As a DM I like to try to flesh out the universe of my campaign. I realized that a particular character I have concocted for the campaign really does not fit with any existing class, and so I tried to make a homebrew class for him in DND Beyond. Surprisingly, this is impossible; you can only homebrew subclasses, and this limits what you can make. Why not? Is this a feature that's planned to be added? If not, it should be.
D&D doesn't have any rules on homebrewing classes, so any system they added would be their own new set of rules. Before the acquisition, I can see why they wouldn't want to dip into game design, and after, they probably aren't allowed to.
Probably more importantly, there's no template for the classes; every official class likely had to be programmed in, which is a lot more difficult to let the users do without breaking the site. (And, by "more difficult", I mean "impossible".)
D&D doesn't have any rules on homebrewing classes, so any system they added would be their own new set of rules. Before the acquisition, I can see why they wouldn't want to dip into game design, and after, they probably aren't allowed to.
There are rules for modifying a class, which would require some of the same infrastructure.
To be blunt but unhelpful, D&D Beyond will likely never have any additional functionality added to its homebrew tools. It's worth just accepting that and moving on, you know?
There's a logical structure to how the classes are made, rules just quantify that. They have existing classes and a subclass template already. No doubt it would take some contact with Wizards of the Coast, but I think they have that covered. Not easy, but fair from impossible. Improvements are worth talking and addressing.
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As a DM I like to try to flesh out the universe of my campaign. I realized that a particular character I have concocted for the campaign really does not fit with any existing class, and so I tried to make a homebrew class for him in DND Beyond. Surprisingly, this is impossible; you can only homebrew subclasses, and this limits what you can make. Why not? Is this a feature that's planned to be added? If not, it should be.
For now, Google Docs is my friend...
D&D doesn't have any rules on homebrewing classes, so any system they added would be their own new set of rules. Before the acquisition, I can see why they wouldn't want to dip into game design, and after, they probably aren't allowed to.
Probably more importantly, there's no template for the classes; every official class likely had to be programmed in, which is a lot more difficult to let the users do without breaking the site. (And, by "more difficult", I mean "impossible".)
There are rules for modifying a class, which would require some of the same infrastructure.
To be blunt but unhelpful, D&D Beyond will likely never have any additional functionality added to its homebrew tools. It's worth just accepting that and moving on, you know?
There's a logical structure to how the classes are made, rules just quantify that. They have existing classes and a subclass template already. No doubt it would take some contact with Wizards of the Coast, but I think they have that covered. Not easy, but fair from impossible. Improvements are worth talking and addressing.