I did a cursory scan of the first few pages of threads and didn't see this specifically so I felt compelled to report it. Sorry if it is a duplicate.
My character ([Male High Elf Cleric 6] PierceMoore/characters/4219250) has the "Animate Dead" spell listed in its "Known" and "Prepared" spells twice. One of the instances is not prepared and disabled (not clickable) and the other is prepared but clicking it doesn't actually remove the spell.
I have created a github gist (gist.github.com/rex/301c7cdf5d433ed3e612d536ad79f462) with all information I can gather, which really is just a few screenshots and the entire browser request that happens when the button is clicked. I included the request/response payloads, headers, etc.
It's not breaking gameplay for me right now but it is definitely annoying and also causing me some concern that I have somehow misconfigured my character in a way that I am going to have to make significant changes to resolve.
I appreciate any help or insight you awesome folks can offer! Thanks!
having had a quick look - it appears that you are seeing a homebrew copy of the Animate Dead spell.
If this isn't something you created yourself, then it's likely you are seeing it because it has been shared by one of the other users in the campaign that the character is in.
The background of the character is "Acolyte" which grants "Shelter of the Faithful". I am struggling to figure out what parts of my character might grant that spell and cause conflicts and I'm coming up empty.
having had a quick look - it appears that you are seeing a homebrew copy of the Animate Dead spell.
If this isn't something you created yourself, then it's likely you are seeing it because it has been shared by one of the other users in the campaign that the character is in.
Yikes. They both look identical in the spell manager, wouldn't there be some indicator that the spell was homebrew? Also I'm almost completely certain nobody else in the campaign created that spell and shared it, we have almost zero homebrew content in our campaign.
The thing is though, @Stormknight, your comment gave me an idea that led to another significant clue. You gave me the idea to reload the page and dig into the actual JSON that comes back from the DDB API in my player configuration. In a perfect scenario, I should only have one instance of "Animate Dead" in my list of spells. After digging into the JSON I can confirm there are indeed two instances of "Animate Dead" in the spell list. Each has the property "isHomebrew: false", so they are definitely not Homebrew. Strangely, both objects appear to be identical. I am doing an exhaustive comparison right now to see if there are any differences. I will attach the spells JSON below so you can see what I'm seeing. The entire player JSON object is about 1.5M so it's inefficient to attach the entire thing to this post. I will provide it if it will help though!
{
"id": 136039,
"entityTypeId": 435869154,
"definition": {
"id": 1996,
"name": "Animate Dead",
"level": 3,
"school": "Necromancy",
"duration": {
"durationInterval": 0,
"durationUnit": null,
"durationType": "Instantaneous"
},
"activation": {
"activationTime": 1,
"activationType": 6
},
"range": {
"origin": "Ranged",
"rangeValue": 10,
"aoeType": null,
"aoeValue": null
},
"asPartOfWeaponAttack": false,
"description": "<p>This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).</p>\r\n<p>On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.</p>\r\n<p>The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.</p>",
"snippet": "",
"concentration": false,
"ritual": false,
"rangeArea": null,
"damageEffect": null,
"components": [
1,
2,
3
],
"componentsDescription": "a drop of blood, a piece of flesh, and a pinch of bone dust",
"saveDcAbilityId": null,
"healing": null,
"healingDice": null,
"tempHpDice": null,
"attackType": null,
"canCastAtHigherLevel": true,
"isHomebrew": false,
"version": null,
"sourceId": 2,
"sourcePageNumber": 212,
"requiresSavingThrow": false,
"requiresAttackRoll": false,
"atHigherLevels": {
"scaleType": "spellscale",
"higherLevelDefinitions": [
{
"level": 1,
"typeId": 1,
"dice": null,
"value": 2,
"details": ""
}
],
"additionalAttacks": [],
"additionalTargets": [
{
"targets": 2,
"level": 4,
"description": ""
},
{
"targets": 4,
"level": 5,
"description": ""
},
{
"targets": 6,
"level": 6,
"description": ""
},
{
"targets": 8,
"level": 7,
"description": ""
},
{
"targets": 10,
"level": 8,
"description": ""
},
{
"targets": 12,
"level": 9,
"description": ""
}
],
"areaOfEffect": [],
"duration": [],
"creatures": [],
"special": [],
"points": []
},
"modifiers": [],
"conditions": [],
"tags": [
"Creation"
],
"castingTimeDescription": ""
},
"prepared": false,
"countsAsKnownSpell": true,
"usesSpellSlot": true,
"castAtLevel": null,
"alwaysPrepared": false,
"restriction": null,
"spellCastingAbilityId": null,
"displayAsAttack": null,
"additionalDescription": null,
"castOnlyAsRitual": false,
"ritualCastingType": null,
"range": {
"origin": "Ranged",
"rangeValue": 10,
"aoeType": null,
"aoeValue": null
},
"activation": {
"activationTime": 1,
"activationType": 6
},
"baseLevelAtWill": false,
"atWillLimitedUseLevel": null,
"componentId": 0,
"componentTypeId": 0
},
{
"id": 136039,
"entityTypeId": 435869154,
"definition": {
"id": 1996,
"name": "Animate Dead",
"level": 3,
"school": "Necromancy",
"duration": {
"durationInterval": 0,
"durationUnit": null,
"durationType": "Instantaneous"
},
"activation": {
"activationTime": 1,
"activationType": 6
},
"range": {
"origin": "Ranged",
"rangeValue": 10,
"aoeType": null,
"aoeValue": null
},
"asPartOfWeaponAttack": false,
"description": "<p>This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).</p>\r\n<p>On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.</p>\r\n<p>The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.</p>",
"snippet": "",
"concentration": false,
"ritual": false,
"rangeArea": null,
"damageEffect": null,
"components": [
1,
2,
3
],
"componentsDescription": "a drop of blood, a piece of flesh, and a pinch of bone dust",
"saveDcAbilityId": null,
"healing": null,
"healingDice": null,
"tempHpDice": null,
"attackType": null,
"canCastAtHigherLevel": true,
"isHomebrew": false,
"version": null,
"sourceId": 2,
"sourcePageNumber": 212,
"requiresSavingThrow": false,
"requiresAttackRoll": false,
"atHigherLevels": {
"scaleType": "spellscale",
"higherLevelDefinitions": [
{
"level": 1,
"typeId": 1,
"dice": null,
"value": 2,
"details": ""
}
],
"additionalAttacks": [],
"additionalTargets": [
{
"targets": 2,
"level": 4,
"description": ""
},
{
"targets": 4,
"level": 5,
"description": ""
},
{
"targets": 6,
"level": 6,
"description": ""
},
{
"targets": 8,
"level": 7,
"description": ""
},
{
"targets": 10,
"level": 8,
"description": ""
},
{
"targets": 12,
"level": 9,
"description": ""
}
],
"areaOfEffect": [],
"duration": [],
"creatures": [],
"special": [],
"points": []
},
"modifiers": [],
"conditions": [],
"tags": [
"Creation"
],
"castingTimeDescription": ""
},
"prepared": true,
"countsAsKnownSpell": true,
"usesSpellSlot": true,
"castAtLevel": null,
"alwaysPrepared": false,
"restriction": null,
"spellCastingAbilityId": null,
"displayAsAttack": null,
"additionalDescription": null,
"castOnlyAsRitual": false,
"ritualCastingType": null,
"range": {
"origin": "Ranged",
"rangeValue": 10,
"aoeType": null,
"aoeValue": null
},
"activation": {
"activationTime": 1,
"activationType": 6
},
"baseLevelAtWill": false,
"atWillLimitedUseLevel": null,
"componentId": 0,
"componentTypeId": 0
}
Edit: After comparing the two objects with jsondiff.com I confirmed that the only difference between the two spell objects is that one has "prepared: true" and the other has "prepared: false". So that's a bummer. I suppose I was hoping for something simple like having two distinct copies of the same spell, but those objects are identical in every way. Which means this might just be a flat-out bug.
