You can use the magic item homebrew tool to create a variety of items - just because you used the "magic item" tool doesn't mean what you create is magical - it is magical or nonmagical as you describe it in the text box.
You can add custom mundane items directly on the character sheet under the Inventory section. You can set weight, price, description, name and notes (notes can be immediately viewed in the inventory list).
You can add custom actions on your sheet which can include weapon attacks. You can set what ability modifier to use, the hit and damage bonuses and set damage type and again you can specify full descriptions and notes.
You can customise existing weapons and equipment to rename, redescribe, and more. This is useful for more weapons by taking a base and renaming it - like renaming a longsword as katana (which is a type of longsword anyway so should have the same stats anyway).
The above gives you some rather massive margins for creating a vast array of new weapons, items, equipment and more - magical or non-magical alike.
On top of this the Inventory Management system and Homebrew Tools are revamp which is on the long-term plan - and may be here around mid to late 2020. You can find what else is planned by checking the D&D Beyond Roadmap.
Almost all of this has already been mentioned in this thread. What response are you still waiting for?
Rollback Post to RevisionRollBack
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.
You can use the magic item homebrew tool to create a variety of items - just because you used the "magic item" tool doesn't mean what you create is magical - it is magical or nonmagical as you describe it in the text box.
- The item will always be tagged as magical, so it will be a magical item even if it has no magical properties.
You can add custom mundane items directly on the character sheet under the Inventory section. You can set weight, price, description, name and notes (notes can be immediately viewed in the inventory list).
- This can not be shared with players, or the community.
You can add custom actions on your sheet which can include weapon attacks. You can set what ability modifier to use, the hit and damage bonuses and set damage type and again you can specify full descriptions and notes.
- These are not items, and do not bear encouberance or cost. They also can not be shared.
You can customise existing weapons and equipment to rename, redescribe, and more. This is useful for more weapons by taking a base and renaming it - like renaming a longsword as katana (which is a type of longsword anyway so should have the same stats anyway).
- This is not creating an item. You can rename an item in your inventory but that will not be listed in your homebrew items and can not be shared.
On top of this the Inventory Management system and Homebrew Tools are revamp which is on the long-term plan - and may be here around mid to late 2020. You can find what else is planned by checking the D&D Beyond Roadmap.
- This sounds promising, and may answer what we are all asking for. That is, if this is included in those plans, which I'm hoping. However, no plans are outlined on those cards, so we don't really know, do we?. If, on th eother hand, this is the plan, then it is likely becasue users have been asking for it, so it makes sense to keep asking until a plan is announced.
Almost all of this has already been mentioned in this thread. What response are you still waiting for?
- That a plan is in place to add the requested functionality.
- The workarounds mentioned throught this thread are fine (not good, but fine) for players, but are all useless for DMs. We need to be able to create items that can be shared with players, and used in mutliple campaigns. The items need to be searchable (as non-magical). It would also be nice to share them with the coimmunity. None of the aforemetioned workarounds fit within these parameters. Yes, we all know we can get by with the system in place, but we would all like to see it work better.
I offered a simple solution. They can simply retool the magic item creator and add the Magic tag as an editable field. Then we can create whatever we want and choose whether to tag it as magical or not.
[Please forgive any typos - I am typing this in a hurry]
I would really like the ability to make custom weapons (such as a Bastard sword or Spiked Chain) and to specifically be able to adjust the damage and keywords associated with them. As it stands, we can only use the standard weapons as templates for magic items.
Go to edit character and go to the first stage and make sure My Hombrew is on. Then go to the stage where you add equipment and search it up. Add it and boom done.
I found now on multiple pages the suggestion to work around by creating a magical Item. Unfortunately this does not let you modify core properties of weapons like range, damage die, and other properties like heavy, reload, two handed etc.
Would love a way to create homebrew non-magical weapons and items. Would like to make a Katana that is 1d10 slashing damage, w/ versatile (2d6) property. Would like a way create weapons and select the damage, damage type and properties associated with the weapon. Also would like a way to associate feats (like sharpshooter), spells (like booming blade) and artificer infusions to them.
