It would be cool to be able to make equipment (non magical items), I wanted to make an item that didn't fit well with the base type options; I figured out a work around in the end but it would be nice =) Otherwise, pretty happy with the current features.
Is there a way to remove an avatar, aside from providing a new one? Particularly, I want to share a monster I created for my own campaign, but I attached art to them that I don't think I'd get away with publishing because I thought I never would bother sharing it. Now I feel like doing so, and I find that I'm unable to get rid of the image I selected, only replace it.
Being able to just delete monster art from your own private homebrew entries would be nice in general, even aside from publishing.
I assume "{{modifier:str}}" is for showing my strength modifier bonus in a snippet.
What if I want it to show a DC based on strength? How do I do that?
And, are there any similar options?
Sure, you should use {{savedc:str}}
As for other snippets:
{{spellattack}} - your spell "to hit" {{scalevalue}} - a class-specific value, such as Rage Damage for a barbarian {{modifier:str}} - a modifier for an ability score (str, dex, con, int, wis, cha) {{savedc:str}} - generates your Save DC using the specified ability modifier (str, dex, con, int, wis, cha) {{fixedvalue}} - the fixed number from the feature or trait {{classlevel}} - level in the contextual class {{characterlevel}} - total character level {{proficiency}} - your proficiency bonus {{maxhp}} - your maximum hit points {{limiteduse}} - total number of uses for the contextual feature or trait
Is it possible to make snippets calculate something? Like how spellsave DC is 8 + proficiency bonus + ability modifier. So a Cleric would have {{8+proficiency+modifier:wis}} for instance? Sorry, I haven't tried that actual solution yet...
I assume "{{modifier:str}}" is for showing my strength modifier bonus in a snippet.
What if I want it to show a DC based on strength? How do I do that?
And, are there any similar options?
Sure, you should use {{savedc:str}}
As for other snippets:
{{spellattack}} - your spell "to hit" {{scalevalue}} - a class-specific value, such as Rage Damage for a barbarian {{modifier:str}} - a modifier for an ability score (str, dex, con, int, wis, cha) {{savedc:str}} - generates your Save DC using the specified ability modifier (str, dex, con, int, wis, cha) {{fixedvalue}} - the fixed number from the feature or trait {{classlevel}} - level in the contextual class {{characterlevel}} - total character level {{proficiency}} - your proficiency bonus {{maxhp}} - your maximum hit points {{limiteduse}} - total number of uses for the contextual feature or trait
Is it possible to make snippets calculate something? Like how spellsave DC is 8 + proficiency bonus + ability modifier. So a Cleric would have {{8+proficiency+modifier:wis}} for instance? Sorry, I haven't tried that actual solution yet...
Step 7 - SPELLS. Click on the ADD A SPELL button in the SPELLS section. Here we're going to add the Pass Without Trace spell and then click the SAVE button.
Apologies if this has been answered, or its some feature that hasn't yet been implemented... someone point me to the right place if possible.
So, when viewing a homebrew magic item for creation, you can add "Spells"... there are two columns there about the details "Recovery Type" and "Restriction"...
However, it doesn't appear to be possible to modify those values. Furthermore, on the "edit" side of a spell, there are two values "Cast at Spell Level" and "Details", which don't appear back on the main page summary.
I am unsure about Recovery Type. If I remember correctly it did not use to be there and may be something put in for the future homebrew overhaul that is in the works.
Restriction field is linked to the Details box you highlighted in the second image. What you put here will appear in the spell details when clicked on from the character sheet. Here you can make a note of anything that works differently to the linked spell - like "only targets self".
The Cast At Spell Level is an override base level for the spell. If you wanted have the item grant the ability to cast Hellish Rebuke at 2nd level with the use of a single charge, then put 2 here. This is the new base level and so if you allow upcasting through additional charges it will add levels as normal (so, an additional charge makes it 3rd level, instead of 2nd, because the base is now 2nd instead of 1st).
I'm also having trouble creating a spell that scales with spell level. I copied exactly what Charm Person does but it only shows me +1 targets on all higher levels.
I'm also having trouble creating a spell that scales with spell level. I copied exactly what Charm Person does but it only shows me +1 targets on all higher levels.
Make sure that it's set to "Spell Scale" for scaling, not Spell Level or Character Level. If it is set to Spell Level you will need to add a new entry for every level that the spell's effects change, which is used for spells that don't change effect at every additional level, but do change at some additional levels.
I'm also having trouble creating a spell that scales with spell level. I copied exactly what Charm Person does but it only shows me +1 targets on all higher levels.
Make sure that it's set to "Spell Scale" for scaling, not Spell Level or Character Level. If it is set to Spell Level you will need to add a new entry for every level that the spell's effects change, which is used for spells that don't change effect at every additional level, but do change at some additional levels.
Where is that set? I see no place where it is written "Spell Scale".
Hello, can anyone give me any help. In my last session, my DM awarded me what he called a Cloak of Metal, though I’m a little stuck for how to create it?
This cloak has two forms it can switch between using a bonus action. Due to its animated require proficiency in light armor and you do not have disadvantage on stealth checks.
Cloak mode: The cloak wraps loosely around your body, like a cloak made of metal plates. It lashes out at attacks that would hit you. When you would be attacked by a ranged attack, you may use a reaction to increase your AC against the attack by 4. The cloak can also slow your descent, allowing you to use a reaction to reduce fall damage by 20.
Carapace mode: The cloak wraps tightly around you, turning into an armored carapace. You are given an additional +1 to AC. Your land speed increases by 10 feet, and your jump height and distance are doubled.
Any tips you could give me would be great, I’m quite new to all of this!
I'm also having trouble creating a spell that scales with spell level. I copied exactly what Charm Person does but it only shows me +1 targets on all higher levels.
Make sure that it's set to "Spell Scale" for scaling, not Spell Level or Character Level. If it is set to Spell Level you will need to add a new entry for every level that the spell's effects change, which is used for spells that don't change effect at every additional level, but do change at some additional levels.
Where is that set? I see no place where it is written "Spell Scale".
Beneath the description in the same place where you assign what classes can learn the spell.
Hello, can anyone give me any help. In my last session, my DM awarded me what he called a Cloak of Metal, though I’m a little stuck for how to create it?
This cloak has two forms it can switch between using a bonus action. Due to its animated require proficiency in light armor and you do not have disadvantage on stealth checks.
Cloak mode: The cloak wraps loosely around your body, like a cloak made of metal plates. It lashes out at attacks that would hit you. When you would be attacked by a ranged attack, you may use a reaction to increase your AC against the attack by 4. The cloak can also slow your descent, allowing you to use a reaction to reduce fall damage by 20.
Carapace mode: The cloak wraps tightly around you, turning into an armored carapace. You are given an additional +1 to AC. Your land speed increases by 10 feet, and your jump height and distance are doubled.
Any tips you could give me would be great, I’m quite new to all of this!
I would recommend making two separate items for the cloak to represent the different forms. In the first item, you won't need to enter any mechanical effects because the item creation section hasn't been revamped since the character revamp (no way to enter in actions - though this is somewhere on the future docket). The second item you can put on modifiers for the +1 AC, and 10 speed respectively. Nowhere on the sheet does it specifically calculate your jump distance, so this is another place to just write in and remember as you use it.
Hello, can anyone give me any help. In my last session, my DM awarded me what he called a Cloak of Metal, though I’m a little stuck for how to create it?
This cloak has two forms it can switch between using a bonus action. Due to its animated require proficiency in light armor and you do not have disadvantage on stealth checks.
Cloak mode: The cloak wraps loosely around your body, like a cloak made of metal plates. It lashes out at attacks that would hit you. When you would be attacked by a ranged attack, you may use a reaction to increase your AC against the attack by 4. The cloak can also slow your descent, allowing you to use a reaction to reduce fall damage by 20.
Carapace mode: The cloak wraps tightly around you, turning into an armored carapace. You are given an additional +1 to AC. Your land speed increases by 10 feet, and your jump height and distance are doubled.
Any tips you could give me would be great, I’m quite new to all of this!
I would recommend making two separate items for the cloak to represent the different forms. In the first item, you won't need to enter any mechanical effects because the item creation section hasn't been revamped since the character revamp (no way to enter in actions - though this is somewhere on the future docket). The second item you can put on modifiers for the +1 AC, and 10 speed respectively. Nowhere on the sheet does it specifically calculate your jump distance, so this is another place to just write in and remember as you use it.
How do you edit the legendary actions section? It's greyed out, and doesn't appear editable at all. The screenshots from the example also seems to suggest the same 'greyed out' condition. I noticed that the example has no pre-populated text; however, the current default template inserts default text -- which would be fine, if you could edit it, but I can't see how you can. I confess it triggers my OCD when I see this text appearing in my homebrew monsters, particularly when they have no legendary actions to speak of.
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Is there a way to allow scaling of the limited use of a feature by level or some other progression, yet?
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By level yes, you just need to specify every entry
Forgot to also ask, and by ability modifier?
Check out all my important links here.
May we live in Less Interesting Times
Yes, like the way Bardic inspiration is implemented.
It would be cool to be able to make equipment (non magical items), I wanted to make an item that didn't fit well with the base type options; I figured out a work around in the end but it would be nice =) Otherwise, pretty happy with the current features.
Is there a way to remove an avatar, aside from providing a new one? Particularly, I want to share a monster I created for my own campaign, but I attached art to them that I don't think I'd get away with publishing because I thought I never would bother sharing it. Now I feel like doing so, and I find that I'm unable to get rid of the image I selected, only replace it.
Being able to just delete monster art from your own private homebrew entries would be nice in general, even aside from publishing.
When you publish homebrew, any art you have attached is not shown on the published creation, so you don't need to worry about it. :)
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Is it possible to make snippets calculate something? Like how spellsave DC is 8 + proficiency bonus + ability modifier. So a Cleric would have {{8+proficiency+modifier:wis}} for instance? Sorry, I haven't tried that actual solution yet...
It should work, yes.
Is there a way to add magic items to a created monster?
Apologies if this has been answered, or its some feature that hasn't yet been implemented... someone point me to the right place if possible.
So, when viewing a homebrew magic item for creation, you can add "Spells"... there are two columns there about the details "Recovery Type" and "Restriction"...
However, it doesn't appear to be possible to modify those values. Furthermore, on the "edit" side of a spell, there are two values "Cast at Spell Level" and "Details", which don't appear back on the main page summary.
Thanks!
I am unsure about Recovery Type. If I remember correctly it did not use to be there and may be something put in for the future homebrew overhaul that is in the works.
Restriction field is linked to the Details box you highlighted in the second image. What you put here will appear in the spell details when clicked on from the character sheet. Here you can make a note of anything that works differently to the linked spell - like "only targets self".
The Cast At Spell Level is an override base level for the spell. If you wanted have the item grant the ability to cast Hellish Rebuke at 2nd level with the use of a single charge, then put 2 here. This is the new base level and so if you allow upcasting through additional charges it will add levels as normal (so, an additional charge makes it 3rd level, instead of 2nd, because the base is now 2nd instead of 1st).
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I'm also having trouble creating a spell that scales with spell level. I copied exactly what Charm Person does but it only shows me +1 targets on all higher levels.
Check out all my important links here.
May we live in Less Interesting Times
Make sure that it's set to "Spell Scale" for scaling, not Spell Level or Character Level. If it is set to Spell Level you will need to add a new entry for every level that the spell's effects change, which is used for spells that don't change effect at every additional level, but do change at some additional levels.
Where is that set? I see no place where it is written "Spell Scale".
Check out all my important links here.
May we live in Less Interesting Times
Hello, can anyone give me any help. In my last session, my DM awarded me what he called a Cloak of Metal, though I’m a little stuck for how to create it?
This cloak has two forms it can switch between using a bonus action. Due to its animated require proficiency in light armor and you do not have disadvantage on stealth checks.
Cloak mode: The cloak wraps loosely around your body, like a cloak made of metal plates. It lashes out at attacks that would hit you. When you would be attacked by a ranged attack, you may use a reaction to increase your AC against the attack by 4. The cloak can also slow your descent, allowing you to use a reaction to reduce fall damage by 20.
Carapace mode: The cloak wraps tightly around you, turning into an armored carapace. You are given an additional +1 to AC. Your land speed increases by 10 feet, and your jump height and distance are doubled.
Any tips you could give me would be great, I’m quite new to all of this!
Beneath the description in the same place where you assign what classes can learn the spell.
I would recommend making two separate items for the cloak to represent the different forms. In the first item, you won't need to enter any mechanical effects because the item creation section hasn't been revamped since the character revamp (no way to enter in actions - though this is somewhere on the future docket). The second item you can put on modifiers for the +1 AC, and 10 speed respectively. Nowhere on the sheet does it specifically calculate your jump distance, so this is another place to just write in and remember as you use it.
Hope that helps.
MellieDM thanks!
How do you edit the legendary actions section? It's greyed out, and doesn't appear editable at all. The screenshots from the example also seems to suggest the same 'greyed out' condition. I noticed that the example has no pre-populated text; however, the current default template inserts default text -- which would be fine, if you could edit it, but I can't see how you can. I confess it triggers my OCD when I see this text appearing in my homebrew monsters, particularly when they have no legendary actions to speak of.