I created 3 spells in total I want to be gifted to one of players. He is a warlock, I want the spells to act as normal when casting (meaning use his pact slots) but I don't want them to take away from his learned spells. What would be the best way to give him access to the spells?
I recommend searching through the forums for the answer to this - especially in the homebrew section of the forums. This gets asked a lot and the answer is definitely already out there to find. I just don't use the homebrew system often enough to remember it.
What would be the best way to give him access to the spells?
Create a homebrewed variant of their Warlock subclass and add a 1st-level feature to it.* As part of that new feature you will need to “Add a Spell” three times, once for each of the three spells, make sure that the “Spell” field contains the name of one (and only one!) of the three spells in question, that “Consumes Spell Slot” is set to Yes and that “Counts as Known” is set to No. Leave everything else blank except make sure to enter the correct character level for a spell of the appropriate level (3rd for a 2nd-level spell, etc.)
I hope that helps.
*(This is one of the few times I would recommend creating the feature as “additional” and not “granted,” the player would just have to make sure to turn on “optional class features” on the Home tab of their character builder, and on the Class tab they would need to go to the “optional features manager” subtab and toggle on your new feature as well. I know it sounds like a pain, but this way you can opt to exclude them in a future campaign as needed.)
Is this the only way? Problem is he's already warlock 4/sorcerer 3. They're also gonna be given at separate times based on story not his class lvl if that helps narrow down another way.
You could make a homebrewed copy of their Race instead, but it won’t be any less work. Unfortunately the settings you require are not available when adding Spells to a Feat, and if you add the spells to a Magic Item they won’t tie into their Pact Magic slots. A Subclass really is the best and simplest way to do what you want.
If you use their existing Warlock subclass as the template you can swap their current Subclass for your version without adversely affect their character one bit. Aside from whatever you add it will be identical to their original Subclass so it won’t hurt anything. (Just don’t remove the base Warlock class or you wold have to remove Sorcerer too and then put it all back again to get things back in the correct order. Yup, you guessed it, I learned that the hard way. At least I can inform you to not make that same mistake.)
The answer to doling those spells out at the right times is simple, create not one but three “addition” subclass features, one for each spell. That way you can just turn them on whenever the story dictates they learn that spell. (That’s part of why I suggested making it/them “addition” features and not “granted” features. Granted features are always on, but additional/replacement features are only on if they are specifically turned on.
Creating the copy subclass takes 2 seconds and adding these features, and Ben three of them, will take less than 5 minutes each as since you already wrote the spells (they’re more complicated). All told this entire process would take less than 20 minutes including making the adjusting their character sheet for them to swap the subclass and flip all the correct toggles. It sounds more complicated than it really is. If you need further help just post back here and I or someone else will see it and help.
Awesome thank you so much, yea the spells are made and function properly already and yes it definitely sounds like more work than it actually is. I appreciate the help and again thank you so much!
I created 3 spells in total I want to be gifted to one of players. He is a warlock, I want the spells to act as normal when casting (meaning use his pact slots) but I don't want them to take away from his learned spells. What would be the best way to give him access to the spells?
I recommend searching through the forums for the answer to this - especially in the homebrew section of the forums. This gets asked a lot and the answer is definitely already out there to find. I just don't use the homebrew system often enough to remember it.
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Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
I'll double check but I did try searching first.
Create a homebrewed variant of their Warlock subclass and add a 1st-level feature to it.* As part of that new feature you will need to “Add a Spell” three times, once for each of the three spells, make sure that the “Spell” field contains the name of one (and only one!) of the three spells in question, that “Consumes Spell Slot” is set to Yes and that “Counts as Known” is set to No. Leave everything else blank except make sure to enter the correct character level for a spell of the appropriate level (3rd for a 2nd-level spell, etc.)
I hope that helps.
*(This is one of the few times I would recommend creating the feature as “additional” and not “granted,” the player would just have to make sure to turn on “optional class features” on the Home tab of their character builder, and on the Class tab they would need to go to the “optional features manager” subtab and toggle on your new feature as well. I know it sounds like a pain, but this way you can opt to exclude them in a future campaign as needed.)
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Is this the only way? Problem is he's already warlock 4/sorcerer 3. They're also gonna be given at separate times based on story not his class lvl if that helps narrow down another way.
You could make a homebrewed copy of their Race instead, but it won’t be any less work. Unfortunately the settings you require are not available when adding Spells to a Feat, and if you add the spells to a Magic Item they won’t tie into their Pact Magic slots. A Subclass really is the best and simplest way to do what you want.
If you use their existing Warlock subclass as the template you can swap their current Subclass for your version without adversely affect their character one bit. Aside from whatever you add it will be identical to their original Subclass so it won’t hurt anything. (Just don’t remove the base Warlock class or you wold have to remove Sorcerer too and then put it all back again to get things back in the correct order. Yup, you guessed it, I learned that the hard way. At least I can inform you to not make that same mistake.)
The answer to doling those spells out at the right times is simple, create not one but three “addition” subclass features, one for each spell. That way you can just turn them on whenever the story dictates they learn that spell. (That’s part of why I suggested making it/them “addition” features and not “granted” features. Granted features are always on, but additional/replacement features are only on if they are specifically turned on.
Creating the copy subclass takes 2 seconds and adding these features, and Ben three of them, will take less than 5 minutes each as since you already wrote the spells (they’re more complicated). All told this entire process would take less than 20 minutes including making the adjusting their character sheet for them to swap the subclass and flip all the correct toggles. It sounds more complicated than it really is. If you need further help just post back here and I or someone else will see it and help.
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Awesome thank you so much, yea the spells are made and function properly already and yes it definitely sounds like more work than it actually is. I appreciate the help and again thank you so much!
Happy to as usual.
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