I wastrying to create a sorceror subclass feature with options essentially having a damage type specialty, The idea being you pick a damage type and it would add certain non sorceror spells with that damage type to your normal list of Sorceror spells to choose from.
when i do this it seems to first only allow me a choice of the selected spells (although i think i might know what i did wrong here, i should probably put them on separate entries rather than all in the same entry) and then it seems to add them automatically to the spells you know either counting as a choice or not depending on settings instead of just being added to the list, am i doing something wrong here?
Or is there no way of doing this selectively and I have to add the full list of spells in the additional specific spells box and just work around seeing all of them even if they cant be selected?
(although i think i might know what i did wrong here, i should probably put them on separate entries rather than all in the same entry)
This is correct. You need to separate them into their own entries. I don’t understand the second part of the question, do you want them to count as spells known or do you want them to be additional spells?
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
If I'm understanding you correctly, you wish to add spells to the spell list of a sorcerer? If I were doing that I'd creature "homebrew" copies of the spells I wanted to add and change them to be only available to the subclass you've made. Then they'll be on the spell list for that subclass but not automatically known.
(although i think i might know what i did wrong here, i should probably put them on separate entries rather than all in the same entry)
This is correct. You need to separate them into their own entries. I don’t understand the second part of the question, do you want them to count as spells known or do you want them to be additional spells?
I want them to be extra spells you can pick from the same way divine soul get the cleric list. But I want the specific spells that get added to be different based on the option selected. (Acid arrow/vitriolic sphere etc for acid or enervation /negative energy flood etc ify pick necrotic)
having counts as spell known say yes has them automatically added to the spells known but increment the number of spells known having it say no just gives it to the sorceror for free.
marking it to the -third option just defaults to no
Ho to the bottom of “Basic Information” and add the spells into the field for them there. That should just add them to the Spell List I believe. Maybe. I think.
Nevermind, that would add all of them to the list no matter what. How many spells total?
Its pretty much every non physical damage spell not already on the sorc list (somewhere in the 25-30 range I think) hence wanting to break it down by the option chosen cause it's quite a lot of spells that's not normally on the list and it'd be very easy to screw up if you just had the whole list added and have to sort it manually
(although i think i might know what i did wrong here, i should probably put them on separate entries rather than all in the same entry)
This is correct. You need to separate them into their own entries. I don’t understand the second part of the question, do you want them to count as spells known or do you want them to be additional spells?
I want them to be extra spells you can pick from the same way divine soul get the cleric list. But I want the specific spells that get added to be different based on the option selected. (Acid arrow/vitriolic sphere etc for acid or enervation /negative energy flood etc ify pick necrotic)
If I understand this correctly you want spells attached to options. This is easy. In the feature editor add an option and within that option add the spells you want to add. If you want the spells to not count towards the total spells they know, set "counts as known spells" to no. If you don't want the spells to be automatically added to the character... then this is not possible. What you could do is put all of them into one entry, set "counts as known" to yes and check "is infinite". This will allow a player to add as many spells from that list as they want (and have space for) from that list.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Sorc balance is based around a limited spell list but greater freedom around casting those spells so I didn't want to expand spells known too much fire for example would add around 10 spells of various levels also there are varying numbers.
My intent is just that if you pick a damage type every spell of that damage type is avaliable to you. Fire, and Radiant add more spells than the other types
I get that, but if they pick Fire, is it a terrible thing for that character to automatically learn those 10 fire spells? One assumes that the spells are of varying level, so they would only actually be adding a 1-3 spells at a time simply by virtue of the fact that they would have to be level 5 before they could cast the 3rd level spells anyway.
So if you just put all the Fire spells into the Fire option, and all the Cold spells into the Cold option it shouldn’t matter so much. Even if the first level character automatically learned Cone of Cold they cannot cast it yet anyway.
Well the subclass has them picking two damage types so then that's up to 20 extra spells depending on which ones get picked by then also if the two with the least amount get picked it's barely 10 between them so it's not just sorceror class balance it's option Vs option if I just have them be free extra known spells, Fire, radiant and necrotic just become straight up better than all the others
Poison and acid only get 5-6 each I think and 3 of them are in both
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Hello
I wastrying to create a sorceror subclass feature with options essentially having a damage type specialty, The idea being you pick a damage type and it would add certain non sorceror spells with that damage type to your normal list of Sorceror spells to choose from.
when i do this it seems to first only allow me a choice of the selected spells (although i think i might know what i did wrong here, i should probably put them on separate entries rather than all in the same entry) and then it seems to add them automatically to the spells you know either counting as a choice or not depending on settings instead of just being added to the list, am i doing something wrong here?
Or is there no way of doing this selectively and I have to add the full list of spells in the additional specific spells box and just work around seeing all of them even if they cant be selected?
This is correct. You need to separate them into their own entries. I don’t understand the second part of the question, do you want them to count as spells known or do you want them to be additional spells?
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
If I'm understanding you correctly, you wish to add spells to the spell list of a sorcerer? If I were doing that I'd creature "homebrew" copies of the spells I wanted to add and change them to be only available to the subclass you've made. Then they'll be on the spell list for that subclass but not automatically known.
Check out my latest homebrew: Mystic Knight (Fighter) v1.31
I want them to be extra spells you can pick from the same way divine soul get the cleric list. But I want the specific spells that get added to be different based on the option selected. (Acid arrow/vitriolic sphere etc for acid or enervation /negative energy flood etc ify pick necrotic)
Make sure the “counts as spells known” box is not checked off.
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having counts as spell known say yes has them automatically added to the spells known but increment the number of spells known having it say no just gives it to the sorceror for free.
marking it to the -third option just defaults to no
Ho to the bottom of “Basic Information” and add the spells into the field for them there. That should just add them to the Spell List I believe. Maybe. I think.
Nevermind, that would add all of them to the list no matter what. How many spells total?
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Its pretty much every non physical damage spell not already on the sorc list (somewhere in the 25-30 range I think) hence wanting to break it down by the option chosen cause it's quite a lot of spells that's not normally on the list and it'd be very easy to screw up if you just had the whole list added and have to sort it manually
If I understand this correctly you want spells attached to options. This is easy. In the feature editor add an option and within that option add the spells you want to add. If you want the spells to not count towards the total spells they know, set "counts as known spells" to no. If you don't want the spells to be automatically added to the character... then this is not possible. What you could do is put all of them into one entry, set "counts as known" to yes and check "is infinite". This will allow a player to add as many spells from that list as they want (and have space for) from that list.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Ugh that's what I was afraid of at least there's a workaround even if it's not a great one
Is it a bad thing that they just automatically learn the spells once they choose their option?
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Sorc balance is based around a limited spell list but greater freedom around casting those spells so I didn't want to expand spells known too much fire for example would add around 10 spells of various levels also there are varying numbers.
My intent is just that if you pick a damage type every spell of that damage type is avaliable to you. Fire, and Radiant add more spells than the other types
I get that, but if they pick Fire, is it a terrible thing for that character to automatically learn those 10 fire spells? One assumes that the spells are of varying level, so they would only actually be adding a 1-3 spells at a time simply by virtue of the fact that they would have to be level 5 before they could cast the 3rd level spells anyway.
So if you just put all the Fire spells into the Fire option, and all the Cold spells into the Cold option it shouldn’t matter so much. Even if the first level character automatically learned Cone of Cold they cannot cast it yet anyway.
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Well the subclass has them picking two damage types so then that's up to 20 extra spells depending on which ones get picked by then also if the two with the least amount get picked it's barely 10 between them so it's not just sorceror class balance it's option Vs option if I just have them be free extra known spells, Fire, radiant and necrotic just become straight up better than all the others
Poison and acid only get 5-6 each I think and 3 of them are in both