Spells from a Dragonmark feat which normally have the ritual tag don't when they are automatically given to the character. At least, the spells Detect Magic and Detect Poison and Disease from the Mark of Detection don't have it. Is that intentional? I thought I had heard from multiple sources that spells which normally have the ritual tag, when given through a Dragonmark feat, could still be used as Ritual Spells. At the moment, the reason I bring this up is that when you filter your spell list for "only ritual spells," these spells don't show up.
It looks like the Battlesmith Level 9 spells Aura of Vitality & Conjure Barrage as well the Level 13 spell Aura of Purity are not being added correctly as always prepared spells.
Moon Touched Swords aren't being added properly to the replicate magic items list. The only one showing up for me is the Moon Touched Glaive. I can only add the others if I include 2014 legacy content, even though they are in the 2024 DMG.
It looks like the Battlesmith Level 9 spells Aura of Vitality & Conjure Barrage as well the Level 13 spell Aura of Purity are not being added correctly as always prepared spells.
I'm seeing the spells correctly. Do you own the PHB content or have the character in a campaign with the spells? They aren't part of the Basic Rules, and any subclass spells that the character doesn't have access to won't show up in the spell list. (The same can be seen on Lunar Sorcerer from Dragonlance with Ray of Sickness, first time I noticed that.)
Moon Touched Swords aren't being added properly to the replicate magic items list. The only one showing up for me is the Moon Touched Glaive. I can only add the others if I include 2014 legacy content, even though they are in the 2024 DMG.
Can confirm this. Everything but the Glaive is just using the Xanathar's version. 2014 Expanded Rules is required to see them currently. Not 100% a bug, but inconvenient and doesn't match what the average user would expect to see.
Repeating Shot seems to be missing variants for the "modern" firearms from the DMG - revolver, semiautomatic pistol, shotgun, hunting rifle, and automatic rifle - and the "futuristic" firearms from the DMG - laser pistol, laser rifle, and antimatter rifle. There is also the ability to replicate a plan for specifically the laser pistol from the "futuristic" weapons category but it doesn't show up when adding an item to inventory (though it can be replicated successfully).
I don't personally run them in my games but I noticed it was odd that the laser pistol appeared in the list but other firearms didn't, and for the sake of feature completeness it would make sense to implement them.
The Replicate Magic Items feature doesn’t reset on a long rest. You’re only able to use 2 at a time. Legacy Artificer allowed an override of this feature. I can’t figure out how to reset it to craft all my items.
Repeating Shot is not an option for Replicate Magic Items.
Also, for Battle Smith, the hp for the Steel Defender is incorrect. The book states the Steel Defender gets 5 + (5 x Artificer level) but it only looks like the builder is giving hp based upon level.
I don't think the modern and futuristic weapons should be there. The DMG section that describes them says that they themselves should be treated as Rare magic items.
I don't think the modern and futuristic weapons should be there. The DMG section that describes them says that they themselves should be treated as Rare magic items.
This statement is a suggestion that helps with things like pricing and location availability (since that's the only gameplay mechanic tied to rarity in the DMG, aside from it being used as a way to determine relative power). But they aren't actually rare magic items. They aren't magic at all by the rules. So they should absolutely be in there.
not sure if it's been mentioned, but the Mark of Passage doesn't seem to allow for upcasting any of the Spells of the Mark, at least Find Steed doesn't seem to allow for it.
I don't think the modern and futuristic weapons should be there. The DMG section that describes them says that they themselves should be treated as Rare magic items.
The problem is that as the implementation currently exists not only is it inconsistent (since laser pistols are, for some reason, an option for magic item plans) but also these items just don't exist at all on D&D Beyond at the moment. Sure, maybe you should/could have a higher rarity version of them instead of the existing ones, but the guide in the DMG is more about availability of the items in settings and *not* the item rarity for the magical variants of said weapons. Other variants of those weapons such as +1, Vicious, etc. types already exist on D&D Beyond and are listed at the same rarity as any other similar item of the same variant. It's fine to disagree with them being there, but it's how D&D Beyond already handles modern/futuristic firearms in the status quo when things are "working as intended". Now I'm not saying you can't restrict those items in your campaigns as a DM. I totally would for about 95% of the games I run, with the exceptions being really off-theme one shots. The problem is, if you as a DM want to give those items to a player, you can't on D&D Beyond, because they don't exist on D&D Beyond. So if you're running a fantasy western where you'd be totally fine with your gunslinger artificer having a magic revolver, now you can't unless you homebrew, and if you homebrew you can't use magic item plans for the weapons (unless there's some magic button I'm missing somewhere). It's simply a feature completeness thing, not a "you should treat these items the same as other items in your campaigns" thing.
Potent Dragonmark feat still doesn't work with the Mark of Making, it shows up as selectable but it doesn't add the +1 ASI, doesn't add the extra spell slot and doesn't add the spells of the mark as always prepared
Potent Dragonmark does nothing at all in the builder.
Also it is crazy to not have the Tasha spells correctly available to the artificer. Every other class os treated as the same class for spells being added to their spell list. there is no RAW reason for this lack.
Potent Dragonmark does nothing at all in the builder.
Also it is crazy to not have the Tasha spells correctly available to the artificer. Every other class os treated as the same class for spells being added to their spell list. there is no RAW reason for this lack.
All the spells from Xanathar's, Tasha's, Fizban's, Spelljammer, and Strixhaven are now available. Make sure 2014 Expanded is enabled.
I already mentioned earlier in the thread that the futuristic / modern weapons should not be in the list by default
The list is crazy long enough already that we should not be having things which pretty much any DM who actually reads the DMG will not be allowing because its already a Rare or Very Rare item before you even consider making it a Repeating Shot or whatever.
If they start supporting more niche play styles that are mentioned in the DMG but not the PHB then actually sure, there should be an option on the character options tab to enable futuristic and/or modern weapons and then they should appear wherever weapon options appear. I feel like that is a rather different request and incidentally putting them in some replication options is no sort of proper answer to players who want that. Just my 0.02
I already mentioned earlier in the thread that the futuristic / modern weapons should not be in the list by default
The list is crazy long enough already that we should not be having things which pretty much any DM who actually reads the DMG will not be allowing because its already a Rare or Very Rare item before you even consider making it a Repeating Shot or whatever.
If they start supporting more niche play styles that are mentioned in the DMG but not the PHB then actually sure, there should be an option on the character options tab to enable futuristic and/or modern weapons and then they should appear wherever weapon options appear. I feel like that is a rather different request and incidentally putting them in some replication options is no sort of proper answer to players who want that. Just my 0.02
Rules As Written, those options should exist and be selectable. That's the baseline for what should and shouldn't be done. A separate toggle for stuff like that would be cool but isn't the line.
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Still no Flametongue Greatsword and still can select Elemental Adept multiple times.
But I still believe in you!
Spells from a Dragonmark feat which normally have the ritual tag don't when they are automatically given to the character. At least, the spells Detect Magic and Detect Poison and Disease from the Mark of Detection don't have it. Is that intentional? I thought I had heard from multiple sources that spells which normally have the ritual tag, when given through a Dragonmark feat, could still be used as Ritual Spells. At the moment, the reason I bring this up is that when you filter your spell list for "only ritual spells," these spells don't show up.
It looks like the Battlesmith Level 9 spells Aura of Vitality & Conjure Barrage as well the Level 13 spell Aura of Purity are not being added correctly as always prepared spells.
Moon Touched Swords aren't being added properly to the replicate magic items list. The only one showing up for me is the Moon Touched Glaive. I can only add the others if I include 2014 legacy content, even though they are in the 2024 DMG.
yes it is
I'm seeing the spells correctly. Do you own the PHB content or have the character in a campaign with the spells? They aren't part of the Basic Rules, and any subclass spells that the character doesn't have access to won't show up in the spell list. (The same can be seen on Lunar Sorcerer from Dragonlance with Ray of Sickness, first time I noticed that.)
Can confirm this. Everything but the Glaive is just using the Xanathar's version. 2014 Expanded Rules is required to see them currently. Not 100% a bug, but inconvenient and doesn't match what the average user would expect to see.
Repeating Shot seems to be missing variants for the "modern" firearms from the DMG - revolver, semiautomatic pistol, shotgun, hunting rifle, and automatic rifle - and the "futuristic" firearms from the DMG - laser pistol, laser rifle, and antimatter rifle. There is also the ability to replicate a plan for specifically the laser pistol from the "futuristic" weapons category but it doesn't show up when adding an item to inventory (though it can be replicated successfully).
I don't personally run them in my games but I noticed it was odd that the laser pistol appeared in the list but other firearms didn't, and for the sake of feature completeness it would make sense to implement them.
It seems all Flametongue Swords are missing as of now. Maybe because the 2014 version of flame tongue had only swords?
The Replicate Magic Items feature doesn’t reset on a long rest. You’re only able to use 2 at a time. Legacy Artificer allowed an override of this feature. I can’t figure out how to reset it to craft all my items.
Repeating Shot is not an option for Replicate Magic Items.
Also, for Battle Smith, the hp for the Steel Defender is incorrect. The book states the Steel Defender gets 5 + (5 x Artificer level) but it only looks like the builder is giving hp based upon level.
I don't think the modern and futuristic weapons should be there. The DMG section that describes them says that they themselves should be treated as Rare magic items.
This statement is a suggestion that helps with things like pricing and location availability (since that's the only gameplay mechanic tied to rarity in the DMG, aside from it being used as a way to determine relative power). But they aren't actually rare magic items. They aren't magic at all by the rules. So they should absolutely be in there.
not sure if it's been mentioned, but the Mark of Passage doesn't seem to allow for upcasting any of the Spells of the Mark, at least Find Steed doesn't seem to allow for it.
The problem is that as the implementation currently exists not only is it inconsistent (since laser pistols are, for some reason, an option for magic item plans) but also these items just don't exist at all on D&D Beyond at the moment. Sure, maybe you should/could have a higher rarity version of them instead of the existing ones, but the guide in the DMG is more about availability of the items in settings and *not* the item rarity for the magical variants of said weapons. Other variants of those weapons such as +1, Vicious, etc. types already exist on D&D Beyond and are listed at the same rarity as any other similar item of the same variant. It's fine to disagree with them being there, but it's how D&D Beyond already handles modern/futuristic firearms in the status quo when things are "working as intended".
Now I'm not saying you can't restrict those items in your campaigns as a DM. I totally would for about 95% of the games I run, with the exceptions being really off-theme one shots. The problem is, if you as a DM want to give those items to a player, you can't on D&D Beyond, because they don't exist on D&D Beyond. So if you're running a fantasy western where you'd be totally fine with your gunslinger artificer having a magic revolver, now you can't unless you homebrew, and if you homebrew you can't use magic item plans for the weapons (unless there's some magic button I'm missing somewhere). It's simply a feature completeness thing, not a "you should treat these items the same as other items in your campaigns" thing.
Potent Dragonmark feat still doesn't work with the Mark of Making, it shows up as selectable but it doesn't add the +1 ASI, doesn't add the extra spell slot and doesn't add the spells of the mark as always prepared
Potent Dragonmark does nothing at all in the builder.
Also it is crazy to not have the Tasha spells correctly available to the artificer. Every other class os treated as the same class for spells being added to their spell list. there is no RAW reason for this lack.
We do bones, motherf***ker!
All the spells from Xanathar's, Tasha's, Fizban's, Spelljammer, and Strixhaven are now available. Make sure 2014 Expanded is enabled.
I already mentioned earlier in the thread that the futuristic / modern weapons should not be in the list by default
The list is crazy long enough already that we should not be having things which pretty much any DM who actually reads the DMG will not be allowing because its already a Rare or Very Rare item before you even consider making it a Repeating Shot or whatever.
If they start supporting more niche play styles that are mentioned in the DMG but not the PHB then actually sure, there should be an option on the character options tab to enable futuristic and/or modern weapons and then they should appear wherever weapon options appear. I feel like that is a rather different request and incidentally putting them in some replication options is no sort of proper answer to players who want that. Just my 0.02
Rules As Written, those options should exist and be selectable. That's the baseline for what should and shouldn't be done. A separate toggle for stuff like that would be cool but isn't the line.