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I know I hinted that the next version should be the finished v13, but I hadn’t taken into account that there would be an Unearthed Arcana article that would demand a new feature, being able to round up the spellcasting factor when multiclassing. You can consider this beta16 to be the Artificer 2019 v2 update.

  

>> Find v13.0.0beta16 here <<

( https://www.patreon.com/posts/19406992 )

Why not release v13 right now you ask? The answer is the same as for the previous beta release two weeks ago: I would like to (finally) have a website up and running where I can host it, with a dedicated way for bug reporting and frequently asked questions. You might have noticed that none of the bookmarks that link to my website work at the moment. I would like for that to be remedied before releasing v13 outside of this Patreon. I came a long way with making the website, but stopped working on it as I was putting more time and effort towards finishing the support for magic items. The website is working, it just needs contents, so that is what I’ll be focussing on next.

I am currently working on getting my backlog of Sorcerer-tier and Soothsayer-tier rewards made. If you haven’t received your reward yet, please be patient, I hope to get all of them finished over the coming two weeks.

Added support for using an array for calcChanges.hp, so that is it is more intuitive to use;

Fix Wind Walk wrongly listed casting time of 1 action to 1 minute (thanks Robert for reporting); 

Changed manually (un)checking skill expertise to be more intuitive and work better in combination with fixed skill proficiency from an automated source (e.g. background, race, etc.);

Fix skill proficiency/expertise being the wrong way around on the Companion page of the Colourful sheets;

Fix some magic items (wand of wonder, rod of resurrection, storm boomerang, etc.);

Fix for racial weapons that replace unarmed strike not showing their correct damage (e.g. Aarakocra talons);

Add option to have the spellcastingFactor be rounded up (for the Artificer 2019 v2 multiclassing rules).

I understand how inconvenient the limitation on importing from betas has been and like to remedy this issue. Because beta14, beta15, and beta16 have no underlying changes in the fields or functions, it will be possible to import from beta14 and beta15 to beta16 without issue. Also, you can expect to be able to import your character from beta14, beta15 and beta16 over to the final v13.

So please don’t hesitate to use this beta as your full character sheet, there shouldn’t be any issues bringing anything from it along over to the stable release of v13.

However, it still won’t be possible to import from betas older than beta14 (v13.0.0beta - v13.0.0beta13), as they do have different fields and/or functions that won't translate.

Comments

TheMountainThatRoars

Awesome! I'll redraft my character sheet with this new update. Thanks for all the great work you do!

Red Landrum

Hey mpmb, is there going to be any support for sanity/ honor scores? I can't find any sheet that includes them, and I've been spoiled by yours lol

Ken Livingston

@red landrum: on the Scores window there is an option for a 7th score, which can be Honor or Sanity, I believe

morepurplemorebetter

There already is support for Honour/Sanity. Just open the "Scores" dialog by clicking on the "Ability Scores" bookmark and select which one (Honour or Sanity) you want to use from the drop-down box in the dialog that reads *7th ability*. There is no support for using both, you can only use one or the other.

morepurplemorebetter

Your help is appreciated, but because you aren't directly responding to Red's message, (s)he doesn't get notified of your response (e.g. no email or push notification). Thus, they will only see your message when revisiting this page. You can respond directly to someone by clicking the arrow pointing to the left, which is under their message.

Robin Frousheger

There's a weird bug it seems when importing older beta sheets, where magic items are re-applied with duplicate effects. e.g. importing a b14/b15 sheet with a Weapon+1 re-adds the weapon to the attacks list, a Belt of Dwarvenkind shows in the ability scores dialog as "+2 constitution; +2 constitution" and the constitution magic bonus as 4. De-attuning or deleting the belt leaves the constitution magic bonus as 2 and can't be removed. The sheet I upgraded twice b14->b15-b16 now has "+2;+2;+2" and 6 magic bonus ... hitpoints look great! ... but DM doesn't agree ;)

Parasitosis

Notice with some characters that the constitution is not being added to the Hit Dice section. Have a level 5 drunken master monk that has a con mod of +3 and the hit dice is only d8+0,

Jonathan Ma

Just letting you know, Oathbreaker's Aura of Hate isn't applied to the damage modifier for the Oathbreaker

Lance Schantz

Unarmed attack does not seem to be working on monks, when I select unarmed attack it does not give proficiency and it does not list the proper damage.

Lance Schantz

Also question does your sheet calculate the bonuses that get added to undead minions of necromancers automatically or do I just need to use the modifier option?

