I ran into the same problem when trying to set up a custom weapon's attack to my sheet. To be able set +to hit to a custom action is critical to me as we can't create custom weapons. The weapon I'm using is a homebrew horn with cha attacks, thunder damage, +2 modifier etc :)
Custom actions don't have a to hit bonus because that's a feature of magic items. Custom (attack) actions are based off Stat + Prof. If you want to add a modifier on top of that, you should make a magic item instead.
Fixed value is called that because it's not a damage bonus, it's just what it says, a fixed value. Normally the damage modifier is based on a stat such as str or dex. This just overrides that.
The issue is, custom attacks are very helpful for Druids, because simply viewing an animal form's stat entry is 1) a few extra clicks/page loads that may be burdensome at the table, and 2) doesn't reflect the fact that the wildshaped-druid's proficiency bonus is likely different than that of the animal they are shifted into, and thus most of the numbers on the MM entry are wrong.
Right now, creating an "Air Elemental Slam" custom attack doesn't work, because while I can bully the 2d8+5 part, I can't mess with the fact that the attack's to-hit-bonus should key off of my wildshaped dexterity, not my base form's dexterity. Creating a custom magic item is an awkward solution as well, because the amount of static bonus to damage and to hit that the item would need to have may change as I level up if my base form's strength or dexterity are changing... it's doable , but it would be a lot more straightforward if I could just create a custom attack that I could point at a flat to hit bonus instead of at one of my own base-form stats.
The issue is, custom attacks are very helpful for Druids, because simply viewing an animal form's stat entry is 1) a few extra clicks/page loads that may be burdensome at the table, and 2) doesn't reflect the fact that the wildshaped-druid's proficiency bonus is likely different than that of the animal they are shifted into, and thus most of the numbers on the MM entry are wrong.
Right now, creating an "Air Elemental Slam" custom attack doesn't work, because while I can bully the 2d8+5 part, I can't mess with the fact that the attack's to-hit-bonus should key off of my wildshaped dexterity, not my base form's dexterity. Creating a custom magic item is an awkward solution as well, because the amount of static bonus to damage and to hit that the item would need to have may change as I level up if my base form's strength or dexterity are changing... it's doable , but it would be a lot more straightforward if I could just create a custom attack that I could point at a flat to hit bonus instead of at one of my own base-form stats.
It sounds like you haven’t discovered the creatures section of the character sheet; if you add wildshape beasts there, the stats will be correct.
It sounds like you haven’t discovered the creatures section of the character sheet; if you add wildshape beasts there, the stats will be correct.
Ah, but I have! The stats there are sadly not correct, as they use the form's proficiency bonus (tied to the CR rating of the form), and not the character's. On top of that, the wildshape forms present as a statblock entry, they don't break attacks out as an attack entry, which... small complaint, but again, some players may prefer to have such things pre-loaded for easy reference.
It sounds like you haven’t discovered the creatures section of the character sheet; if you add wildshape beasts there, the stats will be correct.
Ah, but I have! The stats there are sadly not correct, as they use the form's proficiency bonus (tied to the CR rating of the form), and not the character's. On top of that, the wildshape forms present as a statblock entry, they don't break attacks out as an attack entry, which... small complaint, but again, some players may prefer to have such things pre-loaded for easy reference.
Please report this in the thread for creature section bugs, so it can be seen and addressed.
Yeah, I don't get it - if we want to make custom attacks or items, and want to give them natural bonus to hit, why should we care about if they are magical or not? They are a custom attack or item - what does anyone else care if they are magical or not?
For example, if I want to make a custom race gain a natural attack that is customized to where they get a bonus to accuracy but reduce its damage, why not let me?
Great Weapon Master attack action gives a -5 to hit and a +10 to damage. Having a custom attack for this would be preferable than jumping through two loopholes of custom magic items to get the penalty. Seems very silly to arbitrarily not have the capacity to add a penalty or bonus to hit.
Great Weapon Master attack action gives a -5 to hit and a +10 to damage. Having a custom attack for this would be preferable than jumping through two loopholes of custom magic items to get the penalty. Seems very silly to arbitrarily not have the capacity to add a penalty or bonus to hit.
You can. Tap the weapon on the Actions tab of the Character sheet, touch “Customize” and put -5 in to modify the Attack, and +10 in to modify the damage.
I'm trying to add my Shadow Blade into the custom weapon actions, because I can stack Hexblade features and my Aasimar's Necrotic Shroud onto it. I just can't stack my +1 to hit, granted via spellcraft/class traits (depending on how the day goes)
Making a magic item is a bust, because there's no way to change the way a weapons' base damage rolls. Allowing a modifier for "to hit" would be really excellent to fix this problem.
Great Weapon Master attack action gives a -5 to hit and a +10 to damage. Having a custom attack for this would be preferable than jumping through two loopholes of custom magic items to get the penalty. Seems very silly to arbitrarily not have the capacity to add a penalty or bonus to hit.
You can. Tap the weapon on the Actions tab of the Character sheet, touch “Customize” and put -5 in to modify the Attack, and +10 in to modify the damage.
Hey, thanks for the tip, but the only way I made it work was to duplicate the weapon in the inventory, which unfortunately adds to the character encumbrance.
Is there any way to create a custom configuration to the same item (weapon) in your inventory without duplicating and wielding it?
Great Weapon Master attack action gives a -5 to hit and a +10 to damage. Having a custom attack for this would be preferable than jumping through two loopholes of custom magic items to get the penalty. Seems very silly to arbitrarily not have the capacity to add a penalty or bonus to hit.
You can. Tap the weapon on the Actions tab of the Character sheet, touch “Customize” and put -5 in to modify the Attack, and +10 in to modify the damage.
Hey, thanks for the tip, but the only way I made it work was to duplicate the weapon in the inventory, which unfortunately adds to the character encumbrance.
Is there any way to create a custom configuration to the same item (weapon) in your inventory without duplicating and wielding it?
No, but when you customize it adjust the attack and damage modifiers you can also set the weight to 0 at the same time.
Custom actions don't have a to hit bonus because that's a feature of magic items. Custom (attack) actions are based off Stat + Prof. If you want to add a modifier on top of that, you should make a magic item instead.
Fixed value is called that because it's not a damage bonus, it's just what it says, a fixed value. Normally the damage modifier is based on a stat such as str or dex. This just overrides that.
I'm trying to make a custom action to match the Natural Weapons from Alter Self. This is an unarmed strike, and I can specify everything about it using a custom attack action except the fact that your unarmed strike acts as a +1 magic weapon. If there were an 'Attack Bonus' to go with the 'Fixed Value' (which does NOT set the value of the damage, but rather functions as a 'Damage Bonus'), then I'd be good to go. Note that the PC's claws/fangs/horns are not magic items, they're a spell effect.
Oh, and it'd be nice to have 'Magic' checkbox to go with the 'Silvered' box.
Custom actions don't have a to hit bonus because that's a feature of magic items. Custom (attack) actions are based off Stat + Prof. If you want to add a modifier on top of that, you should make a magic item instead.
Fixed value is called that because it's not a damage bonus, it's just what it says, a fixed value. Normally the damage modifier is based on a stat such as str or dex. This just overrides that.
I'm trying to make a custom action to match the Natural Weapons from Alter Self. This is an unarmed strike, and I can specify everything about it using a custom attack action except the fact that your unarmed strike acts as a +1 magic weapon. If there were an 'Attack Bonus' to go with the 'Fixed Value' (which does NOT set the value of the damage, but rather functions as a 'Damage Bonus'), then I'd be good to go. Note that the PC's claws/fangs/horns are not magic items, they're a spell effect.
Oh, and it'd be nice to have 'Magic' checkbox to go with the 'Silvered' box.
Another Druid here - I was trying to add the Dire Wolf’s Bite attack to my custom actions. It has a to-hit bonus that differs from my character’s to-hit bonus in their Elf form. Trying to use the dice roller to roll 2d6+3 is awkward, there are no “buttons” on the wildshape beast entry to roll attack for that, and so I have to roll a d20 and do the adding myself.
Here’s the deal - I have time out of game to spend customizing it for the handful of common beast forms I will take. But without a custom “to-hit” bonus on a custom action, what’s the point? It’s not saving me time.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Maybe I'm just blind, but if not please add the parameter "To Hit Bonus" for Custom Actions.
Also you should rename "Fixed Value" to "Damage Bonus".
I ran into the same problem when trying to set up a custom weapon's attack to my sheet. To be able set +to hit to a custom action is critical to me as we can't create custom weapons. The weapon I'm using is a homebrew horn with cha attacks, thunder damage, +2 modifier etc :)
im trying to set up a custom action for my Rapier+1 so it goes off strength instead of dex.
im playing a dex based barbarian/ rogue who loses his technique and reverts to brute strength when he rages.
ive got everything except for the +to hit sorted. i cant see any way of adjusting it.
Custom actions don't have a to hit bonus because that's a feature of magic items. Custom (attack) actions are based off Stat + Prof. If you want to add a modifier on top of that, you should make a magic item instead.
Fixed value is called that because it's not a damage bonus, it's just what it says, a fixed value. Normally the damage modifier is based on a stat such as str or dex. This just overrides that.
Find my D&D Beyond articles here
N-n-necromancy!!!
The issue is, custom attacks are very helpful for Druids, because simply viewing an animal form's stat entry is 1) a few extra clicks/page loads that may be burdensome at the table, and 2) doesn't reflect the fact that the wildshaped-druid's proficiency bonus is likely different than that of the animal they are shifted into, and thus most of the numbers on the MM entry are wrong.
Right now, creating an "Air Elemental Slam" custom attack doesn't work, because while I can bully the 2d8+5 part, I can't mess with the fact that the attack's to-hit-bonus should key off of my wildshaped dexterity, not my base form's dexterity. Creating a custom magic item is an awkward solution as well, because the amount of static bonus to damage and to hit that the item would need to have may change as I level up if my base form's strength or dexterity are changing... it's doable , but it would be a lot more straightforward if I could just create a custom attack that I could point at a flat to hit bonus instead of at one of my own base-form stats.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
It sounds like you haven’t discovered the creatures section of the character sheet; if you add wildshape beasts there, the stats will be correct.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
Ah, but I have! The stats there are sadly not correct, as they use the form's proficiency bonus (tied to the CR rating of the form), and not the character's. On top of that, the wildshape forms present as a statblock entry, they don't break attacks out as an attack entry, which... small complaint, but again, some players may prefer to have such things pre-loaded for easy reference.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
Please report this in the thread for creature section bugs, so it can be seen and addressed.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
Also, say I want to make a custom action for including a feat like "Sharpshooter" , how do I add in the -5 to hit ??
CW
I was trying to add a special "Mace of Smiting (vs Construct)" attack and ran into this problem.
More Necromancy!!
Yeah, I don't get it - if we want to make custom attacks or items, and want to give them natural bonus to hit, why should we care about if they are magical or not? They are a custom attack or item - what does anyone else care if they are magical or not?
For example, if I want to make a custom race gain a natural attack that is customized to where they get a bonus to accuracy but reduce its damage, why not let me?
Great Weapon Master attack action gives a -5 to hit and a +10 to damage. Having a custom attack for this would be preferable than jumping through two loopholes of custom magic items to get the penalty. Seems very silly to arbitrarily not have the capacity to add a penalty or bonus to hit.
You can. Tap the weapon on the Actions tab of the Character sheet, touch “Customize” and put -5 in to modify the Attack, and +10 in to modify the damage.
See: https://www.dndbeyond.com/profile/IamSposta/characters/26470921
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I'm trying to add my Shadow Blade into the custom weapon actions, because I can stack Hexblade features and my Aasimar's Necrotic Shroud onto it. I just can't stack my +1 to hit, granted via spellcraft/class traits (depending on how the day goes)
Making a magic item is a bust, because there's no way to change the way a weapons' base damage rolls.
Allowing a modifier for "to hit" would be really excellent to fix this problem.
Visit (link) → MicroHomebrew, Arcanum Dice, and Ashfaera ← (link) Visit
Hey, thanks for the tip, but the only way I made it work was to duplicate the weapon in the inventory, which unfortunately adds to the character encumbrance.
Is there any way to create a custom configuration to the same item (weapon) in your inventory without duplicating and wielding it?
No, but when you customize it adjust the attack and damage modifiers you can also set the weight to 0 at the same time.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Cool, thanks for the info.
I'm trying to make a custom action to match the Natural Weapons from Alter Self. This is an unarmed strike, and I can specify everything about it using a custom attack action except the fact that your unarmed strike acts as a +1 magic weapon. If there were an 'Attack Bonus' to go with the 'Fixed Value' (which does NOT set the value of the damage, but rather functions as a 'Damage Bonus'), then I'd be good to go. Note that the PC's claws/fangs/horns are not magic items, they're a spell effect.
Oh, and it'd be nice to have 'Magic' checkbox to go with the 'Silvered' box.
great sugggestion!
Visit (link) → MicroHomebrew, Arcanum Dice, and Ashfaera ← (link) Visit
Another Druid here - I was trying to add the Dire Wolf’s Bite attack to my custom actions. It has a to-hit bonus that differs from my character’s to-hit bonus in their Elf form. Trying to use the dice roller to roll 2d6+3 is awkward, there are no “buttons” on the wildshape beast entry to roll attack for that, and so I have to roll a d20 and do the adding myself.
Here’s the deal - I have time out of game to spend customizing it for the handful of common beast forms I will take. But without a custom “to-hit” bonus on a custom action, what’s the point? It’s not saving me time.