Homebrew Requests & Shortcomings. The Homebrew system is sorely lacking in functionality, and ease of use. It isn't modular; so if the template for something doesn't already exist, you can not create something new. Which is what Homebrew is. Here are just some of the things that currently can not be done, or functions which would be very nice to have. (Compiled over months, in shorthand; so it is possible that some items have changed.)
Spells-related: 1. Change the casting time of a spell. ie. an item or feat that gives you a spell, & alters the displayed casting time.
2. Spell - Available for [Class(es)] - The system does not allow you to add a HB spell to the spell list of Barbarian or Fighter. I am working with a homebrew Barbarian subclass which does have limited spellcasting. (This note may be outdated, or referencing the wrong issue. But I I believe Iit was the HB spell which was the problem; as opposed to adding an official spell to the character by way of a feat.)
Items-Related: 3. Affected Weapon Range Type - add options: "Melee & Ranged" (both in 1 option). & Unarmed Strike & Natural Weapons, ie. Horns.
4. ability to treat Unarmed Strike as a "Weapon". (Yes, I know it isn't 100% Rules As Written Legal. But my table uses a house rule. In real life, a fist is a weapon. In game, you're allowed to treat your fist as a "weapon".)
5. Item - can not add 'Bonus - Passive Insight'.
6. Item - can add a Feat. but selection field does not include homebrew feats. (But can use "Choose a Feat")[perhaps better to just add those seperately?] (I also had written "Items can not grant access to a feat." Perhaps this was changed since I wrote it; or something about it still doesnt function completely?)
7. Item - you can add the modifier "Proficiency - Choose a Musical Instrument or Artisan's Tools". But it does not display anywhere on the character sheet. (unless i'm just not able to find it.). Only possible with a feat?
8. Can not add Actions with Items nor Spells. Spells & Items can not add Actions (or Creatures to Extras). only Feats can. (& Subclasses?) Example of canon item which should add an action: Blood Fury Tattoo. (Though, that does not function, currently. You must create a HB feat to make it work.)
Feats-Related: 9. Options to change display order of features in a feat. They show up on character sheet in the order you added them in the HB. No options to change which one is on top or bottom. (That can be done with HB race, I think.)
10. Feat - can not set to "Choose a damage type" for resistance. (This may have been fixed, since writing.)
Other:
11. Monster - If you have just the right combination of proficiencies in single and double digit numbers, it causes the formatting on the creature's statblock to look very bad. on my current HB project, the creature has 7 proficiencies listed. the line breaks occur between the word and it's modifier. on either the 3rd, 5th proficiency; ie. in-between "Intimidation" and "+13"; "Survival" and "+5". It is different, depending on whether you are viewing the statblock on the "My Homebrew Creations" page or the actual page of the monster. Also, when displayed on your character sheet Extras, the order of the proficiencies is different. (Not alphabetical, as it is on the monster's sheet.)
12. can not add spells to a monster.
13. option to designate "Healing" the same way you can choose a damage type. So you can make abilities that display in the actions tab, and have the "heart" icon next to the dice roll.
14. Modifier - Advantage - Details -- Whatever you write; it always displays the first word non-capitalized on the sheet.
The Homebrew system is sorely lacking in functionality, and ease of use. It isn't modular; so if the template for something doesn't already exist, you can not create something new. Which is what Homebrew is.
From what I know and read on the forums, Wizards is pretty iffy towards allowing homebrew on Beyond, and it took Beyond quite some effort to convince Wizards to allow homebrew on Beyond in the beginning. That means a true homebrew tool is probably not going to be implemented on Beyond, and you will only able to homebrew effects that are in the official game. If you want to homebrew something that allows a PC to attune to 7 magic items for example, that is not possible because the max attunement in the official game is 6. There are some effects that you can homebrew on Beyond that is not in the official game, like a longsword +4 for example, but generally speaking, you can only implement effects that Wizards themselves have come up with.
This obviously only applies to homebrew effects that need Beyond to calculate or classify something or to turn something on. You can still homebrew a lot of effects that are not in the official game because they do not need Beyond to do something. Giving a teammate an another turn or instantly killing a monster just requires a descriptive text for example.
2. Spell - Available for [Class(es)] - You can not designate Barbarian or Fighter. I am working with a homebrew subclass which does have limited spellcasting.
6. Item - can add a Feat. but selection field does not include homebrew feats. (But can use "Choose a Feat")[perhaps better to just add those seperately?] (I also had written "Items can not grant access to a feat." Perhaps this was changed since I wrote it; or something about it still doesnt function completely?)
7. Item - you can add the modifier "Proficiency - Choose a Musical Instrument or Artisan's Tools". But it does not display anywhere on the character sheet. (unless i'm just not able to find it.). Only possible with a feat?
10. Feat - can not set to "Choose a damage type" for resistance. (This may have been fixed, since writing.)
This is not a proper solution, but you can make a note of which class a spell is intended for in the spell description. This gives player a heads up to not take the spell if they are not a barbarian or fighter. This does require players to be a little more attentitive, but it is no different from reminding players that they cannot just arbitrarily put an antimatter rifle in their inventory or add a dozen more feats onto their character just because Beyond allows them to do so.
Similarly for others, you can make a note of it in the description and tell players to manually add those feats/profiencies/resistances onto their character sheets. Alternatively, for Feats, you can make separate versions of it where each grants a different resistance like how Beyond implemented Elemental Adept.
4. ability to treat Unarmed Strike as a "Weapon". (Yes, I know it isn't 100% Rules As Written Legal. But my table uses a house rule. In real life, a fist is a weapon. In game, you're allowed to treat your fist as a weapon.)
If it does not appear in an official publication, then Beyond probably is not going to bother implementing it. I think the best work around for this one is to homebrew copy a club, rename it to "fist" (or dagger for horns, sickle for claws, etc.), and then just equip it.
You can add spells to monsters though? You have to use tooltips and then it will be italicized and underlined. The format is: [ spell ] Wish [ / spell ] (remember to remove the spaces)
2. I'm not certain if your workaround suggestion pertains the issue I had described. I edited the text; to hopefully be more clear. ...Oh, perhaps you did get it. But if you can't designate that a barbarian or particular subclass is the intended user of the spell, then it still can't be used by them. and you don't need to tell players of other classes, because you simply would not add other classes' spell lists to the HB spell. right?
12. That's actually what I did; when I wrote that issue down. But I believe that no hyperlinks or mouseover text function on items, feats, Extras on the character sheet. So although you may be able to add the (non-trackable) text to the monster's statblock page; that text would not be functional, in any way, in your character's Extras section. (just shows as regular text.)
Wizards does not own Beyond, but Wizards does own the D&D IP and have a lot of control over what Beyond can do with that IP. The level of control is so stringent that Beyond is not even allowed to collaborate with third party companies to make homebrew collaborations (Dark Tides of Bilgewater was forced to be taken down after a short while).
I do not recall Beyond ever promising a deadline for when features will be released. When they respond, it is generally along the lines of they heard the feedback and might/will work on it at some point in the future if they are not working on it now. As for the homebrew tools, it seems like it is a pretty low priority compared to more urgent stuff like implementing the books properly (the DMG still is not completely implemented), inventory management, and feat-like systems. Generally speaking, the character builder and character sheets seems to have the highest priority.
2. I'm not certain if your workaround suggestion pertains the issue I had described. I edited the text; to hopefully be more clear. ...Oh, perhaps you did get it. But if you can't designate that a barbarian or particular subclass is the intended user of the spell, then it still can't be used by them. and you don't need to tell players of other classes, because you simply would not add other classes' spell lists to the HB spell. right?
You cannot designate a spell is for a barbarian, fighter, rogue, and monk on Beyond because the official game does not have any spell like that, so Beyond does not feel the need to include those designations. Barbarians, fighters, rogues, and monks can still use spells, but you will need to include a spellcasting subclass feature, and designate which spellcasting class's spell list they are using. For homebrew spells (and most homebrew in general), I recommend telling the system that all classes can use it, but type out the restrictions and requirements in the descriptive text; this gives you the flexibility and convenience in the future in case you want to ignore those restrictions and requirements, so you do not have to recreate the spell every time you ignore them.
12. That's actually what I did; when I wrote that issue down. But I believe that no hyperlinks or mouseover text function on items, feats, Extras on the character sheet. So although you may be able to add the (non-trackable) text to the monster's statblock page; that text would not be functional, in any way, in your character's Extras section. (just shows as regular text.)
Ah, I see what you mean. Tooltips unfortunately do not work in the character sheet right now. It works almost everywhere else on Beyond except the character builder and character sheet. I think this is one of those features that the developers jot down on their to-do list but never got the time for it due to higher priority items mentioned above.
In my opinion, I think tool tips in the character sheets has a higher chance of being implemented sooner than updated homebrew tools.
Homebrew Requests & Shortcomings. The Homebrew system is sorely lacking in functionality, and ease of use. It isn't modular; so if the template for something doesn't already exist, you can not create something new. Which is what Homebrew is. Here are just some of the things that currently can not be done, or functions which would be very nice to have. (Compiled over months, in shorthand; so it is possible that some items have changed.)
---------------------------------------------------------
Spells-related:
1. Change the casting time of a spell. ie. an item or feat that gives you a spell, & alters the displayed casting time.
2. Spell - Available for [Class(es)] - The system does not allow you to add a HB spell to the spell list of Barbarian or Fighter. I am working with a homebrew Barbarian subclass which does have limited spellcasting. (This note may be outdated, or referencing the wrong issue. But I I believe Iit was the HB spell which was the problem; as opposed to adding an official spell to the character by way of a feat.)
Items-Related:
3. Affected Weapon Range Type - add options: "Melee & Ranged" (both in 1 option). & Unarmed Strike & Natural Weapons, ie. Horns.
4. ability to treat Unarmed Strike as a "Weapon". (Yes, I know it isn't 100% Rules As Written Legal. But my table uses a house rule. In real life, a fist is a weapon. In game, you're allowed to treat your fist as a "weapon".)
5. Item - can not add 'Bonus - Passive Insight'.
6. Item - can add a Feat. but selection field does not include homebrew feats. (But can use "Choose a Feat")[perhaps better to just add those seperately?]
(I also had written "Items can not grant access to a feat." Perhaps this was changed since I wrote it; or something about it still doesnt function completely?)
7. Item - you can add the modifier "Proficiency - Choose a Musical Instrument or Artisan's Tools". But it does not display anywhere on the character sheet. (unless i'm just not able to find it.). Only possible with a feat?
8. Can not add Actions with Items nor Spells. Spells & Items can not add Actions (or Creatures to Extras). only Feats can. (& Subclasses?)
Example of canon item which should add an action: Blood Fury Tattoo. (Though, that does not function, currently. You must create a HB feat to make it work.)
Feats-Related:
9. Options to change display order of features in a feat.
They show up on character sheet in the order you added them in the HB. No options to change which one is on top or bottom. (That can be done with HB race, I think.)
10. Feat - can not set to "Choose a damage type" for resistance. (This may have been fixed, since writing.)
Other:
11. Monster - If you have just the right combination of proficiencies in single and double digit numbers, it causes the formatting on the creature's statblock to look very bad.
on my current HB project, the creature has 7 proficiencies listed. the line breaks occur between the word and it's modifier. on either the 3rd, 5th proficiency; ie. in-between "Intimidation" and "+13"; "Survival" and "+5".
It is different, depending on whether you are viewing the statblock on the "My Homebrew Creations" page or the actual page of the monster.
Also, when displayed on your character sheet Extras, the order of the proficiencies is different. (Not alphabetical, as it is on the monster's sheet.)
12. can not add spells to a monster.
13. option to designate "Healing" the same way you can choose a damage type. So you can make abilities that display in the actions tab, and have the "heart" icon next to the dice roll.
14. Modifier - Advantage - Details -- Whatever you write; it always displays the first word non-capitalized on the sheet.
From what I know and read on the forums, Wizards is pretty iffy towards allowing homebrew on Beyond, and it took Beyond quite some effort to convince Wizards to allow homebrew on Beyond in the beginning. That means a true homebrew tool is probably not going to be implemented on Beyond, and you will only able to homebrew effects that are in the official game. If you want to homebrew something that allows a PC to attune to 7 magic items for example, that is not possible because the max attunement in the official game is 6. There are some effects that you can homebrew on Beyond that is not in the official game, like a longsword +4 for example, but generally speaking, you can only implement effects that Wizards themselves have come up with.
This obviously only applies to homebrew effects that need Beyond to calculate or classify something or to turn something on. You can still homebrew a lot of effects that are not in the official game because they do not need Beyond to do something. Giving a teammate an another turn or instantly killing a monster just requires a descriptive text for example.
This is not a proper solution, but you can make a note of which class a spell is intended for in the spell description. This gives player a heads up to not take the spell if they are not a barbarian or fighter. This does require players to be a little more attentitive, but it is no different from reminding players that they cannot just arbitrarily put an antimatter rifle in their inventory or add a dozen more feats onto their character just because Beyond allows them to do so.
Similarly for others, you can make a note of it in the description and tell players to manually add those feats/profiencies/resistances onto their character sheets. Alternatively, for Feats, you can make separate versions of it where each grants a different resistance like how Beyond implemented Elemental Adept.
If it does not appear in an official publication, then Beyond probably is not going to bother implementing it. I think the best work around for this one is to homebrew copy a club, rename it to "fist" (or dagger for horns, sickle for claws, etc.), and then just equip it.
You can add spells to monsters though? You have to use tooltips and then it will be italicized and underlined. The format is:
[ spell ] Wish [ / spell ]
(remember to remove the spaces)
Check Licenses and Resync Entitlements: < https://www.dndbeyond.com/account/licenses >
Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
interesting. TY for your response.
A) that may be part of the original reasoning. But that is a very unsatisfying answer for users. Also, WoTC doesn't own DDB. And hasn't DDB been promising an overhaul to the HB tools for years?
It's obviously a problem for the devs, too. Because the system wasn't originally designed to be simple & modular; DDB is unable to add new mechanics that WoTC publishes. Many examples of this in Tasha's Cauldron of Everything. ( TASHA’S CAULDRON of EVERYTHING - Issues and Support Thread - Bugs & Support - D&D Beyond General - D&D Beyond Forums - D&D Beyond (dndbeyond.com) )
2. I'm not certain if your workaround suggestion pertains the issue I had described. I edited the text; to hopefully be more clear.
...Oh, perhaps you did get it. But if you can't designate that a barbarian or particular subclass is the intended user of the spell, then it still can't be used by them. and you don't need to tell players of other classes, because you simply would not add other classes' spell lists to the HB spell. right?
12. That's actually what I did; when I wrote that issue down.
But I believe that no hyperlinks or mouseover text function on items, feats, Extras on the character sheet. So although you may be able to add the (non-trackable) text to the monster's statblock page; that text would not be functional, in any way, in your character's Extras section. (just shows as regular text.)
Wizards does not own Beyond, but Wizards does own the D&D IP and have a lot of control over what Beyond can do with that IP. The level of control is so stringent that Beyond is not even allowed to collaborate with third party companies to make homebrew collaborations (Dark Tides of Bilgewater was forced to be taken down after a short while).
I do not recall Beyond ever promising a deadline for when features will be released. When they respond, it is generally along the lines of they heard the feedback and might/will work on it at some point in the future if they are not working on it now. As for the homebrew tools, it seems like it is a pretty low priority compared to more urgent stuff like implementing the books properly (the DMG still is not completely implemented), inventory management, and feat-like systems. Generally speaking, the character builder and character sheets seems to have the highest priority.
You cannot designate a spell is for a barbarian, fighter, rogue, and monk on Beyond because the official game does not have any spell like that, so Beyond does not feel the need to include those designations. Barbarians, fighters, rogues, and monks can still use spells, but you will need to include a spellcasting subclass feature, and designate which spellcasting class's spell list they are using. For homebrew spells (and most homebrew in general), I recommend telling the system that all classes can use it, but type out the restrictions and requirements in the descriptive text; this gives you the flexibility and convenience in the future in case you want to ignore those restrictions and requirements, so you do not have to recreate the spell every time you ignore them.
Ah, I see what you mean. Tooltips unfortunately do not work in the character sheet right now. It works almost everywhere else on Beyond except the character builder and character sheet. I think this is one of those features that the developers jot down on their to-do list but never got the time for it due to higher priority items mentioned above.
In my opinion, I think tool tips in the character sheets has a higher chance of being implemented sooner than updated homebrew tools.
Check Licenses and Resync Entitlements: < https://www.dndbeyond.com/account/licenses >
Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >