Mostly title. How can this be done, if it can be done? I want to add a spell to the sub class that doesn't count against # of prepared spells, but takes a slot to cast and isn't something like at will. I can't seem to do anything but add it as available to be added to the spellbook and prepared.
well.. is the spell you're wanting to add a wizard spell? Because that will determine what needs to be done.
If it is a wizard spell, you don't need to do anything. Just be sure you add in the feature description that the player adds the spell into their spellbook. Similar to how other subclasses treated these kinds of feature, like the School of Necromancy as one example.
If it's not a wizard spell, someone else will need to speak up because I haven't tried using the "Additional Spell List" feature yet, but I'm guessing that'd be how you do it.
Edit: Decided to shorten my blabbering of a post to make it easier to read.
So the player must manually then click to add it to their spellbook, like with the necromancer level 6? Even so, making a necromancer school wizard adding that spell and then preparing it takes a preparation slot. So I am trying to figure out if there is a way to prepare the spell without it counting against the # of prepared spells.
When you add the spell to the subclass feature, make sure to set “Consumes Spell Slot” and “Always Prepared” as “yes.” After that you must re-save the entire subclass using the main “SAVE CHANGES” button under “Basic Information.” After that it can take up to 20 minutes for those changes to push through to the character sheet.
After nearly 30 minutes, and a definite update (added the 4 at the end of the feature name to check that it updated in the sheet). No joy. Not even in the spellbook.
Edit: another picture of the sublcass stuff in case that helps.
By adding two spells at the same time like that, you are not granting them both, but instead giving them a choice between the two. If you look in the character builder at that feature you will see a blue exclamation point indicating that you need to make a choice between on of those two spells.
Just a note for those interested; it seems you can force the system to update your homebrew classes/races sooner if you change your character's level (or level in the specific class). I haven't quite nailed down if there are unusual conditions, but if you're testing a 5th level ability for example, then dropping the character down to level 4 and back up to 5th again (after reloading) seems to reset that ability immediately, you don't even seem to need to re-save the basic information when resetting in this way.
Hopefully you've already fixed your specific problem, but it's worth noting in case you need to more rapidly test something in future; there may be edge conditions I haven't found yet, but it seems to work. I've gone through approximately a billion iterations of my Gunfighter sub-class and it's saved me a tonne of waiting.
Also, if you're just hoping to add spells at default levels as Cleric domains, Paladin Oaths etc. do, then these usually just add the spells under Additional Specific Spells in the sub-class' basic information; this adds them as regular spells that are always prepared and become available at the first level at which you have a slot to cast them (e.g- 3rd level spells appear at 5th level in that class), this should work for Wizards as well and lets you add the spells list you want more quickly. Of course if you've already added everything using Spells entries then don't change it, as there's nothing wrong with doing it that way, but in future or for anyone else wanting to do the same then Additional Specific Spells should be easier/faster if you have no other requirements (limited uses, cast at specific level etc.).
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Hello
Mostly title. How can this be done, if it can be done? I want to add a spell to the sub class that doesn't count against # of prepared spells, but takes a slot to cast and isn't something like at will. I can't seem to do anything but add it as available to be added to the spellbook and prepared.
Thanks
well.. is the spell you're wanting to add a wizard spell? Because that will determine what needs to be done.
Edit: Decided to shorten my blabbering of a post to make it easier to read.
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So the player must manually then click to add it to their spellbook, like with the necromancer level 6? Even so, making a necromancer school wizard adding that spell and then preparing it takes a preparation slot. So I am trying to figure out if there is a way to prepare the spell without it counting against the # of prepared spells.
And both are wizard spells.
When you add the spell to the subclass feature, make sure to set “Consumes Spell Slot” and “Always Prepared” as “yes.” After that you must re-save the entire subclass using the main “SAVE CHANGES” button under “Basic Information.” After that it can take up to 20 minutes for those changes to push through to the character sheet.
I hope that helps.
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Sorry for me misunderstanding... thought you were trying to make a feature that would just add spells to their spellbook.
Try what Sposta recommended, and see what happens
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After nearly 30 minutes, and a definite update (added the 4 at the end of the feature name to check that it updated in the sheet). No joy. Not even in the spellbook.
Edit: another picture of the sublcass stuff in case that helps.
By adding two spells at the same time like that, you are not granting them both, but instead giving them a choice between the two. If you look in the character builder at that feature you will see a blue exclamation point indicating that you need to make a choice between on of those two spells.
Creating Epic Boons on DDB
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I see. Thanks.
Just a note for those interested; it seems you can force the system to update your homebrew classes/races sooner if you change your character's level (or level in the specific class). I haven't quite nailed down if there are unusual conditions, but if you're testing a 5th level ability for example, then dropping the character down to level 4 and back up to 5th again (after reloading) seems to reset that ability immediately, you don't even seem to need to re-save the basic information when resetting in this way.
Hopefully you've already fixed your specific problem, but it's worth noting in case you need to more rapidly test something in future; there may be edge conditions I haven't found yet, but it seems to work. I've gone through approximately a billion iterations of my Gunfighter sub-class and it's saved me a tonne of waiting.
Also, if you're just hoping to add spells at default levels as Cleric domains, Paladin Oaths etc. do, then these usually just add the spells under Additional Specific Spells in the sub-class' basic information; this adds them as regular spells that are always prepared and become available at the first level at which you have a slot to cast them (e.g- 3rd level spells appear at 5th level in that class), this should work for Wizards as well and lets you add the spells list you want more quickly. Of course if you've already added everything using Spells entries then don't change it, as there's nothing wrong with doing it that way, but in future or for anyone else wanting to do the same then Additional Specific Spells should be easier/faster if you have no other requirements (limited uses, cast at specific level etc.).
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.