As a DM, I feel like sorcerers and warlock are a bit starved for spells known. The consequence is that we end up seeing almost always the same few spells at the table, which becomes a bit boring and predictable. I've found two ways to "patch" that.
1) the Warlock gets extra Mystic Arcanum, for spells level 1-5. This lets him selects some spells that might not scale as well, or be more circumstantial.
2) the Sorcerer gets a feature that lets her try to learn spells that are cast on her (basically an arcana check to identify + another check to learn, using her reaction)
My issue is about how to implement these things on beyond. I thought about creating a feat or a magic item that would add some spells to spell known, but I can't seem to able to make it work.
The way I've managed to implement it is by creating a new subrace. For instance, since my sorcerer is a wood elf, i've created a copy of the wood elf subrace, added a racial trait that gives access to spells, select the sorcerer spell class, specified that it uses charisma, counts as spell known/consumes a spell slot, and ticked the "is infinite" box.
This workaround works, but is also kind of unsatisfying, since we have to go back to the race tab of the builder screen each time. It doesn't matter as much for the warlock since the arcanum will only happen on level up anyway, but it's kind of unwieldy and inelegant.
After a bit of thinking, I realised i can also do this creating a subclass. This is slightly more satisfying, but I would like something I can "plug" on top of a character, like a magic item or feat?
"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
The Warlock is the least problematic of the two - since it's essentially a class feature that I'm trying to add, adding it to a subclass makes sense. And I like that it shows up in the builder during level up, since this is when it should trigger.
The sorcerer is where I'm stuck, i'd really like to be able to just go to the feat or equipement tab and just select the new learned spell. I don't really care, or even want it, to have a cap, since the sorcerer could theoretically learn all of the spells from his list (which doesn't matter, since arcane spellcaster aren't all that common in my campaign, so she won't have that many occasions anyway).
If you do it as a subclass you can make a duplicate of the original with the extra class feature it should work, but you have to learn about changing that stuff with snippet codes and such. The easiest way would be one additional spell at each level up to Cha Mod so it caps at lvl 5, one spell at each level.
For the sorcerer feature you will need to make a homebrew subclass with a feature whose only modifier is Spell > Spell List=Sorcerer > Consumes Spell Slots=Yes > Counts As Known Spell=No > Is Infinite.
A feat won’t work, those spells are separate from normal casting.
"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 will need to make a homebrew subclass with a feature whose only modifier is Spell > Spell List=Sorcerer > Consumes Spell Slots=Yes > Counts As Known Spell=No > Is Infinite.
As I mentioned, I already found this option, and was looking for a simpler implementation, via a feat or magic item.
But I assume it's just not possible, and the subclass is indeed the best way to do it.
"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
Just so everyone's aware, it's been a known problem since 2017 that there's no way to add spells known to a player character, and five years later there's still no update. I gave a player an additional spell known as an award for solving a tricky puzzle, and forums from back in 2017 were asking the question, and there's still no way to do it.
Hi,
As a DM, I feel like sorcerers and warlock are a bit starved for spells known. The consequence is that we end up seeing almost always the same few spells at the table, which becomes a bit boring and predictable. I've found two ways to "patch" that.
1) the Warlock gets extra Mystic Arcanum, for spells level 1-5. This lets him selects some spells that might not scale as well, or be more circumstantial.
2) the Sorcerer gets a feature that lets her try to learn spells that are cast on her (basically an arcana check to identify + another check to learn, using her reaction)
My issue is about how to implement these things on beyond. I thought about creating a feat or a magic item that would add some spells to spell known, but I can't seem to able to make it work.
The way I've managed to implement it is by creating a new subrace. For instance, since my sorcerer is a wood elf, i've created a copy of the wood elf subrace, added a racial trait that gives access to spells, select the sorcerer spell class, specified that it uses charisma, counts as spell known/consumes a spell slot, and ticked the "is infinite" box.
This workaround works, but is also kind of unsatisfying, since we have to go back to the race tab of the builder screen each time. It doesn't matter as much for the warlock since the arcanum will only happen on level up anyway, but it's kind of unwieldy and inelegant.
So, does anyone have a better way to do this ?
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After a bit of thinking, I realised i can also do this creating a subclass. This is slightly more satisfying, but I would like something I can "plug" on top of a character, like a magic item or feat?
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Honestly, the easiest way to give them access to more spells is to just give them a few wands or other items that allow them to cast spells from them.
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A feat would be the best solution for your Mystic Arcanum idea.
Depending on the exact wording of the sorcerer ability, a feat might not be the best choice as you would have to set a cap for it.
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"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
The Warlock is the least problematic of the two - since it's essentially a class feature that I'm trying to add, adding it to a subclass makes sense. And I like that it shows up in the builder during level up, since this is when it should trigger.
The sorcerer is where I'm stuck, i'd really like to be able to just go to the feat or equipement tab and just select the new learned spell. I don't really care, or even want it, to have a cap, since the sorcerer could theoretically learn all of the spells from his list (which doesn't matter, since arcane spellcaster aren't all that common in my campaign, so she won't have that many occasions anyway).
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If you do it as a subclass you can make a duplicate of the original with the extra class feature it should work, but you have to learn about changing that stuff with snippet codes and such. The easiest way would be one additional spell at each level up to Cha Mod so it caps at lvl 5, one spell at each level.
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For the sorcerer feature you will need to make a homebrew subclass with a feature whose only modifier is Spell > Spell List=Sorcerer > Consumes Spell Slots=Yes > Counts As Known Spell=No > Is Infinite.
A feat won’t work, those spells are separate from normal casting.
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
As I mentioned, I already found this option, and was looking for a simpler implementation, via a feat or magic item.
But I assume it's just not possible, and the subclass is indeed the best way to do it.
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Unfortunately, the subclass creator is the most robust homebrew editor on DDB so yes, only that will work.
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"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
Well, thanks, at least I won't waste any more time trying to make a magic item work ;)
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I'm guessing there's be no update in 2 1/2 years on DDB's part since I can't even make this work around work?
Any updates?
If there were any updates you wouldn’t have to ask.
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Just so everyone's aware, it's been a known problem since 2017 that there's no way to add spells known to a player character, and five years later there's still no update. I gave a player an additional spell known as an award for solving a tricky puzzle, and forums from back in 2017 were asking the question, and there's still no way to do it.
Sure there is, the way is, "Classic Hand Written Character Sheet allows all house rules."