Is there a way to more strictly limit the choices of skill proficiencies you grant a subclass? Playing around with an urban druid concept currently, and I want to give proficiency in one of Deception, Intimidation, Insight, or Persuasion. Messing around with the modifiers, the closest I can get is "Choose an Intelligence, Wisdom, or Charisma skill" which includes everything I want at least, but has a lot of extra nonsense. I tried to copy the way that Samurai, for example, does it but that just gives "Choose a Samurai skill."
I have the same question as TheDarkFiddler. Was there ever a response from a dev to this?
I have created a magic heavy crossbow and one of its abilities is to remove the loading property from the weapon. Is there a way to make that show on the character sheet other than simply stating that it does so? I have not submitted the item yet as I want to make this modification if it possible to do so.
I was wanting to make a cursed item that takes away stats or dmg. I have looked at the how to section but did not find any thing on this. I have also played with the system and tried many things. S can we do this and is there a way to make them have to Identify an item before they know what it is?
EXMPLE: I make as long sword with -2 to strength, but they don't know that is cursed until they attune it. if the is possible how do I do it?
I am having the same issue that TheDarkFiddler and Wolfem seemed to be having: I require the choice of one of four skills which will gain proficiency. I tried to do this using options, but none of the options seem to be populating the choice menu for the feature when I look at it in my test character. Perhaps I am building the options incorrectly?
I am rebuilding a subclass of Warlock. To perhaps give a sense of what I've done to try to build the options, this is what it says in the sub-class description:
Carefully Worded
At 10th level, you gain skill proficiency in your choice of Deception, Intimidation, Performance, or Persuasion.
Words of Authenticity
Choose Persuasion as a skill proficiency.
Words of Excitement
Choose Performance as a skill proficiency.
Words of Obscurity
Choose Deception as a skill proficiency.
Words of Power
Choose Intimidation as a skill proficiency.
If anyone has any insight or is experiencing the same issue I'd love to get to the bottom of it!
I am trying to create a vampire race that allows you to choose a base race through character creation. the only thing that the base race does is change your ability increase choices. So under the main header of Ability Score, I put an option for base race. When you select a race it should give you another drop down to select one of two or three choices to gain a +1 to that ability. However that choice never pops up. Is there something I am doing wrong? or was this a design choice/limitation?
How I did it: I added a racial feature for Ability score -> then created an option list for the races -> then under each option I added a modifier for a selection between 2 or 3 abilities based on the original race's ability increases.
It looks like Warforged are not available in the list of races when setting a racial prerequisite even though I purchased the digital content? Any ideas on when this will be fixed so that I can properly enumerate the prereq's?
Any ideas on when this will be fixed so that I can properly enumerate the prereq's?
When the Wayfarer's Guide to Eberron reaches final release status.
Until then, we have no way of knowing what changes the design team may make to WGtE, so staff haven't made the new races available as prerequisites for homebrew, as there is a danger that future changes could break things.
I've created a homebrew race and homebrew class. When I go to character creation, I can choose the race but not the class. Any advice on why this is happening?
I've created a homebrew race and homebrew class. When I go to character creation, I can choose the race but not the class. Any advice on why this is happening?
Can you be more specific as to your process? You can't make full classes yet, only subclasses. And those are usually not chosen at level 1.
A bit of confusion regarding creating new versions of a published race. I wanted to make some changes to my homebrew race that has four subraces. I have made the changes to my base race, but I cannot publish because, "This homebrew Race has been set to have subraces, but no subraces have been created." Do I have to copy paste/retype all four subraces just to fix this issue? Thanks
To any new DM / GM user on this site, I just wanted to give a tidbit of information. As seen in Step 3 of the Homebrew Monster Tutorial at the start of this thread, you are able to use BB-coding for Conditions, Actions, and Skills.
Actions
Actions BB Code: (action)name of action(/action) - replace parentheses with brackets "[ ]"
The Spell BB code is very useful if you're creating Monsters with the ability for Spellcasting. The BB codes are a useful tool for private based homebrew campaigns.
You can use the [codes], but cannot use them to reference anything that is not available for free.
You also can't copy-paste those links, you have to use the [codes] in order to refer to them, links are automatically disallowed no matter where they link to. So in your monster typing [ s p e l l ]fire bolt[ / s p e l l ] (without spaces) is fine, but copy-pasting the resulting text fire bolt is not fine.
If I add a spell to a magic item, I see no way to choose a recovery type. But when the spell is added there's a field for recovery type that's empty.
What am I doing wrong?
With the new character sheep revamp, homebrew spells don't scale at higher level (both character and spell level) anymore. Is it just me?
I have the same question as TheDarkFiddler. Was there ever a response from a dev to this?
You can use the options section, and make an option for each skill you want on the list.
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;
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Why aren't all spells I have access to available as templates for a homebrew spell?
I have created a magic heavy crossbow and one of its abilities is to remove the loading property from the weapon. Is there a way to make that show on the character sheet other than simply stating that it does so? I have not submitted the item yet as I want to make this modification if it possible to do so.
I was wanting to make a cursed item that takes away stats or dmg. I have looked at the how to section but did not find any thing on this. I have also played with the system and tried many things. S can we do this and is there a way to make them have to Identify an item before they know what it is?
EXMPLE: I make as long sword with -2 to strength, but they don't know that is cursed until they attune it. if the is possible how do I do it?
I am having the same issue that TheDarkFiddler and Wolfem seemed to be having: I require the choice of one of four skills which will gain proficiency. I tried to do this using options, but none of the options seem to be populating the choice menu for the feature when I look at it in my test character. Perhaps I am building the options incorrectly?
I am rebuilding a subclass of Warlock. To perhaps give a sense of what I've done to try to build the options, this is what it says in the sub-class description:
If anyone has any insight or is experiencing the same issue I'd love to get to the bottom of it!
Hello all!
I am trying to create a vampire race that allows you to choose a base race through character creation. the only thing that the base race does is change your ability increase choices. So under the main header of Ability Score, I put an option for base race. When you select a race it should give you another drop down to select one of two or three choices to gain a +1 to that ability. However that choice never pops up. Is there something I am doing wrong? or was this a design choice/limitation?
How I did it: I added a racial feature for Ability score -> then created an option list for the races -> then under each option I added a modifier for a selection between 2 or 3 abilities based on the original race's ability increases.
Thanks!
Known error, I saw Hartlessd20 mention in another thread that they are deploying a fix today! Hoorah!
woot!
Fixed!
It looks like Warforged are not available in the list of races when setting a racial prerequisite even though I purchased the digital content? Any ideas on when this will be fixed so that I can properly enumerate the prereq's?
When the Wayfarer's Guide to Eberron reaches final release status.
Until then, we have no way of knowing what changes the design team may make to WGtE, so staff haven't made the new races available as prerequisites for homebrew, as there is a danger that future changes could break things.
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If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
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I've created a homebrew race and homebrew class. When I go to character creation, I can choose the race but not the class. Any advice on why this is happening?
Ah...that makes sense. Thanks for clarifying .
Can you be more specific as to your process? You can't make full classes yet, only subclasses. And those are usually not chosen at level 1.
Check out all my important links here.
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A bit of confusion regarding creating new versions of a published race. I wanted to make some changes to my homebrew race that has four subraces. I have made the changes to my base race, but I cannot publish because, "This homebrew Race has been set to have subraces, but no subraces have been created." Do I have to copy paste/retype all four subraces just to fix this issue? Thanks
To any new DM / GM user on this site, I just wanted to give a tidbit of information. As seen in Step 3 of the Homebrew Monster Tutorial at the start of this thread, you are able to use BB-coding for Conditions, Actions, and Skills.
Actions
Actions BB Code: (action)name of action(/action) - replace parentheses with brackets "[ ]"
Conditions
Conditions BB Code: (condition)name of condition(/condition) - replace parentheses with brackets "[ ]"
Skills
Skills BB Code: (skill)name of skill(/skill) - replace parentheses with brackets " [ ] "
Now, you are able to BB coding for Spells and Cantrips as well: (spell)name of spell or cantrip(/spell) - replace parentheses with brackets "[ ]"
I'm not gonna list all spells/cantrips in a spoiler since there's so many, but here's an example of one from each school:
The Spell BB code is very useful if you're creating Monsters with the ability for Spellcasting. The BB codes are a useful tool for private based homebrew campaigns.
You can use the [codes], but cannot use them to reference anything that is not available for free.
You also can't copy-paste those links, you have to use the [codes] in order to refer to them, links are automatically disallowed no matter where they link to. So in your monster typing [ s p e l l ]fire bolt[ / s p e l l ] (without spaces) is fine, but copy-pasting the resulting text fire bolt is not fine.