I was wondering if there are plans to add a way to create non-magical items in DDB???... Apparently this has been an issue for some time now. This should be fairly simple for weapons which is my primary issue. With drop tabs for weapon type (simple or martial), multiple tabs for class proficient in case you want a class to be auto proficient with the weapon, tabs for weapon cost (number and type of coin), tab for weapon weight, tabs for number of damage die (1, 2, 3, etc), tab for damage die type (d4, d6 etc), tab for damage type (slashing, bludgeon etc), several tabs for weapon properties (finesse, heavy, loading, special, etc. and ranged and versatile properties create a 2 attached tabs for short and max range on ranged weapons, and number of die and die type for versatile damage). Once all these properties are selected, and the item is saved, it should function like any other standard weapon when added to a characters inventory.
I would like to create weapons that are specific to certain cultures in my homebrew world, or if my player wants his character to create something that doesn't fit exactly as an existing weapon. As an example, I have a weapon in my homebrew campaign setting that is wielded by the constables (city watch) in the city of Brighthall that is a long metal club that gradually tapers from one end to the other. The Iron Longarm is roughly 4 feet long and has the same stats as a trident, EXCEPT that it does bludgeoning damage and has the finesse property due to the length of the grip and its balance. A brotherhood of assassins called the Crimson Hand, wield specialized weapons that are like large cleavers that have a slight curve to their serrated blades. These special weapons, called Angry Fangs, deal 2d4 slashing damage and have the finesse and special properties. The special property of the Angry Fang is that when you roll a critical hit with the weapon, the weapons damage is tripled (6d4) instead of doubled. Any other additional damage is doubled as normal..... I have yet to figured out a way to make this work correctly in DDB yet, and as far as I can tell, I don't think there is a way.
Wondering how many out there think this is a NECESSARY addition..... Let's let WotC and DDB know what we think! Thanks to all.
I think a great idea that would let people do what you want while not giving UNLIMITED POWER(and potentially breaking the databases) is just making a template item of bludgeon/piercing/slashing of 1d4/6/8/10/12 and then 2d4/6/8/10/12 and then adding a checkbox to weapons that you can just override the proficent nature right there on the character sheet(alterantive, you can already alter the to hit override to be what your bonus SHOULD be and fix it). You can already homebrew things like finesse on a weapon, or heavy. So those pieces are already taken care of.
Triple crits seem like a stretch. I'd just make a custom action that if I got a triple crit, you can make one that rolls that amount of dice instead of the normal crit.
Dude we still don't have the ability to add custom actions to items. The item homebrewing in DnD beyond is YEARS behind the times. Something like this is super simple but I guarantee we won't see something as basic as this for a while which is unfortunate. But hey. You can sort stuff into bags now...
Dude we still don't have the ability to add custom actions to items. The item homebrewing in DnD beyond is YEARS behind the times. Something like this is super simple but I guarantee we won't see something as basic as this for a while which is unfortunate. But hey. You can sort stuff into bags now...
It's not basic. At all. Homebrew for D&D is basically all over the place. Uses spell slots, uses warlock slots, has custom charges, uses hit die, uses lucky charges, uses battle master die, etc.
Custom Actions basically opens the door for it potentially taking any and all resources and having them be open game. 5e wasn't designed for that. I'm already waiting for the "We can't support the function of this ability using hit die" that was introduced in the revisted Krynn UA, and while my post history bemoans this fact? I get it. 5th edition was a MUCH different beast back on launch than it currently is and honestly with 5.5 I can't wait to see how this website/toolset handles it.
Dude we still don't have the ability to add custom actions to items. The item homebrewing in DnD beyond is YEARS behind the times. Something like this is super simple but I guarantee we won't see something as basic as this for a while which is unfortunate. But hey. You can sort stuff into bags now...
It's not basic. At all. Homebrew for D&D is basically all over the place. Uses spell slots, uses warlock slots, has custom charges, uses hit die, uses lucky charges, uses battle master die, etc.
Custom Actions basically opens the door for it potentially taking any and all resources and having them be open game. 5e wasn't designed for that. I'm already waiting for the "We can't support the function of this ability using hit die" that was introduced in the revisted Krynn UA, and while my post history bemoans this fact? I get it. 5th edition was a MUCH different beast back on launch than it currently is and honestly with 5.5 I can't wait to see how this website/toolset handles it.
You are right about the breadth of homebrew capability for MAGIC ITEMS.... if they can do that for magic items and in the magnitude that it has been done, then obviously an option like I mentioned for SIMPLE NON-MAGIC WEAPONS should be simple. There isn't near as much to have to factor or calculate.
Dude we still don't have the ability to add custom actions to items. The item homebrewing in DnD beyond is YEARS behind the times. Something like this is super simple but I guarantee we won't see something as basic as this for a while which is unfortunate. But hey. You can sort stuff into bags now...
