I have the master sub. and core books. Homebrew items do not appear as options in items when I am trying to add them to my character or my players characters. How do I access the homebrew content for characters?
I have the master sub. and core books. Homebrew items do not appear as options in items when I am trying to add them to my character or my players characters. How do I access the homebrew content for characters?
Not a mod or anything, but as a thought, have you turn on content sharing for the campaign? If so then it should be listed in the "add to items" list on the sheet builder. Check the name of the item maybe?
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The most memorable stories always begin with failure.
I have the master sub. and core books. Homebrew items do not appear as options in items when I am trying to add them to my character or my players characters. How do I access the homebrew content for characters?
Not a mod or anything, but as a thought, have you turn on content sharing for the campaign? If so then it should be listed in the "add to items" list on the sheet builder. Check the name of the item maybe?
Cheers, lokibryce, i had assumed content sharing was the default. My bad!
Apologies if this has been asked already. Are there plans to allow us to use monsters from sources we've purchased as templates for homebrew? I wanted to customize a death tyrant, but the monsters seem to be limited to basic rules content still.
I would love to see a button on a magic item's details page labeled something like "Make a Homebrew Copy". The Homebrew functionality allows you make a copy, but it seems to be missing specialty items (it doesn't have Dragonguard, for example). It would be easier to go to the Dragonguard listing and just click a Create Copy button.
When trying to create a home brew spell, Sword Burst does not seem to be selectable as a template despite owning it and being able to equip it in the builder currently.
You can use the homebrew item creation to create mundane items if you desire. :)
Granted. It's somewhat unsatisfying to see the custom item in blue, though. It shouldn't be that hard to add a "mundane item" category to the drop-down. That was actually what I expected.
In the rarity drop down select "varies" - the item them shows in Black text (still classified as a 'magical' item, but at least the blue text doesn't show).
Is there any word on whether they have plans to allow for easier creation of custom mundane items and trinkets?
I don't know if it has been mentioned or if I'm not seeing how to do it, but I'd like to create Homebrew spells that non-spell casting classes can have access to. The usable by class option is required and the drop-down menu only lists the default casters. I also haven't seen a way to add Homebrew spells to Homebrew items as the drop-down menu only lists PHB content.
Is there any word on whether they have plans to allow for easier creation of custom mundane items and trinkets?
There is now a "possession" section in the equipment management area, where you can add any possessions not provided in the equipment/items listing. Doesn't help for items like weapons where you need stats or the like, but fine for items that don't.
I don't know if it has been mentioned or if I'm not seeing how to do it, but I'd like to create Homebrew spells that non-spell casting classes can have access to. The usable by class option is required and the drop-down menu only lists the default casters. I also haven't seen a way to add Homebrew spells to Homebrew items as the drop-down menu only lists PHB content.
Good idea! in the mean time, you may be able to create an item that gives them the spells, make it so the item doesn't have to be wielded or attuned and when they have it on them it should give them the spells in the item section! But yes, I hope they add this ability too. I know they have been working on the idea of modifying every aspect of the characters, so it should be available eventually.
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The most memorable stories always begin with failure.
My feedback is specific to creating a new homebrew monster. It would be great if existing homebrew monsters in my Homebrew Collection or Homebrew Creations could be used as templates for new monsters. I make several variations on the same monster often, and it'd make my life a lot easier if I could just make a copy of one I have already as a base. Being able to click something like "Make a Copy" on an existing homebrew monster would accomplish the same thing too.
I've really enjoyed being able to type up my monsters in a nice manner! The tooltips on my homebrew lich's spells are amazingly helpful!
Question: Who owns unpublished Homebrew content created with DnD Beyond? Is it like DMsguild - once you create it, does Wizards own it and you can't put it in permitted commercial content (like the Gunslinger class not being able to be in the Tal'Dorei campaign book). Are the rules diffrent if it's published or unpublished?
Question: Who owns unpublished Homebrew content created with DnD Beyond? Is it like DMsguild - once you create it, does Wizards own it and you can't put it in permitted commercial content (like the Gunslinger class not being able to be in the Tal'Dorei campaign book). Are the rules diffrent if it's published or unpublished?
Curse (Twitch) will own everything. Including that forum post you just made; however, you accept all responsibility for the content.
But it does not prevent you from spreading your wares, as they say.
Curse (Twitch) will own everything. Including that forum post you just made; however, you accept all responsibility for the content.
But it does not prevent you from spreading your wares, as they say.
Whoa.... Hang on there.... You mean that, if I post info about my 30 year old home brew setting in the Campaign Manager for a game I'm running, I can no longer publish a book set in that campaign? Or, do you mean that, if I add a subclass for a unique Sorcerer origin, Curse owns that particular mechanical representation of it?
There's a world of difference between those two. Both are a bit draconian, but the latter is marginally tolerable if I know it going in.
The former is a non-starter. I don't ever actually plan to publish a book in a setting I've created for a game, but I don't intend on losing the rights to the IP.
Curse (Twitch) will own everything. Including that forum post you just made; however, you accept all responsibility for the content.
But it does not prevent you from spreading your wares, as they say.
Whoa.... Hang on there.... You mean that, if I post info about my 30 year old home brew setting in the Campaign Manager for a game I'm running, I can no longer publish a book set in that campaign? Or, do you mean that, if I add a subclass for a unique Sorcerer origin, Curse owns that particular mechanical representation of it?
There's a world of difference between those two. Both are a bit draconian, but the latter is marginally tolerable if I know it going in.
The former is a non-starter. I don't ever actually plan to publish a book in a setting I've created for a game, but I don't intend on losing the rights to the IP.
This is what I'm trying to get at as well. Although, the Twitch rules seem largely geared toward protecting Twitch if they want to promote your video for their and your benefit. Technically, they might transfer ownership if not clarified.
Question: Who owns unpublished Homebrew content created with DnD Beyond? Is it like DMsguild - once you create it, does Wizards own it and you can't put it in permitted commercial content (like the Gunslinger class not being able to be in the Tal'Dorei campaign book). Are the rules diffrent if it's published or unpublished?
Was there something specific about the gunsligner somewhere? Because the rules at DMSguild seem pretty clear that you still own your material even after publishing. "Does Wizards own any unique IP that I create in my DMs Guild publications?
Wizards does not own any of the unique IP that you create in your publications. Wizards does own the IP that they contribute, plus the DMs Guild agreement will grant Wizards and other DMs Guild authors a license to use your IP.
That said, if your work merits incorporation into canon, Wizards will contact you about purchasing your IP outright."
EDIT: Sorry, I just found the language in the actual agreement. Their FAQ is VERY misleading. Basically once you put it in you can't take it out, and once you grant rights, it's forever. Sad. Guess I won't be using DMsGuild. I really hope this isn't the same.
Curse (Twitch) will own everything. Including that forum post you just made; however, you accept all responsibility for the content.
But it does not prevent you from spreading your wares, as they say.
Whoa.... Hang on there.... You mean that, if I post info about my 30 year old home brew setting in the Campaign Manager for a game I'm running, I can no longer publish a book set in that campaign? Or, do you mean that, if I add a subclass for a unique Sorcerer origin, Curse owns that particular mechanical representation of it?
There's a world of difference between those two. Both are a bit draconian, but the latter is marginally tolerable if I know it going in.
The former is a non-starter. I don't ever actually plan to publish a book in a setting I've created for a game, but I don't intend on losing the rights to the IP.
This is what I'm trying to get at as well. Although, the Twitch rules seem largely geared toward protecting Twitch if they want to promote your video for their and your benefit. Technically, they might transfer ownership if not clarified.
Everything on this service is stored on their equipment. It's all theirs. But like I said, they're not preventing you from monetizing your IP. You've just given them an open-ended license to use everything you post. If they want to run a D&D Beyond advertisement using your homebrew, they don't need to ask your permission. Read the Terms of Service at the bottom of every page. This is completely normal for nearly every platform you think is private.
Hi All
I have the master sub. and core books. Homebrew items do not appear as options in items when I am trying to add them to my character or my players characters. How do I access the homebrew content for characters?
"You can't take the sky from me."
The most memorable stories always begin with failure.
"You can't take the sky from me."
Apologies if this has been asked already. Are there plans to allow us to use monsters from sources we've purchased as templates for homebrew? I wanted to customize a death tyrant, but the monsters seem to be limited to basic rules content still.
I would love to see a button on a magic item's details page labeled something like "Make a Homebrew Copy". The Homebrew functionality allows you make a copy, but it seems to be missing specialty items (it doesn't have Dragonguard, for example). It would be easier to go to the Dragonguard listing and just click a Create Copy button.
It would be nice if we can add little picture icons to replace the standard ones.
When trying to create a home brew spell, Sword Burst does not seem to be selectable as a template despite owning it and being able to equip it in the builder currently.
Role Play Craft: Crafting ideas, options, and modules for your role playing campaign.
(Using Skills, Al-Qadim Equipment)
Any idea when we will be able to homebrew races? One of my players plays an avariel elf and we can't get it to work on the app.
:(
Warder
I don't know if it has been mentioned or if I'm not seeing how to do it, but I'd like to create Homebrew spells that non-spell casting classes can have access to. The usable by class option is required and the drop-down menu only lists the default casters. I also haven't seen a way to add Homebrew spells to Homebrew items as the drop-down menu only lists PHB content.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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The most memorable stories always begin with failure.
My feedback is specific to creating a new homebrew monster. It would be great if existing homebrew monsters in my Homebrew Collection or Homebrew Creations could be used as templates for new monsters. I make several variations on the same monster often, and it'd make my life a lot easier if I could just make a copy of one I have already as a base. Being able to click something like "Make a Copy" on an existing homebrew monster would accomplish the same thing too.
I've really enjoyed being able to type up my monsters in a nice manner! The tooltips on my homebrew lich's spells are amazingly helpful!
Jazz Jungle Japes is Best Jungle Japes
Question: Who owns unpublished Homebrew content created with DnD Beyond? Is it like DMsguild - once you create it, does Wizards own it and you can't put it in permitted commercial content (like the Gunslinger class not being able to be in the Tal'Dorei campaign book). Are the rules diffrent if it's published or unpublished?
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Please feel free to message either Sorce or another moderator if you have any concerns.
That was what I was deriving from the EULA. But does that mean you can't commercially publish it? And do their rights to it expire if you remove it?
Whoa.... Hang on there.... You mean that, if I post info about my 30 year old home brew setting in the Campaign Manager for a game I'm running, I can no longer publish a book set in that campaign? Or, do you mean that, if I add a subclass for a unique Sorcerer origin, Curse owns that particular mechanical representation of it?
There's a world of difference between those two. Both are a bit draconian, but the latter is marginally tolerable if I know it going in.
The former is a non-starter. I don't ever actually plan to publish a book in a setting I've created for a game, but I don't intend on losing the rights to the IP.
"Does Wizards own any unique IP that I create in my DMs Guild publications?
Wizards does not own any of the unique IP that you create in your publications. Wizards does own the IP that they contribute, plus the DMs Guild agreement will grant Wizards and other DMs Guild authors a license to use your IP.
That said, if your work merits incorporation into canon, Wizards will contact you about purchasing your IP outright."
EDIT: Sorry, I just found the language in the actual agreement. Their FAQ is VERY misleading. Basically once you put it in you can't take it out, and once you grant rights, it's forever. Sad. Guess I won't be using DMsGuild. I really hope this isn't the same.
The most memorable stories always begin with failure.
Site Rules & Guidelines --- Focused Feedback Mega Threads --- Staff Quotes --- Homebrew Tutorial --- Pricing FAQ
Please feel free to message either Sorce or another moderator if you have any concerns.