Create a Homebrew Item based off Chain Mail (or any other Heavy armor that by default does not allow for an AC modifier). Set Base Armor to Chain Mail. Change Dexterity Override to either Max 2 or Full Bonus. Save item. Add to character.
Note that the dexterity bonus is not added in the AC calculation.
The Character Sheet AC calculation is treating it like Chain Mail, despite the fact that for the item I have set it up have a Dexterity Bonus, as outlined in the Tool Tip for the DEX BONUS field.
Either it shouldn't allow me to set the field, or better yet, it should be honoring it.
verified - I've attempted to do this multiple methods: 1) Basic information: Dex Bonus (full modifier or Max 2) ; items does not change Dex bonus
2) as above with Modifier: Set - AC max dex Armored Modifier, fixed value: 10 both with and without stat set as DEX - does nothing to Dex bonus 3) as above with modifier: Set - AC max dex modifier, fixed value: 10 both with and without stat set as DEX- does nothing to Dex bonus 4) as above with modifier: Set - AC max dex unarmored modifier: fixed value: 10 both with and without stat set as DEX - does nothing to Dex bonus
item I was working with was using plate armor as a base
Not all the homebrew tools work as you might think. The modifier screen is used in so many different ways and all the options are the same for each type of creation, whether they work for that type of creation or not.
If you are making any homebrew based off an existing piece of armor, the system is going to add your DEX mod. Every. Single. Time.
My suggestion is make a Wonderous item and imagine it's armor. I've got a forum post that explains how to replace DEX with something else that might be helpful in what you are trying to do here even if it's not the exact same thing.
First, thank you! Great work around, much appreciated. :) And thanks again for the links in your sig - very useful stuff there too.
The part that looks like a bug is that there is a specific pull down box for the Dex modifier on armor: it's right after the selector box for type of armor, that offers options for (Dex) full modifier, Max -2 or none (and none of those do anything).
Thanks for the replies. Not only does the dropdown not do anything, I think it's ignored when it shouldn't be, and as a result isn't disabled as it should be. ;-) Let me explain as that's confusing lol.
1) the first bug is it should just work, but I think the way the code surrounding Armor base types works, it never will. That's the first issue. It's a fundamental issue in how armor types work it seems. 2) second issue is given the above, the drop-down should be disabled. That's merely a UX issue that only arises due to the previous limitation.
Here's why I think this...
If you try it you will see that IMMEDIATELY after creating the item, it resets your selection, which is an indicator to me that the core system is just going to ignore it and use whatever the rules for the base armor type is. Which is totally fine. It sucks, and it should be fixed, but fixing that may be a very, very tall order. From that point forward, setting it WILL be remembered, but it has zero impact. But the fact that the selection is reset on initial creation to me tells me that it's just always ignored, because the DEX modifier is hardwired by armor type and we can't change it. I think we should, but again fixing that may be difficult.
If not, the alternative solution is fix address #2, and make it less misleading by making it not even an option. Disable it, since it does nothing.
In summary, either disable the drop-down so that it's clear that it does nothing, or fix it so that it works as expected. ;-)
Either way, I've worked around the problem by using a lighter class of armor, and adding the AC offset to it as a Modifier. I like that better than using the Wondrous Item approach, 'cause this way it's still armor at least. And since this was a Heavy armor that was going to not require Heavy armor proficiency, a really slick way to build it out was to base it off of a Medium armor, and then add a Modifier that granted Heavy Armor Proficiency.
If you try it you will see that IMMEDIATELY after creating the item, it resets your selection, which is an indicator to me that the core system is just going to ignore it and use whatever the rules for the base armor type is. Which is totally fine. It sucks, and it should be fixed, but fixing that may be a very, very tall order. From that point forward, setting it WILL be remembered, but it has zero impact.
Completely get where you're coming from, I think this may be a half finished "feature" though. My reason for that belief is the Serpent Scale Armor (official item from Candlekeep Mysteries) that does have the setting working, it's scale mail will full Dex. modifier. Unfortunately if you base an item off of it, and then change the armor type, it's breaks the Dex modifier also.
Your work around is the best method at the moment in my opinion, and can be employed with an item based on a "copy_of_Serpent Scale Armor", you just can't change the armor type, or touch the Dex mod box. / modifier (at least it seemed to work yesterday when an item based on it was equipped).
Funny you brought this up lol. I was *just* reading that adventure last night and came across Serpent Scale Armor, and immediately thought it would have been nice to know about this a week ago... ;-P
I wanted to reply here to say, THANK YOU SO MUCH for your work-around because I have been bouncing my face off this problem for almost an hour, related to this exact item (Serpent Scale Armor).
Yeah I know they usually don't have this effect but I saw it was possible to still add the modifier for it so I was wondering if it could work.
I’m not sure I understand what you mean. This is all show to remove the Dex modifier bonus from armor. Shields don’t include that modifier as a bonus. One cannot remove what is not there. Hence my confusion. Could you perhaps clarify your question a bit? Are you asking if it is possible to add a PC’s sec mod as a bonus to a shield?
Hi all,
Found a bug with homebrew armors.
Steps to Reproduce
Create a Homebrew Item based off Chain Mail (or any other Heavy armor that by default does not allow for an AC modifier).
Set Base Armor to Chain Mail.
