At this point I felt like a different tactic was required to try and get this enough attention to make it worth it for this company to fix this. So I posted about it on Twitter. Public comments should at least make it worth it for them to see why it hasn't been fixed. Instead of mods reporting the same old support thread again and again.
My best guess is that they probably will implement this alongside the new homebrew stuff that they plan on implementing. Since this will be a complete re-vamp, I would imagine that it would change quite a few things. Therefore including this functionality in those wave of changes could make sense. Even though it's not homebrew, it still could be affected. That's programming for ya.
The Homebrew subclass would only be as good as the spell you want. For instance, I have Spiritual Weapon as my divine spell. If you wanted a different one you'd have to spin up your own homebrew. In addition, Homebrew can only be public if it's of significant variance from the original (not the case here). In short, you have to brew your own. My suggestion is to use the copy feature for Divine Soul and then change the spell for whichever alignment you've selected. Note that your spell list will get dropped when you assign the *new* class, so copy it first. Hope this helps.
The Homebrew subclass would only be as good as the spell you want. For instance, I have Spiritual Weapon as my divine spell. If you wanted a different one you'd have to spin up your own homebrew. In addition, Homebrew can only be public if it's of significant variance from the original (not the case here). In short, you have to brew your own. My suggestion is to use the copy feature for Divine Soul and then change the spell for whichever alignment you've selected. Note that your spell list will get dropped when you assign the *new* class, so copy it first. Hope this helps.
Got it. Thanks For the info. Hope they fix this soon.
One way my DM tried to fix this was to add a custom item that grants me Healing Word, however it shows up as "cast at will" instead of costing spell slots. All I need to do is pretend that Cure Wounds doesn't exist on my spell list and to make sure to pop a spell slot whenever I cast Healing Word.
Hopefully this is fixed when Tashas comes out soon.
A not so great, but do-able, work-around is that you can Customize the Cure Wounds (or whatever your free spell is) and re-name it and add notes with the "real" spell's name and stats.
Kind of unreal that it's been years with no fix. Seems like a fairly simple one.
That's great! I had a Twitter interaction with Adam Bradford a week or so ago that made me think that they were at least aware of just how long this particular issue had gone.
That's right, they specifically mentioned this to be among the issues they plan to fix early next year, as they take a closer look at "class-specific rules."
So, I'm guessing still no fix? And reliable work-around in the meantime?
This seems to coincide with the mechanics needed for the new aberrant mind and clockwork soul expanded spell lists too so maybe that'll bump this issue up in the list of fixes. Maybe?
So, I'm guessing still no fix? And reliable work-around in the meantime?
The workaround is to create a Homebrew subclass. Just copy the Divine Soul subclass (I named Mine Divine Soui - with a capital I so it just looks like an L). Then you can go in and change the spell whenever you want.
Will this ever be fixed? It is quite a frustrating bug, especially since there's no easy way to manually add additional spells known and it makes importing the characters into Avrae harder.
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Damn, 3 years later and this is still not possible? :(
It certainly seems possible. But apparently not worth the effort.
At this point I felt like a different tactic was required to try and get this enough attention to make it worth it for this company to fix this. So I posted about it on Twitter. Public comments should at least make it worth it for them to see why it hasn't been fixed. Instead of mods reporting the same old support thread again and again.
https://twitter.com/mrquixote/status/1291717068308455432?s=20
My best guess is that they probably will implement this alongside the new homebrew stuff that they plan on implementing. Since this will be a complete re-vamp, I would imagine that it would change quite a few things. Therefore including this functionality in those wave of changes could make sense. Even though it's not homebrew, it still could be affected. That's programming for ya.
Has anyone created and shared a Homebrew class that has fixed this issue? If so, does anyone have a link?
The Homebrew subclass would only be as good as the spell you want. For instance, I have Spiritual Weapon as my divine spell. If you wanted a different one you'd have to spin up your own homebrew. In addition, Homebrew can only be public if it's of significant variance from the original (not the case here). In short, you have to brew your own. My suggestion is to use the copy feature for Divine Soul and then change the spell for whichever alignment you've selected. Note that your spell list will get dropped when you assign the *new* class, so copy it first. Hope this helps.
Got it. Thanks For the info. Hope they fix this soon.
Just marking another month with zero progress on this.
One way my DM tried to fix this was to add a custom item that grants me Healing Word, however it shows up as "cast at will" instead of costing spell slots. All I need to do is pretend that Cure Wounds doesn't exist on my spell list and to make sure to pop a spell slot whenever I cast Healing Word.
Hopefully this is fixed when Tashas comes out soon.
Unfortunately, we've been saying "Hopefully this will be fixed when..." a lot for this issue. ;-)
The issue has been around long enough that the game I had with the character who had this issue is no longer running and we've started a new campaign!
A not so great, but do-able, work-around is that you can Customize the Cure Wounds (or whatever your free spell is) and re-name it and add notes with the "real" spell's name and stats.
Kind of unreal that it's been years with no fix. Seems like a fairly simple one.
They just announced in the Dev update, they plan to fix this early next year as they go into "class-specific" rules.
That's great! I had a Twitter interaction with Adam Bradford a week or so ago that made me think that they were at least aware of just how long this particular issue had gone.
I heard him mention this problem specifically in the dev update as planned.
That's right, they specifically mentioned this to be among the issues they plan to fix early next year, as they take a closer look at "class-specific rules."
So, I'm guessing still no fix? And reliable work-around in the meantime?
This seems to coincide with the mechanics needed for the new aberrant mind and clockwork soul expanded spell lists too so maybe that'll bump this issue up in the list of fixes. Maybe?
Found similar problem with the new feat, Eldridge Adept.
The workaround is to create a Homebrew subclass. Just copy the Divine Soul subclass (I named Mine Divine Soui - with a capital I so it just looks like an L). Then you can go in and change the spell whenever you want.
Will this ever be fixed? It is quite a frustrating bug, especially since there's no easy way to manually add additional spells known and it makes importing the characters into Avrae harder.