Not sure how this tread works exactly, but just after one evening of using the service I stumbled upon a couple of things I couldn't find a solution for.
So far I modified the +1 Longsword "Talon" into +1Fist claws "Talons". The last thing I would love to change is its damage and versatile properties. The idea is that a single talon is a 1d8 + str + prof and two talons are 2d6 + str + prof targeted against one enemy. This item was tailored to a barbarian, who might become a Totem Warrior. The 2d6 mode should replace his Greatsword.
I also wanted to create/modify how firearms work. For example, the cheapest option would be a rusty pistol with manual loading per action, but with a parry ability (inspired by BloodBorne and Sir Sildar Hallwinter). I want it to have 1d6 damage fixed (no damage modifiers). To hit value will change with proficiency, which PCs will get after practicing enough. The other firearms will have different properties, including longer range, range dependent on perception, melee damage (transforming stiletto), dex damage modifier, faster load - first as bonus action, then loading as part of action, etc.
I haven't found a way to make it work on DDB, so I will have to track that manually. I would appreciate if someone could show the way to do that on DDB.
...and if it is not possible atm, that's a feature request :D
It seems to me that homebrew is extremely limited in many various ways at this time. I have waited to actually buy in as a subscriber until a few key things happen - one of them being the ability to create a homebrew class (not subclass).
A few months ago, I almost did subscribe. I chose not to when I saw some of those limitations. I even emailed support, and got the following response:
Thanks for contacting us. I have forwarded your feedback to the development team, and they wished to let you know that not allowing the homebrew of base classes is an old issue that has been discussed since the beginning of Homebrew on D&D Beyond, and there has been enough requests for this feature that it will be added in the future, but there is currently no ETA for that. The staff always reads and takes all feedback seriously.
So I am wondering if there has been any news of this, possibly any ETAs mentioned, or anything of the sort?
It seems to me that homebrew is extremely limited in many various ways at this time. I have waited to actually buy in as a subscriber until a few key things happen - one of them being the ability to create a homebrew class (not subclass).
A few months ago, I almost did subscribe. I chose not to when I saw some of those limitations. I even emailed support, and got the following response:
Thanks for contacting us. I have forwarded your feedback to the development team, and they wished to let you know that not allowing the homebrew of base classes is an old issue that has been discussed since the beginning of Homebrew on D&D Beyond, and there has been enough requests for this feature that it will be added in the future, but there is currently no ETA for that. The staff always reads and takes all feedback seriously.
So I am wondering if there has been any news of this, possibly any ETAs mentioned, or anything of the sort?
Adam confirmed in the AMA that homebrew base classes are coming, but as it has been since the site was released, no ETA, because this is how they prefer doing things.
If you allow me a comment, though, what does subscribing have todo with the use/limitations of the homebrew tools? They are not in any way tied to a subscription.
You could effectively create an infinite number of homebrew, publish them and still not give a dime to Curse. The only limitation imposed by not being a subscriber is the 6 character slots available.
It seems to me that homebrew is extremely limited in many various ways at this time. I have waited to actually buy in as a subscriber until a few key things happen - one of them being the ability to create a homebrew class (not subclass).
A few months ago, I almost did subscribe. I chose not to when I saw some of those limitations. I even emailed support, and got the following response:
Thanks for contacting us. I have forwarded your feedback to the development team, and they wished to let you know that not allowing the homebrew of base classes is an old issue that has been discussed since the beginning of Homebrew on D&D Beyond, and there has been enough requests for this feature that it will be added in the future, but there is currently no ETA for that. The staff always reads and takes all feedback seriously.
So I am wondering if there has been any news of this, possibly any ETAs mentioned, or anything of the sort?
Adam confirmed in the AMA that homebrew base classes are coming,but as it has been since the site was released, no ETA, because this is how they prefer doing things.
If you allow me a comment, to, what doessubscribing have todo with the use/limitations of the homebrew tools? They are not in any way tied to a subscription.
You could effectively create an infinite number of homebrew, publish them and still not give a dime to Curse. The only limitation imposed is the 6 character slots available.
I do not want to invest into them until I *know* they will allow me to do what I wish/need to do for my campaigns.
I have other unofficial sources which allow me to create homebrew (and import unofficial copies of core rules) and create character sheets from them. They are free (though I do support them on patreon). If I am going to invest money into a company, it will not be until I know they will support what I want. A promise of eventually with no defined ETAs or expected progress points, etc. sounds to me like an empty promise.
So, I *want* to subscribe. I know I do not have to for the homebrew. But I would like to. I just cannot justify it yet.
