That's currently a technical limitation. It will show both ways when a feature grants a specific spell, but can't yet be set up like that when the user chooses the spell. You can manually click a spell slot to mark it as used, though.
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I understand that there is a workaround, but upcasting a spell is often a critical component of feat-based spells. A wizard with Cure Wounds, for example, is going to get a lot of utility out of a level 3 cast of that spell, and manually rolling the dice, adding modifiers, then marking a spell slot is rough on some players. I use Beyond for my kid games, and it's purely for the auto-factor of the character sheets.
I don't understand why feats don't have the subclass options "Counts as Known Spell" and "Always Prepared".
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"Stories never end. They merely mark the beginning of the next chapter." -Rory Bristol "Failure means you've tried." -RB
It's not about having a "cast" button. It's about the upcast versions of the spells being non-rollable. A huge part of spell management on Beyond is the baked-in utility of rollable spells, knowing that you're not under- or over-valuing the spell.
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"Stories never end. They merely mark the beginning of the next chapter." -Rory Bristol "Failure means you've tried." -RB
As an alternative, then, you could make a homebrew copy of the subclass and add the spell there. (You won't be able to set it up that way using a feat.)
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As an alternative, then, you could make a homebrew copy of the subclass and add the spell there. (You won't be able to set it up that way using a feat.)
I have done this repeatedly. It's just bonkers to me that players have to home-brew options to make a core feature work properly. I'd hope that this kind of bug (which it clearly is) gets fixed, because it affects a huge number of players, many of whom do not know how to use homebrew subclasses or - more importantly - players whose DMs ban disable Homebrew on their campaigns to keep the games limited to official materials. I guarantee you that if I enable Homebrew on a Jr High student's character, I'm going to end up having to rein in the most unhinged spells they can find. And this is complicated, of course, by the inability for players to add/remove spells through their character sheets while filtering by source.
It just needs to be fixed, even if there is technically a workaround. That's what bug forums are for, no?
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"Stories never end. They merely mark the beginning of the next chapter." -Rory Bristol "Failure means you've tried." -RB
Can we create a Feat that lets us add a spell and allows it to be upcast. And if we add cantrips to the feat, will it reflect effects of the character casting it a higher level?
Can we create a Feat that lets us add a spell and allows it to be upcast. And if we add cantrips to the feat, will it reflect effects of the character casting it a higher level?
A feat cannot create an up-castable spell, which is what we are discussing. You can only make a spell "always prepared" (which is what it needs to be to cast at a level other than its base level) through a subclass feature.
That said, a cantrip should always scale based on the character's current level, regardless of how they receive that cantrip.
For example, the feat Druid Initiate, Cleric Initiate, and Wizard Initiate all grant two cantrips which always scale, and 1 spell that can only be cast as a single use (but not up-cast, and isn't considered "prepared" by the character sheet). This is how the rules and the character sheet conflict. The rules allow you to use your spell slots for the spell, but the character sheet does not. As SpamandTuna said, it's a technical limitation, a place in the software for the character sheets that doesn't support the rules of the game.
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"Stories never end. They merely mark the beginning of the next chapter." -Rory Bristol "Failure means you've tried." -RB
Or how about you actually fix the platform that we pay money for? This is a basic feature that should be supported.
We pay you to take AWAY the math, so i can just look at an upscaled spell and it will tell me what how many dice to roll. With the magic initiate feat, the spells DO NOT SHOW UP as prepared spells. so they don't show up in the upcasting...
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I have magic initiate Wizard and Cleric on a character. I am able to Use the Level 1 Spells once.
I do NOT see an option to be able to cast the Magic Initiate Spell with a Spell Slot.
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ModeratorThat's currently a technical limitation. It will show both ways when a feature grants a specific spell, but can't yet be set up like that when the user chooses the spell. You can manually click a spell slot to mark it as used, though.
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InsiderI understand that there is a workaround, but upcasting a spell is often a critical component of feat-based spells. A wizard with Cure Wounds, for example, is going to get a lot of utility out of a level 3 cast of that spell, and manually rolling the dice, adding modifiers, then marking a spell slot is rough on some players. I use Beyond for my kid games, and it's purely for the auto-factor of the character sheets.
I don't understand why feats don't have the subclass options "Counts as Known Spell" and "Always Prepared".
"Stories never end. They merely mark the beginning of the next chapter." -Rory Bristol
"Failure means you've tried." -RB
Anyone know the work around for this issue?
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ModeratorI would just manually click a spell slot to mark it as used. That's all the "Cast" button really does anyway.
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/dnd
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InsiderIt's not about having a "cast" button. It's about the upcast versions of the spells being non-rollable. A huge part of spell management on Beyond is the baked-in utility of rollable spells, knowing that you're not under- or over-valuing the spell.
"Stories never end. They merely mark the beginning of the next chapter." -Rory Bristol
"Failure means you've tried." -RB
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ModeratorAs an alternative, then, you could make a homebrew copy of the subclass and add the spell there. (You won't be able to set it up that way using a feat.)
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/dnd
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InsiderI have done this repeatedly. It's just bonkers to me that players have to home-brew options to make a core feature work properly. I'd hope that this kind of bug (which it clearly is) gets fixed, because it affects a huge number of players, many of whom do not know how to use homebrew subclasses or - more importantly - players whose DMs ban disable Homebrew on their campaigns to keep the games limited to official materials. I guarantee you that if I enable Homebrew on a Jr High student's character, I'm going to end up having to rein in the most unhinged spells they can find. And this is complicated, of course, by the inability for players to add/remove spells through their character sheets while filtering by source.
It just needs to be fixed, even if there is technically a workaround. That's what bug forums are for, no?
"Stories never end. They merely mark the beginning of the next chapter." -Rory Bristol
"Failure means you've tried." -RB
Can we create a Feat that lets us add a spell and allows it to be upcast. And if we add cantrips to the feat, will it reflect effects of the character casting it a higher level?
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InsiderA feat cannot create an up-castable spell, which is what we are discussing. You can only make a spell "always prepared" (which is what it needs to be to cast at a level other than its base level) through a subclass feature.
That said, a cantrip should always scale based on the character's current level, regardless of how they receive that cantrip.
For example, the feat Druid Initiate, Cleric Initiate, and Wizard Initiate all grant two cantrips which always scale, and 1 spell that can only be cast as a single use (but not up-cast, and isn't considered "prepared" by the character sheet). This is how the rules and the character sheet conflict. The rules allow you to use your spell slots for the spell, but the character sheet does not. As SpamandTuna said, it's a technical limitation, a place in the software for the character sheets that doesn't support the rules of the game.
"Stories never end. They merely mark the beginning of the next chapter." -Rory Bristol
"Failure means you've tried." -RB
Or how about you actually fix the platform that we pay money for?
This is a basic feature that should be supported.
We pay you to take AWAY the math, so i can just look at an upscaled spell and it will tell me what how many dice to roll.
With the magic initiate feat, the spells DO NOT SHOW UP as prepared spells. so they don't show up in the upcasting...