Hello, all. Posting this in homebrew since I believe it falls under this board more than the DMs Guild board.
Exploring Eberron, written by Keith Baker, just came out earlier today, and I'm already trying to work the Maverick Artificer subclass into a private homebrew, but it's a pretty complicated subclass and I've never created a subclass in homebrew before so it's all rather daunting. I wanted to ask for help/ideas on how exactly to manage all of this finagling. The furthest I've gotten right now is working with the 3rd level Arcane Breakthroughs feature to add the spell lists, but then I can only get it to show up as choosing one spell from the list instead of adding the entire class list to the artificer's known spells (and, in addition, the one spell shows up as "At Will" instead of regular casting).
Pasting the features below as spoilers for clarity. I foresee a lot of running into a brick wall with the sheet builder mechanics of Arcane Breakthroughs and Final Breakthrough, tbh.
I've italicized the features that would need to be added into the homebrew creation page and would really appreciate suggestions/feedback on how to go about inputting them. Thank you.
Arcane Breakthroughs (3rd level): Starting at 3rd level, you gain amazing insights into spell effects beyond the reach of most artificers. Choose one of the following classes: bard, cleric, druid, paladin, ranger, sorcerer, warlock, or wizard. This class’s spells become part of your Breakthrough spell list. You can choose an additional class and add its spells to your Breakthrough spell list at 5th, 9th, 13th, and 17th levels.
When you change your list of prepared artificer spells after a long rest, you can prepare an additional 1st-level spell. This spell must be from your Breakthrough spell list. When you reach certain levels in this class, you increase the number of Breakthrough spells that you can prepare. You can prepare an additional 2nd-level spell at 5th level, an additional 3rd-level spell at 9th level, an additional 4th-level spell at 13th level, and an additional 5th-level spell at 17th level. These prepared spells don’t count against the number of artificer spells you prepare.
When you cast a spell you’ve prepared using this feature, it’s considered to be an artificer spell for you, and Intelligence is your spellcasting ability for it. When you swap a prepared Breakthrough spell for a new spell, you lose any ongoing benefits from having cast it (such as a steed summoned by find steed).
Cantrip Specialist (3rd level): You excel at producing minor magical effects—and at abandoning your current projects to pursue new ideas. Starting at 3rd level you gain the following benefits:
You know one additional cantrip beyond what’s normally allowed for an artificer of your level.
When you finish a short rest (instead of when you gain a level in this class), you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list or your Breakthrough spell list. This cantrip is considered an artificer cantrip for you.
Cantrip Savant (5th level): Starting at 5th level, you continue to develop your talent for the simplest spells. You gain the following benefits:
When casting an artificer cantrip, you gain a +1 bonus to attack rolls and to your artificer spell save DC unless your spellcasting focus grants a higher bonus.This bonus increases when you reach certain levels in this class, increasing to +2 at 9th level and +3 at 15th level.
As an action, you can replace an artificer cantrip you know with a different cantrip from the artificer spell list or your Breakthrough spell list. Once you use this feature, you can’t use it again until you finish a long rest.
Superior Breakthroughs (9th level): Starting at 9th level, when you cast one of the spells you prepared with Arcane Breakthroughs, you can do so as if the spell was cast using a spell slot two levels higher than the spell slot you expend. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses after you finish a long rest. (I have no idea how to add in the little limited uses check boxes on the sheet, i.e. like how Bardic Inspiration or Channel Divinity have limited uses boxes).
Work in Progress (9th level): Starting at 9th level, you can ready half-formed projects for easy completion when needed. As an action, you can replace any prepared artificer spell with any other spell from the artificer spell list, which then counts as a prepared spell for you. Once you use this feature, you can’t use it again until you finish a short or a long rest. (See limited uses note above.)
Final Breakthrough (15th level):At 15th level, you gain one additional spell slot of each spell level you can prepare. These spell slots can only be used to cast the bonus spells granted by your Arcane Breakthroughs. As you gain levels in this class and are able to prepare 5th-level artificer spells, you gain an additional spell slot of that level.
If I've understood correctly, you add spell classes at certain levels, and separately you gain "arcane breakthrough" spells that can be chosen from any of these spell lists? In that case I'm actually not sure what you want to do is going to be possible in D&D Beyond homebrew, not yet anyway, at least not without having to manage a huge list of options dependent upon every possible combination of spell lists that a player might add.
If the player just selected one spell list at level 3 and then gained spells in that every so often, then that would be relatively easy as you'd just add options for each possible list, and for each one add a spell choice in that list, and at later levels you just do the same exact the "options" would be granted automatically based on the list they already picked.
But because they get to pick additional lists things get much harder, as you'd need to define options not only for each new list they might pick, but also every combination of lists they might already have. It might be possible to do it that way, but with 8 possible spell lists and 5 choices you'd be looking at a pretty huge number of options and dependencies that need to be added.
Hopefully I'm wrong and someone who's done more sub-classes might be able to weight in with a solution, but you might be out of luck until D&D Beyond add something similar with a modifier that will let you do what you want.
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Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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Between the ability to pick their subclass spells from a massive list and swap them out to the temporary bonuses to casting but only for cantrips.... I’m not sure that’s possible to build with the homebrewer. And I homebrew a lot.
Part of the problem is that for Artificers, their subclass specific spells are “always prepared” just like Clerics, Druids, and Paladins. That makes programming things to match that homebrew very challenging.
If I've understood correctly, you add spell classes at certain levels, and separately you gain "arcane breakthrough" spells that can be chosen from any of these spell lists? In that case I'm actually not sure what you want to do is going to be possible in D&D Beyond homebrew, not yet anyway, at least not without having to manage a huge list of options dependent upon every possible combination of spell lists that a player might add.
If the player just selected one spell list at level 3 and then gained spells in that every so often, then that would be relatively easy as you'd just add options for each possible list, and for each one add a spell choice in that list, and at later levels you just do the same exact the "options" would be granted automatically based on the list they already picked.
But because they get to pick additional lists things get much harder, as you'd need to define options not only for each new list they might pick, but also every combination of lists they might already have. It might be possible to do it that way, but with 8 possible spell lists and 5 choices you'd be looking at a pretty huge number of options and dependencies that need to be added.
Hopefully I'm wrong and someone who's done more sub-classes might be able to weight in with a solution, but you might be out of luck until D&D Beyond add something similar with a modifier that will let you do what you want.
Yeah, I’ve been playing with it to add the spell list choice at level 3, but it only pops up as allowing me to choose one spell from it at a time, which isn’t what I want. I think, as it stands, it *is* probably impossible for me to set it up as free-standing choices. My DM suggested feats that add in the spells chosen and manually switching them out when prepared, so I might go with that if I can’t find a way around it otherwise.
Between the ability to pick their subclass spells from a massive list and swap them out to the temporary bonuses to casting but only for cantrips.... I’m not sure that’s possible to build with the homebrewer. And I homebrew a lot.
Part of the problem is that for Artificers, their subclass specific spells are “always prepared” just like Clerics, Druids, and Paladins. That makes programming things to match that homebrew very challenging.
Yeah... I’m finding that out as I’m experimenting with this. I know adding spells to a prepared spell list can be bypassed through adding them as spells granted through a Background (like how the Spells of the Mark bypass works), but that’s a handful of spells instead of an entire list... I guess it *could* be an entire manual list input. That’d be very extensive.
As far as you know, is there any way to add in the 15-level extra spell slots? Or is the builder pretty locked in terms of spell slots being calculated automatically and not susceptible to being changed/worked around?
As far as you know, is there any way to add in the 15-level extra spell slots? Or is the builder pretty locked in terms of spell slots being calculated automatically and not susceptible to being changed/worked around?
That modifier currently has no subtypes, so we cannot add spell slots at this time either.
I think I've figured out some sort of workaround, but it's only just going in to manually add class spell list one-by-one into the subclass's additional spell lists, so it shows up as Artificer spells. The "you can prepare an additional 1st-level spell" etc could be done through... feats? At this point, feats seems like the way to go. I know I can somewhat replicate the Cantrip Specialist feature with the +1 to spell attack and save DC with an equipped homebrew item, I think.
I think I've figured out some sort of workaround, but it's only just going in to manually add class spell list one-by-one into the subclass's additional spell lists, so it shows up as Artificer spells. The "you can prepare an additional 1st-level spell" etc could be done through... feats? At this point, feats seems like the way to go. I know I can somewhat replicate the Cantrip Specialist feature with the +1 to spell attack and save DC with an equipped homebrew item, I think.
Not the way you want to do it. Basically, what I am trying to tell you is that making this subclass on DDB will be so difficult, and whatever you end up with will work so poorly that you would do better to just use pencil and paper and skip DDB altogether if you really want to play this character. If I had a workweek to play with the homebrewer I might be able to figure out how to get it sorta kinda close, but you wouldn’t want to pay me that much for the time.
The way “prepared spellcasters” like Artificers work, you would put their subclass spells under “additional specific spells” and they would just automatically be prepared as extra spells. The problem is, if you put all of the possible spells in then they would have a bagillian extra spells, and if you do it any other way then they would not be automatically prepared properly.
Basically, this subclass is nigh impossible to properly program into DDB.
Actually thinking about it more, I wonder if you can fudge it a bit; the important part of this feature is that at certain levels you get to pick bonus spells. That part is fairly easy to do; you just add a trait for the appropriate level, then under spells you add one entry so the player gets to pick one spell. The tricky part is the interaction with the spell lists that you're supposed to be choosing from, which is the part we can't handle automatically, but maybe you don't really need to?
If all you really need is for the class to work well enough, then you could just set the spell list for each new spell to be any of the class lists, and require the player to track which lists they're allowed to pick from some other way (you could still add these as options, so it's listed on the sheet, it just won't automatically do anything).
So under each of your Arcane Breakthrough traits you'd add one spell entry that looks something like this:
This will allow choices from any of the eight lists, so the player will still need to manually check they're picking spells that they're allowed to. The only part I'm unsure about are the Spell Levels; I think you probably have to keep these blank since the player may want to reselect spells based on their current level.
Now, "preparing" these spells will mean going into manage levels and selecting new spells there, which isn't ideal, and it'd be up to the player to enforce their own use of the correct spell lists, but it'll mostly sort of work, which maybe is all you need for now? Hopefully D&D Beyond may add the necessary features at some point to do it exactly as written.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Actually thinking about it more, I wonder if you can fudge it a bit; the important part of this feature is that at certain levels you get to pick bonus spells. That part is fairly easy to do; you just add a trait for the appropriate level, then under spells you add one entry so the player gets to pick one spell. The tricky part is the interaction with the spell lists that you're supposed to be choosing from, which is the part we can't handle automatically, but maybe you don't really need to?
If all you really need is for the class to work well enough, then you could just set the spell list for each new spell to be any of the class lists, and require the player to track which lists they're allowed to pick from some other way (you could still add these as options, so it's listed on the sheet, it just won't automatically do anything).
So under each of your Arcane Breakthrough traits you'd add one spell entry that looks something like this:
This will allow choices from any of the eight lists, so the player will still need to manually check they're picking spells that they're allowed to. The only part I'm unsure about are the Spell Levels; I think you probably have to keep these blank since the player may want to reselect spells based on their current level.
Now, "preparing" these spells will mean going into manage levels and selecting new spells there, which isn't ideal, and it'd be up to the player to enforce their own use of the correct spell lists, but it'll mostly sort of work, which maybe is all you need for now? Hopefully D&D Beyond may add the necessary features at some point to do it exactly as written.
That won’t get around the “always prepared” problem. The bug that let users overprepare their spells to handle stuff like this got fixed and doesn’t work anymore.
That won’t get around the “always prepared” problem. The bug that let users overprepare their spells to handle stuff like this got fixed and doesn’t work anymore.
Should this require a bug to work?
If "counts as known spell" is set to No then the spell should be in addition to everything that you can normally prepare, just like sub-classes that add specific spells such as Paladin oaths, Druid Circles of the Land etc.
Features like a Bard's Magical Secrets have this set to Yes instead because those count against your total spells, so you might have to unlearn something to make room, but I don't think that's how this Artificer class works.
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Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Actually thinking about it more, I wonder if you can fudge it a bit; the important part of this feature is that at certain levels you get to pick bonus spells. That part is fairly easy to do; you just add a trait for the appropriate level, then under spells you add one entry so the player gets to pick one spell. The tricky part is the interaction with the spell lists that you're supposed to be choosing from, which is the part we can't handle automatically, but maybe you don't really need to?
If all you really need is for the class to work well enough, then you could just set the spell list for each new spell to be any of the class lists, and require the player to track which lists they're allowed to pick from some other way (you could still add these as options, so it's listed on the sheet, it just won't automatically do anything).
So under each of your Arcane Breakthrough traits you'd add one spell entry that looks something like this:
This will allow choices from any of the eight lists, so the player will still need to manually check they're picking spells that they're allowed to. The only part I'm unsure about are the Spell Levels; I think you probably have to keep these blank since the player may want to reselect spells based on their current level.
