i have a question, i'm creating a magic item that gives an inherent magic bonus which increases against a very specific set of beings. for example:
a +1 Longsword (That deals an additional 1d4 Radiant Damage) that becomes +5 Longsword (that deals an additional 1d8 Radiant Damage) against Gods and their Avatars... how would i go about doing this in the current set up, as i have not found anything like the Bane ability. (Bane of Gods?).
Try using a weapon like this as a template? There are still a fair few things you can't do with homebrew magic items though, especially more complex home-specific rules.
Is it just me or homebrew spells don't scale at higher level anymore (both spell level and characeter level)?
I have even tried just copying an existing spell like Burning Hands, renaming it and then using it with a 2nd level spell slot. At higher level the damage stays 3d6 while for the non-homebrewed one it goes up to 4d6 (and it becomes blue).
Even some cantrips that I had already completed and that worked well in the old version, now don't scale with character level anymore.
I'm trying to make a homebrew item that adds +2 to ranged damage and it currently seems impossible. I can add it to almost every type of weapon damage, including "melee weapon attacks" which is a very broad range, but for ranged it only has longbow and shortbow as options. What about crossbows and thrown items? I even tried adding "+2 Piercing" but it didn't seem to take effect on the character sheet for some reason, where it did take effect with "longbow" or "melee weapong attacks".
I'm trying to make a homebrew item that adds +2 to ranged damage and it currently seems impossible. I can add it to almost every type of weapon damage, including "melee weapon attacks" which is a very broad range, but for ranged it only has longbow and shortbow as options. What about crossbows and thrown items? I even tried adding "+2 Piercing" but it didn't seem to take effect on the character sheet for some reason, where it did take effect with "longbow" or "melee weapong attacks".
I agree it's very much essential that the creation mechanism is better explained, mostly what the first selections do. What does it mean when I pick Bonus or Damage? How do the selections affect the character? etc...
I have two major requests, which have likely already been said:
1. This is really more of a bug than a feature request, but I have created items that have charges and those charges are supposed to be refunded on a long rest. When my players do their long rest they don't get their charges back and they have to manually uncheck all of the boxes. It's not a huge problem, but it would be great if it worked.
2. The first is the ability to remove a weapon or armor's base property. So as an example I want to create a hand crossbow that is self-loading and have that reflect through. Or I'd like to create a special warhammer, but in this case I want to remove the versatile property.
So, rejected content now provides the grounds for the rejection. Cool. I totally appreciate that. However, one recent rejection I faced cited a reason that didn't make sense to me. Would an appeals process or process to request further information about a rejection be possible?
So, rejected content now provides the grounds for the rejection. Cool. I totally appreciate that. However, one recent rejection I faced cited a reason that didn't make sense to me. Would an appeals process or process to request further information about a rejection be possible?
Do you mean the auto checks you see before publishing, or did you publish and a mod rejected? Under the old system, the advice was to pm a mod. But as I understand it, publishing now happens by default, and things are removed after the fact if need be. If that happened to you, I would guess that asking a mod would still be in order.
Is there a way to add homebrew non-magical items and equipment for my players to use? Thank you!
Custom items can be made ad-hoc inside of the character sheet, or if it's an item that you need to use multiple times you can make it as a homebrew magic item, with any of the effects or description that you desire from there.
So, rejected content now provides the grounds for the rejection. Cool. I totally appreciate that. However, one recent rejection I faced cited a reason that didn't make sense to me. Would an appeals process or process to request further information about a rejection be possible?
Do you mean the auto checks you see before publishing, or did you publish and a mod rejected? Under the old system, the advice was to pm a mod. But as I understand it, publishing now happens by default, and things are removed after the fact if need be. If that happened to you, I would guess that asking a mod would still be in order.
Things do get published now by default. But, published entries can be pulled and rejected if reviewed and found wanting. The eyes-on review process hasn't actually gone away. The entry in particular was one I published on August 1st, and appeared among the published content until August 7th, when I received a notification it had been rejected.
Upon resubmitting it, it's status became "Private, In Moderation" like all entries used to be when you first submitted them. This tells me things are by default published until entries are reviewed or flagged as inappropriate for one reason or other, and when resubmitted, are not published my default, but queued for review.
If the old advice was to PM a mod, do I just select one at random? Or is there a team of mods assigned to review homebrew entries?
Thank you for the response. I started using the homebrew magic item option but then wondered if there was a better way to go about it. I'll keep adding items that way.
Things do get published now by default. But, published entries can be pulled and rejected if reviewed and found wanting. The eyes-on review process hasn't actually gone away. The entry in particular was one I published on August 1st, and appeared among the published content until August 7th, when I received a notification it had been rejected.
Upon resubmitting it, it's status became "Private, In Moderation" like all entries used to be when you first submitted them. This tells me things are by default published until entries are reviewed or flagged as inappropriate for one reason or other, and when resubmitted, are not published my default, but queued for review.
