I am putting together a list of guild rewards for my players. I came across Guild Charms in Chapter 5: Treasures of Guildmaster's Guide to Ravnica. So why aren't these charms items that my players can add to their inventory on their character sheets? I get that "A charm typically manifests as the guild’s symbol emblazoned on an item that is worn or carried by the chosen creature." As such they don't have a rarity, but there is an Unknown Rarity option for a reason on DnDBeyond. It seems that in DnDBeyond they would appear in the inventory as magic items and then you would need to customize the item to say it was a charm on a sword, coin, or what have you.
Am I missing something? Can I add a charm with all the spells and such that go with it to an item by customizing it somehow? I mean they added most if not all the Artificer Infusions as individual magic items. Which was the correct thing to do mind you, even though like the Guild Charms the Infusions are added to an existing item. Why not do the same with charms? It looks like I now have to make magic items that are Guild Charms for each guild!
Couldn't tell you about the charms, but Artificer Infusions aren't implemented as individual magic items; instead you have an Infusions section in your Inventory where you can manage what items your infusions are applied to.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I am putting together a list of guild rewards for my players. I came across Guild Charms in Chapter 5: Treasures of Guildmaster's Guide to Ravnica. So why aren't these charms items that my players can add to their inventory on their character sheets? I get that "A charm typically manifests as the guild’s symbol emblazoned on an item that is worn or carried by the chosen creature." As such they don't have a rarity, but there is an Unknown Rarity option for a reason on DnDBeyond. It seems that in DnDBeyond they would appear in the inventory as magic items and then you would need to customize the item to say it was a charm on a sword, coin, or what have you.
Am I missing something? Can I add a charm with all the spells and such that go with it to an item by customizing it somehow? I mean they added most if not all the Artificer Infusions as individual magic items. Which was the correct thing to do mind you, even though like the Guild Charms the Infusions are added to an existing item. Why not do the same with charms? It looks like I now have to make magic items that are Guild Charms for each guild!
Because the Guild Charms... aren't charms. They're just insignias to be worn.
The magic items related to the Guilds are the Individual Guild Keyrunes, and individual Guild Signets. Guild Charms, as per the MtG cards, do not exist.
Rollback Post to RevisionRollBack
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
I am putting together a list of guild rewards for my players. I came across Guild Charms in Chapter 5: Treasures of Guildmaster's Guide to Ravnica. So why aren't these charms items that my players can add to their inventory on their character sheets? I get that "A charm typically manifests as the guild’s symbol emblazoned on an item that is worn or carried by the chosen creature." As such they don't have a rarity, but there is an Unknown Rarity option for a reason on DnDBeyond. It seems that in DnDBeyond they would appear in the inventory as magic items and then you would need to customize the item to say it was a charm on a sword, coin, or what have you.
Am I missing something? Can I add a charm with all the spells and such that go with it to an item by customizing it somehow? I mean they added most if not all the Artificer Infusions as individual magic items. Which was the correct thing to do mind you, even though like the Guild Charms the Infusions are added to an existing item. Why not do the same with charms? It looks like I now have to make magic items that are Guild Charms for each guild!
Because the Guild Charms... aren't charms. They're just insignias to be worn.
The magic items related to the Guilds are the Individual Guild Keyrunes, and individual Guild Signets. Guild Charms, as per the MtG cards, do not exist.
Actually, I’d say it is because Guild Charms ARE charms: like the charms listed in the DMG, they are temporary effects. Unlike those in the DMG they are bestowed on an item for a persons to use, rather than directly on a person. This also addresses why they are not supported: DMG charms aren’t supported either. Neither type of charm are magic items, they are a separate category.
I’m guessing part of why they haven’t been implemented yet is that they are not permanent effects, but they somehow don’t fit the parameters they use for consumable magic items, OR they didn’t want to use magic items to simulate them since they aren’t considered magic items.
I am putting together a list of guild rewards for my players. I came across Guild Charms in Chapter 5: Treasures of Guildmaster's Guide to Ravnica. So why aren't these charms items that my players can add to their inventory on their character sheets? I get that "A charm typically manifests as the guild’s symbol emblazoned on an item that is worn or carried by the chosen creature." As such they don't have a rarity, but there is an Unknown Rarity option for a reason on DnDBeyond. It seems that in DnDBeyond they would appear in the inventory as magic items and then you would need to customize the item to say it was a charm on a sword, coin, or what have you.