I haven't, but for a good reason. I'm the person with the paid membership and all that, I have been horrified at the idea of pulling my character even briefly and having that mess my character up. We are a group of 7 people and at least 4 separate people have paid content on their account that we all use via content sharing. I guess I could put one of my standby characters into the campaign so it didn't mess up content sharing, but I'm also nervous about the effect that would have on my character in general.
When you move characters around do they lose things you added through content sharing?
Edit: Just to test the theory, I added a backup character to the primary campaign and then attempted to remove my primary character from the campaign. I was greeted with this terrifying popup and immediately closed it.
So I guess that's not a thing. That is a major bummer. So is this character just hosed? I really really do not want to rebuild the character from the ground up just because of this dang spell lol
You can always try turning off homebrew for your character, but honestly the quickest way to confirm if a spell is homebrewed is to look and see if there's a version in its description labeled 'version.' It would be after the line that tells you its duration. If it says 'Version,' even with no information about what version, then it's homebrew. If neither of these say 'Version' in the UI, then my guess would be a homebrew action that grants the spell, without it needing to be prepared.
Great thinking @pocketmouse. So I checked on that and have attached screenshots. No "Version" property visible that I can see. Am I looking in the right place? "Manage Spells" > "Known Spells"?
Additionally, I went through the entire JSON object returned for my player from the API and searched for the term "isHomebrew: true" and nothing returned. So it appears that I have zero homebrew content in use by my character but I am not sure where else to look.
Yes, that's where you'd see the 'Version' notation. So, if you think you have no homebrew, try turning it off in the 'Home' pane of the character builder. If you still see two version of animate dead, that will confirm it's not a homebrew action/feat (I know you don't have any feats turned on)/item/etc.
Great idea @pocketmouse. I disabled both Homebrew and M:tG (not sure why that was enabled) content, refreshed the page, and the duplicate spells still exist.
Which is a huge bummer.
Great information, though! By process of elimination we've determined that it's definitely not being caused by Homebrew content. I am very split on where to investigate next. I struggle to conclude this is a bug on DDB side, but then again I struggle to conclude that this is being caused by a wayward combination of race/class/etc.
Any ideas on where I should dig next? As long as it doesn't involve removing the character from the campaign or damaging the character I will try it!
Great idea @pocketmouse. I disabled both Homebrew and M:tG (not sure why that was enabled) content, refreshed the page, and the duplicate spells still exist.
I just want to check. Are you unpreparing the the animate dead you already have when you do this?
@DxJxC I have been consistently trying to unprepare the animate dead spell that is prepared, of course the other is disabled and unclickable. All attempts to unprepare the spell succeed (the request returns success: true from the API in the dev console) but do not actually unprepare the spell. I have tried unpreparing it on safari, chrome, mobile safari, mobile chrome, nothing works.
The only solution I have left is to try remaking the character from scratch (maybe make a copy?).
Yeah, I have been desperately avoiding considering this option. It does seem like my options are running out, though, which is really frustrating. It seems like this shouldn't be a problem at all but here I am considering rebuilding the character from scratch. :(
No matter what happens, I sincerely appreciate your help and that of @Stormknight and @pocketmouse.
I noticed something else odd - the character appears to have one too many spells prepared.
Did you maybe level the character up, prepare the spells, then reduce the character level at some point?
I had one too many spells prepared simply because I wanted to use my full allotment of 9 spells but didn't want Animate Dead to waste a spot. So I prepared a 10th spell and simply don't use Animate Dead. Believe me, I would much rather just unprepare it.
I just went back into "Manage Spells" and unprepared two spells to put me back at 8/9 prepared. Even after doing this and hard reloading the page 5 times I still see the duplicate "Animate Dead" spells and the one that is prepared continues to do nothing when "unprepare" is clicked. I will unprepare all of my spells and try again to see if that changes anything.
Edit: Unpreparing all my spells has no effect. Looking into the cantrips since they are labeled with "Remove" instead of "Unprepare". This is really starting to look like a straight up bug in D&D Beyond.
Edit 2: Just re-reviewed my "class features" in the advancement stage of the character builder and confirmed that I don't have any cross-class improvements (like being able to use spells from another class, etc). Everything I have in my character is just plain Jane cleric stuff, and nothing in my inventory grants the "Animate Dead" spell. It really seems like this is just me clicking "Prepare" at one point and then it just became impossible to remove. :-/ Not sure where to go from here.
Edit 3: Okay, that was a tiny lie. I do have access to Mage Hand (Wizard spell) through the "Cantrip" feature of the High Elf class.
I played around with making a copy of your character, and I couldn’t replicate the issue. But I don’t own all the books, so I don’t own all the items - though none of your items grant that spell. Still, maybe see if un-attuning or unequipping your magic items does it, in case it’s a bug in an item.
Also, do you recall if you had this issue at level 5, where you also had access to L3 spells?
I did a cursory scan of the first few pages of threads and didn't see this specifically so I felt compelled to report it. Sorry if it is a duplicate.
My character ([Male High Elf Cleric 6] PierceMoore/characters/4219250) has the "Animate Dead" spell listed in its "Known" and "Prepared" spells twice. One of the instances is not prepared and disabled (not clickable) and the other is prepared but clicking it doesn't actually remove the spell.
I have created a github gist (gist.github.com/rex/301c7cdf5d433ed3e612d536ad79f462) with all information I can gather, which really is just a few screenshots and the entire browser request that happens when the button is clicked. I included the request/response payloads, headers, etc.
It's not breaking gameplay for me right now but it is definitely annoying and also causing me some concern that I have somehow misconfigured my character in a way that I am going to have to make significant changes to resolve.
I appreciate any help or insight you awesome folks can offer! Thanks!
What is the character's background?
Hi there,
having had a quick look - it appears that you are seeing a homebrew copy of the Animate Dead spell.
If this isn't something you created yourself, then it's likely you are seeing it because it has been shared by one of the other users in the campaign that the character is in.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
The background of the character is "Acolyte" which grants "Shelter of the Faithful". I am struggling to figure out what parts of my character might grant that spell and cause conflicts and I'm coming up empty.
Yikes. They both look identical in the spell manager, wouldn't there be some indicator that the spell was homebrew? Also I'm almost completely certain nobody else in the campaign created that spell and shared it, we have almost zero homebrew content in our campaign.
The thing is though, @Stormknight, your comment gave me an idea that led to another significant clue. You gave me the idea to reload the page and dig into the actual JSON that comes back from the DDB API in my player configuration. In a perfect scenario, I should only have one instance of "Animate Dead" in my list of spells. After digging into the JSON I can confirm there are indeed two instances of "Animate Dead" in the spell list. Each has the property "isHomebrew: false", so they are definitely not Homebrew. Strangely, both objects appear to be identical. I am doing an exhaustive comparison right now to see if there are any differences. I will attach the spells JSON below so you can see what I'm seeing. The entire player JSON object is about 1.5M so it's inefficient to attach the entire thing to this post. I will provide it if it will help though!
To be a little more clear about what I posted above, the spells I included there were extracted from my "Player Config" object retrieved from the DDB API at https://www.dndbeyond.com/profile/PierceMoore/characters/4219250/json. There is a separate API call that hits https://www.dndbeyond.com/api/config/json that I did not include above.
Edit: After comparing the two objects with jsondiff.com I confirmed that the only difference between the two spell objects is that one has "prepared: true" and the other has "prepared: false". So that's a bummer. I suppose I was hoping for something simple like having two distinct copies of the same spell, but those objects are identical in every way. Which means this might just be a flat-out bug.
Just to be thorough, have you tried removing the character from the campaign?
I haven't, but for a good reason. I'm the person with the paid membership and all that, I have been horrified at the idea of pulling my character even briefly and having that mess my character up. We are a group of 7 people and at least 4 separate people have paid content on their account that we all use via content sharing. I guess I could put one of my standby characters into the campaign so it didn't mess up content sharing, but I'm also nervous about the effect that would have on my character in general.
When you move characters around do they lose things you added through content sharing?
Edit: Just to test the theory, I added a backup character to the primary campaign and then attempted to remove my primary character from the campaign. I was greeted with this terrifying popup and immediately closed it.
So I guess that's not a thing. That is a major bummer. So is this character just hosed? I really really do not want to rebuild the character from the ground up just because of this dang spell lol
You can always try turning off homebrew for your character, but honestly the quickest way to confirm if a spell is homebrewed is to look and see if there's a version in its description labeled 'version.' It would be after the line that tells you its duration. If it says 'Version,' even with no information about what version, then it's homebrew. If neither of these say 'Version' in the UI, then my guess would be a homebrew action that grants the spell, without it needing to be prepared.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Great thinking @pocketmouse. So I checked on that and have attached screenshots. No "Version" property visible that I can see. Am I looking in the right place? "Manage Spells" > "Known Spells"?
Additionally, I went through the entire JSON object returned for my player from the API and searched for the term "isHomebrew: true" and nothing returned. So it appears that I have zero homebrew content in use by my character but I am not sure where else to look.
Yes, that's where you'd see the 'Version' notation. So, if you think you have no homebrew, try turning it off in the 'Home' pane of the character builder. If you still see two version of animate dead, that will confirm it's not a homebrew action/feat (I know you don't have any feats turned on)/item/etc.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Great idea @pocketmouse. I disabled both Homebrew and M:tG (not sure why that was enabled) content, refreshed the page, and the duplicate spells still exist.
Which is a huge bummer.
Great information, though! By process of elimination we've determined that it's definitely not being caused by Homebrew content. I am very split on where to investigate next. I struggle to conclude this is a bug on DDB side, but then again I struggle to conclude that this is being caused by a wayward combination of race/class/etc.
Any ideas on where I should dig next? As long as it doesn't involve removing the character from the campaign or damaging the character I will try it!
I just want to check. Are you unpreparing the the animate dead you already have when you do this?
@DxJxC I have been consistently trying to unprepare the animate dead spell that is prepared, of course the other is disabled and unclickable. All attempts to unprepare the spell succeed (the request returns success: true from the API in the dev console) but do not actually unprepare the spell. I have tried unpreparing it on safari, chrome, mobile safari, mobile chrome, nothing works.
The only solution I have left is to try remaking the character from scratch (maybe make a copy?).
I noticed something else odd - the character appears to have one too many spells prepared.
Did you maybe level the character up, prepare the spells, then reduce the character level at some point?
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Yeah, I have been desperately avoiding considering this option. It does seem like my options are running out, though, which is really frustrating. It seems like this shouldn't be a problem at all but here I am considering rebuilding the character from scratch. :(
No matter what happens, I sincerely appreciate your help and that of @Stormknight and @pocketmouse.
I had one too many spells prepared simply because I wanted to use my full allotment of 9 spells but didn't want Animate Dead to waste a spot. So I prepared a 10th spell and simply don't use Animate Dead. Believe me, I would much rather just unprepare it.
I just went back into "Manage Spells" and unprepared two spells to put me back at 8/9 prepared. Even after doing this and hard reloading the page 5 times I still see the duplicate "Animate Dead" spells and the one that is prepared continues to do nothing when "unprepare" is clicked. I will unprepare all of my spells and try again to see if that changes anything.
Edit: Unpreparing all my spells has no effect. Looking into the cantrips since they are labeled with "Remove" instead of "Unprepare". This is really starting to look like a straight up bug in D&D Beyond.
Edit 2: Just re-reviewed my "class features" in the advancement stage of the character builder and confirmed that I don't have any cross-class improvements (like being able to use spells from another class, etc). Everything I have in my character is just plain Jane cleric stuff, and nothing in my inventory grants the "Animate Dead" spell. It really seems like this is just me clicking "Prepare" at one point and then it just became impossible to remove. :-/ Not sure where to go from here.
Edit 3: Okay, that was a tiny lie. I do have access to Mage Hand (Wizard spell) through the "Cantrip" feature of the High Elf class.
I played around with making a copy of your character, and I couldn’t replicate the issue. But I don’t own all the books, so I don’t own all the items - though none of your items grant that spell. Still, maybe see if un-attuning or unequipping your magic items does it, in case it’s a bug in an item.
Also, do you recall if you had this issue at level 5, where you also had access to L3 spells?
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep