I'm making a Heavy Crossbow that uses a lesser damage die (d6) to fire more bolts in one load, resulting in 3d6 per attack action. However, the only way I can make a weapon do a certain damage die is to base it from a weapon of that damage type. This means that this Heavy Crossbow ends up actually using the Hand Crossbow as a base, which in turn gives it the Light property, which I don't want it to use. Adding the Heavy and Twohanded properties to the weapon does not remove the Light property being there as well and just makes the weapon properties a long cluttered list of contradicting entries.
It's frustrating when I feel like what I'm doing is actually a pretty simple concept (just changing the damage dice for a weapon and then writing rules for additional mechanics) but this system hasn't taken that into account. Anyone else have this problem?
Feel your pain. Just bought into DnDBeyond today because the homebrewing tools were supposed to be fully implemented. I am finding that some basics like this are not functional.
+1 for request for being able to change damage dice and weapon properties, or at least be able to build a homebrew weapon from scratch.
While I agree, I'll also note there's an upvote button you can click on the original post, posting a "+1" reply just makes any real discussion harder to get to.
If anyone is completely stumped, for the time being I just create new weapons as custom actions directly on the character sheet. Has most of what i need: Weapon, set dmg dice & type, profeciency, etc.
That is a decent solution but it doesn't account for everything. For example I wanted a hexblade pact of the blade warlock to use a stronger whip instead of the standard 1d4. So I tried to make a barbed chain whip that does 1d6. With the custom action I can't set it as my hex weapon or pact weapon so that it displays the correct bonuses.
I just feel like it's a pretty simple fix of when you select a base weapon type it fills in the basic statistics for you and you can change those as you want. For the moment my guy has a normal whip equipped and I just have to remember that it deals 1d6 instead of 1d4 so I can have my normal modifiers.
How is this still not implemented, more than half a year after this was originally posted? This seems like one of the most basic and obvious things to implement when creating a homebrew system. I mean maybe that's just me but I feel like a vast majority of weapon related homebrew content I've ever created or used was based around changing damage dice/type.
Homebrew of mundane items (weapons, armor, equipment) is planned for the future.
This will be helpful, but what if it's not at the item Level that you want to change things.
The UA spear mastery feat upgrades the damage die when your character wields any spear, for example. Is there a way to create weapon-type specific modifiers like this that change the dice?
I'm making a Heavy Crossbow that uses a lesser damage die (d6) to fire more bolts in one load, resulting in 3d6 per attack action. However, the only way I can make a weapon do a certain damage die is to base it from a weapon of that damage type. This means that this Heavy Crossbow ends up actually using the Hand Crossbow as a base, which in turn gives it the Light property, which I don't want it to use. Adding the Heavy and Twohanded properties to the weapon does not remove the Light property being there as well and just makes the weapon properties a long cluttered list of contradicting entries.
It's frustrating when I feel like what I'm doing is actually a pretty simple concept (just changing the damage dice for a weapon and then writing rules for additional mechanics) but this system hasn't taken that into account. Anyone else have this problem?
Feel your pain. Just bought into DnDBeyond today because the homebrewing tools were supposed to be fully implemented. I am finding that some basics like this are not functional.
+1 for request for being able to change damage dice and weapon properties, or at least be able to build a homebrew weapon from scratch.
+1
+1
Yes, this change would make replicating a monster's weapon (like the grimlock spiked club) a whole lot easier.
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While I agree, I'll also note there's an upvote button you can click on the original post, posting a "+1" reply just makes any real discussion harder to get to.
If anyone is completely stumped, for the time being I just create new weapons as custom actions directly on the character sheet. Has most of what i need: Weapon, set dmg dice & type, profeciency, etc.
That is a decent solution but it doesn't account for everything. For example I wanted a hexblade pact of the blade warlock to use a stronger whip instead of the standard 1d4. So I tried to make a barbed chain whip that does 1d6. With the custom action I can't set it as my hex weapon or pact weapon so that it displays the correct bonuses.
I just feel like it's a pretty simple fix of when you select a base weapon type it fills in the basic statistics for you and you can change those as you want. For the moment my guy has a normal whip equipped and I just have to remember that it deals 1d6 instead of 1d4 so I can have my normal modifiers.
Same. I'm trying to build a feat the changes a weapon's damage die, I can write it out, but t doesn't change anything =(
How is this still not implemented, more than half a year after this was originally posted? This seems like one of the most basic and obvious things to implement when creating a homebrew system. I mean maybe that's just me but I feel like a vast majority of weapon related homebrew content I've ever created or used was based around changing damage dice/type.
agree. This is so much needed for homebrewing weapons.
Homebrew of mundane items (weapons, armor, equipment) is planned for the future.
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This will be helpful, but what if it's not at the item Level that you want to change things.
The UA spear mastery feat upgrades the damage die when your character wields any spear, for example. Is there a way to create weapon-type specific modifiers like this that change the dice?
+1
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+1
Could still really use this. Upvoted OP
I too could really use this for my campaigns. It feels really silly that such core instrumental things like this are still missing.