I have had to make "magic" homebrew items my players have been interested in that are not, in fact, magic. Sloppy. One is a "vardo" as Romany people use for travel and lodging. Doesn't need magic. Another is "brass knuckles" which only need stats for damage roll and range.
PS. It is strange not to have gold prices on items from the SRD, etc., in the creation stage of inventory. Why can we not tell players they start with X amount of gold and whatever they can afford in that range, they can have?
The thing with magic item pricing is the fact that while a regular item is simple in use, magic items can completely change in there value in different campaigns, in your average dungeon campaign items like, the boots of elven kind are decently valuable, but in let's say a stealth based campaign, the value of these times massively raises, another with the non magic home brew items I've mentioned the idea and I've heard it might be considered for the future
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Marvarax andSora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
It would be nice to be able to make non-magical items like a specific book, letter or even things like keys, otherwise it's super easy to lose track if you have them or not.
As much as possible I have been sticking with the books. The PHB has prices printed, so I take that as "typical" and then modify in given circumstances. But without standard, canon, WotC pricing in DnDB, we have to invent our own guesses and often wind up making a pewter mug cost as much as a battlehammer or a warhorse. It's in the PHB. I think it should be here as well. Thanks for replying.
It would be nice to be able to make non-magical items like a specific book, letter or even things like keys, otherwise it's super easy to lose track if you have them or not.
You can add all of those things to your D&D Beyond character sheet under "Other Possessions" (see screenshot below) which allows you to free type any text you like.
As much as possible I have been sticking with the books. The PHB has prices printed, so I take that as "typical" and then modify in given circumstances. But without standard, canon, WotC pricing in DnDB, we have to invent our own guesses and often wind up making a pewter mug cost as much as a battlehammer or a warhorse. It's in the PHB. I think it should be here as well. Thanks for replying.
All of those prices can be found on D&D Beyond here:
There was a design decision to NOT build those gold piece values for equipment into the character sheet, like a shop in a video game, because it's fairly common for a DM to change prices or availability of items.
"You can add all of those things to your D&D Beyond character sheet under "Other Possessions" (see screenshot below) which allows you to free type any text you like."
Does my players no good if I build an item into a character sheet that they can't see. Could do that with Magic Items also ... and do the players no good. Not looking to design a role play trinket with meaning to just one player.
I-- too-- love to create homebrew non magical items for my players. Adding them manually to "other possessions" is simple enough if it's only an item name with a short description, but if the item has game mechanics (saving throw DCs, healing, damage) and/or longer description, it'd be nice to be able to create the item like we can for magic items. As DM, you can simply ask a player to "add" them upon purchase from the "add items" drop down list.
Right now, I get around it by creating these items as wondrous magic items (adding "NM" to the item name to indicate they're not magical), but I can't add a price for purchase for the purpose of the automated D&D Beyond tool set.
I-- too-- love to create homebrew non magical items for my players. Adding them manually to "other possessions" is simple enough if it's only an item name with a short description, but if the item has game mechanics (saving throw DCs, healing, damage) and/or longer description, it'd be nice to be able to create the item like we can for magic items. As DM, you can simply ask a player to "add" them upon purchase from the "add items" drop down list.
Right now, I get around it by creating these items as wondrous magic items (adding "NM" to the item name to indicate they're not magical), but I can't add a price for purchase for the purpose of the automated D&D Beyond tool set.
I don't feel the pricing thing is honestly that important as I said early pricing changes from world to world, town to town, and even shop to shop
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Marvarax andSora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
Just as a slightly different example for this (and how to work around it), some of my players picked up some basic armor equipment (a couple sets of chain mail and splint mail). Being the clever players they are, they took these to shops and were trying to make them "more effective" by having the folk "work" on them with some ideas, such replacing some of the existing steel in the splint mail with some wider/thicker steel.
After all said and done, the items come back modified. So I've created some new "common" magic items, with "magic" items to replace those basic equipment items with the modifications (different AC, etc.) and had players replace the old items with the new. Obviously with no "cost" they just have to go into that item in their inventory and customize it with a "Cost" override.
not idea, but it was easy enough to do. Things like above such as books and keys and such COULD be created as common homebrew items that could be added to player inventories in their campaign. That seems a bit excessive though if there is not actual functional modification. They may just have to take better notes! :-)
Def understandable to not have the field since as stated above, item cost is all relative. Also an argument to NOT have it in there is that NO magic items have a cost associated with them.
