For context, I'm a DM creating character sheets for some of the notable NPCs my party might encounter, and one, a wizard, studied magic in an area of the world where dunamancy is studied. I want that reflected in his character by knowing a few dunamancy spells of his own, even though he himself is a divination wizard. But for some reason, the dunamancy spells are locked so that only a graviturgy or chronomancy wizard can access them. I have Critical Role content enabled in the character builder, and I of course own the book, yet for whatever reason DnD Beyond won't let me add dunamancy spells to a non-dunamancy wizard. Is there something I'm missing here, or is it genuinely locked off. Because if it is, then there would be no way for non-dunamancy wizards to ever add those spells to their spells known tab even if the option came up in-game, which in my opinion is simply bull.
Yeah, you have to homebrew either a copy of the spells (and make them available to regular wizards) or homebrew the subclass (and add the spells to their additional spells list).
DDB enforces the default first and doesn't always support the optional.
So how did they do it on Critical Role? Caleb was a Transmutation wizard, but had access to some dunamancy spells. Did they seriously just put in a workaround only for the Critical Role cast, or did even Critical Role have to not use DnD Beyond for that aspect of Caleb's spell management?
The rules text below that on "Dunamancy for non-dunamancers" says that the DM can allow characters access to these spells, as rewards.
This is no different than a DM letting a cleric character know the fireball spell.
All of this can be accomplished via our homebrew tools.
Should it be easier for a DM to grant non-standard spells to a character? Yes, I absolutely agree with that sentiment - it should be and this is something that the team who work on the digital character sheet are aware of.
Okay, just so long as they're aware of it. Is there any estimate on when that will be available? Also, when I went and dipped my toe in to homebrew the spells, I noticed that the builder doesn't allow any dunamancy spells to be used as templates, meaning rather than being a quick, simple workaround, one would have to go through all of it by hand. Is that on the team's radar as well?
By Raw non-dunamancors can't do it. Yes it says the DM can give it out as a reward, but the DM can also give out cleric spells to a Wizard as a reward.
This is home brew. Perfectly fine to do it, but if you want to do Home brew in your game then you will HAVE to do home brew here. They will never ever set it up to let you give spells that are not part of your class into your class without home brew. Because it is home brew.
I found out what was wrong. I was narrowing the search to a spell class and then searching, and for some reason dunamancy spells won't come up if you do that. I left the spell school option blank and searched among all spells and then they appeared.
By Raw non-dunamancors can't do it. Yes it says the DM can give it out as a reward, but the DM can also give out cleric spells to a Wizard as a reward.
This is home brew. Perfectly fine to do it, but if you want to do Home brew in your game then you will HAVE to do home brew here. They will never ever set it up to let you give spells that are not part of your class into your class without home brew. Because it is home brew.
Dunamancy is itself homebrew. No such thing exists in standard 5e settings, it is a critical role thing only. If anything, most of the "dunamancy" effects already belong to transmutation school, maybe conjuration. Time? See haste, gravity? see levitate distance? see dimension door etc etc etc. These effects already neatly fit into existing spell schools.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I found out what was wrong. I was narrowing the search to a spell class and then searching, and for some reason dunamancy spells won't come up if you do that. I left the spell school option blank and searched among all spells and then they appeared.
Yeah, dunamancy spells aren't on any class's spell list, just the 2 Wizard school subclasses Chronurgy & Graviturgy, so they won't show up if you search by class spell list.
Rollback Post to RevisionRollBack
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
By Raw non-dunamancors can't do it. Yes it says the DM can give it out as a reward, but the DM can also give out cleric spells to a Wizard as a reward.
This is home brew. Perfectly fine to do it, but if you want to do Home brew in your game then you will HAVE to do home brew here. They will never ever set it up to let you give spells that are not part of your class into your class without home brew. Because it is home brew.
Dunamancy is itself homebrew. No such thing exists in standard 5e settings, it is a critical role thing only.
Well yes, but it is officially published by WotC. So it is homebrew that became an official alternative setting akin to eberron.
If anything, most of the "dunamancy" effects already belong to transmutation school, maybe conjuration. Time? See haste, gravity? see levitate distance? see dimension door etc etc etc. These effects already neatly fit into existing spell schools.
Semantics aside, this. Pretty sure I've read this somewhere in the book.
By Raw non-dunamancors can't do it. Yes it says the DM can give it out as a reward, but the DM can also give out cleric spells to a Wizard as a reward.
This is home brew. Perfectly fine to do it, but if you want to do Home brew in your game then you will HAVE to do home brew here. They will never ever set it up to let you give spells that are not part of your class into your class without home brew. Because it is home brew.
Dunamancy is itself homebrew. No such thing exists in standard 5e settings, it is a critical role thing only. If anything, most of the "dunamancy" effects already belong to transmutation school, maybe conjuration. Time? See haste, gravity? see levitate distance? see dimension door etc etc etc. These effects already neatly fit into existing spell schools.
Yes, it was a a setting in Critical Role, but it is also an official, sanctioned cannon setting. You do undestand the concept of a tie in, right? Get people to buy your new book by including it in the popular videos about the game?
Home brew is not sold by WotC. If WoTC sells it, it becomes cannon. They can do that because they own the rights to D&D. As such, they protect the value of their brand by making things of comparable power. As long as they do this, it makes DMing a lot easier, as long as you stick to the rules they provide. Home brew does not and cannot do it because anyone can Home brew. Some idiot can home brew up a Wish spell as a racial ability.
By Raw non-dunamancors can't do it. Yes it says the DM can give it out as a reward, but the DM can also give out cleric spells to a Wizard as a reward.
This is home brew. Perfectly fine to do it, but if you want to do Home brew in your game then you will HAVE to do home brew here. They will never ever set it up to let you give spells that are not part of your class into your class without home brew. Because it is home brew.
Dunamancy is itself homebrew. No such thing exists in standard 5e settings, it is a critical role thing only. If anything, most of the "dunamancy" effects already belong to transmutation school, maybe conjuration. Time? See haste, gravity? see levitate distance? see dimension door etc etc etc. These effects already neatly fit into existing spell schools.
Yes, it was a a setting in Critical Role, but it is also an official, sanctioned cannon setting. You do undestand the concept of a tie in, right? Get people to buy your new book by including it in the popular videos about the game?
Home brew is not sold by WotC. If WoTC sells it, it becomes cannon. They can do that because they own the rights to D&D. As such, they protect the value of their brand by making things of comparable power. As long as they do this, it makes DMing a lot easier, as long as you stick to the rules they provide. Home brew does not and cannot do it because anyone can Home brew. Some idiot can home brew up a Wish spell as a racial ability.
None of this has anything to do with what I said. Dunamancy does not exist in the standard 5e settings, it only exists in the critical role one. If you add dunamancy to, eg, Forgotten realms setting, you are homebrewing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
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For context, I'm a DM creating character sheets for some of the notable NPCs my party might encounter, and one, a wizard, studied magic in an area of the world where dunamancy is studied. I want that reflected in his character by knowing a few dunamancy spells of his own, even though he himself is a divination wizard. But for some reason, the dunamancy spells are locked so that only a graviturgy or chronomancy wizard can access them. I have Critical Role content enabled in the character builder, and I of course own the book, yet for whatever reason DnD Beyond won't let me add dunamancy spells to a non-dunamancy wizard. Is there something I'm missing here, or is it genuinely locked off. Because if it is, then there would be no way for non-dunamancy wizards to ever add those spells to their spells known tab even if the option came up in-game, which in my opinion is simply bull.
Yeah, you have to homebrew either a copy of the spells (and make them available to regular wizards) or homebrew the subclass (and add the spells to their additional spells list).
DDB enforces the default first and doesn't always support the optional.
So how did they do it on Critical Role? Caleb was a Transmutation wizard, but had access to some dunamancy spells. Did they seriously just put in a workaround only for the Critical Role cast, or did even Critical Role have to not use DnD Beyond for that aspect of Caleb's spell management?
