+1 request for homebrewed weapons, armor, mundane items. I thought this was a basic feature that was included before I bought into the product. Now finding much functionality that seemed basic and essential is not provided.
Stormknight said in another thread that you can already do this, but I asked him to explain further on how to do this, but he didn't respond. So I'm verklempt on this situation.
I don't necessarily need to be able to publish homebrew mundane items or anything. I just need something very simple.
I wanted to create a weapon which had the stats of a rapier, but used slashing damage. I was going to call it a sabre, which is a edge-based fencing weapon. Unfortunately, although mundane items are customizable, neither the damage dice nor the damage type is among the things that can be changed. So I can neither reskin a rapier nor upgrade a scimitar for the purpose.
I don't know enough about the underlying structure of the site to say whether this is easy to implement, but it's a pretty essential feature. Plenty of the coolest stuff in D&D isn't magic items at all, but mundane items that do new and weird things, or even that just slightly change the flavor of a character. I'd really like to see this get added.
The fact that you cannot create non-magical gear is possibly going to be a deal breaker for me if it's not addressed. I don't really understand why this isn't a feature. It feels like something that should be considered an essential feature.
Yes, I would really like this as well. What if in my homebrew setting there are several types of new mundane weapons that aren't reskins of current weapons? Seems like we're just out of luck........
I wanted to create a weapon which had the stats of a rapier, but used slashing damage. I was going to call it a sabre, which is a edge-based fencing weapon. Unfortunately, although mundane items are customizable, neither the damage dice nor the damage type is among the things that can be changed. So I can neither reskin a rapier nor upgrade a scimitar for the purpose.
If you just need to change damage type (not dice, etc.), you can create a copy of a magic rapier (say rapier +1), remove the magic bonus and add a modifier Replace Damage Type>Slashing.
Yes. But what if I want to create an entirely new weapon unique to my setting? What if it doesn't line up with conventional damage dice? Let's say I want a weapon that does 4d4 damage and uses the Greatsword Proficiency. I can't do this at all. I might also want to create generic things like say, a Pipe Wrench (this might already exist but you get the idea). If in my setting this is not a 'Wonderous Item' but gear I'd like that option.
I've mentioned this on other threads, but hadn't read this thread previously - there's a lot of threads on these forums. :)
So, on mundane weapons - the guidance from Wizards of the Coast is that the standard set of weapons in the Player's Handbook represent all of the balanced options for weapons and any new weapon that a character could want can be done by using one of these weapons and changing the name.
Now, I don't get to sit in on the meetings between Curse and WotC to hear what's discussed or even written into contracts, so I am just letting you know what I've been told. D&D Beyond is constrained at times by the direction WotC wish to take with the product.
Additionally, the moderator team have guidance that we should continue to remove any published homebrew that is discovered to be a mundane item (ie. "Katana" where someone has added the finesse weapon property to a longsword - it's not a magic item). The "Magic Items" homebrew is for items that are actually magical in some way. On a side note, I think the most mundane item I have rejected to date was a bag of flour. Yup, didn't do anything except be an ingredient for baking bread.
That said - you can add any custom attack that you like to a character sheet. If, as a DM, you want your characters to be able to purchase swords that do 4d8 damage base, then go ahead and let them, but you'll need to enter it as a custom attack on the character sheet.
You can also homebrew as many mundane items as you like for your own campaigns, just please, don't hit publish on them! :)
I hope that helps clarify the situation, even if it's not delivering what some of you are asking for.
Disclaimer - the staff team are currently reviewing homebrew, with a view to a revamp and adding further tools. I don't have details that I can share, but this may change any or all of the information I shared above.
Can you tell me if the feature we are talking about 'ie the ability to create non-magical gear and weapons, is being discussed or going to be potentially on the table in the near future?
If not, I might wish to stop giving you money.
I should add that I do appreciate you responding but as someone paying for a service the disclaimer at the bottom of your post doesn't fill me with confidence in the product. I want to know if what I am after is or isn't potentially on the table. If it isn't, that's fine - I might need to give up on the service you are providing. I just want to know.
You can create as many non-magical gear and weapons homebrew as you like (with some limitations) for your own use, or within your campaign.
Please don't read anything into my disclaimer other than what it says. I do know that staff are looking at homebrew to improve it and have had input into that. I am not part of the Curse staff though, so I don't have specifics that I can share.
I understand what Wizards of the Coast is saying, but essentially, all I am asking for is the ability to create "Gear" with the "Gear" tag for my own personal use. You just stated you have no problem with me using the Magic Item Creator to create mundane items if i do not publish them. Great. So why exactly can't I create a 'Bag of Flour' that slots itself under 'Adventuring Gear' instead of 'Wondrous Item'. It's a very small thing to ask.
