I'm trying to homebrew a cleric subclass, and the issue I'm running into is with the description's table of domain spells. For the spells' tooltips, each one seems to have a unique numerical ID for the on-hover behavior; for example, Command seems to be linked to "www.dndbeyond.com/spells/2032-tooltip?disable-webm=1&amp". That "2032" points it to Command as opposed to some other spell. How do I link to some other arbitrary spell for the on-hover tooltip?
The spells I want don't belong to any existing cleric subclass, so I can't see how they're used in some other description. But people make cleric subclasses all the time, and they usually include these tables, so there must be some relatively easy way of doing it.
I haven’t done a cleric yet, but I’ve done a couple Artificers and they use the same kind of table. I don’t honestly do all of that, I just tooltip things the normal way. (Unless you are trying to tooltip homebrew spells?) but the easiest way to really see it all is at the top of the field, look for a button with the following symbol:
</>
That button will let you see the source code. You can even see the code for the table so you can rename the table reference.
I haven’t done a cleric yet, but I’ve done a couple Artificers and they use the same kind of table. I don’t honestly do all of that, I just tooltip things the normal way. (Unless you are trying to tooltip homebrew spells?) but the easiest way to really see it all is at the top of the field, look for a button with the following symbol:
</>
That button will let you see the source code. You can even see the code for the table so you can rename the table reference.
You see how it’s italicized? Get rid of all of that formatting and the tooltip should work properly. I have made two subclasses with tables exactly like that and they both used absolutely normal tooltips.
and then copy/paste it into your homebrew and it will carry all of that information in the hyperlink it makes out of the tooltip.
Oh heck, I had no idea the forum tags generated HTML (I thought the user-facing stuff would just be the bracket tags and the translation happened in a way that would be impossible for the user to see). Thank you so much! (gonna use this post to get mind spike while I'm at it.
[EDIT] Okay, for some reason it's not converting that one to HTML. When I inspect the source code of this post, it just shows me exactly what I typed, mind spike inside spell forum tags. How did you do your detect evil and good (which DID show me the HTML)?
[EDIT2] But, when I copied the text in the normal forum post (i.e. not the source inspector), it worked (which I guess now is what you were suggesting to begin with; I was still in "source inspector" mode and made the wrong assumption). Thanks again for your help!
and then copy/paste it into your homebrew and it will carry all of that information in the hyperlink it makes out of the tooltip.
Oh heck, I had no idea the forum tags generated HTML (I thought the user-facing stuff would just be the bracket tags and the translation happened in a way that would be impossible for the user to see). Thank you so much! (gonna use this post to get mind spike while I'm at it.
[EDIT] Okay, for some reason it's not converting that one to HTML. When I inspect the source code of this post, it just shows me exactly what I typed, mind spike inside spell forum tags. How did you do your detect evil and good (which DID show me the HTML)?
When you copied my post if made a hyperlink to the tooltip. That’s what you’re seeing. So if you type a tooltip and look at the code it won’t show you, but if you make a tooltip, copy it and paste it somewhere else and look at the code you will see it.
Trust me, I spend a wackton of time in the homebrewer. I have discovered all kinds of weird stuff it can do. You probably used a template to make your subclass. Yes? What you’re seeing in the code for that class feature are all of the hyperlinks it made to all of the tooltips from the original table.
If you copy the post I made with the table and look at the code you’re gonna see the same thing. Here is the source code as it actually is (the regular tooltips will probably automatically convert though):
The Precisionist is a master of the mechanics of sending various things down range. Able to create unique forms of ammunition, they are equally adept with the weapons that use them. No matter the situation, they are able to craft ammunition tailored to the task. Eventually they can even learn to craft a device to augment that skill, to the point of sending even themselves over distances. That enables them to be in the right place to make the most out of their specialized ammunition, and then get back out again before it's too late.
Tool and Weapon Proficiencies
When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. In addition, you gain proficiency with hand crossbows, heavy crossbows, and longbows.
Precisionist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Precisionist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
At 3rd level, you know how to turn a Wand or Crystal into your Precisionist's Scope, a conduit for your ranged spells, as well as an aid to your ranged attacks. When you finish a long rest, you can use either tinker's tools or jewelers' tools to modify a wand or crystal, and thereby turn it into your precisionist's scope. The modifications cease to function and fall apart if you later create a different scope, otherwise the modifications last indefinitely.
