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.
You're arguing semantics and I'd argue you're stretching the limit even there.
What you're saying is if you take anything from an Eberron setting and place it in a different one than you are homebrewing. Same thing if you take Forgotten Realms Lore and putting it in something... Like for example a race, power, feat that comes from one of those books and put it and utilize it somewhere else than your logic means that's homebrew.... yep talk about stretch logic.
Things from Wildemount are canon and is a WOTC product... and frankly as you pointed out some things already existed that one could argue is an aspect of dumancy... well frankly while it's called that in one world maybe its not called that in another... and sure at that point maybe "homebrew" is less of a stretch. Than again you're logic means even the subclasses who can get those spells are also homebrew.. which is funny considering you can just add them to your character if you own the content without needing to homebrew anything.
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.
You're arguing semantics and I'd argue you're stretching the limit even there.
What you're saying is if you take anything from an Eberron setting and place it in a different one than you are homebrewing. Same thing if you take Forgotten Realms Lore and putting it in something... Like for example a race, power, feat that comes from one of those books and put it and utilize it somewhere else than your logic means that's homebrew.... yep talk about stretch logic.
Things from Wildemount are canon and is a WOTC product... and frankly as you pointed out some things already existed that one could argue is an aspect of dumancy... well frankly while it's called that in one world maybe its not called that in another... and sure at that point maybe "homebrew" is less of a stretch. Than again you're logic means even the subclasses who can get those spells are also homebrew.. which is funny considering you can just add them to your character if you own the content without needing to homebrew anything.
Dunamancy (as a concept) doesn't make sense in other settings... even for "non-dunamancers". it is a specific school of study within the country of Xhorhas or whatever.
It only exists in the critical role setting, and that is the only setting you're going to find mentioning it. Can the spells exist outside the critical role setting? Yes. But you are going to need to homebrew it. What class list is eg, sapping sting on? Hmm? Can your forgotten realms warlock learn it? Your eberron wizard? Maybe your ravnica sorcerer?
No. Not unless you homebrew a version of the spell and add it to their class list.
These spells aren't available to normal characters in normal settings. And even if you do homebrew them in, you can safely stop calling them dunamancy because dunamancy is only a 'study' in the critrole universe. Just call it a spell. That's all it is.
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.
1) You started this discussion by saying that Dunamacy is a "House Rule". That is what the argument started about. You are clearly wrong about that. Your later claim that it is not a house rule, but a setting is correct, but not relevant to the discussion. We all understood that and went with it earlier.
2) There IS NO STANDARD SETTING. There is something called the "SRD" that is the "System Reference Document" describing the core system usable in any system. That does not include a whole bunch of stuff from the PHB. What you think of as the 'standard setting' is your own personal house rules about which books are allowed.
3) In the PHB there are multiple spells that let you travel to other planes. Plane Shift is part of the PHB. Guess what? That is how you are supposed to get to 'other settings'.
Home Brew is something you need to beg your DM to let in (unless you are the DM) Home brew is very unlikely to be let in. Then there is stuff they should allow (RAW), and then their is official stuff that they might allow. Here is the list of things that are not home brew:
SRD which they made mostly public, i.e. are not enforcing any kind of Copyright, letting you copy and paste etc. DM's should specify before outlawing things from here.
"Core Rules" consisting of the PHB, DMG and Monster Manual. DM's should specify before outlawing things from here.
"Supplements" Add on books like Xanther's Guide that are not setting specific. Check with your DM, not his responsibility to outlaw.
"Settings" books that describe a particular world. If you play in that setting, the assumption is that all the rules from that book apply, the DM should specify before outlawing things from that setting. If you do not play in that settting, again, check with the DM first.
"Extras" Small official WotC content, such as the Grung charity thing and the six or so Planeshift writeups. Check with your DM first.
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You're arguing semantics and I'd argue you're stretching the limit even there.
What you're saying is if you take anything from an Eberron setting and place it in a different one than you are homebrewing. Same thing if you take Forgotten Realms Lore and putting it in something... Like for example a race, power, feat that comes from one of those books and put it and utilize it somewhere else than your logic means that's homebrew.... yep talk about stretch logic.
Things from Wildemount are canon and is a WOTC product... and frankly as you pointed out some things already existed that one could argue is an aspect of dumancy... well frankly while it's called that in one world maybe its not called that in another... and sure at that point maybe "homebrew" is less of a stretch.
Than again you're logic means even the subclasses who can get those spells are also homebrew.. which is funny considering you can just add them to your character if you own the content without needing to homebrew anything.
Dunamancy (as a concept) doesn't make sense in other settings... even for "non-dunamancers". it is a specific school of study within the country of Xhorhas or whatever.
It only exists in the critical role setting, and that is the only setting you're going to find mentioning it. Can the spells exist outside the critical role setting? Yes. But you are going to need to homebrew it. What class list is eg, sapping sting on? Hmm? Can your forgotten realms warlock learn it? Your eberron wizard? Maybe your ravnica sorcerer?
No. Not unless you homebrew a version of the spell and add it to their class list.
These spells aren't available to normal characters in normal settings. And even if you do homebrew them in, you can safely stop calling them dunamancy because dunamancy is only a 'study' in the critrole universe. Just call it a spell. That's all it is.
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.
1) You started this discussion by saying that Dunamacy is a "House Rule". That is what the argument started about. You are clearly wrong about that. Your later claim that it is not a house rule, but a setting is correct, but not relevant to the discussion. We all understood that and went with it earlier.
2) There IS NO STANDARD SETTING. There is something called the "SRD" that is the "System Reference Document" describing the core system usable in any system. That does not include a whole bunch of stuff from the PHB. What you think of as the 'standard setting' is your own personal house rules about which books are allowed.
3) In the PHB there are multiple spells that let you travel to other planes. Plane Shift is part of the PHB. Guess what? That is how you are supposed to get to 'other settings'.
Home Brew is something you need to beg your DM to let in (unless you are the DM) Home brew is very unlikely to be let in. Then there is stuff they should allow (RAW), and then their is official stuff that they might allow. Here is the list of things that are not home brew: