I really wish it wasn't. It will be gamed as these types of systems always are and it will be based more on politics and personality than quality or style. I don't see why things can't just be judged by how many people choose to add it to their homebrew collections.
I think that will be displayed, unless they change it but that functionality can already be seen, just no one can add anything to their collection yet
How do I share private homebrew with friends in my campaigns? I have content sharing turned on, but he can't see the items, nor can I add them to his sheet myself.
How do I share private homebrew with friends in my campaigns? I have content sharing turned on, but he can't see the items, nor can I add them to his sheet myself.
I was curious to this as well. My players haven't finished creating their characters yet so I can't view them yet, I thought as the DM I would have to add those items (which I already created), but if what you say is true and you can't, I wonder how it gets done also.
Note there are a couple things here, my homebrew weapon and armor items are not public, but private only (I don't want to share them, they aren't super unique). My wondrous items are both public. That being said I'm not sure if this is then an issue with it not being public so unable to share, or if it is the designation of a Wondrous Item so not able to add to the equipment.
Any chance we will be getting Unarmed as a "Base Weapon" for creating homebrew monk items? Also under modifiers adding proficiency to the ability scores list in order to scale the items damage bonus.
This next part may have been posted, but I did not see it. Any way to have additional damage such as the weapon doing additional fixed amounts of damage to the attack list? I customized the attack, but it just added a general damage bonus and did not discern the damage as a specific type. This would be a problem if the damage was a type the target was immune or resistant to. Obviously this can be tracked by the player, but seeing as this is more of a cheat sheet to see attacks at a glance it would be great to have these.
Running three campaigns, it gets difficult to keep track of everything.
Not sure if this was listed here before anywhere but an export to PDF for homebrew content would be convenient as well. Something I can build and export for my players who like to keep copies physically at the table like items or monsters possibly in multiple formats like cards (Items/Spells) and stat blocks (familiars and such). Also it would be nice to export a villain or BBEG and have it come out as a nicely formatted stat block to add to a document to post on dmsguild.
Is there no way to edit the core stats of a non-magical item? I wanted to create armour made from a heavy material, but have no way of changing its weight from that of the base armour type. Similarly there is no way I can see to input mundane weapons and armours not in the core rules. Am I missing something, or is this not currently possible?
I've also noticed that despite changing the strength requirement for the armour, the final version is still that of the base type.
"I like my steak, like I like my adventurers....bloody."
Been playing D&D since 1989, when I ran my first AD&D 1st Ed game, and pitted five 20th level characters against a single Troll. It's been downhill ever since...
Note there are a couple things here, my homebrew weapon and armor items are not public, but private only (I don't want to share them, they aren't super unique). My wondrous items are both public. That being said I'm not sure if this is then an issue with it not being public so unable to share, or if it is the designation of a Wondrous Item so not able to add to the equipment.
Following up -- I can add the wondrous items after I added my characters to my campaign (they weren't in it previously). However if they are not a part of the campaign i can still add my private homebrew weapons and armor (but not the public wondrous items). I don't know if that's working as intended.
Missing a ton of homebrew content availlability. a lot of us actually uses unearthed arcana and we would probably more then anything love to add those to our content. not just that, many of us actually created new feats and new classes as well as new backgrounds because we uses 5th edition rulings to play say modern games or sci-fi games. it would be great to be able to just create our own version of the compendium.
that said i understand its hard for you to allow us to create things like races, feats and classes, because we might simply create whats int he official books. but seriously it would be great to have at least the basics of Feats, Races, Classes and backgrounds. this way we can add unearthed arcana's stuff for further testing. and we can also add our own tools for whatever system we wanna use.
Also, it would be great to have an option to filter out magic items by cursed items. you know having the tag cursed be availlable. that way it would be great to see people create cursed items. for now we are forced to add cursed into the name and that sucks badly.
when it comes to monsters creation, having access to the proficiency bonus of the monster would be a great thing. because for now i think it doesn't work as intended. exemple of the iron golem who has +13 to its attack. which means +7 to str as intended, but +6 to proficiency bonus. that's not right. +6 should be at 17 CR not 16. at least from whats written in the DMG. so im not sure if you have added the erratas or just took the original PHB. in any cases it would be great to have proficiency appear on the monster stat creation page because otherwise its hard to know what they should have proficiency wise. calculation would also be greatly appreciated. you know for skills instead of us having to add it ourselves.
just my 2 cents. already love this so much that i bought what i needed to start my campaign.
