Everyone who is a spell caster in the campaign we are currently playing are also having this issue when trying to access the spells tab. Though, we have homebrew classes and spells.
Everyone who is a spell caster in the campaign we are currently playing are also having this issue when trying to access the spells tab. Though, we have homebrew classes and spells.
Everyone who is a spell caster in the campaign we are currently playing are also having this issue when trying to access the spells tab. Though, we have homebrew classes and spells.
That's definitely an issue with homebrew - the most likely culprit is something that has been set to allow a spell to scale up above 9th level, or configured as a spell that is higher than 9th level.
If you link the subclass and spells, I can take a look for you.
https://www.dndbeyond.com/subclasses/321429-koldunic-sorcerer I'm the DM making all the home-brew stuff. I'm having a bit of trouble getting the home-brew classes to have the features and spells that I want them to have in the way I want them. It's a little difficult to design these things from the top down without really being able to see what it looks like from the character creation end. do you need links to the individual spells?
The Koldunic Sorcerer is a Sorcerer subclass, so all of things that are part of the base sorcerer class are still true for the subclass, such as spellcasting.
On the main subclass page:
Additional Spell List: Sorcerer - this isn't needed and may result in the character seeing two copies of every sorcerer spell on the spell list.
Feature: Elemental Magic
The way you have this defined currently it is saying, "Take all sorcerer spells and change them to use CHA ability score with bonus CHA ability score, making them available twice after a long rest" - I'm not sure what you're trying to get this to do, but it's unlikely this will function at all and may break the spells section of the character sheet. If you can describe what you're trying to do here, then I can advise. 🙂
Elemental Specialization
I don't see anything that should cause issues here. When specifying the spell, you don't need to set the ability score unless it is different to the caster ability score for the class.
Hybrid Elemental Magic
Nothing stands out as causing issues.
Elemental Summoning, tier 3
Note that setting "Class Levels where options known" as 9,9,9,9,9 means that the character gets to select 5 options when they reach 9th level. There are only 5 options available, so would probably be easier to just set them as part of the feature, rather than options.
I hope that's of some help? I think that the Elemental Magic feature is likely your culprit.
Now that I'm on a proper computer and I can see what I'm doing, I can make a proper response here. The koldunic sorcerer is based on the old elemental magic style that used to be so prevalent to the concept of magic. The elemental magic feature was supposed to represent that by allowing a few basic spells related to a particular elemental type that were easy to access and use based on the element the koldun wants to master. That's why I have 5 options for each of these levels. Each one corresponds to either Fire, Water, Wind, Earth, or Spirit. I don't know how to make it so that only the koldun's specialized element appears in the class options. Each tier of mastery in a given element is supposed to require the tier before it, and ostensibly a character could achieve tier 1 mastery in all 5 elements at the expense of the higher level powers and spells. That's what I was trying to do anyway. I also don't see any clear way of knowing what exactly the base sorcerer class can and can't do when trying to create a new subclass. Honestly, I was envisioning these kolduns to be as different from normal sorcerers as wizards or warlocks (ie, their own class) but that doesn't seem to be something we are able to make, and I certainly don't have the time and patience to make a whole new spell type with all the associated levels and such. Now ideally a koldun would have access to the normal sorcerer spell list (just once) but also access to the spells specifically made for them as they reach appropriate levels. Just as an example, my PC who is using this class is taking the Way of Spirit tree, so she should have access to:
Way of Spirit, tier 1
Way of Spirit. The koldun can cast Faerie Fire, Call Domovoi, and Unseen Servant each at 1st level 1 time per short rest without expending any spell slots.
The Way of Spirit calls upon the spirits themselves to bring about interaction with a koldun's environment. These spells are associated with mental manipulation, emotion, conjuration, and all forms of psychic and telekinetic attack. This Way does not have an associated damage type, but can be used to enhance conjuration spells.
So I was intending to have Faerie Fire, Call Domovoi, and Unseen Servant be the 3 spells they are able to cast from 1st level once per short rest without using a spell slot. I tried to sort of divide it up like one combat spell (Faerie Fire), one non-combat spell (Call Domovoi), and one utility spell (Unseen Servant) to give them a decent range of abilities, but since I was building this without any idea what I was doing or of how to make it balanced, I wasn't sure how to properly balance that without a proper play test from level 1 and a ton of extra "does this work? No? How about this?" directly face to face with my player, whom actually lives in another city, and that would really eat into our gaming time. Also I wanted them to focus on hunting vampires which start at CR13 in the vanilla rules and are considerably harder in my home brew rules, so I just had everyone start at level 10 so I could gloss over the fact that I'm not really sure what I'm actually building, I only know what I wanted it to do. This is the spell page for Call Domovoi https://www.dndbeyond.com/spells/327404-call-domovoi. Sooooo... That's how I intended for this class to work. It does normal sorcerer spells, but specific spells depending on their element are considerably more powerful/effective.
Usually it's a magic item with charges that is configured to allow additional charges to be used to up-cast spells above 9th level.
I don't think I did any of this intentionally, but some of the items I made do have charges. For instance the Blood Pool was a widget I made to track my half-vampire's (think Blade or Alucard) blood level for using vampire specific abilities. https://www.dndbeyond.com/magic-items/1173565-blood-pool
Everyone who is a spell caster in the campaign we are currently playing are also having this issue when trying to access the spells tab. Though, we have homebrew classes and spells.
https://www.dndbeyond.com/profile/Kungfukiddo/characters/20147209
It is undoubtedly a problem with the homebrew. Hopefully a moderator can take a look.
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That's definitely an issue with homebrew - the most likely culprit is something that has been set to allow a spell to scale up above 9th level, or configured as a spell that is higher than 9th level.
If you link the subclass and spells, I can take a look for you.
You do not need to publish them.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
https://www.dndbeyond.com/subclasses/321429-koldunic-sorcerer I'm the DM making all the home-brew stuff. I'm having a bit of trouble getting the home-brew classes to have the features and spells that I want them to have in the way I want them. It's a little difficult to design these things from the top down without really being able to see what it looks like from the character creation end. do you need links to the individual spells?
You have some fairly odd modifiers set-up.
The Koldunic Sorcerer is a Sorcerer subclass, so all of things that are part of the base sorcerer class are still true for the subclass, such as spellcasting.
On the main subclass page:
Additional Spell List: Sorcerer - this isn't needed and may result in the character seeing two copies of every sorcerer spell on the spell list.
Feature: Elemental Magic
The way you have this defined currently it is saying, "Take all sorcerer spells and change them to use CHA ability score with bonus CHA ability score, making them available twice after a long rest" - I'm not sure what you're trying to get this to do, but it's unlikely this will function at all and may break the spells section of the character sheet. If you can describe what you're trying to do here, then I can advise. 🙂
Elemental Specialization
I don't see anything that should cause issues here. When specifying the spell, you don't need to set the ability score unless it is different to the caster ability score for the class.
Hybrid Elemental Magic
Nothing stands out as causing issues.
Elemental Summoning, tier 3
Note that setting "Class Levels where options known" as 9,9,9,9,9 means that the character gets to select 5 options when they reach 9th level. There are only 5 options available, so would probably be easier to just set them as part of the feature, rather than options.
I hope that's of some help? I think that the Elemental Magic feature is likely your culprit.
The subclass has a cool flavour - I like it!
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Awesome! We will look into this. Any insights why this might be happening to other, non-koldunic sorc. Characters?
Usually it's a magic item with charges that is configured to allow additional charges to be used to up-cast spells above 9th level.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Now that I'm on a proper computer and I can see what I'm doing, I can make a proper response here. The koldunic sorcerer is based on the old elemental magic style that used to be so prevalent to the concept of magic. The elemental magic feature was supposed to represent that by allowing a few basic spells related to a particular elemental type that were easy to access and use based on the element the koldun wants to master. That's why I have 5 options for each of these levels. Each one corresponds to either Fire, Water, Wind, Earth, or Spirit. I don't know how to make it so that only the koldun's specialized element appears in the class options. Each tier of mastery in a given element is supposed to require the tier before it, and ostensibly a character could achieve tier 1 mastery in all 5 elements at the expense of the higher level powers and spells. That's what I was trying to do anyway. I also don't see any clear way of knowing what exactly the base sorcerer class can and can't do when trying to create a new subclass. Honestly, I was envisioning these kolduns to be as different from normal sorcerers as wizards or warlocks (ie, their own class) but that doesn't seem to be something we are able to make, and I certainly don't have the time and patience to make a whole new spell type with all the associated levels and such. Now ideally a koldun would have access to the normal sorcerer spell list (just once) but also access to the spells specifically made for them as they reach appropriate levels. Just as an example, my PC who is using this class is taking the Way of Spirit tree, so she should have access to:
Way of Spirit, tier 1
Way of Spirit. The koldun can cast Faerie Fire, Call Domovoi, and Unseen Servant each at 1st level 1 time per short rest without expending any spell slots.
The Way of Spirit calls upon the spirits themselves to bring about interaction with a koldun's environment. These spells are associated with mental manipulation, emotion, conjuration, and all forms of psychic and telekinetic attack. This Way does not have an associated damage type, but can be used to enhance conjuration spells.
So I was intending to have Faerie Fire, Call Domovoi, and Unseen Servant be the 3 spells they are able to cast from 1st level once per short rest without using a spell slot. I tried to sort of divide it up like one combat spell (Faerie Fire), one non-combat spell (Call Domovoi), and one utility spell (Unseen Servant) to give them a decent range of abilities, but since I was building this without any idea what I was doing or of how to make it balanced, I wasn't sure how to properly balance that without a proper play test from level 1 and a ton of extra "does this work? No? How about this?" directly face to face with my player, whom actually lives in another city, and that would really eat into our gaming time. Also I wanted them to focus on hunting vampires which start at CR13 in the vanilla rules and are considerably harder in my home brew rules, so I just had everyone start at level 10 so I could gloss over the fact that I'm not really sure what I'm actually building, I only know what I wanted it to do. This is the spell page for Call Domovoi https://www.dndbeyond.com/spells/327404-call-domovoi. Sooooo... That's how I intended for this class to work. It does normal sorcerer spells, but specific spells depending on their element are considerably more powerful/effective.
I don't think I did any of this intentionally, but some of the items I made do have charges. For instance the Blood Pool was a widget I made to track my half-vampire's (think Blade or Alucard) blood level for using vampire specific abilities. https://www.dndbeyond.com/magic-items/1173565-blood-pool
I also made a vampire hunter class which probably has a host of its own problems https://www.dndbeyond.com/subclasses/296064-vampire-hunter which I based off of the paladin class so they could utilize channel divinity to fuel their more interesting powers. They can create certain magic items with charges like the Dagger of Many Daggers https://www.dndbeyond.com/magic-items/1200680-dagger-of-many-daggers and the Axelord's Axe https://www.dndbeyond.com/magic-items/1204577-axelords-axe which I didn't think would be having any issues, but if items are causing these errors, I suppose it's worth looking at.