I finally got around to converting previously written subclasses onto Beyond, and put up one for Warlock I made called Gambler. Gambler, for reference, is intended to be an extraplanar being that messes with luck, as a Warlock equivalent to Wild Magic Sorcerers. But when I put up the spell list (because every Warlock gets new spells), I got told that I couldn't publish the class because the spells were either licensed or homebrew... in spite of being straight from the corebook. Has anyone else had this issue? I'd like to figure this out before I put up the other subclasses like the Bard, Wizard, and Sorcerer subclasses on top of another Warlock Pact. (If that one gets shot down for being a Bioshock reference I'll at least get it.) The spells in question were, alphabetically.
Did I do a bad and accidentally put a spell that shouldn't be there in because it is licensed? Is one of those spells glitched in some way? Is it really unbalanced to try and make a subclass that is literally based around gambling with fate? Okay, that last one may have been non point.
I'm not certain for sure, but I don't see why the homebrew subclasses would need to have completely original spells, that seems odd. I would post this into the Bugs forum and hopefully a moderator responds.
I've found that by licensed spells, they mean anything not in the basic rules. The workaround is to remove such spells from the "Additional Listed Spells" section. You can still include them via tooltips in the actual "Class Features" sections.
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I finally got around to converting previously written subclasses onto Beyond, and put up one for Warlock I made called Gambler. Gambler, for reference, is intended to be an extraplanar being that messes with luck, as a Warlock equivalent to Wild Magic Sorcerers. But when I put up the spell list (because every Warlock gets new spells), I got told that I couldn't publish the class because the spells were either licensed or homebrew... in spite of being straight from the corebook. Has anyone else had this issue? I'd like to figure this out before I put up the other subclasses like the Bard, Wizard, and Sorcerer subclasses on top of another Warlock Pact. (If that one gets shot down for being a Bioshock reference I'll at least get it.) The spells in question were, alphabetically.
Alter Self, Bane, Bestow Curse, Blink, Confusion, Dominate Person, False Life, Flame Blade, Modify Memory, Staggering Smite
Did I do a bad and accidentally put a spell that shouldn't be there in because it is licensed? Is one of those spells glitched in some way? Is it really unbalanced to try and make a subclass that is literally based around gambling with fate? Okay, that last one may have been non point.
I'm not certain for sure, but I don't see why the homebrew subclasses would need to have completely original spells, that seems odd. I would post this into the Bugs forum and hopefully a moderator responds.
Published Subclasses
I've found that by licensed spells, they mean anything not in the basic rules. The workaround is to remove such spells from the "Additional Listed Spells" section. You can still include them via tooltips in the actual "Class Features" sections.