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Missing a ton of homebrew content availlability. a lot of us actually uses unearthed arcana and we would probably more then anything love to add those to our content. not just that, many of us actually created new feats and new classes as well as new backgrounds because we uses 5th edition rulings to play say modern games or sci-fi games. it would be great to be able to just create our own version of the compendium.
that said i understand its hard for you to allow us to create things like races, feats and classes, because we might simply create whats int he official books. but seriously it would be great to have at least the basics of Feats, Races, Classes and backgrounds. this way we can add unearthed arcana's stuff for further testing. and we can also add our own tools for whatever system we wanna use.
Also, it would be great to have an option to filter out magic items by cursed items. you know having the tag cursed be availlable. that way it would be great to see people create cursed items. for now we are forced to add cursed into the name and that sucks badly.
when it comes to monsters creation, having access to the proficiency bonus of the monster would be a great thing. because for now i think it doesn't work as intended. exemple of the iron golem who has +13 to its attack. which means +7 to str as intended, but +6 to proficiency bonus. that's not right. +6 should be at 17 CR not 16. at least from whats written in the DMG. so im not sure if you have added the erratas or just took the original PHB. in any cases it would be great to have proficiency appear on the monster stat creation page because otherwise its hard to know what they should have proficiency wise. calculation would also be greatly appreciated. you know for skills instead of us having to add it ourselves.
just my 2 cents. already love this so much that i bought what i needed to start my campaign.
Races, Feats and Backgrounds are in the works, along with sub-classes. Classes will depend on requests, and how easily they can find a way to implement it. Good points to bring up though as they use these posts to determine what to add and how many people are requesting various features.
Also worth mentioning, that many official MM monsters don't follow the DMG rules for calculating CRs. Much of the original design was just done by "feel", and tweaked based on playtesting. That's likely why the CR for the iron golem is "wrong".
it is not wrong, after i did playtest a lot of monster CR into that of the DMG, it follows pretty closely what the DMG says. the only thing that is wrong is the proficiency bonus and some other stats which were corrected in erratas which the PH, DMG and MM are on 7th printing ! to my knowledge of what people tell me, is that they think wizard just used arbritarily numbers to create the monsters, but thats a false saying, nobody just creates stuff for a game without having some kind of method to begin with. and thus as a game developper, i can tell you this much... i have yet to see any developper developp stuff without having a concept first. and a concept isn't just about ideas its also about ways of designing. the DMG wasn't created on a whim, it was definitely used in the creation of these monsters.
for exemple... reverse engineering the damage of monsters, you realise that most of the time... sizes just doesn't give off higher hit dice. it also more often then not add another damage die to weapons. and it is logical since bigger weapons must be hurting more. so up to this point by reverse engineering you realise that medium creature have 1dX damage. large have 2dX damage, huge have 3dX damage and Gargantuan have 4dX damage die for their weapons. this is also easily understood by enlarge person as a spell which gives 1d4 more damage. because players, monsters gets full weapon die, but not players. same with reduce, which gives off 1d4 less damage. so the same applies to monsters here. the damage reduces by damage dice as the creature gets lower compared to medium.
other people seem to think that skills on monsters are also arbritary because they dont see expertise anywhere. but if you count the skills, you realise that putting expertise on some monsters is actually why some have really high numbers. same with monsters and multi attack, more often then not multi attack is just extra attack class features. when you start reverse engineering the monster manual you realise that the DMG version is quite close to what they used to do it.
but on my part looking at my MM... looking at MM errata... Iron Golem was not fixed or anything. looking at the MM it is exactly that also... but the reror is quite easily seen. they simply based themselves on hit dice instead of CR. which the DMG says its based on CR not hit dice. may have been an error on DMG notes per say. but i doubt it. at this point that's a problem with WotC not curse gaming. that's why i said it would be good to have access to the proficiency bonus so we could put it ourself.
by the way... proficiency bonus by hit dice like players do. makes players have proficiency bonus to +6 at level 17 and +7 to level 21. Iron Golem is 20 hit dice. so thats +6. but his CR is 16, so it really should be +5. i noticed all this because in my own software i calculated monster CR by hit dice and always ended up with 1 above the target. so either its an error that was never corrected in DMG or itsa later concept that came well... later on.
anyway i ramble here and will stop because i already made you lose enough time. my point was, can we have proficiency bonus somewhere so that we can see or change it on the fly ?
