I created a Bearfolk homebrew race with Natural Armor of 13. One of my players is playing a Bearfolk Barbarian. Right now, his Unarmored Defense is Stacking with his Natural Armor. Shouldn't there be a way to select one or the other? Is there an option in the Homebrew Racial Trait that lets you do this? We can override his AC, but I'd like to not have to worry about this every time.
Also, Bearfolk have the ability to Grapple as a Bonus action when they make an Unarmed Strike. They can use this ability a number of times equal to their Constitution modifier until they recharge with a Long Rest. In the Homebrew creator, it only lets me input a fixed numerical value for the number of Uses before a Long Rest. Is there no way to tie this to a modifier?
Hello! I think I managed to figure it out! If you want to have a class with natural armor AND unarmored defense, then what you have to do is have it as
BONUS -> UNARMORED ARMOR CLASS if you want the Natural Armor to only apply if they aren't wearing armor. OR BONUS -> ARMOR CLASS If you want it to apply all the time
Either way, you have to have the "MODIFIER TYPE" set as "BONUS." If it's "SET" instead, then that means it will override all of the other bonuses, like a Monk's Unarmored Defense for example. "BONUS" will add the Fixed Value DC instead of setting it.
Hello I have also had this problem and messed around with it so for it to work you have to use "SET"-> "UNARMORED ARMOR CLASS" with a fixed value of 3 if you want to use the lizardfolks natural armor. But if you want to change the modifier type from DEX to CON it won't work. What it will do is add unarmored defense from barbarian/monk and then adds the natural armor. So either just do the modifier as "SET"..."UNARMORED ARMOR CLASS" fixed value "3" and it will do everything else or don't add if and do it yourself (manually)cause natural armor and unarmored defense doesn't stack anyway and you will have to choose one over the other (which ever has the higher AC). I believe why is cause the system doesn't recognize any other modification. If you use "bonus" - "unarmored armor class" all it will do is add the fixed value so would be 13 plus the unarmored defense giving you a totally ridiculous value or on that doesn't make a lot of sense.
SET > UNARMORED ARMOR CLASS with a FIXED VALUE of 6.
SET > AC MAX DEX MODIFIER with a FIXED VALUE of 0.
IGNORE > UNARMORED DEX AC BONUS
The first one gives the race an unarmored AC calculation of 16 (10 + 6).
The 2nd one tells the race that the maximum bonus AC it can get from DEX is zero.
The 3rd one tells the race that it may not benefit from boosts to AC that apply to being unarmored (bracers of defense etc). Not sure if you'd want that or not, but including it here for information.
Hi, I noticed that the first question in this post is answered but the second wasn't. I am making a dragonborn variant with the amount of uses of the breath weapon determined by the constitution modifier. But the multiplication or addition modifier isn't affecting it.
Hi, I noticed that the first question in this post is answered but the second wasn't. I am making a dragonborn variant with the amount of uses of the breath weapon determined by the constitution modifier. But the multiplication or addition modifier isn't affecting it.
You don’t need a modifier, you need to change the “number of uses.” And I would recommend changing it from 1ce/SR to Con mod/LR. I also change the dice to d8s. I have found those changes take it from “meh” to “worthwhile.”
making a lizardfolk barbarian. Not this level of nerd (0_0) explain it for the people who are extremely confused here (aka me),less intelligently. i am really confused.
making a lizardfolk barbarian. Not this level of nerd (0_0) explain it for the people who are extremely confused here (aka me),less intelligently. i am really confused.
A Lizardfolk has a Natural Armor AC calculation of 13+ Dex mod.
A Barbarian has an Unarmored Defense AC Calculation of 10+Con mod+Dex mod.
They don’t stack. Its either on or the other, not both.
Hi,
I created a Bearfolk homebrew race with Natural Armor of 13. One of my players is playing a Bearfolk Barbarian. Right now, his Unarmored Defense is Stacking with his Natural Armor. Shouldn't there be a way to select one or the other? Is there an option in the Homebrew Racial Trait that lets you do this? We can override his AC, but I'd like to not have to worry about this every time.
Also, Bearfolk have the ability to Grapple as a Bonus action when they make an Unarmed Strike. They can use this ability a number of times equal to their Constitution modifier until they recharge with a Long Rest. In the Homebrew creator, it only lets me input a fixed numerical value for the number of Uses before a Long Rest. Is there no way to tie this to a modifier?
Did you ever find a solution? Same issue.
I missed this when it was originally posted!
It depends on how you created the "natural armor" feature for the race.
If it's created as an AC calculation, then it won't stack. You can do this with a modifier like:
SET -> UNARMORED ARMOR CLASS
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Thanks. so how do you get the dex mod to not effect it? I have it set as you stated about but my dex still modifiies it.
Like a Tortle you mean, so the race has an armor class calculation, but dex doesn't add to it?
SET -> MINIMUM BASE ARMOR
then enter a value in FIXED VALUE for the AC you want it to have.
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!"🔊
Thank you so much, been wreaking my head all day ^^".
I need to know the exact modifiers to allow 13+dex for armor, same as lizardfolk. I keep trying combinations and am getting nowhere.
Can someone show me the modifiers and values I need ?
im in the same boat.
Hello! I think I managed to figure it out! If you want to have a class with natural armor AND unarmored defense, then what you have to do is have it as
BONUS -> UNARMORED ARMOR CLASS
if you want the Natural Armor to only apply if they aren't wearing armor.
OR
BONUS -> ARMOR CLASS
If you want it to apply all the time
Either way, you have to have the "MODIFIER TYPE" set as "BONUS." If it's "SET" instead, then that means it will override all of the other bonuses, like a Monk's Unarmored Defense for example. "BONUS" will add the Fixed Value DC instead of setting it.
Hello I have also had this problem and messed around with it so for it to work you have to use "SET"-> "UNARMORED ARMOR CLASS" with a fixed value of 3 if you want to use the lizardfolks natural armor. But if you want to change the modifier type from DEX to CON it won't work. What it will do is add unarmored defense from barbarian/monk and then adds the natural armor. So either just do the modifier as "SET"..."UNARMORED ARMOR CLASS" fixed value "3" and it will do everything else or don't add if and do it yourself (manually)cause natural armor and unarmored defense doesn't stack anyway and you will have to choose one over the other (which ever has the higher AC). I believe why is cause the system doesn't recognize any other modification. If you use "bonus" - "unarmored armor class" all it will do is add the fixed value so would be 13 plus the unarmored defense giving you a totally ridiculous value or on that doesn't make a lot of sense.
It is SET, UNARMORED ARMOR CLASS fixed value 3 to get the same thing the lizardfolk do. if you haven't gotten an answer yet
For me it's stacking with the base 10 + DEX mod how can I fix this?
What exactly are you trying to make it do? I can tell you how to program it easier if you tell me.
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I'm trying to give it 16 base unarmored armor class like how tortles have 17
Here's some modifiers you may find handy:
The first one gives the race an unarmored AC calculation of 16 (10 + 6).
The 2nd one tells the race that the maximum bonus AC it can get from DEX is zero.
The 3rd one tells the race that it may not benefit from boosts to AC that apply to being unarmored (bracers of defense etc). Not sure if you'd want that or not, but including it here for information.
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!"🔊
Thank you I've been trying to figure this out for awhile.
Hi, I noticed that the first question in this post is answered but the second wasn't. I am making a dragonborn variant with the amount of uses of the breath weapon determined by the constitution modifier. But the multiplication or addition modifier isn't affecting it.
You don’t need a modifier, you need to change the “number of uses.” And I would recommend changing it from 1ce/SR to Con mod/LR. I also change the dice to d8s. I have found those changes take it from “meh” to “worthwhile.”
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making a lizardfolk barbarian. Not this level of nerd (0_0) explain it for the people who are extremely confused here (aka me),less intelligently. i am really confused.
A Lizardfolk has a Natural Armor AC calculation of 13+ Dex mod.
A Barbarian has an Unarmored Defense AC Calculation of 10+Con mod+Dex mod.
They don’t stack. Its either on or the other, not both.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting