I am having trouble getting the options to show in the drop down in the character builder. I have created two options that should be available to choose from at 3rd level. I see the drop down that says "- Choose a level 3 option -", but that is all it says.
Each of the options has the "Is granted?" option checked, the prereq stuff is all blank, and the required level is set to 3.
Is there something I am doing wrong?
Also is there a good guide that has more explanation about what the different things do? I feel like I am just kind of stumbling through with a bit of a shotgun debugging approach...
Awesome that worked! Thank you, that was not intuitive for me.
Now how do I make a class feature dependent on a class feature option. For example Arcane Initiate for the Arcana Domain Cleric?
I've used this quite a lot! :D
In the later feature you'll want to make options that coincide with the previous. Have the pre-requisite set to be the option from the earlier feature, and that should limit the options. It's tempting to choose "Is Granted", but I'd recommend not. The user will have to pick the option from the list, but only ones they have the pre-requisite for will appear as choices.
I am not sure I understand. The Class Features don't have prereqs, so I can't set one for them.
Using the cleric as the example again, when I select the arcana domain, the Arcane Initiate Feature appears, but if I choose a different domain it vanishes again.
Based on what I think you recommended, the Arcane Initiate feature would always be there even if I have a Death or knowledge domain cleric. I just wouldn't have the options inside that allow the two wizard cantrips.
I think I may have misunderstood what you're looking for, my apologies! Let's see if we can clear this up. :)
What I interpreted is that you want a later class feature to be determined based on an earlier selection. To work with your example, if the Cleric was a subclass instead of a Class, and all of the domains were options at Level 1, in order to have all of the features for those domains only permitted to the correct selection each of the features at say, Level 2, would be options within a larger feature that contained them.
What I describe above is how to achieve that-- However, it might not be the most clear, so in the spoiler tag below is hopefully a better example.
If this interpretation is not correct, would you be able to try demonstrating your example in another way? I'd love to be able to help you. :) If you're working on a specific piece of homebrew I would be happy to take a look at it, as well, to give you the most tailored advice.
That's why you'll need to make an Option in the new feature.
Here's an example:
At Level 3 the user can choose between proficiency in Arcana, Religion, or History. You create an option for each, and the user chooses what they'd like.
At level 10 you'd like to give them a feature dependant on their choice. So you create a feature that acts as a container. Within that feature are the 3 options, and those options are each given the prerequisite of the related choice from 3rd level. Then when the user hits level 10, they will only have the option to choose the feature option tied to the level 3 choice.
Okay, I'm not sure I can do what I want then, but I want to make sure. I tried to attach pictures but I can't, so hopefully I can explain myself a little better. Maybe I'm using the terminology incorrectly so I'm gonna over-explain a bit to make sure I am not making an incorrect assumption.
So I'll be using the Cleric and selecting a domain as the example again.
I am calling things that appear under the top level of class features, the ones with the green plus or minus sign in the character builder, class features. Any of the choices under a feature are options.
For the Cleric feature 'Divine Domain' you pick an option like 'Arcana Domain' or 'Death Domain.' When I have selected the 'Arcana Domain' option a new class feature 'Arcane Initiate' appears. If I change my option to 'Death Domain' then the 'Arcane Initiate' feature disappears and a new feature 'Reaper' is now available. This behavior is what I am trying to replicate.
I also have not been able to grant specific spells without a drop down. I want to just assign spells at a given level, again using the cleric as the example, like the domain spells. I select 'Arcana Domain' and the spells 'Detect Magic' and 'Magic Missile' automatically appear in the prepared section under spells. I change my option to 'Death Domain' then it changes to 'False Life' and 'Ray of Sickness.' There was no selection drop down needed, how do I replicate this behavior?
Also since I have gone on this deep dive I also am experiencing an issue adding spells to another class. I have added cleric spells, which are all known (which is contributing to this problem) at half level progression to a monk. When I select spells in the character builder, then open the add spells section there is a red circle with an exclamation point in it. The same symbol is next to the known spells line where it is showing 'Known Spells: 16/3' on a cleric that same line reads some thing like 'Prepared Spells: 0/1(17 Known)' Am I doing something wrong when adding the spellcasting to the subclass?
Sorry if this is a lot, but I am really trying to understand how the system works. Thank you so much for your help!
Okay, I'm not sure I can do what I want then, but I want to make sure. I tried to attach pictures but I can't, so hopefully I can explain myself a little better. Maybe I'm using the terminology incorrectly so I'm gonna over-explain a bit to make sure I am not making an incorrect assumption.
So I'll be using the Cleric and selecting a domain as the example again.
I am calling things that appear under the top level of class features, the ones with the green plus or minus sign in the character builder, class features. Any of the choices under a feature are options.
(1) For the Cleric feature 'Divine Domain' you pick an option like 'Arcana Domain' or 'Death Domain.' When I have selected the 'Arcana Domain' option a new class feature 'Arcane Initiate' appears. If I change my option to 'Death Domain' then the 'Arcane Initiate' feature disappears and a new feature 'Reaper' is now available. This behavior is what I am trying to replicate.
(2) I also have not been able to grant specific spells without a drop down. I want to just assign spells at a given level, again using the cleric as the example, like the domain spells. I select 'Arcana Domain' and the spells 'Detect Magic' and 'Magic Missile' automatically appear in the prepared section under spells. I change my option to 'Death Domain' then it changes to 'False Life' and 'Ray of Sickness.' There was no selection drop down needed, how do I replicate this behavior?
(3) Also since I have gone on this deep dive I also am experiencing an issue adding spells to another class. I have added cleric spells, which are all known (which is contributing to this problem) at half level progression to a monk. When I select spells in the character builder, then open the add spells section there is a red circle with an exclamation point in it. The same symbol is next to the known spells line where it is showing 'Known Spells: 16/3' on a cleric that same line reads some thing like 'Prepared Spells: 0/1(17 Known)' Am I doing something wrong when adding the spellcasting to the subclass?
Sorry if this is a lot, but I am really trying to understand how the system works. Thank you so much for your help!
No apologies needed! I'll answer to the best of my abilities. :)
(1) Yes, I see. Unfortunately you cannot do this with a subclass, this is specifically the behaviour of Classes when choosing a subclass. The way I describe above is the closest you can mimic something like that for a subclass feature that chains into other features.
(2) All Cleric subclasses have a feature called Domain Spells. Within that, each spell is individually added using the "Spells" subfeature in the builder. You will need to add each spell one at a time, not as a part of one spell subfeature. Creating one means that you're giving them a choice from what you input, putting them in separately and assigning the level they are added at will mimic the behaviour of the Domain Spells feature. If you'd like to see how this works in practice, try making a copy of a Cleric Domain and seeing how those spells are entered in the Domain Spells feature. :)
(3) Could you give me the link to this subclass? It does not need to be published for me to access it. If it makes you feel more comfortable you can also send it to me by PM. I will be able to take a look and hopefully give you a more concise/accurate assistance on this one.
1. Okay, thats what I was thinking, thanks for your assistance.
2. I don't know why making a copy hadn't occured to me but I'll give that a shot, thanks again!
3. This is a super prototype, I eventually want to build something out of it, but in its current state I was just trying stuff to see what it did and what I can do. It is called way of the faithful. Hope this is the correct link:
Doesn't look like you're doing anything incorrectly.
I did a few tests trying to make a Prepared Caster subclass from other non-casting classes, and the issue is consistent. I'll submit feedback regarding the issue for now, and let you know if anything changes on this front.
I've got another update, though it is probably related to the prepared caster issue as well. I was, I think, able to successfully add spells in a way that mimics the domain spells of the cleric class. However I did not see them in the list, the only clue I have that it might have worked is that the known spells line changes from 16/3 known to 18/3 known. As there is no prepared spells section they are otherwise completely hidden. Don't know if this helps at all, but figured I would let you know that I noticed this behavior.
Hey uhm, I'm creating a Homebrew Subclass and I'm trying to create more available options. I made 8 options, and I want the user to be able to choose 3 out of 8 of them, but it's only allowing me to choose 1 of them, instead of my desired 3. How do I change that?
