so I picked up scroll savant at 5th level but only got 1st level spell slots I also still got extra attack despite having picked up resourceful edit: this was fixed by waiting a little but I still can't learn very many spells, am I still restricted by class?
The Spellsslots get updated every tun or when you use an action (hide for example). Thats nessesary, because its a permanent, hidden buff, that adds your spell slots. The base idea of scroll savant is, that you expand your spellbook with scrolls you find, to give and unique expiriance to other spellcasters. Its a bit of a collector's game. You can increase the spells you can learn greatly, whit the Mod Secret Scrolls by darkcharl. He also offers 5e Spells and Scrolls for his 5e Spells too. Also a broad lineup of homebrew spells, also with an add on to add them as scolls. All are learnable.
I really like your mod. I am trying to figure out how to add OneDnD Spells - Cantrips into Wandering Scribe's spell list. I edited the CompatibilityFrameworkConfig.json inside OneDnd cantrip and add AzScribe UUID. It doesn't work.
May I ask how I can add the cantrip into Wandering Scribe's spell list?
Its the SpellList with this UUID: 3cae2e56-1111-1111-1111-96845ea765fa. Its a custom Spell list where i merged most cantrips in and the spells are added like usual in the progression XML with SelectSpells.
Could you take a look at Engineer's Frost Weapon. The Aura of Frost condition is kinda visually jarring.
I long rested after posting this and tried to recreate the conditions for this happening but actually couldn't.
Character died during combat with Omni Mod Frost Weapon on, after I used Revivify, this happened. Then, next day, I had him cast Frost Weapon again and then tried to kill him. Even after I used revivify on him the next day, he didn't come up with the Aura of Frost condition. Honestly, I'm not even sure what exactly Frost Detonation does or how I got the Aura of Frost condition on my own character. My tooltip for the toggle uses the Tempest features so... I'm really lost. The documentations on the front page don't go into depth on what is exactly going on either.
A crap. Sorry for that. Frost explosion is a skill of frost weapon, that deals cold damage around you. It also applies frost (vanilla condition that adds 1 damage, when damaged by cold). Seems the aura misses a flag, that it gets removed after combat. Will look into it.
Thanks for getting back so promptly. How is Frost Explosion treated? is it treated like a spell/cantrip? or an attack like whirlwind? The tooltip also doesn't preview the damage. I've only just started using this feature and it rolled 3d8 at lvl 2.
Anyways, I really love this mod. So many cool build-defining features. I've been playing with it for a few months now.
It's like a frost version of arms of Hadar. Causes rime instead of disabling opportunity attacks. Uses progression like bombs of the tinkerer trait. Starts at 3d8 and gets 1d8 every other level., but does not qualify as spell.
I have some fixes and changes in pipe, I hope I can release it in 1-2 days. I will fix the tooltips as well :)
So I use this mod with BaldursGoonsack's "Custom Exhaustion with Addon Patch 7 mod" and whenever I do anything that causes fatigue, the movement keeps refreshing, giving me unlimited movement.
I'm not able to trigger the Magus bonus action for any of my cantrips. I tested it with various ones, vanilla cantrips, non-damaging ones, damaging ones, etc. Am I misunderstanding what it does?
I take an attack for an action, none of my cantrips turn into bonus actions.
It works the other way around. You cast a cantrip first with an action, then you can attack using a bonus action. At least that's what it's doing on the classic version of the mod that I currently have loaded. Never mind. That was a problem with my own load order.
i had very heavy testing with magus on the published version, playing different kind of characters and i could not reproduce. It works like it should. You make an weapon attack and then it turns all offensive cantrips into a bonus action. Do you use classic version or the other?