Andrew McClain

I noticed this too -- if you select the field it will recalculate (as a work around, at least)

morepurplemorebetter

Thank you for reporting any issues you find with the betas! Turns out I left out a single pipe operator ("|") from the unarmed strike regular expression when I made the changes for the racial unarmed strikes. I will make sure this is fixed in the next update!

morepurplemorebetter

Thank you for reporting any issues you find with the betas! Can you please tell me which type of sheet you are using (Colourful A4/Letter, Printer Friendly, Redesign) and which version (v13.0.0beta16 I presume)? Can you also please tell me how to reproduce this issue? It is definitely something to do with the order in which the class and ability scores are selected, but I'm unable to get the sheet to not show the correct Con mod in the HD section on the Printer Friendly version of the sheets. So any help in finding out how to recreate this issue would be very much appreciated.

morepurplemorebetter

There is currently no way for the sheet to do that, so no, the undead minions don't automatically get any bonuses added. It is on the wishlist to make it easier to add automations to minions and it will be on the list of features to vote on once v13 is finished.

Parasitosis

It is the redesign printer friendly. Any way I could submit this char sheet?

Parasitosis

Also, Unarmed strike also was missing the 1d6 and only had the modifier for dmg

morepurplemorebetter

Is it v13.0.0beta16? Can you tell me the steps to take to reproduce the issue from a freshly downloaded sheet? You are welcome to share a link to the character sheet with the issue in it, but I'm afraid it won't do much good because this is most likely caused by the order and way in which things were entered (level, class, ability scores). The order is not something I can tell from looking at the PDF.

Parasitosis

It is beta 16 and I just tried a few different things and I sadly can not replicate it.

morepurplemorebetter

That is unfortunate, but the same as my experience. If you come across this bug again and have an idea how it might be reproducible, please let me know!

morepurplemorebetter

Andrew, maybe you have the answer because both Parasitosis and I are unable to reproduce this issue. Do you happen to know how to get the sheet to do this, starting with a freshly downloaded v13.0.0beta16?

morepurplemorebetter

Thank you for reporting this omission! The feature to add things to attacks only came into existence since the inception of the script for the Oathbreaker and I just never noticed that the Aura of Hate should get that automation added. I will make sure it is fixed in the next version.

morepurplemorebetter

Thank you for reporting any issues you find with the betas! I am a bit late with responding because these bugs were a little bit more work to track down and fix. Importing from v13 to v13 is not something that has seen a lot of testing, so you finding these issues is much appreciated! I have now found both problems and will make sure they are fixed in the next version. However, they won't fix an import issue if already present in the sheet that is being imported. Thus, if you import your problematic beta15 or beta16 sheet (which has +6 Con from a Belt of Dwarvenkind), that problem will still be present. But, if you import from your original beta14 into the next version, this issue shouldn't rear its head again.

Rob Cripps

When I choose Bladesinger tradition at level 2, it says, "wizard 1, bladesinger 1" on the class line. Perhaps this is the way it's supposed to work, but it's a bit strange. Also, more importantly, when I choose Bladesinger, some ability text is filled into the "class features" text box on page 2, but it doesn't mention all the cool bladesinger stuff (+ to AC while bladesinging, 2x per day, etc.) ALso it didn't give me the performance skill automatically, nor is the bladesinging ability listed under my bonus actions.

morepurplemorebetter

Thank you for reporting any issues you find with the betas! I have not come across this issue. If it reads "wizard 1, bladesinger 1", the sheet thinks you have 1 level in 'wizard' and 1 level in 'wizard (bladesinger)', thus it makes sense that you get none of the bladesinger features, because they all start from level 2 upward. However, the real question is how did you get the sheet to enter "wizard 1, bladesinger 1" into the class fields. All the ways I try it correctly replaces "wizard" with "bladesinger". Can you please walk me through how to get the sheet to do this, starting with a freshly downloaded v13.0.0beta16? The only ways I can think of is if one directly types "wizard 1, bladesinger 1" into the class field, or if one sets "Wizard" as the class for multiple rows in the class selection dialog.

Rob Cripps

I misunderstood and set Wizard as the class for multiple rows. I went back and fixed it, thanks to your comment. Thanks for the help. :-)

Clint Pace

As a bard I am proficient with 3 musical instruments (Drum, Lute & Flute). When I choose Pipes of Haunting it keeps telling me: "The magic item you have selected, 'Pipes of Haunting' has a prerequisite listed as: "Requires proficiency with wind instruments" Your character does not meet this requirement. Are you sure you want to apply this magic item?' Am I doing something wrong??

morepurplemorebetter

Thank you for reporting any issues you find with the betas! The check to see with which tools you are proficient is indeed not working correctly for the Pipes of Haunting (also for the Pipes of the Sewers). I will make sure both are fixed in the next version.

Victor Gomez

If you search magic items and click on Carpet of Flying, it selects the candle of evocation. But if you scroll down the list and select the carpet it works just fine.