Unlike what other people want as far as I am concerned you can't do. I would like to be able to add these weapons from the starting equipment page, because as a DM (with a master subscription) I would like to have my new players be able to easily select them with out having to add a magic Item which would confuse one of the groups that I DM for and eliminate the ease that D&D beyond gives while building characters, and doing it that way with my chaotic group would open a huge can of worms that I probably couldn't close, judging by the can of worms that just using D&D beyond with them opened.
I want to 'fix' certain weapons that are off from what they would have been in history. Such as, the morningstar which as it is presented in D&D 5e is basically the same thing as a mace except it does more damage, deals piercing damage (the thing is with the amount of spikes on this 'morningstar' it would really be bludgeoning the target not piercing them) and is a martial weapon (even though you would fight with a 'morningstar' the same way you would fight with a mace). As such you basically have two different weapons representing the 'same' historical weapon. However, the historical Morgenstern, which is German for morningstar, is a polearm (just like a halberd). So a morningstar should really be a weapon that deals 1d10 bludgeoning damage and has the heavy, reach, and two-handed property (this would be very similar to a bec-de-corbin [the polearm version of a warhammer] except it would be much cheaper and would deal less damage). Another change would be to increase the damage that a halberd deals to 1d12, because halberds do at least as much damage as greataxes (the problem would be that greataxes would potentially become obsolete so I would want to find a way to prevent that [whether that be through accessibility/cost, something to do with close-quarters, etc.]).
I also want to add the arming sword, Falchion/Messer, bec-de-corbin, Buckler and other different types of shields such as a tower shield (representing kite, scutum, etc.) and the Pavise shield (which was used by crossbow men and Archers), Gambeson armor (padded armor shouldn't have disadvantage on stealth), a Parrying Dagger, and more.
Another thing I would like, is for my Thri-kreen character to be able to use a Gythka and/or Chatka. Which at this point he can't, even with Magic Items I can't come close to synthesizing a Gythka, I would have to create a whole new Item, but I can't.
With that could go weapons and shields that could only be used by creatures with powerful build. Which could be done with magical items, but there isn't a good way to easily indicate that a creature without powerful build can't use it, without making it count as an attunement Item, and have it give you an extra attunement slot, but that would severely mess with the Artificer's Soul of Artifice Feature (and anything else that gives you a benefit from having an object attuned to you (though I can't think of anymore of the top of my head, and there could be UA that is added that has such a thing). Things that would fall under this category are things like a small Mantlet, small ballista, weapons that deal damage that would match the giant weapons that we see in Fantasy (there is less of this in 5e D&D) that are way to big for any human to carry, not to mention wield effectively.
Feature wise you would pretty much need to:
Duplicate the magic Item creation Tool
Remove the rarity option
Replace Base Item type with Item type
Options: Simple Melee Weapon, Simple Ranged Weapon, Martial Melee Weapon, Martial Ranged Weapon, Exotic Melee Weapon, Exotic Ranged Weapon, Firearm, Explosive, Light Armor, Medium Armor, Heavy Armor, Shields, Ammunition, Poison, Artisan's tools, Gaming Set, Musical Instrument, Other Tool, Other
Remove the Magic Item type option
Remove base Armor
Remove Dex Bonus
Have the Strength Requirement be a selection panel (like with the magic item type) with the options of: 10, 11, 12, ..., 20, 24 or Powerful Build. Have it not just apply to Armor but also to at least weapons.
Remove Base Weapon
Remove Attunement
Remove Attunement Description
Add a proficiency option (similar to when creating a spell how you can give certain classes access to it, but having those Classes/ Backgrounds/ Races/ Subclasses/ Subraces be proficient with it)
Have an add to options check box (for things like the Dwarvish "Tool Proficiency" Racial Feature, or to add an option where there was none (for backgrounds)
Under Additional Information:
Remove "Has Charges" and the 3 other things that have to do with charges
Add a Starting Equipment Option (particularly for backgrounds, but also for Classes)
Add Cost
Do what ever you want to do with tags (they are really cool, but I don't know how exactly they would work with Items, beyond what is already covered under "Item Type")
As for the other things that you can add that have mechanical effects:
Add Damage like you would find with Spells
Under Modifier: Make a modifier type called "Base Armor Class"
The subtype option would be light, medium, Heavy, Shield (e.g. if duplicating leather armor Light would be selected and "11" would be typed into the Fixed Value Text box, if duplicating Plate armor you would select heavy armor and "18" would be typed into the Fixed Value Text Box, if duplicating D&D's basic Shield you would select Shield and type 2 into fixed value.
Under Modifier add an attack range modifier type, Under Modifier Subtype you would have the options: Normal range and Long Range. (It could also Be under Ranged Weapon Attack.
Keep conditions, because you could have a vial of grease that makes the floor slippery, causing some one to fall prone, or a Giant weapon that can knock enemies prone, or something that you eat that causes an effect
Spells wouldn't be too important but if you wanted to have a mushroom that caused the same effect as a spell if you ate it, the Spells option would come in handy.
Also add the Action Option, as that will be very helpful with any sort of vial of concoctions that you can throw at someone (like with vials of acid and Alchemist's fire), and it would be helpful for a weapon that has a special bonus action that goes along with it (not referring to something similar to the Light weapon property).
I stream on Twitch, where I work on a variety of different D&D related projects (anything from working on a D&D adventure to coding something in Excel). I also help viewers however I can (if they/you want help of course), so feel free to come to a stream and ask questions, bounce ideas off of me or pretty much anything else (barring things that might get me banned), it doesn't need to be D&D related either (I also stream other content, most notably Pokémon).
Frustrates me that I can't create 'fixes' for non magical items in my homebrew world. I have a variety of additional non magical weapons. I would like to be able to create them and add it to the equipment that players can buy or select to put on their character sheet.
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I have had to make "magic" homebrew items my players have been interested in that are not, in fact, magic. Sloppy. One is a "vardo" as Romany people use for travel and lodging. Doesn't need magic. Another is "brass knuckles" which only need stats for damage roll and range.
PS. It is strange not to have gold prices on items from the SRD, etc., in the creation stage of inventory. Why can we not tell players they start with X amount of gold and whatever they can afford in that range, they can have?
The thing with magic item pricing is the fact that while a regular item is simple in use, magic items can completely change in there value in different campaigns, in your average dungeon campaign items like, the boots of elven kind are decently valuable, but in let's say a stealth based campaign, the value of these times massively raises, another with the non magic home brew items I've mentioned the idea and I've heard it might be considered for the future
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
It would be nice to be able to make non-magical items like a specific book, letter or even things like keys, otherwise it's super easy to lose track if you have them or not.
Re: Item Pricing
As much as possible I have been sticking with the books. The PHB has prices printed, so I take that as "typical" and then modify in given circumstances. But without standard, canon, WotC pricing in DnDB, we have to invent our own guesses and often wind up making a pewter mug cost as much as a battlehammer or a warhorse. It's in the PHB. I think it should be here as well. Thanks for replying.
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!"🔊
"You can add all of those things to your D&D Beyond character sheet under "Other Possessions" (see screenshot below) which allows you to free type any text you like."
Does my players no good if I build an item into a character sheet that they can't see. Could do that with Magic Items also ... and do the players no good. Not looking to design a role play trinket with meaning to just one player.
I-- too-- love to create homebrew non magical items for my players. Adding them manually to "other possessions" is simple enough if it's only an item name with a short description, but if the item has game mechanics (saving throw DCs, healing, damage) and/or longer description, it'd be nice to be able to create the item like we can for magic items. As DM, you can simply ask a player to "add" them upon purchase from the "add items" drop down list.
Right now, I get around it by creating these items as wondrous magic items (adding "NM" to the item name to indicate they're not magical), but I can't add a price for purchase for the purpose of the automated D&D Beyond tool set.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Fai'zal - CN Githyanki Rogue (Candlekeep Mysteries, Forgotten Realms) ; Zeena - LN Elf Sorcerer (Dragonlance)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) Twitter: @benmorrier he/him
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
Just as a slightly different example for this (and how to work around it), some of my players picked up some basic armor equipment (a couple sets of chain mail and splint mail). Being the clever players they are, they took these to shops and were trying to make them "more effective" by having the folk "work" on them with some ideas, such replacing some of the existing steel in the splint mail with some wider/thicker steel.
After all said and done, the items come back modified. So I've created some new "common" magic items, with "magic" items to replace those basic equipment items with the modifications (different AC, etc.) and had players replace the old items with the new. Obviously with no "cost" they just have to go into that item in their inventory and customize it with a "Cost" override.
not idea, but it was easy enough to do. Things like above such as books and keys and such COULD be created as common homebrew items that could be added to player inventories in their campaign. That seems a bit excessive though if there is not actual functional modification. They may just have to take better notes! :-)
Def understandable to not have the field since as stated above, item cost is all relative. Also an argument to NOT have it in there is that NO magic items have a cost associated with them.
Unlike what other people want as far as I am concerned you can't do. I would like to be able to add these weapons from the starting equipment page, because as a DM (with a master subscription) I would like to have my new players be able to easily select them with out having to add a magic Item which would confuse one of the groups that I DM for and eliminate the ease that D&D beyond gives while building characters, and doing it that way with my chaotic group would open a huge can of worms that I probably couldn't close, judging by the can of worms that just using D&D beyond with them opened.
I want to 'fix' certain weapons that are off from what they would have been in history. Such as, the morningstar which as it is presented in D&D 5e is basically the same thing as a mace except it does more damage, deals piercing damage (the thing is with the amount of spikes on this 'morningstar' it would really be bludgeoning the target not piercing them) and is a martial weapon (even though you would fight with a 'morningstar' the same way you would fight with a mace). As such you basically have two different weapons representing the 'same' historical weapon. However, the historical Morgenstern, which is German for morningstar, is a polearm (just like a halberd). So a morningstar should really be a weapon that deals 1d10 bludgeoning damage and has the heavy, reach, and two-handed property (this would be very similar to a bec-de-corbin [the polearm version of a warhammer] except it would be much cheaper and would deal less damage). Another change would be to increase the damage that a halberd deals to 1d12, because halberds do at least as much damage as greataxes (the problem would be that greataxes would potentially become obsolete so I would want to find a way to prevent that [whether that be through accessibility/cost, something to do with close-quarters, etc.]).
I also want to add the arming sword, Falchion/Messer, bec-de-corbin, Buckler and other different types of shields such as a tower shield (representing kite, scutum, etc.) and the Pavise shield (which was used by crossbow men and Archers), Gambeson armor (padded armor shouldn't have disadvantage on stealth), a Parrying Dagger, and more.
Another thing I would like, is for my Thri-kreen character to be able to use a Gythka and/or Chatka. Which at this point he can't, even with Magic Items I can't come close to synthesizing a Gythka, I would have to create a whole new Item, but I can't.
With that could go weapons and shields that could only be used by creatures with powerful build. Which could be done with magical items, but there isn't a good way to easily indicate that a creature without powerful build can't use it, without making it count as an attunement Item, and have it give you an extra attunement slot, but that would severely mess with the Artificer's Soul of Artifice Feature (and anything else that gives you a benefit from having an object attuned to you (though I can't think of anymore of the top of my head, and there could be UA that is added that has such a thing). Things that would fall under this category are things like a small Mantlet, small ballista, weapons that deal damage that would match the giant weapons that we see in Fantasy (there is less of this in 5e D&D) that are way to big for any human to carry, not to mention wield effectively.
Feature wise you would pretty much need to:
I stream on Twitch, where I work on a variety of different D&D related projects (anything from working on a D&D adventure to coding something in Excel). I also help viewers however I can (if they/you want help of course), so feel free to come to a stream and ask questions, bounce ideas off of me or pretty much anything else (barring things that might get me banned), it doesn't need to be D&D related either (I also stream other content, most notably Pokémon).
Frustrates me that I can't create 'fixes' for non magical items in my homebrew world. I have a variety of additional non magical weapons. I would like to be able to create them and add it to the equipment that players can buy or select to put on their character sheet.