Short and to the point. Spell slots are stupid and need to die. Spell Points are a DMG variant just like variant human, can we have spell points incorporated into character sheets?
While D&D Beyond ultimately aims to support all variant rules, it's a matter of priorities with core rules generally coming first.
It should also be noted that variant human isn't a Dungeon Master's Guide option, but instead a Player's Handbook option, which would factor into why that is supported currently but some optional rules from the DMG aren't yet.
Spell points really should be fully supported. Please add this feature.
There are lots of optional player rules that are included, many of them quite complex, yet this one from the core release of the game is still unsupported.
While the Spell Point option is something available in the DMG, it may be something that is a PITA to be even trying to program as an option within the system as it currently is. It might end up being something that they put a toggle switch into in the future.
Short and to the point. Spell slots are stupid and need to die. Spell Points are a DMG variant just like variant human, can we have spell points incorporated into character sheets?
As to your post about spell slots being stupid. Sorry, but far from it. However, you want to go and use spell points by all means. Just remember however how limited you are at higher limits when it comes to anything that is 6th level and above, you cant even cast more than one spell at each level, while those using spell slots arent limited.
As said the spell points are an optional feature that the DM needs to agree on using. However you also have to remember that if spell points are implemented in the game on the fairness of such happening. Spell points can be massively abused by players on an unsuspecting DM who doesnt realize that their 5th level wizard player using the points option can spam 5 fireballs, yes it limits them on other things for that rest period, while those who arent in the mood to be dealing with spell points stick to slots and can only cast 2 fireballs.
The points option within a game should have every player agreeing to use it since it can be open to abuse, even if you are limited when it comes to 6th level spells and above.
First, I created a feat called "Full Caster Spell Points" (since I have a half caster version as well). Then, I created 5 different actions.
The first action is Spell Points. I gave it an activation type of "special" and a reset type of "long rest". After saving, I starting putting in the number of spell points you have at each level with "Add Limited Use Data". For example, for lvl 1, I gave it 4 uses, at lvl 2 I gave it 6 uses, etc. Due to how this works/the limitations of D&D Beyond, this method only works if you are single class fullcaster or multiclass with only full casters. This was by far the most time consuming part of turning it into a feat. For the half caster version, just skip every other level. If you do it right, the half caster version should end with 64 spell points.
The other 4 actions are the 6th-9th level spell "slots". This was fairly simple and nowhere near as time consuming. All I did for each was giving each a level prerequisite and make each one usable once per long rest. The half caster version obviously doesn't get these.
There isn't a way to have the feat interact with you actually casting spells, so you have to manually decrease your spell points each time you cast a spell.
Short and to the point. Spell slots are stupid and need to die. Spell Points are a DMG variant just like variant human, can we have spell points incorporated into character sheets?
While D&D Beyond ultimately aims to support all variant rules, it's a matter of priorities with core rules generally coming first.
It should also be noted that variant human isn't a Dungeon Master's Guide option, but instead a Player's Handbook option, which would factor into why that is supported currently but some optional rules from the DMG aren't yet.
Find my D&D Beyond articles here
It's depressing that spell points haven't been implemented, and I suspect they never will be.
The DMG has been out for 6 years now.
Spell points really should be fully supported. Please add this feature.
There are lots of optional player rules that are included, many of them quite complex, yet this one from the core release of the game is still unsupported.
I would love to see the mana variant implemented
I would love to see Spell Points getting implemented as an option in DND Beyond. If nothing else, they go hand in hand VERY nicely with Sorcerers.
While the Spell Point option is something available in the DMG, it may be something that is a PITA to be even trying to program as an option within the system as it currently is. It might end up being something that they put a toggle switch into in the future.
As to your post about spell slots being stupid. Sorry, but far from it. However, you want to go and use spell points by all means. Just remember however how limited you are at higher limits when it comes to anything that is 6th level and above, you cant even cast more than one spell at each level, while those using spell slots arent limited.
As said the spell points are an optional feature that the DM needs to agree on using. However you also have to remember that if spell points are implemented in the game on the fairness of such happening. Spell points can be massively abused by players on an unsuspecting DM who doesnt realize that their 5th level wizard player using the points option can spam 5 fireballs, yes it limits them on other things for that rest period, while those who arent in the mood to be dealing with spell points stick to slots and can only cast 2 fireballs.
The points option within a game should have every player agreeing to use it since it can be open to abuse, even if you are limited when it comes to 6th level spells and above.
My reply was deleted do to linking to feats that were technically copyright.
If you would like to see how I implemented SPELL POINTS as a functional point-counter in the character sheet send me a DMSEE THIS THREAD IF YOU WANT TO IMPLEMENT THEM - Spell Points & How to Implement Them (kind of)
Still disappointed nearly five years after this comment :-(
It's kinda crazy how such a simple DMG variant rule never got implemented.
Since WotC obviously aren't adding any variant rules into D&D Beyond, I simply turn them into feats.
How would you go about turn them into feats? I would love to have this as an option.
First, I created a feat called "Full Caster Spell Points" (since I have a half caster version as well). Then, I created 5 different actions.
The first action is Spell Points. I gave it an activation type of "special" and a reset type of "long rest". After saving, I starting putting in the number of spell points you have at each level with "Add Limited Use Data". For example, for lvl 1, I gave it 4 uses, at lvl 2 I gave it 6 uses, etc. Due to how this works/the limitations of D&D Beyond, this method only works if you are single class fullcaster or multiclass with only full casters. This was by far the most time consuming part of turning it into a feat. For the half caster version, just skip every other level. If you do it right, the half caster version should end with 64 spell points.
The other 4 actions are the 6th-9th level spell "slots". This was fairly simple and nowhere near as time consuming. All I did for each was giving each a level prerequisite and make each one usable once per long rest. The half caster version obviously doesn't get these.
There isn't a way to have the feat interact with you actually casting spells, so you have to manually decrease your spell points each time you cast a spell.
Thanks I appreciate it!
I wrote a userscript a few years back that creates an interface for and automates spell point tracking on DnDBeyond. Should still be working.
https://github.com/Mwr247/DnDBeyondSpellPointsV2