Sorry, a player in my campaign (with all content purchased, and shared via campaign), who is a chronomancer wizard, cannot select Gift of Alacrity (Level 1 spell) for his Spell Mastery ability at level 18.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Sorry, a player in my campaign (with all content purchased, and shared via campaign), who is a chronomancer wizard, cannot select Gift of Alacrity (Level 1 spell) for his Spell Mastery ability at level 18.
That's actually a limitation of the system. Spells that aren't specifically on the Wizard spell list won't show up in the dropdown boxes for Spell Mastery, and the dunamancy spells aren't technically on the Wizard spell list, just on the Chronurgy & Graviturgy subclasses' spell lists. (The same issue applies for optional spells made available to wizards by Tasha's, like Enhance Ability.)
For now, the simplest way for you to deal with this is to make a homebrew copy of Gift of Alacrity with it specifically added to the Wizard spell list. That should make it show up in the dropdown.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I am trying to get the Hollow One content to show up in the character builder, I have the Critical Role tab enabled but it is still not showing up, Am i missing a step?
I am trying to get the Hollow One content to show up in the character builder, I have the Critical Role tab enabled but it is still not showing up, Am i missing a step?
Hollow One is a Supernatural Gift, it's not a race or anything. Supernatural Gifts are not supported at this time. Best workaround is to make a feat to apply the changes and then add the feat.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
The Vox Seeker creature says it's from the Basic Rules. It should say it's from EGtW.
it's to allow people who only bought the magic items to still *use* the Vox Seeker.
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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!"
How do I add the feats I got (martial adept and magic initiate) along with the special weapon features from the heroic chronicle? There’s no way to add feats except by leveling up my class.
You can add feats outside of character progression by going to the character sheet instead of the editor, clicking on the 'Features & Traits' tab, and clicking on or scrolling to 'Feats.' Click on 'Manage feats' and the sidebar should open up allowing you to select from the available feats.
Thank you! What about the signature weapon’s special features I got with the fateful moment? It might just be something I’ve missed but I can’t figure out how to add it.
First check and see if your class or race already gave you proficiency with that weapon or all simple or all martial weapons. If so, you don't need to worry about adding it on. If not, then on the character sheet, click anywhere inside the 'Proficiencies & Languages' box in the lower left. In the sidebar, there'll be an option to add a new proficiency. Use the dropdowns to add as needed. Once the proficiency is there, you can also add a note as to source, so you don't forget.
As for the special features, it depends on what they are. If they don't make any mechanical difference (ie it just has to do with who made it or what it's made out of, etc) then there's nothing to really add. You can add it in notes on the item itself if you like. If it just does stuff like change the weapon's weight, you can edit the item directly. If it does anything else, like shed light in a 5' radius or adding a bonus to your initiative, then you'll have to homebrew the weapon, using the base weapon as your starting template.
For the special features this is an optional rule at DM's discretion, from the DMG, and not hardcoded into the character sheet. If you have items with them you're better off using the Magic Item Homebrew maker to copy the magic item you got and add the special features into the Description field (most are flavourtext anyway, with few adding anything you need to add mechanically).
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I'm trying to add "Grimoire Infinitus" to one of my characters and I'm noticing that the spells included do not add to the spell book, and that the prepare spells do not increase either.
I saw a few previous post on this, but it been a while. Any solutions?
You'd just need to add those spells manually via Manage Spells, the same way you add a new Wizard spell gained by copying a written spell or spell scroll. The additional spell preparations are not supported yet.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
While it would certainly be spiffy for the system to let you organise your known spells by spellbooks in a convenient manner - it is not necessary for it to do so.
There is absolutely nothing in the rules saying you can only prepare from one spellbook. Indeed the rules actually suggest you can use multiple ones and not even need to use books at all, for you could just use a collection of notes, runes on stones, or whatever you wanted really.
So, as naruhoodie suggest you can just add the spells to your "spellbook" in Manage Spells and prep them as normal.
As for the extra prep spells you can make a homebrew item to increase spell prep limit by increasing your int score so you can prep your standard amount of spells then equip the item, add them, then unequip. You can also just manually edit your Int score with an override but I find that slightly less convenient than using an item you can use like a toggle.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I can't find this in my content sharing, can we not share it to the players in our campaigns? I'd like for them to have a chance to read up on the lore of Exandria before we start Call of the Netherdeep.
I can't find this in my content sharing, can we not share it to the players in our campaigns? I'd like for them to have a chance to read up on the lore of Exandria before we start Call of the Netherdeep.
If you activate content sharing for the campaign then all content owned by anyone in the campaign will be shared with everyone in the campaign. You don’t have to individually activate certain books. (In fact, you cannot.)
What's the point of the content management button that opens a page listing every book I own with a button next to each that allows me to turn on/off content sharing for them?
What's the point of the content management button that opens a page listing every book I own with a button next to each that allows me to turn on/off content sharing for them?
You can turn off access to the compendium (the "text" of the book) for particular books. So, for example, if I am running TOA and don't trust my players not to read the adventure, I can turn off TOA in the content management area. They'll still have access to player options (like the backgounds that are part of TOA), but not to the text of the adventure.
Do they have the Critical Role toggle 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.
That's actually a limitation of the system. Spells that aren't specifically on the Wizard spell list won't show up in the dropdown boxes for Spell Mastery, and the dunamancy spells aren't technically on the Wizard spell list, just on the Chronurgy & Graviturgy subclasses' spell lists. (The same issue applies for optional spells made available to wizards by Tasha's, like Enhance Ability.)
For now, the simplest way for you to deal with this is to make a homebrew copy of Gift of Alacrity with it specifically added to the Wizard spell list. That should make it show up in the dropdown.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
1) Yes, I have all content enabled.
2) i figured it was a limitation of dndbeyond. , Thanks for the recommendation on homebrew :Thumbsup:
I am trying to get the Hollow One content to show up in the character builder, I have the Critical Role tab enabled but it is still not showing up, Am i missing a step?
Hollow One is a Supernatural Gift, it's not a race or anything. Supernatural Gifts are not supported at this time. Best workaround is to make a feat to apply the changes and then add the feat.
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.
The Vox Seeker creature says it's from the Basic Rules. It should say it's from EGtW.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
it's to allow people who only bought the magic items to still *use* the Vox Seeker.
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!"
How do I add the feats I got (martial adept and magic initiate) along with the special weapon features from the heroic chronicle? There’s no way to add feats except by leveling up my class.
You can add feats outside of character progression by going to the character sheet instead of the editor, clicking on the 'Features & Traits' tab, and clicking on or scrolling to 'Feats.' Click on 'Manage feats' and the sidebar should open up allowing you to select from the available feats.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Thank you! What about the signature weapon’s special features I got with the fateful moment? It might just be something I’ve missed but I can’t figure out how to add it.
First check and see if your class or race already gave you proficiency with that weapon or all simple or all martial weapons. If so, you don't need to worry about adding it on. If not, then on the character sheet, click anywhere inside the 'Proficiencies & Languages' box in the lower left. In the sidebar, there'll be an option to add a new proficiency. Use the dropdowns to add as needed. Once the proficiency is there, you can also add a note as to source, so you don't forget.
As for the special features, it depends on what they are. If they don't make any mechanical difference (ie it just has to do with who made it or what it's made out of, etc) then there's nothing to really add. You can add it in notes on the item itself if you like. If it just does stuff like change the weapon's weight, you can edit the item directly. If it does anything else, like shed light in a 5' radius or adding a bonus to your initiative, then you'll have to homebrew the weapon, using the base weapon as your starting template.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
For the special features this is an optional rule at DM's discretion, from the DMG, and not hardcoded into the character sheet. If you have items with them you're better off using the Magic Item Homebrew maker to copy the magic item you got and add the special features into the Description field (most are flavourtext anyway, with few adding anything you need to add mechanically).
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.
Ok, thank you guys!
I'm trying to add "Grimoire Infinitus" to one of my characters and I'm noticing that the spells included do not add to the spell book, and that the prepare spells do not increase either.
I saw a few previous post on this, but it been a while. Any solutions?
You'd just need to add those spells manually via Manage Spells, the same way you add a new Wizard spell gained by copying a written spell or spell scroll. The additional spell preparations are not supported yet.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
While it would certainly be spiffy for the system to let you organise your known spells by spellbooks in a convenient manner - it is not necessary for it to do so.
There is absolutely nothing in the rules saying you can only prepare from one spellbook. Indeed the rules actually suggest you can use multiple ones and not even need to use books at all, for you could just use a collection of notes, runes on stones, or whatever you wanted really.
So, as naruhoodie suggest you can just add the spells to your "spellbook" in Manage Spells and prep them as normal.
As for the extra prep spells you can make a homebrew item to increase spell prep limit by increasing your int score so you can prep your standard amount of spells then equip the item, add them, then unequip. You can also just manually edit your Int score with an override but I find that slightly less convenient than using an item you can use like a toggle.
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 can't find this in my content sharing, can we not share it to the players in our campaigns? I'd like for them to have a chance to read up on the lore of Exandria before we start Call of the Netherdeep.
If you activate content sharing for the campaign then all content owned by anyone in the campaign will be shared with everyone in the campaign. You don’t have to individually activate certain books. (In fact, you cannot.)
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
What's the point of the content management button that opens a page listing every book I own with a button next to each that allows me to turn on/off content sharing for them?
You can turn off access to the compendium (the "text" of the book) for particular books. So, for example, if I am running TOA and don't trust my players not to read the adventure, I can turn off TOA in the content management area. They'll still have access to player options (like the backgounds that are part of TOA), but not to the text of the adventure.
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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