I have a Master Tier subscription with content sharing activated for a campaign in which one of the players has purchased this sourcebook. I can see all of the new information just fine in the Game Rules pages. I can see the book in the compendium. However, I cannot select any of the races, the subclasses, or the backgrounds in the character builder. Granted, I am not 100% certain that this player bought the full sourcebook and not just the compendium -- I'm just going by what they said (and they're still at work so they haven't had a chance to try building a character yet) -- but it seems like I'm seeing the new content outside of the compendium so I think this might be a bug in the character builder?
Did you join that campaign with the character you're trying to build? The compendium content is accessible regardless if you have content sharing enabled and someone in the group owns the content - but for the character builder, only the characters in that campaign can use the shared content. If you build a character outside of that campaign, it can't use the shared content.
The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk.
One square yard of pride silk weighs 1 pound and costs 100 gp. An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it.
It seems like it would be useful to link from the pride silk outfit's description back to the pride silk item as well, especially since the outfit's description (emphasis mine) doesn't include the description of what pride silk is/what it's like:
An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it.
I can't for the life of me add the Dunamancy spells on my Wizard's spell list. I get it that it's locked behind the specific subclasses, but I want to put it in the Wizard's Spell List. How do I go about it?
I can't for the life of me add the Dunamancy spells on my Wizard's spell list. I get it that it's locked behind the specific subclasses, but I want to put it in the Wizard's Spell List. How do I go about it?
Homebrew a feat to add to your wizard that grants the spells. Just don't publish the homebrew.
The Dunamantic spells need to be something that you or your DM can toggle with a switch (like the critical role content toggle). Expecting us to do all kinds of extra work to get or give access to content that we already paid for seems ridiculous.
Also, if you have a player using a UA subclass, you cannot create a copy of it, but have to try to recreate the entire subclass from scratch just to add the spells.
I thought so as well, I changed to 2nd level and looked for the second level spells listed in the book (on one screen) and on the second level character add spells list (second screen) and no listing, before I even posted to the forum. Even the first level spells that would have shown when the subclass was picked didn't even show. I will double-check with the character sheet after this reply. If it shows then I will either update or close the post.
UPDATE: All of the kinks have worked out since this morning. Spells are showing where they need to be. Thanks for the time taken to respond.
Vox Seeker item says tooltip not found on the app. I know the fixes come about a week later but hadn’t seen anyone report it so I wanted to make sure it was logged.
Edit: I know that the dunamancy spells are supposed to be wizard only but in the nature of how Magical Secrets works being able to steal them from any class they should be available to bards through that feature as well
Hello! The Magical Secrets feature allows you to take a spell from another class' spell list. The dunamancy spells are not available on any class' spell list, they are subclass spells only.
My wizard doesn’t live on Exandia, nor Toril, nor Eberron. My wizard doesn’t care that the Empire and the Dynasty are at odds. My DM doesn’t care if I use Galder’s Tower or Flock of Familiars. My DM should decide if my wizard may choose or scribe this new content. Making everyone jump through hoops to add homebrew feats is terrible design.
I love Critical Role. What Matt and everyone have designed for this book is great.
Based on what I have seen here Matt should just remove the spells from Caleb’s spellbook
Ahoy! @matthewmercerI am loving the Wildemount book! Quick question: do you know the general scale the city maps are supposed to use? 😅 Port Damali being over 750 miles in dimension seems a bit... expansive.
Gasp! Unless all creatures have been Giants this whole time!
Haha, indeed! That is a typo that was missed before production. ;)
This error refers to the scale of map 3.2, which is labeled as indicating a length of 750 miles but shows a distance that covers a tiny fraction of the map; it's clearly not to scale. (For example, there are 3 piers next to each other in a row on the map, just above the scale; if the scale were accurate, that would mean that the distance from the west side of the first pier to the east side of the third pier is a little over 750 miles, which is clearly wrong.) Matt Mercer hasn't yet answered the reply asking what the correct scale should be.
My wizard doesn’t live on Exandia, nor Toril, nor Eberron. My wizard doesn’t care that the Empire and the Dynasty are at odds. My DM doesn’t care if I use Galder’s Tower or Flock of Familiars. My DM should decide if my wizard may choose or scribe this new content. Making everyone jump through hoops to add homebrew feats is terrible design.
I love Critical Role. What Matt and everyone have designed for this book is great.
Based on what I have seen here Matt should just remove the spells from Caleb’s spellbook
The site functions as written in the books. The book states that these spells belong only to two Wizard subclasses and not the Wizard class itself (RAW), though a DM can choose to ignore that (homebrew).
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Are the new dunamancy spells suppose to be locked behind the new wizard subclasses only? I can’t seem to select them for Magic Initiate nor as spells as an Eldritch Knight
That's correct - please see the first post in this thread. The rules for the new spells state:
This section presents a sampling of spells developed through the manipulation of dunamis. These spells are available to the wizard subclasses previously mentioned in this chapter, as well as other spellcasting classes with the Dungeon Master’s consent
Yeah the First post will do you, Just wish it was easier with just adding the spell to a regular wizard rather making it a FEAT (slots and different sheet area not with standing) maybe this will change in the future? Stormknight? . . . . thanks for all the hard work S-k.
My wizard doesn’t live on Exandia, nor Toril, nor Eberron. My wizard doesn’t care that the Empire and the Dynasty are at odds. My DM doesn’t care if I use Galder’s Tower or Flock of Familiars. My DM should decide if my wizard may choose or scribe this new content. Making everyone jump through hoops to add homebrew feats is terrible design.
I love Critical Role. What Matt and everyone have designed for this book is great.
Based on what I have seen here Matt should just remove the spells from Caleb’s spellbook
The site functions as written in the books. The book states that these spells belong only to two Wizard subclasses and not the Wizard class itself (RAW), though a DM can choose to ignore that (homebrew).
That would be like saying you should have to homebrew feats because they're an optional rule. I think that's a misinterpretation on DNDbeyond's part, not the intent of WotC or Matt Mercer. The book says; "However, the Dungeon Master can consider allowing other spellcasting classes opportunities throughout the campaign to learn a handful of dunamancy-themed spells as rewards." Why would you want to make this difficult?
So, I'm looking at the bundle options, and I currently already have everything in the Critter beyond Bundle EXCEPT the Explorer's Guide to Wildemount, but it's showing the bundle as $117.00 for me because of my subscription discount and previously purchased content. If this is accurate, why should I pay for the bundle when I can get the book on it's own for $25.49? Am I missing something?
My wizard doesn’t live on Exandia, nor Toril, nor Eberron. My wizard doesn’t care that the Empire and the Dynasty are at odds. My DM doesn’t care if I use Galder’s Tower or Flock of Familiars. My DM should decide if my wizard may choose or scribe this new content. Making everyone jump through hoops to add homebrew feats is terrible design.
I love Critical Role. What Matt and everyone have designed for this book is great.
Based on what I have seen here Matt should just remove the spells from Caleb’s spellbook
I agree Caleb is a Transmutation Wizard not a chronurgist and can use these spells. I don’t find it very fair that in the release of this book it restricts it explicitly to those subclasses and not the wizard class itself. This hasn’t been done before to my knowledge. Even further restricting it to not even be able to be learned through other means like magic initiate or magical secrets. I can kind of see it being taken away from Eldritch Knight and Arcane Trickster though not very much since those use the wizard list. Obviously I know this isn’t the place to battle about the rules it just feels very wrong and not how this book was intended.
I have one wizard character where I could find the dunamancy spells (the character is a dunamancy subclass). But I cannot find the dunamancy spells in the spell lists of my other wizard characters (even if I turn them into a dunamancy subclass).
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Did you join that campaign with the character you're trying to build? The compendium content is accessible regardless if you have content sharing enabled and someone in the group owns the content - but for the character builder, only the characters in that campaign can use the shared content. If you build a character outside of that campaign, it can't use the shared content.
Disabled content sharing then enable again. Also, as you mention, check the purchase.
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I noticed that the pride silk item description links to the pride silk outfit item:
It seems like it would be useful to link from the pride silk outfit's description back to the pride silk item as well, especially since the outfit's description (emphasis mine) doesn't include the description of what pride silk is/what it's like:
I can't for the life of me add the Dunamancy spells on my Wizard's spell list. I get it that it's locked behind the specific subclasses, but I want to put it in the Wizard's Spell List. How do I go about it?
Homebrew a feat to add to your wizard that grants the spells. Just don't publish the homebrew.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
The Dunamantic spells need to be something that you or your DM can toggle with a switch (like the critical role content toggle). Expecting us to do all kinds of extra work to get or give access to content that we already paid for seems ridiculous.