As an action, you can attach your precisionist's scope to any bow, crossbow, or firearm you are wielding. You gain a +2 bonus to ranged attacks made with that weapon as long as your scope is attached. You can later detach your scope again as an action.
As long as your precisionist's scope is attached to a ranged weapon with the ammunition property, you can use either the scope, or the weapon it is attached to as a spellcasting focus for your artificer spells.
Either the original spellcasting focus or the scope, but not both, can hold a bonus such as those conferred by the Enhanced Arcane Focus infusion. Any bonuses to either also apply to the attached weapon whenever it is used as a Spellcasting focus.
Specialized Ammunition
Beginning at 3rd level, whenever you finish a long rest, you can magically produce a piece of specialized ammunition out of a piece of nonmagical ammunition you touch. Roll on the Specialized Ammunition table for the ammunition's effect, which is triggered when someone uses the ammunition.
Creating specialized ammunition requires you to have Tinker's Tools on your person. Each new piece must be made from a different piece of nonmagical ammunition, and each piece of ammunition retains its original ammunition type.
Any ammunition you create with this feature lasts until it is used, or until the end of your next long rest. When you use this feature to create specialized ammunition after a long rest, for each piece you can make, you may instead choose to maintain a piece of specialized ammunitionyou have made previously using this feature.
When you reach certain levels in this class, you can make more specialized ammunition at the end of a long rest: three at 6th level four at 10th level, five at 14th level, and six at 18th level. Roll for the effect of each piece of ammunition separately. Each new piece must be made from a different piece of nonmagical ammunition, and each piece of ammunition retains its original ammunition type.
You can create additional specialized ammunition by expending a spell slot of 1st through 3rd-level for each piece of ammunition. When you do so, you use your action to create the ammunition using a piece of nonmagical ammunition you touch, and you choose the ammunition's effect from the Specialized Ammunition table.
Specialized Ammunition
d6
Effect
1
Concussive. When this piece of ammunition is used, instead of making an attack roll as normal, the user chooses a point within the weapon's range where this ammunition detonates. The detonation creates a burst of thunderous sound that can be heard up to 100 feet away, and each creature within 5 feet of that point, other than you, must succeed on a Constitution saving throw against your artificer spell save DC or be stunned until the end of your next turn.
2
Elemental Ammunition. When you create this piece of ammunition, choose one of the following: Acid, Cold, Fire, Lightning, Poison, or Thunder damage. On a hit, the target takes an additional 1d8 damage of the chosen type from this ammunition.
3
Flechette. When this piece of ammunition is used, instead of making an attack roll as normal, instead each creature in a 15 ft. cone must make a Dexterity saving throw against your artificer spell save DC. On a failed save they take 2d6 piercing damage, or half as much on a successful save.
4
Siege Ammunition. This ammunition deals double damage to objects and structures.
5
Stimulant. A creature hit by this ammunition does not take damage from it. Instead it gains a number of Temporary HP equal to half the total damage it would have taken from this attack (rounded down).
In addition, the target must immediately use its reaction if available to either move up to half it's movement speed, or make a single attack against a target of its choice that it can see within range.
6
Tranquilizer. A creature hit by this ammunition takes no damage from it. Instead, the creature must make a Constitution saving throw against your artificer spell save DC. On a failed save it gains 3 levels of temporary exhaustion, on a successful save they gain only 1 level of temporary exhaustion. This effect lasts for a number of rounds equal to your Intelligence modifier (minimum 1). If the target would die from exhaustion while under this effect, it instead falls unconscious for the duration.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Advanced Precisionist’s Scope
Starting at 9th level, you deal additional damage whenever you hit a creature with a ranged attack made with a weapon attached to your precisionist's scope. In addition, you can now use your scope for additional functions:
Your precisionist's scope can now be used as a spyglass. Objects viewed through a spyglass are magnified to twice their size, you can turn the magnification on and off.
Whenever you a hit a creature with a ranged-weapon attack made with the weapon you have attached to your precisionist's scope, you deal additional damage equal to your Intelligence modifier (minimum of 1).
You can cast a 2nd-level magic missile, or misty step, without expending a spell slot and without preparing the spells, provided you use either your precisionist's scope, or the attached weapon as the spellcasting focus. You can do so a combined number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Precision Accuracy
By 15th level, you have learned to make other arcane uses for your Precisionist's Scope. You can cast far step and sunbeam without expending a spell slot, without preparing the spells, and without material components, provided you use your Precisionist's Scope, or the attached weapon as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
[EDIT2] But, when I copied the text in the normal forum post (i.e. not the source inspector), it worked (which I guess now is what you were suggesting to begin with; I was still in "source inspector" mode and made the wrong assumption). Thanks again for your help!
