I wanted to make a custom version of this homebrew spell here .
It's a cantrip which deals one bludgeoning damage, one piercing damage, and one slashing damage at level one. But, here comes the tricky part, when you get to level 5, you gain an additional one fire damage, one cold damage, and one lightning damage. The same thing happens at levels 11 and 17 but for other damage types.
So my approach was to obviously have spell scale with character level, and then create a modifier for every single damage type, the first three damage types would have a fixed value of 1, while the other ten would have a fixed value of 0.
Then I would create a "At Higher Levels" for every other damage type where I would do additional points with a fixed value of 1 at the corresponding level, however this does not seem to work, and I'm quite perplexed. I know this is a rather niche use of the system but I was wondering if someone better versed in it then myself would have a better idea?
I didn't test it to check if works, but what I think you can do:
First, make sure the check into the checkbox "at higher level scaling?" at the end of the Basic Information section.
Second, as I can remember when you add a higher level scaling in a homebrew spell you must stand to what modifier it's related to, so I think maybe you should add a modifier to each of those damage types the spell would deal until the max level. Put those that would be avaliable only at higher levels with a fixed value of "0", than switch that value to 1 on the scaling section.
I think it maybe could work, but I not sure. If it didn't, perhaps the best way is to just add total damage values at modifier and scaling and keep those damage types as description notes.
Remember that is rare to spells to deal different types of damage on 5e and maybe thats not a estabelished way for it to work on homebrewing in DDB, as you may agree that that homebrew spell of you is a bit uncommon in mechanic matters (and possiblly never taking in consideretion). However the Chromatic Orb is one of those spells so you can try to create a homebrew using that one as a draft and than study how they made this up.
Thanks for the reply, so i guess I didn't make myself super clear, but your suggestion is exactly what I tried doing haha.
Also chromatic orb is very bizarre since it asks you to choose which damage to roll when you cast it, and when trying to reverse engineering I found little to attempt to make something similiar.
Also, If I do end up just doing flat non-type damage, is there a way to indicate that the damage is not typed, or do I have to select a damage type such as bludgeoning or force for it to work?
Also, If I do end up just doing flat non-type damage, is there a way to indicate that the damage is not typed, or do I have to select a damage type such as bludgeoning or force for it to work?
When you create a modifier, I think its mandatory to select the at least mod type and the mod subtype which would be "damage" and "damage-type", but as I much as I remember there is some generic damage types as "renged", "melee", etc.
but your suggestion is exactly what I tried doing haha.
I just checked how it would work and what I get from it:
If you add one modifier for each of the damage type, the code behind will work as much if it was a chromatic orb kind of spell, when you have a fixed damage value (1 in this case) and the * on damage type will show you the "optional" damage types.
Since it's not quite what you want, I reinforce that the best way is to create a modifier with a fixed value of 3, choose a "ranged attack" as damage type and add the damage type description in "details". Then in the scale section you can rise 3 more points of damage and add the new dmg types in "details" again.
I think its the best way. You will have the correct amount of damage set in the button to roll (even if you don't need it as its fixed, the button will work that way) and it will show you a "*" at the corner of the button, standing that you must read the spell description for more details, where you will find the correct damage types on that level.
Still you must read the spell any time until you get used to the right dmg types at each level but I think you point is more related to make that right amount of dmg points to show up on the spell section on your sheet, right?
Thanks for looking into it, I had already tried this method but for some reason (though could just be my incompetence), I could not get the "ranged attack" damage type working, it would never let me roll the damage. I ended up slightly changing how the spell works to accomodate for this technical limitation and the spell came out before for it so I'm probably going to leave it there, thank you so much for the help :)
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Hello,
I wanted to make a custom version of this homebrew spell here .
It's a cantrip which deals one bludgeoning damage, one piercing damage, and one slashing damage at level one. But, here comes the tricky part, when you get to level 5, you gain an additional one fire damage, one cold damage, and one lightning damage. The same thing happens at levels 11 and 17 but for other damage types.
So my approach was to obviously have spell scale with character level, and then create a modifier for every single damage type, the first three damage types would have a fixed value of 1, while the other ten would have a fixed value of 0.
Then I would create a "At Higher Levels" for every other damage type where I would do additional points with a fixed value of 1 at the corresponding level, however this does not seem to work, and I'm quite perplexed. I know this is a rather niche use of the system but I was wondering if someone better versed in it then myself would have a better idea?
Thank you.
I didn't test it to check if works, but what I think you can do:
First, make sure the check into the checkbox "at higher level scaling?" at the end of the Basic Information section.
Second, as I can remember when you add a higher level scaling in a homebrew spell you must stand to what modifier it's related to, so I think maybe you should add a modifier to each of those damage types the spell would deal until the max level. Put those that would be avaliable only at higher levels with a fixed value of "0", than switch that value to 1 on the scaling section.
I think it maybe could work, but I not sure. If it didn't, perhaps the best way is to just add total damage values at modifier and scaling and keep those damage types as description notes.
Remember that is rare to spells to deal different types of damage on 5e and maybe thats not a estabelished way for it to work on homebrewing in DDB, as you may agree that that homebrew spell of you is a bit uncommon in mechanic matters (and possiblly never taking in consideretion). However the Chromatic Orb is one of those spells so you can try to create a homebrew using that one as a draft and than study how they made this up.
Thanks for the reply, so i guess I didn't make myself super clear, but your suggestion is exactly what I tried doing haha.
Also chromatic orb is very bizarre since it asks you to choose which damage to roll when you cast it, and when trying to reverse engineering I found little to attempt to make something similiar.
Also, If I do end up just doing flat non-type damage, is there a way to indicate that the damage is not typed, or do I have to select a damage type such as bludgeoning or force for it to work?
When you create a modifier, I think its mandatory to select the at least mod type and the mod subtype which would be "damage" and "damage-type", but as I much as I remember there is some generic damage types as "renged", "melee", etc.
I just checked how it would work and what I get from it:
If you add one modifier for each of the damage type, the code behind will work as much if it was a chromatic orb kind of spell, when you have a fixed damage value (1 in this case) and the * on damage type will show you the "optional" damage types.
Since it's not quite what you want, I reinforce that the best way is to create a modifier with a fixed value of 3, choose a "ranged attack" as damage type and add the damage type description in "details". Then in the scale section you can rise 3 more points of damage and add the new dmg types in "details" again.
I think its the best way. You will have the correct amount of damage set in the button to roll (even if you don't need it as its fixed, the button will work that way) and it will show you a "*" at the corner of the button, standing that you must read the spell description for more details, where you will find the correct damage types on that level.
Still you must read the spell any time until you get used to the right dmg types at each level but I think you point is more related to make that right amount of dmg points to show up on the spell section on your sheet, right?
Thanks for looking into it, I had already tried this method but for some reason (though could just be my incompetence), I could not get the "ranged attack" damage type working, it would never let me roll the damage. I ended up slightly changing how the spell works to accomodate for this technical limitation and the spell came out before for it so I'm probably going to leave it there, thank you so much for the help :)