Change Dexterity Override to either Max 2 or Full Bonus.
Save item.
Add to character.
Note that the dexterity bonus is not added in the AC calculation.
The Character Sheet AC calculation is treating it like Chain Mail, despite the fact that for the item I have set it up have a Dexterity Bonus, as outlined in the Tool Tip for the DEX BONUS field.
Either it shouldn't allow me to set the field, or better yet, it should be honoring it.
Note that it doesn't matter if you Create from Scratch or not.
As a work-around, I set the Base Armor Type to Chain Shirt, and then added +3 to AC via Bonus Modifier.
verified -
I've attempted to do this multiple methods:
1) Basic information: Dex Bonus (full modifier or Max 2) ; items does not change Dex bonus
2) as above with Modifier: Set - AC max dex Armored Modifier, fixed value: 10 both with and without stat set as DEX - does nothing to Dex bonus
3) as above with modifier: Set - AC max dex modifier, fixed value: 10 both with and without stat set as DEX- does nothing to Dex bonus
4) as above with modifier: Set - AC max dex unarmored modifier: fixed value: 10 both with and without stat set as DEX - does nothing to Dex bonus
item I was working with was using plate armor as a base
Not all the homebrew tools work as you might think. The modifier screen is used in so many different ways and all the options are the same for each type of creation, whether they work for that type of creation or not.
If you are making any homebrew based off an existing piece of armor, the system is going to add your DEX mod. Every. Single. Time.
My suggestion is make a Wonderous item and imagine it's armor. I've got a forum post that explains how to replace DEX with something else that might be helpful in what you are trying to do here even if it's not the exact same thing.
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
First, thank you! Great work around, much appreciated. :) And thanks again for the links in your sig - very useful stuff there too.
The part that looks like a bug is that there is a specific pull down box for the Dex modifier on armor: it's right after the selector box for type of armor, that offers options for (Dex) full modifier, Max -2 or none (and none of those do anything).
Thanks for the replies. Not only does the dropdown not do anything, I think it's ignored when it shouldn't be, and as a result isn't disabled as it should be. ;-) Let me explain as that's confusing lol.
1) the first bug is it should just work, but I think the way the code surrounding Armor base types works, it never will. That's the first issue. It's a fundamental issue in how armor types work it seems.
2) second issue is given the above, the drop-down should be disabled. That's merely a UX issue that only arises due to the previous limitation.
Here's why I think this...
If you try it you will see that IMMEDIATELY after creating the item, it resets your selection, which is an indicator to me that the core system is just going to ignore it and use whatever the rules for the base armor type is. Which is totally fine. It sucks, and it should be fixed, but fixing that may be a very, very tall order. From that point forward, setting it WILL be remembered, but it has zero impact. But the fact that the selection is reset on initial creation to me tells me that it's just always ignored, because the DEX modifier is hardwired by armor type and we can't change it. I think we should, but again fixing that may be difficult.
If not, the alternative solution is fix address #2, and make it less misleading by making it not even an option. Disable it, since it does nothing.
In summary, either disable the drop-down so that it's clear that it does nothing, or fix it so that it works as expected. ;-)
Either way, I've worked around the problem by using a lighter class of armor, and adding the AC offset to it as a Modifier. I like that better than using the Wondrous Item approach, 'cause this way it's still armor at least. And since this was a Heavy armor that was going to not require Heavy armor proficiency, a really slick way to build it out was to base it off of a Medium armor, and then add a Modifier that granted Heavy Armor Proficiency.
Two-birds, one stone. ;-)
Completely get where you're coming from, I think this may be a half finished "feature" though. My reason for that belief is the Serpent Scale Armor (official item from Candlekeep Mysteries) that does have the setting working, it's scale mail will full Dex. modifier. Unfortunately if you base an item off of it, and then change the armor type, it's breaks the Dex modifier also.
Your work around is the best method at the moment in my opinion, and can be employed with an item based on a "copy_of_Serpent Scale Armor", you just can't change the armor type, or touch the Dex mod box. / modifier (at least it seemed to work yesterday when an item based on it was equipped).
Funny you brought this up lol. I was *just* reading that adventure last night and came across Serpent Scale Armor, and immediately thought it would have been nice to know about this a week ago... ;-P
I wanted to reply here to say, THANK YOU SO MUCH for your work-around because I have been bouncing my face off this problem for almost an hour, related to this exact item (Serpent Scale Armor).
This is still an issue after five years.
Two things:
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My mistake on the time : )
Thank you for clearing this up; it's not intuitive that you would need the AC Max Dex Armored Modifier value.
No, it’s not intuitive at all. Very little about the homebrewer is though.
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This is the real answer, thank you IamSposta!
Can this work with shields?
Not sure what you mean? Shields don’t include your Dex mod in their AC, they just add a flat +2 bonus. What is it you want to accomplish?
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Yeah I know they usually don't have this effect but I saw it was possible to still add the modifier for it so I was wondering if it could work.
I’m not sure I understand what you mean. This is all show to remove the Dex modifier bonus from armor. Shields don’t include that modifier as a bonus. One cannot remove what is not there. Hence my confusion. Could you perhaps clarify your question a bit? Are you asking if it is possible to add a PC’s sec mod as a bonus to a shield?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting