I'm trying to make a very straightforward spell as a custom action on my Homebrew Subclass. For some reason it insists on adding the Ability Modifier to damage even if I have everything unchecked, I even tried setting the "Set Amount" to 0 and that doesn't do anything. I want my custom spell to be usable without Adding extra damage.
Wouldn't be easier to just Homebrew the spell and have the subclass feature just add the spell?
Unless you plan on publishing this as public, it wouldn't cause any issues, will do what you want and probably be a lot easier.
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That is a good idea, however I am trying to localize all of the new stuff for these sublasses into one area, which is easier to do if they are localized to the feat/action section rather than being spread out across the character sheet. If I create a custom spell and then add it to the Subclass, would it not do any bonus damage? I kind of just figured the same issue would happen with a custom spell.
Plus seeing I already made everything this way, it would be a lot of work to switch it all over. Im just surprised that Im allowed to add a custom spell through the "Custom Actions" Section and it literally doesnt do what you tell it to, and it doesnt even behave like a normal spell action. Is it like a bug or something?
Isnt this inherently problematic for classes that cant cast spells but there might be a subclass that has an action that is pretty much a spell? So like an action that is best described as a spell, but on a class that cant cast spells?
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.
So essentially the way Im running the campaign is we're removing pretty much all available subclasses and the ones that are available are a handfull of normal classes, but with drastic additions.
So in this instance specifically, I have a Warlock Subclass that builds stacks towards a Bloodwell through combat and other means. Once this Bloodwell is Full, they can cast new actions/spells that are specific to THIS Class. So far, it makes a lot of sense to have all of these new spells listed as a Custom Action seeing they will all appear together in the same spot for this subclass. I simply do not want there to be an added Damage Modifier for this action.
Making a new spell for each one of these actions wouldnt really be easier, plus it would add more burden to the player seeing these new actions might not end up in the same area on the Character Sheet. If I made a new spell for each action unlocked by the Bloodwell, the player would have like 6-8 extra spells. Using the Custom Action: Spell is way more convenient and organized for the player.
Ok, but what do you want this spell/action/whatever to actually do.
I'm going to try to create it so if I can, I can see what issues you are having and come up with suggestions or alternatives.
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In a Custom Subclass, create a Feature of any Lvl and make a Custom Action. The type of Action is Spell, damage 1d6. The Spell is casted on Self. No Attribute Damage Modifier should be added to this
So the spell literally just damages yourself by 1d6? O.o
Weird, but OK.
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I have to assume you described this wrong but this is what you have so far described.
Hope this helps? ¯\_(ツ)_/¯
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The Spell does not damage yourself, the dice labeled as Damage rolls for the amount you heal for when casting the spell. Im also curious to what your Charisma Modifier is because if I do this exact same thing, the attack still has a modifier if my Charisma is above 0, seeing this is a Warlock Class. Regardless, the action is not an attack. It should be listed in that same category of the Character Sheet but below the attacks in the Actions area of that same tab. I tried to post a picture of what Im talking about but idk how.
This method seems pretty good for some of the other spells though, but some of the actions granted by this Subclass arent attacks. However, they can still be listed as a Custom Action: Spell lower in that same tab. If I was able to share a screenshot I could explain it easier. The Problem is if I dont list them as an Attack, they add a modifier. But even if I make it a Ranged spell and add everything I want AND list it as an attack, it doesnt show up in the Attack section, but rather the Action section WITH a modifier.
I literally have all of the attacking spell actions listed as an Attack but they show up in Action instead and they add a modifier. Once you define the Custom action as a Ranged Spell, it shows up in the Action Section with a Modifier.
For this character they are +3 cha mod. Your action is probably adding the modifier to "damage" because you have it as an attack (the first box, Range should be blank not set to melee or ranged), so the system thinks it should add the modifier.
Do exactly as I shown and it will show exactly the same on your sheet.
As for how to do screen shots here is a video showing how.
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I can make a video showing you how to do everything if you can give me full details.
For example: it's 1d6 healing, fine, but is it self only or for a creature in range, is it an action/bonus action how many times can it be used, etc etc.
Give me allthe details of the feature. I will show you how to make it or at least as close as can be.
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First off, for the damage spells it worked. I did not think to remove the attack Type. Removing it automatically placed it as an attack and it has no Modifier, Thank You for that.
As for the healing Actions, it would be nice for the Di to heal you automatically in the character sheet when rolled, IF thats possible. Im essentially looking for an action within that same page of the character sheet, but below the Attacks. I currently have it made and in the perfect spot, but as an action it still adds a modifier. Again, Im attempting to keep all of the extra actions for each specific class in the same tab of the character sheet as the attack we just made.
1d6 Healing, ONLY On Self, the player can cast it any time their Bloodwell stacks are high enough (something that the player would track seperately)
"First off, for the damage spells it worked. I did not think to remove the attack Type. Removing it automatically placed it as an attack and it has no Modifier, Thank You for that."
No problem, I'm glad it worked.
"As for the healing Actions, it would be nice for the Di to heal you automatically in the character sheet when rolled, IF thats possible."
It's not.
"1d6 Healing, ONLY On Self, the player can cast it any time their Bloodwell stacks are high enough (something that the player would track seperately)"
I don't see how this would be different to the action I put in the image above, but give me a few moments and I'll make a video showing the process.
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No worries, Ill just use the same method for the Healing Spells as I would use for the Attacking Spells. I will consider creating a new spell for the Healing Actions if a custom spell would make self healing possible.
Thank you for your help, Ive been teaching myself how to use this system for a while, but this is the first time Ive posted a question on the forums and you helped a lot.
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.
So is there an answer to the actual question posted at the top? I have tried everything, if you turn off ranged attack you have no + to hit but if you specify that it's ranged attack it applies the ability score modifier to both the hit and damage, which is not how spells work unless you have agonizing blast.
You could put a negative value in the Damage Bonus to effectively cancel out the modifier. Otherwise, you can use the homebrew system instead for more flexibility.
Appreciate the reply; I did try to set a negative damage modifier or even setting it to zero and it will reset itself to 1, not allowing you to choose negative or zero. I am currently working on adding it as a homebrew subclass spell but that has it's own bugs and issues not to mention I lost 2 hours creating/working out the kinks when using the homebrew system. I assumed the custom action feature was for ease of use when you just want to add an attack/spell/action to a player's repertoire w/o going through the headache of creating homebrew.
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I'm trying to make a very straightforward spell as a custom action on my Homebrew Subclass. For some reason it insists on adding the Ability Modifier to damage even if I have everything unchecked, I even tried setting the "Set Amount" to 0 and that doesn't do anything. I want my custom spell to be usable without Adding extra damage.
Wouldn't be easier to just Homebrew the spell and have the subclass feature just add the spell?
Unless you plan on publishing this as public, it wouldn't cause any issues, will do what you want and probably be a lot easier.
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.
That is a good idea, however I am trying to localize all of the new stuff for these sublasses into one area, which is easier to do if they are localized to the feat/action section rather than being spread out across the character sheet. If I create a custom spell and then add it to the Subclass, would it not do any bonus damage? I kind of just figured the same issue would happen with a custom spell.
Plus seeing I already made everything this way, it would be a lot of work to switch it all over. Im just surprised that Im allowed to add a custom spell through the "Custom Actions" Section and it literally doesnt do what you tell it to, and it doesnt even behave like a normal spell action. Is it like a bug or something?
Isnt this inherently problematic for classes that cant cast spells but there might be a subclass that has an action that is pretty much a spell? So like an action that is best described as a spell, but on a class that cant cast spells?
What is it you want this to actually do?
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.
So essentially the way Im running the campaign is we're removing pretty much all available subclasses and the ones that are available are a handfull of normal classes, but with drastic additions.
So in this instance specifically, I have a Warlock Subclass that builds stacks towards a Bloodwell through combat and other means. Once this Bloodwell is Full, they can cast new actions/spells that are specific to THIS Class. So far, it makes a lot of sense to have all of these new spells listed as a Custom Action seeing they will all appear together in the same spot for this subclass. I simply do not want there to be an added Damage Modifier for this action.
Making a new spell for each one of these actions wouldnt really be easier, plus it would add more burden to the player seeing these new actions might not end up in the same area on the Character Sheet. If I made a new spell for each action unlocked by the Bloodwell, the player would have like 6-8 extra spells. Using the Custom Action: Spell is way more convenient and organized for the player.
Ok, but what do you want this spell/action/whatever to actually do.
I'm going to try to create it so if I can, I can see what issues you are having and come up with suggestions or alternatives.
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.
In a Custom Subclass, create a Feature of any Lvl and make a Custom Action. The type of Action is Spell, damage 1d6. The Spell is casted on Self. No Attribute Damage Modifier should be added to this![]()
So the spell literally just damages yourself by 1d6? O.o
Weird, but OK.
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.
How it appears
The set up:
---
I have to assume you described this wrong but this is what you have so far described.
Hope this helps? ¯\_(ツ)_/¯
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.
The Spell does not damage yourself, the dice labeled as Damage rolls for the amount you heal for when casting the spell. Im also curious to what your Charisma Modifier is because if I do this exact same thing, the attack still has a modifier if my Charisma is above 0, seeing this is a Warlock Class. Regardless, the action is not an attack. It should be listed in that same category of the Character Sheet but below the attacks in the Actions area of that same tab. I tried to post a picture of what Im talking about but idk how.
This method seems pretty good for some of the other spells though, but some of the actions granted by this Subclass arent attacks. However, they can still be listed as a Custom Action: Spell lower in that same tab. If I was able to share a screenshot I could explain it easier. The Problem is if I dont list them as an Attack, they add a modifier. But even if I make it a Ranged spell and add everything I want AND list it as an attack, it doesnt show up in the Attack section, but rather the Action section WITH a modifier.
I literally have all of the attacking spell actions listed as an Attack but they show up in Action instead and they add a modifier. Once you define the Custom action as a Ranged Spell, it shows up in the Action Section with a Modifier.
For this character they are +3 cha mod. Your action is probably adding the modifier to "damage" because you have it as an attack (the first box, Range should be blank not set to melee or ranged), so the system thinks it should add the modifier.
Do exactly as I shown and it will show exactly the same on your sheet.
As for how to do screen shots here is a video showing how.
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.
I can make a video showing you how to do everything if you can give me full details.
For example: it's 1d6 healing, fine, but is it self only or for a creature in range, is it an action/bonus action how many times can it be used, etc etc.
Give me all the details of the feature. I will show you how to make it or at least as close as can be.
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.
First off, for the damage spells it worked. I did not think to remove the attack Type. Removing it automatically placed it as an attack and it has no Modifier, Thank You for that.
As for the healing Actions, it would be nice for the Di to heal you automatically in the character sheet when rolled, IF thats possible. Im essentially looking for an action within that same page of the character sheet, but below the Attacks. I currently have it made and in the perfect spot, but as an action it still adds a modifier. Again, Im attempting to keep all of the extra actions for each specific class in the same tab of the character sheet as the attack we just made.
1d6 Healing, ONLY On Self, the player can cast it any time their Bloodwell stacks are high enough (something that the player would track seperately)
"First off, for the damage spells it worked. I did not think to remove the attack Type. Removing it automatically placed it as an attack and it has no Modifier, Thank You for that."
No problem, I'm glad it worked.
"As for the healing Actions, it would be nice for the Di to heal you automatically in the character sheet when rolled, IF thats possible."
It's not.
"1d6 Healing, ONLY On Self, the player can cast it any time their Bloodwell stacks are high enough (something that the player would track seperately)"
I don't see how this would be different to the action I put in the image above, but give me a few moments and I'll make a video showing the process.
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.
No worries, Ill just use the same method for the Healing Spells as I would use for the Attacking Spells. I will consider creating a new spell for the Healing Actions if a custom spell would make self healing possible.
Thank you for your help, Ive been teaching myself how to use this system for a while, but this is the first time Ive posted a question on the forums and you helped a lot.
Sincerely,
Swickens
Here's the video.
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.
So is there an answer to the actual question posted at the top? I have tried everything, if you turn off ranged attack you have no + to hit but if you specify that it's ranged attack it applies the ability score modifier to both the hit and damage, which is not how spells work unless you have agonizing blast.
You could put a negative value in the Damage Bonus to effectively cancel out the modifier. Otherwise, you can use the homebrew system instead for more flexibility.
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
Appreciate the reply; I did try to set a negative damage modifier or even setting it to zero and it will reset itself to 1, not allowing you to choose negative or zero. I am currently working on adding it as a homebrew subclass spell but that has it's own bugs and issues not to mention I lost 2 hours creating/working out the kinks when using the homebrew system. I assumed the custom action feature was for ease of use when you just want to add an attack/spell/action to a player's repertoire w/o going through the headache of creating homebrew.