Hi, my character’s spells page won’t load and is has the “beholder appeared and ruined everything” message. I have looked at other forum threads and tried unequipping the homebrew armour I made but it hasn’t resolved it - and if it had I’d be asking ways around that as obviously the ability to wear it is what makes this character whole...
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On looking it is either the armour or a homebrew spell.
That armour seems to be doing a lot: lets you know all languages, gives you resistance to everything, makes you immune to charms, psychic damage and critical hits and access to Misty Step and Shield spells. There's a lot of modifiers going into this homebrew item so there's more risk of something going wrong. On looking it doesn't list the charges it has remaining yet shows a cost for the spells. If the charges for spells is not set up correctly it does indeed trigger beholders when viewing the spells page. So, this is the most likely culprit. Sometimes unequipping an item is not enough: I'd recommend removing it entirely and see if the problem persists.
If it does not then look at your spells - are you using homebrew spells? If you are remove them and see if the problem improves.
Unrelated to your issue I have two observations:
You took Resilient (Wisdom) feat when you already have proficiency in Wisdom saving throws, which is a complete waste: if you're looking to bump Wisdom try other feats that do this and grant benefits (Like Observant feat) or use an ASI to increase Wisdom and another stat (perhaps Charisma?). You are basically just using an ASI/Feat for a total +1 Wis instead of other options like +1 to Wis and another stat or +1 Wis plus other benefits. It's a waste. Your base class is a Wizard which already gives you proficiency with Intelligence and Wisdom.
You haven't selected an Arcane Tradition for your Wizard class. Since you have low health I'd recommend Abjurist for the added protection. Or go all out with Evocation. Not choosing the Arcane Tradition means you are missing out on some considerable benefits.
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Amazing, thanks so much for the tips - basically what I’m trying to do is create armour for a knight-wizard that turns them into as physically formidable as a knight as they are a wizard. A half-cocked comparison would be Iron Man’s suit for a fantasy world, so when wearing it the character’s strength increases to 16 and they have max Dex modifier.
To fit the lore and story of the world I’m running it needs to have misty step and shield as these knights move through various planes; other than that I’m wanting it to give resistance to all magic and immunity to crits.
So it was the spells attributed to the armor as you intuited. However, they aren't homebrew - just standard misty step and shield. I'd set their min and max charges both to 5, added no save DC and said to cast at level 12. Which seemed pretty standard to me from the tips given when hovering over the question marks? - but i'm totally new to this so forgive if I've done it wrong.
Or do you think it's just a case of too much going on with the spells added in for D&D Beyond to compute when all stacked together?
You have assigned that those spells cost 5 charges. The item itself has no charges. You will need to go into the Additional Details section of the edit item, and grant it at least 5 charges (which would be used when either spell is cast).
Min Charges and Max Charges fields are meant for when you are able to spend a variable number of charges to increase the effect of a spell from an item.
Imagine a wand of fireballs, where the default fireball is 5d6 damage for 1 charge. This means I set it to min charges of 1. I now set Max Charges to 5, which means that the player can now choose to expend up to 5 charges to upcast the fireball to be more powerful.
As MellieDM explained, for any of this to work, you need to have set the properties of the item so that it has charges.
For what you are trying to do, I guess you want the item to have 5 charges and for the spells to cost 1 charge each. Set both Min Charges and Max Charges to 1, as well as granting the item charges on the main properties of the item.
Hmmm. Hasn't seemed to work. Still get Beholder on the spells page of character sheet - that didn't happen when i'd removed the spells from the armor, but think i've followed your instructions so confused about why. In the additional description i've set the charge count to 6 and said to reset at dawn. Saved changes. In the spells, each spell is set to min & max charge of 1, to cast at lvl 12 (as per character). No spell save DC set. Should that not work now?
If there's another way I can share it so you can access the stats just let me know, happy to share with community if that means you guys can see the issue!
The spell level is the level of spell not level of caster. Spells only go up to level 9. This field is for upcastable spells like say Fireball as given as example above. The base level of Fireball is 3 but if you put in 5 in this field then the character could cast a Level 5 Fireball for a single charge. Since Misty Step and Shield are not upcastable you should leave the field blank.
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For Misty step and Shield, Level 12 is the spell level, not the caster level. Since neither Misty Step nor Shield increase at higher level, you can leave that blank or make it 1. I think level works for Cantrips in the way you had it, but for spells with a level, it is the spell level.
For Misty step and Shield, Level 12 is the spell level, not the caster level. Since neither Misty Step nor Shield increase at higher level, you can leave that blank or make it 1. I think level works for Cantrips in the way you had it, but for spells with a level, it is the spell level.
Wrong. There is no level 12 spell. The highest spell level is 9. And you cannot put Misty Step at level 1, since it is a Level 2 spell at base. This needs to be left blank for these spells and should not be used for cantrips either.
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Hi, my character’s spells page won’t load and is has the “beholder appeared and ruined everything” message. I have looked at other forum threads and tried unequipping the homebrew armour I made but it hasn’t resolved it - and if it had I’d be asking ways around that as obviously the ability to wear it is what makes this character whole...
Please can you help?
The character’s beholder error script is:
The shareable link to view the character is:
ddb.ac/characters/8136353/mXDkyz
On looking it is either the armour or a homebrew spell.
That armour seems to be doing a lot: lets you know all languages, gives you resistance to everything, makes you immune to charms, psychic damage and critical hits and access to Misty Step and Shield spells. There's a lot of modifiers going into this homebrew item so there's more risk of something going wrong. On looking it doesn't list the charges it has remaining yet shows a cost for the spells. If the charges for spells is not set up correctly it does indeed trigger beholders when viewing the spells page. So, this is the most likely culprit. Sometimes unequipping an item is not enough: I'd recommend removing it entirely and see if the problem persists.
If it does not then look at your spells - are you using homebrew spells? If you are remove them and see if the problem improves.
Unrelated to your issue I have two observations:
You took Resilient (Wisdom) feat when you already have proficiency in Wisdom saving throws, which is a complete waste: if you're looking to bump Wisdom try other feats that do this and grant benefits (Like Observant feat) or use an ASI to increase Wisdom and another stat (perhaps Charisma?). You are basically just using an ASI/Feat for a total +1 Wis instead of other options like +1 to Wis and another stat or +1 Wis plus other benefits. It's a waste. Your base class is a Wizard which already gives you proficiency with Intelligence and Wisdom.
You haven't selected an Arcane Tradition for your Wizard class. Since you have low health I'd recommend Abjurist for the added protection. Or go all out with Evocation. Not choosing the Arcane Tradition means you are missing out on some considerable benefits.
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.
Amazing, thanks so much for the tips - basically what I’m trying to do is create armour for a knight-wizard that turns them into as physically formidable as a knight as they are a wizard. A half-cocked comparison would be Iron Man’s suit for a fantasy world, so when wearing it the character’s strength increases to 16 and they have max Dex modifier.
To fit the lore and story of the world I’m running it needs to have misty step and shield as these knights move through various planes; other than that I’m wanting it to give resistance to all magic and immunity to crits.
Thanks again for the help!
So it was the spells attributed to the armor as you intuited. However, they aren't homebrew - just standard misty step and shield. I'd set their min and max charges both to 5, added no save DC and said to cast at level 12. Which seemed pretty standard to me from the tips given when hovering over the question marks? - but i'm totally new to this so forgive if I've done it wrong.
Or do you think it's just a case of too much going on with the spells added in for D&D Beyond to compute when all stacked together?
You have assigned that those spells cost 5 charges. The item itself has no charges. You will need to go into the Additional Details section of the edit item, and grant it at least 5 charges (which would be used when either spell is cast).
Ah! Thanks for helping me understand, Mellie :)
Min Charges and Max Charges fields are meant for when you are able to spend a variable number of charges to increase the effect of a spell from an item.
Imagine a wand of fireballs, where the default fireball is 5d6 damage for 1 charge. This means I set it to min charges of 1. I now set Max Charges to 5, which means that the player can now choose to expend up to 5 charges to upcast the fireball to be more powerful.
As MellieDM explained, for any of this to work, you need to have set the properties of the item so that it has charges.
For what you are trying to do, I guess you want the item to have 5 charges and for the spells to cost 1 charge each. Set both Min Charges and Max Charges to 1, as well as granting the item charges on the main properties of the item.
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Great - will try that now, thank you for the example
Hmmm. Hasn't seemed to work. Still get Beholder on the spells page of character sheet - that didn't happen when i'd removed the spells from the armor, but think i've followed your instructions so confused about why. In the additional description i've set the charge count to 6 and said to reset at dawn. Saved changes. In the spells, each spell is set to min & max charge of 1, to cast at lvl 12 (as per character). No spell save DC set. Should that not work now?
This is the web link to the edit page of the armor: https://www.dndbeyond.com/magic-items/433398-armour-of-arcane-renown
If there's another way I can share it so you can access the stats just let me know, happy to share with community if that means you guys can see the issue!
The spell level is the level of spell not level of caster. Spells only go up to level 9. This field is for upcastable spells like say Fireball as given as example above. The base level of Fireball is 3 but if you put in 5 in this field then the character could cast a Level 5 Fireball for a single charge. Since Misty Step and Shield are not upcastable you should leave the field blank.
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Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
many thanks
For Misty step and Shield, Level 12 is the spell level, not the caster level. Since neither Misty Step nor Shield increase at higher level, you can leave that blank or make it 1.
I think level works for Cantrips in the way you had it, but for spells with a level, it is the spell level.
Wrong. There is no level 12 spell. The highest spell level is 9. And you cannot put Misty Step at level 1, since it is a Level 2 spell at base. This needs to be left blank for these spells and should not be used for cantrips either.
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.
I was hoping it worked that way for cantrips, but it doesn't.
You can actually put Misty step in as a 1st level spell, though, and it works. I do believe having it at level 12 was causing errors, though.
I'm getting the beholder and a message saying there was an error with this info
TypeError: Cannot read property 'push' of undefined at https://www.dndbeyond.com/Content/1-0-666-0/React/CharacterTools/dist/characterSheet.bundle.min.js:1:52797 at Array.forEach (<anonymous>) at https://www.dndbeyond.com/Content/1-0-666-0/React/CharacterTools/dist/characterSheet.bundle.min.js:1:52543 at https://www.dndbeyond.com/Content/1-0-666-0/React/CharacterTools/dist/characterSheet.bundle.min.js:1:306371 at https://www.dndbeyond.com/Content/1-0-666-0/React/CharacterTools/dist/characterSheet.bundle.min.js:1:305798 at https://www.dndbeyond.com/Content/1-0-666-0/React/CharacterTools/dist/characterSheet.bundle.min.js:1:306501 at Object.getLevelSpells (https://www.dndbeyond.com/Content/1-0-666-0/React/CharacterTools/dist/characterSheet.bundle.min.js:1:305798) at Function.c [as mapToProps] (https://www.dndbeyond.com/Content/1-0-666-0/React/CharacterTools/dist/characterSheet.bundle.min.js:50:310958) at r (https://www.dndbeyond.com/Content/1-0-666-0/React/CharacterTools/dist/characterSheet.bundle.min.js:12:229522) at Function.r.mapToProps (https://www.dndbeyond.com/Content/1-0-666-0/React/CharacterTools/dist/characterSheet.bundle.min.js:12:229641)
Thanks all for the help - removing the spell levels has sorted it xx