The Echo Knight subclass for Fighter does not pop up in the selection box when creating my character :/ I was wondering if there was a fix for it yet or not.
edit- ah, i just saw someone mention critical roll content, please ignore this! <3 sorry about that haha
The Echo Knight subclass for Fighter does not pop up in the selection box when creating my character :/ I was wondering if there was a fix for it yet or not.
Make sure Critical Role content is turned on.
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Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Under "Factions and Societies" Specifically "The Myriad" and "The Gentleman" there is a typo. "using his charm and connections throughout the city to carve a sizeable niche for himself in the Underworks beneath the city." Sizeable should be sizable.
Under "Factions and Societies" Specifically "The Myriad" and "The Gentleman" there is a typo. "using his charm and connections throughout the city to carve a sizeable niche for himself in the Underworks beneath the city." Sizeable should be sizable.
Both sizeable and sizable are acceptable spelling (with sizeable being the more traditional spelling and sizable being a more recent way to spell the word).
Do you have the book toggled on (red) for the character (Edit - Home page, or on sheet click character profile image, select preferences in sidebar that opens).
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and my physical book too. (So I'm sure its a Wizards of the Coast typo too.)
(I'd love to do google searches with the Googles of Object Reading too, but i don't think that's the case here.)
Thank you!
Ultimately, D&D Beyond accurately mirrors the content as they appear in the hardcover books. If Wizards of the Coast publish any errata documentation for this content that fixes this typo, we'll follow their lead and update it on our side as well.
I dunno. Googles seems oddly appropo for something used to Identify stuff.
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I don't mean to beat an undead horse here, but I'm curious as to whether there has been any further internal discussion on the state of dunamancy spells and their availability to choose as spells in general (i.e.: Just adding them to the Wizard spell list with a usage warning).
I'd like to preface this by saying that I perfectly understand the intent within the book to limit these spells to their respective subclasses, and that I've read every post in this thread so far carefully. :)
My main points of concern with the current implementation have already been raised; namely, the Battlerager (restricted to dwarves only) and Bladesinger (restricted to elves only) are nevertheless freely available to choose by any race, because this lessening of restrictions is recognized in both subclasses (quoted here from the Battlerager):
Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realms.
Multiple groups that I play in have DMs (including myself) that enjoy bringing these options in regardless of the original intent. Judging by multitudes of other users here voicing these identical concerns, it seems far more logical to simply add these spells to the Wizard spell list, and to note the restrictions in the spell description for those players and DMs who choose to abide by the restrictions in the original source material. While the warning is worded slightly differently...
These spells are available to the wizard subclasses previously mentioned in this chapter, as well as other spellcasting classes with the Dungeon Master’s consent (see the “Dunamancy for Non-Dunamancers” sidebar).
... it genuinely feels like the spirit remains the same. And as a DM, I'd be thrilled to have a Bard in Eberron use their Magical Secrets to learn pulse wave, or an Arcana Domain Cleric in the Forgotten Realms take the Magic Initiate feat and learn magnify gravity. And I truly believe that it would make far more sense to simply open this up to be the standard use case, rather than taking a different tack from otherwise identical situations (see the subclasses above) and instead making users homebrew spells or subclasses or feats or items to enjoy this content in their own way.
I hope whoever from the D&D Beyond team reads this has a great day, and thanks in advance for taking the time and consideration to do so! I also hope this doesn't come across as sounding angry or accusing, I've tried to lay out my own logical conclusions and present what I think is a reasonable option, one that answers the bolded portions of Stormknight's post below:
I saw above some crazy workaround that involved duplicating every spell as homebrew, and maybe I misread others that said "this implementation was intended," but by and large it looks like the ball was dropped on some great content here - be it intentionally (I hope not, as this is really poorly integrated) or not (assuming this).
Hi there Jomo and others,
we really want your experience with D&D Beyond to be great and work hard to achieve that. I'm sad to hear that the implementation of Dunamancy spells make you all frustrated.
The rules on Dunamancy state
These spells are available to the wizard subclasses previously mentioned in this chapter, as well as other spellcasting classes with the Dungeon Master’s consent (see the “Dunamancy for Non-Dunamancers” sidebar).
We have followed those rules and the spells belong to the wizard subclasses, as per the table in that section of the sourcebook. These are the rules as published.
We considered making the spells part of the wizard class, so all wizards get access to them by default, but that's just wrong as per the written rules and I am certain that many people would not want that.
An open question to those who are feeling frustrated about this implementation - how do you feel we should change things? What changes should we make?
tl;dr: Dunamancy spells should be added to the general Wizard spell list, but should contain a restriction warning like those found on the Battlerager and Bladesinger for players whose DMs would prefer they follow the book precisely.
The Grimoire Infinitus also does not properly increase Amount of Spells (+3 at Exalted) that can be prepared (Not adding additional spells) or increase Arcane Recovery Uses. The book is also supposed to Auto-Prepare certain Spells - that does not occur.
The Grimoire Infinitus also does not properly increase Amount of Spells (+3 at Exalted) that can be prepared (Not adding additional spells) or increase Arcane Recovery Uses. The book is also supposed to Auto-Prepare certain Spells - that does not occur.
You are correct that GI does not increase the number of prepared spells. I have asked on Dev Update and in the forums if DDB could revert the bug fix that allowed extra spells to be prepared on character sheet by selecting them in the spell descriptions but have not seen a response yet. Leaving the bug in place makes more sense then the need to go into manage levels and increasing your level to prepare the correct number of spells then dropping your level back down every time you want to change your load out. The red ! should be a clue that those without GI are doing something wrong.
There is a charge slot on the item that I believe is to represent the second usage of Arcane Recovery.
I do not believe the book auto-prepares the listed spells like a druid circle or cleric domain would. I would simply click Learn in the spellbook when you reach the level that can cast that spell. It would still need to be prepared like your other wizard spells.
The description of the Staff of Dunamancy when on the character page. Describing using your charges, there's a typing error.
While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: s favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges). See chapter 4 for descriptions of these spells.
Vestiges of Divergence may have an issue. I've only tried the Infiltrators Key so far but the item has one charge so when you cast one of the spells it grants, that's it until the next day. But that's not how the item is supposed to work. The item text says each spell can be cast once each. Here's the text from Awakened section:
"While holding the key, you can use an action to cast one of the following spells from it: alter self, invisibility, knock, or pass without trace. Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn."
It says "that spell", not a spell or any spell, just "that spell" and the item itself doesn't have charges. It's one cast of each spell. The way it is currently set up prevents this.
I know this is most likely a limitation of the system which currently does not support limited use actions/spells for magic item (something I will never understand). However, this isn't mentioned in the initial post and I think it should be.
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When using the Stormgirdle vestige (Exalted), the damage defenses show Thunder and Lightning as immunities. You are immune only when in the Storm Avatar form (1min/once per day). By default you should only have resistance to both.
Thank you for letting us know you've checked the two most commonly suggested fixes before posting.
Click on your account avatar in the upper right of the screen (not character avatar); choose account.
Click on the marketplace tab and see what it says under "account entitlements" If it gives you the option to sync entitlements, do so.
If that doesn't fix it, try logging out, waiting 15-20 minutes and logging back in.
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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Thank you! It was my account entitlements that were not synced.
The Echo Knight subclass for Fighter does not pop up in the selection box when creating my character :/ I was wondering if there was a fix for it yet or not.
edit- ah, i just saw someone mention critical roll content, please ignore this! <3 sorry about that haha
Make sure Critical Role content is turned on.
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Under "Factions and Societies" Specifically "The Myriad" and "The Gentleman" there is a typo. "using his charm and connections throughout the city to carve a sizeable niche for himself in the Underworks beneath the city." Sizeable should be sizable.
Both sizeable and sizable are acceptable spelling (with sizeable being the more traditional spelling and sizable being a more recent way to spell the word).
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
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Even though I own the book in full, multiple items dont turn up on my character sheets when trying to add them:
Example being https://www.dndbeyond.com/magic-items/orb-of-the-veil onto https://www.dndbeyond.com/profile/DeltaDjynn/characters/32424386
Do you have the book toggled on (red) for the character (Edit - Home page, or on sheet click character profile image, select preferences in sidebar that opens).
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.
Sorry if this was caught before but there is a typo in one of the Wildemount items. Goggles of Object Reading.
Specifically: "In addition, you can cast the identify spell using the googles. Once you do so, you can’t do so again until the next dawn."
googles, should be goggles in this sentence.
The typo is in at least three places.
(I'd love to do google searches with the Googles of Object Reading too, but i don't think that's the case here.)
Thank you!
Ultimately, D&D Beyond accurately mirrors the content as they appear in the hardcover books. If Wizards of the Coast publish any errata documentation for this content that fixes this typo, we'll follow their lead and update it on our side as well.
I dunno. Googles seems oddly appropo for something used to Identify stuff.
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.
I don't mean to beat an undead horse here, but I'm curious as to whether there has been any further internal discussion on the state of dunamancy spells and their availability to choose as spells in general (i.e.: Just adding them to the Wizard spell list with a usage warning).
I'd like to preface this by saying that I perfectly understand the intent within the book to limit these spells to their respective subclasses, and that I've read every post in this thread so far carefully. :)
My main points of concern with the current implementation have already been raised; namely, the Battlerager (restricted to dwarves only) and Bladesinger (restricted to elves only) are nevertheless freely available to choose by any race, because this lessening of restrictions is recognized in both subclasses (quoted here from the Battlerager):
Multiple groups that I play in have DMs (including myself) that enjoy bringing these options in regardless of the original intent. Judging by multitudes of other users here voicing these identical concerns, it seems far more logical to simply add these spells to the Wizard spell list, and to note the restrictions in the spell description for those players and DMs who choose to abide by the restrictions in the original source material. While the warning is worded slightly differently...
... it genuinely feels like the spirit remains the same. And as a DM, I'd be thrilled to have a Bard in Eberron use their Magical Secrets to learn pulse wave, or an Arcana Domain Cleric in the Forgotten Realms take the Magic Initiate feat and learn magnify gravity. And I truly believe that it would make far more sense to simply open this up to be the standard use case, rather than taking a different tack from otherwise identical situations (see the subclasses above) and instead making users homebrew spells or subclasses or feats or items to enjoy this content in their own way.
I hope whoever from the D&D Beyond team reads this has a great day, and thanks in advance for taking the time and consideration to do so! I also hope this doesn't come across as sounding angry or accusing, I've tried to lay out my own logical conclusions and present what I think is a reasonable option, one that answers the bolded portions of Stormknight's post below:
tl;dr: Dunamancy spells should be added to the general Wizard spell list, but should contain a restriction warning like those found on the Battlerager and Bladesinger for players whose DMs would prefer they follow the book precisely.
The Grimoire Infinitus also does not properly increase Amount of Spells (+3 at Exalted) that can be prepared (Not adding additional spells) or increase Arcane Recovery Uses. The book is also supposed to Auto-Prepare certain Spells - that does not occur.
You are correct that GI does not increase the number of prepared spells. I have asked on Dev Update and in the forums if DDB could revert the bug fix that allowed extra spells to be prepared on character sheet by selecting them in the spell descriptions but have not seen a response yet. Leaving the bug in place makes more sense then the need to go into manage levels and increasing your level to prepare the correct number of spells then dropping your level back down every time you want to change your load out. The red ! should be a clue that those without GI are doing something wrong.
There is a charge slot on the item that I believe is to represent the second usage of Arcane Recovery.
I do not believe the book auto-prepares the listed spells like a druid circle or cleric domain would. I would simply click Learn in the spellbook when you reach the level that can cast that spell. It would still need to be prepared like your other wizard spells.
The description of the Staff of Dunamancy when on the character page. Describing using your charges, there's a typing error.
While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: s favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges). See chapter 4 for descriptions of these spells.
Is the half-orc grinner in the backgrounds section meant to be Dr. Dranzel? The picture is captioned: "DR. DRANIEL, THE GRINNER"
https://www.dndbeyond.com/sources/egtw/character-options-subclasses#Grinner
Chronomancer extraordinaire!
Vestiges of Divergence may have an issue. I've only tried the Infiltrators Key so far but the item has one charge so when you cast one of the spells it grants, that's it until the next day. But that's not how the item is supposed to work. The item text says each spell can be cast once each. Here's the text from Awakened section:
"While holding the key, you can use an action to cast one of the following spells from it: alter self, invisibility, knock, or pass without trace. Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn."
It says "that spell", not a spell or any spell, just "that spell" and the item itself doesn't have charges. It's one cast of each spell. The way it is currently set up prevents this.
I know this is most likely a limitation of the system which currently does not support limited use actions/spells for magic item (something I will never understand). However, this isn't mentioned in the initial post and I think it should be.
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.
BUG: https://www.dndbeyond.com/magic-items/stormgirdle
When using the Stormgirdle vestige (Exalted), the damage defenses show Thunder and Lightning as immunities. You are immune only when in the Storm Avatar form (1min/once per day). By default you should only have resistance to both.
On the “home” tab of the character creator, the toggle next to “Critical Role Content” needs to be on (red, to the right).
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