I am in the process of transferring all the subclasses I've been bothering you guys with into the new homebrew system. I am in need of help, though, on how to properly "code" the "Disciplined Blade" feature from my Way of the Blade Monk subclass. The features allows the Monk to add their Proficiency Bonus instead of STR or DEX to the damage inflicted by the attacks, but I don't seem to be able to find any way to reflect this in the Modifier section of the homebrew feature.
EDIT: also, the same feature would also allow to use the Proficiency Bonus instead of the DEX bonus for the AC calculation. Here I am able to set the feature to make it so that the AC ignores the DEX bonus to unarmored AC, but I can't find a way to set it so that it adds the Proficiency Bonus to the AC calculation...
Since proficiency is based on character level you can include modifiers to come into effect at certain character levels and for each one just use Bonus Damage Fixed Value to increase the difference in proficiencies. Experiment with that.
Will say that replacing the ability modifier with proficiency is rather weak as in the vast majority of cases you will be making damage weaker. I presume there are other features of the subclass to make up for this?
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Since proficiency is based on character level you can include modifiers to come into effect at certain character levels and for each one just use Bonus Damage Fixed Value to increase the difference in proficiencies. Experiment with that.
Will say that replacing the ability modifier with proficiency is rather weak as in the vast majority of cases you will be making damage weaker. I presume there are other features of the subclass to make up for this?
Thank you, I'll give it a shot.
The Proficiency Bonus substitution is not mandatory, the character can decide to do that or keep using either STR or DEX. In any case, this is a lvl 11 feature, which would grant already a +4 to damage, increasing to +5 at 13th and +6 17th, the actual decrease in damage would be at most -1, considering a 20 in the relevant ability, with then an effective +1 at level 17, so nothing huge either way, I'd say, but helps defining the subclass, I believe. EDIT: my bad, I had designed this to be a lvl 6 feature (too many numbers going around my head right now XD) so yeah, the damage gap could be greater initially, but it's still something that I think can be interesting should someone decide to do a character with more average abilities.
Another thing: any chance Ability bonuses can be added as a valid "Limited Use" setting, instead of a fixed value? (On this, the description of the "Limited Use" also still makes direct reference to the source being a feat, just saying)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
In the end I decided to change the incriminated feature to:
By refining your style through battle, you learn how to more effectively use your Blade for both offense and defense. At level 6, when wielding your chosen weapon from Initiate of the Blade, you add your Proficiency Bonus to all damage done with it. Additionally, when you would be hit by an weapon attack, you can choose to add your Proficiency Bonus to your AC when not wearing any armor; you can do so 3 times per long rest.
Solving the problem to its core.
The limited use tied to an ability mod would still be nice, though :P
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
This was a similar thread. I have a subclass that will add proficiency bonus to initiative. It allows you to do this, but it doesn't actually add the bonus to the initiative. As was suggested earlier I'll look into adding bonuses per proper level of proficiency.
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Hi everyone! o/
I am in the process of transferring all the subclasses I've been bothering you guys with into the new homebrew system.
I am in need of help, though, on how to properly "code" the "Disciplined Blade" feature from my Way of the Blade Monk subclass. The features allows the Monk to add their Proficiency Bonus instead of STR or DEX to the damage inflicted by the attacks, but I don't seem to be able to find any way to reflect this in the Modifier section of the homebrew feature.
Could anyone help? :)
[link to the subclass for mods and staff]
EDIT: also, the same feature would also allow to use the Proficiency Bonus instead of the DEX bonus for the AC calculation. Here I am able to set the feature to make it so that the AC ignores the DEX bonus to unarmored AC, but I can't find a way to set it so that it adds the Proficiency Bonus to the AC calculation...
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Since proficiency is based on character level you can include modifiers to come into effect at certain character levels and for each one just use Bonus Damage Fixed Value to increase the difference in proficiencies. Experiment with that.
Will say that replacing the ability modifier with proficiency is rather weak as in the vast majority of cases you will be making damage weaker. I presume there are other features of the subclass to make up for this?
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.
this is a lvl 11 feature, which would grant already a +4 to damage, increasing to +5 at 13th and +6 17th, the actual decrease in damage would be at most -1, considering a 20 in the relevant ability, with then an effective +1 at level 17, so nothing huge either way, I'd say, but helps defining the subclass, I believe. EDIT: my bad, I had designed this to be a lvl 6 feature (too many numbers going around my head right now XD) so yeah, the damage gap could be greater initially, but it's still something that I think can be interesting should someone decide to do a character with more average abilities.Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Another thing: any chance Ability bonuses can be added as a valid "Limited Use" setting, instead of a fixed value?
(On this, the description of the "Limited Use" also still makes direct reference to the source being a feat, just saying)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
In the end I decided to change the incriminated feature to:
Solving the problem to its core.
The limited use tied to an ability mod would still be nice, though :P
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
This was a similar thread. I have a subclass that will add proficiency bonus to initiative. It allows you to do this, but it doesn't actually add the bonus to the initiative. As was suggested earlier I'll look into adding bonuses per proper level of proficiency.