When faced with the new 5e DnD, it can be a problem for me as one who started in 1e DnD. The Monsters I want to use are not present from the Monster Manuel. Will the 'Create' monster give me step-by-step instructions?
When faced with the new 5e DnD, it can be a problem for me as one who started in 1e DnD. The Monsters I want to use are not present from the Monster Manuel. Will the 'Create' monster give me step-by-step instructions?
Not exactly. It gives you a bunch of blank fields to put information into, but since the only thing that's really "step-by-step" with creating a monster in 5e is the CR, you don't really need to worry about it. Adding more abilities and damage will obviously make the monster have a higher CR and thus be worth more XP, but it's not required for creating a monster. It's more of a guideline, anyway.
When faced with the new 5e DnD, it can be a problem for me as one who started in 1e DnD. The Monsters I want to use are not present from the Monster Manuel. Will the 'Create' monster give me step-by-step instructions?
Unfortunately, the homebrew section has woefully little documentation. Nevertheless, many people have been able to create a huge amount of homebrew here. A wonderful feature of the homebrew builder here is that you can use official monsters as bases for your homebrew. Find a creature that has similar abilities to your AD&D creature and adjust its features as necessary. Was there a particular creature you had in mind?
When faced with the new 5e DnD, it can be a problem for me as one who started in 1e DnD. The Monsters I want to use are not present from the Monster Manuel. Will the 'Create' monster give me step-by-step instructions?
Unfortunately, the homebrew section has woefully little documentation. Nevertheless, many people have been able to create a huge amount of homebrew here. A wonderful feature of the homebrew builder here is that you can use official monsters as bases for your homebrew. Find a creature that has similar abilities to your AD&D creature and adjust its features as necessary. Was there a particular creature you had in mind?
It was a while ago but I swear they originally said Todd would create videos on using the site. Am I crazy or was that said a while ago?
When faced with the new 5e DnD, it can be a problem for me as one who started in 1e DnD. The Monsters I want to use are not present from the Monster Manuel. Will the 'Create' monster give me step-by-step instructions?
Unfortunately, the homebrew section has woefully little documentation. Nevertheless, many people have been able to create a huge amount of homebrew here. A wonderful feature of the homebrew builder here is that you can use official monsters as bases for your homebrew. Find a creature that has similar abilities to your AD&D creature and adjust its features as necessary. Was there a particular creature you had in mind?
It was a while ago but I swear they originally said Todd would create videos on using the site. Am I crazy or was that said a while ago?
They have a homebrew revamp in the plans. I doubt it would make sense to create video tutorials prior to the change.
When faced with the new 5e DnD, it can be a problem for me as one who started in 1e DnD. The Monsters I want to use are not present from the Monster Manuel. Will the 'Create' monster give me step-by-step instructions?
The Dungeon Master’s Guide provides a step by step guide to building a monster. Also check Volo’s Guide To Monsters and Mordenkainen’s Tome of Foes, the monsters you’re looking for may be in there.
"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
I'd like the ability to create Homebrew magic items that give bonuses to a player's class features.
For example, I've given our Paladin an item that increases their Lay on Hands pool size by 5 (Or by Paladin Level).
Not sure if that's opening up a huge can of worms.
Good point, or even modifiers which add extra uses of a per-rest class feature.
For this, i recommend adding the charges to the item and simply marking them off as you use the extra. E.G, an item that gives you 3 extra rages/long rest, just have to mark off the rages from the item (first 3 uses) and then from the normal rages.
The charge mechanic is very useful for this, I am using it for some "repeating crossbows" that have 4 shots in them before they need reloading. Players just tick off the charges while they shoot, and when the charges are used up, they reload.
I'd like the ability to create Homebrew magic items that give bonuses to a player's class features.
For example, I've given our Paladin an item that increases their Lay on Hands pool size by 5 (Or by Paladin Level).
Not sure if that's opening up a huge can of worms.
Good point, or even modifiers which add extra uses of a per-rest class feature.
For this, i recommend adding the charges to the item and simply marking them off as you use the extra. E.G, an item that gives you 3 extra rages/long rest, just have to mark off the rages from the item (first 3 uses) and then from the normal rages.
The charge mechanic is very useful for this, I am using it for some "repeating crossbows" that have 4 shots in them before they need reloading. Players just tick off the charges while they shoot, and when the charges are used up, they reload.
Thanks!
Yeah I've been doing a lot of single charge magic items for my game to make them able to use them once per short/long rest.
I had been stuck using spells or making custom spells because I wanted it in their spellbook. This will be a good workaround for now, the player will just need to remember it's there and not in the same feature section.
An option to add homebrew 'equipment,' 'weapons,' and 'armor' would be great! It would be good to allow the creation of non-magical items of these sorts...