It's not basic. At all. Homebrew for D&D is basically all over the place. Uses spell slots, uses warlock slots, has custom charges, uses hit die, uses lucky charges, uses battle master die, etc.
Custom Actions basically opens the door for it potentially taking any and all resources and having them be open game. 5e wasn't designed for that. I'm already waiting for the "We can't support the function of this ability using hit die" that was introduced in the revisted Krynn UA, and while my post history bemoans this fact? I get it. 5th edition was a MUCH different beast back on launch than it currently is and honestly with 5.5 I can't wait to see how this website/toolset handles it.
You are right about the breadth of homebrew capability for MAGIC ITEMS.... if they can do that for magic items and in the magnitude that it has been done, then obviously an option like I mentioned for SIMPLE NON-MAGIC WEAPONS should be simple. There isn't near as much to have to factor or calculate.
That’s not entirely true. Many magic items, especially weapons are automatically generated when the base weapon is created. If people created a new weapon, say the long debated Katana for example, then the system would automatically generate +X versions of it, weapon of warning, vicious weapon, flame tongue, and moon-touched sword versions, etc. I’ll bet that would start screwing all kinds of stuff up.
Do I want this capability? Yes, absolutely. Do I want it before they make it safe to use so it doesn’t screw up other stuff? No.
Dude we still don't have the ability to add custom actions to items. The item homebrewing in DnD beyond is YEARS behind the times. Something like this is super simple but I guarantee we won't see something as basic as this for a while which is unfortunate. But hey. You can sort stuff into bags now...
It's not basic. At all. Homebrew for D&D is basically all over the place. Uses spell slots, uses warlock slots, has custom charges, uses hit die, uses lucky charges, uses battle master die, etc.
Custom Actions basically opens the door for it potentially taking any and all resources and having them be open game. 5e wasn't designed for that. I'm already waiting for the "We can't support the function of this ability using hit die" that was introduced in the revisted Krynn UA, and while my post history bemoans this fact? I get it. 5th edition was a MUCH different beast back on launch than it currently is and honestly with 5.5 I can't wait to see how this website/toolset handles it.
You are right about the breadth of homebrew capability for MAGIC ITEMS.... if they can do that for magic items and in the magnitude that it has been done, then obviously an option like I mentioned for SIMPLE NON-MAGIC WEAPONS should be simple. There isn't near as much to have to factor or calculate.
That’s not entirely true. Many magic items, especially weapons are automatically generated when the base weapon is created. If people created a new weapon, say the long debated Katana for example, then the system would automatically generate +X versions of it, weapon of warning, vicious weapon, flame tongue, and moon-touched sword versions, etc. I’ll bet that would start screwing all kinds of stuff up.
Do I want this capability? Yes, absolutely. Do I want it before they make it safe to use so it doesn’t screw up other stuff? No.
That's not true either... If you HOMEBREW a weapon, then it is only available as a HOMBREW weapon that is a standard weapon. Because it is homebrew, you would have to create magical versions on an as needed basis for those homebrew games. There is absolutely NO NEED to have the weapon AUTOMATICALLY generate every magical version of that weapon like they are suddenly LEGAL NON-HOMEBREW weapons available to everyone in all settings.
Not ideal for sharing but you can create those weapons you talk about. They'll just have to be made ad-hoc on the sheet, is all.
On your sheet you can use custom items and actions to create mundane unique weapons and items and ammo.
Here's a vid I made going over how to do these, and it's long but the chapters will help you get to parts more relevant. It also goes over other ad-hoc adjustments you can make to.
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.
Dude we still don't have the ability to add custom actions to items. The item homebrewing in DnD beyond is YEARS behind the times. Something like this is super simple but I guarantee we won't see something as basic as this for a while which is unfortunate. But hey. You can sort stuff into bags now...
It's not basic. At all. Homebrew for D&D is basically all over the place. Uses spell slots, uses warlock slots, has custom charges, uses hit die, uses lucky charges, uses battle master die, etc.
Custom Actions basically opens the door for it potentially taking any and all resources and having them be open game. 5e wasn't designed for that. I'm already waiting for the "We can't support the function of this ability using hit die" that was introduced in the revisted Krynn UA, and while my post history bemoans this fact? I get it. 5th edition was a MUCH different beast back on launch than it currently is and honestly with 5.5 I can't wait to see how this website/toolset handles it.
You are right about the breadth of homebrew capability for MAGIC ITEMS.... if they can do that for magic items and in the magnitude that it has been done, then obviously an option like I mentioned for SIMPLE NON-MAGIC WEAPONS should be simple. There isn't near as much to have to factor or calculate.
