Maybe I've just missed it (please let me know), but after all the areas where custom entries can be added, I was a bit surprised to see no entry for adding proper custom items to a character's inventory, so I'd like to propose one:
At the most basic, a custom item would just be a name, weight and optional description allow it to appear in the list like any other item, with something to indicate that it's custom.
Ideally all custom items could be marked to indicate if they can be equipped, allowing them to be shown under Active Items.
Support for weapons would be great: these would be wieldable, have a damage, damage type and a choice of rules (heavy, finesse etc.), and an option for proficiency.
Support for armour would be nice too: basic support would just be a base AC, a limit to how much of your DEX bonus is added (set to 0 for heavy), proficiency, and disadvantage to stealth.
Support for basic stat bonuses: needn't be too complex, just the ability to boost one or more basic characteristics by some amount, up to a maximum (if any). This would work for all items, so I could add a custom leather armour with a DEX bonus for example. Anything more complex would need to go in the description.
Currently the only alternative is to put this in "Other possessions" which seems a bit of a strange way to handle anything important, or some common items that don't strictly have a type.
For example, as part of the Outlander background, and just my character in general, I wanted to have my creature trophy be a mask made from the skull of a slain beast, but have essentially had to add this as a note. With custom item support I could give it a suitable weight (1lb?) and enable equip, allowing me to conveniently indicate when he's wearing it.
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.
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Yea this idea is great! Ive seen it mentioned once or twice but haven't really seen any staff say anything about it but I could have very easily have missed it. Could be implemented in a very similar way to custom attacks but it would allow it to be in your inventory.
I would also like to add to this in the ability to customise pre-existing items (it was very simpily introduced for spells), currently you can only do this if you add them to attacks. Just a simple customisation to change the name and add a weight. This would at least be some sorts of fix to the issue of spell scrolls.
But I agree if we are going to have a inventory management system i would like to be able to use it rather than putting everything into a text box.
I'd like to add to this the ability to add either custom spells or a spell that your class or sublcass does not typically allow. For example, I have a Tabaxi Vengeance Paladin. After talking with my DM, I was allowed to add Speak with Animals as a spell that I could use once per day. I don't know where I can put this, but would like to be able to add it as a custom additional spell. :-)
Totally! One of the my players wanted a scythe and I had to roll it as a common magic item instead of anything else-- it's a bit roundabout! And because it requires a base weapon, even though the scythe only does 2d4 damage it shows up on my player's attack page as 2d6, despite using the attack modifier.
It seems this would also be a great way to account for oversized/great weapons. My DM had my smith create a greatbow and great arrows (dealing 2d6 instead of 1d8 as in a long bow and with better range than javelins) and I currently have it listed in a separate note and created a custom attack to allow for it. It would be nice to have it listed with my other weapons, with the arrows depleting normally instead of having a number attached to the description of the custom attack that I have to alter manually.
I'd like to add to this the ability to add either custom spells or a spell that your class or sublcass does not typically allow. For example, I have a Tabaxi Vengeance Paladin. After talking with my DM, I was allowed to add Speak with Animals as a spell that I could use once per day. I don't know where I can put this, but would like to be able to add it as a custom additional spell. :-)
You then need to customise the spell to add Paladin as a valid class for the spell and save your new homebrew spell (maybe name it something slightly different so it is recognisable).
Once you've done this (you do NOT need to publish the spell) your paladin should see the spell available! :)
If not, you may need to toggle homebrew on for the character in the edit character screen.
Totally! One of the my players wanted a scythe and I had to roll it as a common magic item instead of anything else-- it's a bit roundabout! And because it requires a base weapon, even though the scythe only does 2d4 damage it shows up on my player's attack page as 2d6, despite using the attack modifier.
Hi there LunaLovecraft,
the Wizards of the Coast design approach for 5th edition D&D is that the weapons in the Player's Handbook represents all of the weapon stats you will need and that any new weapon that a character might want can be handled by using an existing weapon and just changing the name.
