I'm looking for some help implementing a custom species. They have a feature which allows them to cast two level 1 spells (once per LR each). I've gotten this basic functionality to work, but the feature is also intended to upcast the spells at level 5, 11 and 17. I see where I can choose the level the spell is cast at when adding the spell, but there's no way to make that option variable as far as I can tell. The only way I've found so far is to add a copy of the feature for each of the higher levels and lock those options behind a level requirement. That's A) a lot of repetitive work, and B) still needs a player to manually switch to the higher level version when they level up. I'd love some way to fully automate this process.
I'm looking for some help implementing a custom species. They have a feature which allows them to cast two level 1 spells (once per LR each). I've gotten this basic functionality to work, but the feature is also intended to upcast the spells at level 5, 11 and 17. I see where I can choose the level the spell is cast at when adding the spell, but there's no way to make that option variable as far as I can tell. The only way I've found so far is to add a copy of the feature for each of the higher levels and lock those options behind a level requirement. That's A) a lot of repetitive work, and B) still needs a player to manually switch to the higher level version when they level up. I'd love some way to fully automate this process.
You could (I think) do it two ways, but both will require the repetitive work. The first one will still require the player to actively participate in their level advancement, but frankly it always used to be like that before in the old pencil-and-paper days, so I don’t personally consider that to be such a problem. If they forget that’s on them. The second way would absolutely work for a subclass’ features, but I’m not entirely sure it will work for a species’ traits the same way or even at all.
Instead of creating different traits, create multiple Options attached to the same trait that each grant those spells at the appropriate levels. Then the player would just have to swap Options for that trait at the required levels.
(Might not work, fair warning) Create the different traits at the various levels but instead of making them as “replacement” traits, make them “granted,” and be sure to give all four of them THE EXACT SAME NAME. If it works the same way that subclass features work then when they gain the new trait at the higher level, it will automatically replace the lower level version with THE EXACT SAME NAME. If there is any variation in the names, even just a level designation, it won’t work at all. (It still might not work at all, you’re gonna hafta FAFO.)
Thanks! The first option is basically what I already figured out. I get that it's kind of on the player, it's just that most species traits don't really need checking on after level 1. The repetitiveness is even worse because I also have options for using different mental stats (I copied that method from how PHB elves are set up, not sure if there's a smarter approach), so it's 3 options that contain two spells each, and each of them would have to have 3 clones.
Just tested the second option, sadly it doesn't work - both features are granted.
Guess it's time to give myself a repetitive strain injury...
Thanks! The first option is basically what I already figured out. I get that it's kind of on the player, it's just that most species traits don't really need checking on after level 1. The repetitiveness is even worse because I also have options for using different mental stats (I copied that method from how PHB elves are set up, not sure if there's a smarter approach), so it's 3 options that contain two spells each, and each of them would have to have 3 clones.
Just tested the second option, sadly it doesn't work - both features are granted.
Guess it's time to give myself a repetitive strain injury...
I didn’t think the second way would work, but figured it was worth mentioning just in case. Too bad though. Yeah, that the only way to do it, with a different set of Options for each ability score. So essentially you’re stuck doing almost the exact same thing twelve times. I feel your pain, I’ve been there myself before. Good luck!
I'm looking for some help implementing a custom species. They have a feature which allows them to cast two level 1 spells (once per LR each). I've gotten this basic functionality to work, but the feature is also intended to upcast the spells at level 5, 11 and 17. I see where I can choose the level the spell is cast at when adding the spell, but there's no way to make that option variable as far as I can tell. The only way I've found so far is to add a copy of the feature for each of the higher levels and lock those options behind a level requirement. That's A) a lot of repetitive work, and B) still needs a player to manually switch to the higher level version when they level up. I'd love some way to fully automate this process.
You could (I think) do it two ways, but both will require the repetitive work. The first one will still require the player to actively participate in their level advancement, but frankly it always used to be like that before in the old pencil-and-paper days, so I don’t personally consider that to be such a problem. If they forget that’s on them. The second way would absolutely work for a subclass’ features, but I’m not entirely sure it will work for a species’ traits the same way or even at all.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Thanks! The first option is basically what I already figured out. I get that it's kind of on the player, it's just that most species traits don't really need checking on after level 1. The repetitiveness is even worse because I also have options for using different mental stats (I copied that method from how PHB elves are set up, not sure if there's a smarter approach), so it's 3 options that contain two spells each, and each of them would have to have 3 clones.
Just tested the second option, sadly it doesn't work - both features are granted.
Guess it's time to give myself a repetitive strain injury...
I didn’t think the second way would work, but figured it was worth mentioning just in case. Too bad though. Yeah, that the only way to do it, with a different set of Options for each ability score. So essentially you’re stuck doing almost the exact same thing twelve times. I feel your pain, I’ve been there myself before. Good luck!
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting