I want to make a homebrew that I posted on a DnD playing site but just could not be implemented. Now wanting to post it on this so it could be made official I run into a problem. It is simply a skill any one can learn, not a feat for ONE class or for ONE background (may be incorporated into background) instead being a feature or mechanic that may be utilized. How may I go about making something like that when DnD Beyond does not allow you to do this and instead forcing you to chose a category not fitting for the idea?
If giving the idea of the homebrew helps it's right here in the format that I did for that DnD playing site and am happy for any feed back for this post and for my homebrew idea
Submission Name: Bone infused smithing
Submission Idea: To infuse bone to armor or weapons to increase stats by a small amount, more than iron less than steel, to IRON based smithing ([optional] maybe even add a small limited stat bonus to the item depending on the animal or species, even adding special effects if from a boss monster {i.e. chimera})
Reasons why your homebrew should be approved: Historically this was done by Scandinavian areas in thought that the spirit of the animal of the bone would transfer into the weapon, what it actually did was make a primitive steel due to the carbon of the bone. This is useful for those who want to be primitive or ritualistic in character design to gain a boost due to their inability to like foreign items or lack of knowledge to make advance armor. Also it would reward a really cool character flavor for said primitive/ritualistic character designs. Suppose to be a skill that can be learned.
Hi, this may not fully answer your question, but as a DM and as a player I have noticed this in a few of my own homebrew ideas. But as I think that a system like this won't change for a time, perhaps think about making the skill class specific? For instance, looking at the feat "Magic Initiate" there are a multiple of choices depending on what class you take the spells from and what stat becomes your spell casting modifier. If you where to consider adding bonuses to this bone smithing feat based on class ( such as magic users do not raise the stats of the weapon or armor, but instead make it magical and more melee oriented classes can use the skill to boost the stats normally?) And make one for each class?
Also, now that I think about it you can make non-class dependent feats. You may not want to make it a feat so you could set it as a skill, but I feel as though it should be a feat that requires you to use a proficiency in blacksmith tools. Also, just because dnd beyond doesn't let you add a bunch feats in character creation, doesn't mean you can't add some on your sheet later. Dnd beyond understands that some actions in your adventure can end up with a character learning a new skill outside of their usual progression. So speak to your DM about maybe being allowed to add your custom feat in game?
I want to make a homebrew that I posted on a DnD playing site but just could not be implemented. Now wanting to post it on this so it could be made official I run into a problem. It is simply a skill any one can learn, not a feat for ONE class or for ONE background (may be incorporated into background) instead being a feature or mechanic that may be utilized. How may I go about making something like that when DnD Beyond does not allow you to do this and instead forcing you to chose a category not fitting for the idea?
If giving the idea of the homebrew helps it's right here in the format that I did for that DnD playing site and am happy for any feed back for this post and for my homebrew idea
Submission Name: Bone infused smithing
Submission Idea: To infuse bone to armor or weapons to increase stats by a small amount, more than iron less than steel, to IRON based smithing ([optional] maybe even add a small limited stat bonus to the item depending on the animal or species, even adding special effects if from a boss monster {i.e. chimera})
Reasons why your homebrew should be approved: Historically this was done by Scandinavian areas in thought that the spirit of the animal of the bone would transfer into the weapon, what it actually did was make a primitive steel due to the carbon of the bone. This is useful for those who want to be primitive or ritualistic in character design to gain a boost due to their inability to like foreign items or lack of knowledge to make advance armor. Also it would reward a really cool character flavor for said primitive/ritualistic character designs. Suppose to be a skill that can be learned.
Hi, this may not fully answer your question, but as a DM and as a player I have noticed this in a few of my own homebrew ideas. But as I think that a system like this won't change for a time, perhaps think about making the skill class specific? For instance, looking at the feat "Magic Initiate" there are a multiple of choices depending on what class you take the spells from and what stat becomes your spell casting modifier. If you where to consider adding bonuses to this bone smithing feat based on class ( such as magic users do not raise the stats of the weapon or armor, but instead make it magical and more melee oriented classes can use the skill to boost the stats normally?) And make one for each class?
Also, now that I think about it you can make non-class dependent feats. You may not want to make it a feat so you could set it as a skill, but I feel as though it should be a feat that requires you to use a proficiency in blacksmith tools. Also, just because dnd beyond doesn't let you add a bunch feats in character creation, doesn't mean you can't add some on your sheet later. Dnd beyond understands that some actions in your adventure can end up with a character learning a new skill outside of their usual progression. So speak to your DM about maybe being allowed to add your custom feat in game?
This would fall under a boon, which are going to be implemented as part of the general features system update.
Find my D&D Beyond articles here