised versions of some monsters, as well as improvements to existing ones, like adding Maegara's Legendary Actions.
  • TWBtW - Added Wild Shapes for Honeybee, Giant Dragonfly, Giant Snail, and Giant Swan.
  • UA CFV - Added text that clarifies the available adjustments are UA, and instructions for finding the official versions from Tasha's.
  • UA Mystic - Added adjustment for Inertial Armor (just like the Mage Armor adjustment)
  • WDotMM - Added Werebat lycanthropy adjustment to apply it to a PC.
  • Homebrew - Added +1, +2, and +3 magical robes (under "Various Homebrew Options" source)

BUGS & CORRECTIONS

  • MtG - Removed the ZZZ #XX Monsters from the Encounter Builder. Sorry, these are placeholders from the process of adding new monsters that slipped into 3.4. That's embarassing.
  • PHB - Fixed several feats to grant their attribute bonuses more cleanly.
  • PHB - Fixed the Wild Shape adjustment to work properly when the creature chosen has no proficient skills.
  • SACoC - Added the missing darkvision to the Owlin.
  • SCAG - Fixed the Uthgardt Tribe Member background to properly offer 1 tool or musical instrument.

NEW KNOWN ISSUES
  • FToD - An Ascendant Scaled Ornament will grant its flight speed regardless of whether it is equipped or not.
  • See Known Issues page on the 5e Community Pack Github for previous known issues.
 
Last edited:
Not sure if this is a bug, or I'm just missing something, but it seems that the skill selection from the Prodigy feat is pervasive. Once a skill is selected in the "Proficiencies" tab, the skill is on the character. It cannot be deleted in the proficiencies tab, and even if you delete the feat, the character still shows as being proficient with the skills that had been selected.

Is there some way around this, or do I need to go back and recreate the character?
 
Not sure if this is a bug, or I'm just missing something, but it seems that the skill selection from the Prodigy feat is pervasive. Once a skill is selected in the "Proficiencies" tab, the skill is on the character. It cannot be deleted in the proficiencies tab, and even if you delete the feat, the character still shows as being proficient with the skills that had been selected.

Is there some way around this, or do I need to go back and recreate the character?

I have no idea why it does that. But you can right click on your selection in the proficiencies tab for an option to delete it.
 
Thank you. Right click was always for debugging so I completely overlooked the delete option.

I'm pretty sure I asked the exact same question here years ago :D So I'm glad I remembered the solution!

I'm adding a note to the Prodigy Feat to hopefully head off the same issue in the future.
 
I see where Prodigy and Skilled feats use the "call 5CAddProf" procedure. Which in turn references the configurable [cfg5CProf], but it is just a "childfound" I cannot figure out how it is adding the config tab. I was hoping to do some debug tests, but right now it looks like a backend issue.

more testing done:
Made a copy of the cfg5CProf and did some tests by adding 1 possible for each of the 3 skills and 3 tools. Skill1 and all 3 tools have the little (x) but skill2 and skill3 do not.

Note: Even though the lines did not have the easy remove function (x), the proficiency bonus went away when test feat that generated it was deleted. I think this may be due to the fact that cfg5CProf is pre-added to the hero, where as the copy I created had to be added by bootstrap on the feat and therefore disappeared when the feat was removed.

next test, make a clean (non-copy) of config page to see if we get the same results.
 
Last edited:
It looks like a back-end issue for how the configuration pages handle the second and third groups of skills.
 

Attachments

  • Skill-Tool_ConfigTab.png
    Skill-Tool_ConfigTab.png
    288.6 KB · Views: 3
That's really good to know! I knew roughly how the Prof tab is pre-bootstrapped and that call 5CAddProf worked, but I never bothered testing to see where the issue lied. I try to avoid utilizing that tab in general. And when I do add skill choices in Configurables, I'm practically always using just the first skill chooser. But now I know to avoid the second and third like the plague!
 
I am having an issue with the Homunculus Servant Infusion for my Level 3 Artificer. When choosing Homunculus Servant, is has the wrong blurb. It says "Grant a ring the ability to restore a spell slot." It does add the Homunculus Servant to the Dashboard, but it has validation errors. When I click on the Homunculus Servant, it comes up for me to build it instead of it being prebuilt. It wants me to add a Race, but no Races are available to choose from. It also wants me to choose the Ability Scores from the Standard Array and an Alignment. It also has 0/0 HP and 10 AC. I have verified I'm using the D&D 5e Community Pack 3.5.
 
I found another issue. After choosing the Race of Human, when I go to add a Variant, none of the Marks show their details. The only info it shows is: Mark of (its name) Appears In: Wayfinder's Guide of Eberron , Eberron - Rising from the Last War. It happens with all of the Variant Marks under Human. The other Races that can choose Marks all have the info listed. Also, none of the Marks will automatically add the Spells of the Mark to the character's Spell List, regardless of Race chosen. I tried with just selecting Wayfinder's Guide of Eberron and again with only selecting Eberron - Rising from the Last War. Both do the same thing.
 
I am having an issue with the Homunculus Servant Infusion for my Level 3 Artificer. When choosing Homunculus Servant, is has the wrong blurb. It says "Grant a ring the ability to restore a spell slot." It does add the Homunculus Servant to the Dashboard, but it has validation errors. When I click on the Homunculus Servant, it comes up for me to build it instead of it being prebuilt. It wants me to add a Race, but no Races are available to choose from. It also wants me to choose the Ability Scores from the Standard Array and an Alignment. It also has 0/0 HP and 10 AC. I have verified I'm using the D&D 5e Community Pack 3.5.

Two issues here: summary text is indeed wrong; I'm fixing it for the next patch.

The other problem is with sources. The homunculus servant has those issue for you because when it's created, it automatically selects whatever set of sources you have set as your default (on the Configure Hero screen, ctrl+K). If Eberron is not a default source for you, then it won't be able to find the servant's race and therefore show up how it's showing up for you. I'll fix it to automatically inherit your artificer's sources. In the mean time, while you're viewing the Homunculus, press ctrl+K, select Eberron as a source, and you should see everything look the way it's supposed to.
 
I found another issue. After choosing the Race of Human, when I go to add a Variant, none of the Marks show their details. The only info it shows is: Mark of (its name) Appears In: Wayfinder's Guide of Eberron , Eberron - Rising from the Last War. It happens with all of the Variant Marks under Human. The other Races that can choose Marks all have the info listed. Also, none of the Marks will automatically add the Spells of the Mark to the character's Spell List, regardless of Race chosen. I tried with just selecting Wayfinder's Guide of Eberron and again with only selecting Eberron - Rising from the Last War. Both do the same thing.

There's a few things going on here.

Regarding the subraces vs variants showing all the benefits; herolab automatically takes all the features that a subrace gets and lists them when you look at that subrace in the selection menu. For some reason, it doesn't do the same thing with variants. The variants still get all their benefits, they're just not listed. Neither the subraces nor the variants have any text entered by me (or any other programmer) that manually lists this stuff.

Could we? Yes. But here's why I don't spend time doing that. Ultimately, the Community Pack should be a tool to assist you in using content you already own or otherwise have legitmate access to. If it was supposed to be an alternative to buying that content, then it would be a competitor and basically be liable for action by WotC. So I tend to err on the side of "you should already know what this subrace has because you can look at your or your DM's book".

As for the spells, I can't reproduce your error. I re-tested a bunch of the Marks and found they are correctly adding to the spell lists. It may be a matter of you interpreting the Marks differently. When something gets added to your spell list, that doesn't automatically mean you now know/have memorized/have prepared the spell. It just means that spell is now added to the pool of spells you can choose from when learning/preparing spells. IE a cleric picking his spells for the day can pick from both the regular cleric spell list AND whatever spells his or her Mark provided. In that regard, the Marks are functioning as intended.
 
Back
Top