I’m looking at all spells, and the problem isn’t that I can’t see the Wildemount spells, there’s just an issue that it added the Shape Water cantrip to the list of Wildemount spells. Not a big problem, just figured I’d make it known
Technically, the Shape Water spell does belong in the Wildemount spells since the spell is present in the book. Genasi are a racial option present in the book and the Water Genasi knows the spell innately. Since Shape Water isn't in the SRD they've included the spell in the book for reference.
I’m looking at all spells, and the problem isn’t that I can’t see the Wildemount spells, there’s just an issue that it added the Shape Water cantrip to the list of Wildemount spells. Not a big problem, just figured I’d make it known
Oh right.
It shows up because it's in the book in the race options and is the only non-basic-rules racial spell.
Generally sourcebooks will assume you have the core 3, anything included outside these will usually be given the text/statblock/etc needed for it.
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The sourcebook states that the DM can consider allowing other spellcasting classes to learn some of these spells. If you wish to add one of these spells to a character that is not a Chronurgy or Graviturgy wizard, you can manage it one of several ways: create a feat that adds the spell(s) to your spell list and add that feat to your character through the character sheet; create a homebrew copy of your character's subclass and add the spell to that. Please do not publish any homebrew created for this purpose!
Okay I get that this spell intended for the EGtW wizard subclasses, but there should be a way to override this in the character sheet. EGtW literally says, "...the Dungeon Master can consider allowing other spellcasting classes opportunities throughout the campaign to learn a handful of dunamancy-themed spells as rewards." That implies even non-wizard characters. So Dndbeyond should support this concept and make some simple override possible without having to recreate the spell in homebrew. I can manipulate the heck out of my stats, AC, skills, and so on through overrides/customization, but for some reason the line is drawn at spells...
I'm not a programmer and I don't know how difficult this would be or how long it would take. I just ask that you consider supporting a player and DM's ability to add spells that may be cross-class to a character sheet, sometime in the near future. That lack of customization is very much highlighted by the new dunamancy spells. Not only that, but having to do a homebrew workaround for content I paid for is a ridiculous.
Also, i fully plan to create a Chonurgy wizard but cannot access the cantrip "sapping sting" at level 1, because the subclass is at level 2. Okay sure a bit inconvenient but whatever. The issue then becomes, if I follow the current (non-class variant) RAW about learning cantrips, I can't actually pick up this cantrip until level 4. Obviously this can be managed by starting a wizard at level 2 or by the DM saying otherwise and following the guidance in this forum. I don't know if that is something that Matt Mercer & team intended or if it is just an unfortunate oversight, I'm just pointing out how that 1 cantrip is particularly effected by this issue.
It was intended because you would not begin to learn Dunamancy of any kind until 2nd level, when you dedicate yourself to it or specialise in it - due to how rare and unknown this type of magic is. Cantrips are easy spells to "do" but not necessary the easiest to learn, which is why the staggering of them is done. You start off a few which represents YEARS of research and training. It's entirely possible that the dunamancy spells you learn at 2nd to 4th level are easier to access and learn than the infinite-use-permanently-in-memory cantrip. Cantrips may be less in power, but they are harder to actually learn which is why you have less cantrips than you do levelled spells.
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Size. Orcs stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 2d8
Height = 5 feet + 4 inches + your size modifier in inches
Weight in pounds = 175 + (2d6 × your size modifier)
This seems to be an error in some way: an "easily 8 feet" Orc is randomly between 5'6" and 6'8"?
Weight of "up to 280" is randomly between 179- 367?
Size. Orcs stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 2d8
Height = 5 feet + 4 inches + your size modifier in inches
Weight in pounds = 175 + (2d6 × your size modifier)
This seems to be an error in some way: an "easily 8 feet" Orc is randomly between 5'6" and 6'8"?
Weight of "up to 280" is randomly between 179- 367?
This doesn't really have anything to do with DDB. That's what it says in the book, and the calculation of the height/weight is identical to that of the variant orc race in Eberron: Rising from the Last War as well as the original orc race published in Volo's Guide to Monsters.
That said, you're right about the calculations not really matching the descriptions given in the first line of the Size trait. The VGtM orc race says "Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds." It seems Mercer wanted orcs in his setting to be bigger, but they didn't change the height/weight tables accordingly. (The Eberron books don't suggest typical heights/weights for any of the listed races.)
Also, note that the possible range of results for the calculation being larger doesn't reflect the average of those rolls; the average of 2d8 is 9, which comes out to an average height of 6'1" (which fits the Volo's version, not so much the Exandria version), and the average of 2d6 is 7, corresponding to an average weight of 175 + (7 * 9) = 175 + 63 = 238 lbs., which seems to fall reasonably with the range of the Volo's version and also within the upper limit of the Exandria version.
I've bought the book and made a chronurgist wizard, but only some of the dunamancy spells seem to be available to him. I haven't been able to learn Magnify Gravity at all, even though it should be on his list as a chronurgist. Here's a link to the character sheet: https://www.dndbeyond.com/profile/CreepyShutIn/characters/23710841
I've bought the book and made a chronurgist wizard, but only some of the dunamancy spells seem to be available to him. I haven't been able to learn Magnify Gravity at all, even though it should be on his list as a chronurgist. Here's a link to the character sheet: https://www.dndbeyond.com/profile/CreepyShutIn/characters/23710841
Magnify Gravity is a spell that's only available to Graviturgists - so your Chronurgist would not have access to it (by RAW).
I just looked at the section where these spells are presented and the adjoining sidebar, and it actually doesn't seem to suggest that graviturgists and chronurgists get different spells. Both are branches of dunamancy, and that's the central point.
I just looked at the section where these spells are presented and the adjoining sidebar, and it actually doesn't seem to suggest that graviturgists and chronurgists get different spells. Both are branches of dunamancy, and that's the central point.
If you check again some spells have one or two asterisks besides them and there's a note that clarifies these designate if the spell is Chronurgist spell or Graviturgist spell.
If you want to break out of these restrictions you will need to create a homebrew copy.
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HI there! I bought the explorer's guide to Eberron and rolled a fighter, however it seems that I can't spec into Echo Knight at 3rd level? Is there something I am missing?
HI there! I bought the explorer's guide to Eberron and rolled a fighter, however it seems that I can't spec into Echo Knight at 3rd level? Is there something I am missing?
Do you mean the Explorer's Guide to Wildemount (not Eberron)?
Make sure Critical Role content is enabled (circle to the right and colored red) in the first sheet of the character builder.
Known issue: The Grimoire Infinitus includes a feature that adds extra spells to the maximum amount a Wizard can prepare. Currently we are unable to model this on the character sheet for the item.
But this should only concern the MaximumnAmount right? The spells in the Grimoire are not added to a character as well, which should work right?
The stat bumps for the dragonborn that are listed in the book do not match during the creation process, the Draconblood says they are +2 INT and +1 CHA, but in the creation menu it gives +2 STR and +1 CHA. The Ravenite has +2 STR and + Con and the creation is +2 STR and +1 CHA.
The stat bumps for the dragonborn that are listed in the book do not match during the creation process, the Draconblood says they are +2 INT and +1 CHA, but in the creation menu it gives +2 STR and +1 CHA. The Ravenite has +2 STR and + Con and the creation is +2 STR and +1 CHA.
When you pick a subrace or variant it has the main/original race at top but when you've chosen it and see the ASI, the correct stats are shown.
It's the way they've chosen to display info, not a bug.
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Maybe this is more of a feature request then a support thing, but is there a reason why allowing Critical Role Content does not just allow all the Dunamancy spells? Having to add all the spells through homebrew is poor user experience (it also clutters homebrew, spell searching, etc.). If there is some reason for why selecting allow Critical Role Content does not automatically make the spells available to all, a simple alternative could be to have a sub-option that would allow Dunamancy Spells for everyone? Maybe call it "Dunamancy for All"
Thanks!!
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Technically, the Shape Water spell does belong in the Wildemount spells since the spell is present in the book. Genasi are a racial option present in the book and the Water Genasi knows the spell innately. Since Shape Water isn't in the SRD they've included the spell in the book for reference.
Source: https://www.dndbeyond.com/sources/egtw/character-options#ShapeWater
Check out my latest homebrew: Mystic Knight (Fighter) v1.31
Oh right.
It shows up because it's in the book in the race options and is the only non-basic-rules racial spell.
Generally sourcebooks will assume you have the core 3, anything included outside these will usually be given the text/statblock/etc needed for it.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Okay I get that this spell intended for the EGtW wizard subclasses, but there should be a way to override this in the character sheet. EGtW literally says, "...the Dungeon Master can consider allowing other spellcasting classes opportunities throughout the campaign to learn a handful of dunamancy-themed spells as rewards." That implies even non-wizard characters. So Dndbeyond should support this concept and make some simple override possible without having to recreate the spell in homebrew. I can manipulate the heck out of my stats, AC, skills, and so on through overrides/customization, but for some reason the line is drawn at spells...
I'm not a programmer and I don't know how difficult this would be or how long it would take. I just ask that you consider supporting a player and DM's ability to add spells that may be cross-class to a character sheet, sometime in the near future. That lack of customization is very much highlighted by the new dunamancy spells. Not only that, but having to do a homebrew workaround for content I paid for is a ridiculous.
Also, i fully plan to create a Chonurgy wizard but cannot access the cantrip "sapping sting" at level 1, because the subclass is at level 2. Okay sure a bit inconvenient but whatever. The issue then becomes, if I follow the current (non-class variant) RAW about learning cantrips, I can't actually pick up this cantrip until level 4. Obviously this can be managed by starting a wizard at level 2 or by the DM saying otherwise and following the guidance in this forum. I don't know if that is something that Matt Mercer & team intended or if it is just an unfortunate oversight, I'm just pointing out how that 1 cantrip is particularly effected by this issue.
It was intended because you would not begin to learn Dunamancy of any kind until 2nd level, when you dedicate yourself to it or specialise in it - due to how rare and unknown this type of magic is. Cantrips are easy spells to "do" but not necessary the easiest to learn, which is why the staggering of them is done. You start off a few which represents YEARS of research and training. It's entirely possible that the dunamancy spells you learn at 2nd to 4th level are easier to access and learn than the infinite-use-permanently-in-memory cantrip. Cantrips may be less in power, but they are harder to actually learn which is why you have less cantrips than you do levelled spells.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
This seems to be an error in some way: an "easily 8 feet" Orc is randomly between 5'6" and 6'8"?
Weight of "up to 280" is randomly between 179- 367?
This doesn't really have anything to do with DDB. That's what it says in the book, and the calculation of the height/weight is identical to that of the variant orc race in Eberron: Rising from the Last War as well as the original orc race published in Volo's Guide to Monsters.
That said, you're right about the calculations not really matching the descriptions given in the first line of the Size trait. The VGtM orc race says "Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds." It seems Mercer wanted orcs in his setting to be bigger, but they didn't change the height/weight tables accordingly. (The Eberron books don't suggest typical heights/weights for any of the listed races.)
Also, note that the possible range of results for the calculation being larger doesn't reflect the average of those rolls; the average of 2d8 is 9, which comes out to an average height of 6'1" (which fits the Volo's version, not so much the Exandria version), and the average of 2d6 is 7, corresponding to an average weight of 175 + (7 * 9) = 175 + 63 = 238 lbs., which seems to fall reasonably with the range of the Volo's version and also within the upper limit of the Exandria version.
I've bought the book and made a chronurgist wizard, but only some of the dunamancy spells seem to be available to him. I haven't been able to learn Magnify Gravity at all, even though it should be on his list as a chronurgist. Here's a link to the character sheet: https://www.dndbeyond.com/profile/CreepyShutIn/characters/23710841
Magnify Gravity is a spell that's only available to Graviturgists - so your Chronurgist would not have access to it (by RAW).
I just looked at the section where these spells are presented and the adjoining sidebar, and it actually doesn't seem to suggest that graviturgists and chronurgists get different spells. Both are branches of dunamancy, and that's the central point.
If you check again some spells have one or two asterisks besides them and there's a note that clarifies these designate if the spell is Chronurgist spell or Graviturgist spell.
I did make a list in another thread:
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
HI there! I bought the explorer's guide to Eberron and rolled a fighter, however it seems that I can't spec into Echo Knight at 3rd level? Is there something I am missing?
Pronouns are She/Her or They/Them
Do you mean the Explorer's Guide to Wildemount (not Eberron)?
Make sure Critical Role content is enabled (circle to the right and colored red) in the first sheet of the character builder.
I did mean Wildmount! Thanks for helping me out with this!
Pronouns are She/Her or They/Them
Glad to help! I assume that means it solved the problem? :)
I started a support case with DnDB via Zendesk but I could not share the images that show the difference in maps so here's what they look like:
iOS Safari web version (perfect) https://www.dropbox.com/s/l0ldo7yweadotyp/iOsSafarimarrow.png?dl=0
Yes!
Pronouns are She/Her or They/Them
But this should only concern the MaximumnAmount right? The spells in the Grimoire are not added to a character as well, which should work right?
The stat bumps for the dragonborn that are listed in the book do not match during the creation process, the Draconblood says they are +2 INT and +1 CHA, but in the creation menu it gives +2 STR and +1 CHA. The Ravenite has +2 STR and + Con and the creation is +2 STR and +1 CHA.
When you pick a subrace or variant it has the main/original race at top but when you've chosen it and see the ASI, the correct stats are shown.
It's the way they've chosen to display info, not a bug.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Maybe this is more of a feature request then a support thing, but is there a reason why allowing Critical Role Content does not just allow all the Dunamancy spells? Having to add all the spells through homebrew is poor user experience (it also clutters homebrew, spell searching, etc.). If there is some reason for why selecting allow Critical Role Content does not automatically make the spells available to all, a simple alternative could be to have a sub-option that would allow Dunamancy Spells for everyone? Maybe call it "Dunamancy for All"
Thanks!!