I recently acquired the VRGtR book because I wanted to use the Hexblood species. However, when I created a character I realised that Hex Magic was picking up the Legacy Version of Disguise Self and no version of Hex due to the fact that the latter can only be found int he 2014 PHB which I don´t own.
As a workaround, I am trying to create a homebrew species based on Hexblood. I am taking the Hexblood as base and my intention was to get to the Hex Magic section and edit the spells in some way so that they would pick up the 2024 versions (which I DO own).
However, when I create the new species the HexMagic section is empty. There are no existing spells there that I can edit. It allows me to add new spells but not edit the ones that are already there. Is this a bug? Is there any way to see them?
Separately, assuming I can´t fix the Disguise self and I will need to live with the legacy spells, I am trying to add the Hex spell. However, I am not sure which options I have to choose. I am adding the right version but then I can´t seem to select the right combination of options to have a spell that can be used once per long rest but that also can be cast with any available spell slot and it will be always prepared. Normally, I would look at the existing spells and try to mirror that but, as I said, I can´t see the existing spells.
The combinations I tried either had the spell be cast "at will" or not be cast as a separate spell (1/long rest). Also, when I make changes these do not translated into the existing character sheet. SO, I am having to create a brand new character.
Can anyone provide the right options to choose so that this is correctly configured?
Hi there,
I recently acquired the VRGtR book because I wanted to use the Hexblood species. However, when I created a character I realised that Hex Magic was picking up the Legacy Version of Disguise Self and no version of Hex due to the fact that the latter can only be found int he 2014 PHB which I don´t own.
As a workaround, I am trying to create a homebrew species based on Hexblood. I am taking the Hexblood as base and my intention was to get to the Hex Magic section and edit the spells in some way so that they would pick up the 2024 versions (which I DO own).
However, when I create the new species the HexMagic section is empty. There are no existing spells there that I can edit. It allows me to add new spells but not edit the ones that are already there. Is this a bug? Is there any way to see them?
Separately, assuming I can´t fix the Disguise self and I will need to live with the legacy spells, I am trying to add the Hex spell. However, I am not sure which options I have to choose. I am adding the right version but then I can´t seem to select the right combination of options to have a spell that can be used once per long rest but that also can be cast with any available spell slot and it will be always prepared. Normally, I would look at the existing spells and try to mirror that but, as I said, I can´t see the existing spells.
The combinations I tried either had the spell be cast "at will" or not be cast as a separate spell (1/long rest). Also, when I make changes these do not translated into the existing character sheet. SO, I am having to create a brand new character.
Can anyone provide the right options to choose so that this is correctly configured?