D&D Beyond has take the same approach, in that you can select a weapon, then customise on the character sheet to change the name.
I appreciate the response! That being said, there isn't a weapon that deals 2d4 damage. Given the magic ability is a bit strong 2d4 feels quite right. Also rolling 2d4 for a scythe, or 8d4 on a high-critical, is a very cool feeling. As far as I can tell there's no way on the character sheet to change the damage dice, am I missing something?
I used to love playing with some of the weirder polearms in earlier editions of D&D (and the odd abilities they had), so I understand entirely. :)
The 5th edition design was to simplify weapons and generate what they believe to be a list of balanced weapons, that can be renamed if desired.
There have been quite a few requests to allow homebrew base weapons though, which is something Badeye has said they may look at adding sometime in the future.
So, whilst it's not in the immediate plans - it's something that could happen later.
As far as the weapons that exist currently, I might go with a Battleaxe or Longsword to base your scythe on. 1d8 is almost the same damage range as 2d4, but with a different average distribution, and it has the versatile option so you can do 1d10 with two hands which seems appropriate for a scythe.
I used to love playing with some of the weirder polearms in earlier editions of D&D (and the odd abilities they had), so I understand entirely. :)
The 5th edition design was to simplify weapons and generate what they believe to be a list of balanced weapons, that can be renamed if desired.
There have been quite a few requests to allow homebrew base weapons though, which is something Badeye has said they may look at adding sometime in the future.
So, whilst it's not in the immediate plans - it's something that could happen later.
Apologies I can't help more than that!
While agreeing it may take a bit of effort to change damage dice as a modifier, DND Beyond's full capabilities are a paid service. If I'm using this database as a paying customer these requests should be more than just thought about.
I have seen quite a few threads about customizing damage dice on weapons, it can't be that hard to add that in as a modifier condition.
the Wizards of the Coast design approach for 5th edition D&D is that the weapons in the Player's Handbook represents all of the weapon stats you will need and that any new weapon that a character might want can be handled by using an existing weapon and just changing the name.
D&D Beyond has take the same approach, in that you can select a weapon, then customise on the character sheet to change the name.
A major problem here is firearms. I'm trying to design a modern campaign setting for my players. I've been struggling with making modern firearms because the DMG only has a few options to base them on. Not that I need a comprehensive list, but I would like to cover the basics: pistol, rifle, shotgun, sniper rifle, automatic rifle, maybe some sort of heavier machine gun. Fortunately the Critical Role content includes the Gunslinger subclass for fighters which gives me a few more options. However the Gunslinger also includes the option for the player to craft new types of weapons which one of my players is already excited to do. I've been trying to create them based on existing options, but I can't seem to get some properties to change. Maybe I'm not doing it right? I just want to alter range and damage dice. I figure any other properties, such as reload and misfire values, are fine as notes.
the Wizards of the Coast design approach for 5th edition D&D is that the weapons in the Player's Handbook represents all of the weapon stats you will need and that any new weapon that a character might want can be handled by using an existing weapon and just changing the name.
D&D Beyond has take the same approach, in that you can select a weapon, then customise on the character sheet to change the name.
A major problem here is firearms. I'm trying to design a modern campaign setting for my players. I've been struggling with making modern firearms because the DMG only has a few options to base them on. Not that I need a comprehensive list, but I would like to cover the basics: pistol, rifle, shotgun, sniper rifle, automatic rifle, maybe some sort of heavier machine gun. Fortunately the Critical Role content includes the Gunslinger subclass for fighters which gives me a few more options. However the Gunslinger also includes the option for the player to craft new types of weapons which one of my players is already excited to do. I've been trying to create them based on existing options, but I can't seem to get some properties to change. Maybe I'm not doing it right? I just want to alter range and damage dice. I figure any other properties, such as reload and misfire values, are fine as notes.