That's more or less exactly what I want. To use a specific case, like your katana example, I want to make a "Spear" weapon that functions like the actual weapon has, historically speaking. I'm not going to get into the full historical/game design diatribe about spears, but a hunting or fighting spear would be a Simple, 1d6, Reach, Versatile (1d8) weapon with no throwing capability. I just want the ability to make that item in D&D Beyond as a weapon so it sits in the inventory and maps itself to the "Attacks" list like any other weapon in the game.
That's more or less exactly what I want. To use a specific case, like your katana example, I want to make a "Spear" weapon that functions like the actual weapon has, historically speaking. I'm not going to get into the full historical/game design diatribe about spears, but a hunting or fighting spear would be a Simple, 1d6, Reach, Versatile (1d8) weapon with no throwing capability. I just want the ability to make that item in D&D Beyond as a weapon so it sits in the inventory and maps itself to the "Attacks" list like any other weapon in the game.
Create Magic Item
Name it Spear (Variant)
Choose Common rarity.
Choose Weapon type.
Choose Quarterstaff base.
Add modifier Replace Damage Type - Piercing
Add Modifier Weapon Property - Reach
-
And voila. A spear that does 1d6 piercing damage with versatile 1d8 and reach properties. When equipped it adds the relevant attack option.
Rollback Post to RevisionRollBack
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.
What you are describing is a magical item with no magical properties. This is not the same as a non-magical item. So, when AlistaireNix tells his players to choose any non-magical weapon, including homebrew items, and they uncheck the "Magical" box, they will not have the option to pick up the spear he/she worked so hard to create.
It's great that, as a player, you have decided to settle for a workaround to this issue, but DMs really need the ability to differentiate magic and non-magic items for their campaigns. Even if that weren't the case, it's still a feature that should exist and is really easy to implement, so why try to block progress on this? What would be the reason to not allow the creation of non-magical items?
What you are describing is a magical item with no magical properties. This is not the same as a non-magical item. So, when AlistaireNix tells his players to choose any non-magical weapon, including homebrew items, and they uncheck the "Magical" box, they will not have the option to pick up the spear he/she worked so hard to create.
It's great that, as a player, you have decided to settle for a workaround to this issue, but DMs really need the ability to differentiate magic and non-magic items for their campaigns. Even if that weren't the case, it's still a feature that should exist and is really easy to implement, so why try to block progress on this? What would be the reason to not allow the creation of non-magical items?
They could just give a list of the homebrew items and say "pick what's in the book or these". They can leave the magic item box checked and just use common sense to ensure the item they select is on the list.
I do not disagree it would be a good feature to create mundane items. I don't know why you're asking me why I'm trying to block progress. Can you quote where I have stated "no we should not get this feature" because I seem to have no memory of doing this and cannot see it when reading through the thread. A user wanted a way to add a spear to their sheet without the thrown property and I offered a way to do that now.
Yes, it's a workaround. But since this feature is on the roadmap anyway and likely won't happen until after the planned overhaul of homebrew tools - offering a workaround seemed more helpful than just going "wait a year". I am very curious as to why you think this is "blocking progress".
Rollback Post to RevisionRollBack
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.
"They could just give a list of the homebrew items and say "pick what's in the book or these". They can leave the magic item box checked and just use common sense to ensure the item they select is on the list," is just one more example of your apparent intent to derail this thread.
Again, if there is a message in here that supports the request for mundane item creation, please help me find it.
I noticed in the requested features site, though this very thing was requested 2 years ago and has a lot of votes, it is not a planned item. I would assume then, they are probably waiting for the move to AWS before they do anything that would tax their monolithic system further. This feature would require a massive amount of space, and ultimately, would need to be integrated into the magic homebrew system as well, so that things like weapons and so on would populate as they should...if they’re going to do it right. I’m going to wait patiently for this to occur. I don’t feel let down in any way by DDB. They’re actually kicking ass and taking names as far as I’m concerned.
End of 2020 and still no mundane items. Does DnD Beyond even care what their community wants in a product they pay for or do they just do only what they deem important? Seen several things requested like this and no response form the developers whatsoever. Please start listening to your community and adding things we all actually want/need to use to run the best games we can for our players.
I'd absolutely love an option for building non-magical items. I just introduced my Warlock to Pikefruit. Fruit that explode when their rind is pierced. Dex Save. 1d4 damage (half on save), and eating the flesh heals 1d4. I'd love for them to have the stat card!
I'd absolutely love an option for building non-magical items. I just introduced my Warlock to Pikefruit. Fruit that explode when their rind is pierced. Dex Save. 1d4 damage (half on save), and eating the flesh heals 1d4. I'd love for them to have the stat card!
You can add it to your character sheet directly. In the inventory you can add custom items. On your actions section you can add custom actions, if your items grant options for your actions.
With these you can basically create any custom item you can think of.
Rollback Post to RevisionRollBack
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.
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Responses have been plenty.
You can use the magic item homebrew tool to create a variety of items - just because you used the "magic item" tool doesn't mean what you create is magical - it is magical or nonmagical as you describe it in the text box.
You can add custom mundane items directly on the character sheet under the Inventory section. You can set weight, price, description, name and notes (notes can be immediately viewed in the inventory list).
You can add custom actions on your sheet which can include weapon attacks. You can set what ability modifier to use, the hit and damage bonuses and set damage type and again you can specify full descriptions and notes.
You can customise existing weapons and equipment to rename, redescribe, and more. This is useful for more weapons by taking a base and renaming it - like renaming a longsword as katana (which is a type of longsword anyway so should have the same stats anyway).
The above gives you some rather massive margins for creating a vast array of new weapons, items, equipment and more - magical or non-magical alike.
On top of this the Inventory Management system and Homebrew Tools are revamp which is on the long-term plan - and may be here around mid to late 2020. You can find what else is planned by checking the D&D Beyond Roadmap.
Almost all of this has already been mentioned in this thread. What response are you still waiting for?
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.
You can use the magic item homebrew tool to create a variety of items - just because you used the "magic item" tool doesn't mean what you create is magical - it is magical or nonmagical as you describe it in the text box.
- The item will always be tagged as magical, so it will be a magical item even if it has no magical properties.
You can add custom mundane items directly on the character sheet under the Inventory section. You can set weight, price, description, name and notes (notes can be immediately viewed in the inventory list).
- This can not be shared with players, or the community.
You can add custom actions on your sheet which can include weapon attacks. You can set what ability modifier to use, the hit and damage bonuses and set damage type and again you can specify full descriptions and notes.
- These are not items, and do not bear encouberance or cost. They also can not be shared.
You can customise existing weapons and equipment to rename, redescribe, and more. This is useful for more weapons by taking a base and renaming it - like renaming a longsword as katana (which is a type of longsword anyway so should have the same stats anyway).
- This is not creating an item. You can rename an item in your inventory but that will not be listed in your homebrew items and can not be shared.
On top of this the Inventory Management system and Homebrew Tools are revamp which is on the long-term plan - and may be here around mid to late 2020. You can find what else is planned by checking the D&D Beyond Roadmap.
- This sounds promising, and may answer what we are all asking for. That is, if this is included in those plans, which I'm hoping. However, no plans are outlined on those cards, so we don't really know, do we?. If, on th eother hand, this is the plan, then it is likely becasue users have been asking for it, so it makes sense to keep asking until a plan is announced.
Almost all of this has already been mentioned in this thread. What response are you still waiting for?
- That a plan is in place to add the requested functionality.
- The workarounds mentioned throught this thread are fine (not good, but fine) for players, but are all useless for DMs. We need to be able to create items that can be shared with players, and used in mutliple campaigns. The items need to be searchable (as non-magical). It would also be nice to share them with the coimmunity. None of the aforemetioned workarounds fit within these parameters. Yes, we all know we can get by with the system in place, but we would all like to see it work better.
I offered a simple solution. They can simply retool the magic item creator and add the Magic tag as an editable field. Then we can create whatever we want and choose whether to tag it as magical or not.
[Please forgive any typos - I am typing this in a hurry]
I would really like the ability to make custom weapons (such as a Bastard sword or Spiked Chain) and to specifically be able to adjust the damage and keywords associated with them. As it stands, we can only use the standard weapons as templates for magic items.
Omg yes, please! An option to create homebrew items is a MUST!
Go to edit character and go to the first stage and make sure My Hombrew is on. Then go to the stage where you add equipment and search it up. Add it and boom done.
I found now on multiple pages the suggestion to work around by creating a magical Item. Unfortunately this does not let you modify core properties of weapons like range, damage die, and other properties like heavy, reload, two handed etc.
Would love a way to create homebrew non-magical weapons and items. Would like to make a Katana that is 1d10 slashing damage, w/ versatile (2d6) property. Would like a way create weapons and select the damage, damage type and properties associated with the weapon. Also would like a way to associate feats (like sharpshooter), spells (like booming blade) and artificer infusions to them.
That's more or less exactly what I want. To use a specific case, like your katana example, I want to make a "Spear" weapon that functions like the actual weapon has, historically speaking. I'm not going to get into the full historical/game design diatribe about spears, but a hunting or fighting spear would be a Simple, 1d6, Reach, Versatile (1d8) weapon with no throwing capability. I just want the ability to make that item in D&D Beyond as a weapon so it sits in the inventory and maps itself to the "Attacks" list like any other weapon in the game.
Create Magic Item
Name it Spear (Variant)
Choose Common rarity.
Choose Weapon type.
Choose Quarterstaff base.
Add modifier Replace Damage Type - Piercing
Add Modifier Weapon Property - Reach
-
And voila. A spear that does 1d6 piercing damage with versatile 1d8 and reach properties. When equipped it adds the relevant attack option.
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.
What you are describing is a magical item with no magical properties. This is not the same as a non-magical item. So, when AlistaireNix tells his players to choose any non-magical weapon, including homebrew items, and they uncheck the "Magical" box, they will not have the option to pick up the spear he/she worked so hard to create.
It's great that, as a player, you have decided to settle for a workaround to this issue, but DMs really need the ability to differentiate magic and non-magic items for their campaigns. Even if that weren't the case, it's still a feature that should exist and is really easy to implement, so why try to block progress on this? What would be the reason to not allow the creation of non-magical items?
They could just give a list of the homebrew items and say "pick what's in the book or these". They can leave the magic item box checked and just use common sense to ensure the item they select is on the list.
I do not disagree it would be a good feature to create mundane items. I don't know why you're asking me why I'm trying to block progress. Can you quote where I have stated "no we should not get this feature" because I seem to have no memory of doing this and cannot see it when reading through the thread. A user wanted a way to add a spear to their sheet without the thrown property and I offered a way to do that now.
Yes, it's a workaround. But since this feature is on the roadmap anyway and likely won't happen until after the planned overhaul of homebrew tools - offering a workaround seemed more helpful than just going "wait a year". I am very curious as to why you think this is "blocking progress".
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.
"They could just give a list of the homebrew items and say "pick what's in the book or these". They can leave the magic item box checked and just use common sense to ensure the item they select is on the list," is just one more example of your apparent intent to derail this thread.
Again, if there is a message in here that supports the request for mundane item creation, please help me find it.
Please take all personal conversation to Private Messages, as they do not belong within the thread. Further off-topic posting may incur infractions.
Thank you much.
please add Non-magic homebrewed items as an option please.
any word on this?
I noticed in the requested features site, though this very thing was requested 2 years ago and has a lot of votes, it is not a planned item. I would assume then, they are probably waiting for the move to AWS before they do anything that would tax their monolithic system further. This feature would require a massive amount of space, and ultimately, would need to be integrated into the magic homebrew system as well, so that things like weapons and so on would populate as they should...if they’re going to do it right. I’m going to wait patiently for this to occur. I don’t feel let down in any way by DDB. They’re actually kicking ass and taking names as far as I’m concerned.
End of 2020 and still no mundane items. Does DnD Beyond even care what their community wants in a product they pay for or do they just do only what they deem important? Seen several things requested like this and no response form the developers whatsoever. Please start listening to your community and adding things we all actually want/need to use to run the best games we can for our players.
Non-magical items plz
I'd absolutely love an option for building non-magical items. I just introduced my Warlock to Pikefruit. Fruit that explode when their rind is pierced. Dex Save. 1d4 damage (half on save), and eating the flesh heals 1d4. I'd love for them to have the stat card!
You can add it to your character sheet directly. In the inventory you can add custom items. On your actions section you can add custom actions, if your items grant options for your actions.
With these you can basically create any custom item you can think of.
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.