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.
You can duplicate items as long as you don’t publish them, you might want to pick up the DMG for official magical items. Have you tried adding a Modifier, Spell Attack?
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Ran a thread search and didn't see anything on this. I have been trying to add the UA Lore Master in as a Custom subclass, and when I initially built the "Twice Proficiency" selection required that you were already proficient with the skill, now it seems to grant it? is there there was way to double your proficiency bonus only if you are proficient with the skill?
Ran a thread search and didn't see anything on this. I have been trying to add the UA Lore Master in as a Custom subclass, and when I initially built the "Twice Proficiency" selection required that you were already proficient with the skill, now it seems to grant it? is there there was way to double your proficiency bonus only if you are proficient with the skill?
Twice proficiency grants the character proficiency in a skill, using double (twice) their proficiency bonus. In effect it bestows the skill and expertise at the same time.
It sounds like you are looking for expertise, which only doubles a skill if the character is already proficient with the skill.
If I wish to make a homebrew spell, item, race, monster, feat or background I can work off a copy of something I have personally already made in addition to the official content I've purchased. If I want to do that with a subclass, I cannot. I tried to use this as a solution for (this reported issue) without having to re-enter a large expanse of options, but I could only copy official content. :(
I'm assuming its because there are two dialog boxes for creating a subclass (class -> subclass) and maybe the second dialog isn't set to run through the creations? So it's just a small oversight... Or it could be intentional for bugs, I suppose. I hope not though, since I'd love this feature enabled.
Hi! It'd be great to be able to specify that a homebrew creation applies to a particular campaign, or to be able to hide or disable them from the other players in our campaign (without deleting them). We created a bunch of homebrew races and items for our last campaign. For our new campaign, I'd like to use some homebrew items, but not the same ones. My players are picking homebrew spells that they shouldn't have access to for the new campaign, and they're having trouble telling them apart from official 5e spells.
Any suggestions? Right now, I'm just having them turn homebrew off, but when I start to make homebrew items, that approach won't work.
You can remove a spell or item from your collection, it will still appear in your creations and you can add it back after the player has made their selection.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
two things i'd love to see added to home brewing. One a conditions home brewing section so that its possible to have an easily togalable home brew world condition in campaign, will help especially if the effect of these conditions are complicated.
also i would love to be able to move from the description of a home brew to adding effect without having to save or lose all the description. the save button is in an incredibly unintuitive position and and the concept of two things on one page operating so separately is just nonsensical.
I wanted to make a quick-loading crossbow for a gnome with the features of a heavy crossbow. Removing the loading property and adding additional range. Now Beyond requires you to select a base weapon for this, but the stats of that base weapon you cannot change directly, only via the modifiers, yet there the range weapon property does not work properly (or at least I cannot seem to get it to register the new range) and it does not allow you to remove any properties from a weapon or change for example the martial to simple and vice versa.
To me, this method is making it unnecessarily difficult to change a weapons features. Why can't we, when we select the base weapon, get an overview of all the stats of that weapon and are able to change those directly?
I wanted to make a quick-loading crossbow for a gnome with the features of a heavy crossbow. Removing the loading property and adding additional range. Now Beyond requires you to select a base weapon for this, but the stats of that base weapon you cannot change directly, only via the modifiers, yet there the range weapon property does not work properly (or at least I cannot seem to get it to register the new range) and it does not allow you to remove any properties from a weapon or change for example the martial to simple and vice versa.
To me, this method is making it unnecessarily difficult to change a weapons features. Why can't we, when we select the base weapon, get an overview of all the stats of that weapon and are able to change those directly?
Loving your awesome platform though!
I don't know why we can't, but this type of thing isn't on their to-do list. They just told us as much in another thread.
I am not sure where to find this information, but is there a list of all of the options for linking stats in homebrew content? For example, creating Subclass content and linking your Charisma modifier to automatically show the value on your character sheet, or add together your level plus proficiency bonus etc..
I would like to be able to edit more of the weapons such as damage and range because i'm using a character with the gunslinger subclass so being able to create my own guns is a fairly big part of it and not being able to edit it makes things much more annoying having to have everything in the notes section.
I would like to be able to edit more of the weapons such as damage and range because i'm using a character with the gunslinger subclass so being able to create my own guns is a fairly big part of it and not being able to edit it makes things much more annoying having to have everything in the notes section.
I would like to be able to edit more of the weapons such as damage and range because i'm using a character with the gunslinger subclass so being able to create my own guns is a fairly big part of it and not being able to edit it makes things much more annoying having to have everything in the notes section.
You can create a custom attack.
This only helps with getting the attack onto your character sheet (and ONLY your character sheet). While definitely useful, it decouples the attack from the item, so if anyone else picked up the item, they would need to recreate the entire custom attack on their sheet, AND then add the item.
It would certainly be useful everywhere to be able to create completely custom items with unique damage die and ranges (and any other of the existing properties.)
I would like to be able to edit more of the weapons such as damage and range because i'm using a character with the gunslinger subclass so being able to create my own guns is a fairly big part of it and not being able to edit it makes things much more annoying having to have everything in the notes section.
You can create a custom attack.
This only helps with getting the attack onto your character sheet (and ONLY your character sheet). While definitely useful, it decouples the attack from the item, so if anyone else picked up the item, they would need to recreate the entire custom attack on their sheet, AND then add the item.
It would certainly be useful everywhere to be able to create completely custom items with unique damage die and ranges (and any other of the existing properties.)
Huh ok yeah, so I just worked to recreate this and you are right. This may not have been noticed as with other weapons you can type in the modifier as +1 or something and it will allow that weapon to add a +1 modifier to the weapon roll. Across weapons though, it is odd that we have to pick a base weapon and are left with that weapon's ranges and damage dice. We can add additional dice as i did with a dagger that does some extra cold damage, but we couldn't decide this dagger is broken and only does a d3 damage or this dagger has been enchanted with a magical variant of a chainsaw and does 1d6 instead of the 1d4. We also are limited to the ranges of the base item. So yeah I agree it would be better for homebrew creation if we could change up all the numbers and types.
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You can duplicate items as long as you don’t publish them, you might want to pick up the DMG for official magical items. Have you tried adding a Modifier, Spell Attack?
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Ran a thread search and didn't see anything on this. I have been trying to add the UA Lore Master in as a Custom subclass, and when I initially built the "Twice Proficiency" selection required that you were already proficient with the skill, now it seems to grant it? is there there was way to double your proficiency bonus only if you are proficient with the skill?
Twice proficiency grants the character proficiency in a skill, using double (twice) their proficiency bonus. In effect it bestows the skill and expertise at the same time.
It sounds like you are looking for expertise, which only doubles a skill if the character is already proficient with the skill.
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I just tried expertise and it looks like it is doing the same thing as twice proficiency.
One of the things I've noticed in my own Homebrew Creation shenanigans is that there are a couple of features that I wish were official.
I would absolutely love to consolidate the resources I use, and I think this would go a long way in doing that.
If I wish to make a homebrew spell, item, race, monster, feat or background I can work off a copy of something I have personally already made in addition to the official content I've purchased. If I want to do that with a subclass, I cannot. I tried to use this as a solution for (this reported issue) without having to re-enter a large expanse of options, but I could only copy official content. :(
I'm assuming its because there are two dialog boxes for creating a subclass (class -> subclass) and maybe the second dialog isn't set to run through the creations? So it's just a small oversight... Or it could be intentional for bugs, I suppose. I hope not though, since I'd love this feature enabled.
Thank you!
Hi! It'd be great to be able to specify that a homebrew creation applies to a particular campaign, or to be able to hide or disable them from the other players in our campaign (without deleting them). We created a bunch of homebrew races and items for our last campaign. For our new campaign, I'd like to use some homebrew items, but not the same ones. My players are picking homebrew spells that they shouldn't have access to for the new campaign, and they're having trouble telling them apart from official 5e spells.
Any suggestions? Right now, I'm just having them turn homebrew off, but when I start to make homebrew items, that approach won't work.
You can remove a spell or item from your collection, it will still appear in your creations and you can add it back after the player has made their selection.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
two things i'd love to see added to home brewing. One a conditions home brewing section so that its possible to have an easily togalable home brew world condition in campaign, will help especially if the effect of these conditions are complicated.
also i would love to be able to move from the description of a home brew to adding effect without having to save or lose all the description. the save button is in an incredibly unintuitive position and and the concept of two things on one page operating so separately is just nonsensical.
That worked! Thanks so much, Astromancer, that was the functionality I was looking for.
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I wanted to make a quick-loading crossbow for a gnome with the features of a heavy crossbow. Removing the loading property and adding additional range. Now Beyond requires you to select a base weapon for this, but the stats of that base weapon you cannot change directly, only via the modifiers, yet there the range weapon property does not work properly (or at least I cannot seem to get it to register the new range) and it does not allow you to remove any properties from a weapon or change for example the martial to simple and vice versa.
To me, this method is making it unnecessarily difficult to change a weapons features. Why can't we, when we select the base weapon, get an overview of all the stats of that weapon and are able to change those directly?
Loving your awesome platform though!
I don't know why we can't, but this type of thing isn't on their to-do list. They just told us as much in another thread.
I am not sure where to find this information, but is there a list of all of the options for linking stats in homebrew content? For example, creating Subclass content and linking your Charisma modifier to automatically show the value on your character sheet, or add together your level plus proficiency bonus etc..
Do you mean snippets? If so, take a look at this changelog from back in June. Scroll down to the section titled "Snippet Code."
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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There's also a somewhat more convenient (imo) thread that StormKnight made here, so you don't have to scroll. :)
I would like to be able to edit more of the weapons such as damage and range because i'm using a character with the gunslinger subclass so being able to create my own guns is a fairly big part of it and not being able to edit it makes things much more annoying having to have everything in the notes section.
You can create a custom attack.
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Yes, perfect! Thank you. I had no idea what it they were called which made searching that more difficult. Appreciate it!
This only helps with getting the attack onto your character sheet (and ONLY your character sheet). While definitely useful, it decouples the attack from the item, so if anyone else picked up the item, they would need to recreate the entire custom attack on their sheet, AND then add the item.
It would certainly be useful everywhere to be able to create completely custom items with unique damage die and ranges (and any other of the existing properties.)
Huh ok yeah, so I just worked to recreate this and you are right. This may not have been noticed as with other weapons you can type in the modifier as +1 or something and it will allow that weapon to add a +1 modifier to the weapon roll. Across weapons though, it is odd that we have to pick a base weapon and are left with that weapon's ranges and damage dice. We can add additional dice as i did with a dagger that does some extra cold damage, but we couldn't decide this dagger is broken and only does a d3 damage or this dagger has been enchanted with a magical variant of a chainsaw and does 1d6 instead of the 1d4. We also are limited to the ranges of the base item. So yeah I agree it would be better for homebrew creation if we could change up all the numbers and types.