Regarding the Weapons Options, I think an option to create Mundane Weapons and Armour, balanced or not, is a pretty essential part of Dungeons and Dragons. Even if you implemented this feature and provided no 'Publish' option when using it. It would be much better than having to individually customise every weapon during a session. It slows everything down at the table if you have to tell your players the stats of the Mundane item they just bought if you are running with Homebrew. Given the frequency with which Homebrewing takes place at a D&D table, it seems very strange - nay ridiculous - that the reason for this not being an option would be 'well that's just not balanced.'
I think it is very reasonable for a DM to want to create 'Exotic' weapons with separate proficiency's for them. In reality, if you could fight with a Longsword, that's not quite the same thing as fighting with a Bastard Sword. What if i do not wish a character who finds and epic, archaic sword to pick it up and be proficient with it because they know how to use a Longsword? What If I want to capture that moment where they look up from their sheet and ask 'How do I get proficiency with this awesome thing?'
It's not about the publishing option, it's about creating something that looks authentic within the system for my players. Essentially, the issue is creative freedom and a big part of Dungeons and Dragons is creative freedom.
You can also homebrew as many mundane items as you like for your own campaigns, just please, don't hit publish on them! :)
So how does one create a homebrewed weapon? I don't care about publishing anything, I just want to be able to define a weapon that has certain of the available weapon properties in a different combination than those given in the basic rule set. Case in point, I homebrewed a sort of chakram for one of my PC's. I need to be able to define the base weapon stats in order to apply any magical properties to it. Just re-labelling a hand-axe doesn't cut it (pun intended).
So please show me how to create a homebrewed weapon from scratch. As I said, I don't care about 'publishing' anything.
You can also homebrew as many mundane items as you like for your own campaigns, just please, don't hit publish on them! :)
So how does one create a homebrewed weapon? I don't care about publishing anything, I just want to be able to define a weapon that has certain of the available weapon properties in a different combination than those given in the basic rule set. Case in point, I homebrewed a sort of chakram for one of my PC's. I need to be able to define the base weapon stats in order to apply any magical properties to it. Just re-labelling a hand-axe doesn't cut it (pun intended).
So please show me how to create a homebrewed weapon from scratch. As I said, I don't care about 'publishing' anything.
Ditto what Katomahria says.
It seems like creating a homebrew weapon is done through the magic item slot. In terms of just making the attack, you can do the custom attack on the character sheet. But if you do that and are playing with encumbrance rules, then you would have to create the mundane item through the magic item builder.
You can also homebrew as many mundane items as you like for your own campaigns, just please, don't hit publish on them! :)
So how does one create a homebrewed weapon? I don't care about publishing anything, I just want to be able to define a weapon that has certain of the available weapon properties in a different combination than those given in the basic rule set. Case in point, I homebrewed a sort of chakram for one of my PC's. I need to be able to define the base weapon stats in order to apply any magical properties to it. Just re-labelling a hand-axe doesn't cut it (pun intended).
So please show me how to create a homebrewed weapon from scratch. As I said, I don't care about 'publishing' anything.
Ditto what Katomahria says.
It seems like creating a homebrew weapon is done through the magic item slot. In terms of just making the attack, you can do the custom attack on the character sheet. But if you do that and are playing with encumbrance rules, then you would have to create the mundane item through the magic item builder.
So, trying to make this example of a chakram using the magic item builder, if I call it a 'weapon', the tool will not let me proceed without selecting a base weapon first. Fine, I picked handaxe. For the record, the tool locks up completely if you try to make a weapon without choosing a base weapon first, and you have to go back and start over. I was able to create said weapon, mostly to my satisfaction, and save it. However, when clicking on the basic "description" of the item, there is canned hand-axe text left at the bottom of the item description which I do not see any way to edit or delete. The same happened to me with some custom armor. I can put all my custom text for the item in the text description box, get it to my liking, but then lo and behold, there is leftover canned item description text floating at the bottom of all my text, from somewhere in cyberspace that I can't edit or remove from my item.
I think the bottom line is that, even though there are some clunky work-arounds that may work for about 75% of the cases, we are still working with a tool that doesn't perform a pretty basic function of what a DM should be able to do with their world: create custom weapons and armor.
As per previous posts, it's not designed to allow the creation of custom non-magical weapons and armor.
This is why any workaround are exactly that and don't work as well as you might like - you're trying to do something that the system was designed not to do.
