Will added spells to features always show as attacks on the character sheet or am i doing something wrong?
No, they shouldn’t. Are you talking about spells specifically or “spell actions?” I ask because the solution depends on the dilemma.
If you do mean actual spells, then you’re probably filling out more fields than you need to, which is causing the issue. In that case I suggest reviewing #s 14 & 15 of the Subclasses & Species FAQ in the first post of this thread for walkthroughs on how to properly add spells to a subclass feature.
If you mean Spell Actions, then you need to be sure to leave the “Attack Range” drop-down blank or it will automagically display the Action as an attack instead of a saving throw.
The two main spells i seem to be having a problem with is Guiding Bolt and Fire Bolt. They are part of a list of spells that can be chosen from. The other spells in the list do not show as attacks, but those two specifically do.
Ohh, I understand now. I’m pickin’ up what you’re puttin’ down now. The “attacks” section of the character sheet lists anything that requires an attack roll. You can turn that on or off on a per spell basis directly on the character sheet by “customizing” the spell and checking/ unchecking the box labeled “display as attack.”
Referencing Subclass FAQ #1-B when talking about the different option trees for class feature options, Is there a way to combine these two outcomes?
I have 8 feature options that the class will get to choose 6 from. The level breakdown is 3,9,9,9,13,17. The problem I'm running into (which admittedly I'm probably overcomplicating) is they have 4 choices of "background" and there is one that I want to be designated for each one of those backgrounds as granted, and the remaining 7 will be a choice they can make at the appropriate levels. My current thought process is to create the action as part of the background selection for that feature option, then when they get to the choices just know that they shouldn't pick the same option twice. What i'm hoping is there is a way to make it "granted" for that one prerequisite and still an option for the every other option at a later level.
You would have to create those options twice, once as “granted” and once as not granted and tell the player they can’t choose the same one a second time. But you can only make the prerequisites Options they have already chosen from a rich feature, you can’t make Backgrounds as prerequisites. So you would have to set up a different feature with a different set of Options to coincide with the backgrounds and they would have to choose the correct one there first. I hope that makes sense.
Should Homebrew Subclasses & Races Species FAQ # 8 be updated with the modifier "Bonus - Magic Item Attack With Intelligence" which the Artificer Battle Smith uses. I use it in my Weaveblade subclasses and in my Weaveblade feats.
Should Homebrew Subclasses & Races Species FAQ # 8 be updated with the modifier "Bonus - Magic Item Attack With Intelligence" which the Artificer Battle Smith uses. I use it in my Weaveblade subclasses and in my Weaveblade feats.
That will affect all magic weapons the PC uses, and only magic weapons.
Should Homebrew Subclasses & Races Species FAQ # 8 be updated with the modifier "Bonus - Magic Item Attack With Intelligence" which the Artificer Battle Smith uses. I use it in my Weaveblade subclasses and in my Weaveblade feats.
That will affect all magic weapons the PC uses, and only magic weapons.
True. But as a subclass feature, it's certainly worth mentioning. Considering the likelihood of a PC wielding more than 1 magical weapon at a time, a note saying "this bonus effects any magical weapon." I think it is worth inclusion in that section.
I couldn't find this...but is it possible to add a Feature/trait to the Homebrewed race and give it a DC like you would with a spell? Right now the only way i can see to do it would be to homebrew my own spell and add that to the feature. But this would also add the spell to my players spell books since it forces me to pick a class and what not.
I couldn't find this...but is it possible to add a Feature/trait to the Homebrewed race and give it a DC like you would with a spell? Right now the only way i can see to do it would be to homebrew my own spell and add that to the feature. But this would also add the spell to my players spell books since it forces me to pick a class and what not.
Yes, you need to add an Action to the racial trait. Make sure to designate an Ability Score and a Save Type and leave the Attack Range blank.
This is my first post and I'm not even sure if it's in the right place. So if it's not please direct me to where I should go.
I have a problem with two subclass features. The first subclass feature is "You gain a flying speed of 5ft." and the other one is "All forms of movement you possess have their speed increased by 10ft." I am able to add the 5ft. of flying speed but whenever I try to give the + 10ft. bonus to all current speeds, it increases the walking speed but not the flying. The walking speed is the only other form of movement, which Is just the base 30 ft.
If there is anything I'm doing wrong, please tell me. Thank you in advance.
For the increased bonus to all speeds I'm using, Bonus - Speed - Fixed value 10. For the 5ft of flying I used, Set - Innate Speed (Flying) - Fixed value 5.
Also, both of these are options that you can select in the character sheet editor.
One more question though. I have a subclass feature that gives a +2d4 radiant damage to all weapon attacks. Is there any way to have it automatically applied, or do I have to manually enter the damage on the character sheet?