If the old advice was to PM a mod, do I just select one at random? Or is there a team of mods assigned to review homebrew entries?
If you resubmitted it, I'd wait a couple of weeks to let them review it. If it gets rejected again, I'd suggest PMing a mod. The mods talk amongst themselves, so whoever you contact can forward it if need be.
I saw it mentioned somewhere before that there were no plans to allow us to create custom classes as it would be too difficult or something.
I would like to say, after studying all of the official classes and some homebrew classes, I don't think it would that big of a deal to let us make full classes of our own. We pick the Hit Die, Proficiences, Save Throws, suggested abilities, extra attacks and ASIs, spellcasting or not, select from a list of class feature layouts and subclass schedules, fill in the class features, and create at least one subclass.
I would also like to formally request (this will also be getting it's own thread) the following capabalities:
1. Edit official races. In my world, dragonborn have darkvision and an at-will melee range breath weapon. Humans and orcs have subraces. Sun and moon elves are different enough they have different racial features. Instead of creating separate homebrew races just to tweak one or two things, I'd prefer the ability to modify the existing official races.
2. Hide chosen existing races from my players when they're creating characters in my campaign. I love the warforged and the changelings. But I don't want all the other Eberron races cluttering up the race selection list. And in lieu of my first request, I'd like to be able to hide official versions of my homebrew races and subraces.
3. Custom race groups. My two Half-Dragon subraces end up as separate entries in the race list despite being subraces of the same race. I'd like to designate a "Half-Dragon" race group.
I saw it mentioned somewhere before that there were no plans to allow us to create custom classes as it would be too difficult or something.
I would like to say, after studying all of the official classes and some homebrew classes, I don't think it would that big of a deal to let us make full classes of our own. We pick the Hit Die, Proficiences, Save Throws, suggested abilities, extra attacks and ASIs, spellcasting or not, select from a list of class feature layouts and subclass schedules, fill in the class features, and create at least one subclass.
The reasoning behind not wanting to let users create classes (at this point in time) is not that it would be too difficult for the end user to navigate, or for the devs to implement (they already have the system, which I suspect is pretty similar to what the subcalss tool looks like), but all the permission implications of letting a large number of users be able to access the features necessary to create a functioning and integrated full class, which could create problems in the backend of the website.
Or at least this was the reason that was given last, IIRC.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I am creating a figuring of wondrous power. However, because I copied the first 3 paragraphs (as is usual in this items case) it is being stopped because it is too similar to the other figurines of wondrous power. Could an exception be made for these kind of items, or since figurines are in the basic rules can it be made so that anything from the basic rules is fair game?
Not sure if this is the right place to post this or not. I can also accept if I just don't have the right materials bought yet. My DM gave me a staff crafted by my patron. Mostly is has some cool flavor character (I can cause the runes on it to burst into flame and the like for cool image and the like), but the item also functions as a +1 to my spell attack modifier. I also use this as my quarter staff. I tried to make this item on here and was not able to. I know there is a rule against duplicating items, so I wandered if there is a +1 spell wand or something this was too similar to, or if I needed to have access to different materials. Right now I only have the Player's Handbook and Xanthar's Guide. My only other thoughts are perhaps I am missing how to make this or this isn't an effect available on here yet. Does anyone know?
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i have a question, i'm creating a magic item that gives an inherent magic bonus which increases against a very specific set of beings. for example:
a +1 Longsword (That deals an additional 1d4 Radiant Damage) that becomes +5 Longsword (that deals an additional 1d8 Radiant Damage) against Gods and their Avatars... how would i go about doing this in the current set up, as i have not found anything like the Bane ability. (Bane of Gods?).
https://www.dndbeyond.com/magic-items/dragon-slayer
Try using a weapon like this as a template? There are still a fair few things you can't do with homebrew magic items though, especially more complex home-specific rules.
I made a Wrist Dagger, people seem to like it.
thanks, will do.
Is it just me or homebrew spells don't scale at higher level anymore (both spell level and characeter level)?
I have even tried just copying an existing spell like Burning Hands, renaming it and then using it with a 2nd level spell slot. At higher level the damage stays 3d6 while for the non-homebrewed one it goes up to 4d6 (and it becomes blue).
Even some cantrips that I had already completed and that worked well in the old version, now don't scale with character level anymore.
I'm trying to make a homebrew item that adds +2 to ranged damage and it currently seems impossible. I can add it to almost every type of weapon damage, including "melee weapon attacks" which is a very broad range, but for ranged it only has longbow and shortbow as options. What about crossbows and thrown items? I even tried adding "+2 Piercing" but it didn't seem to take effect on the character sheet for some reason, where it did take effect with "longbow" or "melee weapong attacks".
I agree it's very much essential that the creation mechanism is better explained, mostly what the first selections do. What does it mean when I pick Bonus or Damage? How do the selections affect the character? etc...
Check out all my important links here.
May we live in Less Interesting Times
I have two major requests, which have likely already been said:
1. This is really more of a bug than a feature request, but I have created items that have charges and those charges are supposed to be refunded on a long rest. When my players do their long rest they don't get their charges back and they have to manually uncheck all of the boxes. It's not a huge problem, but it would be great if it worked.
2. The first is the ability to remove a weapon or armor's base property. So as an example I want to create a hand crossbow that is self-loading and have that reflect through. Or I'd like to create a special warhammer, but in this case I want to remove the versatile property.
Thanks!
So, rejected content now provides the grounds for the rejection. Cool. I totally appreciate that. However, one recent rejection I faced cited a reason that didn't make sense to me. Would an appeals process or process to request further information about a rejection be possible?
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Do you mean the auto checks you see before publishing, or did you publish and a mod rejected? Under the old system, the advice was to pm a mod. But as I understand it, publishing now happens by default, and things are removed after the fact if need be. If that happened to you, I would guess that asking a mod would still be in order.
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
Is there a way to add homebrew non-magical items and equipment for my players to use? Thank you!
Custom items can be made ad-hoc inside of the character sheet, or if it's an item that you need to use multiple times you can make it as a homebrew magic item, with any of the effects or description that you desire from there.
Things do get published now by default. But, published entries can be pulled and rejected if reviewed and found wanting. The eyes-on review process hasn't actually gone away. The entry in particular was one I published on August 1st, and appeared among the published content until August 7th, when I received a notification it had been rejected.
Upon resubmitting it, it's status became "Private, In Moderation" like all entries used to be when you first submitted them. This tells me things are by default published until entries are reviewed or flagged as inappropriate for one reason or other, and when resubmitted, are not published my default, but queued for review.
If the old advice was to PM a mod, do I just select one at random? Or is there a team of mods assigned to review homebrew entries?
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Thank you for the response. I started using the homebrew magic item option but then wondered if there was a better way to go about it. I'll keep adding items that way.
If you resubmitted it, I'd wait a couple of weeks to let them review it. If it gets rejected again, I'd suggest PMing a mod. The mods talk amongst themselves, so whoever you contact can forward it if need be.
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
Thank you, ArwensDaughter.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
I saw it mentioned somewhere before that there were no plans to allow us to create custom classes as it would be too difficult or something.
I would like to say, after studying all of the official classes and some homebrew classes, I don't think it would that big of a deal to let us make full classes of our own. We pick the Hit Die, Proficiences, Save Throws, suggested abilities, extra attacks and ASIs, spellcasting or not, select from a list of class feature layouts and subclass schedules, fill in the class features, and create at least one subclass.
I would also like to formally request (this will also be getting it's own thread) the following capabalities:
1. Edit official races. In my world, dragonborn have darkvision and an at-will melee range breath weapon. Humans and orcs have subraces. Sun and moon elves are different enough they have different racial features. Instead of creating separate homebrew races just to tweak one or two things, I'd prefer the ability to modify the existing official races.
2. Hide chosen existing races from my players when they're creating characters in my campaign. I love the warforged and the changelings. But I don't want all the other Eberron races cluttering up the race selection list. And in lieu of my first request, I'd like to be able to hide official versions of my homebrew races and subraces.
3. Custom race groups. My two Half-Dragon subraces end up as separate entries in the race list despite being subraces of the same race. I'd like to designate a "Half-Dragon" race group.
The reasoning behind not wanting to let users create classes (at this point in time) is not that it would be too difficult for the end user to navigate, or for the devs to implement (they already have the system, which I suspect is pretty similar to what the subcalss tool looks like), but all the permission implications of letting a large number of users be able to access the features necessary to create a functioning and integrated full class, which could create problems in the backend of the website.
Or at least this was the reason that was given last, IIRC.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Can you explain what you mean by permissions? Usually I understand that to mean access to the premium content.
I am creating a figuring of wondrous power. However, because I copied the first 3 paragraphs (as is usual in this items case) it is being stopped because it is too similar to the other figurines of wondrous power. Could an exception be made for these kind of items, or since figurines are in the basic rules can it be made so that anything from the basic rules is fair game?
Not sure if this is the right place to post this or not. I can also accept if I just don't have the right materials bought yet. My DM gave me a staff crafted by my patron. Mostly is has some cool flavor character (I can cause the runes on it to burst into flame and the like for cool image and the like), but the item also functions as a +1 to my spell attack modifier. I also use this as my quarter staff. I tried to make this item on here and was not able to. I know there is a rule against duplicating items, so I wandered if there is a +1 spell wand or something this was too similar to, or if I needed to have access to different materials. Right now I only have the Player's Handbook and Xanthar's Guide. My only other thoughts are perhaps I am missing how to make this or this isn't an effect available on here yet. Does anyone know?