Hi, i was trying to create a new item with home-brew and add some modifiers like resistances and vulnerabilities, all that work great, but i have a problema adding a modifier like SET - ARMOR CLASS and a Fixed Value of 20.
When i equip this armor into my character the AC seems to ignore the value i set. If i change the armor modifier to BONUS - ARMOR CLASS - FIXED = 20, this changes does appear in my character, obviously increasing the current armor class + 20 with is a LOT! hehe
Am i doing something wrong? or is is possible a bug?
So, this are the only three values i changed when adding a modifier to the armor:
are you trying to create a new armor type? Effectively AC:20 is +2 plate. You might be better off just using another suit of armor as a template (which will have the correct base armor set) and then adding the bonus you want?
I would like more info on this as well. I'm attempting to create an armor that has Chain Shirt AC (13), but also adds your full dex modifier. The homebrew armor appears to be ignoring any attempt to adjust it, and just uses the base armor stats for AC calculations. I would expect to be able to select "Chain Shirt" in the Base Armor drop down, and "Full Modifier" in the Dex Bonus drop down, and have it work the way I want, however it doesn't seem to care about the Dex Bonus drop down. Similarly attempting to add extra AC via a modifier doesn't seem to do anything (except occasionally make an item that breaks the character sheet when equipped)
Additional note, I'm seeing the same thing when I attempt to overwrite the damage of the base weapon. I can use "Damage Type" to change the damage type, however the new damage dice I define aren't reflected in the item on the character sheet.
Additional note, I'm seeing the same thing when I attempt to overwrite the damage of the base weapon. I can use "Damage Type" to change the damage type, however the new damage dice I define aren't reflected in the item on the character sheet.
It's not possible to change the base statistics of a weapon - that sounds like you're setting additional damage for the weapon.
Has any more info been provided about these deprecated modifiers? I found this thread too after trying to create a homebrew magic item that did Set > Armor Class to a fixed value. Thanks!
I seem to have achieved my objective with setting armor class by using "Set - Minimum Base Armor", but I'm not sure whether there are subtle differences which will prevent this working for others.
Set -> Minimum Base Armor is the modifier that was introduced for Tortles and there are some subtle differences in the way these modifiers work.
The following armor calculations function correctly (to my knowledge) as they are currently in use on published races. As with all AC calculations, they don't stack with other calculations and D&D Beyond always shows the AC calculation that yields the best AC on your character sheet (cf. Tortle monks).
Set->Minimum Base Armor
Sets AC equal to the value provided in the Fixed value field. This armor calculation does NOT add dex.
example: Tortle
Set->Unarmored Armor Class
Provides a BONUS to AC when unarmored. If you enter a value of 3 in the Fixed Value field, then the AC calculation would be: 10 + 3 (the value entered) + DEX bonus.
example: Lizardfolk
In almost all cases, other than the Tortle, the published races are utilising Set->Unarmored Armor Class, sometimes in combination with other modifiers such as:
Ignore->Unarmored DEX AC bonus Set - AC Max Dex Modifier Disadvantage - Stealth
Hey there Oalian, had the same issue with making a monster into a playable race that had natural armor. To fix this, I created the character and then, in the character sheet, overrode the AC value to 16. This seems (so far) to have done the trick, but would require tweaking if a shield is used (using Tortle natural armor rules).
so, if i wanted to give a different kind of unarmored defense, one that sets it to 13 + the wisdom modifier, i would basically make one modifier that says Set Unarmored Armor Class WISOM, fixed = 3
then have another mod say Ignore->Unarmored DEX AC bonus?
so, if i wanted to give a different kind of unarmored defense, one that sets it to 13 + the wisdom modifier, i would basically make one modifier that says Set Unarmored Armor Class WISOM, fixed = 3
then have another mod say Ignore->Unarmored DEX AC bonus?
I tried to use the Set - Minimum Base Armor, and it is not doing anything at all. I'm trying to create a scaling Tortle natural armor. Should I be using something else?
Edit: So I made a copy of a Tortle template and looked closer at it. Above it's stated that they use the minimum base armor, but the template does not. The template uses Set - Unarmored Armor Class.
I tried to use the Set - Minimum Base Armor, and it is not doing anything at all. I'm trying to create a scaling Tortle natural armor. Should I be using something else?
Edit: So I made a copy of a Tortle template and looked closer at it. Above it's stated that they use the minimum base armor, but the template does not. The template uses Set - Unarmored Armor Class.
Yeah, they later changed Tortles to use Set - Unarmored Armor Class. It looks like Set - Minimum Base Armor no longer works as a modifier for a subclass, but it does work for spells, feats and items (as far as I've tested.) It works perfectly for an effect like Barkskin.
But while it can define a base armor for Monk Unarmored Defense to overcome correctly, that base armor won't stack with bonuses to armor class like shields or Bracers of Defense. It's a conundrum that I imagine the system revamp will account for better.
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Hi, i was trying to create a new item with home-brew and add some modifiers like resistances and vulnerabilities, all that work great, but i have a problema adding a modifier like SET - ARMOR CLASS and a Fixed Value of 20.
When i equip this armor into my character the AC seems to ignore the value i set. If i change the armor modifier to BONUS - ARMOR CLASS - FIXED = 20, this changes does appear in my character, obviously increasing the current armor class + 20 with is a LOT! hehe
Am i doing something wrong? or is is possible a bug?
So, this are the only three values i changed when adding a modifier to the armor:
MODIFIER TYPE = SET
MODIFIER SUB-TYPE = ARMOR CLASS
FIXED VALUE = 20
Thanks,
D&D Beyond is looking great!
Hi Foxzilla,
are you trying to create a new armor type? Effectively AC:20 is +2 plate. You might be better off just using another suit of armor as a template (which will have the correct base armor set) and then adding the bonus you want?
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!"🔊
I used "Plate" as my "base type", but i guess i could do as you suggested.
I just thought that it might be a bug in the calculation, i'm not sure this is the right palace to report that if that's the case.
Thanks!
Hi Foxzilla, I'm trying to create a homebrew race with natural armor and having the same issue with the SET ARMOR CLASS. My values are:
MODIFIER TYPE = SET
MODIFIER SUB-TYPE = ARMOR CLASS
FIXED VALUE = 11
I would have thought this set the base AC to 11.
Also having this issue.
It looks like some of the older modifiers have been deprecated, possibly due to multiple ways of accomplishing the same thing.
I'll ask on Monday.
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!"🔊
I would like more info on this as well. I'm attempting to create an armor that has Chain Shirt AC (13), but also adds your full dex modifier. The homebrew armor appears to be ignoring any attempt to adjust it, and just uses the base armor stats for AC calculations. I would expect to be able to select "Chain Shirt" in the Base Armor drop down, and "Full Modifier" in the Dex Bonus drop down, and have it work the way I want, however it doesn't seem to care about the Dex Bonus drop down. Similarly attempting to add extra AC via a modifier doesn't seem to do anything (except occasionally make an item that breaks the character sheet when equipped)
I'm also seeing the behaviour noted by Ductyl. It seems like a lot of the modifiers and overrides in trying to create armor simply have no effect.
Additional note, I'm seeing the same thing when I attempt to overwrite the damage of the base weapon. I can use "Damage Type" to change the damage type, however the new damage dice I define aren't reflected in the item on the character sheet.
It's not possible to change the base statistics of a weapon - that sounds like you're setting additional damage for the weapon.
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!"🔊
I was referring to the "Replace Damage Type" modifier, as outlined in this other thread: https://www.dndbeyond.com/forums/d-d-beyond-general/bugs-support/20937-replace-damage-type-not-working
It sounds like it was on list of fixes as of July, is that no longer the case?
Has any more info been provided about these deprecated modifiers? I found this thread too after trying to create a homebrew magic item that did Set > Armor Class to a fixed value. Thanks!
I seem to have achieved my objective with setting armor class by using "Set - Minimum Base Armor", but I'm not sure whether there are subtle differences which will prevent this working for others.
Set -> Minimum Base Armor is the modifier that was introduced for Tortles and there are some subtle differences in the way these modifiers work.
The following armor calculations function correctly (to my knowledge) as they are currently in use on published races. As with all AC calculations, they don't stack with other calculations and D&D Beyond always shows the AC calculation that yields the best AC on your character sheet (cf. Tortle monks).
Set->Minimum Base Armor
Sets AC equal to the value provided in the Fixed value field. This armor calculation does NOT add dex.
example: Tortle
Set->Unarmored Armor Class
Provides a BONUS to AC when unarmored. If you enter a value of 3 in the Fixed Value field, then the AC calculation would be: 10 + 3 (the value entered) + DEX bonus.
example: Lizardfolk
In almost all cases, other than the Tortle, the published races are utilising Set->Unarmored Armor Class, sometimes in combination with other modifiers such as:
Ignore->Unarmored DEX AC bonus
Set - AC Max Dex Modifier
Disadvantage - Stealth
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!"🔊
Hey there Oalian, had the same issue with making a monster into a playable race that had natural armor. To fix this, I created the character and then, in the character sheet, overrode the AC value to 16. This seems (so far) to have done the trick, but would require tweaking if a shield is used (using Tortle natural armor rules).
Had the same problem.
From the drop down choose: Bonus - Armored Armor Class
that worked for me
so, if i wanted to give a different kind of unarmored defense, one that sets it to 13 + the wisdom modifier, i would basically make one modifier that says Set Unarmored Armor Class WISOM, fixed = 3
then have another mod say Ignore->Unarmored DEX AC bonus?
Correct.
Modifier: Set->Subtype: Unarmored Armor Class->Ability Score: Wis->Fixed Value: 3
And then the second one just like you wrote it.
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I tried to use the Set - Minimum Base Armor, and it is not doing anything at all. I'm trying to create a scaling Tortle natural armor. Should I be using something else?
Edit: So I made a copy of a Tortle template and looked closer at it. Above it's stated that they use the minimum base armor, but the template does not. The template uses Set - Unarmored Armor Class.
Yeah, they later changed Tortles to use Set - Unarmored Armor Class. It looks like Set - Minimum Base Armor no longer works as a modifier for a subclass, but it does work for spells, feats and items (as far as I've tested.) It works perfectly for an effect like Barkskin.
But while it can define a base armor for Monk Unarmored Defense to overcome correctly, that base armor won't stack with bonuses to armor class like shields or Bracers of Defense. It's a conundrum that I imagine the system revamp will account for better.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)