Also, if you have a player using a UA subclass, you cannot create a copy of it, but have to try to recreate the entire subclass from scratch just to add the spells.
I've figured it out already, but thanks. The way I did is that I created all the dunamancy spells again, an exact copy, but available to all wizards.
There is a typo in the Moons of Exandria section. The second moon is referred to as both Ruidus and Ruidis.
I thought so as well, I changed to 2nd level and looked for the second level spells listed in the book (on one screen) and on the second level character add spells list (second screen) and no listing, before I even posted to the forum. Even the first level spells that would have shown when the subclass was picked didn't even show. I will double-check with the character sheet after this reply. If it shows then I will either update or close the post.
UPDATE: All of the kinks have worked out since this morning. Spells are showing where they need to be. Thanks for the time taken to respond.
Good catch. A link to the section you're referring to: https://www.dndbeyond.com/sources/egtw/welcome-to-wildemount#MoonsofExandria
Googling suggests that "Ruidus" is indeed likely the correct spelling, so "Ruidis" would be the typo.
I...don’t think that’s how that should work...
My wizard doesn’t live on Exandia, nor Toril, nor Eberron. My wizard doesn’t care that the Empire and the Dynasty are at odds. My DM doesn’t care if I use Galder’s Tower or Flock of Familiars. My DM should decide if my wizard may choose or scribe this new content. Making everyone jump through hoops to add homebrew feats is terrible design.
I love Critical Role. What Matt and everyone have designed for this book is great.
Based on what I have seen here Matt should just remove the spells from Caleb’s spellbook
Matt Mercer confirmed/acknowledged a pair of errors (that presumably appear in all versions of the book) on Twitter: https://twitter.com/matthewmercer/status/1240020540355567616
This error appears here: https://www.dndbeyond.com/sources/egtw/wildemount-gazetteer-distant-lands-of-exandria#TalDorei
Also: https://twitter.com/matthewmercer/status/1240032472974290944
This error refers to the scale of map 3.2, which is labeled as indicating a length of 750 miles but shows a distance that covers a tiny fraction of the map; it's clearly not to scale. (For example, there are 3 piers next to each other in a row on the map, just above the scale; if the scale were accurate, that would mean that the distance from the west side of the first pier to the east side of the third pier is a little over 750 miles, which is clearly wrong.) Matt Mercer hasn't yet answered the reply asking what the correct scale should be.
The site functions as written in the books. The book states that these spells belong only to two Wizard subclasses and not the Wizard class itself (RAW), though a DM can choose to ignore that (homebrew).
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Yeah the First post will do you, Just wish it was easier with just adding the spell to a regular wizard rather making it a FEAT (slots and different sheet area not with standing) maybe this will change in the future? Stormknight? . . . . thanks for all the hard work S-k.
Ninja
And they’re gone again after opening the app again. Sigh.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
That would be like saying you should have to homebrew feats because they're an optional rule. I think that's a misinterpretation on DNDbeyond's part, not the intent of WotC or Matt Mercer. The book says; "However, the Dungeon Master can consider allowing other spellcasting classes opportunities throughout the campaign to learn a handful of dunamancy-themed spells as rewards." Why would you want to make this difficult?
So, I'm looking at the bundle options, and I currently already have everything in the Critter beyond Bundle EXCEPT the Explorer's Guide to Wildemount, but it's showing the bundle as $117.00 for me because of my subscription discount and previously purchased content. If this is accurate, why should I pay for the bundle when I can get the book on it's own for $25.49? Am I missing something?
I agree Caleb is a Transmutation Wizard not a chronurgist and can use these spells. I don’t find it very fair that in the release of this book it restricts it explicitly to those subclasses and not the wizard class itself. This hasn’t been done before to my knowledge. Even further restricting it to not even be able to be learned through other means like magic initiate or magical secrets. I can kind of see it being taken away from Eldritch Knight and Arcane Trickster though not very much since those use the wizard list. Obviously I know this isn’t the place to battle about the rules it just feels very wrong and not how this book was intended.
I have one wizard character where I could find the dunamancy spells (the character is a dunamancy subclass). But I cannot find the dunamancy spells in the spell lists of my other wizard characters (even if I turn them into a dunamancy subclass).