Rollback Post to RevisionRollBack
Not all who wander are lost... Except Lieutenants; they are definitely lost!
yeah, you are generally helpless until you make capt... However, at that point, you begin to think you are better than you actually are! This is due to the fact that Lts are all given participation trophies...
Rollback Post to RevisionRollBack
Not all who wander are lost... Except Lieutenants; they are definitely lost!
I agree with this 100% percent I was just wanting to create a fancy but still non magical weapon for one of my characters who is anti magic, but all we can do for now is manually adjust the damage and to hit bonuses of currently created items.
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.
While I like the easy list of own "homebrew creations" where I can easily open and close stat blocks for instance, I should be able to absolutely, and permanently delete a monster, and item etc, and not just set its status to "deleted" and not have it on the normal list. For example I have accidentally copied a few creatures (now I have lots of "copies_of_..." sitting around), which makes it really hard to find a creature I just accidentally deleted.
In addition to this, as soon as you rack up a fair amount of monster, items etc, it becomes really hard to search for things, when you aren't looking for a specific creature. For example being able to filter by environment, type CR, and even campaign or other special note, without having to add it into the creature's name is a must. We can add our versions etc. but can't filter them, while we can filter our creation by views (which seems sort of pointless).
EDIT: Also, the ability to not use a CR (like CR -), or instead use a level, when you want to build a statblock for allied NPCs for example. Perhaps even have the ability to roll multiple monsters into one, by having different versions not be different monsters, but all rolled into one, where it makes it a lot easier to access different variants, or levels of the same type.
Also, while this might be a lot harder, allow us to make templates of NPCs for example, so that we can easily add a race and have some predefined stuff added to the statblock - like ability scores, special traits and attack bonuses.
Reason for this would be that the normal statblocks in 5e for NPCs are race neutral - anycommoner has a 10 in all ability scores. Therefore a human would have 11 in all, but an elf would have the trance and fey ancestry special rules, as well as darkvision, and a 12 in Dex with +1 to either INT, CHA, or WIS. Writing up basic blocks, or keeping all races in your head at once (for example having a Dwarf bandit, a Human bandit and an elven bandit), is pretty annoying and work-intensive, while it feels like it was designed to be modular.
Also, the ability to easily print our statblocks would be nice - I don't always have access to internet and snipping out statblocks per hand when you have 50 for a campaign, is a real pain.
Not sure how this tread works exactly, but just after one evening of using the service I stumbled upon a couple of things I couldn't find a solution for.
So far I modified the +1 Longsword "Talon" into +1 Fist claws "Talons". The last thing I would love to change is its damage and versatile properties. The idea is that a single talon is a 1d8 + str + prof and two talons are 2d6 + str + prof targeted against one enemy. This item was tailored to a barbarian, who might become a Totem Warrior. The 2d6 mode should replace his Greatsword.
I also wanted to create/modify how firearms work. For example, the cheapest option would be a rusty pistol with manual loading per action, but with a parry ability (inspired by BloodBorne and Sir Sildar Hallwinter). I want it to have 1d6 damage fixed (no damage modifiers). To hit value will change with proficiency, which PCs will get after practicing enough. The other firearms will have different properties, including longer range, range dependent on perception, melee damage (transforming stiletto), dex damage modifier, faster load - first as bonus action, then loading as part of action, etc.
I haven't found a way to make it work on DDB, so I will have to track that manually. I would appreciate if someone could show the way to do that on DDB.
...and if it is not possible atm, that's a feature request :D
It seems to me that homebrew is extremely limited in many various ways at this time. I have waited to actually buy in as a subscriber until a few key things happen - one of them being the ability to create a homebrew class (not subclass).
A few months ago, I almost did subscribe. I chose not to when I saw some of those limitations. I even emailed support, and got the following response:
So I am wondering if there has been any news of this, possibly any ETAs mentioned, or anything of the sort?
Adam confirmed in the AMA that homebrew base classes are coming, but as it has been since the site was released, no ETA, because this is how they prefer doing things.
If you allow me a comment, though, what does subscribing have todo with the use/limitations of the homebrew tools? They are not in any way tied to a subscription.
You could effectively create an infinite number of homebrew, publish them and still not give a dime to Curse. The only limitation imposed by not being a subscriber is the 6 character slots available.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I do not want to invest into them until I *know* they will allow me to do what I wish/need to do for my campaigns.
I have other unofficial sources which allow me to create homebrew (and import unofficial copies of core rules) and create character sheets from them. They are free (though I do support them on patreon). If I am going to invest money into a company, it will not be until I know they will support what I want. A promise of eventually with no defined ETAs or expected progress points, etc. sounds to me like an empty promise.
So, I *want* to subscribe. I know I do not have to for the homebrew. But I would like to. I just cannot justify it yet.
When faced with the new 5e DnD, it can be a problem for me as one who started in 1e DnD. The Monsters I want to use are not present from the Monster Manuel. Will the 'Create' monster give me step-by-step instructions?
Not exactly. It gives you a bunch of blank fields to put information into, but since the only thing that's really "step-by-step" with creating a monster in 5e is the CR, you don't really need to worry about it. Adding more abilities and damage will obviously make the monster have a higher CR and thus be worth more XP, but it's not required for creating a monster. It's more of a guideline, anyway.
Unfortunately, the homebrew section has woefully little documentation. Nevertheless, many people have been able to create a huge amount of homebrew here. A wonderful feature of the homebrew builder here is that you can use official monsters as bases for your homebrew. Find a creature that has similar abilities to your AD&D creature and adjust its features as necessary. Was there a particular creature you had in mind?
It was a while ago but I swear they originally said Todd would create videos on using the site. Am I crazy or was that said a while ago?
They have a homebrew revamp in the plans. I doubt it would make sense to create video tutorials prior to the change.
The Dungeon Master’s Guide provides a step by step guide to building a monster. Also check Volo’s Guide To Monsters and Mordenkainen’s Tome of Foes, the monsters you’re looking for may be in there.
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
Thank you.
For this, i recommend adding the charges to the item and simply marking them off as you use the extra. E.G, an item that gives you 3 extra rages/long rest, just have to mark off the rages from the item (first 3 uses) and then from the normal rages.
The charge mechanic is very useful for this, I am using it for some "repeating crossbows" that have 4 shots in them before they need reloading. Players just tick off the charges while they shoot, and when the charges are used up, they reload.
Thanks!
Yeah I've been doing a lot of single charge magic items for my game to make them able to use them once per short/long rest.
I had been stuck using spells or making custom spells because I wanted it in their spellbook. This will be a good workaround for now, the player will just need to remember it's there and not in the same feature section.
Cheers,
An option to add homebrew 'equipment,' 'weapons,' and 'armor' would be great! It would be good to allow the creation of non-magical items of these sorts...
Not all who wander are lost... Except Lieutenants; they are definitely lost!
Only 2nd Lt. get lost, when you make 1st they tie the map and compass to you. And you get a Sargeant to assist you.
To keep my PC's alive I generated a Church Talisment...
yeah, you are generally helpless until you make capt... However, at that point, you begin to think you are better than you actually are! This is due to the fact that Lts are all given participation trophies...
Not all who wander are lost... Except Lieutenants; they are definitely lost!
I agree with this 100% percent I was just wanting to create a fancy but still non magical weapon for one of my characters who is anti magic, but all we can do for now is manually adjust the damage and to hit bonuses of currently created items.
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.
While I like the easy list of own "homebrew creations" where I can easily open and close stat blocks for instance, I should be able to absolutely, and permanently delete a monster, and item etc, and not just set its status to "deleted" and not have it on the normal list. For example I have accidentally copied a few creatures (now I have lots of "copies_of_..." sitting around), which makes it really hard to find a creature I just accidentally deleted.
In addition to this, as soon as you rack up a fair amount of monster, items etc, it becomes really hard to search for things, when you aren't looking for a specific creature. For example being able to filter by environment, type CR, and even campaign or other special note, without having to add it into the creature's name is a must. We can add our versions etc. but can't filter them, while we can filter our creation by views (which seems sort of pointless).
EDIT: Also, the ability to not use a CR (like CR -), or instead use a level, when you want to build a statblock for allied NPCs for example. Perhaps even have the ability to roll multiple monsters into one, by having different versions not be different monsters, but all rolled into one, where it makes it a lot easier to access different variants, or levels of the same type.
Also, while this might be a lot harder, allow us to make templates of NPCs for example, so that we can easily add a race and have some predefined stuff added to the statblock - like ability scores, special traits and attack bonuses.
Reason for this would be that the normal statblocks in 5e for NPCs are race neutral - any commoner has a 10 in all ability scores. Therefore a human would have 11 in all, but an elf would have the trance and fey ancestry special rules, as well as darkvision, and a 12 in Dex with +1 to either INT, CHA, or WIS. Writing up basic blocks, or keeping all races in your head at once (for example having a Dwarf bandit, a Human bandit and an elven bandit), is pretty annoying and work-intensive, while it feels like it was designed to be modular.
Also, the ability to easily print our statblocks would be nice - I don't always have access to internet and snipping out statblocks per hand when you have 50 for a campaign, is a real pain.