I was wondering if anyone thinks if we will ever be able to homebrew new schools of magic here on dndbeyond an example would me technomancy or like blood magic.
I know at one point there was talk of adding the ability to homebrew new classes but that seems dead last time I checked. Figured Ild see what others thought
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Almost certainly none—it would require them to create something the homebrew system presently is not doing, which would have little-to-no real return on investment.
A spell school is a label, not really a mechanical element. Some other mechanical elements (particularly within Wizard subclass options) care about that label—but the label itself doesn’t do anything. That homebrewed label would then have to exist as something where the labels could be then applied to actual mechanics, like spells, feats, and subclasses. Beyond’s homebrew system is not currently set up to produce such a label, which means it would have to be built into their system, with all the difficulty and problems programming something new into an existing program can bring.
And, at the end of the day, it wouldn’t be all that useful. Most spells, even things that you could call “technomancy” or “blood magic” can fit in other spell schools. You could treat them like dunamancy—they fall within a traditional spell school, but have a flavour label put in the spell’s rules text also. Further, I am not sure the number of people who would use this is very high—it does not seem to be something folks are really clamouring for. Add on top of that the strong possibility of homebrewers (a group where many members have trouble showing constraint) overusing it, taking a useful organisational label system, and adding a whole bunch of unnecessary categories rather than try to fit their spell into an existing school.
High cost with next to no utility is just not the best way to spend a programmer’s time.
A spell school is a label, not really a mechanical element.
This. You can already make some spells and slap "pie magic" on them. Then you can make a subclass that specializes in pie magic.
At that point, you will have achieved the same technical depth that existing schools of magic have. The DDB tools don't actually acknowledge schools anywhere in their code. Arcane Tricksters have restrictions on schools, but the character builder will still let you load up on Evocation spells.
All the rules around schools of magic are just text. They are not enforced in the tools. Since homebrew allows you to write text, you can make a school that is just as rigorously supported by the tools as any other, which is to say not at all.
You can already homebrew a subclass and spells. What else would there be to it?
That was my thought as well.
I could care less what 'type' of magic my character is using, I'm more interested in what the spell does.
You could easily design a Subclass and Custom Spells to accomplish what you want.
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Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty. Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers; Sing too of Chromatic Tiamat, painting all over the infinite canvas. Partnered, they woke in the darkness; partnered, they labored in acts of creation.
I was wondering if anyone thinks if we will ever be able to homebrew new schools of magic here on dndbeyond an example would me technomancy or like blood magic.
I know at one point there was talk of adding the ability to homebrew new classes but that seems dead last time I checked. Figured Ild see what others thought
Nay.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Blood magic fits with Necromancy.
Technomancy is just Artificer stuff.
Almost certainly none—it would require them to create something the homebrew system presently is not doing, which would have little-to-no real return on investment.
A spell school is a label, not really a mechanical element. Some other mechanical elements (particularly within Wizard subclass options) care about that label—but the label itself doesn’t do anything. That homebrewed label would then have to exist as something where the labels could be then applied to actual mechanics, like spells, feats, and subclasses. Beyond’s homebrew system is not currently set up to produce such a label, which means it would have to be built into their system, with all the difficulty and problems programming something new into an existing program can bring.
And, at the end of the day, it wouldn’t be all that useful. Most spells, even things that you could call “technomancy” or “blood magic” can fit in other spell schools. You could treat them like dunamancy—they fall within a traditional spell school, but have a flavour label put in the spell’s rules text also. Further, I am not sure the number of people who would use this is very high—it does not seem to be something folks are really clamouring for. Add on top of that the strong possibility of homebrewers (a group where many members have trouble showing constraint) overusing it, taking a useful organisational label system, and adding a whole bunch of unnecessary categories rather than try to fit their spell into an existing school.
High cost with next to no utility is just not the best way to spend a programmer’s time.
This. You can already make some spells and slap "pie magic" on them. Then you can make a subclass that specializes in pie magic.
At that point, you will have achieved the same technical depth that existing schools of magic have. The DDB tools don't actually acknowledge schools anywhere in their code. Arcane Tricksters have restrictions on schools, but the character builder will still let you load up on Evocation spells.
All the rules around schools of magic are just text. They are not enforced in the tools. Since homebrew allows you to write text, you can make a school that is just as rigorously supported by the tools as any other, which is to say not at all.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
You can already homebrew a subclass and spells. What else would there be to it?
That was my thought as well.
I could care less what 'type' of magic my character is using, I'm more interested in what the spell does.
You could easily design a Subclass and Custom Spells to accomplish what you want.
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty.
Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers;
Sing too of Chromatic Tiamat, painting all over the infinite canvas.
Partnered, they woke in the darkness; partnered, they labored in acts of creation.
I would say “slim to none,” but slim isn’t even on the menu.
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