Hey there,
the rules for Dunamancy spells are covered here:
https://www.dndbeyond.com/sources/egtw/character-options-subclasses#DunamancySpells
The rules text below that on "Dunamancy for non-dunamancers" says that the DM can allow characters access to these spells, as rewards.
This is no different than a DM letting a cleric character know the fireball spell.
All of this can be accomplished via our homebrew tools.
Should it be easier for a DM to grant non-standard spells to a character? Yes, I absolutely agree with that sentiment - it should be and this is something that the team who work on the digital character sheet are aware of.
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!"🔊
Okay, just so long as they're aware of it. Is there any estimate on when that will be available? Also, when I went and dipped my toe in to homebrew the spells, I noticed that the builder doesn't allow any dunamancy spells to be used as templates, meaning rather than being a quick, simple workaround, one would have to go through all of it by hand. Is that on the team's radar as well?
Hello? Is there any answer to my previous question?
I just created a homebrew of Fortune's Favor and added Wizard to classes available and was able to save it with no issues.
Have you purchased the content?
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/60437-modifying-official-spells-for-your-private
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!"🔊
But were you able to use the existing dunamancy spells as a template, or did you have to do the whole spell from scratch?
If you have paid for the spell, you can use it as a template. If it is only shared to you, not so much.
Ask whoever you're playing with to homebrew a copy of the spells and change the spell lists.
By Raw non-dunamancors can't do it. Yes it says the DM can give it out as a reward, but the DM can also give out cleric spells to a Wizard as a reward.
This is home brew. Perfectly fine to do it, but if you want to do Home brew in your game then you will HAVE to do home brew here. They will never ever set it up to let you give spells that are not part of your class into your class without home brew. Because it is home brew.
Yes, I used Fortune's Favor as a template with no issues. It took me about 2 minutes to complete and add it to my homebrew collection.
I’m surprised it took 2 whole minutes, it requires one change and could be done in 30 seconds or less. The servers must have been slow that day.
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I found out what was wrong. I was narrowing the search to a spell class and then searching, and for some reason dunamancy spells won't come up if you do that. I left the spell school option blank and searched among all spells and then they appeared.
Dunamancy is itself homebrew. No such thing exists in standard 5e settings, it is a critical role thing only. If anything, most of the "dunamancy" effects already belong to transmutation school, maybe conjuration. Time? See haste, gravity? see levitate distance? see dimension door etc etc etc. These effects already neatly fit into existing spell schools.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Yeah, dunamancy spells aren't on any class's spell list, just the 2 Wizard school subclasses Chronurgy & Graviturgy, so they won't show up if you search by class spell list.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Well yes, but it is officially published by WotC. So it is homebrew that became an official alternative setting akin to eberron.
Semantics aside, this. Pretty sure I've read this somewhere in the book.
Dunamancy is in a published WOTC Setting book "Explorers Guide to Wildemount", not homebrew. You can buy it here https://www.dndbeyond.com/marketplace/sourcebooks/explorers-guide-to-wildemount
Yes, it was a a setting in Critical Role, but it is also an official, sanctioned cannon setting. You do undestand the concept of a tie in, right? Get people to buy your new book by including it in the popular videos about the game?
Home brew is not sold by WotC. If WoTC sells it, it becomes cannon. They can do that because they own the rights to D&D. As such, they protect the value of their brand by making things of comparable power. As long as they do this, it makes DMing a lot easier, as long as you stick to the rules they provide. Home brew does not and cannot do it because anyone can Home brew. Some idiot can home brew up a Wish spell as a racial ability.
Well, yes, it likely took me less time, but I wasn't holding a stopwatch. LOL.
By the way, Sposta, thank you for all you do. You are the king of homebrew, and although we haven't had much interaction, I see you. :D
None of this has anything to do with what I said. Dunamancy does not exist in the standard 5e settings, it only exists in the critical role one. If you add dunamancy to, eg, Forgotten realms setting, you are homebrewing.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.