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
I am from Brasil and more one to ask about Unearthed Arcana content. I have been playing Curse of Strahd with a Revenant Ranger ( The New, from UA) since 1 year ago and now, with Beyond, it could be better if this options were there.
I am from Brasil and more one to ask about Unearthed Arcana content. I have been playing Curse of Strahd with a Revenant Ranger ( The New, from UA) since 1 year ago and now, with Beyond, it could be better if this options were there.
Can you add this options from Unearthed Arcana?
Unearthed Arcana content will likely be released on D&D Beyond shortly after Xanathar's Guide to Everything comes out, or so I think. I know it's coming, though.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Mega Threads - Staff Quotes - Useful Resources - Homebrew FAQ - Pricing FAQ
In fact, as I understand it, the main method of "rating" homebrew will be exactly that, "How many people are using this?"
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
How do I share private homebrew with friends in my campaigns? I have content sharing turned on, but he can't see the items, nor can I add them to his sheet myself.
Check out the upcoming full 3D VTT, TaleSpire! [official website] [subreddit] [discord]
How do you get a one-armed goblin out of a tree?
Wave!
Woop. Nevermind. Both he and I forgot to uncheck the proficiency button -.- All good! :D
Check out the upcoming full 3D VTT, TaleSpire! [official website] [subreddit] [discord]
I can add the weapons and armor I created via homebrew, by not my wondrous magic items -- https://www.dndbeyond.com/magic-items/5976-bag-of-wondrous-randomization and https://www.dndbeyond.com/magic-items/15122-olifant
Note there are a couple things here, my homebrew weapon and armor items are not public, but private only (I don't want to share them, they aren't super unique). My wondrous items are both public. That being said I'm not sure if this is then an issue with it not being public so unable to share, or if it is the designation of a Wondrous Item so not able to add to the equipment.
How do you get a one-armed goblin out of a tree?
Wave!
Any chance we will be getting Unarmed as a "Base Weapon" for creating homebrew monk items? Also under modifiers adding proficiency to the ability scores list in order to scale the items damage bonus.
This next part may have been posted, but I did not see it. Any way to have additional damage such as the weapon doing additional fixed amounts of damage to the attack list? I customized the attack, but it just added a general damage bonus and did not discern the damage as a specific type. This would be a problem if the damage was a type the target was immune or resistant to. Obviously this can be tracked by the player, but seeing as this is more of a cheat sheet to see attacks at a glance it would be great to have these.
Running three campaigns, it gets difficult to keep track of everything.
Not sure if this was listed here before anywhere but an export to PDF for homebrew content would be convenient as well. Something I can build and export for my players who like to keep copies physically at the table like items or monsters possibly in multiple formats like cards (Items/Spells) and stat blocks (familiars and such). Also it would be nice to export a villain or BBEG and have it come out as a nicely formatted stat block to add to a document to post on dmsguild.
Is there no way to edit the core stats of a non-magical item? I wanted to create armour made from a heavy material, but have no way of changing its weight from that of the base armour type. Similarly there is no way I can see to input mundane weapons and armours not in the core rules. Am I missing something, or is this not currently possible?
I've also noticed that despite changing the strength requirement for the armour, the final version is still that of the base type.
"I like my steak, like I like my adventurers....bloody."
Been playing D&D since 1989, when I ran my first AD&D 1st Ed game, and pitted five 20th level characters against a single Troll. It's been downhill ever since...
How do you get a one-armed goblin out of a tree?
Wave!
Missing a ton of homebrew content availlability. a lot of us actually uses unearthed arcana and we would probably more then anything love to add those to our content.
not just that, many of us actually created new feats and new classes as well as new backgrounds because we uses 5th edition rulings to play say modern games or sci-fi games.
it would be great to be able to just create our own version of the compendium.
that said i understand its hard for you to allow us to create things like races, feats and classes, because we might simply create whats int he official books. but seriously it would be great to have at least the basics of Feats, Races, Classes and backgrounds. this way we can add unearthed arcana's stuff for further testing. and we can also add our own tools for whatever system we wanna use.
