Hi I was wondering and I don't know if this is already been asked but will you be allowing homebrew classes to appear in Dnd Beyond? or at the very least be adding new ones, for example, the Gunslinger class/subclass that was used in Critical role season 1?
Gunslinger is a bit of a complicated proposition at this point, as it was not an original class Matt made, but a Pathfinder conversion.
That explains a lot. It changes the DMG's rules for pistols, muskets and the Reload property, adds a weird explosive that requires both an attack roll and a saving throw, and most of its special shots are redundant with Battle Master maneuvers. I feel like it's not up to the same standards as the official classes.
Hey guys how can we add specific classes like the dawnforged shaman or alchemist classes. As I can't do enough changes in the subclass section. I hear u need enough request can we have a specific place for that
Hey guys how can we add specific classes like the dawnforged shaman or alchemist classes. As I can't do enough changes in the subclass section. I hear u need enough request can we have a specific place for that
Homebrew classes are not on the agenda and will definitely not come out anytime soon. So you will not be able to create a shaman or alchemist class. The best alternative right now is a subclass and altering the features to fit like a 5e subclass.
With the introduction of more of Matt Mercer's content (they've mentioned it in other threads/streams at least), I'm curious if their stance on homebrew classes may change. I know that class creation would be delving into a more complex system, but at this point, subclasses are already in and I'd say that's maybe 60-70% of the way to a system that would allow for full classes. Adding in a generic pool of points that could be relabeled (i.e. Ki) and be linked to by other homebrew abilities would be a major thing and I feel like it would cover 90% of use cases that can't currently be homebrewed. The only other real complexity I could see is the dependencies caused by that (aka subclasses, items, etc.) but a solution to that would be keeping classes from being posted publicly or creating a "package" so-to-speak that would include the class and all content it links to. Just food for thought.
With the introduction of more of Matt Mercer's content (they've mentioned it in other threads/streams at least), I'm curious if their stance on homebrew classes may change. I know that class creation would be delving into a more complex system, but at this point, subclasses are already in and I'd say that's maybe 60-70% of the way to a system that would allow for full classes. Adding in a generic pool of points that could be relabeled (i.e. Ki) and be linked to by other homebrew abilities would be a major thing and I feel like it would cover 90% of use cases that can't currently be homebrewed. The only other real complexity I could see is the dependencies caused by that (aka subclasses, items, etc.) but a solution to that would be keeping classes from being posted publicly or creating a "package" so-to-speak that would include the class and all content it links to. Just food for thought.
Well, while I do agree with you. I do not know anything about the complexities of the system. How easy/difficult it would be to create what is needed. I also think there would be people constantly asking for more. What I mean by that is there will always be people going "Hey, I want to do this in my homebrew class, but there isn't a way to do that right now. Can you make it possible?" and it will go on and on and on. So there definitely seems to be a WHOLE lot more coding and what not needed for homebrew classes than subclasses.
With the introduction of more of Matt Mercer's content (they've mentioned it in other threads/streams at least), I'm curious if their stance on homebrew classes may change. I know that class creation would be delving into a more complex system, but at this point, subclasses are already in and I'd say that's maybe 60-70% of the way to a system that would allow for full classes. Adding in a generic pool of points that could be relabeled (i.e. Ki) and be linked to by other homebrew abilities would be a major thing and I feel like it would cover 90% of use cases that can't currently be homebrewed. The only other real complexity I could see is the dependencies caused by that (aka subclasses, items, etc.) but a solution to that would be keeping classes from being posted publicly or creating a "package" so-to-speak that would include the class and all content it links to. Just food for thought.
Well, while I do agree with you. I do not know anything about the complexities of the system. How easy/difficult it would be to create what is needed. I also think there would be people constantly asking for more. What I mean by that is there will always be people going "Hey, I want to do this in my homebrew class, but there isn't a way to do that right now. Can you make it possible?" and it will go on and on and on. So there definitely seems to be a WHOLE lot more coding and what not needed for homebrew classes than subclasses.
Oh, absolutely. As a web developer myself, I totally understand it would be a lot more coding (probably even more than I think). I understand it could get into the slippery slope of people constantly asking for more to be added to it, but again, I think creating that generic pool would cover 90% of use cases, which is about the best one can hope for as a developer XD. My department has to turn down niche feature requests all the time, so I've had to deal with similar situations.
Leaving out custom core classes just seems like an odd choice to me (even with knowing that it would probably take months of work to perfect) since so many custom campaign settings use entirely new classes.
Hi I was wondering and I don't know if this is already been asked but will you be allowing homebrew classes to appear in Dnd Beyond? or at the very least be adding new ones, for example, the Gunslinger class/subclass that was used in Critical role season 1?
There are no plans to implement homebrew classes. It's too complex. Specific non-official classes might be added if there's enough popular demand.
The Forum Infestation (TM)
Gunslinger is a bit of a complicated proposition at this point, as it was not an original class Matt made, but a Pathfinder conversion.
Just adding that homebrew SUBCLASSES will be added fairly soon.
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The Forum Infestation (TM)
so...fairly soon you say...
Maybe
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/13989-a-buyers-guide-for-dnd-beyond?page=2#c23
Pun-loving nerd | Faith Elisabeth Lilley | 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!"🔊
wait today they are releasing homebrew subclasses?
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Hey guys how can we add specific classes like the dawnforged shaman or alchemist classes. As I can't do enough changes in the subclass section. I hear u need enough request can we have a specific place for that
https://dawnforgedcast.myshopify.com/products/5th-edition-shaman-class
Published Subclasses
I have tried but I just can't make enough of a change to the class for it to be effective. can they not be added to additional classes
With the introduction of more of Matt Mercer's content (they've mentioned it in other threads/streams at least), I'm curious if their stance on homebrew classes may change. I know that class creation would be delving into a more complex system, but at this point, subclasses are already in and I'd say that's maybe 60-70% of the way to a system that would allow for full classes. Adding in a generic pool of points that could be relabeled (i.e. Ki) and be linked to by other homebrew abilities would be a major thing and I feel like it would cover 90% of use cases that can't currently be homebrewed. The only other real complexity I could see is the dependencies caused by that (aka subclasses, items, etc.) but a solution to that would be keeping classes from being posted publicly or creating a "package" so-to-speak that would include the class and all content it links to. Just food for thought.
Published Subclasses
Leaving out custom core classes just seems like an odd choice to me (even with knowing that it would probably take months of work to perfect) since so many custom campaign settings use entirely new classes.