Now, "preparing" these spells will mean going into manage levels and selecting new spells there, which isn't ideal, and it'd be up to the player to enforce their own use of the correct spell lists, but it'll mostly sort of work, which maybe is all you need for now? Hopefully D&D Beyond may add the necessary features at some point to do it exactly as written.
Thank you for the suggestion!
I somewhat worked around it by creating 8 separate Class Features for each spell list, setting the spell level as 1st with the mental note that I'd go in and change it whenever the level up becomes necessary (adding on spell levels). I managed to get it to show up in the character builder with the selection, and then it shows up as a Known spell if I check it off as known, I then count it as Always Prepared since the Arcane Breakthroughs text says that you can prepare that additional spell that's from your Breakthrough spell list. It then shows up like this (spoiler'd for pictures):
So, I think I've kinda figured it out as best as I can for now. Thanks again for the help!
What you could have have done was make one class feature with 8 options and have the various options show up at the appropriate levels as well. What I couldn’t figure out was how to step up the spell levels without also stepping up the number known. But if you’re prepared to go in and adjust it manually every time they level up to the right level for it to matter....
Hi - thanks to Haravikk for pointing this thread out to me. I’m coding (or trying to) the same thing. Is this ultimately how you implemented it? Can I ask how that’s worked in practice?
I’m thinking I might just cod features based on one spell list at a time, based on my PCs choice? That’s not as elegant as actually giving the choice of all eight, but I think then I can allow the flexibility at higher levels?
Very curious if this worked out for you in the end?
I just did the "choose from all spell lists" but limited each list for when the character levels up (this is highly dependent on, say, only having one Maverick Artificer in one campaign at a time so that you don't have, for example, homebrew content sharing with several Mavericks at different levels). Posted screenshots in the spoiler cut.
There's currently no implementation for extra spell slots for the Maverick's Final Breakthrough, unfortunately, so that's at a standstill for me right now, but I managed to get everything else worked in fine. Cantrip Specialist worked the same way but that was a lot easier since it's only one cantrip although there's still some workaround with making sure it's from the Arcane Breakthrough list that was chosen at 3rd level. It's pretty much a very constant touch-and-go subclass that has to be updated as played since the homebrew creator doesn't have the features to support it right now.
Hello, all. Posting this in homebrew since I believe it falls under this board more than the DMs Guild board.
Exploring Eberron, written by Keith Baker, just came out earlier today, and I'm already trying to work the Maverick Artificer subclass into a private homebrew, but it's a pretty complicated subclass and I've never created a subclass in homebrew before so it's all rather daunting. I wanted to ask for help/ideas on how exactly to manage all of this finagling. The furthest I've gotten right now is working with the 3rd level Arcane Breakthroughs feature to add the spell lists, but then I can only get it to show up as choosing one spell from the list instead of adding the entire class list to the artificer's known spells (and, in addition, the one spell shows up as "At Will" instead of regular casting).
Pasting the features below as spoilers for clarity. I foresee a lot of running into a brick wall with the sheet builder mechanics of Arcane Breakthroughs and Final Breakthrough, tbh.
I've italicized the features that would need to be added into the homebrew creation page and would really appreciate suggestions/feedback on how to go about inputting them. Thank you.
Arcane Breakthroughs (3rd level): Starting at 3rd level, you gain amazing insights into spell effects beyond the reach of most artificers. Choose one of the following classes: bard, cleric, druid, paladin, ranger, sorcerer, warlock, or wizard. This class’s spells become part of your Breakthrough spell list. You can choose an additional class and add its spells to your Breakthrough spell list at 5th, 9th, 13th, and 17th levels.
When you change your list of prepared artificer spells after a long rest, you can prepare an additional 1st-level spell. This spell must be from your Breakthrough spell list. When you reach certain levels in this class, you increase the number of Breakthrough spells that you can prepare. You can prepare an additional 2nd-level spell at 5th level, an additional 3rd-level spell at 9th level, an additional 4th-level spell at 13th level, and an additional 5th-level spell at 17th level. These prepared spells don’t count against the number of artificer spells you prepare.
When you cast a spell you’ve prepared using this feature, it’s considered to be an artificer spell for you, and Intelligence is your spellcasting ability for it. When you swap a prepared Breakthrough spell for a new spell, you lose any ongoing benefits from having cast it (such as a steed summoned by find steed).