That’s not entirely true. Many magic items, especially weapons are automatically generated when the base weapon is created. If people created a new weapon, say the long debated Katana for example, then the system would automatically generate +X versions of it, weapon of warning, vicious weapon, flame tongue, and moon-touched sword versions, etc. I’ll bet that would start screwing all kinds of stuff up.
Do I want this capability? Yes, absolutely. Do I want it before they make it safe to use so it doesn’t screw up other stuff? No.
That's not true either... If you HOMEBREW a weapon, then it is only available as a HOMBREW weapon that is a standard weapon. Because it is homebrew, you would have to create magical versions on an as needed basis for those homebrew games. There is absolutely NO NEED to have the weapon AUTOMATICALLY generate every magical version of that weapon like they are suddenly LEGAL NON-HOMEBREW weapons available to everyone in all settings.
Are you SURE?!? How do you KNOW what IS or IS NOT possible in DDB’S SYSTEM? (And why are we SHOUTING random WORDS?!?)
Not ideal for sharing but you can create those weapons you talk about. They'll just have to be made ad-hoc on the sheet, is all.
On your sheet you can use custom items and actions to create mundane unique weapons and items and ammo.
Here's a vid I made going over how to do these, and it's long but the chapters will help you get to parts more relevant. It also goes over other ad-hoc adjustments you can make to.
THANKS!..... I was so focused on items that were in inventory and equipped that I did even notice the tiny little thing for custom actions. That helps tremendously. I understand it's not idea for sharing, but at least it will hopefully allow me to create the custom actions for the weapons I my players and npc's need.
We don't need it for general items (custom items on the character sheet work fine), but weapons and armor absolutely.
The official weapons and armor are so bland. Several classes start with (or can afford at level 1) the weapons and armor that they will use until they get magic items. A few others only need to save for 1 upgrade before they reach the same status. And there is no incentive to have more than 2 weapons to use for different occasions.
Just make a 'magic' item that's marked as common/unknown/varies rarity. Technically you're not supposed to make non-magical items, but you're also not supposed to use titles that start with numerals, symbols, "A ___", or other special characters. You need only open any homebrew section to see that the rules are not enforced. The homebrew system was a bodge job to start with, and it isn't going to get better.
Rollback Post to RevisionRollBack
"There might yet be a heaven, but it isn't going to be 'perfect', and we're going to have to build it ourselves." - Philhellenes, Science Saved My Soul
Just make a 'magic' item that's marked as common/unknown/varies rarity. Technically you're not supposed to make non-magical items, but you're also not supposed to use titles that start with numerals, symbols, "A ___", or other special characters. You need only open any homebrew section to see that the rules are not enforced. The homebrew system was a bodge job to start with, and it isn't going to get better.
I mean, this is only for publishing the item to share publicly. You don't need to share publicly for you and your campaign party to use it. You can make it for private use and anyone in the same campaign as you can add and use it - no public sharing, no subs, it's just automatic.
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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I was wondering if there are plans to add a way to create non-magical items in DDB???... Apparently this has been an issue for some time now. This should be fairly simple for weapons which is my primary issue. With drop tabs for weapon type (simple or martial), multiple tabs for class proficient in case you want a class to be auto proficient with the weapon, tabs for weapon cost (number and type of coin), tab for weapon weight, tabs for number of damage die (1, 2, 3, etc), tab for damage die type (d4, d6 etc), tab for damage type (slashing, bludgeon etc), several tabs for weapon properties (finesse, heavy, loading, special, etc. and ranged and versatile properties create a 2 attached tabs for short and max range on ranged weapons, and number of die and die type for versatile damage). Once all these properties are selected, and the item is saved, it should function like any other standard weapon when added to a characters inventory.
I would like to create weapons that are specific to certain cultures in my homebrew world, or if my player wants his character to create something that doesn't fit exactly as an existing weapon. As an example, I have a weapon in my homebrew campaign setting that is wielded by the constables (city watch) in the city of Brighthall that is a long metal club that gradually tapers from one end to the other. The Iron Longarm is roughly 4 feet long and has the same stats as a trident, EXCEPT that it does bludgeoning damage and has the finesse property due to the length of the grip and its balance. A brotherhood of assassins called the Crimson Hand, wield specialized weapons that are like large cleavers that have a slight curve to their serrated blades. These special weapons, called Angry Fangs, deal 2d4 slashing damage and have the finesse and special properties. The special property of the Angry Fang is that when you roll a critical hit with the weapon, the weapons damage is tripled (6d4) instead of doubled. Any other additional damage is doubled as normal..... I have yet to figured out a way to make this work correctly in DDB yet, and as far as I can tell, I don't think there is a way.
Wondering how many out there think this is a NECESSARY addition..... Let's let WotC and DDB know what we think! Thanks to all.
Do I think its needed? No.
Do I think its wanted? Obviously, by your thread.
I think a great idea that would let people do what you want while not giving UNLIMITED POWER(and potentially breaking the databases) is just making a template item of bludgeon/piercing/slashing of 1d4/6/8/10/12 and then 2d4/6/8/10/12 and then adding a checkbox to weapons that you can just override the proficent nature right there on the character sheet(alterantive, you can already alter the to hit override to be what your bonus SHOULD be and fix it). You can already homebrew things like finesse on a weapon, or heavy. So those pieces are already taken care of.
Triple crits seem like a stretch. I'd just make a custom action that if I got a triple crit, you can make one that rolls that amount of dice instead of the normal crit.
Dude we still don't have the ability to add custom actions to items. The item homebrewing in DnD beyond is YEARS behind the times. Something like this is super simple but I guarantee we won't see something as basic as this for a while which is unfortunate. But hey. You can sort stuff into bags now...
"Don't you know what a gazebo is?"
It's not basic. At all. Homebrew for D&D is basically all over the place. Uses spell slots, uses warlock slots, has custom charges, uses hit die, uses lucky charges, uses battle master die, etc.
Custom Actions basically opens the door for it potentially taking any and all resources and having them be open game. 5e wasn't designed for that. I'm already waiting for the "We can't support the function of this ability using hit die" that was introduced in the revisted Krynn UA, and while my post history bemoans this fact? I get it. 5th edition was a MUCH different beast back on launch than it currently is and honestly with 5.5 I can't wait to see how this website/toolset handles it.
You are right about the breadth of homebrew capability for MAGIC ITEMS.... if they can do that for magic items and in the magnitude that it has been done, then obviously an option like I mentioned for SIMPLE NON-MAGIC WEAPONS should be simple. There isn't near as much to have to factor or calculate.
That’s not entirely true. Many magic items, especially weapons are automatically generated when the base weapon is created. If people created a new weapon, say the long debated Katana for example, then the system would automatically generate +X versions of it, weapon of warning, vicious weapon, flame tongue, and moon-touched sword versions, etc. I’ll bet that would start screwing all kinds of stuff up.
Do I want this capability? Yes, absolutely. Do I want it before they make it safe to use so it doesn’t screw up other stuff? No.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
That's not true either... If you HOMEBREW a weapon, then it is only available as a HOMBREW weapon that is a standard weapon. Because it is homebrew, you would have to create magical versions on an as needed basis for those homebrew games. There is absolutely NO NEED to have the weapon AUTOMATICALLY generate every magical version of that weapon like they are suddenly LEGAL NON-HOMEBREW weapons available to everyone in all settings.
Not ideal for sharing but you can create those weapons you talk about. They'll just have to be made ad-hoc on the sheet, is all.
On your sheet you can use custom items and actions to create mundane unique weapons and items and ammo.
Here's a vid I made going over how to do these, and it's long but the chapters will help you get to parts more relevant. It also goes over other ad-hoc adjustments you can make to.
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.
Are you SURE?!? How do you KNOW what IS or IS NOT possible in DDB’S SYSTEM? (And why are we SHOUTING random WORDS?!?)
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
THANKS!..... I was so focused on items that were in inventory and equipped that I did even notice the tiny little thing for custom actions. That helps tremendously. I understand it's not idea for sharing, but at least it will hopefully allow me to create the custom actions for the weapons I my players and npc's need.
Much Appreciated!
We don't need it for general items (custom items on the character sheet work fine), but weapons and armor absolutely.
The official weapons and armor are so bland. Several classes start with (or can afford at level 1) the weapons and armor that they will use until they get magic items. A few others only need to save for 1 upgrade before they reach the same status. And there is no incentive to have more than 2 weapons to use for different occasions.
I was just playing hoard of the dragon qeens with my friends and I got a moon touched weapon so i needed to customize one of my weapons so I say yes.
A moon-touched sword is a magic weapon found in Xanathar’s Guide, and not a “standard” (nonmagical) item.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Just make a 'magic' item that's marked as common/unknown/varies rarity. Technically you're not supposed to make non-magical items, but you're also not supposed to use titles that start with numerals, symbols, "A ___", or other special characters. You need only open any homebrew section to see that the rules are not enforced.
The homebrew system was a bodge job to start with, and it isn't going to get better.
"There might yet be a heaven, but it isn't going to be 'perfect', and we're going to have to build it ourselves." - Philhellenes, Science Saved My Soul
Backgrounds • Feats • Magic Items • Monsters •
Ancestries• Spells •SubclassesI mean, this is only for publishing the item to share publicly. You don't need to share publicly for you and your campaign party to use it. You can make it for private use and anyone in the same campaign as you can add and use it - no public sharing, no subs, it's just automatic.
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.