Radiant Soul provides easy flight that works in heavy armor, and even if you don’t need the flight, the damage boost is nice. Light armor, but that’s not a problem since you’re building for Dexterity It’s an excellent package, but the winged tiefling isĪbility to fly out of reach are perfect for ranged builds. Aarakocra EEPCįlight is still great, but without the previous version’s incredible speed almost any otherįlight in light armor. Which might otherwise welcome any and all races. Consult yourĭM about which races are welcome in your game, as not all settings areĪppropriate to every setting or even to specific campaigns within a setting Keep in mind that not all races will be available in every game. Innate spellcasting and Darkvision can be helpful for fighters because most fighters can’t provide either of those things with class features.Īfter reading this handbook, I encourage you to read ourįilter controls are loading. Ranged builds also typically rely on Dexterity (thrown weapon builds are hard), so additional skill proficiencies can allow you to use many important skills like Stealth. Ranged builds are less reliant on durability, so you have room for options like flight. If you plan to use two-handed weapons, you’ll also want to be medium size. Damage resistances, temporary hit points, resistance to status conditions, and AC bonuses all work very well. Melee builds frequently want improvements to their durability. Even if you’re playing an Eldritch Knight, Purple Dragon Knight, or Psi Warrior, your mental ability scores don’t justify a racial ability score increase. Increases to physical ability scores are key: a Strength or Dexterity increase is required, and a Constitution increase is helpful. There isn't a roll required or any D&D Beyond feature for determining what things activate when you are hit with an attack, so it will be up to you to track it regardless.Fighters need a race which plays to their build, and your choice of subclass and your weapon preferences will dramatically affect what you need in terms of ability score increases. You can manually adjust individual spells to give them the bonus damage if you want, but from my tinkering there isn't a way to make that bonus adjust with Charisma changes, or a way to have that adjustment applied based on the damage type, so it's probably more convenient to just keep track of it yourself.įor the other feature I don't think there's really anything for D&D Beyond to even do. If they add the functionality later, it might be done as a Subtype of a "Bonus" modifier, which seems to be how the Cleric's Knowledge Domain subclass and the Warlock's Agonizing Blast invocation are implemented, but no appropriate option is currently available: There isn't any other Subtype that seems remotely applicable, so this method sadly does not work for your purposes. However, when we look at the character equipped with the newest custom item Fire Bolt has not received the damage bonus: Going back to the item, we can change the subtype from "Shortbow" to "Fire": Then the Shortbow damage receives a bonus equal to the Charisma modifier, which is good other than being a Shortbow: If we remove the "Fixed Value: 2" and add "Ability Score: CHA" like so: The Modifier for the damage bonus looks like this: This is automatically added to the damage roll right on the character sheet: The Bracers of Archery provide a +2 to damage from Shortbows (among other benefits). I'm definitely not an expert on D&D Beyond's homebrew creation system, but by comparing to the closest working option I could find hasn't provided a working option.
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