Am I missing something? Can I add a charm with all the spells and such that go with it to an item by customizing it somehow? I mean they added most if not all the Artificer Infusions as individual magic items. Which was the correct thing to do mind you, even though like the Guild Charms the Infusions are added to an existing item. Why not do the same with charms? It looks like I now have to make magic items that are Guild Charms for each guild!
Because the Guild Charms... aren't charms. They're just insignias to be worn.
The magic items related to the Guilds are the Individual Guild Keyrunes, and individual Guild Signets. Guild Charms, as per the MtG cards, do not exist.
Actually, I’d say it is because Guild Charms ARE charms: like the charms listed in the DMG, they are temporary effects. Unlike those in the DMG they are bestowed on an item for a persons to use, rather than directly on a person. This also addresses why they are not supported: DMG charms aren’t supported either. Neither type of charm are magic items, they are a separate category.
I’m guessing part of why they haven’t been implemented yet is that they are not permanent effects, but they somehow don’t fit the parameters they use for consumable magic items, OR they didn’t want to use magic items to simulate them since they aren’t considered magic items.
...so I'm still correct, but for the wrong reason!
still not a magic item!
Rollback Post to RevisionRollBack
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Couldn't tell you about the charms, but Artificer Infusions aren't implemented as individual magic items; instead you have an Infusions section in your Inventory where you can manage what items your infusions are applied to.
That's my bad. Thanks for pointing that out. You saved me a derp moment with my party next time someone rolls an Artificer. I saw that Arcane Propulsion Armor had its own page and thought all the infusions did.
Please forgiver my ignorance. How does an artificer "hand out" infusions to other players? I don't see how a person playing with an Artificer would add an infused items to their inventory.
Because they aren’t “items.” As per the very first line in the section you linked:
“A guild charm is a magical effect placed on an otherwise mundane item.”
Since it isn’t an “item,” they cannot make it an item. And they have not developed the functionality to create temporary effects.
Well, to my thinking on this wouldn't that, in DnDBeyond terms at least, just be treated as a consumable item. Like a Potion of Healing or even an arrow? You use it once and remove it from your inventory. After all these charms grant special actions or reactions, with up to 3rd level spells as options to cast. I honestly don't think I would remember earning a Gruul Charm a couple of sessions after getting it if it was not in my inventory on DnDBeyond. Let alone months after the DM gave it to me for reaching renown 10 with the Gruul Clans. I doubt I'd remember the special reaction or two spell options it bestows.
So then, how does a DM give out Guild Charms without them being items in DnDBeyond that add these special actions or reaction and spell options to the player character sheet for all to see?
Because they aren’t “items.” As per the very first line in the section you linked:
“A guild charm is a magical effect placed on an otherwise mundane item.”
Since it isn’t an “item,” they cannot make it an item. And they have not developed the functionality to create temporary effects.
Well, to my thinking on this wouldn't that, in DnDBeyond terms at least, just be treated as a consumable item. Like a Potion of Healing or even an arrow? You use it once and remove it from your inventory. After all these charms grant special actions or reactions, with up to 3rd level spells as options to cast. I honestly don't think I would remember earning a Gruul Charm a couple of sessions after getting it if it was not in my inventory on DnDBeyond. Let alone months after the DM gave it to me for reaching renown 10 with the Gruul Clans. I doubt I'd remember the special reaction or two spell options it bestows.
So then, how does a DM give out Guild Charms without them being items in DnDBeyond that add these special actions or reaction and spell options to the player character sheet for all to see?
...the notes section of your character sheet? or creating a custom action for whatever the charm ends up giving you.
Rollback Post to RevisionRollBack
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Couldn't tell you about the charms, but Artificer Infusions aren't implemented as individual magic items; instead you have an Infusions section in your Inventory where you can manage what items your infusions are applied to.
That's my bad. Thanks for pointing that out. You saved me a derp moment with my party next time someone rolls an Artificer. I saw that Arcane Propulsion Armor had its own page and thought all the infusions did.
Please forgiver my ignorance. How does an artificer "hand out" infusions to other players? I don't see how a person playing with an Artificer would add an infused items to their inventory.
