Battlesmith Artificer bonus spells for level nine, Aura of Vitality and Conjure Barrage, are not appearing on my spell list.
Those spells are from the Player's Handbook, not the Basic Rules. If you don't own the PHB on DDB or have it shared with you via a campaign, you won't have access to those spells.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I asked a question earlier about the optional features for spells but found out it's way worse than I thought. I used the example of Mind Sliver for Warlocks. The optional features shows Mind Sliver on the list for Warlocks, but even with the feature disabled it can be picked by that character. Why put it in the optional box if the box being disabled doesn't prevent it from being picked? It's not coming from another source since the cantrip is new to Tasha's. [...]
That wasn't my point. Every single spell in the optional class feature with a star is on the list in chapter 3... So if they're just on the list, then why be misleading by including it in an optional feature which can be disabled? That implies you can only use them if the optional feature is enabled... It's extremely confusing and contradictory. All the toggle actually does is enable/disable the ability to use Mislead, Planar binding, Teleportation circle, Gate, & Weird despite the list having those other starred spells which are unaffected by the toggle...
Currently, the Additional Spells feature states all the spells as they appear in TCOE, including PHB spells and the "new" (new or reprinted) TCOE spells. When optional feature is selected, however, only the optional PHB spells are added the spell list, since TCOE spells are automatically added to their respective spell lists (as it was the case for other non-PHB sources like XGTE... which makes sense since most people that purchased the book likely wants these new spells in the game by default...)
However, Tasha chapter 3 does state: "This section contains new spells that the DM may add to a campaign, making them available to player character and monster spellcasters alike. [...] If you’d like to use any of these spells, talk to your DM, who may allow some, all, or none of them." (This is in fact true for any spell in the game.)
Suggestion:
Under "Additional Spells" in the Optional Feature Manager, have 1) a "Source" box ; 2) a drop down menu for official PHB optional spells.
1) the Source box could work like the Source Category box for the Search spells feature. Simply select allowed non-PHB spell sources for that character (e.g. XGTE, EGTW, SCAG, ACQ. INC, etc.) (That would also resolve the problem of DMs that want to exclude ACQ INC spells from certain campaigns).
2) drop down menu would list all the Optional PHB spells mentioned in TCOE. The player (after talking to its DM) can select some, all, or none of them.
Would likely take some work, but that would be one way to go about it. For now, to avoid confusion, it might be best to list only the extra PHB spells in these "Additional Spells" lists since TCOE spells are added by default.
It's months later and there's still an option in the character builder to toggle on and off "Additional Warlock Spells" which lists 20 different spells, yet all the toggle actually does is enable or disable the 3 of them from the PHB. This is terrible UI/UX design as it completely misleads the user as to what's happening, it even says "you don't gain the features here automatically...yet even with "Additional Warlock Spells" unchecked, and even with optional features disabled for the character entirely, you still have all the asterisk marked spell in your list.
I'm not saying to change the book, I'm saying the UI for handling this part of the book in the character builder either needs to fit the description of the text, the text needs to be clarified, or the spells that aren't actually affected by this toggle shouldn't be listed.
I'm currently rolling a level 5 artificer, and was looking into using the repeating shot infusion on a firearm. However, there are a couple of firearms that don't seem to work with these infusions, namely the Exandria firearms (pistol, musket, pepperbox, blunderbuss, etc.). I suppose this is due to the fact that they're all missing the Ammunition property. As we (still) can't create homebrew equipment to try fix this issue, would it be possible to add the Ammunition property to the Exandria firearm's?
LurkyTheHatMan, your link to vote on the first features of the Generic Features System doesn't work... I tried finding the intended destination on my own with no luck. Can you look again and reshare?
I'm currently rolling a level 5 artificer, and was looking into using the repeating shot infusion on a firearm. However, there are a couple of firearms that don't seem to work with these infusions, namely the Exandria firearms (pistol, musket, pepperbox, blunderbuss, etc.). I suppose this is due to the fact that they're all missing the Ammunition property. As we (still) can't create homebrew equipment to try fix this issue, would it be possible to add the Ammunition property to the Exandria firearm's?
They were created without the ammunition property, to change that would mean asking the designer to change the firearms (and possibly the subclass) and republish it.
I'm currently rolling a level 5 artificer, and was looking into using the repeating shot infusion on a firearm. However, there are a couple of firearms that don't seem to work with these infusions, namely the Exandria firearms (pistol, musket, pepperbox, blunderbuss, etc.). I suppose this is due to the fact that they're all missing the Ammunition property. As we (still) can't create homebrew equipment to try fix this issue, would it be possible to add the Ammunition property to the Exandria firearm's?
