So uh.. I've been working hard to make this huge content pack for D&D, and I'm sort of stuck on something right now; don't know if it's because I'm sleepy or not, but,
Here's my situation:
Basically, I have this subclass for the Sorcerer class that has access to a bunch of handcrafted spells I made, but I want all these spells to fall into specific categories. For example: Let's say there's a fire spell and a healing spell, and I want the fire spell to be only used by a sub class of the sub class that is a pyromancer, and the healing spell to be used by some sort of medicinal subsubclass. My question is, would I have to make another subclass to do this? What I usually do for other content is make an Option that would unlock branches depending on the selected item, but I don't know if that'll work for classes. I don't know if I made Option 1 and Option 2 would keep the spells to those specified, because the top subclass would have access to all of that- I think.
So.. if anyone knows what I'm talking about, am I doing it right by making a bunch of options in one Subclass to open up specific lines of spells, or would I need to make a line of subclasses to keep the spells to each specified category? I don't know if things like the different Oaths for Paladins are all Subclasses, or options; that's my true dilemma.
If I understand, you want to have your subclass with an option, where the player chooses "pyromancer" or "healing" etc and then have spells that kick in later levels based on that choice?
That sounds totally like it should work - just add the spells to the option.
However, if what you want to do is make an option and then have later options restricted based upon the option you initially chose, I don't think this is possible.
If I am not wrong within each choice inside a feature you can associate specific spells it would grant, and you can make choices at higher levels dependent on the choice made earlier (for example, one chooses Pyro at level 1, and then at lvl 3 they are automatically granted the appropriate feature choice based on that).
So, yeah, don't add the spells to the main subclass, add them to the choices inside the features.
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Let me clarify some terms so we both know what we're talking about. You have a sorcerer subclass with three different options. Thankfully, you don't need to make different subclasses for each option but the subclass is going to be very complex to build. Take a feature and add options to it. In each option, scroll down to spells and add spells. If you plan on publishing the subclass, make sure the subclass works; with this much complexity it's easy to over look something.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Let me clarify some terms so we both know what we're talking about. You have a sorcerer subclass with three different options. Thankfully, you don't need to make different subclasses for each option but the subclass is going to be very complex to build. Take a feature and add options to it. In each option, scroll down to spells and add spells. If you plan on publishing the subclass, make sure the subclass works; with this much complexity it's easy to over look something.
If I am not wrong within each choice inside a feature you can associate specific spells it would grant, and you can make choices at higher levels dependent on the choice made earlier (for example, one chooses Pyro at level 1, and then at lvl 3 they are automatically granted the appropriate feature choice based on that).
So, yeah, don't add the spells to the main subclass, add them to the choices inside the features.
If I understand, you want to have your subclass with an option, where the player chooses "pyromancer" or "healing" etc and then have spells that kick in later levels based on that choice?
That sounds totally like it should work - just add the spells to the option.
However, if what you want to do is make an option and then have later options restricted based upon the option you initially chose, I don't think this is possible.
You all nailed it in your own ways. So yeah, I'm just trying to put spells to 'sub-sub classes', so I think putting the spells in options will work. A big hassle, but it should accomplish what I'm looking for. Through trial and error, I'll see if this works. Just wanted to verify if this method would work correctly, and that I wasn't missing any other technique that would work properly, or if I was about to attempt was right. Thanks!
This sounds a lot like like a druid circle of the land type situation. So either you can do what DDB did and make each sub-subclass its own subclass, or you can use options like DDB should have done if that works.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So uh.. I've been working hard to make this huge content pack for D&D, and I'm sort of stuck on something right now; don't know if it's because I'm sleepy or not, but,
Here's my situation:
Basically, I have this subclass for the Sorcerer class that has access to a bunch of handcrafted spells I made, but I want all these spells to fall into specific categories. For example: Let's say there's a fire spell and a healing spell, and I want the fire spell to be only used by a sub class of the sub class that is a pyromancer, and the healing spell to be used by some sort of medicinal subsubclass. My question is, would I have to make another subclass to do this? What I usually do for other content is make an Option that would unlock branches depending on the selected item, but I don't know if that'll work for classes. I don't know if I made Option 1 and Option 2 would keep the spells to those specified, because the top subclass would have access to all of that- I think.
So.. if anyone knows what I'm talking about, am I doing it right by making a bunch of options in one Subclass to open up specific lines of spells, or would I need to make a line of subclasses to keep the spells to each specified category? I don't know if things like the different Oaths for Paladins are all Subclasses, or options; that's my true dilemma.
Any advice helps. Thanks!
Epik Berm, the amateur Game Master.
If I understand, you want to have your subclass with an option, where the player chooses "pyromancer" or "healing" etc and then have spells that kick in later levels based on that choice?
That sounds totally like it should work - just add the spells to the option.
However, if what you want to do is make an option and then have later options restricted based upon the option you initially chose, I don't think this is possible.
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!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
If I am not wrong within each choice inside a feature you can associate specific spells it would grant, and you can make choices at higher levels dependent on the choice made earlier (for example, one chooses Pyro at level 1, and then at lvl 3 they are automatically granted the appropriate feature choice based on that).
So, yeah, don't add the spells to the main subclass, add them to the choices inside the features.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Let me clarify some terms so we both know what we're talking about. You have a sorcerer subclass with three different options. Thankfully, you don't need to make different subclasses for each option but the subclass is going to be very complex to build. Take a feature and add options to it. In each option, scroll down to spells and add spells. If you plan on publishing the subclass, make sure the subclass works; with this much complexity it's easy to over look something.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
You all nailed it in your own ways. So yeah, I'm just trying to put spells to 'sub-sub classes', so I think putting the spells in options will work. A big hassle, but it should accomplish what I'm looking for. Through trial and error, I'll see if this works. Just wanted to verify if this method would work correctly, and that I wasn't missing any other technique that would work properly, or if I was about to attempt was right. Thanks!
Epik Berm, the amateur Game Master.
This sounds a lot like like a druid circle of the land type situation. So either you can do what DDB did and make each sub-subclass its own subclass, or you can use options like DDB should have done if that works.