For the time being, DDB doesn't have a way to "hand out" infused items to other players, but the Artificer has the bookkeeping for keeping track of what infusions are known and are in use, and you can Note that an infused item has been given to a different character, and homebrew an item for that character to add to their inventory if it's not something that simply Replicates a Magic Item.
Rollback Post to RevisionRollBack
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
As for the Charms, we users can totally create a magic item to "represent" the effects of a Charm, give it a set number of Charges to use, etc. But DDB cannot create do this officially, until they have the systems in place for such non-item things.
Rollback Post to RevisionRollBack
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
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I am putting together a list of guild rewards for my players. I came across Guild Charms in Chapter 5: Treasures of Guildmaster's Guide to Ravnica. So why aren't these charms items that my players can add to their inventory on their character sheets? I get that "A charm typically manifests as the guild’s symbol emblazoned on an item that is worn or carried by the chosen creature." As such they don't have a rarity, but there is an Unknown Rarity option for a reason on DnDBeyond. It seems that in DnDBeyond they would appear in the inventory as magic items and then you would need to customize the item to say it was a charm on a sword, coin, or what have you.
Am I missing something? Can I add a charm with all the spells and such that go with it to an item by customizing it somehow? I mean they added most if not all the Artificer Infusions as individual magic items. Which was the correct thing to do mind you, even though like the Guild Charms the Infusions are added to an existing item. Why not do the same with charms? It looks like I now have to make magic items that are Guild Charms for each guild!
Couldn't tell you about the charms, but Artificer Infusions aren't implemented as individual magic items; instead you have an Infusions section in your Inventory where you can manage what items your infusions are applied to.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Because the Guild Charms... aren't charms. They're just insignias to be worn.
The magic items related to the Guilds are the Individual Guild Keyrunes, and individual Guild Signets. Guild Charms, as per the MtG cards, do not exist.
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Actually, I’d say it is because Guild Charms ARE charms: like the charms listed in the DMG, they are temporary effects. Unlike those in the DMG they are bestowed on an item for a persons to use, rather than directly on a person. This also addresses why they are not supported: DMG charms aren’t supported either. Neither type of charm are magic items, they are a separate category.
I’m guessing part of why they haven’t been implemented yet is that they are not permanent effects, but they somehow don’t fit the parameters they use for consumable magic items, OR they didn’t want to use magic items to simulate them since they aren’t considered magic items.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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...so I'm still correct, but for the wrong reason!
still not a magic item!
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Because they aren’t “items.” As per the very first line in the section you linked:
Since it isn’t an “item,” they cannot make it an item. And they have not developed the functionality to create temporary effects.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
That's my bad. Thanks for pointing that out. You saved me a derp moment with my party next time someone rolls an Artificer. I saw that Arcane Propulsion Armor had its own page and thought all the infusions did.
Please forgiver my ignorance. How does an artificer "hand out" infusions to other players? I don't see how a person playing with an Artificer would add an infused items to their inventory.
Well, to my thinking on this wouldn't that, in DnDBeyond terms at least, just be treated as a consumable item. Like a Potion of Healing or even an arrow? You use it once and remove it from your inventory. After all these charms grant special actions or reactions, with up to 3rd level spells as options to cast. I honestly don't think I would remember earning a Gruul Charm a couple of sessions after getting it if it was not in my inventory on DnDBeyond. Let alone months after the DM gave it to me for reaching renown 10 with the Gruul Clans. I doubt I'd remember the special reaction or two spell options it bestows.
So then, how does a DM give out Guild Charms without them being items in DnDBeyond that add these special actions or reaction and spell options to the player character sheet for all to see?
...the notes section of your character sheet? or creating a custom action for whatever the charm ends up giving you.
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
For the time being, DDB doesn't have a way to "hand out" infused items to other players, but the Artificer has the bookkeeping for keeping track of what infusions are known and are in use, and you can Note that an infused item has been given to a different character, and homebrew an item for that character to add to their inventory if it's not something that simply Replicates a Magic Item.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
As for the Charms, we users can totally create a magic item to "represent" the effects of a Charm, give it a set number of Charges to use, etc. But DDB cannot create do this officially, until they have the systems in place for such non-item things.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)