So, this isn't a bug, per se, but my 20th level artificer acquired all the pieces of the orrery of the wanderer, and the orrery itself, but she can only attune to six of them. The description of the orrery says that all the items and the orrery may be attuned as one item, but i cannot figure out how to make this happen. Am I missing something, or does it just not work like that?
So I'm sure this is no longer an issue for you, but just in case anyone else runs in to this issue and finds this thread, here's the solution to your problem. The Orrery text specifically says that "attuning to an installed component doesn’t count against the number of magic items you can normally attune to". This means that you don't actually need to mark off the individual pieces as being "attuned" within DNDBeyond. Meanwhile, attuning to the completed Orrery takes up one attunement slot, and gives you the listed benefits of:
2 minor beneficial properties
1 major beneficial property
1 major detrimental property
Future Echoes. With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC.
Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms.
Master of Travel. While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.
My issue is that when I attune to the Orrery, I am not then able to attune to the objects nor do my characters gain the benefits as if I had them attuned, meaning I have to either manually add all the bonuses via custom editions or remember exactly what bonuses I have to what, which is not the easiest with 6 different items, each with unique effects.
I found this issue myself... Trying to create a character with the full Orrery as one of its attunements. Couldn't figure out how to get it to work since you had to attune all the items. I even searched the Homebrew items to see if there was anything in there. There were some Orrerys in there, and some complete ones, but none of them had everything set up where things acted as if they were attuned. I have went ahead and created a Homebrew Orrery of the Wanderer (Complete and Full Attunement). That way you only need this one Homebrew Orrery in your inventory and then attune it and you have all the spells, bonuses to saving throws, ect. If I have missed anything when creating that homebrew Orrery, please let me know and I will get it fixed as soon as I can.
I'm pretty sure the Orrery of the Wanderer (complete) that I made a few months back does just that. Could you tell me what it misses or does wrong so I could improve mine?
I'm pretty sure the Orrery of the Wanderer (complete) that I made a few months back does just that. Could you tell me what it misses or does wrong so I could improve mine?
Please remember that publishing non-Basic Rules content is against the homebrew terms of use. This includes combining multiple items into a single item such as with the Orrery of the Wanderer. You're more than welcome to homebrew it for personal use, but please don't publish it.
I'm pretty sure the Orrery of the Wanderer (complete) that I made a few months back does just that. Could you tell me what it misses or does wrong so I could improve mine?
Please remember that publishing non-Basic Rules content is against the homebrew terms of use. This includes combining multiple items into a single item such as with the Orrery of the Wanderer. You're more than welcome to homebrew it for personal use, but please don't publish it.
If that is the case, the Orrery of the Wanderer needs to be fixed. It is completely unusable if you want to use it to its full extent. Since with the Orrery of the Wanderer you can attune to all 6 of its components as well and they do not count towards your attunement total, per the item itself, yet they still do. Since the item isn't working as intended we have to homebrew a version and we make it public for anybody else that wants to use the Orrery as well. Unless the Orrery gets fixed, stiffling homebrew like this is a huge detriment. Also, Aryxis I tried yours out and it didn't add all the perks from each of the attuned pieces. Thats why I went ahead and did my version. As for yours you would need to do a bunch of custom adding of stuff additionally if you want the full Orrery. Though mine was rejected -.- stiffling homebrew at its finest.
I'm pretty sure the Orrery of the Wanderer (complete) that I made a few months back does just that. Could you tell me what it misses or does wrong so I could improve mine?
Please remember that publishing non-Basic Rules content is against the homebrew terms of use. This includes combining multiple items into a single item such as with the Orrery of the Wanderer. You're more than welcome to homebrew it for personal use, but please don't publish it.
If that is the case, the Orrery of the Wanderer needs to be fixed. It is completely unusable if you want to use it to its full extent. Since with the Orrery of the Wanderer you can attune to all 6 of its components as well and they do not count towards your attunement total, per the item itself, yet they still do. Since the item isn't working as intended we have to homebrew a version and we make it public for anybody else that wants to use the Orrery as well. Unless the Orrery gets fixed, stiffling homebrew like this is a huge detriment. Also, Aryxis I tried yours out and it didn't add all the perks from each of the attuned pieces. Thats why I went ahead and did my version. As for yours you would need to do a bunch of custom adding of stuff additionally if you want the full Orrery. Though mine was rejected -.- stiffling homebrew at its finest.
It’s not a matter of “stifling homebrew,” it’s a matter of Copywriter infringement, which is illegal.
Please note that, with the way artefacts work, they do need to be homebrewed to use them, as none of them have minor/major powers or side effects built in - they all state the number that should be added and leave it up to the DM to actually create the resulting artefact.
