Hi - I'm wondering if there is a way to replace the class specific spells from the Aberrant Mind and Clockwork Soul Sorcerer subclasses. Those subclasses grant spells known at certain levels and they say that you can replace the spells known when you level up with certain spells, defined in each subclass's ruleset, but I cannot see how to change those spells out in my character sheet.
If this functionality is not built in to DNDBeyond yet, can you please provide an update on when it will be coming? The subclasses released with Tasha's Cauldron of Everything nearly a year ago, so I had expected that this feature would be available by now.
Aberrant Mind - Psionic Spells. We don't currently have a method to allow swapping these spells out. We are looking at solutions for this. "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list."
Clockwork Soul - Clockwork Spell. See Psionic Spells above.
Your best bet is to create a Homebrew feat I believe, though other users of this site may provide you with better alternatives whilst the staff behind the website develop this feature. I wouldn't expect this to be completed soon though, which is unfortunate because, as you've stated, it's been over a year. Regretfully the backlog of work for the D&D Beyond staff is extensive and new book releases, despite us loving their implementation, take time away from work that could be spent fixing stuff that is not functioning.
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Your best bet is to create a Homebrew feat I believe, though other users of this site may provide you with better alternatives whilst the staff behind the website develop this feature. I wouldn't expect this to be completed soon though, which is unfortunate because, as you've stated, it's been over a year. Regretfully the backlog of work for the D&D Beyond staff is extensive and new book releases, despite us loving their implementation, take time away from work that could be spent fixing stuff that is not functioning.
Thank you for the advice. A homebrew feat could add new spells but I don't think it can take old ones off the spell list, unfortunately. I suppose I could use the custom labeling to name it something like "xxx discontinued," but boy is my spell list going to be really messy by mid level play.
I don't think it's fair to say that asking them fix something that's currently not functioning can't be done because it would divert resources from them fixing something else that's currently not functioning.
I understand that software development is difficult and so I'm patient and reasonable, but I am also a paying customer. It's not a free service, I pay my hard earned money for it. And so I think it's fair for me to expect that both my feedback be taken in to account and that I get some acknowledgement of my issue from the company. I don't think that's asking for too much, personally.
You can also make a homebrew version of the subclass where you have selectors instead. I made one a while back for Aberrant Mind and it works like a charm mechanically (if it might be a little janky on the presentation side). I even did it in such a way that you get the appropriate selections at appropriate levels- basically you just make a copy of the class, remove the existing Psionic/Clockwork Spells feature, and add spells back with a new feature (or several features if you want them to appear at different levels). You have to manually add each spell to the list, which is tedious, so if you know what spells you *specifically* want you could just change those in the list instead of doing it individually.
Your best bet is to create a Homebrew feat I believe, though other users of this site may provide you with better alternatives whilst the staff behind the website develop this feature. I wouldn't expect this to be completed soon though, which is unfortunate because, as you've stated, it's been over a year. Regretfully the backlog of work for the D&D Beyond staff is extensive and new book releases, despite us loving their implementation, take time away from work that could be spent fixing stuff that is not functioning.
Thank you for the advice. A homebrew feat could add new spells but I don't think it can take old ones off the spell list, unfortunately. I suppose I could use the custom labeling to name it something like "xxx discontinued," but boy is my spell list going to be really messy by mid level play.
I don't think it's fair to say that asking them fix something that's currently not functioning can't be done because it would divert resources from them fixing something else that's currently not functioning.
I understand that software development is difficult and so I'm patient and reasonable, but I am also a paying customer. It's not a free service, I pay my hard earned money for it. And so I think it's fair for me to expect that both my feedback be taken in to account and that I get some acknowledgement of my issue from the company. I don't think that's asking for too much, personally.
No worries! Sorry that there isn't a better solution; some searching on the Forums may yield a better solution but that's the only one I could think of off the top of my head when I wrote my post. I wish I had a far less cumbersome solution for you!
My apologies for not being clearer - I'm not saying that they shouldn't fix it (they should). I'm saying that I wouldn't expect a fix on this for a long while because of all the other work going on and the continued new workloads that the staff get from new books that get released. They always have to be the priority and this Replacement Spells bug is unfortunately a small bug that only affects a small percentage of players. I'm not saying that's fair - it's just unfortunately the way it is. On the plus side, D&D Beyond recently stopped diverting resources to Unearthed Arcana suppport which means hopefully more staff to work on fixing bugs like this.
You're not wrong and you're not asking for too much. I completely understand that when you pay for a feature, you expect it to work properly and it's frustrating to hear 'well it's not working properly right now, but you can just homebrew a solution'. I think it's just bad luck because it's a minor issue that most likely impacts a small user base. Things like Containers affect all users and will usually be the main focus of the staff energies to implement.
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Make a “homebrewed” sorcerer subclass using the Aberrant Mind as a template. By tem plating off of the original it will automatically port everything except the subclass’ description (which you can copy/paste later). Edit the “Psionic Spells” feature and scroll down to the “Spells” subsection. You can then edit each one of the added spells by removing the names spell from the “Spell” field and adjusting other fields in the following ways:
Spell Level: The level of the original spell
Spell Class: Sorcerer, Warlock, Wizard*
[SAVE]
*(There is currently no way to restrict spell selection by specific spell schools.)
Once all 11 spells have been edited, you MUST [SAVE CHANGES] for the entire class feature. Then, go to the Sorcerer page, scroll to the entry for the Aberrant Mind, and drag highlight & Copy the description. Go to your homebrew’s Basic Information and paste that description into both the “Description” and “Short Description” fields. Finally, you MUST [SAVE CHANGES] for the entire homebrew or the system won’t pick up your changes.
That entire process should take fewer than 10 minutes to complete, pending connection speeds.
In the character builder, each of those specific spells will now be replaced with a dropdown that allows a player to choose a single spell of the appropriate level and from the designated spell lists. At each level-up, the player will initially have to choose the spell listed in the table for themselves instead of getting it automatically, but they would also be able to those Spells when leveling up as per the subclass description.
The process would have to be repeated for the Clockwork Soul, but it only has 10 spells to edit instead of 11, so it will take approximately 30 seconds less time.
DDB never gives updates or estimates for projects they are working on until it has been completed. Something simply doesn’t work until it does, and then they tell us. However, many of us expect this to be included in the mega-update they’re doing that should be coming either in the next few months (before new year), or by spring.
Only tangentially related, i'm a bit confused about WHEN it is that you get to swap out one of the default spells for one of the spell options to that. Under the class features Aberrant Mind, it says:
"Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list." source
And under Class features for Sorcerers is says:
"Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots."
So, does that mean you get to do BOTH of these things when you level up? (replace one of the sorcerer spells and then also replace one spell you gained from this [the Aberrant Mind] feature as specified?
Also
You get 2 spells with the Aberant Mind subclass per every other level, 1-9, how does it work if you want to replace both of the default spells that you get for one level?
Basically, you can swap in a spell of the subclass @ the level thats always prepared for another the same level, type and class restricktiosn such that its always prepared as well. So if you know there's a matching spell @ that matches the conditions that you always take, you can swap it for the subclass spell to have your selected one "always prepared" instead and free up a spell known.
I still don't 100% understand. I think writing out the question above kind of helped. I think part of the time, when I was feeling most confused when thinking about this, I was kind of conflating the two kinds of levels (class levels and spell levels). I guess part of the reason you get new spells with the subclass, EVERY OTHER class level, (levels 1-9), is because you get access to a new spell level, every other class level. And these there is also a leveling up event (even-numbered class levels) in-between gaining new spells from the subclass, where I guess you also can make a switch [replacement] to one spell, but you are not given new spells for the subclass. (hmmm, maybe part of the reason that "two" was chosen for the number of subclass spells you gain, every other level 🙂)
Could someone please walk me though the steps of what would happen and WHEN it could happen, for example starting at class level 3 (or 5, or 7 if you prefer), if I wanted to replace both of the default subclass spells for that level, AND I also wanted to replace 1 or 2 of "the sorcerer spells you know" (spells I got because of class not subclass)?
Like could I replace 1 of the 2 default subclass spells with one of the allowed substations , at the time that I leveled up and received it (right away)? And then replace the other default subclass spell the next time I leveled up as a Sorcerer (leveled up to an even number, not gaining a new subclass spell)?
Could I ALSO replace 1 spell from my main sorcerer spells list, at the same time (same leveling up event that I replaced a default subclass spell with one of the allowed substations)?
I think the timing on when spell replacements are made, matters: it seems like part of the reason given (or a possible theory for the reason) for the lack of ability to change out the spells on the character sheet had to do with the timing or when those replacement could be made and being able to control that and not allowing player to do it in character sheet, before they were able to do it, according to the rules.
Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips -- simple but powerful spells that characters can cast almost by rote -- are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell.
Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
What that adds up to is, if you were a 3rd level Aberrant Mind Sorcerer, when you hit 4th level you could do both of the following:
Take any one Sorcerer spell you know, including one of your Psionic Spells, and replace it with any other 1st- or 2nd-level Sorcerer spell. (Note, I believe if you do choose to replace a Psionic Spell in this way, the new spell will no longer count as a “Psionic Spell.” That means it would no longer be eligible for the next part on future level ups.)
Take any one 1st- (or 2nd-)level Psionic Spell you know, and replace it with a 1st- (or 2nd-)level divination or enchantment spell from the Sorcerer, Warlock, or Wizard spell lists. (Note, a 1st-level spell can only be replaced with another 1st-level spell, a 2nd-level spell can only be replaced with another 2nd-level spell.)
Okay, this is starting to make sense, so I get new spells for the subclass on odd-numbered sorcerer levels, levels 1-5 (level 3, for example) and I keep both of the default subclass spells for that whole level, and then the next time I level up, (then to an even number sorcerer level, for example level 4) I can replace one of those spells with an allowed spell (same level, divination or enchantment spell from the Sorcerer, Warlock, or Wizard spell lists)?
And if I choose I can replace the other when I level up again - like at sorcerer level 5 I will receive 2 more spells but I can't replace one of those new spells yet, but I can opt to replace the 2nd default spell, I received at this leveling up event?
This post #3669 , I think. Also wanted to say thank you for all your resources. I thought I was doing something wrong with my edits pertaining to spells of my homebrewed Aberrant Mind subclass, but then I check out one of your links and it turns out that it sometimes takes some time for those changes to reflect in the character sheet, . I think you might have mentioned it can take about 20 minutes. (very helpful/necessary to know that, thank you).
Can't believe how long it took me to think of this: I'm swapping out my subclass spells by updating a homebrew version/variation of the offical subclass each time I level up and want to make a swap. Every time I did this, I was having trouble remember how to get to the place that allows me to make the changes. Last time after I finally found the right place, I bookmarked the website for myself, (which worked out the way I had hoped) and ever since, it has been a lot easier to swap out spells.
I just added the homebrew item called "ring of aberrant mind sorcerer that doesn't need attunement and adds the required spells. Also memorized which spells I can't use. This way the spell slots are not handled automaticly, there are some spells that are shown that doesn't exist for my char, but I got all the spells that I need.
Hi - I'm wondering if there is a way to replace the class specific spells from the Aberrant Mind and Clockwork Soul Sorcerer subclasses. Those subclasses grant spells known at certain levels and they say that you can replace the spells known when you level up with certain spells, defined in each subclass's ruleset, but I cannot see how to change those spells out in my character sheet.
If this functionality is not built in to DNDBeyond yet, can you please provide an update on when it will be coming? The subclasses released with Tasha's Cauldron of Everything nearly a year ago, so I had expected that this feature would be available by now.
Thank you!
From the TASHA’S CAULDRON of EVERYTHING - Issues and Support Thread :
SORCERER
Your best bet is to create a Homebrew feat I believe, though other users of this site may provide you with better alternatives whilst the staff behind the website develop this feature. I wouldn't expect this to be completed soon though, which is unfortunate because, as you've stated, it's been over a year. Regretfully the backlog of work for the D&D Beyond staff is extensive and new book releases, despite us loving their implementation, take time away from work that could be spent fixing stuff that is not functioning.
#Open D&D
Have the Physical Books? Confused as to why you're not allowed to redeem them for free on D&D Beyond? Questions answered here at the Hardcover Books, D&D Beyond and You FAQ
Looking to add mouse-over triggered tooltips to such things like magic items, monsters or combat actions? Then dash over to the How to Add Tooltips thread.
Thank you for the advice. A homebrew feat could add new spells but I don't think it can take old ones off the spell list, unfortunately. I suppose I could use the custom labeling to name it something like "xxx discontinued," but boy is my spell list going to be really messy by mid level play.
I don't think it's fair to say that asking them fix something that's currently not functioning can't be done because it would divert resources from them fixing something else that's currently not functioning.
I understand that software development is difficult and so I'm patient and reasonable, but I am also a paying customer. It's not a free service, I pay my hard earned money for it. And so I think it's fair for me to expect that both my feedback be taken in to account and that I get some acknowledgement of my issue from the company. I don't think that's asking for too much, personally.
You can also make a homebrew version of the subclass where you have selectors instead. I made one a while back for Aberrant Mind and it works like a charm mechanically (if it might be a little janky on the presentation side). I even did it in such a way that you get the appropriate selections at appropriate levels- basically you just make a copy of the class, remove the existing Psionic/Clockwork Spells feature, and add spells back with a new feature (or several features if you want them to appear at different levels). You have to manually add each spell to the list, which is tedious, so if you know what spells you *specifically* want you could just change those in the list instead of doing it individually.
I mentioned this a while back and basically got the response of "Well, we can't do it in a way that doesn't allow players to change spell selections illegally (i.e. too early) so we just aren't going to do it."(https://www.dndbeyond.com/forums/d-d-beyond-general/d-d-beyond-feedback/118600-why-do-aberrant-mind-and-clockwork-soul-not-work)
No worries! Sorry that there isn't a better solution; some searching on the Forums may yield a better solution but that's the only one I could think of off the top of my head when I wrote my post. I wish I had a far less cumbersome solution for you!
My apologies for not being clearer - I'm not saying that they shouldn't fix it (they should). I'm saying that I wouldn't expect a fix on this for a long while because of all the other work going on and the continued new workloads that the staff get from new books that get released. They always have to be the priority and this Replacement Spells bug is unfortunately a small bug that only affects a small percentage of players. I'm not saying that's fair - it's just unfortunately the way it is. On the plus side, D&D Beyond recently stopped diverting resources to Unearthed Arcana suppport which means hopefully more staff to work on fixing bugs like this.
You're not wrong and you're not asking for too much. I completely understand that when you pay for a feature, you expect it to work properly and it's frustrating to hear 'well it's not working properly right now, but you can just homebrew a solution'. I think it's just bad luck because it's a minor issue that most likely impacts a small user base. Things like Containers affect all users and will usually be the main focus of the staff energies to implement.
#Open D&D
Have the Physical Books? Confused as to why you're not allowed to redeem them for free on D&D Beyond? Questions answered here at the Hardcover Books, D&D Beyond and You FAQ
Looking to add mouse-over triggered tooltips to such things like magic items, monsters or combat actions? Then dash over to the How to Add Tooltips thread.
Make a “homebrewed” sorcerer subclass using the Aberrant Mind as a template. By tem plating off of the original it will automatically port everything except the subclass’ description (which you can copy/paste later). Edit the “Psionic Spells” feature and scroll down to the “Spells” subsection. You can then edit each one of the added spells by removing the names spell from the “Spell” field and adjusting other fields in the following ways:
*(There is currently no way to restrict spell selection by specific spell schools.)
Once all 11 spells have been edited, you MUST [SAVE CHANGES] for the entire class feature. Then, go to the Sorcerer page, scroll to the entry for the Aberrant Mind, and drag highlight & Copy the description. Go to your homebrew’s Basic Information and paste that description into both the “Description” and “Short Description” fields. Finally, you MUST [SAVE CHANGES] for the entire homebrew or the system won’t pick up your changes.
In the character builder, each of those specific spells will now be replaced with a dropdown that allows a player to choose a single spell of the appropriate level and from the designated spell lists. At each level-up, the player will initially have to choose the spell listed in the table for themselves instead of getting it automatically, but they would also be able to those Spells when leveling up as per the subclass description.
The process would have to be repeated for the Clockwork Soul, but it only has 10 spells to edit instead of 11, so it will take approximately 30 seconds less time.
DDB never gives updates or estimates for projects they are working on until it has been completed. Something simply doesn’t work until it does, and then they tell us. However, many of us expect this to be included in the mega-update they’re doing that should be coming either in the next few months (before new year), or by spring.
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Thank you for this clear walk through. I appreciate it.
Thank you!
Only tangentially related, i'm a bit confused about WHEN it is that you get to swap out one of the default spells for one of the spell options to that. Under the class features Aberrant Mind, it says:
"Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list." source
And under Class features for Sorcerers is says:
"Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots."
So, does that mean you get to do BOTH of these things when you level up? (replace one of the sorcerer spells and then also replace one spell you gained from this [the Aberrant Mind] feature as specified?
Also
You get 2 spells with the Aberant Mind subclass per every other level, 1-9, how does it work if you want to replace both of the default spells that you get for one level?
Basically, you can swap in a spell of the subclass @ the level thats always prepared for another the same level, type and class restricktiosn such that its always prepared as well.
So if you know there's a matching spell @ that matches the conditions that you always take, you can swap it for the subclass spell to have your selected one "always prepared" instead and free up a spell known.
I still don't 100% understand. I think writing out the question above kind of helped. I think part of the time, when I was feeling most confused when thinking about this, I was kind of conflating the two kinds of levels (class levels and spell levels). I guess part of the reason you get new spells with the subclass, EVERY OTHER class level, (levels 1-9), is because you get access to a new spell level, every other class level. And these there is also a leveling up event (even-numbered class levels) in-between gaining new spells from the subclass, where I guess you also can make a switch [replacement] to one spell, but you are not given new spells for the subclass. (hmmm, maybe part of the reason that "two" was chosen for the number of subclass spells you gain, every other level 🙂)
Could someone please walk me though the steps of what would happen and WHEN it could happen, for example starting at class level 3 (or 5, or 7 if you prefer), if I wanted to replace both of the default subclass spells for that level, AND I also wanted to replace 1 or 2 of "the sorcerer spells you know" (spells I got because of class not subclass)?
Like could I replace 1 of the 2 default subclass spells with one of the allowed substations , at the time that I leveled up and received it (right away)? And then replace the other default subclass spell the next time I leveled up as a Sorcerer (leveled up to an even number, not gaining a new subclass spell)?
Could I ALSO replace 1 spell from my main sorcerer spells list, at the same time (same leveling up event that I replaced a default subclass spell with one of the allowed substations)?
I think the timing on when spell replacements are made, matters: it seems like part of the reason given (or a possible theory for the reason) for the lack of ability to change out the spells on the character sheet had to do with the timing or when those replacement could be made and being able to control that and not allowing player to do it in character sheet, before they were able to do it, according to the rules.
As per the Basic Rules’ on Spell Level:
As per the Sorcerer’s rules for Spellcasting:
As per the Aberrant Mind’s Psionic Spells rules:
What that adds up to is, if you were a 3rd level Aberrant Mind Sorcerer, when you hit 4th level you could do both of the following:
I hope that helps.
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Okay, this is starting to make sense, so I get new spells for the subclass on odd-numbered sorcerer levels, levels 1-5 (level 3, for example) and I keep both of the default subclass spells for that whole level, and then the next time I level up, (then to an even number sorcerer level, for example level 4) I can replace one of those spells with an allowed spell (same level, divination or enchantment spell from the Sorcerer, Warlock, or Wizard spell lists)?
And if I choose I can replace the other when I level up again - like at sorcerer level 5 I will receive 2 more spells but I can't replace one of those new spells yet, but I can opt to replace the 2nd default spell, I received at this leveling up event?
Has there been any progress to fix this bug in the system?
Nope, but there is an update to the homebrew fix: (https://www.dndbeyond.com/forums/d-d-beyond-general/bugs-support/87774-tashas-cauldron-of-everything-issues-and-support?page=154#c3669).
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This post #3669 , I think. Also wanted to say thank you for all your resources. I thought I was doing something wrong with my edits pertaining to spells of my homebrewed Aberrant Mind subclass, but then I check out one of your links and it turns out that it sometimes takes some time for those changes to reflect in the character sheet, . I think you might have mentioned it can take about 20 minutes. (very helpful/necessary to know that, thank you).
Sorry for the late response, but happy to help.
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Can't believe how long it took me to think of this: I'm swapping out my subclass spells by updating a homebrew version/variation of the offical subclass each time I level up and want to make a swap. Every time I did this, I was having trouble remember how to get to the place that allows me to make the changes. Last time after I finally found the right place, I bookmarked the website for myself, (which worked out the way I had hoped) and ever since, it has been a lot easier to swap out spells.
I just added the homebrew item called "ring of aberrant mind sorcerer that doesn't need attunement and adds the required spells. Also memorized which spells I can't use. This way the spell slots are not handled automaticly, there are some spells that are shown that doesn't exist for my char, but I got all the spells that I need.
There’s a more user friendly Homebrew hack for this:
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