Nothing is stopping two regular-ass clerics from stacking (or not stacking, as it were) Spirit Guardians. A party with two clerics can ladle around Spirit Guardians as freely as a party with a cleric and a revised paladin. The idea that any given party only ever has one UND PRECISELY VUN of any given class is erroneous.
Yes, that is also true. I do not think paladin should get spiritual guardians because I do not think they should get AOE spells (their gap in spells is AOE spells, they are better for single targets, bad in hordes), but the idea that it would be overpowered because it could "stack" is ridiculous.
A party consisting of a wizard, a sorcerer, and a College of Lore bard all have fireball. Once they know their initiatives, round 2 or later, two of the caster's prepare fireball as a readied action. The triger the the 3rd caster casting his fireball. Thus, 3 fireballs going in at the same time.
Each of the Spitirt Guardians is a serarate spell, cast by a different individual. The target's could have move out of range (possibly). If a target is affect by two, he takes damage from each since they are 2 different sources and they are not cast on the targets directly. A given target could not be the target of 2 heat metal spells at the same time since they are cast directly on the target. This is not the case when dealing with Spiirit Guardians.
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Wait. What? Yes, AOE spells can be walked from one to the other. Also, even then, that is not a simultaneous stacking fireball, the fireball happens, then the other happens, than the other, it is instantaneous when one happens, not all of them. And if it is questionable for the both to have it to worry about stacking, then I guess having 2 clerics in the same party is overpowered.
According to the DMG (and an errata to it), multiple Spirit Guardians to not stack:
Chapter 8
Combining Game Effects (p. 252). This is a new subsection at the end of the “Combat” section: “Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the ‘Combining Magical Effects’ section of chapter 10 in the Player’s Handbook.”
Thanks for the correction!
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Monks got nothing. After lvl 5 you don't use weapons and big woops on the other abilities. Hope it never gets implemented
You hope it never gets added because monks, in your opinion, get "nothing"? Ignoring the fact that ki healing and the ability to attack more often isn't nothing, where's the logic in "this class got less than I'd like, so I hope none of the classes get anything"?
Ok, since the coding for the new UA Class Feature Variants is going to take awhile (and I would rather they get it right so that future iterations or new UAs can be added quickly) I have come up with a couple of work arounds so you can use most of these right now.
EASY - Spells: It is a relatively simple process.
Create a homebrew spell from an existing spell (e.g. Aid).
Rename the spell Aid (UA).
Remove all the classes from the AVAILABLE FOR CLASS(ES) box.
Add the classes that are getting the spell from the UA (e.g. Aid would add both Bard and Ranger).
MODERATE TO DIFFICULT- Class Features: Generally speaking you will use Feats. Once you create them, you just add them from the Manage Feats link in the FEATURES & TRAITS section of your character sheet.
Moderate Example: Druidic Warrior Fighting Style
Create new homebrew feat.
Add two SPELLS listing the SPELL LEVEL as Cantrip, SPELL CLASS as Druid, and ABILITY SCORE as Wis.
Leave your Fighting Style blank in the character editor pages.
Add the Druidic Warrior "feat" with the Manage Feats link to your character and a Blue "!"should appear next to it.
Click the Blue "!" and select your Cantrips.
Difficult Example: Primal Awareness You are going to have to break this one up by Ranger Level. (e.g. your first feat would be Primal Awareness - 3rd Level).
Create new homebrew feat.
Add two SPELLS listing one SPELL as Detect Magic and the other as Speak with Animals, ABILITY SCORE as Wis, NUMBER OF USES as 1, and RESET TYPE as Long Rest.
Add the Primal Awareness - 3rd Level "feat" with the Manage Feats link to your character.
Repeat process for Ranger Level 5, 9, etc.
I haven't made feats for every class yet and the one that worries me the most is the new Pact for the Warlock. But, so far, everything has been doable from homebrew spells and feats.
Hope this helps some folks that want to use D&D Beyond with this UA until the official version comes out.
Ok, since the coding for the new UA Class Feature Variants is going to take awhile (and I would rather they get it right so that future iterations or new UAs can be added quickly) I have come up with a couple of work arounds so you can use most of these right now.
EASY - Spells: It is a relatively simple process.
Create a homebrew spell from an existing spell (e.g. Aid).
Rename the spell Aid (UA).
Remove all the classes from the AVAILABLE FOR CLASS(ES) box.
Add the classes that are getting the spell from the UA (e.g. Aid would add both Bard and Ranger).
MODERATE TO DIFFICULT- Class Features: Generally speaking you will use Feats. Once you create them, you just add them from the Manage Feats link in the FEATURES & TRAITS section of your character sheet.
Moderate Example: Druidic Warrior Fighting Style
Create new homebrew feat.
Add two SPELLS listing the SPELL LEVEL as Cantrip, SPELL CLASS as Druid, and ABILITY SCORE as Wis.
Leave your Fighting Style blank in the character editor pages.
Add the Druidic Warrior "feat" with the Manage Feats link to your character and a Blue "!"should appear next to it.
Click the Blue "!" and select your Cantrips.
Difficult Example: Primal Awareness You are going to have to break this one up by Ranger Level. (e.g. your first feat would be Primal Awareness - 3rd Level).
Create new homebrew feat.
Add two SPELLS listing one SPELL as Detect Magic and the other as Speak with Animals, ABILITY SCORE as Wis, NUMBER OF USES as 1, and RESET TYPE as Long Rest.
Add the Primal Awareness - 3rd Level "feat" with the Manage Feats link to your character.
Repeat process for Ranger Level 5, 9, etc.
I haven't made feats for every class yet and the one that worries me the most is the new Pact for the Warlock. But, so far, everything has been doable from homebrew spells and feats.
Hope this helps some folks that want to use D&D Beyond with this UA until the official version comes out.
It's a little messy in some cases (like the Ranger stuff that replaces existing class features) since it doesn't remove the old/original stuff, but this is extremely helpful to those who haven't taken the time to learn how to utilize the homebrew tools and just want to add these things quickly.
I wonder how difficult it would be to put together all, or most, of the UA as homebrew feats/spells/etc and put them all on the marketplace so even more people could access them while we wait for the official implementation? Obviously they'd be separate entities in the marketplace, but having a forum thread that has links to all of them would be useful, and it would help mitigate the problem of each user having to take the time to code them in ourselves.
Sangheilioz, it is extremely klugy and messy. But it works on a basic level. Right now I am only entering the stuff up to class level 3 because my campaign is only at 3rd level right now and the new one I am playing in will start at 1st (I hope the new, cleaner implementation will be out before we start hitting levels 5+). The less I have to enter, is the less I have to get rid of later when the "Official UA" stuff goes live.
As for the Marketplace, I don't think I can put homebrew up for purchase there... I could submit the homebrew stuff to the community, but only the feats as they are distinct but the homebrew spells are too close to the originals and would be rejected out of hand. I am also hesitant to submit them as feats to the community because they really are not feats and I would rather not clutter up the legitimate list of feats the community has created with my klugy workarounds for class abilities...
Fair enough! I certainly wouldn't expect any one person to put them all together, but was more musing on a collaborative effort. I also want to correct myself, as "marketplace" was the wrong term. These would have to be submitted to the community, as you said, and that's what I meant by "marketplace." (I haven't dabbled much in sharing my homebrew or viewing other people's so I'm less familiar with the specific terms there)
Saracenus, I want to personally thank you for this, I unfortunately do not have the time to figure out some of these on my own (Specifically Primal Awareness) and have an upcoming game where I have a ranger using new features. I have also experimented with the new warlock features, and would be glad to hear any of your input on how you went about implementing them.
Edit: Also as mentioned by Sangheilioz above I also belong to the camp of inexperienced with D&D beyond homebrew as I just purchased my materials about two weeks ago and this servers as a great way for me to see how others go about using the system.
Here is an example of how I created the Favored Foe class feature.
The text of the "feat' is done here:
The SNIPPET is what shows up in the character sheet.
The magic happens off this page:
Favored Foe is really just a spell, but with some special restrictions...
And here is what it looks like in my character sheet...
Obviously I need to remember that using Hunter's Mark from Favored Foe does not require concentration... It also shows up under spells.
Hope this helps those that haven't experimented with the homebrew functions...
EDIT: Sorry for the potato quality of the images, when I put them up on the image hosting site they were good, now sure what happened...
EDIT 2: Electric Boogaloo: I just want to let folks know I am not some master homebrewer. Mainly what I have done is found feats that are close to the class ability and "created" a feat based upon that one so I can see how they are setup. Once I understand how to make the feats do what I want I then create a new one from scratch. I make mistakes and you will too, that is ok! That is how you learn and frankly you are not going to blow anything up if you do make a mistake. So, cut loose and see what you can come up with.
Very cool. Made "Instinctive Pounce" for barbarians and published it. But survival Instincts is tougher. Can't figure out how to remove advantage on dex saves.
Very cool. Made "Instinctive Pounce" for barbarians and published it. But survival Instincts is tougher. Can't figure out how to remove advantage on dex saves.
Unfortunately we cannot edit the baked in abilities of classes, you just got to remember you do not get advantage vs. Dex saves...
Spirit guardians do not stack at the same area, because spells dont work that way. Otherwise Theurgy wizard would be even more overpowered with Aid.
Also worth pointing out:
Nothing is stopping two regular-ass clerics from stacking (or not stacking, as it were) Spirit Guardians. A party with two clerics can ladle around Spirit Guardians as freely as a party with a cleric and a revised paladin. The idea that any given party only ever has one UND PRECISELY VUN of any given class is erroneous.
Please do not contact or message me.
Yes, that is also true. I do not think paladin should get spiritual guardians because I do not think they should get AOE spells (their gap in spells is AOE spells, they are better for single targets, bad in hordes), but the idea that it would be overpowered because it could "stack" is ridiculous.
A party consisting of a wizard, a sorcerer, and a College of Lore bard all have fireball. Once they know their initiatives, round 2 or later, two of the caster's prepare fireball as a readied action. The triger the the 3rd caster casting his fireball. Thus, 3 fireballs going in at the same time.
Each of the Spitirt Guardians is a serarate spell, cast by a different individual. The target's could have move out of range (possibly). If a target is affect by two, he takes damage from each since they are 2 different sources and they are not cast on the targets directly. A given target could not be the target of 2 heat metal spells at the same time since they are cast directly on the target. This is not the case when dealing with Spiirit Guardians.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Wait. What? Yes, AOE spells can be walked from one to the other. Also, even then, that is not a simultaneous stacking fireball, the fireball happens, then the other happens, than the other, it is instantaneous when one happens, not all of them. And if it is questionable for the both to have it to worry about stacking, then I guess having 2 clerics in the same party is overpowered.
A friend of mine was recently involved in a Dragon Heist campaign where the DM had all the players roll clerics of Orcus . . .
The was 5 clerics, but no Spirit Guardians thank the gods due to level limits of the campaign.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Thanks for the correction!
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
You hope it never gets added because monks, in your opinion, get "nothing"? Ignoring the fact that ki healing and the ability to attack more often isn't nothing, where's the logic in "this class got less than I'd like, so I hope none of the classes get anything"?
Find my D&D Beyond articles here
Do we have any info on if/when it will be added as features on Beyond for testing?
Ok, since the coding for the new UA Class Feature Variants is going to take awhile (and I would rather they get it right so that future iterations or new UAs can be added quickly) I have come up with a couple of work arounds so you can use most of these right now.
EASY - Spells:
It is a relatively simple process.
MODERATE TO DIFFICULT - Class Features:
Generally speaking you will use Feats. Once you create them, you just add them from the Manage Feats link in the FEATURES & TRAITS section of your character sheet.
Moderate Example: Druidic Warrior Fighting Style
Difficult Example: Primal Awareness
You are going to have to break this one up by Ranger Level. (e.g. your first feat would be Primal Awareness - 3rd Level).
I haven't made feats for every class yet and the one that worries me the most is the new Pact for the Warlock. But, so far, everything has been doable from homebrew spells and feats.
Hope this helps some folks that want to use D&D Beyond with this UA until the official version comes out.
It's a little messy in some cases (like the Ranger stuff that replaces existing class features) since it doesn't remove the old/original stuff, but this is extremely helpful to those who haven't taken the time to learn how to utilize the homebrew tools and just want to add these things quickly.
I wonder how difficult it would be to put together all, or most, of the UA as homebrew feats/spells/etc and put them all on the marketplace so even more people could access them while we wait for the official implementation? Obviously they'd be separate entities in the marketplace, but having a forum thread that has links to all of them would be useful, and it would help mitigate the problem of each user having to take the time to code them in ourselves.
Sangheilioz, it is extremely klugy and messy. But it works on a basic level. Right now I am only entering the stuff up to class level 3 because my campaign is only at 3rd level right now and the new one I am playing in will start at 1st (I hope the new, cleaner implementation will be out before we start hitting levels 5+). The less I have to enter, is the less I have to get rid of later when the "Official UA" stuff goes live.
As for the Marketplace, I don't think I can put homebrew up for purchase there... I could submit the homebrew stuff to the community, but only the feats as they are distinct but the homebrew spells are too close to the originals and would be rejected out of hand. I am also hesitant to submit them as feats to the community because they really are not feats and I would rather not clutter up the legitimate list of feats the community has created with my klugy workarounds for class abilities...
Saracenus,
Fair enough! I certainly wouldn't expect any one person to put them all together, but was more musing on a collaborative effort. I also want to correct myself, as "marketplace" was the wrong term. These would have to be submitted to the community, as you said, and that's what I meant by "marketplace." (I haven't dabbled much in sharing my homebrew or viewing other people's so I'm less familiar with the specific terms there)
Saracenus, I want to personally thank you for this, I unfortunately do not have the time to figure out some of these on my own (Specifically Primal Awareness) and have an upcoming game where I have a ranger using new features. I have also experimented with the new warlock features, and would be glad to hear any of your input on how you went about implementing them.
Edit: Also as mentioned by Sangheilioz above I also belong to the camp of inexperienced with D&D beyond homebrew as I just purchased my materials about two weeks ago and this servers as a great way for me to see how others go about using the system.
Here is an example of how I created the Favored Foe class feature.
The text of the "feat' is done here:
The SNIPPET is what shows up in the character sheet.
The magic happens off this page:
Favored Foe is really just a spell, but with some special restrictions...
And here is what it looks like in my character sheet...
Obviously I need to remember that using Hunter's Mark from Favored Foe does not require concentration... It also shows up under spells.
Hope this helps those that haven't experimented with the homebrew functions...
EDIT: Sorry for the potato quality of the images, when I put them up on the image hosting site they were good, now sure what happened...
EDIT 2: Electric Boogaloo: I just want to let folks know I am not some master homebrewer. Mainly what I have done is found feats that are close to the class ability and "created" a feat based upon that one so I can see how they are setup. Once I understand how to make the feats do what I want I then create a new one from scratch. I make mistakes and you will too, that is ok! That is how you learn and frankly you are not going to blow anything up if you do make a mistake. So, cut loose and see what you can come up with.
Very cool. Made "Instinctive Pounce" for barbarians and published it. But survival Instincts is tougher. Can't figure out how to remove advantage on dex saves.
https://www.dndbeyond.com/subraces/137390-weretouched-beasthide
https://www.dndbeyond.com/subraces/137424-weretouched-longtooth
https://www.dndbeyond.com/subraces/137431-weretouched-razorclaw
https://www.dndbeyond.com/subraces/137461-weretouched-swiftstride
https://www.dndbeyond.com/subraces/137646-weretouched-wildhunt
Unfortunately we cannot edit the baked in abilities of classes, you just got to remember you do not get advantage vs. Dex saves...
I created relics for most of the Ranger class features that don't require attunement.
Do we know when or if these new variants will be added to dndbeyond. I would really like the expanded spell list for my cleric.
Before someone else jumps down your throat for not reading the previous posts in this thread about this very topic, I will gently direct you to the following thread...
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/unearthed-arcana/51023-read-here-before-asking-when-does-the-new-class
TL;DR We do not have a clear timeline on when, the coding is complicated for this UA, it isn't just a data entry issue.
If you want the UA Class Features Varients (CFVs) right now, I posted a brief "how to" using the homebrew section of D&D Beyond, one page back. Spells are really the easiest thing to add as homebrew rules.
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/unearthed-arcana/50292-new-ua-class-feature-variants?comment=541