Also, shouldn't the Whistle have a checkbox for each ability that can only be used once per day?
This is a current system limitation. That's not something magic items can do.
re Whistle- I removed and readded, still adds spells. I tested it on other characters, and it still adds the spells. And I tested the +3, it also adds a leveled spell and shouldn't. 5.5e classes.
Not sure what you mean about a system limitation because some official magic items have checkboxes for charges. I can even create homebrew magic items with checkboxes.
Are you saying you expect the item to never add spells? Those are added intentionally so that players can access the details of the spell from their sheet.
As for the system limitation, magic items can only have a single pool of charges. It's not possible to give each of this item's abilities its own separate pool, which is what would be required to implement this as written.
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Are you saying you expect the item to never add spells? Those are added intentionally so that players can access the details of the spell from their sheet.
As for the system limitation, magic items can only have a single pool of charges. It's not possible to give each of this item's abilities its own separate pool, which is what would be required to implement this as written.
Well, I don't expect items to grant spells unless they say they grant spells. It's not uncommon for magic items to have limitations and those don't show up in spell lists. Players have to notice the spell has a magic item listed under it, switch to inventory, click on the item and read the description. It's extra overhead and will confuse players (it already has in my game). For example, the Whistle can banish an Undead creature 1/day. The spell list doesn't tell players that, they only see the details in their inventory screen. Also, dndbeyond is giving the Banishment spell to classes that wouldn't normally have it like druids. IMO, Steam Cloud and Ghastly Charge fall into the same category. Actually, I just noticed other magic items are doing the same thing, granting spells as if they were a subclass feature. This is a bad decision imo.
re; magic item checkboxes... thanks for the clarification.
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ModeratorThese all look correct on my sheet. You might try removing and re-adding the item.
This is a current system limitation. That's not something magic items can do.
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/dnd
re Whistle- I removed and readded, still adds spells. I tested it on other characters, and it still adds the spells. And I tested the +3, it also adds a leveled spell and shouldn't. 5.5e classes.
Not sure what you mean about a system limitation because some official magic items have checkboxes for charges. I can even create homebrew magic items with checkboxes.
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ModeratorAre you saying you expect the item to never add spells? Those are added intentionally so that players can access the details of the spell from their sheet.
As for the system limitation, magic items can only have a single pool of charges. It's not possible to give each of this item's abilities its own separate pool, which is what would be required to implement this as written.
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/dnd
Well, I don't expect items to grant spells unless they say they grant spells. It's not uncommon for magic items to have limitations and those don't show up in spell lists. Players have to notice the spell has a magic item listed under it, switch to inventory, click on the item and read the description. It's extra overhead and will confuse players (it already has in my game). For example, the Whistle can banish an Undead creature 1/day. The spell list doesn't tell players that, they only see the details in their inventory screen. Also, dndbeyond is giving the Banishment spell to classes that wouldn't normally have it like druids. IMO, Steam Cloud and Ghastly Charge fall into the same category. Actually, I just noticed other magic items are doing the same thing, granting spells as if they were a subclass feature. This is a bad decision imo.
re; magic item checkboxes... thanks for the clarification.