Ah, I just saw your second edit. Glad I could help. How’s the project coming?
Hey all,
I'm trying to homebrew a cleric subclass, and the issue I'm running into is with the description's table of domain spells. For the spells' tooltips, each one seems to have a unique numerical ID for the on-hover behavior; for example, Command seems to be linked to "www.dndbeyond.com/spells/2032-tooltip?disable-webm=1&amp". That "2032" points it to Command as opposed to some other spell. How do I link to some other arbitrary spell for the on-hover tooltip?
The spells I want don't belong to any existing cleric subclass, so I can't see how they're used in some other description. But people make cleric subclasses all the time, and they usually include these tables, so there must be some relatively easy way of doing it.
Thanks in advance!
I haven’t done a cleric yet, but I’ve done a couple Artificers and they use the same kind of table. I don’t honestly do all of that, I just tooltip things the normal way. (Unless you are trying to tooltip homebrew spells?) but the easiest way to really see it all is at the top of the field, look for a button with the following symbol:
</>
That button will let you see the source code. You can even see the code for the table so you can rename the table reference.
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Yeah, I'm looking at the source code, that's how I know need a specific number XD The whole HTML line should look like this: <a class="tooltip-hover spell-tooltip" href="https://www.dndbeyond.com/spells/detect-evil-and-good" data-tooltip-href="//www.dndbeyond.com/spells/2032-tooltip?disable-webm=1&amp;disable-webm=1">detect evil and good</a>, but with the "2032" changed to whatever number points at detect evil and good (though that's not the only spell I need, just an example).
The normal forum way (with brackets and spell /spell) doesn't seem to work at all. It just treats it as plain text:
You see how it’s italicized? Get rid of all of that formatting and the tooltip should work properly. I have made two subclasses with tables exactly like that and they both used absolutely normal tooltips.
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If you want those numbers you can make a tooltip like this:
detect evil and good
and then copy/paste it into your homebrew and it will carry all of that information in the hyperlink it makes out of the tooltip.
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Here is one of the tables I made using the standard tooltips if it helps you.
Precisionist Spells
3rd
ensnaring strike, hail of thorns
5th
cordon of arrows, Melf's acid arrow
9th
conjure barrage, lightning arrow
13th
dimension door, vitriolic sphere
17th
conjure volley, swift quiver
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Oh heck, I had no idea the forum tags generated HTML (I thought the user-facing stuff would just be the bracket tags and the translation happened in a way that would be impossible for the user to see). Thank you so much! (gonna use this post to get mind spike while I'm at it.
[EDIT] Okay, for some reason it's not converting that one to HTML. When I inspect the source code of this post, it just shows me exactly what I typed, mind spike inside spell forum tags. How did you do your detect evil and good (which DID show me the HTML)?
[EDIT2] But, when I copied the text in the normal forum post (i.e. not the source inspector), it worked (which I guess now is what you were suggesting to begin with; I was still in "source inspector" mode and made the wrong assumption). Thanks again for your help!
druidcraft
prestidigitation
thaumaturgy
When you copied my post if made a hyperlink to the tooltip. That’s what you’re seeing. So if you type a tooltip and look at the code it won’t show you, but if you make a tooltip, copy it and paste it somewhere else and look at the code you will see it.
Trust me, I spend a wackton of time in the homebrewer. I have discovered all kinds of weird stuff it can do. You probably used a template to make your subclass. Yes? What you’re seeing in the code for that class feature are all of the hyperlinks it made to all of the tooltips from the original table.
If you copy the post I made with the table and look at the code you’re gonna see the same thing. Here is the source code as it actually is (the regular tooltips will probably automatically convert though):
But those are just regular old boring vanilla tooltips right there.
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And that is the exact same table with regular tooltips that made this:
The Precisionist is a master of the mechanics of sending various things down range. Able to create unique forms of ammunition, they are equally adept with the weapons that use them. No matter the situation, they are able to craft ammunition tailored to the task. Eventually they can even learn to craft a device to augment that skill, to the point of sending even themselves over distances. That enables them to be in the right place to make the most out of their specialized ammunition, and then get back out again before it's too late.