They were created without the ammunition property, to change that would mean asking the designer to change the firearms (and possibly the subclass) and republish it.
Yes, I see now. Reading up on the CR lore on firearms and the Gunslinger subclass again, it looks like this omission of the Ammunition property was intentional.
The main issue resolution timeline post (#2) hasn't been updated in months. I'm sure getting frustrated with not being able to swap out my Aberrant Mind Sorcerer's Psionic Spells. Is anyone even working on this stuff anymore?
Yeah the last posted thing was what in Feb? My Aberrant Mind's spell list is a mess from editing the name of spells when I swap them out.
This issue is too large to give it it's own fix, in a way that doesn't break existing character sheets whilst also not breaking other things down the road.
The dev team is working on the Generic Features System, which should hopefully allow them to implement a whole host of outstanding class, subclass, and other features. You can vote on the first round of "features" (i know, I'm using that word a lot here), by following this link
The main issue resolution timeline post (#2) hasn't been updated in months. I'm sure getting frustrated with not being able to swap out my Aberrant Mind Sorcerer's Psionic Spells. Is anyone even working on this stuff anymore?
It's a fun game isn't it?
Are they working on it? Who knows!
Have they made any progress? They won't tell us!
When might it be done? No way of finding out!
Of course, not setting any expectations or communicating with your customer base is a fine way to avoid failing to deliver the things you're struggling with, but it sure as frick pisses people off.
The main issue resolution timeline post (#2) hasn't been updated in months. I'm sure getting frustrated with not being able to swap out my Aberrant Mind Sorcerer's Psionic Spells. Is anyone even working on this stuff anymore?
Yeah the last posted thing was what in Feb? My Aberrant Mind's spell list is a mess from editing the name of spells when I swap them out.
This issue is too large to give it it's own fix, in a way that doesn't break existing character sheets whilst also not breaking other things down the road.
The dev team is working on the Generic Features System, which should hopefully allow them to implement a whole host of outstanding class, subclass, and other features. You can vote on the first round of "features" (i know, I'm using that word a lot here), by following this link
This link doesn’t appear to work, at least on mobile.
Link is dead, beacuse they'v closed feedback for the Generic Features System, and are now soliciting feedback for Inventory Management and Sharing in the character sheet (they have, as of yesterday, moved the first part of that into developemt).
That they are no longer soliciting feedback does not mean they have stopped working on - far from it: it means they have sufficient feedback to direct their design efforts.
Oh? Cool!
How can we know this is true please? What is your source?
How can we know this is true please? What is your source?
I can’t speak for MadSkulz, but I have heard/seen this said by 1) a DDB staff person in a recent dev update (last week or the week before, I think) and 2) Stormknight—who is also staff—in a thread in these forums about Dark Gifts.
It is so frustrating because I have a player who is an Aberrant Mind Sorcerer and who wanted those swapped spells, and there is no way to reflect that in the spell list. Absolutely upsetting. Changing the names of the Psionic Spells is a poor solution.
The Vigilant Rebuke reaction granted at 15th level by the Oath of the Watchers subclass for Paladins doesn't have any text in the Reactions section (other than the name of the action). It also isn't set to automatically display as an attack to be able to roll the damage, despite displaying rollable damage if manually set to display as an attack.
It is so frustrating because I have a player who is an Aberrant Mind Sorcerer and who wanted those swapped spells, and there is no way to reflect that in the spell list. Absolutely upsetting. Changing the names of the Psionic Spells is a poor solution.
Look, folks, if you want to know if there's a fix, you just need to uh... huh. OK, there's actually no way of finding out. Or any expectations set.
The only thing I know of that will work is for you to make a homebrew copy of the Aberrant Mind subclass, with the only difference being that you change the additional spells known from the Psionic Spells feature to whatever your player is looking to use (e.g. instead of Arms of Hadar they get Sleep).
The character sheet will then show all the spell descriptions and details you need, at the cost of having to amend the homebrew subclass and change the spells known whenever your player wants to change out a Psionic Spell - fortunately they can only change 1 spell per level up. Annoying and a fiddle, but straight forward to do in the end, and it works.
The only thing I know of that will work is for you to make a homebrew copy of the Aberrant Mind subclass, with the only difference being that you change the additional spells known from the Psionic Spells feature to whatever your player is looking to use (e.g. instead of Arms of Hadar they get Sleep).
The character sheet will then show all the spell descriptions and details you need, at the cost of having to amend the homebrew subclass and change the spells known whenever your player wants to change out a Psionic Spell - fortunately they can only change 1 spell per level up. Annoying and a fiddle, but straight forward to do in the end, and it works.
The alternative is to set it to allow the player their choice of any spell from the appropriate lists and of the appropriate level and just trust them to only pick spells from the appropriate schools (or double check their selection).
Battlesmith Artificer bonus spells for level nine, Aura of Vitality and Conjure Barrage, are not appearing on my spell list.
Those spells are from the Player's Handbook, not the Basic Rules. If you don't own the PHB on DDB or have it shared with you via a campaign, you won't have access to those spells.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
It's months later and there's still an option in the character builder to toggle on and off "Additional Warlock Spells" which lists 20 different spells, yet all the toggle actually does is enable or disable the 3 of them from the PHB. This is terrible UI/UX design as it completely misleads the user as to what's happening, it even says "you don't gain the features here automatically...yet even with "Additional Warlock Spells" unchecked, and even with optional features disabled for the character entirely, you still have all the asterisk marked spell in your list.
I'm not saying to change the book, I'm saying the UI for handling this part of the book in the character builder either needs to fit the description of the text, the text needs to be clarified, or the spells that aren't actually affected by this toggle shouldn't be listed.
I'm currently rolling a level 5 artificer, and was looking into using the repeating shot infusion on a firearm. However, there are a couple of firearms that don't seem to work with these infusions, namely the Exandria firearms (pistol, musket, pepperbox, blunderbuss, etc.). I suppose this is due to the fact that they're all missing the Ammunition property. As we (still) can't create homebrew equipment to try fix this issue, would it be possible to add the Ammunition property to the Exandria firearm's?
LurkyTheHatMan, your link to vote on the first features of the Generic Features System doesn't work... I tried finding the intended destination on my own with no luck. Can you look again and reshare?
They were created without the ammunition property, to change that would mean asking the designer to change the firearms (and possibly the subclass) and republish it.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Yes, I see now. Reading up on the CR lore on firearms and the Gunslinger subclass again, it looks like this omission of the Ammunition property was intentional.
Thanks!
Link is dead.
Like the Generic Feature Set :|
It's a fun game isn't it?
Are they working on it? Who knows!
Have they made any progress? They won't tell us!
When might it be done? No way of finding out!
Of course, not setting any expectations or communicating with your customer base is a fine way to avoid failing to deliver the things you're struggling with, but it sure as frick pisses people off.
This link doesn’t appear to work, at least on mobile.
I can't see where this was addressed but the Beast weapons for beast barbarian should scale with martial art die but currently do not.
Oh? Cool!
How can we know this is true please? What is your source?
I can’t speak for MadSkulz, but I have heard/seen this said by 1) a DDB staff person in a recent dev update (last week or the week before, I think) and 2) Stormknight—who is also staff—in a thread in these forums about Dark Gifts.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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Just my monthly check in to see if ANYTHING has changed since the last update in February?
If were's not careful Autumn will come and go and we'll rapidly arrive at the anniversary of Tasha's being published.
Here's hoping it's all up and running by then!
Will come back in August.
It is so frustrating because I have a player who is an Aberrant Mind Sorcerer and who wanted those swapped spells, and there is no way to reflect that in the spell list. Absolutely upsetting. Changing the names of the Psionic Spells is a poor solution.
The Vigilant Rebuke reaction granted at 15th level by the Oath of the Watchers subclass for Paladins doesn't have any text in the Reactions section (other than the name of the action). It also isn't set to automatically display as an attack to be able to roll the damage, despite displaying rollable damage if manually set to display as an attack.
Look, folks, if you want to know if there's a fix, you just need to uh... huh. OK, there's actually no way of finding out. Or any expectations set.
Still, can't imagine why you're both unhappy. :|
The only thing I know of that will work is for you to make a homebrew copy of the Aberrant Mind subclass, with the only difference being that you change the additional spells known from the Psionic Spells feature to whatever your player is looking to use (e.g. instead of Arms of Hadar they get Sleep).
The character sheet will then show all the spell descriptions and details you need, at the cost of having to amend the homebrew subclass and change the spells known whenever your player wants to change out a Psionic Spell - fortunately they can only change 1 spell per level up. Annoying and a fiddle, but straight forward to do in the end, and it works.
The alternative is to set it to allow the player their choice of any spell from the appropriate lists and of the appropriate level and just trust them to only pick spells from the appropriate schools (or double check their selection).
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