I've noticed lately, as the title suggests homebrew has been occasionally ignoring the homebrew toggle.
I've noticed this specifically with one of my homebrew spells (flare) but I think I notice it because it's a cantrip, so it's at the top of the spell list. I'm guessing my other spells do it sometimes and I just don't see them. It's not assigned to any subclasses, only full classes. You can check the spell out here if you'd like >>> Flare.
It's not been a big bother to me, because it's only some times, and it's easy to ignore, but now I have a player who is being affected by another players homebrew spell. The spell is set to be granted to Knowledge domain clerics, so they automatically have it prepared. Even with homebrew turned off, it's forcing the spell onto my player. I double tested it myself, creating a brand new character with homebrew turned off and it was being assigned. I then triple tested by creating a knowledge domain cleric outside of the campaign module, then inviting myself to join. The character then had the homebrewed spell prepared. That character never had the homebrew toggle activated.
/e It's also worth noting, removing the character from the campaign module removes the always prepared spell. It realizes it's not supposed to be there with the homebrew toggle turned off.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
You'll need to talk to the player with the homebrew spell and have them remove it from their Homebrew Collection.
People really need to avoid adding homebrew spells to the spell lists of official subclasses. If they reallllly want it as always prepared, attach it to a private homebrew subclass, even if just a copy of an official subclass.
I have plenty of homebrews I've created just to play around with, and I keep them out of my Collection if I don't want them to be available for others to use. They're still in my own Creations.
And again, you could encourage the player to avoid adding their homebrew spells to official subclass lists.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I have plenty of homebrews I've created just to play around with, and I keep them out of my Collection if I don't want them to be available for others to use. They're still in my own Creations.
And again, you could encourage the player to avoid adding their homebrew spells to official subclass lists.
Hey, I apologize if my last message came across rude or passive aggressive by any means, I was rushing out my door and rushed it.
While I agree, I don't think spells should be tied directly to subclasses I'm not one to tell others how to do something. The player in question is a DM themselves, they're just getting a chance to play under me. They've created the spell for their players to use in their games.
I don't know about you, but I would hate to have to constantly remove the problematic spell then re-enable it when they play with their group. That's a hassle in a half.
We're working around it and it's fine. I'm still just leaving this here as a report.
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I've noticed lately, as the title suggests homebrew has been occasionally ignoring the homebrew toggle.
I've noticed this specifically with one of my homebrew spells (flare) but I think I notice it because it's a cantrip, so it's at the top of the spell list. I'm guessing my other spells do it sometimes and I just don't see them. It's not assigned to any subclasses, only full classes. You can check the spell out here if you'd like >>> Flare.
It's not been a big bother to me, because it's only some times, and it's easy to ignore, but now I have a player who is being affected by another players homebrew spell. The spell is set to be granted to Knowledge domain clerics, so they automatically have it prepared. Even with homebrew turned off, it's forcing the spell onto my player. I double tested it myself, creating a brand new character with homebrew turned off and it was being assigned. I then triple tested by creating a knowledge domain cleric outside of the campaign module, then inviting myself to join. The character then had the homebrewed spell prepared. That character never had the homebrew toggle activated.
/e It's also worth noting, removing the character from the campaign module removes the always prepared spell. It realizes it's not supposed to be there with the homebrew toggle turned off.
Known issue. Devs were made aware years ago.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
You'll need to talk to the player with the homebrew spell and have them remove it from their Homebrew Collection.
People really need to avoid adding homebrew spells to the spell lists of official subclasses. If they reallllly want it as always prepared, attach it to a private homebrew subclass, even if just a copy of an official subclass.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Yeah, not going to ask a player to delete their own homebrew creation from their collections. That's silly.
We're working around it. I'm not worried about that. Simply reporting the issue.
I have plenty of homebrews I've created just to play around with, and I keep them out of my Collection if I don't want them to be available for others to use. They're still in my own Creations.
And again, you could encourage the player to avoid adding their homebrew spells to official subclass lists.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
They don’t have to delete it, just remove it from their collection. They can add and remove their homebrews to their own collection at Will.
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Hey, I apologize if my last message came across rude or passive aggressive by any means, I was rushing out my door and rushed it.
While I agree, I don't think spells should be tied directly to subclasses I'm not one to tell others how to do something. The player in question is a DM themselves, they're just getting a chance to play under me. They've created the spell for their players to use in their games.
I don't know about you, but I would hate to have to constantly remove the problematic spell then re-enable it when they play with their group. That's a hassle in a half.
We're working around it and it's fine. I'm still just leaving this here as a report.