I want to point out this very frustrating bug. If anyone has created a Life cleric character you will notice that the spells do not reflect the proper healing amounts. According to the core discipline:
Disciple of LifePHB60
Whenever you use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2 + the spell’s level.
However, when you look at the cleric's healing spells, whether it be Cure Wounds or Healing Word, they only reflect the standard proficiency modifier. They DO NOT add the Disciple of Life bonus. So for example, I create a first level Life Cleric with a wisdom of 16 that gives +3 to healing. Under the Spell for Cure Wounds, it says the Effect is 1d8+3. But really it should be 1d8+6 because the Discipline of Life adds a bonus 2 + spell's level.
This is very disappointing and it means I'll have to keep track of this bonus instead of the system keeping track of it which it should. Seems like an easy fix, but I've been told by customer support there is no timeline expecting this fix. PLEASE FIX IT!!!
> Gold Medal for "Outstanding Book of the Year" in 2012 Independent Publisher Book Awards > National Indie Excellence Book Award finalist > A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog > Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
Modifying the damage/healing of spells is a tricky effect since spells can vary on the way they apply that value (and especially when the bonus will be different for each spell). This is something they want to get working, but will require a couple of other updates to lay the ground work.
> Gold Medal for "Outstanding Book of the Year" in 2012 Independent Publisher Book Awards > National Indie Excellence Book Award finalist > A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog > Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
As mentioned, this isn't a bug to be fixed, this is a feature that the team would like to add, but it's pretty complex to do so. Nevertheless, it is something that they intend to add, but it needs to be done as a proper framework, to allow building other subclasses with similar functionality for different spell types.
For my life cleric I created the following workaround.
Homebrew all the healing spells to add a bonus + spell scaling. I mark these spells with LD.
Homebrew the Life Domain to swap out Cure Wounds and Mass Cure Wounds for the LD version of those spells. I called this Life Domain - DDB.
With those changes you can get the correct numbers to show up in your character sheet.
I didn't realize that you can add "Homebrew" spells. So you manually can tweak the Spell Effect to account for this and then select the new version instead of the standard?
> Gold Medal for "Outstanding Book of the Year" in 2012 Independent Publisher Book Awards > National Indie Excellence Book Award finalist > A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog > Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
I'm not sure how to homebrew a new spell version into the character sheet, but I just figured out that you can Customize the healing spells and simply add to the "DAMAGE" by the bonus amount Life Clerics get and then it updates the actual healing amount next to the spell effect! So, for Cure Wounds and Healing Word, I just added +3 to the Damage Bonus and now it displays the correct healing total of 1D8+6 and 1D4+6. Now that's a trick!
> Gold Medal for "Outstanding Book of the Year" in 2012 Independent Publisher Book Awards > National Indie Excellence Book Award finalist > A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog > Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
I'm not sure how to homebrew a new spell version into the character sheet, but I just figured out that you can Customize the healing spells and simply add to the "DAMAGE" by the bonus amount Life Clerics get and then it updates the actual healing amount next to the spell effect! So, for Cure Wounds and Healing Word, I just added +3 to the Damage Bonus and now it displays the correct healing total of 1D8+6 and 1D4+6. Now that's a trick!
I'm not sure how to homebrew a new spell version into the character sheet, but I just figured out that you can Customize the healing spells and simply add to the "DAMAGE" by the bonus amount Life Clerics get and then it updates the actual healing amount next to the spell effect! So, for Cure Wounds and Healing Word, I just added +3 to the Damage Bonus and now it displays the correct healing total of 1D8+6 and 1D4+6. Now that's a trick!
This is the way I would do it.
Same way I do it too, and yes it's still incredibly annoying.
I customize the applicable spells to all have the base +2 healing because that portion never changes. I still have to mentally add the spell level to the total.
Rollback Post to RevisionRollBack
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Yeah, the only way to do it to have the spells entirely correct is to make a homebrew subclass, and then swap out all the spells that give HP for homebrewed versions that calculate correctly.
Yeah, the only way to do it to have the spells entirely correct is to make a homebrew subclass, and then swap out all the spells that give HP for homebrewed versions that calculate correctly.
Please confirm:
Are you saying that you have created a subclass that correctly & automatically applies a bonus of 2 + spell level (that actually scales properly) to all applicable spells?
Are you saying that you've created homebrew spells that are identical to their normal version, but also correctly & automatically apply the scaling bonus if you have Disciple of Life?
If either or both are true, then that means the framework to fix this problem already exists in DNDB, and the Devs could fix it now.
Rollback Post to RevisionRollBack
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Yeah, the only way to do it to have the spells entirely correct is to make a homebrew subclass, and then swap out all the spells that give HP for homebrewed versions that calculate correctly.
Please confirm:
Are you saying that you have created a subclass that correctly & automatically applies a bonus of 2 + spell level (that actually scales properly) to all applicable spells?
Are you saying that you've created homebrew spells that are identical to their normal version, but also correctly & automatically apply the scaling bonus if you have Disciple of Life?
If either or both are true, then that means the framework to fix this problem already exists in DNDB, and the Devs could fix it now.
Pretty sure he's saying he made homebrew spells (option 2) that have the DoL bonus already factored in, then made a homebrew subclass that switched the healing domain spells with the homebrew versions.
This works, but is not a solution for DDB, as it would mean having 2 versions of every healing spell (even non-cleric ones).
Yeah, the only way to do it to have the spells entirely correct is to make a homebrew subclass, and then swap out all the spells that give HP for homebrewed versions that calculate correctly.
Please confirm:
Are you saying that you have created a subclass that correctly & automatically applies a bonus of 2 + spell level (that actually scales properly) to all applicable spells?
Are you saying that you've created homebrew spells that are identical to their normal version, but also correctly & automatically apply the scaling bonus if you have Disciple of Life?
If either or both are true, then that means the framework to fix this problem already exists in DNDB, and the Devs could fix it now.
Pretty sure he's saying he made homebrew spells (option 2) that have the DoL bonus already factored in, then made a homebrew subclass that switched the healing domain spells with the homebrew versions.
This works, but is not a solution for DDB, as it would mean having 2 versions of every healing spell (even non-cleric ones).
Huh... I was able to EASILY edit a copy of Cure Wounds to function EXACTLY how it should with Disciple of Life, with the correct bonus automatic on the character sheet for ALL spell slot levels. Cure Wounds
This should work for any spell that DoL can apply to.
Hey DDB crew... temp solution: take advantage of the existing ability for classes to have distinct spell lists. Create a copy of all spells that provide healing compatible with DoL, do the very easy modification to those spells, and then use that completely distinct spell list for any character that has DoL.
Rollback Post to RevisionRollBack
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
DxJxC's correct -- I made homebrew versions of all the spells that are affected by DoL in order to build it into those spells. I then made a homebrew subclass that would allow me to customize which version of the spells were the class spells (just homebrewing the spells without making the homebrew subclass would mean that the Life Cleric would have two versions of the spell in their spell list).
The mod response that best explains their logic for not implementing a temp fix, from another thread, is:
I discussed this with staff and unfortunately it's going to take a while.
The problem is that there are some class features in the game, such as the Disciple of Life for Life Domain cleric, or Empowered Evocation for a Wizard that change the calculation of healing or damage within a number of spells.
It's absolutely something that you should expect D&D Beyond to do - as a Life Domain cleric, you should be able to see on your character sheet the actual amount that a Cure Wounds spell heals for.
However, the developers are going to have to implement a system that allows the building of features that can change the calculations of spells in a more modular fashion. Looking forward to the future, we may get an official race that has a minor bonus of "Any curing spells cure for an additional 1 hit point" that will need to be stackable with the Life Domain, or a class feature for a warlock subclass that increases the difficulty of saving throws for enchantment spells they can cast.
I know this isn't great news, but please bear with us - the team is continually growing and the speed of development is going to be visibly picking up.
DxJxC's correct -- I made homebrew versions of all the spells that are affected by DoL in order to build it into those spells. I then made a homebrew subclass that would allow me to customize which version of the spells were the class spells (just homebrewing the spells without making the homebrew subclass would mean that the Life Cleric would have two versions of the spell in their spell list).
The mod response that best explains their logic for not implementing a temp fix, from another thread, is:
I discussed this with staff and unfortunately it's going to take a while.
The problem is that there are some class features in the game, such as the Disciple of Life for Life Domain cleric, or Empowered Evocation for a Wizard that change the calculation of healing or damage within a number of spells.
It's absolutely something that you should expect D&D Beyond to do - as a Life Domain cleric, you should be able to see on your character sheet the actual amount that a Cure Wounds spell heals for.
However, the developers are going to have to implement a system that allows the building of features that can change the calculations of spells in a more modular fashion. Looking forward to the future, we may get an official race that has a minor bonus of "Any curing spells cure for an additional 1 hit point" that will need to be stackable with the Life Domain, or a class feature for a warlock subclass that increases the difficulty of saving throws for enchantment spells they can cast.
I know this isn't great news, but please bear with us - the team is continually growing and the speed of development is going to be visibly picking up.
Thank you so much taking the time to respond with all this detail.
> Gold Medal for "Outstanding Book of the Year" in 2012 Independent Publisher Book Awards > National Indie Excellence Book Award finalist > A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog > Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
Yes: if you were to do the same, you would create a subclass using Life Domain as your template, and the only thing you would need to change is what spells are always prepared. So you'd take out 'cure wounds' and replace it with your homebrewed 'cure wounds +DOL' or whatever you've called it. You cannot remove spells available to a class, DDB doesn't allow for that, so you can't remove regular Healing Word from your list of known spells, so I recommend whatever you name the homebrewed spells, they sit next to the original version of the spell, so that you always remember that you want to prepare your homebrewed version of that spell. So 'Healing Word (Disciple of Life)' would let them sit together (since it's alphabetical) but 'DOL Healing Word' would not place them next to each other and might trip you up.
Yes: if you were to do the same, you would create a subclass using Life Domain as your template, and the only thing you would need to change is what spells are always prepared. So you'd take out 'cure wounds' and replace it with your homebrewed 'cure wounds +DOL' or whatever you've called it. You cannot remove spells available to a class, DDB doesn't allow for that, so you can't remove regular Healing Word from your list of known spells, so I recommend whatever you name the homebrewed spells, they sit next to the original version of the spell, so that you always remember that you want to prepare your homebrewed version of that spell. So 'Healing Word (Disciple of Life)' would let them sit together (since it's alphabetical) but 'DOL Healing Word' would not place them next to each other and might trip you up.
> Gold Medal for "Outstanding Book of the Year" in 2012 Independent Publisher Book Awards > National Indie Excellence Book Award finalist > A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog > Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
I realize that this post is 2.5 years old. But, I am still having the same issue. I am relatively new to this, so could you explain how to add the right modifiers & make it a subset spell?
Unfortunately, the workaround involving creating a new version of the spell that properly increases at every level doesn't work any more. The dev updates recently have mentioned that they are working on getting Disciple of Life officially working, but as usual there's no ETA. You can add a note to the spell to remind you, which might be the best you'll get at the moment, unfortunately.
I want to point out this very frustrating bug. If anyone has created a Life cleric character you will notice that the spells do not reflect the proper healing amounts. According to the core discipline:
Whenever you use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2 + the spell’s level.
However, when you look at the cleric's healing spells, whether it be Cure Wounds or Healing Word, they only reflect the standard proficiency modifier. They DO NOT add the Disciple of Life bonus. So for example, I create a first level Life Cleric with a wisdom of 16 that gives +3 to healing. Under the Spell for Cure Wounds, it says the Effect is 1d8+3. But really it should be 1d8+6 because the Discipline of Life adds a bonus 2 + spell's level.
This is very disappointing and it means I'll have to keep track of this bonus instead of the system keeping track of it which it should. Seems like an easy fix, but I've been told by customer support there is no timeline expecting this fix. PLEASE FIX IT!!!
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A Greater Monster, The Kickstarter Letters & Death by Zamboni
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> National Indie Excellence Book Award finalist
> A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog
> Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
Modifying the damage/healing of spells is a tricky effect since spells can vary on the way they apply that value (and especially when the bonus will be different for each spell). This is something they want to get working, but will require a couple of other updates to lay the ground work.
Thanks for letting me know.
Join my homebrew campaign!
A Greater Monster, The Kickstarter Letters & Death by Zamboni
daviddavid.net
My art store on Etsy
> National Indie Excellence Book Award finalist
> A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog
> Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
As mentioned, this isn't a bug to be fixed, this is a feature that the team would like to add, but it's pretty complex to do so. Nevertheless, it is something that they intend to add, but it needs to be done as a proper framework, to allow building other subclasses with similar functionality for different spell types.
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For my life cleric I created the following workaround.
Homebrew all the healing spells to add a bonus + spell scaling. I mark these spells with LD.
Homebrew the Life Domain to swap out Cure Wounds and Mass Cure Wounds for the LD version of those spells. I called this Life Domain - DDB.
With those changes you can get the correct numbers to show up in your character sheet.
I didn't realize that you can add "Homebrew" spells. So you manually can tweak the Spell Effect to account for this and then select the new version instead of the standard?
Join my homebrew campaign!
A Greater Monster, The Kickstarter Letters & Death by Zamboni
daviddavid.net
My art store on Etsy
> National Indie Excellence Book Award finalist
> A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog
> Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
I'm not sure how to homebrew a new spell version into the character sheet, but I just figured out that you can Customize the healing spells and simply add to the "DAMAGE" by the bonus amount Life Clerics get and then it updates the actual healing amount next to the spell effect! So, for Cure Wounds and Healing Word, I just added +3 to the Damage Bonus and now it displays the correct healing total of 1D8+6 and 1D4+6. Now that's a trick!
Join my homebrew campaign!
A Greater Monster, The Kickstarter Letters & Death by Zamboni
daviddavid.net
My art store on Etsy
> National Indie Excellence Book Award finalist
> A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog
> Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
This is the way I would do it.
Same way I do it too, and yes it's still incredibly annoying.
I customize the applicable spells to all have the base +2 healing because that portion never changes. I still have to mentally add the spell level to the total.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Yeah, the only way to do it to have the spells entirely correct is to make a homebrew subclass, and then swap out all the spells that give HP for homebrewed versions that calculate correctly.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Please confirm:
If either or both are true, then that means the framework to fix this problem already exists in DNDB, and the Devs could fix it now.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Pretty sure he's saying he made homebrew spells (option 2) that have the DoL bonus already factored in, then made a homebrew subclass that switched the healing domain spells with the homebrew versions.
This works, but is not a solution for DDB, as it would mean having 2 versions of every healing spell (even non-cleric ones).
Huh... I was able to EASILY edit a copy of Cure Wounds to function EXACTLY how it should with Disciple of Life, with the correct bonus automatic on the character sheet for ALL spell slot levels. Cure Wounds
This should work for any spell that DoL can apply to.
Hey DDB crew... temp solution: take advantage of the existing ability for classes to have distinct spell lists. Create a copy of all spells that provide healing compatible with DoL, do the very easy modification to those spells, and then use that completely distinct spell list for any character that has DoL.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
DxJxC's correct -- I made homebrew versions of all the spells that are affected by DoL in order to build it into those spells. I then made a homebrew subclass that would allow me to customize which version of the spells were the class spells (just homebrewing the spells without making the homebrew subclass would mean that the Life Cleric would have two versions of the spell in their spell list).
The mod response that best explains their logic for not implementing a temp fix, from another thread, is:
I discussed this with staff and unfortunately it's going to take a while.
The problem is that there are some class features in the game, such as the Disciple of Life for Life Domain cleric, or Empowered Evocation for a Wizard that change the calculation of healing or damage within a number of spells.
It's absolutely something that you should expect D&D Beyond to do - as a Life Domain cleric, you should be able to see on your character sheet the actual amount that a Cure Wounds spell heals for.
However, the developers are going to have to implement a system that allows the building of features that can change the calculations of spells in a more modular fashion. Looking forward to the future, we may get an official race that has a minor bonus of "Any curing spells cure for an additional 1 hit point" that will need to be stackable with the Life Domain, or a class feature for a warlock subclass that increases the difficulty of saving throws for enchantment spells they can cast.
I know this isn't great news, but please bear with us - the team is continually growing and the speed of development is going to be visibly picking up.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Thank you so much taking the time to respond with all this detail.
Join my homebrew campaign!
A Greater Monster, The Kickstarter Letters & Death by Zamboni
daviddavid.net
My art store on Etsy
> National Indie Excellence Book Award finalist
> A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog
> Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
Just to clarify something, the reason for creating the subclass is so that you have the proper spells "always prepared".
Yes: if you were to do the same, you would create a subclass using Life Domain as your template, and the only thing you would need to change is what spells are always prepared. So you'd take out 'cure wounds' and replace it with your homebrewed 'cure wounds +DOL' or whatever you've called it. You cannot remove spells available to a class, DDB doesn't allow for that, so you can't remove regular Healing Word from your list of known spells, so I recommend whatever you name the homebrewed spells, they sit next to the original version of the spell, so that you always remember that you want to prepare your homebrewed version of that spell. So 'Healing Word (Disciple of Life)' would let them sit together (since it's alphabetical) but 'DOL Healing Word' would not place them next to each other and might trip you up.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Cool, thanks guys!
Join my homebrew campaign!
A Greater Monster, The Kickstarter Letters & Death by Zamboni
daviddavid.net
My art store on Etsy
> National Indie Excellence Book Award finalist
> A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog
> Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
I realize that this post is 2.5 years old. But, I am still having the same issue. I am relatively new to this, so could you explain how to add the right modifiers & make it a subset spell?
Unfortunately, the workaround involving creating a new version of the spell that properly increases at every level doesn't work any more. The dev updates recently have mentioned that they are working on getting Disciple of Life officially working, but as usual there's no ETA. You can add a note to the spell to remind you, which might be the best you'll get at the moment, unfortunately.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep