Note: This appears to be the place to ask questions about rejected homebrew, so I'm going to ask my question here, but if there's another place, please let me know!
My question: I created a feat that lets you choose an Int-based skill and then gives you Expertise in that skill. I created several versions of the feat, one per skill, but they were rejected with this moderator's note: Please use the modifiers/options within the builder to resubmit as a single feat. That's fine, and it makes sense, so I tried it, but there does not appear to be a way to tie the option chosen to a specific modifier in a single feat, so the end result is that the option chosen doesn't matter and all 5 skills have Expertise. What am I missing?
I imagine you'd be wanting to use the "Options" part of Feats customization, and adding each Intelligence skill individually as an option for expertise. Then, when someone chooses the skill it should have them select one of those skills you have set up as an option.
I agree, it should work like that. :) However, the choice of an option doesn't seem to provide a way to do the second part (at least that I can find).
FWIW, the Official feats that do what I'm trying to do (Magic Initiate, Resilient, Ritual Caster, etc) do the thing that my original set of feats were rejected for doing, and which is what I modeled them on, so I'm not confident that what I want to do is possible in the current iteration of the feat builder.
Note: This appears to be the place to ask questions about rejected homebrew, so I'm going to ask my question here, but if there's another place, please let me know!
My question: I created a feat that lets you choose an Int-based skill and then gives you Expertise in that skill. I created several versions of the feat, one per skill, but they were rejected with this moderator's note: Please use the modifiers/options within the builder to resubmit as a single feat. That's fine, and it makes sense, so I tried it, but there does not appear to be a way to tie the option chosen to a specific modifier in a single feat, so the end result is that the option chosen doesn't matter and all 5 skills have Expertise. What am I missing?
I imagine you'd be wanting to use the "Options" part of Feats customization, and adding each Intelligence skill individually as an option for expertise. Then, when someone chooses the skill it should have them select one of those skills you have set up as an option.
I agree, it should work like that. :) However, the choice of an option doesn't seem to provide a way to do the second part (at least that I can find).
FWIW, the Official feats that do what I'm trying to do (Magic Initiate, Resilient, Ritual Caster, etc) do the thing that my original set of feats were rejected for doing, and which is what I modeled them on, so I'm not confident that what I want to do is possible in the current iteration of the feat builder.
For proficiency I can only choose either to choose from all skills, or to choose from an Int, Wis, or Cha skill. Not sure if there are supposed to be more options and users just don't have access to them or what. It doesn't seem like you can limit a proficiency choice to just an intelligence skill.
Choosing "Expertise - Choose Rogue Expertise" seems to give a drop down of all available proficiencies for expertise to apply to, but it also means it wouldn't limit it to just your intelligence proficiencies. Creating a copy of prodigy shows a modifier of "Choose a skill" for Expertise, but when creating a modifier from scratch the "Choose a Skill" option for Expertise is not available.
I'm trying to create a homebrew subclass, and it has a feature that grants an extra attack. However, I can't find where I would add that. Anybody know?
I'm trying to create a homebrew subclass, and it has a feature that grants an extra attack. However, I can't find where I would add that. Anybody know?
You can find "Extra Attacks" under "Bonus" as a Modifier. I believe this is what would allow you to grant an extra attack.
I'm trying to create a homebrew subclass, and it has a feature that grants an extra attack. However, I can't find where I would add that. Anybody know?
You can find "Extra Attacks" under "Bonus" as a Modifier. I believe this is what would allow you to grant an extra attack.
Thank you, that was very helpful, and prompt. I won't be sure 'til I playtest, but I think that worked.
Is there a way to make feats and other homebrew items able to add modifiers at higher levels? For example: A druid is level 4. A feat allows her at level 10 to get a boon. Is there a way to do this with homebrew items? If there isn't, it should be added in.
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"And out of the darkness there came many cries,
And each was the same, filled with death and demise.
I'm trying to create a homebrew subclass, and it has a feature that grants an extra attack. However, I can't find where I would add that. Anybody know?
You can find "Extra Attacks" under "Bonus" as a Modifier. I believe this is what would allow you to grant an extra attack.
Thank you, that was very helpful, and prompt. I won't be sure 'til I playtest, but I think that worked.
The combo for this is Set>Extra attack>2. This does not stack with extra attacks from classes. If you want it to stack at higher levels you will need to raise the number later by 1. I hope this helps.
We're a bit deep into this thread, so I'm not sure if it's been mentioned yet, but I'd like to see a section for homebrew mundane items and traps.
The Devs have been pretty clear that they have no plans to add homebrew base items. However during the live stream today they showed that custom items will be dropping along side the new character sheets. This will operate much the same as custom attacks in the attacks section. Hope this helps
To many posts to sort through, so I hope this hasn't been asked yet:
I'm creating a subclass and I'm looking for a way to create a class feature that at a higher level gets replaced by an "improved" version of the feature. I would have figured there would be a way to do this in the "class feature options" section once I've created the ability but if there is an option to do this I have yet to find it. Any one know how to do this? Thanks for any help in advance.
To many posts to sort through, so I hope this hasn't been asked yet:
I'm creating a subclass and I'm looking for a way to create a class feature that at a higher level gets replaced by an "improved" version of the feature. I would have figured there would be a way to do this in the "class feature options" section once I've created the ability but if there is an option to do this I have yet to find it. Any one know how to do this? Thanks for any help in advance.
Depending on what the feature does you could use the "level scaling" option, but I have the impression your improved version is more than just a numerical increase.
The only option I can see right now is to include how the feature changes at higher level in it's description :-/
Sorry for not being able to be of more help
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Yeah it's more than just a number increasing unfortunately. Hopefully there will be an in depth tutorial posted somewhere in the few days that goes into how to do some of the more complex stuff like I'm trying to do. But thanks for the reply though.
I am not sure if this has been asking in this topic, but if it has my apologies. Does anyone if there are any plans to add a custom "CLASS" option for homebrew material? I have seen in other areas that this was asked but it was months/ year ago. I know there are is an option to create a custom subclass, but I am interested in adding a custom class.
I am not sure if this has been asking in this topic, but if it has my apologies. Does anyone if there are any plans to add a custom "CLASS" option for homebrew material? I have seen in other areas that this was asked but it was months/ year ago. I know there are is an option to create a custom subclass, but I am interested in adding a custom class.
The newest Dev Stream was a yesterday & this question was asked. From what I remember they stated that there were no plans to implement a homebrew class option currently. In part it was stated that it would simply be to difficult to do right now, but it's on the table for a possible option in the future but don't look for it at any point soon. I too would like them to add this feature, but right now they need to make the current builder for making subclasses a bit more streamlined imo.
I am not sure if this has been asking in this topic, but if it has my apologies. Does anyone if there are any plans to add a custom "CLASS" option for homebrew material? I have seen in other areas that this was asked but it was months/ year ago. I know there are is an option to create a custom subclass, but I am interested in adding a custom class.
The newest Dev Stream was a yesterday & this question was asked. From what I remember they stated that there were no plans to implement a homebrew class option currently. In part it was stated that it would simply be to difficult to do right now, but it's on the table for a possible option in the future but don't look for it at any point soon. I too would like them to add this feature, but right now they need to make the current builder for making subclasses a bit more streamlined imo.
IIRC, he also said that the decision to not provide this right now was intentional -- they want to minimize homebrew classes (which makes a ton of sense, IMO).
We're a bit deep into this thread, so I'm not sure if it's been mentioned yet, but I'd like to see a section for homebrew mundane items and traps.
The Devs have been pretty clear that they have no plans to add homebrew base items. However during the live stream today they showed that custom items will be dropping along side the new character sheets. This will operate much the same as custom attacks in the attacks section. Hope this helps
This is kind of sad because it pretty much makes the site useless for my homebrew settings.
We're a bit deep into this thread, so I'm not sure if it's been mentioned yet, but I'd like to see a section for homebrew mundane items and traps.
The Devs have been pretty clear that they have no plans to add homebrew base items. However during the live stream today they showed that custom items will be dropping along side the new character sheets. This will operate much the same as custom attacks in the attacks section. Hope this helps
This is kind of sad because it pretty much makes the site useless for my homebrew settings.
Yeah. I think a lot of people feel your pain. The problem is, I think, that the pain points are all different. Fact is there will always be fringe cases that DDB can't cater for (at least for now). I'm guessing the demand vs the complexity vs the benefits isn't there when you look at the big picture.
I'm not sure if it's been addressed yet, because there are 26 pages of responses... but...
So, I tried to homebrew an item, a Heavy Mace. I've a cleric player who's a cleric of Selûne, and prefers to use her favored weapon.
I know heavy mace doesn't exist in the 5E PHB, or any other content, but I found a version on DanDwiki that works for me... Heavy Mace, 8gp, 8lb, 1d6 Bludgeoning, with the Heavy and Versatile (1d8) properties. Cool. I've had my player just go ahead and manually input that.
So, point 1: It would be really awesome to be able to homebrew non-magical weapons. Just a basic form-fillable template like would be used with any other regular weapons created by WOTC staff, give me drop-down boxes for the damage, and a drop-down with "select all that apply" for properties.
I tried to find an item in the base equipment that met the same criteria to use to homebrew my Moontouched Heavy Mace (all the stuff above, but +1 and on a command can shed dim moonlight for 10'), or close, but nothing really fits.
Point 2: the same functionality as above, but for magic items, and with the capacity to draw from a created homebrew magic weapon as a base if I feel lazy and just want to copy and paste and start editing.
So, point 1: It would be really awesome to be able to homebrew non-magical weapons. Just a basic form-fillable template like would be used with any other regular weapons created by WOTC staff, give me drop-down boxes for the damage, and a drop-down with "select all that apply" for properties.
Point 2: the same functionality as above, but for magic items, and with the capacity to draw from a created homebrew magic weapon as a base if I feel lazy and just want to copy and paste and start editing.
It has been mentioned before, but thank you (seriously!) for adding another voice to the requests. On the April 20 Development update, Badeye said they were beginning to see a use case for being able to change damage dice for weapons. Using the magic item builder you can already change properties (light, finesse, etc.) and, thanks to a bug fix on Thursday, damage type, but we still can't change damage dice. I think Badeye's comments were aimed at the magic items homebrew; it's less clear to me how open they are to the idea of separate mundane homebrew system, although the new character sheet will allow for the creation of custom equipment. Not sure if that includes weapon properties or not.
I agree, it should work like that. :) However, the choice of an option doesn't seem to provide a way to do the second part (at least that I can find).
FWIW, the Official feats that do what I'm trying to do (Magic Initiate, Resilient, Ritual Caster, etc) do the thing that my original set of feats were rejected for doing, and which is what I modeled them on, so I'm not confident that what I want to do is possible in the current iteration of the feat builder.
On the subclass homebrew, the checkbox "Hide in Sheet" does not stay checked when saved.
I'm trying to create a homebrew subclass, and it has a feature that grants an extra attack. However, I can't find where I would add that. Anybody know?
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
I believe this is what would allow you to grant an extra attack.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Is there a way to make feats and other homebrew items able to add modifiers at higher levels? For example: A druid is level 4. A feat allows her at level 10 to get a boon. Is there a way to do this with homebrew items? If there isn't, it should be added in.
"And out of the darkness there came many cries,
And each was the same, filled with death and demise.
The cause of such pain was the sword of doom,
The obsidian blade, Ard'an Vokum."
Dungeon Master for Heroes of Agarra
I have a growing library of Homebrew: Subclasses | Races | Feats | Items
You check out my newest Homebrew: Doctor - The Survey Corps - Order of the Shadow Master
Dungeon Master for Heroes of Agarra
I have a growing library of Homebrew: Subclasses | Races | Feats | Items
You check out my newest Homebrew: Doctor - The Survey Corps - Order of the Shadow Master
To many posts to sort through, so I hope this hasn't been asked yet:
I'm creating a subclass and I'm looking for a way to create a class feature that at a higher level gets replaced by an "improved" version of the feature. I would have figured there would be a way to do this in the "class feature options" section once I've created the ability but if there is an option to do this I have yet to find it. Any one know how to do this? Thanks for any help in advance.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Yeah it's more than just a number increasing unfortunately. Hopefully there will be an in depth tutorial posted somewhere in the few days that goes into how to do some of the more complex stuff like I'm trying to do. But thanks for the reply though.
I am not sure if this has been asking in this topic, but if it has my apologies. Does anyone if there are any plans to add a custom "CLASS" option for homebrew material? I have seen in other areas that this was asked but it was months/ year ago. I know there are is an option to create a custom subclass, but I am interested in adding a custom class.
I've tried making a subclass feature that gives a limited number of castings for a spell.
In my character sheet, I see the place to mark it but the spell there says 0 uses. What does that mean?
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May we live in Less Interesting Times
I'm not sure if it's been addressed yet, because there are 26 pages of responses... but...
So, I tried to homebrew an item, a Heavy Mace. I've a cleric player who's a cleric of Selûne, and prefers to use her favored weapon.
I know heavy mace doesn't exist in the 5E PHB, or any other content, but I found a version on DanDwiki that works for me... Heavy Mace, 8gp, 8lb, 1d6 Bludgeoning, with the Heavy and Versatile (1d8) properties. Cool. I've had my player just go ahead and manually input that.
So, point 1: It would be really awesome to be able to homebrew non-magical weapons. Just a basic form-fillable template like would be used with any other regular weapons created by WOTC staff, give me drop-down boxes for the damage, and a drop-down with "select all that apply" for properties.
I tried to find an item in the base equipment that met the same criteria to use to homebrew my Moontouched Heavy Mace (all the stuff above, but +1 and on a command can shed dim moonlight for 10'), or close, but nothing really fits.
Point 2: the same functionality as above, but for magic items, and with the capacity to draw from a created homebrew magic weapon as a base if I feel lazy and just want to copy and paste and start editing.
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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