While trying to abbreviate the Rune Carver feature (from the Rune Knight) to make it into a stand-alone feature and not something you definitely have to pick I noticed a lack of options, which I think severely limits how much you can make as your own feature, even beyond just abbreviating the Rune Knight in itself, even though I think the elements to enhance the utility are already (mostly) available. Just not in the right order.
Let's start with the edit overview and the first issue starts at the Options. The problem here is that you cannot set how many Options of the ones available you'd like your player to be able to pick, nor can you tie the available options to character or a specific class level which would further enhance utility there and make the Feat more viable in the long-term.
Recommendations for fixing this:
Add the ability to flatly increase the number of options a player can choose.
Add the ability to tie the number of available options to...
Flat character levels (i.e. 2 options at 3rd level, 3 options at 7th level etc.)
Specific class levels (i.e. 1 option for 3rd level Rogue, 2 options for 6th level Rogue etc.)
For enhanced utility also consider tying it to:
Specific Modifier or...
General Ability scores (maybe to even give incentive with feature options for uneven ability scores).
Let's go down here and edit one of the Features themselves. Where we further lack some utility, which is technically available, but with some workarounds, instead of something that can stand on it's own legs. It's good that we can add actions for the options, but what if we want the options to have their very own unique modifiers without having to create multiple versions of essentially the same Feature? We can't. With the description you can technically already have everything, but you'll be basically ignoring some of the utility DnDBeyond provides with highlighting advantage and proficiency etc.
Recommendation for fixing this:
Basically add Modifiers from the Feature Edit tab into the specific Options as well. That should about do it.
Beyond this I generally just like the feature of being able to create Homebrew stuff and I'm sure I'll find more things that could work better, but overall I'm already quite happy with what's there. Thank you for reading so far and I hope we'll get this enhanced utility soon.
Much of what you write is already in place and possible. For example, there is already the ability to add Modifiers to Options for both subclass features and racial traits. And you can designate how many Options the character can take at each class level. For more information about how to properly set up Options for both subclass features and racial traits, please see the Subclasses & Races FAQ #1: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
Sounds like RustyCorlen was trying to transplant the sub-class feature into a feat? Unfortunately no feats in D&D have ever functioned like that and most of the capabilities we have are limited to things that have appeared in officially licensed sources. That said the inability to set modifiers and such on feat options has been an annoyance for a while, as it means even some official feats are a pain to implement (this is why there are multiple versions of Fey Touched, Shadow Touched etc. rather than an option to pick Intelligence/Wisdom/Charisma).
There's been talk of some kind of "generic features" system off and on for a while now, and it's supposedly one of the more high priority projects but I'm not aware of any recent mentions of progress; from what I have heard it does sound like the intention is to somehow unify a lot of the homebrew so that we'd end up with the same capabilities under all of them (so feats would have the same capabilities as sub-classes/races and so-on), but I'm not sure if that's ever been fully confirmed, so could just be wishful thinking on my part. It would however be a good step towards simplifying the system as it's silly to have multiple similar but not quite the same features with similar but slightly different capabilities.
When will it be implemented and will it be implemented as I/we hope it might be? No idea unfortunately, so what the OP wants isn't currently possible with a feat sadly.
Only workaround I can think of would be to have one main "Rune Carver" feat that describes how and when you then add additional feats (using Features & Traits -> Feats -> Manage Feats) to add the options at the correct levels, this is about as close as you're likely to be able to get? Far from ideal though.
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Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
While trying to abbreviate the Rune Carver feature (from the Rune Knight) to make it into a stand-alone feature and not something you definitely have to pick I noticed a lack of options, which I think severely limits how much you can make as your own feature, even beyond just abbreviating the Rune Knight in itself, even though I think the elements to enhance the utility are already (mostly) available. Just not in the right order.
Let's start with the edit overview and the first issue starts at the Options. The problem here is that you cannot set how many Options of the ones available you'd like your player to be able to pick, nor can you tie the available options to character or a specific class level which would further enhance utility there and make the Feat more viable in the long-term.
Recommendations for fixing this:
Let's go down here and edit one of the Features themselves. Where we further lack some utility, which is technically available, but with some workarounds, instead of something that can stand on it's own legs. It's good that we can add actions for the options, but what if we want the options to have their very own unique modifiers without having to create multiple versions of essentially the same Feature? We can't. With the description you can technically already have everything, but you'll be basically ignoring some of the utility DnDBeyond provides with highlighting advantage and proficiency etc.
Recommendation for fixing this:
Beyond this I generally just like the feature of being able to create Homebrew stuff and I'm sure I'll find more things that could work better, but overall I'm already quite happy with what's there. Thank you for reading so far and I hope we'll get this enhanced utility soon.
Much of what you write is already in place and possible. For example, there is already the ability to add Modifiers to Options for both subclass features and racial traits. And you can designate how many Options the character can take at each class level. For more information about how to properly set up Options for both subclass features and racial traits, please see the Subclasses & Races FAQ #1: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
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Sounds like RustyCorlen was trying to transplant the sub-class feature into a feat? Unfortunately no feats in D&D have ever functioned like that and most of the capabilities we have are limited to things that have appeared in officially licensed sources. That said the inability to set modifiers and such on feat options has been an annoyance for a while, as it means even some official feats are a pain to implement (this is why there are multiple versions of Fey Touched, Shadow Touched etc. rather than an option to pick Intelligence/Wisdom/Charisma).
There's been talk of some kind of "generic features" system off and on for a while now, and it's supposedly one of the more high priority projects but I'm not aware of any recent mentions of progress; from what I have heard it does sound like the intention is to somehow unify a lot of the homebrew so that we'd end up with the same capabilities under all of them (so feats would have the same capabilities as sub-classes/races and so-on), but I'm not sure if that's ever been fully confirmed, so could just be wishful thinking on my part. It would however be a good step towards simplifying the system as it's silly to have multiple similar but not quite the same features with similar but slightly different capabilities.
When will it be implemented and will it be implemented as I/we hope it might be? No idea unfortunately, so what the OP wants isn't currently possible with a feat sadly.
Only workaround I can think of would be to have one main "Rune Carver" feat that describes how and when you then add additional feats (using Features & Traits -> Feats -> Manage Feats) to add the options at the correct levels, this is about as close as you're likely to be able to get? Far from ideal though.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Ahh ha ha, I missed the transferring to a Feat part.
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