Also, it would be great to have an option to filter out magic items by cursed items. you know having the tag cursed be availlable. that way it would be great to see people create cursed items. for now we are forced to add cursed into the name and that sucks badly.
when it comes to monsters creation, having access to the proficiency bonus of the monster would be a great thing. because for now i think it doesn't work as intended. exemple of the iron golem who has +13 to its attack. which means +7 to str as intended, but +6 to proficiency bonus. that's not right. +6 should be at 17 CR not 16. at least from whats written in the DMG. so im not sure if you have added the erratas or just took the original PHB. in any cases it would be great to have proficiency appear on the monster stat creation page because otherwise its hard to know what they should have proficiency wise. calculation would also be greatly appreciated. you know for skills instead of us having to add it ourselves.
just my 2 cents. already love this so much that i bought what i needed to start my campaign.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Custom classes, please and thank you. Must-have for my crew and for importing Dungeon Master's Guild content.
Dungeon Master - Writer - Mini Enthusiast
Also worth mentioning, that many official MM monsters don't follow the DMG rules for calculating CRs. Much of the original design was just done by "feel", and tweaked based on playtesting. That's likely why the CR for the iron golem is "wrong".
it is not wrong, after i did playtest a lot of monster CR into that of the DMG, it follows pretty closely what the DMG says. the only thing that is wrong is the proficiency bonus and some other stats which were corrected in erratas which the PH, DMG and MM are on 7th printing ! to my knowledge of what people tell me, is that they think wizard just used arbritarily numbers to create the monsters, but thats a false saying, nobody just creates stuff for a game without having some kind of method to begin with. and thus as a game developper, i can tell you this much... i have yet to see any developper developp stuff without having a concept first. and a concept isn't just about ideas its also about ways of designing. the DMG wasn't created on a whim, it was definitely used in the creation of these monsters.
for exemple...
reverse engineering the damage of monsters, you realise that most of the time... sizes just doesn't give off higher hit dice. it also more often then not add another damage die to weapons. and it is logical since bigger weapons must be hurting more. so up to this point by reverse engineering you realise that medium creature have 1dX damage. large have 2dX damage, huge have 3dX damage and Gargantuan have 4dX damage die for their weapons. this is also easily understood by enlarge person as a spell which gives 1d4 more damage. because players, monsters gets full weapon die, but not players. same with reduce, which gives off 1d4 less damage. so the same applies to monsters here. the damage reduces by damage dice as the creature gets lower compared to medium.
other people seem to think that skills on monsters are also arbritary because they dont see expertise anywhere. but if you count the skills, you realise that putting expertise on some monsters is actually why some have really high numbers. same with monsters and multi attack, more often then not multi attack is just extra attack class features. when you start reverse engineering the monster manual you realise that the DMG version is quite close to what they used to do it.
but on my part looking at my MM... looking at MM errata... Iron Golem was not fixed or anything. looking at the MM it is exactly that also... but the reror is quite easily seen. they simply based themselves on hit dice instead of CR. which the DMG says its based on CR not hit dice. may have been an error on DMG notes per say. but i doubt it. at this point that's a problem with WotC not curse gaming. that's why i said it would be good to have access to the proficiency bonus so we could put it ourself.
by the way... proficiency bonus by hit dice like players do. makes players have proficiency bonus to +6 at level 17 and +7 to level 21. Iron Golem is 20 hit dice. so thats +6. but his CR is 16, so it really should be +5. i noticed all this because in my own software i calculated monster CR by hit dice and always ended up with 1 above the target. so either its an error that was never corrected in DMG or itsa later concept that came well... later on.
anyway i ramble here and will stop because i already made you lose enough time.
my point was, can we have proficiency bonus somewhere so that we can see or change it on the fly ?
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Second the request for Homebrewed Races - playing a Warforged Barbarian / Monk and there is no option for Warforged yet.
I apologize if this has been asked.
I would like to be able to create Homebrew "Paths" and classes too, but paths especially. Is that a future addition or still up or grabs?
Thanks
-Look it's simple: the 00 is 10 and the 10 is 1, not sure what the confusion is.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Hello Guys from D&D Beyond!
I am from Brasil and more one to ask about Unearthed Arcana content. I have been playing Curse of Strahd with a Revenant Ranger ( The New, from UA) since 1 year ago and now, with Beyond, it could be better if this options were there.
Can you add this options from Unearthed Arcana?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)