Hey uhm, I'm creating a Homebrew Subclass and I'm trying to create more available options. I made 8 options, and I want the user to be able to choose 3 out of 8 of them, but it's only allowing me to choose 1 of them, instead of my desired 3. How do I change that?
Hey Sposta. I'm working on a Paladin Subclass, and I'm having some trouble with my feature options for my Aura (lvl 7) and enhanced Aura (lvl 18). I have a set of 4 options to choose one at lvl 7 and one at lvl 18. I can't seem to find any instructions from your previous post of How To spoilers to limit the choices at lvl 18 to not include the option they picked at lvl 7. can you point me in the correct direction on how to remove the choice that they picked at lvl 7 in the list available at lvl 18?
Hey Sposta. I'm working on a Paladin Subclass, and I'm having some trouble with my feature options for my Aura (lvl 7) and enhanced Aura (lvl 18). I have a set of 4 options to choose one at lvl 7 and one at lvl 18. I can't seem to find any instructions from your previous post of How To spoilers to limit the choices at lvl 18 to not include the option they picked at lvl 7. can you point me in the correct direction on how to remove the choice that they picked at lvl 7 in the list available at lvl 18?
Funily enough, I’ve been working on a subclass with a to of Options all night, 15 down and 15 to go. 🙄 (Why do I keep writing so many subclasses with so many Options?!? 😝)
Short answer is you can’t, you’re gonna hafta add it to an 18th level feature. I know Paladins don’t get a feature @18th, but as long as you don’t care about publishing the subclass it shouldn’t be a problem. Either that or make it very clear in the description and trust your player to pick the correct Option @ 18th level. Or just have it come online @20th level instead?
Lemme ask you though, if they only get that 1 single “choice” @ 18th, then why make it an Option at all? What does it do? Maybe you can use an Action that just doesn’t come online until 18th level or something. Just spitballing here. The more I know the better I can help.
Lemme ask you though, if they only get that 1 single “choice” @ 18th, then why make it an Option at all? What does it do? Maybe you can use an Action that just doesn’t come online until 18th level or something.
If I wasn't still working on the channel divinity and level 15 feature, I would go ahead and publish it for you to look at. The subclass has some dynamic choices, where the player could choose to be specific on a certain elemental damage or they can mix and match their skills/spells.
Here is what I have for the Aura. I already have a note that the character sheet will show resistance and immunity. Unless you know of a way to remove the resistance of the aura when they pick the immunity, but it just seems that is a limitation of the app/website.
Aura of Conduence: You become a Conduent of one elemental damage. While you are conscious, you and friendly creatures, including you, within {{scalevalue}} ft. gain resistance to cold, fire, lightening & thunder damage. -------
Starting at 7th level, you can choose one elemental damage to become immune to while any friendly creatures, including you, within 10 feet of you gain resistance to cold, fire, lightening & thunder, while you are conscious.
At 18th level, the range of this aura increases to 30 feet and you can choose an additional immunity.
----------
NOTE TO DM and PLAYER: Due to limitations on DnDBeyond, your character sheet will show both resistance and immunity to the ones that you choose to be immune to.
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I am having trouble getting the options to show in the drop down in the character builder. I have created two options that should be available to choose from at 3rd level. I see the drop down that says "- Choose a level 3 option -", but that is all it says.
Each of the options has the "Is granted?" option checked, the prereq stuff is all blank, and the required level is set to 3.
Is there something I am doing wrong?
Also is there a good guide that has more explanation about what the different things do? I feel like I am just kind of stumbling through with a bit of a shotgun debugging approach...
Hi Kayosfrawg! Try unchecking the "Is granted" box. I think that should do the trick. Let me know!
In regards to the query about a guide: There is one in the works. No ETA on it yet.
Awesome that worked! Thank you, that was not intuitive for me.
Now how do I make a class feature dependent on a class feature option. For example Arcane Initiate for the Arcana Domain Cleric?
I've used this quite a lot! :D
In the later feature you'll want to make options that coincide with the previous. Have the pre-requisite set to be the option from the earlier feature, and that should limit the options. It's tempting to choose "Is Granted", but I'd recommend not. The user will have to pick the option from the list, but only ones they have the pre-requisite for will appear as choices.