Cantrip Specialist (3rd level): You excel at producing minor magical effects—and at abandoning your current projects to pursue new ideas. Starting at 3rd level you gain the following benefits:
Cantrip Savant (5th level): Starting at 5th level, you continue to develop your talent for the simplest spells. You gain the following benefits:
Superior Breakthroughs (9th level): Starting at 9th level, when you cast one of the spells you prepared with Arcane Breakthroughs, you can do so as if the spell was cast using a spell slot two levels higher than the spell slot you expend. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses after you finish a long rest. (I have no idea how to add in the little limited uses check boxes on the sheet, i.e. like how Bardic Inspiration or Channel Divinity have limited uses boxes).
Work in Progress (9th level): Starting at 9th level, you can ready half-formed projects for easy completion when needed. As an action, you can replace any prepared artificer spell with any other spell from the artificer spell list, which then counts as a prepared spell for you. Once you use this feature, you can’t use it again until you finish a short or a long rest. (See limited uses note above.)
Final Breakthrough (15th level): At 15th level, you gain one additional spell slot of each spell level you can prepare. These spell slots can only be used to cast the bonus spells granted by your Arcane Breakthroughs. As you gain levels in this class and are able to prepare 5th-level artificer spells, you gain an additional spell slot of that level.
Ryan (he/him/his)
Extended Signature
I can see why it's causing you trouble!
If I've understood correctly, you add spell classes at certain levels, and separately you gain "arcane breakthrough" spells that can be chosen from any of these spell lists? In that case I'm actually not sure what you want to do is going to be possible in D&D Beyond homebrew, not yet anyway, at least not without having to manage a huge list of options dependent upon every possible combination of spell lists that a player might add.
If the player just selected one spell list at level 3 and then gained spells in that every so often, then that would be relatively easy as you'd just add options for each possible list, and for each one add a spell choice in that list, and at later levels you just do the same exact the "options" would be granted automatically based on the list they already picked.
But because they get to pick additional lists things get much harder, as you'd need to define options not only for each new list they might pick, but also every combination of lists they might already have. It might be possible to do it that way, but with 8 possible spell lists and 5 choices you'd be looking at a pretty huge number of options and dependencies that need to be added.
Hopefully I'm wrong and someone who's done more sub-classes might be able to weight in with a solution, but you might be out of luck until D&D Beyond add something similar with a modifier that will let you do what you want.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Between the ability to pick their subclass spells from a massive list and swap them out to the temporary bonuses to casting but only for cantrips.... I’m not sure that’s possible to build with the homebrewer. And I homebrew a lot.
Part of the problem is that for Artificers, their subclass specific spells are “always prepared” just like Clerics, Druids, and Paladins. That makes programming things to match that homebrew very challenging.
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Yeah, I’ve been playing with it to add the spell list choice at level 3, but it only pops up as allowing me to choose one spell from it at a time, which isn’t what I want. I think, as it stands, it *is* probably impossible for me to set it up as free-standing choices. My DM suggested feats that add in the spells chosen and manually switching them out when prepared, so I might go with that if I can’t find a way around it otherwise.
Yeah... I’m finding that out as I’m experimenting with this. I know adding spells to a prepared spell list can be bypassed through adding them as spells granted through a Background (like how the Spells of the Mark bypass works), but that’s a handful of spells instead of an entire list... I guess it *could* be an entire manual list input. That’d be very extensive.
As far as you know, is there any way to add in the 15-level extra spell slots? Or is the builder pretty locked in terms of spell slots being calculated automatically and not susceptible to being changed/worked around?
Ryan (he/him/his)
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That modifier currently has no subtypes, so we cannot add spell slots at this time either.
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Any way of modifying number of prepared spells?
I think I've figured out some sort of workaround, but it's only just going in to manually add class spell list one-by-one into the subclass's additional spell lists, so it shows up as Artificer spells. The "you can prepare an additional 1st-level spell" etc could be done through... feats? At this point, feats seems like the way to go. I know I can somewhat replicate the Cantrip Specialist feature with the +1 to spell attack and save DC with an equipped homebrew item, I think.
Ryan (he/him/his)
Extended Signature
Not the way you want to do it. Basically, what I am trying to tell you is that making this subclass on DDB will be so difficult, and whatever you end up with will work so poorly that you would do better to just use pencil and paper and skip DDB altogether if you really want to play this character. If I had a workweek to play with the homebrewer I might be able to figure out how to get it sorta kinda close, but you wouldn’t want to pay me that much for the time.
The way “prepared spellcasters” like Artificers work, you would put their subclass spells under “additional specific spells” and they would just automatically be prepared as extra spells. The problem is, if you put all of the possible spells in then they would have a bagillian extra spells, and if you do it any other way then they would not be automatically prepared properly.
Basically, this subclass is nigh impossible to properly program into DDB.
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Yeah, that makes sense. It's definitely a lot of workaround that DDB doesn't have the tools for yet. Thank you for the help, anyway!
Ryan (he/him/his)
Extended Signature
Actually thinking about it more, I wonder if you can fudge it a bit; the important part of this feature is that at certain levels you get to pick bonus spells. That part is fairly easy to do; you just add a trait for the appropriate level, then under spells you add one entry so the player gets to pick one spell. The tricky part is the interaction with the spell lists that you're supposed to be choosing from, which is the part we can't handle automatically, but maybe you don't really need to?
If all you really need is for the class to work well enough, then you could just set the spell list for each new spell to be any of the class lists, and require the player to track which lists they're allowed to pick from some other way (you could still add these as options, so it's listed on the sheet, it just won't automatically do anything).
So under each of your Arcane Breakthrough traits you'd add one spell entry that looks something like this:
This will allow choices from any of the eight lists, so the player will still need to manually check they're picking spells that they're allowed to. The only part I'm unsure about are the Spell Levels; I think you probably have to keep these blank since the player may want to reselect spells based on their current level.
Now, "preparing" these spells will mean going into manage levels and selecting new spells there, which isn't ideal, and it'd be up to the player to enforce their own use of the correct spell lists, but it'll mostly sort of work, which maybe is all you need for now? Hopefully D&D Beyond may add the necessary features at some point to do it exactly as written.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
That won’t get around the “always prepared” problem. The bug that let users overprepare their spells to handle stuff like this got fixed and doesn’t work anymore.
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Should this require a bug to work?
If "counts as known spell" is set to No then the spell should be in addition to everything that you can normally prepare, just like sub-classes that add specific spells such as Paladin oaths, Druid Circles of the Land etc.
Features like a Bard's Magical Secrets have this set to Yes instead because those count against your total spells, so you might have to unlearn something to make room, but I don't think that's how this Artificer class works.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Artificers are are Prepared Spellcasters. That system doesn’t work the same for prepared spellcasters as it does for known spellcasters like bards.
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Thank you for the suggestion!
I somewhat worked around it by creating 8 separate Class Features for each spell list, setting the spell level as 1st with the mental note that I'd go in and change it whenever the level up becomes necessary (adding on spell levels). I managed to get it to show up in the character builder with the selection, and then it shows up as a Known spell if I check it off as known, I then count it as Always Prepared since the Arcane Breakthroughs text says that you can prepare that additional spell that's from your Breakthrough spell list. It then shows up like this (spoiler'd for pictures):
So, I think I've kinda figured it out as best as I can for now. Thanks again for the help!
Ryan (he/him/his)
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What you could have have done was make one class feature with 8 options and have the various options show up at the appropriate levels as well. What I couldn’t figure out was how to step up the spell levels without also stepping up the number known. But if you’re prepared to go in and adjust it manually every time they level up to the right level for it to matter....
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Hi - thanks to Haravikk for pointing this thread out to me. I’m coding (or trying to) the same thing. Is this ultimately how you implemented it? Can I ask how that’s worked in practice?
I’m thinking I might just cod features based on one spell list at a time, based on my PCs choice? That’s not as elegant as actually giving the choice of all eight, but I think then I can allow the flexibility at higher levels?
Very curious if this worked out for you in the end?
I just did the "choose from all spell lists" but limited each list for when the character levels up (this is highly dependent on, say, only having one Maverick Artificer in one campaign at a time so that you don't have, for example, homebrew content sharing with several Mavericks at different levels). Posted screenshots in the spoiler cut.
There's currently no implementation for extra spell slots for the Maverick's Final Breakthrough, unfortunately, so that's at a standstill for me right now, but I managed to get everything else worked in fine. Cantrip Specialist worked the same way but that was a lot easier since it's only one cantrip although there's still some workaround with making sure it's from the Arcane Breakthrough list that was chosen at 3rd level. It's pretty much a very constant touch-and-go subclass that has to be updated as played since the homebrew creator doesn't have the features to support it right now.
Ryan (he/him/his)
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