There is precedent for DDB having to code things in a manner that, while not accurate to the printed material, was necessary for the coding such as Magic Initiate gettin split into multiple feats, or the Vestiges getting spit into multiple magic items. If DDB can split single items into multiple ones out of technical necessity, could it not possibly also work in reverse?
Would it not then be potentially possible for DDB to implement a version of the assembled Orrery as a single Attunement item simply as a means of technical necessity to best implement that magic item for users?
Bane (Far Gear) Conjure Celestial (Far Gear) Teleport (Timepiece of Travel) Fly (Wheel of Stars) Levitate (Wheel of Stars)
Changes: You only get Advantage on Charm(Intimidation) checks via the Far Gear. You have both Advantage and Proficiency.
and then additionally the removal of the Minor/Major Benefits and Major Detriment. As those don't work for everybody, they shouldn't be baked into the item. I can't see exactly what you did on the item so I can't say for sure what needs to be changed.
The one that I created had everything, that you could get. Sure you would need/want to add the custom actions from the other components that you can't add via the homebrew menu, but the one I created simplified everything even more to where you only had to custom things if you wanted to (so they are less easy to be forgotten).
Besides those and whatever else I can't see on the backend of your Homebrew item, yours was almost what I was looking for. So that is why I created my other item. Though again, like I said it got rejected -.-
There is precedent for DDB having to code things in a manner that, while not accurate to the printed material, was necessary for the coding such as Magic Initiate gettin split into multiple feats, or the Vestiges getting spit into multiple magic items. If DDB can split single items into multiple ones out of technical necessity, could it not possibly also work in reverse?
Would it not then be potentially possible for DDB to implement a version of the assembled Orrery as a single Attunement item simply as a means of technical necessity to best implement that magic item for users?
Just an idea for potential consideration.
Stormknight addressed the most pertinent point, which is that as an artifact, the complete orrery has a vast number of permutations of properties. Creating a consolidated version wouldn't remove the need for people to homebrew it anyway, so it'd be work for the content team adding something that doesn't exist in the books (pretty much always a no no) which wouldn't actually reduce the work for DMs in a meaningful way anyway as they'd still need to homebrew in the proprieties.
There is precedent for DDB having to code things in a manner that, while not accurate to the printed material, was necessary for the coding such as Magic Initiate gettin split into multiple feats, or the Vestiges getting spit into multiple magic items. If DDB can split single items into multiple ones out of technical necessity, could it not possibly also work in reverse?
Would it not then be potentially possible for DDB to implement a version of the assembled Orrery as a single Attunement item simply as a means of technical necessity to best implement that magic item for users?
Just an idea for potential consideration.
Stormknight addressed the most pertinent point, which is that as an artifact, the complete orrery has a vast number of permutations of properties. Creating a consolidated version wouldn't remove the need for people to homebrew it anyway, so it'd be work for the content team adding something that doesn't exist in the books (pretty much always a no no) which wouldn't actually reduce the work for DMs in a meaningful way anyway as they'd still need to homebrew in the proprieties.
Thank you. So that sort of thing, like Magic Initiate, only ever gets done if it actually means that it removes the need for players to make it themselves.
So presumably, when the Armorer Artificer gets officially released, if the character builder/sheet still lack the tools to implement the feature in its printed state, then DDB might possibly make the item like they did with the [magicitem]Revenant Double-Bladed Scimitar[/spell]. Okay, thank you. I always wondered how by what criteria that decision was made.
As a follow up question, once DDB finally implements further utility in feat options, one presumes that they will consolidate “split feats” like Magic Initiate and Resilient etc. down to single feats as published to further comply with the published materials. Would that be a safe bet more or less?
There is precedent for DDB having to code things in a manner that, while not accurate to the printed material, was necessary for the coding such as Magic Initiate gettin split into multiple feats, or the Vestiges getting spit into multiple magic items. If DDB can split single items into multiple ones out of technical necessity, could it not possibly also work in reverse?
Would it not then be potentially possible for DDB to implement a version of the assembled Orrery as a single Attunement item simply as a means of technical necessity to best implement that magic item for users?
Just an idea for potential consideration.
Stormknight addressed the most pertinent point, which is that as an artifact, the complete orrery has a vast number of permutations of properties. Creating a consolidated version wouldn't remove the need for people to homebrew it anyway, so it'd be work for the content team adding something that doesn't exist in the books (pretty much always a no no) which wouldn't actually reduce the work for DMs in a meaningful way anyway as they'd still need to homebrew in the proprieties.
You say he addressed the most pertinent point, however, that point has no bearing on this topic currently being discussed. We are not asking for a fully consolidated Orrery at all. We understand that there is going to have to be some custom aspect of it, as with all artifacts and their Minor/Major properties. Bringing that point up into this current topic is completely off topic, not even a tangent. If I may ask for clarification, what vast number of permutations of properties would there be to have an item that consolidates all the properties that you get when you attune said item? We are not talking about the Artifact Properties, the properties that can be found in Ch 7 of the Dungeon Masters Guide, as with literally every other item that has these Artifact Properties we understand the inherent need for some custom/homebrew. The properties that we are talking about are the ones that give spells, bonuses on saves, advantages, ect. Or for another example for the Orrery, each of the 6 internal pieces of it each give a +1 Bonus to a respective saving roll.
I can't think of any way there would be anymore than 2 permutations. The regular Orrery of the Wanderer (the very same one that we have now) and then the Orrery of the Wanderer (C) (where this one is literally a 100% copy of the regular Orrery of the Wanderer except it gives the additional spells, save bonuses, ect). That would satisfy both sides. From a consumer standpoint we would have the Orrery work as it should with the inherent need for some custom/homebrew with not needing to spend who knows how long customizing/homebrewing everything needed to make sure that the orrery works as it should and it would also satisfy the development side of the site because you don't have the "vast number of permutations" to code... which in all honesty was never even a concern because it wasn't even something apart of this current topic and wouldn't need to be done. Just leave it like this and be done:
Random Properties. The orrery has the following randomly determined properties:
I use homebrew versions of all the Orrery parts. When an item is installed, I remove the "requires attunement" property from that item. I guess there's a chance the player could switch out attunement to the Orrery base and keep access to the parts, but I'll just trust them not to do that.
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So, this isn't a bug, per se, but my 20th level artificer acquired all the pieces of the orrery of the wanderer, and the orrery itself, but she can only attune to six of them. The description of the orrery says that all the items and the orrery may be attuned as one item, but i cannot figure out how to make this happen. Am I missing something, or does it just not work like that?
Thanks so much.
I understand it to mean that you can attune to the completed Orrery as a single item. Just found this line...
A creature can also attune to the orrery and all
the components installed in it.
Unsure if this allows your character access to all the powers of the individual items. Maybe up to your DM?
So I'm sure this is no longer an issue for you, but just in case anyone else runs in to this issue and finds this thread, here's the solution to your problem. The Orrery text specifically says that "attuning to an installed component doesn’t count against the number of magic items you can normally attune to". This means that you don't actually need to mark off the individual pieces as being "attuned" within DNDBeyond. Meanwhile, attuning to the completed Orrery takes up one attunement slot, and gives you the listed benefits of:
Future Echoes. With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC.
Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms.
Master of Travel. While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.
My issue is that when I attune to the Orrery, I am not then able to attune to the objects nor do my characters gain the benefits as if I had them attuned, meaning I have to either manually add all the bonuses via custom editions or remember exactly what bonuses I have to what, which is not the easiest with 6 different items, each with unique effects.
Salutations
Yes there are other attunement limit changing magic items that also have this problem.
I found this issue myself... Trying to create a character with the full Orrery as one of its attunements. Couldn't figure out how to get it to work since you had to attune all the items. I even searched the Homebrew items to see if there was anything in there. There were some Orrerys in there, and some complete ones, but none of them had everything set up where things acted as if they were attuned. I have went ahead and created a Homebrew Orrery of the Wanderer (Complete and Full Attunement). That way you only need this one Homebrew Orrery in your inventory and then attune it and you have all the spells, bonuses to saving throws, ect. If I have missed anything when creating that homebrew Orrery, please let me know and I will get it fixed as soon as I can.
I'm pretty sure the Orrery of the Wanderer (complete) that I made a few months back does just that. Could you tell me what it misses or does wrong so I could improve mine?
Salutations
Please remember that publishing non-Basic Rules content is against the homebrew terms of use. This includes combining multiple items into a single item such as with the Orrery of the Wanderer. You're more than welcome to homebrew it for personal use, but please don't publish it.
D&D Beyond moderator across forums, Discord, Twitch and YouTube. Always happy to help and willing to answer questions (or at least try). (he/him/his)
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If that is the case, the Orrery of the Wanderer needs to be fixed. It is completely unusable if you want to use it to its full extent. Since with the Orrery of the Wanderer you can attune to all 6 of its components as well and they do not count towards your attunement total, per the item itself, yet they still do. Since the item isn't working as intended we have to homebrew a version and we make it public for anybody else that wants to use the Orrery as well. Unless the Orrery gets fixed, stiffling homebrew like this is a huge detriment. Also, Aryxis I tried yours out and it didn't add all the perks from each of the attuned pieces. Thats why I went ahead and did my version. As for yours you would need to do a bunch of custom adding of stuff additionally if you want the full Orrery. Though mine was rejected -.- stiffling homebrew at its finest.
It’s not a matter of “stifling homebrew,” it’s a matter of Copywriter infringement, which is illegal.
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Please note that, with the way artefacts work, they do need to be homebrewed to use them, as none of them have minor/major powers or side effects built in - they all state the number that should be added and leave it up to the DM to actually create the resulting artefact.
The D&D Beyond system behaves the same way.
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Davedamon,
There is precedent for DDB having to code things in a manner that, while not accurate to the printed material, was necessary for the coding such as Magic Initiate gettin split into multiple feats, or the Vestiges getting spit into multiple magic items. If DDB can split single items into multiple ones out of technical necessity, could it not possibly also work in reverse?
Would it not then be potentially possible for DDB to implement a version of the assembled Orrery as a single Attunement item simply as a means of technical necessity to best implement that magic item for users?
Just an idea for potential consideration.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
Here is what is still needed on yours Aryxis:
Spells:
Bane (Far Gear)
Conjure Celestial (Far Gear)
Teleport (Timepiece of Travel)
Fly (Wheel of Stars)
Levitate (Wheel of Stars)
Changes:
You only get Advantage on Charm(Intimidation) checks via the Far Gear. You have both Advantage and Proficiency.
and then additionally the removal of the Minor/Major Benefits and Major Detriment. As those don't work for everybody, they shouldn't be baked into the item. I can't see exactly what you did on the item so I can't say for sure what needs to be changed.
The one that I created had everything, that you could get. Sure you would need/want to add the custom actions from the other components that you can't add via the homebrew menu, but the one I created simplified everything even more to where you only had to custom things if you wanted to (so they are less easy to be forgotten).
Besides those and whatever else I can't see on the backend of your Homebrew item, yours was almost what I was looking for. So that is why I created my other item. Though again, like I said it got rejected -.-
Stormknight addressed the most pertinent point, which is that as an artifact, the complete orrery has a vast number of permutations of properties. Creating a consolidated version wouldn't remove the need for people to homebrew it anyway, so it'd be work for the content team adding something that doesn't exist in the books (pretty much always a no no) which wouldn't actually reduce the work for DMs in a meaningful way anyway as they'd still need to homebrew in the proprieties.
D&D Beyond moderator across forums, Discord, Twitch and YouTube. Always happy to help and willing to answer questions (or at least try). (he/him/his)
How I'm posting based on text formatting: Mod Hat On - Mod Hat Off
Site Rules & Guidelines - Homebrew Rules - Looking for Players and Groups Rules
Thank you. So that sort of thing, like Magic Initiate, only ever gets done if it actually means that it removes the need for players to make it themselves.
So presumably, when the Armorer Artificer gets officially released, if the character builder/sheet still lack the tools to implement the feature in its printed state, then DDB might possibly make the item like they did with the [magicitem]Revenant Double-Bladed Scimitar[/spell]. Okay, thank you. I always wondered how by what criteria that decision was made.
As a follow up question, once DDB finally implements further utility in feat options, one presumes that they will consolidate “split feats” like Magic Initiate and Resilient etc. down to single feats as published to further comply with the published materials. Would that be a safe bet more or less?
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
You say he addressed the most pertinent point, however, that point has no bearing on this topic currently being discussed. We are not asking for a fully consolidated Orrery at all. We understand that there is going to have to be some custom aspect of it, as with all artifacts and their Minor/Major properties. Bringing that point up into this current topic is completely off topic, not even a tangent. If I may ask for clarification, what vast number of permutations of properties would there be to have an item that consolidates all the properties that you get when you attune said item? We are not talking about the Artifact Properties, the properties that can be found in Ch 7 of the Dungeon Masters Guide, as with literally every other item that has these Artifact Properties we understand the inherent need for some custom/homebrew. The properties that we are talking about are the ones that give spells, bonuses on saves, advantages, ect. Or for another example for the Orrery, each of the 6 internal pieces of it each give a +1 Bonus to a respective saving roll.
I can't think of any way there would be anymore than 2 permutations. The regular Orrery of the Wanderer (the very same one that we have now) and then the Orrery of the Wanderer (C) (where this one is literally a 100% copy of the regular Orrery of the Wanderer except it gives the additional spells, save bonuses, ect). That would satisfy both sides. From a consumer standpoint we would have the Orrery work as it should with the inherent need for some custom/homebrew with not needing to spend who knows how long customizing/homebrewing everything needed to make sure that the orrery works as it should and it would also satisfy the development side of the site because you don't have the "vast number of permutations" to code... which in all honesty was never even a concern because it wasn't even something apart of this current topic and wouldn't need to be done. Just leave it like this and be done:
I use homebrew versions of all the Orrery parts. When an item is installed, I remove the "requires attunement" property from that item. I guess there's a chance the player could switch out attunement to the Orrery base and keep access to the parts, but I'll just trust them not to do that.