When creating a homebrew monster, for damage adjustments, we should be able to create our own.
For example, I want my monster to have 'Bludgeoning, Piercing, and Slashing from Metal Weapons - Resistance', but all it can have from the damage adjustments is 'Bludgeoning, Piercing, and Slashing from Metal Weapons - Immunity,' and it will not let me create my own type.
I also wanted it to have water vulnerability, but it would not let me do that either.
I am kind of disappointed in the limitations set by DNDBeyond and the lack of room for personal creativity.
the reason you can't add water vulnerability is there's no water damage type. You can however add a trait in the description if you want something along the lines of the MM Fire Elemental. If you notice, the creature has the following: Water Susceptibility: For every 5 ft. the elemental moves in water, or for every gallon....
It's in the traits, not the resistances/vulnerabilities.
For the other thing with the metal weapons etc, I understand your problem, but rn i think the best you can do is to give the creature resistance to bludg/pierc etc, and add a trait that says something along the lines of:
Metal Resistance: Weapons that aren't made of metal ignore the creature's resistances.
Here's a comprehensive list of feedback and feature requests I've had up to this point. I'll try to update this post instead of posting repeatedly. I'll also keep a link to my post on the thread of homebrew modifier requests here.
-I'd like to see an expansion in tooltip funtionality. It'd be nice to see tooltips for races and equipment. -Homebrew listings should have a column for date of publication. -The rules on licensed content in homebrews need to be fixed. Linking to licensed content through tooltip or through the "additional specific spells" field shouldn't prevent a homebrew from publication, because unauthorized users will still be unable to view content for which they don't have a license. For instance, a subclass should not be blocked from publication because it grants access to the danse macabre or Mordenkainen's sword spells. -Links to homebrew content within D&D Beyond shouldn't be treated as external links. I should be able to publish homebrew content which references my other homebrew content. -There should be a section for homebrewed mundane items and equipment, as well as homebrew traps. -The restriction on homebrew subclasses over feature progression by level should be removed. It's arbitrary and serves no purpose. This is especially true for homebrew druid subclasses, which are forced to follow the "circle of the land" progression for publication, despite that subclass being an outlier compared to all other druid subclasses.
there is no restriction on homebrew subclasses regarding which levels you can add stuff. Even if you use the Land one as a template, you can always add a feature and specify level whatever without needing any weird stuff. I'll give u an example.
I just added a level 18 ability to the land druid. There's no restriction on it.
Also, for mundane equipment etc, you can use the "create magic item" part, and set the rarity to "common", so it shows up as a normal item (black color). -> However, I agree there are some problems here, namely the range and thrown properties don't work as intended.
Here's a comprehensive list of feedback and feature requests I've had up to this point. I'll try to update this post instead of posting repeatedly. I'll also keep a link to my post on the thread of homebrew modifier requests here.
-I'd like to see an expansion in tooltip funtionality. It'd be nice to see tooltips for races and equipment. -Homebrew listings should have a column for date of publication. -The rules on licensed content in homebrews need to be fixed. Linking to licensed content through tooltip or through the "additional specific spells" field shouldn't prevent a homebrew from publication, because unauthorized users will still be unable to view content for which they don't have a license. For instance, a subclass should not be blocked from publication because it grants access to the danse macabre or Mordenkainen's sword spells. -Links to homebrew content within D&D Beyond shouldn't be treated as external links. I should be able to publish homebrew content which references my other homebrew content. -There should be a section for homebrewed mundane items and equipment, as well as homebrew traps. -The restriction on homebrew subclasses over feature progression by level should be removed. It's arbitrary and serves no purpose. This is especially true for homebrew druid subclasses, which are forced to follow the "circle of the land" progression for publication, despite that subclass being an outlier compared to all other druid subclasses.
there is no restriction on homebrew subclasses regarding which levels you can add stuff. Even if you use the Land one as a template, you can always add a feature and specify level whatever without needing any weird stuff. I'll give u an example.
I just added a level 18 ability to the land druid. There's no restriction on it.
Also, for mundane equipment etc, you can use the "create magic item" part, and set the rarity to "common", so it shows up as a normal item (black color). -> However, I agree there are some problems here, namely the range and thrown properties don't work as intended.
It's not about adding more features, but subtracting them. I have a few subclasses that use the general druid progression, ie no 3rd-level ability. The website demands that I add one.
Don't know if this is suggested already. but homebrew Classes. Please make this happen sooner. Me and friends want to switch to D&D Beyond from Roll20 as D&D Beyond is cheaper and offers better compendium support and character sheet features as wel las more easily integrated campaign management. Buuut, I have created a few homebrew classes tha twe use, the feedback of which on a general standpoint is very positive, and I'd like to be able to use it on here for my players at the very least. If not being able to get more global feedback.
I'd like to be able to search through homebrew content. There are 305 pages for homebrew races and I'd like to be able to search for what I'm looking for without going through that many pages.
charges on items are still broken. you cant set the 'recovery type' on spells in an items edit page, and the item charges under the additional info tab isnt linked to the spells, so it results in the spell on the character sheet always having the 'special' recovery type for the spell, it starts with no charges left, and never refills. meanwhile, the equipment section on the character sheet has its own charges if you click the item, and those charges seem to be linked to nothing.
How do I add spells and spell slots to homebrew subclasses, I want to make a barbarian subclass with the blood hunter's "order of the profane soul" spellcasting rules how would I do that?
Here's a comprehensive list of feedback and feature requests I've had up to this point. I'll try to update this post instead of posting repeatedly. I'll also keep a link to my post on the thread of homebrew modifier requests here.
-I'd like to see an expansion in tooltip funtionality. It'd be nice to see tooltips for races and equipment. -Homebrew listings should have a column for date of publication. -The rules on licensed content in homebrews need to be fixed. Linking to licensed content through tooltip or through the "additional specific spells" field shouldn't prevent a homebrew from publication, because unauthorized users will still be unable to view content for which they don't have a license. For instance, a subclass should not be blocked from publication because it grants access to the danse macabre or Mordenkainen's sword spells. -Links to homebrew content within D&D Beyond shouldn't be treated as external links. I should be able to publish homebrew content which references my other homebrew content. -There should be a section for homebrewed mundane items and equipment, as well as homebrew traps. -The restriction on homebrew subclasses over feature progression by level should be removed. It's arbitrary and serves no purpose. This is especially true for homebrew druid subclasses, which are forced to follow the "circle of the land" progression for publication, despite that subclass being an outlier compared to all other druid subclasses.
there is no restriction on homebrew subclasses regarding which levels you can add stuff. Even if you use the Land one as a template, you can always add a feature and specify level whatever without needing any weird stuff. I'll give u an example.
I just added a level 18 ability to the land druid. There's no restriction on it.
Also, for mundane equipment etc, you can use the "create magic item" part, and set the rarity to "common", so it shows up as a normal item (black color). -> However, I agree there are some problems here, namely the range and thrown properties don't work as intended.
It's not about adding more features, but subtracting them. I have a few subclasses that use the general druid progression, ie no 3rd-level ability. The website demands that I add one.
This also becomes annoying with 'features' that have level scales instead of unique features. For example, the UA Monster Hunter gives 4d8 superiority dice at level 3. At levels 7/10/15/18 the number and size of the die change. Theres no need to have 3/4 different features to cover this; the "Level Scaler" feature does it for you. But you are still required to make class features for all of the above levels. It's finnicky.
First off, I'm loving the item builder (its awesome and a hell of a lot easier than when I was making things for 3.5 off the top of my head).
One thing i'm finding it missing (and might have already been discussed) is the "Siege" property for weapons, i'm bringing over some custom build items from old campaigns and a couple of items were specifically designed to destroy objects rather than people...this works nicely for parties where they cant pick locks and can instead blow the door of its hinges.
Now I can't find anywhere the capacity to add the Siege property (double damage to objects), and this could be because I've just not managed to find it (perhaps others in the community can point me in the right direction) or it doesn't exist yet on the site, in which case would this be a feasible option to be added ??
Hello! One of the main issues I've been running into with a homebrew warlock subclass is that lack of ability (as far as I can tell) to be able to add other spells to Mystic Arcanum. I think it would make sense if you were able to just add spells to the spell listing with the lower levels, and just have the added 6-9th level spells available on the Mystic Arcanum dropdown. Being able to expand the precious few options for that would be a great opportunity to add flavor to both official and homebrew subclasses!
length of a melee round. Does anyone know the extact length of a melee round?
Is it possible to create a set of armor that calculates AC based off of a different stat than Dex?
I'm trying to make a chain shirt where AC = 13 + WIS, but the character sheet isn't adding my wisdom mod.
Modifier type: Bonus
Modifier subtype: Armor Class
Ability Score: WIS
[everything else blank]
I tried adding this modifier, but it didn't do anything.
a "melee round" doesn't exist.
If you mean the reach of a melee attack, that is 5ft. for most attacks unless stated otherwise (or a creature has a weapon with the reach property.
If you mean the lenght as in duration of a round, that is 6 seconds-> 10 rounds in a minute.
the reason you can't add water vulnerability is there's no water damage type. You can however add a trait in the description if you want something along the lines of the MM Fire Elemental. If you notice, the creature has the following: Water Susceptibility: For every 5 ft. the elemental moves in water, or for every gallon....
It's in the traits, not the resistances/vulnerabilities.
For the other thing with the metal weapons etc, I understand your problem, but rn i think the best you can do is to give the creature resistance to bludg/pierc etc, and add a trait that says something along the lines of:
Metal Resistance: Weapons that aren't made of metal ignore the creature's resistances.
there is no restriction on homebrew subclasses regarding which levels you can add stuff. Even if you use the Land one as a template, you can always add a feature and specify level whatever without needing any weird stuff. I'll give u an example.
https://www.dndbeyond.com/classes/171009-out-of-level-druid-circle/subclass/171009/edit
I just added a level 18 ability to the land druid. There's no restriction on it.
Also, for mundane equipment etc, you can use the "create magic item" part, and set the rarity to "common", so it shows up as a normal item (black color). -> However, I agree there are some problems here, namely the range and thrown properties don't work as intended.
yes, a round of melee or melee round as us elder players call it.
Armor is based on Dex., any other stat bonus should be declared.
thanks,,,
The spell 'Blade Barrier" is what you need; In an Magic item. +Princezale
It's not about adding more features, but subtracting them. I have a few subclasses that use the general druid progression, ie no 3rd-level ability. The website demands that I add one.
Don't know if this is suggested already. but homebrew Classes. Please make this happen sooner. Me and friends want to switch to D&D Beyond from Roll20 as D&D Beyond is cheaper and offers better compendium support and character sheet features as wel las more easily integrated campaign management. Buuut, I have created a few homebrew classes tha twe use, the feedback of which on a general standpoint is very positive, and I'd like to be able to use it on here for my players at the very least. If not being able to get more global feedback.
I'd like to be able to search through homebrew content. There are 305 pages for homebrew races and I'd like to be able to search for what I'm looking for without going through that many pages.
charges on items are still broken. you cant set the 'recovery type' on spells in an items edit page, and the item charges under the additional info tab isnt linked to the spells, so it results in the spell on the character sheet always having the 'special' recovery type for the spell, it starts with no charges left, and never refills. meanwhile, the equipment section on the character sheet has its own charges if you click the item, and those charges seem to be linked to nothing.
How do I add spells and spell slots to homebrew subclasses, I want to make a barbarian subclass with the blood hunter's "order of the profane soul" spellcasting rules how would I do that?
How do I add spellcasting to non-spellcasting classes? I what to make a barbarian subclass that can cast spells, how would I do that?
My posts keep getting deleted on this forum.
This also becomes annoying with 'features' that have level scales instead of unique features.
For example, the UA Monster Hunter gives 4d8 superiority dice at level 3. At levels 7/10/15/18 the number and size of the die change. Theres no need to have 3/4 different features to cover this; the "Level Scaler" feature does it for you. But you are still required to make class features for all of the above levels. It's finnicky.
First off, I'm loving the item builder (its awesome and a hell of a lot easier than when I was making things for 3.5 off the top of my head).
One thing i'm finding it missing (and might have already been discussed) is the "Siege" property for weapons, i'm bringing over some custom build items from old campaigns and a couple of items were specifically designed to destroy objects rather than people...this works nicely for parties where they cant pick locks and can instead blow the door of its hinges.
Now I can't find anywhere the capacity to add the Siege property (double damage to objects), and this could be because I've just not managed to find it (perhaps others in the community can point me in the right direction) or it doesn't exist yet on the site, in which case would this be a feasible option to be added ??
Thanks
Hello! One of the main issues I've been running into with a homebrew warlock subclass is that lack of ability (as far as I can tell) to be able to add other spells to Mystic Arcanum. I think it would make sense if you were able to just add spells to the spell listing with the lower levels, and just have the added 6-9th level spells available on the Mystic Arcanum dropdown. Being able to expand the precious few options for that would be a great opportunity to add flavor to both official and homebrew subclasses!
I have been creating a list of Homebrewed spells for most Magi or Priests, if there is any school you need a spell for I may have it.