Thank You!
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No, they shouldn’t. Are you talking about spells specifically or “spell actions?” I ask because the solution depends on the dilemma.
If you do mean actual spells, then you’re probably filling out more fields than you need to, which is causing the issue. In that case I suggest reviewing #s 14 & 15 of the Subclasses & Species FAQ in the first post of this thread for walkthroughs on how to properly add spells to a subclass feature.
If you mean Spell Actions, then you need to be sure to leave the “Attack Range” drop-down blank or it will automagically display the Action as an attack instead of a saving throw.
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The two main spells i seem to be having a problem with is Guiding Bolt and Fire Bolt. They are part of a list of spells that can be chosen from. The other spells in the list do not show as attacks, but those two specifically do.
Ohh, I understand now. I’m pickin’ up what you’re puttin’ down now. The “attacks” section of the character sheet lists anything that requires an attack roll. You can turn that on or off on a per spell basis directly on the character sheet by “customizing” the spell and checking/ unchecking the box labeled “display as attack.”
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thank you for the help!
I am happy to provide it. 😉
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Referencing Subclass FAQ #1-B when talking about the different option trees for class feature options, Is there a way to combine these two outcomes?
I have 8 feature options that the class will get to choose 6 from. The level breakdown is 3,9,9,9,13,17. The problem I'm running into (which admittedly I'm probably overcomplicating) is they have 4 choices of "background" and there is one that I want to be designated for each one of those backgrounds as granted, and the remaining 7 will be a choice they can make at the appropriate levels. My current thought process is to create the action as part of the background selection for that feature option, then when they get to the choices just know that they shouldn't pick the same option twice. What i'm hoping is there is a way to make it "granted" for that one prerequisite and still an option for the every other option at a later level.
You would have to create those options twice, once as “granted” and once as not granted and tell the player they can’t choose the same one a second time. But you can only make the prerequisites Options they have already chosen from a rich feature, you can’t make Backgrounds as prerequisites. So you would have to set up a different feature with a different set of Options to coincide with the backgrounds and they would have to choose the correct one there first. I hope that makes sense.
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I’m having a problem with replacing the AC bonus with strength instead of Dex. I’ve tried
Modifier:Bonus->Subtype:Ac Armor Class->Ability Score:STR
Modifier:Ignore->Subtype:Unarmored DEX AC Bonus
But the strength modifier never shows up and the Dex is still there.
As per the Subclasses & Species FAQ #9, you want the following:
After that, you need to save it properly. Please see the General FAQ #6 in the very first post of this thread.
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Should Homebrew Subclasses &
RacesSpecies FAQ # 8 be updated with the modifier "Bonus - Magic Item Attack With Intelligence" which the Artificer Battle Smith uses. I use it in my Weaveblade subclasses and in my Weaveblade feats.How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
That will affect all magic weapons the PC uses, and only magic weapons.
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True. But as a subclass feature, it's certainly worth mentioning. Considering the likelihood of a PC wielding more than 1 magical weapon at a time, a note saying "this bonus effects any magical weapon." I think it is worth inclusion in that section.
Is this a how to or not? 😝
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
I’m working on a PDF for publication, I’ll update the FAQ when I get a chance.
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I couldn't find this...but is it possible to add a Feature/trait to the Homebrewed race and give it a DC like you would with a spell? Right now the only way i can see to do it would be to homebrew my own spell and add that to the feature. But this would also add the spell to my players spell books since it forces me to pick a class and what not.
Yes, you need to add an Action to the racial trait. Make sure to designate an Ability Score and a Save Type and leave the Attack Range blank.
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This is my first post and I'm not even sure if it's in the right place. So if it's not please direct me to where I should go.
I have a problem with two subclass features. The first subclass feature is "You gain a flying speed of 5ft." and the other one is "All forms of movement you possess have their speed increased by 10ft." I am able to add the 5ft. of flying speed but whenever I try to give the + 10ft. bonus to all current speeds, it increases the walking speed but not the flying. The walking speed is the only other form of movement, which Is just the base 30 ft.
If there is anything I'm doing wrong, please tell me. Thank you in advance.
How are you increasing the speed? What Modifier are you using?
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For the increased bonus to all speeds I'm using, Bonus - Speed - Fixed value 10. For the 5ft of flying I used, Set - Innate Speed (Flying) - Fixed value 5.
Also, both of these are options that you can select in the character sheet editor.
Well, that looks right to me. Have you tried re-saving the entire project?
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Thanks, that helped, I just had to save.
One more question though. I have a subclass feature that gives a +2d4 radiant damage to all weapon attacks. Is there any way to have it automatically applied, or do I have to manually enter the damage on the character sheet?
Thank You!