Hello all, I am interested in looking for help on how to implement a unique feature for a wizard subclass I am working on call "Arcane devourer".
The idea is that when a spell caster (of any type) is defeated they can choose to absorb the knowledge of one of their spells. If they defeat a cleric, they could learn cure wounds, or healing word for example. If they defeated a warlock, they could learn eldritch blast.
They would be able to learn a number of spells equal to 1+int (this isn't the issue, I will just add the additional slots up to a maximum)
When I add the spell lists to choose from, it only allows me to choose from cantrips or level 1 spells. What am I doing wrong, or is that not possible to implement?
It's not increasing their spell slots, but rather giving them the option to cast cure wounds as a wizard, and using one of their spell slots to do so.
I think I got it to work, just took awhile for the servers to catch up I guess.
So to give an example, let's say that our party defeats another wizard.
The Arcane Devourer would use an action/reaction to absorb the arcane essence of the defeated wizard, and could choose to learn a spell that the enemy wizard knew, but not the parties wizard. So for example, if for whatever reason Arcane Devourer wizard didn't know ray of frost, but the wizard whose essence was consumed did, he could choose to learn that cantrip.
There is a limit on the spells that they can "consume" and know at any given point, meaning that they would have to choose to either give up a spell that they know, or take the risk of not gaining an additional spell that they might not have access to
Hello all, I am interested in looking for help on how to implement a unique feature for a wizard subclass I am working on call "Arcane devourer".
The idea is that when a spell caster (of any type) is defeated they can choose to absorb the knowledge of one of their spells. If they defeat a cleric, they could learn cure wounds, or healing word for example. If they defeated a warlock, they could learn eldritch blast.
They would be able to learn a number of spells equal to 1+int (this isn't the issue, I will just add the additional slots up to a maximum)
When I add the spell lists to choose from, it only allows me to choose from cantrips or level 1 spells. What am I doing wrong, or is that not possible to implement?
1. This has never really been done before, so it makes sense. Also, most races don't grant you the ability to learn spells of 1st level or higher.
2. This race sounds busted. Like, stupidly powerful. I hope you put a limit on the level because imagine infinite spell slots.
It's a subclass and not a race.
It's not increasing their spell slots, but rather giving them the option to cast cure wounds as a wizard, and using one of their spell slots to do so.
I think I got it to work, just took awhile for the servers to catch up I guess.
So to give an example, let's say that our party defeats another wizard.
The Arcane Devourer would use an action/reaction to absorb the arcane essence of the defeated wizard, and could choose to learn a spell that the enemy wizard knew, but not the parties wizard. So for example, if for whatever reason Arcane Devourer wizard didn't know ray of frost, but the wizard whose essence was consumed did, he could choose to learn that cantrip.
There is a limit on the spells that they can "consume" and know at any given point, meaning that they would have to choose to either give up a spell that they know, or take the risk of not gaining an additional spell that they might not have access to
Ah, sorry for the misunderstanding. That actually sounds really cool, and something I might implement in my games.
It's all good, it's a bit confusing to understand at first, and I probably didn't explain it well enough