I am not sure I understand. The Class Features don't have prereqs, so I can't set one for them.
Using the cleric as the example again, when I select the arcana domain, the Arcane Initiate Feature appears, but if I choose a different domain it vanishes again.
Based on what I think you recommended, the Arcane Initiate feature would always be there even if I have a Death or knowledge domain cleric. I just wouldn't have the options inside that allow the two wizard cantrips.
I think I may have misunderstood what you're looking for, my apologies! Let's see if we can clear this up. :)
What I interpreted is that you want a later class feature to be determined based on an earlier selection. To work with your example, if the Cleric was a subclass instead of a Class, and all of the domains were options at Level 1, in order to have all of the features for those domains only permitted to the correct selection each of the features at say, Level 2, would be options within a larger feature that contained them.
What I describe above is how to achieve that-- However, it might not be the most clear, so in the spoiler tag below is hopefully a better example.
If this interpretation is not correct, would you be able to try demonstrating your example in another way? I'd love to be able to help you. :) If you're working on a specific piece of homebrew I would be happy to take a look at it, as well, to give you the most tailored advice.
That's why you'll need to make an Option in the new feature.
Here's an example:
At Level 3 the user can choose between proficiency in Arcana, Religion, or History. You create an option for each, and the user chooses what they'd like.
At level 10 you'd like to give them a feature dependant on their choice. So you create a feature that acts as a container. Within that feature are the 3 options, and those options are each given the prerequisite of the related choice from 3rd level. Then when the user hits level 10, they will only have the option to choose the feature option tied to the level 3 choice.
Okay, I'm not sure I can do what I want then, but I want to make sure. I tried to attach pictures but I can't, so hopefully I can explain myself a little better. Maybe I'm using the terminology incorrectly so I'm gonna over-explain a bit to make sure I am not making an incorrect assumption.
So I'll be using the Cleric and selecting a domain as the example again.
I am calling things that appear under the top level of class features, the ones with the green plus or minus sign in the character builder, class features. Any of the choices under a feature are options.
For the Cleric feature 'Divine Domain' you pick an option like 'Arcana Domain' or 'Death Domain.' When I have selected the 'Arcana Domain' option a new class feature 'Arcane Initiate' appears. If I change my option to 'Death Domain' then the 'Arcane Initiate' feature disappears and a new feature 'Reaper' is now available. This behavior is what I am trying to replicate.
I also have not been able to grant specific spells without a drop down. I want to just assign spells at a given level, again using the cleric as the example, like the domain spells. I select 'Arcana Domain' and the spells 'Detect Magic' and 'Magic Missile' automatically appear in the prepared section under spells. I change my option to 'Death Domain' then it changes to 'False Life' and 'Ray of Sickness.' There was no selection drop down needed, how do I replicate this behavior?
Also since I have gone on this deep dive I also am experiencing an issue adding spells to another class. I have added cleric spells, which are all known (which is contributing to this problem) at half level progression to a monk. When I select spells in the character builder, then open the add spells section there is a red circle with an exclamation point in it. The same symbol is next to the known spells line where it is showing 'Known Spells: 16/3' on a cleric that same line reads some thing like 'Prepared Spells: 0/1(17 Known)' Am I doing something wrong when adding the spellcasting to the subclass?
Sorry if this is a lot, but I am really trying to understand how the system works. Thank you so much for your help!
No apologies needed! I'll answer to the best of my abilities. :)
(1) Yes, I see. Unfortunately you cannot do this with a subclass, this is specifically the behaviour of Classes when choosing a subclass. The way I describe above is the closest you can mimic something like that for a subclass feature that chains into other features.
(2) All Cleric subclasses have a feature called Domain Spells. Within that, each spell is individually added using the "Spells" subfeature in the builder. You will need to add each spell one at a time, not as a part of one spell subfeature. Creating one means that you're giving them a choice from what you input, putting them in separately and assigning the level they are added at will mimic the behaviour of the Domain Spells feature. If you'd like to see how this works in practice, try making a copy of a Cleric Domain and seeing how those spells are entered in the Domain Spells feature. :)
(3) Could you give me the link to this subclass? It does not need to be published for me to access it. If it makes you feel more comfortable you can also send it to me by PM. I will be able to take a look and hopefully give you a more concise/accurate assistance on this one.
I hope I was able to be helpful.
1. Okay, thats what I was thinking, thanks for your assistance.
2. I don't know why making a copy hadn't occured to me but I'll give that a shot, thanks again!
3. This is a super prototype, I eventually want to build something out of it, but in its current state I was just trying stuff to see what it did and what I can do. It is called way of the faithful. Hope this is the correct link:
https://www.dndbeyond.com/classes/monk/subclass/124111
Thank you Kayosfrawg!
Doesn't look like you're doing anything incorrectly.
I did a few tests trying to make a Prepared Caster subclass from other non-casting classes, and the issue is consistent. I'll submit feedback regarding the issue for now, and let you know if anything changes on this front.
I've got another update, though it is probably related to the prepared caster issue as well. I was, I think, able to successfully add spells in a way that mimics the domain spells of the cleric class. However I did not see them in the list, the only clue I have that it might have worked is that the known spells line changes from 16/3 known to 18/3 known. As there is no prepared spells section they are otherwise completely hidden. Don't know if this helps at all, but figured I would let you know that I noticed this behavior.
How do I add the Variant feature to a Subclass homebrew?
so I can Create subclasses with the feat to start like human variant.
Modifier: Feat->Subtype: Choose a Feat
But if you add that using “options” like this thread is about it won’t work properly. Options make dropdowns like that screwey.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
Hey uhm, I'm creating a Homebrew Subclass and I'm trying to create more available options. I made 8 options, and I want the user to be able to choose 3 out of 8 of them, but it's only allowing me to choose 1 of them, instead of my desired 3. How do I change that?
I explain options fully in these two threads:
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
Thank you so much! That fixed it completely
Happy to help.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
Hey Sposta.
I'm working on a Paladin Subclass, and I'm having some trouble with my feature options for my Aura (lvl 7) and enhanced Aura (lvl 18). I have a set of 4 options to choose one at lvl 7 and one at lvl 18. I can't seem to find any instructions from your previous post of How To spoilers to limit the choices at lvl 18 to not include the option they picked at lvl 7. can you point me in the correct direction on how to remove the choice that they picked at lvl 7 in the list available at lvl 18?
Funily enough, I’ve been working on a subclass with a to of Options all night, 15 down and 15 to go. 🙄 (Why do I keep writing so many subclasses with so many Options?!? 😝)
Short answer is you can’t, you’re gonna hafta add it to an 18th level feature. I know Paladins don’t get a feature @18th, but as long as you don’t care about publishing the subclass it shouldn’t be a problem. Either that or make it very clear in the description and trust your player to pick the correct Option @ 18th level. Or just have it come online @20th level instead?
Lemme ask you though, if they only get that 1 single “choice” @ 18th, then why make it an Option at all? What does it do? Maybe you can use an Action that just doesn’t come online until 18th level or something. Just spitballing here. The more I know the better I can help.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
If I wasn't still working on the channel divinity and level 15 feature, I would go ahead and publish it for you to look at. The subclass has some dynamic choices, where the player could choose to be specific on a certain elemental damage or they can mix and match their skills/spells.
Here is what I have for the Aura. I already have a note that the character sheet will show resistance and immunity. Unless you know of a way to remove the resistance of the aura when they pick the immunity, but it just seems that is a limitation of the app/website.
Aura of Conduence:
You become a Conduent of one elemental damage.
While you are conscious, you and friendly creatures, including you, within {{scalevalue}} ft. gain resistance to cold, fire, lightening & thunder damage.
-------
Starting at 7th level, you can choose one elemental damage to become immune to while any friendly creatures, including you, within 10 feet of you gain resistance to cold, fire, lightening & thunder, while you are conscious.
At 18th level, the range of this aura increases to 30 feet and you can choose an additional immunity.
----------
NOTE TO DM and PLAYER: Due to limitations on DnDBeyond, your character sheet will show both resistance and immunity to the ones that you choose to be immune to.