Same case here, Boss. I tried (normal) attacking with both Wizard and Warlock and none of their cantrips turns into bonus action. The modifier bonus still works though. Classic Version.
question regarding spiritcaller, do they count as spells, aka would taking adaptive magic: potent casts increase thier damage, would taking magus allow you to attack as bonus action after summoning, and so on?
another question sorry, but does magus not work with extra attack? i was hopeing that i be able to use green flame blade (5eSpells) and then use my extra attacks. if not perhaps a idea for a new feature is some kind of weapon attack spell similar to green flame blade, that does work with extra attack
That would be a little OP. Would need to come at a cost. Action for Cantrip, Bonus Action for Extra Attack and maybe a Reaction, if you want to attack again.
I mean, i can also do a mini-mod, that enables you to have extra attack triggered, after the use of an cantrip. But for the mod here, it would be very op ^^
sorry i should put more effort into explaining what i was hoping for, basically something similar to bladesinger's extra attack which allows one of the attacks to be a cantrip.
i fully agree any spell and then extra attack would be to op, but if its limited to cantrip like bladesinger.
im currently running a tempest/lightning focused magus, but here after getting to level 5 i compleatly stopped using the magus feat, since it was better to just attack twice and then use ride the lightning as bonus action.
ofcourse this is your mod so you should make what you feel is right, im just asking/suggesting things cause i like it so much!
Ah, now I see. Yes, since tempest already uses extra attacks, you lose one attack as a magus, if using an regular attack first. true :/ I could exclude the jolt and spark spell from the bonus attack after level 5. So you can weave attacks and spells freely and still get the attack bonus from wisdom for weapon attacks.
isn't it just jolt that works with extra attack, spark is just a bonus aciton right?
excluding jolt from extra attack might not be the right choice since im sure there are people that want to use it as thier main weapon.
as i see it currently the problem is that magus just dosen't work togetherer with extra attack, any spell that works with extra attack from this mod (like jolt), does not trigger magus(i tested it), and bonus action attack dosen't work with extra attack. which means magus is only really useful when used togethere with scroll savant
you might decided it be too powerful if it did work with extra attack, as that means you effectively get a one more attack (total of 3 at lvl 5, and 4 at lvl 10) just from picking up magus, and if thats the case fair. i personally don't think it be that different from dual wielding.
if not may i suggest changing magus a slight bit.
if you do weapon/unarmed attack as you action, you can cast a cantrip as bonus action (basically the inverse of how it currently works)
the end result is effectively the same except that you can now benefit from extra attack and magus at the same time, basically its like duel wielding where the off hand attack is a cantrip.
That's mainly technical, because it is triggered the same way extra attack is. That would mean, that extra attack might be canceled and overwritten with the bonus attack. You would lose the extra attack with jolt, when I don't exclude it from magus.
A solution could be to change jolt to be a regular cantrip with multiple projectiles like eldritch blast, instead of sn extra attack mechanic. Then it would be compatible with magus. Changes the unique feel of tempest, tho.
Or maybe I can build the bonus attack into extra attack, when you have the magus feat. If you've done your final extra attack, you get an additional bonus attack with cantrips. But that might be vulnerable to bugs. But should be doable.
Was considering to download it today after work just by the sheer amount of feats, then I saw Tempest and was absolutely convinced. THEN you just give me Ky Kiske’s RTL and now I can’t wait to end my shift, amazing job here!
This is the class I've waited my whole life for, and I especially love your gift to Earthbenders because everybody neglects Earth.
I'm a little confused by the Spellcasting features. I have cantrips and I know spells but I don't seem to have any spell slots. Do I need to pick a Feature on level-up to gain access to spellcasting?
For spellcasting: you need to take scroll savant to unlock spellslots. Earth bender just gives you the spells. If you don't see spell slots on your interface, use a random skill, like hide. That should force it to appear. For spell slots in your spell book, just double click a spell, so it appears in your hotbar. That makes also your spell slots appear in your spell book. It's sadly a little inconvenient, but that's on engine level, because you get your spellslot through a invisible buff and it seems that's not handled well for spellslot.
228 comments
I really like your mod. I am trying to figure out how to add OneDnD Spells - Cantrips into Wandering Scribe's spell list. I edited the CompatibilityFrameworkConfig.json inside OneDnd cantrip and add AzScribe UUID. It doesn't work.
May I ask how I can add the cantrip into Wandering Scribe's spell list?
Could you take a look at Engineer's Frost Weapon. The Aura of Frost condition is kinda visually jarring.
I long rested after posting this and tried to recreate the conditions for this happening but actually couldn't.
Character died during combat with Omni Mod Frost Weapon on, after I used Revivify, this happened. Then, next day, I had him cast Frost Weapon again and then tried to kill him. Even after I used revivify on him the next day, he didn't come up with the Aura of Frost condition. Honestly, I'm not even sure what exactly Frost Detonation does or how I got the Aura of Frost condition on my own character. My tooltip for the toggle uses the Tempest features so... I'm really lost. The documentations on the front page don't go into depth on what is exactly going on either.
Anyways, I really love this mod. So many cool build-defining features. I've been playing with it for a few months now.
I have some fixes and changes in pipe, I hope I can release it in 1-2 days. I will fix the tooltips as well :)
I take an attack for an action, none of my cantrips turn into bonus actions.
It works the other way around. You cast a cantrip first with an action, then you can attack using a bonus action. At least that's what it's doing on the classic version of the mod that I currently have loaded.Never mind. That was a problem with my own load order.really cool class you have here, i really like how absalutely free one is to mix, match and customize.
i was hopeing that i be able to use green flame blade (5eSpells) and then use my extra attacks.
if not perhaps a idea for a new feature is some kind of weapon attack spell similar to green flame blade, that does work with extra attack
I mean, i can also do a mini-mod, that enables you to have extra attack triggered, after the use of an cantrip. But for the mod here, it would be very op ^^
i fully agree any spell and then extra attack would be to op, but if its limited to cantrip like bladesinger.
im currently running a tempest/lightning focused magus, but here after getting to level 5 i compleatly stopped using the magus feat, since it was better to just attack twice and then use ride the lightning as bonus action.
ofcourse this is your mod so you should make what you feel is right, im just asking/suggesting things cause i like it so much!
excluding jolt from extra attack might not be the right choice since im sure there are people that want to use it as thier main weapon.
as i see it currently the problem is that magus just dosen't work togetherer with extra attack,
any spell that works with extra attack from this mod (like jolt), does not trigger magus(i tested it), and bonus action attack dosen't work with extra attack.
which means magus is only really useful when used togethere with scroll savant
you might decided it be too powerful if it did work with extra attack, as that means you effectively get a one more attack (total of 3 at lvl 5, and 4 at lvl 10) just from picking up magus, and if thats the case fair. i personally don't think it be that different from dual wielding.
if not may i suggest changing magus a slight bit.
the end result is effectively the same except that you can now benefit from extra attack and magus at the same time, basically its like duel wielding where the off hand attack is a cantrip.
A solution could be to change jolt to be a regular cantrip with multiple projectiles like eldritch blast, instead of sn extra attack mechanic. Then it would be compatible with magus. Changes the unique feel of tempest, tho.
Or maybe I can build the bonus attack into extra attack, when you have the magus feat. If you've done your final extra attack, you get an additional bonus attack with cantrips. But that might be vulnerable to bugs. But should be doable.
I'm a little confused by the Spellcasting features. I have cantrips and I know spells but I don't seem to have any spell slots. Do I need to pick a Feature on level-up to gain access to spellcasting?
For spellcasting: you need to take scroll savant to unlock spellslots. Earth bender just gives you the spells. If you don't see spell slots on your interface, use a random skill, like hide. That should force it to appear. For spell slots in your spell book, just double click a spell, so it appears in your hotbar. That makes also your spell slots appear in your spell book. It's sadly a little inconvenient, but that's on engine level, because you get your spellslot through a invisible buff and it seems that's not handled well for spellslot.
But once that's done, it works like usual :)