For the moment, you can use custom attacks for this, but I agree, this is not ideal. Thank you for providing another voice advocating for the ability to change damage dice, etc. On homebrew weapons. The more of us ask for it, the better the chances it will eventually be added.
Maybe I am missing it but how do I go about customizing a weapon in my character sheet?
Click the weapon.
In sidebar that opens, click customise.
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What about customizing items to show storyline progression? One of my main characters wears a set of plate armor that was splashed by some nasty acid, and developed a glaring weak spot right in the breastplate, so on paper it looks like Plate Armor of -1. How do I edit the way this armor changes his total AC?
Create a custom magic item that gives a -1 to AC and then equip that. Alternatively, create a custom magic item (armor) that has -1 AC on it to represent your armor
The problem with this system is that damage dice can't be changed under "customize" on a preexisting weapon. For example, one of my players is a ranger. She likes to use dual daggers in close quarters, but nobody wants a boring +2. And the only magic daggers that exist are vicious, which is only good 5% of the time and only until about 5th level, venom, which is wasted because you can't double poison a target, and the aforementioned, boring +X daggers. A flame tongue or frostbrand dagger would be a better and more enjoyable option. Simply allowing users to change the 1d6 to 1d4 on a flame tongue shortsword, for example, would fix the issue and make it easier on players and DMs alike.
....Simply allowing users to change the 1d6 to 1d4 on a flame tongue shortsword, for example, would fix the issue and make it easier on players and DMs alike.
You can do this in less than a minute by creating a homebrew copy of the flametongue weapon, then changing the base weapon to dagger and adjusting the bonus damage. 😊
....Simply allowing users to change the 1d6 to 1d4 on a flame tongue shortsword, for example, would fix the issue and make it easier on players and DMs alike.
You can do this in less than a minute by creating a homebrew copy of the flametongue weapon, then changing the base weapon to dagger and adjusting the bonus damage. 😊
Indeed! I’m wondering if it’s in the roadmap to enable damage modification for weapons. Like a dagger that due to some feature of awesomeness receives a +2 to damage, but not to hit, when applying the damage modification, it is not calculated in the box, is there a way to do this, or is just one of those ‘change it in the character sheet, sorry’ things?
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Maybe I've just missed it (please let me know), but after all the areas where custom entries can be added, I was a bit surprised to see no entry for adding proper custom items to a character's inventory, so I'd like to propose one:
Currently the only alternative is to put this in "Other possessions" which seems a bit of a strange way to handle anything important, or some common items that don't strictly have a type.
For example, as part of the Outlander background, and just my character in general, I wanted to have my creature trophy be a mask made from the skull of a slain beast, but have essentially had to add this as a note. With custom item support I could give it a suitable weight (1lb?) and enable equip, allowing me to conveniently indicate when he's wearing it.
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.
Yea this idea is great! Ive seen it mentioned once or twice but haven't really seen any staff say anything about it but I could have very easily have missed it. Could be implemented in a very similar way to custom attacks but it would allow it to be in your inventory.
I would also like to add to this in the ability to customise pre-existing items (it was very simpily introduced for spells), currently you can only do this if you add them to attacks. Just a simple customisation to change the name and add a weight. This would at least be some sorts of fix to the issue of spell scrolls.
But I agree if we are going to have a inventory management system i would like to be able to use it rather than putting everything into a text box.
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I'd like to add to this the ability to add either custom spells or a spell that your class or sublcass does not typically allow. For example, I have a Tabaxi Vengeance Paladin. After talking with my DM, I was allowed to add Speak with Animals as a spell that I could use once per day. I don't know where I can put this, but would like to be able to add it as a custom additional spell. :-)
Totally! One of the my players wanted a scythe and I had to roll it as a common magic item instead of anything else-- it's a bit roundabout! And because it requires a base weapon, even though the scythe only does 2d4 damage it shows up on my player's attack page as 2d6, despite using the attack modifier.
It seems this would also be a great way to account for oversized/great weapons. My DM had my smith create a greatbow and great arrows (dealing 2d6 instead of 1d8 as in a long bow and with better range than javelins) and I currently have it listed in a separate note and created a custom attack to allow for it. It would be nice to have it listed with my other weapons, with the arrows depleting normally instead of having a number attached to the description of the custom attack that I have to alter manually.
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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!"🔊
Hi Stormknight,
I appreciate the response! That being said, there isn't a weapon that deals 2d4 damage. Given the magic ability is a bit strong 2d4 feels quite right. Also rolling 2d4 for a scythe, or 8d4 on a high-critical, is a very cool feeling. As far as I can tell there's no way on the character sheet to change the damage dice, am I missing something?
I used to love playing with some of the weirder polearms in earlier editions of D&D (and the odd abilities they had), so I understand entirely. :)
The 5th edition design was to simplify weapons and generate what they believe to be a list of balanced weapons, that can be renamed if desired.
There have been quite a few requests to allow homebrew base weapons though, which is something Badeye has said they may look at adding sometime in the future.
So, whilst it's not in the immediate plans - it's something that could happen later.
Apologies I can't help more than that!
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!"🔊
As far as the weapons that exist currently, I might go with a Battleaxe or Longsword to base your scythe on. 1d8 is almost the same damage range as 2d4, but with a different average distribution, and it has the versatile option so you can do 1d10 with two hands which seems appropriate for a scythe.
Custom items and weapons would be great!
A major problem here is firearms. I'm trying to design a modern campaign setting for my players. I've been struggling with making modern firearms because the DMG only has a few options to base them on. Not that I need a comprehensive list, but I would like to cover the basics: pistol, rifle, shotgun, sniper rifle, automatic rifle, maybe some sort of heavier machine gun. Fortunately the Critical Role content includes the Gunslinger subclass for fighters which gives me a few more options. However the Gunslinger also includes the option for the player to craft new types of weapons which one of my players is already excited to do. I've been trying to create them based on existing options, but I can't seem to get some properties to change. Maybe I'm not doing it right? I just want to alter range and damage dice. I figure any other properties, such as reload and misfire values, are fine as notes.
For the moment, you can use custom attacks for this, but I agree, this is not ideal. Thank you for providing another voice advocating for the ability to change damage dice, etc. On homebrew weapons. The more of us ask for it, the better the chances it will eventually be added.
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Maybe I am missing it but how do I go about customizing a weapon in my character sheet?
Click the weapon.
In sidebar that opens, click customise.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
What about customizing items to show storyline progression? One of my main characters wears a set of plate armor that was splashed by some nasty acid, and developed a glaring weak spot right in the breastplate, so on paper it looks like Plate Armor of -1. How do I edit the way this armor changes his total AC?
Create a custom magic item that gives a -1 to AC and then equip that. Alternatively, create a custom magic item (armor) that has -1 AC on it to represent your armor
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The problem with this system is that damage dice can't be changed under "customize" on a preexisting weapon. For example, one of my players is a ranger. She likes to use dual daggers in close quarters, but nobody wants a boring +2. And the only magic daggers that exist are vicious, which is only good 5% of the time and only until about 5th level, venom, which is wasted because you can't double poison a target, and the aforementioned, boring +X daggers. A flame tongue or frostbrand dagger would be a better and more enjoyable option. Simply allowing users to change the 1d6 to 1d4 on a flame tongue shortsword, for example, would fix the issue and make it easier on players and DMs alike.
You can do this in less than a minute by creating a homebrew copy of the flametongue weapon, then changing the base weapon to dagger and adjusting the bonus damage. 😊
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!"🔊
Indeed! I’m wondering if it’s in the roadmap to enable damage modification for weapons. Like a dagger that due to some feature of awesomeness receives a +2 to damage, but not to hit, when applying the damage modification, it is not calculated in the box, is there a way to do this, or is just one of those ‘change it in the character sheet, sorry’ things?