Everything on this service is stored on their equipment. It's all theirs. But like I said, they're not preventing you from monetizing your IP. You've just given them an open-ended license to use everything you post. If they want to run a D&D Beyond advertisement using your homebrew, they don't need to ask your permission. Read the Terms of Service at the bottom of every page. This is completely normal for nearly every platform you think is private.
Don't know if it's already been posted in this long thread... but is it possible for a homebrew item to use other homebrew spells that I've made?
I'm trying to make a specialised Holy Symbol for my cleric. I created a new item for point #1 below, and two separate spells for points #2 + #3, but I can't figure out how 2+3 can be tied to the item. The item's "add a spell" section doesn't let me use homebrew spells.
Holy Symbol of Lathander (requires attunement). Functions as a holy symbol with the additional features: 1) +1 to AC and Saving Throws 2) Allows you to lay hands once per long rest - you can heal (as a bonus action) 2d4+Wis modifier+Cleric level 3) Cure disease or remove curse once per week
I am attempting to create an item that bestows the ability to cast a homebrew spell once per day. In the Add a Spell section, however, my the homebrew spell I created will not appear.
Don't know if it's already been posted in this long thread... but is it possible for a homebrew item to use other homebrew spells that I've made?
I'm trying to make a specialised Holy Symbol for my cleric. I created a new item for point #1 below, and two separate spells for points #2 + #3, but I can't figure out how 2+3 can be tied to the item. The item's "add a spell" section doesn't let me use homebrew spells.
Holy Symbol of Lathander (requires attunement). Functions as a holy symbol with the additional features: 1) +1 to AC and Saving Throws 2) Allows you to lay hands once per long rest - you can heal (as a bonus action) 2d4+Wis modifier+Cleric level 3) Cure disease or remove curse once per week
This is what I'm trying to do as well. The custom spell I've created does not appear as an option on the created item.
I am attempting to create an item that bestows the ability to cast a homebrew spell once per day. In the Add a Spell section, however, my the homebrew spell I created will not appear.
One feature I'd like to see expanded is how much control we have over the basic properties of magic weapons and armour.
For instance, my group plays with a homebrew rule that increases the base damage of all weapon types. The particular example I was trying to add was a variant Halberd that does 2d6 damage instead of 1d10. A small difference, but impossible to implement with the current system.
In effect, I need control over things like base damage, damage type, attack type, weight, properties, armour class, and so on. The current system just doesn't have enough flexibility.
One feature I'd like to see expanded is how much control we have over the basic properties of magic weapons and armour.
For instance, my group plays with a homebrew rule that increases the base damage of all weapon types. The particular example I was trying to add was a variant Halberd that does 2d6 damage instead of 1d10. A small difference, but impossible to implement with the current system.
In effect, I need control over things like base damage, damage type, attack type, weight, properties, armour class, and so on. The current system just doesn't have enough flexibility.
+1: Yeah, we need the ability to create non-magical items.
One feature I'd like to see expanded is how much control we have over the basic properties of magic weapons and armour.
For instance, my group plays with a homebrew rule that increases the base damage of all weapon types. The particular example I was trying to add was a variant Halberd that does 2d6 damage instead of 1d10. A small difference, but impossible to implement with the current system.
In effect, I need control over things like base damage, damage type, attack type, weight, properties, armour class, and so on. The current system just doesn't have enough flexibility.
The weapons set is a design decision for 5th edition and is designed to represent the entire selection of viable & balanced weapons stats. In other words, it is the designer's intention that any new weapon you want to introduce should use the stats of an existing weapon, but just rename it.
This doesn't mean that it won't happen at some point in the future, but it's likely to be fairly low on priority.
One feature I'd like to see expanded is how much control we have over the basic properties of magic weapons and armour.
For instance, my group plays with a homebrew rule that increases the base damage of all weapon types. The particular example I was trying to add was a variant Halberd that does 2d6 damage instead of 1d10. A small difference, but impossible to implement with the current system.
In effect, I need control over things like base damage, damage type, attack type, weight, properties, armour class, and so on. The current system just doesn't have enough flexibility.
The weapons set is a design decision for 5th edition and is designed to represent the entire selection of viable & balanced weapons stats. In other words, it is the designer's intention that any new weapon you want to introduce should use the stats of an existing weapon, but just rename it.
This is a silly argument; everything is a design decision for 5e, but we are talking about homebrew content here. Regardless, we can't even duplicate a mundane weapon and rename it - we have to create a magical version of it.
One feature I'd like to see expanded is how much control we have over the basic properties of magic weapons and armour.
For instance, my group plays with a homebrew rule that increases the base damage of all weapon types. The particular example I was trying to add was a variant Halberd that does 2d6 damage instead of 1d10. A small difference, but impossible to implement with the current system.
In effect, I need control over things like base damage, damage type, attack type, weight, properties, armour class, and so on. The current system just doesn't have enough flexibility.
The weapons set is a design decision for 5th edition and is designed to represent the entire selection of viable & balanced weapons stats. In other words, it is the designer's intention that any new weapon you want to introduce should use the stats of an existing weapon, but just rename it.
This doesn't mean that it won't happen at some point in the future, but it's likely to be fairly low on priority.
Not being able to change things like weights, ac, damage type, base damage, etc. is annoying. I mean even in the starter set there is a Quarterstaff that can be found that is "surprisingly light" and weighs only 1 lb (Part 3, p38, section 6). This item isn't in the listing, and you have no way of creating it on DNDBeyond.
Is there a "printer friendly" option for monster stat blocks or a way to download the stat block as an image file or a .pdf page? If not, that would be a feature that I'd like to see. I just created two monsters for my home game, and my computer at work is trying to print the stat blocks like a web page...
This is a silly argument; everything is a design decision for 5e, but we are talking about homebrew content here. Regardless, we can't even duplicate a mundane weapon and rename it - we have to create a magical version of it.
Agreed. I had a fairly lengthy response to that post typed up, but applied Lincoln's write-but-don't-send policy.
Two relevant pieces:
1) I don't really see value in preserving the "design decisions" of the 5E team as a goal in itself. That's great background, and it can help with some tool design decisions where a trade-off must be made. Overall, though, it's my game and it's my (and my group's) design sensibilities that matter. As you pointed out, this sort of appeal to authority is simply silly, in this context.
2) There's no good reason why users shouldn't have access to the weight, damage, and properties ...erm... properties of custom weapons. Those fields pretty much have to be available in the back end and could easily be represented with a numeric field, numeric + drop down ([2] [d6]), and multi-select/checkbox, respectively. Honestly, the most difficult part of that would be the damage and that's not that hard. I built a "DiceRoll" primitive type for C# that accepts a straight up string input of things like "2d6 + 1d8-4" (variable spacing included) and implicitly converts to/from a string that I use in my own gaming tools. It took me less than a day to build. You just have to layer the UI on top to validate the input a bit (which drop-downs are a great way to avoid garbage input).
There is already some flexibility for weapons - allowing you to add or remove weapon properties, like Finesse.
Sure you can. I guess it's just me, then, because I still can't add Finesse to my dragonbone longsword. I click on "add a modifier", I select a modifier type of "weapon property", and I can't select a modifier subtype.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
There is already some flexibility for weapons - allowing you to add or remove weapon properties, like Finesse.
Sure you can. I guess it's just me, then, because I still can't add Finesse to my dragonbone longsword. I click on "add a modifier", I select a modifier type of "weapon property", and I can't select a modifier subtype.
Apologies, I just checked on my test account and you're right - the weapons properties list is empty. :(
Hopefully the staff will unrestrict the weapon properties within homebrew, so that everyone can access them.
So just think Facebook rules, but for homebrew content.
-Dresden White
Is there a way to create custom backgrounds?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Don't know if it's already been posted in this long thread... but is it possible for a homebrew item to use other homebrew spells that I've made?
I'm trying to make a specialised Holy Symbol for my cleric. I created a new item for point #1 below, and two separate spells for points #2 + #3, but I can't figure out how 2+3 can be tied to the item. The item's "add a spell" section doesn't let me use homebrew spells.
Holy Symbol of Lathander (requires attunement). Functions as a holy symbol with the additional features:
1) +1 to AC and Saving Throws
2) Allows you to lay hands once per long rest - you can heal (as a bonus action) 2d4+Wis modifier+Cleric level
3) Cure disease or remove curse once per week
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I am attempting to create an item that bestows the ability to cast a homebrew spell once per day. In the Add a Spell section, however, my the homebrew spell I created will not appear.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
One feature I'd like to see expanded is how much control we have over the basic properties of magic weapons and armour.
For instance, my group plays with a homebrew rule that increases the base damage of all weapon types. The particular example I was trying to add was a variant Halberd that does 2d6 damage instead of 1d10. A small difference, but impossible to implement with the current system.
In effect, I need control over things like base damage, damage type, attack type, weight, properties, armour class, and so on. The current system just doesn't have enough flexibility.
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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!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
How do you get a one-armed goblin out of a tree?
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There is already some flexibility for weapons - allowing you to add or remove weapon properties, like Finesse.
Being able to change the weight does seem like a fairly easy change.
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Is there a "printer friendly" option for monster stat blocks or a way to download the stat block as an image file or a .pdf page? If not, that would be a feature that I'd like to see. I just created two monsters for my home game, and my computer at work is trying to print the stat blocks like a web page...
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