It seems like a lot of the weapon-specific "Modifiers" don't work, like, at all. And I'm pretty sure I'm using them right, so not sure what's going on.
For example, let's say I create a magic dagger that deals 2d4 damage base instead of 1d4. I go to Modifiers, add the Melee Weapon Attack property, change the die to 2d4 Piercing, and.... nothing happens. Literally nothing at all. Adding the weapon to the character sheet, that 2d4 shows up absolutely nowhere.
OK, well, maybe the problem is that it already has base damage, right? So what if I create a Wondrous Item, just something really generic, and then go in and add the Melee Weapon Attack property. Well... same thing. Absolutely nothing happens. Doesn't even show up under the Attacks menu when equipped, and nothing to override to make it function as a weapon.
If I give something the Thrown or Range property, well, once again that does nothing. Adding Range to a normally non-ranged weapon gives it a value of 5/5 for range, and it *cannot* be changed, no matter what you do.
Magic Item Modifiers that also do not seem to have an impact or affect or even appear on an item at all when equipped to a character: Natural Weapon, Stealth Disadvantage, Speed Reduction, Ranged Weapon Attack, and I'm sure others if we dig a bit more. This is just as much as I wanted to go into it today.
What is the point of any of these modifiers existing if they do absolutely nothing? If they're meant to work, please fix them. If they're not, then what are they even doing there to begin with.
Sorry if this sounds overly terse, I'm just getting increasingly more frustrated with how tied down this system is, when we consider what it could do (and looks like it's supposed to).
There are no modifiers that change a weapon's base damage. And many modifiers only work when used in a certain way (very few don't work at all, its a weird thing).
Weapon property ranged is a known issue. I think stealth disadvantage only works on armor. Natural weapon works on feats, races, and subclasses.
The homebrew tools that we see were never designed to be a fully functional homebrew toolset, it is just the same tools that the devs use to add official content into DDB with some options hidden. An easier to use and creatively versatile toolset is planned, but not for soon.
Hello! Fields and results in those fields are not automatically removed if they don't go with the piece you're trying to create. I would absolutely recommend posting in the Homebrew & House Rule sections about features you're trying to create, and the community is awesome about coming up with creative ideas.
Please note that the homebrew system is an analog to the system the team uses to input official content, and it was made available to users because the demand for a way to homebrew content was very popular. The team knows the system is not ideal, but have let us use it as it's certainly better than not being able to make homebrew. :D A homebrew revamp is on the feature roadmap, and posting to feedback threads like this one is a great way to have your requests known for where that revamp takes us!
I know I'm a little late to the party, but I have been having the same issues. I just watched a video dndbeyond posted about making magic items and it still wasn't working the way they showed that it should...UNTIL I realized that I was looking mainly in the app after I made a modification. In the browser it does in fact show up like in the video, but it does not show up in the app. Is there a fix for this coming down the pipeline?
I know certain things like changing damage dice and adding additional does not seem to be a currently functioning feature, best we can do currently is let the team working on it know that we desperately want it ahaha
So the more we bring it up in threads the better.
and I would really love for this feature to be added, so I am just doing my due diligence.
You can totally add damage, it just lists it separately from the base damage and the dice roller isn’t smart enough to pick that up yet. (The die roller is still in the open testing phase and not complete yet.)
It seems like a lot of the weapon-specific "Modifiers" don't work, like, at all. And I'm pretty sure I'm using them right, so not sure what's going on.
For example, let's say I create a magic dagger that deals 2d4 damage base instead of 1d4. I go to Modifiers, add the Melee Weapon Attack property, change the die to 2d4 Piercing, and.... nothing happens. Literally nothing at all. Adding the weapon to the character sheet, that 2d4 shows up absolutely nowhere.
OK, well, maybe the problem is that it already has base damage, right? So what if I create a Wondrous Item, just something really generic, and then go in and add the Melee Weapon Attack property. Well... same thing. Absolutely nothing happens. Doesn't even show up under the Attacks menu when equipped, and nothing to override to make it function as a weapon.
If I give something the Thrown or Range property, well, once again that does nothing. Adding Range to a normally non-ranged weapon gives it a value of 5/5 for range, and it *cannot* be changed, no matter what you do.
Magic Item Modifiers that also do not seem to have an impact or affect or even appear on an item at all when equipped to a character: Natural Weapon, Stealth Disadvantage, Speed Reduction, Ranged Weapon Attack, and I'm sure others if we dig a bit more. This is just as much as I wanted to go into it today.
What is the point of any of these modifiers existing if they do absolutely nothing? If they're meant to work, please fix them. If they're not, then what are they even doing there to begin with.
Sorry if this sounds overly terse, I'm just getting increasingly more frustrated with how tied down this system is, when we consider what it could do (and looks like it's supposed to).
There are no modifiers that change a weapon's base damage. And many modifiers only work when used in a certain way (very few don't work at all, its a weird thing).
Weapon property ranged is a known issue. I think stealth disadvantage only works on armor. Natural weapon works on feats, races, and subclasses.
The homebrew tools that we see were never designed to be a fully functional homebrew toolset, it is just the same tools that the devs use to add official content into DDB with some options hidden. An easier to use and creatively versatile toolset is planned, but not for soon.
Hello! Fields and results in those fields are not automatically removed if they don't go with the piece you're trying to create. I would absolutely recommend posting in the Homebrew & House Rule sections about features you're trying to create, and the community is awesome about coming up with creative ideas.
Please note that the homebrew system is an analog to the system the team uses to input official content, and it was made available to users because the demand for a way to homebrew content was very popular. The team knows the system is not ideal, but have let us use it as it's certainly better than not being able to make homebrew. :D A homebrew revamp is on the feature roadmap, and posting to feedback threads like this one is a great way to have your requests known for where that revamp takes us!
I know I'm a little late to the party, but I have been having the same issues. I just watched a video dndbeyond posted about making magic items and it still wasn't working the way they showed that it should...UNTIL I realized that I was looking mainly in the app after I made a modification. In the browser it does in fact show up like in the video, but it does not show up in the app. Is there a fix for this coming down the pipeline?
I know certain things like changing damage dice and adding additional does not seem to be a currently functioning feature, best we can do currently is let the team working on it know that we desperately want it ahaha
So the more we bring it up in threads the better.
and I would really love for this feature to be added, so I am just doing my due diligence.
You can totally add damage, it just lists it separately from the base damage and the dice roller isn’t smart enough to pick that up yet. (The die roller is still in the open testing phase and not complete yet.)
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