Potential bug with Momentary Stasis (6th-level Chronurgy Magic feature), character link above. The save is supposed to be listed as Spell Save DC, but my character has a (homebrew) magic item which gives +1 to Spell Save DC, and this isn't reflected in the Momentary Stasis feature. It uses "savedc:int" for the displayed number, so pulls it from my int modifier and shows DC 15 rather than my actual spell save DC, which is 16.
(Edit for grammar).
Further edit: looks like this isn't a specific EGtW issue, as the Spellcasting feature (PHB) is showing DC15 rather than 16 as well.
Potential bug with Momentary Stasis (6th-level Chronurgy Magic feature), character link above. The save is supposed to be listed as Spell Save DC, but my character has a (homebrew) magic item which gives +1 to Spell Save DC, and this isn't reflected in the Momentary Stasis feature. It uses "savedc:int" for the displayed number, so pulls it from my int modifier and shows DC 15 rather than my actual spell save DC, which is 16.
(Edit for grammar).
Further edit: looks like this isn't a specific EGtW issue, as the Spellcasting feature (PHB) is showing DC15 rather than 16 as well.
This isn't a bug. The point and purpose of the Features and Traits section is to list the specific effects of those. They are not meant to take into account everything else. The idea is you can, for example, look at the Spellcasting trait and immediately see what the spell save dc is normally for that specific feature. The spells section lists the actual DC factoring in any bonuses to spell save DC.
There are items that will boost the spell save DC but they will not be reflected in these descriptions elsewhere. So features that use your spell save DC will show your base DC not the boosted one. This is because the snippet code text is unable to calculate everything. The snippet text just builds your DC (8 + prof + relevant ability mod).
Since the features and traits are designed as standalone it's not technically a bug. But just getting into the habit of taking your spell save DC from the spells section not the snippet will work just fine.
Unfortunately, homebrew and snippets and whatnot were not coded very well with forethought in mind. So, there is no snippet code for "this character's spell save DC" in order to take into account anything that boosts this. It would be nice, though.
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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.
I am having this same issue. I wonder if giving the item a total number of charges equal to the spells it could cast would be good.
I purchased the "Lotusden halfling subrace" as a standalone purchase, but it doesn't appear in the Character Builder, it does appear in the Halfing Race race description.
I purchased the "Lotusden halfling subrace" as a standalone purchase, but it doesn't appear in the Character Builder, it does appear in the Halfing Race race description.
Turn Critical Role content on.
See the very first post (which you should have read *glare of judgement*) has an animation showing how to do so.
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I hear what you guys are saying about RAW, but it feels a little bit like an expectation wasn't met, in how it was implemented.
The exception was met exactly as described. The books says that DMs can make exceptions through homebrew, and you can make those same exceptions through homebrew on DDB.
If that was your expectation, then good, I am glad it was met! I just had a different one. I'm only sharing opinions, and making suggestions, trying to be helpful to the discussion <3
I agree, my expectations where not met either. I don't even agree with the assertion of it being homebrew, but that is neither here nor there.
As an sside from that, has anyone figured out how to make a feat to add the spells to the list?
To my knowledge, it doesn't exist to add to the available spell list for them to later select from. The player would have to choose which spell(s) they want and you create a feat that grants them specifically.
That is what I figured, I just don't understand why they list it as a possible solution if we can't do it?
You can add the spells to a feat like the following example:
I don't have the options below Additional Description, the only option I have below that is "Is Infinite" with a check box. See screenshot link below.
I'm having the same issue and just wanted to pop in and see if this is a problem on the site end, or user error where I'm not checking the right boxes and formatting things the right way to make the site do what I'm trying to do. Would appreciate any help getting it fixed if the former, or some guidance on getting it right if the latter. Thanks!
Hi! Just popping in to bump this post. I've read through this entire thread, and I don't believe this has been resolved. If homebrew is indeed the way to go, lets make it accessible and functional.
This screenshot in this post suggests that when creating a feat, you have the ability to modify the "Consumes Spell Slot," "Counts as Known Spell," "Always Prepared," and "Available at Character Level," in the homebrew feat creator. This seems like the most straightforward technique for adding dunamancy spells into a class's spell list, especially if you want to make dunamancy spells available for non-wizards like I do. Wristpocket and Immovable Object make fantastic Artificer spells, for example.
This issue is that, from a user's perspective, we do not currently have the bottom four options available when editing a spell in the homebrew feat creator, making it impossible to create a feat that adds spells to a character's available spell list. Instead, it simply adds the spell as an "At Will" spell in their Spells tab of the character sheet, which is obviously not what I want. For the time being, I am planning on duplicating every dunamancy spell and adding it to the spell lists of the classes I would like them to be in. My issue with this is clutter. If you are playing a Chronurgist or a Graviturgist, you will see many of the spells twice, making it confusing.
My solution to this issue would be to implement the options seen in the screenshot above. This would allow DnDBeyond users to edit the options of a spell in a feat that would make the spells they choose available in their spell list and, if taken, would count as a known spell, and would consume appropriate spell slots. This would remedy the grander issue of allowing certain classes to take spells that normally wouldn't be allowed to them beyond the scope of dunamancy spells. If a DM wants Wizards to have Hex, for example, this would be the perfect way to allow it.
We're really only asking for a workaround that works. I really appreciate all the hard work you all put in. Thanks much!
I'm pretty sure the simplest way to make a dunamancy spell available for other classes is to homebrew the spell (use the original spell as a base) and add the relevant class to the 'available to' dropdown. A feat is only necessary if you want to add it to a non-spellcaster class, and even then I think if you homebrew the spell to be on, say, the wizard spell list, you can then make your feat (eg Magic Initiate: Wizard) and use that homebrewed version.
I find homebrewing the background easier. There's literally a section for adding spells to your character's spell lists of any class they have. So much faster as you don't have to bother with modifiers or anything - just copy, scroll down, type them in, save. Done.
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I haven't bothered to use the homebrew tools for backgrounds -- does the feature account for the fact that dunamancy spells aren't on a class list, only subclass lists?
I haven't bothered to use the homebrew tools for backgrounds -- does the feature account for the fact that dunamancy spells aren't on a class list, only subclass lists?
Yeah.
Basically whatever spells you add there will be added to any class spell list for your character that has spellcasting or pact magic. So, you could be a Sorc and get the spells or a Warlock or Bard or even Druid. It doesn't matter what lists the spell normally was on.
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I don't know if this is intentional, but the Wildemount Gazeteer separately uses the terms "goblinoid" and "goblinkin" in the demographic statistics. Asarius, Bazzoxan, and Urzin use "goblinoid", while Jigow and Igrathad use "goblinkin". Are these both supposed to be used interchangeably to mean (goblin + hobgoblin + bugbear), or are they intended to denote different things?
I don't know if this is intentional, but the Wildemount Gazeteer separately uses the terms "goblinoid" and "goblinkin" in the demographic statistics. Asarius, Bazzoxan, and Urzin use "goblinoid", while Jigow and Igrathad use "goblinkin". Are these both supposed to be used interchangeably to mean (goblin + hobgoblin + bugbear), or are they intended to denote different things?
I'd guess it's intentional, but can't advise on why - you'd need to ask the designers (Wizards of the Coast), sorry!.
Would there happen to be any update on getting the different states of the Grimoire Infinitus to display the correct number of spells that wizards can prepare on player's character sheets?
What has happened to the high res map, there are light blue lines going across it that were not there last time I checked, and looking at the bottom you can see how the D&D logo is all messed up, I wanted to download and print it out for my group to use IRL but these extra lines going straight through landmarks and cities kinda ruin it for me.
What has happened to the high res map, there are light blue lines going across it that were not there last time I checked, and looking at the bottom you can see how the D&D logo is all messed up, I wanted to download and print it out for my group to use IRL but these extra lines going straight through landmarks and cities kinda ruin it for me.
There is an issue with the Ring of Temporal Salvation, it cannot be added to a character sheet.
I can add it to a test character. Do you have Critical Role content turned one? Have you purchased Wildemount?
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
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https://ddb.ac/characters/27172838/6jJxre
Potential bug with Momentary Stasis (6th-level Chronurgy Magic feature), character link above. The save is supposed to be listed as Spell Save DC, but my character has a (homebrew) magic item which gives +1 to Spell Save DC, and this isn't reflected in the Momentary Stasis feature. It uses "savedc:int" for the displayed number, so pulls it from my int modifier and shows DC 15 rather than my actual spell save DC, which is 16.
(Edit for grammar).
Further edit: looks like this isn't a specific EGtW issue, as the Spellcasting feature (PHB) is showing DC15 rather than 16 as well.
I made a Wrist Dagger, people seem to like it.
This isn't a bug. The point and purpose of the Features and Traits section is to list the specific effects of those. They are not meant to take into account everything else. The idea is you can, for example, look at the Spellcasting trait and immediately see what the spell save dc is normally for that specific feature. The spells section lists the actual DC factoring in any bonuses to spell save DC.
There are items that will boost the spell save DC but they will not be reflected in these descriptions elsewhere. So features that use your spell save DC will show your base DC not the boosted one. This is because the snippet code text is unable to calculate everything. The snippet text just builds your DC (8 + prof + relevant ability mod).
Since the features and traits are designed as standalone it's not technically a bug. But just getting into the habit of taking your spell save DC from the spells section not the snippet will work just fine.
Unfortunately, homebrew and snippets and whatnot were not coded very well with forethought in mind. So, there is no snippet code for "this character's spell save DC" in order to take into account anything that boosts this. It would be nice, though.
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 am having this same issue. I wonder if giving the item a total number of charges equal to the spells it could cast would be good.
I purchased the "Lotusden halfling subrace" as a standalone purchase, but it doesn't appear in the Character Builder, it does appear in the Halfing Race race description.
Turn Critical Role content on.
See the very first post (which you should have read *glare of judgement*) has an animation showing how to do so.
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.
Oh man, I must've read that thing three times looking for clues. So sorry for the noise.
Hi! Just popping in to bump this post. I've read through this entire thread, and I don't believe this has been resolved. If homebrew is indeed the way to go, lets make it accessible and functional.
This screenshot in this post suggests that when creating a feat, you have the ability to modify the "Consumes Spell Slot," "Counts as Known Spell," "Always Prepared," and "Available at Character Level," in the homebrew feat creator. This seems like the most straightforward technique for adding dunamancy spells into a class's spell list, especially if you want to make dunamancy spells available for non-wizards like I do. Wristpocket and Immovable Object make fantastic Artificer spells, for example.
This issue is that, from a user's perspective, we do not currently have the bottom four options available when editing a spell in the homebrew feat creator, making it impossible to create a feat that adds spells to a character's available spell list. Instead, it simply adds the spell as an "At Will" spell in their Spells tab of the character sheet, which is obviously not what I want. For the time being, I am planning on duplicating every dunamancy spell and adding it to the spell lists of the classes I would like them to be in. My issue with this is clutter. If you are playing a Chronurgist or a Graviturgist, you will see many of the spells twice, making it confusing.
My solution to this issue would be to implement the options seen in the screenshot above. This would allow DnDBeyond users to edit the options of a spell in a feat that would make the spells they choose available in their spell list and, if taken, would count as a known spell, and would consume appropriate spell slots. This would remedy the grander issue of allowing certain classes to take spells that normally wouldn't be allowed to them beyond the scope of dunamancy spells. If a DM wants Wizards to have Hex, for example, this would be the perfect way to allow it.
We're really only asking for a workaround that works. I really appreciate all the hard work you all put in. Thanks much!
I'm pretty sure the simplest way to make a dunamancy spell available for other classes is to homebrew the spell (use the original spell as a base) and add the relevant class to the 'available to' dropdown. A feat is only necessary if you want to add it to a non-spellcaster class, and even then I think if you homebrew the spell to be on, say, the wizard spell list, you can then make your feat (eg Magic Initiate: Wizard) and use that homebrewed version.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
I find homebrewing the background easier. There's literally a section for adding spells to your character's spell lists of any class they have. So much faster as you don't have to bother with modifiers or anything - just copy, scroll down, type them in, save. Done.
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 haven't bothered to use the homebrew tools for backgrounds -- does the feature account for the fact that dunamancy spells aren't on a class list, only subclass lists?
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Yeah.
Basically whatever spells you add there will be added to any class spell list for your character that has spellcasting or pact magic. So, you could be a Sorc and get the spells or a Warlock or Bard or even Druid. It doesn't matter what lists the spell normally was on.
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 know if this is intentional, but the Wildemount Gazeteer separately uses the terms "goblinoid" and "goblinkin" in the demographic statistics. Asarius, Bazzoxan, and Urzin use "goblinoid", while Jigow and Igrathad use "goblinkin". Are these both supposed to be used interchangeably to mean (goblin + hobgoblin + bugbear), or are they intended to denote different things?
I'd guess it's intentional, but can't advise on why - you'd need to ask the designers (Wizards of the Coast), sorry!.
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Would there happen to be any update on getting the different states of the Grimoire Infinitus to display the correct number of spells that wizards can prepare on player's character sheets?
What has happened to the high res map, there are light blue lines going across it that were not there last time I checked, and looking at the bottom you can see how the D&D logo is all messed up, I wanted to download and print it out for my group to use IRL but these extra lines going straight through landmarks and cities kinda ruin it for me.
Are you on a Mac? If so, see this article: https://macreports.com/google-chrome-showing-blue-horizontal-lines-fix/
maybe that’s it?
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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Sadly no, it's not something that is just active in the browser, if I save the image of the map to my computer the lines stay.
So how does the DM, me in this case, add these spells to my players' spell list in DnDBeyond?