Tool and Weapon Proficiencies
When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. In addition, you gain proficiency with hand crossbows, heavy crossbows, and longbows.
Precisionist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Precisionist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Precisionist Spells
3rd
ensnaring strike, hail of thorns
5th
cordon of arrows, Melf's acid arrow
9th
conjure barrage, lightning arrow
13th
dimension door, vitriolic sphere
17th
conjure volley, swift quiver
Precisionist’s Scope
At 3rd level, you know how to turn a Wand or Crystal into your Precisionist's Scope, a conduit for your ranged spells, as well as an aid to your ranged attacks. When you finish a long rest, you can use either tinker's tools or jewelers' tools to modify a wand or crystal, and thereby turn it into your precisionist's scope. The modifications cease to function and fall apart if you later create a different scope, otherwise the modifications last indefinitely.
As an action, you can attach your precisionist's scope to any bow, crossbow, or firearm you are wielding. You gain a +2 bonus to ranged attacks made with that weapon as long as your scope is attached. You can later detach your scope again as an action.
As long as your precisionist's scope is attached to a ranged weapon with the ammunition property, you can use either the scope, or the weapon it is attached to as a spellcasting focus for your artificer spells.
Either the original spellcasting focus or the scope, but not both, can hold a bonus such as those conferred by the Enhanced Arcane Focus infusion. Any bonuses to either also apply to the attached weapon whenever it is used as a Spellcasting focus.
Specialized Ammunition
Beginning at 3rd level, whenever you finish a long rest, you can magically produce a piece of specialized ammunition out of a piece of nonmagical ammunition you touch. Roll on the Specialized Ammunition table for the ammunition's effect, which is triggered when someone uses the ammunition.
Creating specialized ammunition requires you to have Tinker's Tools on your person. Each new piece must be made from a different piece of nonmagical ammunition, and each piece of ammunition retains its original ammunition type.
Any ammunition you create with this feature lasts until it is used, or until the end of your next long rest. When you use this feature to create specialized ammunition after a long rest, for each piece you can make, you may instead choose to maintain a piece of specialized ammunitionyou have made previously using this feature.
When you reach certain levels in this class, you can make more specialized ammunition at the end of a long rest: three at 6th level four at 10th level, five at 14th level, and six at 18th level. Roll for the effect of each piece of ammunition separately. Each new piece must be made from a different piece of nonmagical ammunition, and each piece of ammunition retains its original ammunition type.
You can create additional specialized ammunition by expending a spell slot of 1st through 3rd-level for each piece of ammunition. When you do so, you use your action to create the ammunition using a piece of nonmagical ammunition you touch, and you choose the ammunition's effect from the Specialized Ammunition table.
Specialized Ammunition
1
Concussive. When this piece of ammunition is used, instead of making an attack roll as normal, the user chooses a point within the weapon's range where this ammunition detonates. The detonation creates a burst of thunderous sound that can be heard up to 100 feet away, and each creature within 5 feet of that point, other than you, must succeed on a Constitution saving throw against your artificer spell save DC or be stunned until the end of your next turn.
2
Elemental Ammunition. When you create this piece of ammunition, choose one of the following: Acid, Cold, Fire, Lightning, Poison, or Thunder damage. On a hit, the target takes an additional 1d8 damage of the chosen type from this ammunition.
3
Flechette. When this piece of ammunition is used, instead of making an attack roll as normal, instead each creature in a 15 ft. cone must make a Dexterity saving throw against your artificer spell save DC. On a failed save they take 2d6 piercing damage, or half as much on a successful save.
4
Siege Ammunition. This ammunition deals double damage to objects and structures.
5
Stimulant. A creature hit by this ammunition does not take damage from it. Instead it gains a number of Temporary HP equal to half the total damage it would have taken from this attack (rounded down).
In addition, the target must immediately use its reaction if available to either move up to half it's movement speed, or make a single attack against a target of its choice that it can see within range.
6
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Advanced Precisionist’s Scope
Starting at 9th level, you deal additional damage whenever you hit a creature with a ranged attack made with a weapon attached to your precisionist's scope. In addition, you can now use your scope for additional functions:
Precision Accuracy
By 15th level, you have learned to make other arcane uses for your Precisionist's Scope. You can cast far step and sunbeam without expending a spell slot, without preparing the spells, and without material components, provided you use your Precisionist's Scope, or the attached weapon as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
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Ah, I just saw your second edit. Glad I could help. How’s the project coming?
Creating Epic Boons on DDB
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