I want to add spells manually to my players, despite them not being able to usually cast spells and/or not those type of spells. Is there a way to override the spell selection?
For example, if I wanted to add "Animate dead" to a ranger, can I do that? If I can't, I think it would be a good feature.
You cannot because animate dead is not a ranger spell.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Another option is to create a homebrew version of the spell, expanding the allowed classes to include the one(s) you want.
This is the better option - what you are doing is saying, "In my campaign, the animate dead spell is homebrewed to include ranger as a class that can cast it"
My challenge here is that I want to add a spell to a character that he can cast using spell slots. Basically I want a magic item to let a caster cast this spell, but they still have to use slots. If they are not a wizard, is there a way to do this?
My challenge here is that I want to add a spell to a character that he can cast using spell slots. Basically I want a magic item to let a caster cast this spell, but they still have to use slots. If they are not a wizard, is there a way to do this?
You could give your homebrew item or feat a number of charges (slots).
We were just disccsuing this in another thread. Basically the only way to do this is to homebrew a copy of the subclass, add the spell to the subclass, and change the characters subclass to your copy.
Its a pain, but it is a workaround.
There is evidently an option we dont have yet, that will let us add a spell to be used with spell slots. Not sure when that will be added for our use.
My challenge here is that I want to add a spell to a character that he can cast using spell slots. Basically I want a magic item to let a caster cast this spell, but they still have to use slots. If they are not a wizard, is there a way to do this?
So basically a magic item that increases spells known/prepared, but not slots available to the caster? I would build the item, adding the spell to the item as you would normally. In the body of the item description, put a reminder that the player should mark one of the spell slots used. I can't think off the top of my head an item like this or I would tell you to copy that item and build your around that. I don't think it's a mechanic that is automated like class abilities are. Maybe there is a way to duplicate the "always prepared" class ability in an item?
Right now, as far as I know, it can only be done via a subclass. If you figure out another way to do it, please let me know, as I'd like to be able to do it through an item or feat.
I'm super late to this but I've just been homebrewing feats that give you an additional spell. It negates needing to structure an entirely homebrewed class or item.
Without homebrew? You can't. There are magic weapons that deal fire damage called Flame Tongue Weapons but if you just want to add a damage type to your normal weapon you'll need to homebrew something.
Found this thread and decided to give you another method
On the PC's actions tab if you click (manage custom) you can create a spell and it will go right onto their character sheet
this also allows you to customize any aspect of the spell to say make fire ball use a wisdom modifier or be smaller aoe or whatever
Even this has it's limitations. It might add a spell action to your Action tab, but doesn't add the spell to your Spells tab. Plus there's no way to modify the additional damage in a negative direction. For example, if you create a custom action spell to replicate Firebolt as a ranged spell attack, the damage will always add your chosen modifier to the damage rolls. There is no way to negate that so that it matches the actual real spell.
Reviving this thread, any chance this has been added to DnD beyond? As a DM tool at least!?
To add in a way that uses spell slots: homebrew copy the race or subclass to add it through that.
To add spells that dont use spell slots: use homebrewed magic items or feats.
Rollback Post to RevisionRollBack
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I want to add spells manually to my players, despite them not being able to usually cast spells and/or not those type of spells. Is there a way to override the spell selection?
For example, if I wanted to add "Animate dead" to a ranger, can I do that? If I can't, I think it would be a good feature.
"And out of the darkness there came many cries,
And each was the same, filled with death and demise.
The cause of such pain was the sword of doom,
The obsidian blade, Ard'an Vokum."
You cannot because animate dead is not a ranger spell.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Give them a homebrew magic item that allows such a spell to be cast
@DungeonLord58
I know, but is there a way besides adding a homebrew magic item to let them cast a certain spell, even if they usually cannot cast it?
"And out of the darkness there came many cries,
And each was the same, filled with death and demise.
The cause of such pain was the sword of doom,
The obsidian blade, Ard'an Vokum."
Another option is to create a homebrew version of the spell, expanding the allowed classes to include the one(s) you want.
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My challenge here is that I want to add a spell to a character that he can cast using spell slots. Basically I want a magic item to let a caster cast this spell, but they still have to use slots. If they are not a wizard, is there a way to do this?
You could give your homebrew item or feat a number of charges (slots).
We were just disccsuing this in another thread. Basically the only way to do this is to homebrew a copy of the subclass, add the spell to the subclass, and change the characters subclass to your copy.
Its a pain, but it is a workaround.
There is evidently an option we dont have yet, that will let us add a spell to be used with spell slots. Not sure when that will be added for our use.
So basically a magic item that increases spells known/prepared, but not slots available to the caster? I would build the item, adding the spell to the item as you would normally. In the body of the item description, put a reminder that the player should mark one of the spell slots used. I can't think off the top of my head an item like this or I would tell you to copy that item and build your around that. I don't think it's a mechanic that is automated like class abilities are. Maybe there is a way to duplicate the "always prepared" class ability in an item?
I see that I can add a Domain Spell to an item, but I don't know how to set all the parameters to make it behave like a domain spell. Any ideas?
https://www.dndbeyond.com/forums/d-d-beyond-general/bugs-support/31347-how-to-give-a-warlock-sorcerer-or-cleric-a-spell
Right now, as far as I know, it can only be done via a subclass. If you figure out another way to do it, please let me know, as I'd like to be able to do it through an item or feat.
I'm super late to this but I've just been homebrewing feats that give you an additional spell. It negates needing to structure an entirely homebrewed class or item.
Trying to make my ranger use a fire sword or lightning sword, how can I add these traits to my swords without homebrew?
Without homebrew? You can't. There are magic weapons that deal fire damage called Flame Tongue Weapons but if you just want to add a damage type to your normal weapon you'll need to homebrew something.
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Found this thread and decided to give you another method
On the PC's actions tab if you click (manage custom) you can create a spell and it will go right onto their character sheet
this also allows you to customize any aspect of the spell to say make fire ball use a wisdom modifier or be smaller aoe or whatever
Even this has it's limitations. It might add a spell action to your Action tab, but doesn't add the spell to your Spells tab. Plus there's no way to modify the additional damage in a negative direction. For example, if you create a custom action spell to replicate Firebolt as a ranged spell attack, the damage will always add your chosen modifier to the damage rolls. There is no way to negate that so that it matches the actual real spell.
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Reviving this thread, any chance this has been added to DnD beyond? As a DM tool at least!?
To add in a way that uses spell slots: homebrew copy the race or subclass to add it through that.
To add spells that dont use spell slots: use homebrewed magic items or feats.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.