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.
it is about seeing what the spell does if u cast it using a higher spellslot.
So basically showing up in your selected spells.
This is a bit complicated. The system isn't set up for this so you have to do an awkward homebrew workaround. You would need to create a homebrew copy of the subclass and add a hidden feature to let you choose the spells to add and set them to "use spell slots: yes". There is no way to have this connected to the feat so you'd need to make your choice twice, once in the feat and then again in the character builder subclass feature.
As for seeing what the spell does at higher levels, you can already do that by just reading the spell. If it has an increased effect for casting at higher level there is "At higher levels" section in the spell text which tells you. From there it's just a bit of incredibly simple math. For those that involve rolling higher dice you just use the select them from the bottom-left. Of the 13 spells, only 4 involve rolling more dice at higher levels and they all have the same pattern: 1 extra dice per higher level. There are 4 other spells with "at higher level" benefits: fog cloud, which is just a 20 ft x level radius (20 ft level 1, 40 ft level 2, etc); Armor of Agathys which is just 5 x level temp hp (5 level 1, 10 level 2 etc); and then longstrider and command which are both "targets = level" so 1 target at 1st level, 2 targets at 2nd, etc. They're very very simple to just work out.
Now, yes having the sheet do it for you is good and it would be fantastic if that was the case. But it's not a big deal at all that it doesn't and still considerably more convenient than pen and paper. And if you need the sheet to do it for you, really need it - then you can just do the workaround.
The devs will implement this system at some point because this is the direction of D&D now: when things give you free cast spells they let you cast with slots too and we can see from the one D&D, recent and new books that this is going to be the new norm. So D&D Beyond will need to update the system for this. Just not yet, and so either do math or make the workaround, in the meantime.
also u have to manually keep track of your proficiency score to see if u can learn another rune because u can select all three in the beginning.
There is no system to limit spells learned by proficiency bonus. They may change this but given how unique this is, it is unlikely. A player should be aware of the feature and restrict things appropriately and is the responsibility of the DM to check. So this would be a lot of dev time and cost just to implement a restriction that is mostly unnecessary.
if u could put in some effort and fix this that would be great!
Well, I can't I'm not a dev. 🤣
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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.
The spells chosen with rune shaper should be castable on higher levels right?
While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have
but in dnd beyond app they only show up in level 1 form with use button
not being able to cast it @ higher level
Feats cannot add spells that use spell slots.
You will need to mark the slots off naturally.
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.
It is not about marking it off
it is about seeing what the spell does if u cast it using a higher spellslot.
So basically showing up in your selected spells.
if u could put in some effort and fix this that would be great!
also u have to manually keep track of your proficiency score to see if u can learn another rune because u can select all three in the beginning.
thank you
This is a bit complicated. The system isn't set up for this so you have to do an awkward homebrew workaround. You would need to create a homebrew copy of the subclass and add a hidden feature to let you choose the spells to add and set them to "use spell slots: yes". There is no way to have this connected to the feat so you'd need to make your choice twice, once in the feat and then again in the character builder subclass feature.
As for seeing what the spell does at higher levels, you can already do that by just reading the spell. If it has an increased effect for casting at higher level there is "At higher levels" section in the spell text which tells you. From there it's just a bit of incredibly simple math. For those that involve rolling higher dice you just use the select them from the bottom-left. Of the 13 spells, only 4 involve rolling more dice at higher levels and they all have the same pattern: 1 extra dice per higher level. There are 4 other spells with "at higher level" benefits: fog cloud, which is just a 20 ft x level radius (20 ft level 1, 40 ft level 2, etc); Armor of Agathys which is just 5 x level temp hp (5 level 1, 10 level 2 etc); and then longstrider and command which are both "targets = level" so 1 target at 1st level, 2 targets at 2nd, etc. They're very very simple to just work out.
Now, yes having the sheet do it for you is good and it would be fantastic if that was the case. But it's not a big deal at all that it doesn't and still considerably more convenient than pen and paper. And if you need the sheet to do it for you, really need it - then you can just do the workaround.
The devs will implement this system at some point because this is the direction of D&D now: when things give you free cast spells they let you cast with slots too and we can see from the one D&D, recent and new books that this is going to be the new norm. So D&D Beyond will need to update the system for this. Just not yet, and so either do math or make the workaround, in the meantime.
There is no system to limit spells learned by proficiency bonus. They may change this but given how unique this is, it is unlikely. A player should be aware of the feature and restrict things appropriately and is the responsibility of the DM to check. So this would be a lot of dev time and cost just to implement a restriction that is mostly unnecessary.
Well, I can't I'm not a dev. 🤣
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.
Thank you for the reply