I'll give you a more detailed reality of why its ridiculous to not allow the homebrew creation of mundane gears...
so here i am with a new campaign thats coming, i need to prepare for it.... i'm trying to create some new guns for the campaign. the campaign is still high fantasy. but its in a more advanced technology. with the current way the magic items works, i can only create a new gun based on whats already there, but i do not like whats already there, thats why i preffer to readjust my own guns. swords also needs to be readjusted. and thus i need to change things.. but i cannot...
the reason i cannot is, i have to take the already existing gear and do soething with it. trying to create something from scratch doesn't allow me to add any properties to it, in order to add properties i need to use a base weapon. but i dont want the base weapon and i want to create my own, but i am not allowed to do this. this is what is ridiculous...
exemple... i want to create a regular pistol, it does 1d6+dex, but i want it to be versatile and do 1d8 if it is held with two hands. it is quite a simple task if you ask me, but in your actual design, i cannot do this at all. if i want the weapon to be versatile, i need to take a base weapon that is versatile... there is only one thing that has that and it is the staff. unfortunately if i take that as a base weapon, when its gonna add itself, it will be a melee weapon while it is supposed to be a gun which is a ranged weapon. because you dont allow us to create base weapons.
what we want basically is the ability to create base weapons of our own.
as far as i know when i tryed to add my own weapons, i couldn't not even as magical weapons. because they do not act or do what i want them to do mechanically. and it is riduculous to me that i cannot create an item that is not mechanically accurate in a software that is designed to be mechanically accurate. if we are forced to create items that cannot be added mechanically to a sheet, but can only be a bunch of text. what's the point ?
heres the premise of what i'm trying to accomplish... Ranged weapon, 1d6 piercing, versatile (1d8), reload (6), Light thats a regular basic gun there... but the only way i can do this is by text only, no mechanical things to it. if i try to do it mechanically, it will end up being a staff melee weapon instead...
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
I think to reiterate the point - and I really do mean this respectfully - its pretty egregious stuff.
Homebrewing / Custom Content Creation shouldn't be regarded as something that the system neglects - it's one of the core, fundamental elements of the Dungeons and Dragons game. For a DM, creating your own Gear and Magic Items is equivalent to a player creating their own backstory. This is something that should be supported and it's very difficult to understand why it wouldn't be a priority. Again, I am worried about coming off as rude; I don't want to because I appreciate you being here for us to talk to but i'm trying to make my point. It could be argued that Armour and Weapons are the most iconic player equipment in Dungeons and Dragons. It stands to reason that a DM is going to want the freedom to modify these because whatever equipment the party interacts with regularly is also going to be the the first port of call for customisation.
Saying that the system was never designed with this in mind is... pretty out there. Customisation, particularly of weapons, armour, consumables and gear is a regular occurrence in this game. It borderlines on an essential function because the freedom to modify and interpret is the reward a DM receives for doing all the work to organise the game. D&D Beyond is an excellent service in a lot of ways - it just seems to have missed what I and many others understand to be and essential function. As a DM, what I want to be able to do is create my own mundane weapons, armour and gear in advance, upload them onto my D&D Beyond profile and have them ready for players to buy. A player should be able to look at what is available in a store, say 'I'll buy a Khopesh' add it into their inventory and away we go. I want to do it this way because it saves time at the table. My group has a limited amount of time at the table each week because in real life we have jobs and other commitments.
If D&D Beyond won't support this, and I use a lot of Custom Gear and Weapons in my setting I may as well not use it. I will still have my list of custom items to give my players when they are shopping but they will have to write what they buy down on a physical character sheet. This is probably going to be faster than me saying "Add a Longsword, then customise it to do this damage. Oh, by the way, your not proficient with the Khopesh yet, the system will tell you you are because you are proficient in Longswords. Here's how you modify that as well...."
In fairness, the alternative to the above which is also available in D&D Beyond is to create a magic weapon, add in all the features I want it to have and then have a second list with me of exactly what customisation a player needs to make when they buy "Weapon X". This is an additional step however that D&D Beyond requires me to plan for - It would not be required if I was not using your system. If Wizards of the Coast does not support publishing Mundane Armour, Gear and Weapons on your site, I understand that. We still need this feature. I would be over the moon to receive it even if it came without the 'Publish Online' option.
This needs to be a feature.
Are mods reading this thread? They haven’t posted from what I can tell. Was this feature requested?
+1 request for homebrewed weapons, armor, mundane items. I thought this was a basic feature that was included before I bought into the product. Now finding much functionality that seemed basic and essential is not provided.
Stormknight said in another thread that you can already do this, but I asked him to explain further on how to do this, but he didn't respond. So I'm verklempt on this situation.
Published Subclasses
I don't necessarily need to be able to publish homebrew mundane items or anything. I just need something very simple.
I wanted to create a weapon which had the stats of a rapier, but used slashing damage. I was going to call it a sabre, which is a edge-based fencing weapon. Unfortunately, although mundane items are customizable, neither the damage dice nor the damage type is among the things that can be changed. So I can neither reskin a rapier nor upgrade a scimitar for the purpose.
I don't know enough about the underlying structure of the site to say whether this is easy to implement, but it's a pretty essential feature. Plenty of the coolest stuff in D&D isn't magic items at all, but mundane items that do new and weird things, or even that just slightly change the flavor of a character. I'd really like to see this get added.
The fact that you cannot create non-magical gear is possibly going to be a deal breaker for me if it's not addressed. I don't really understand why this isn't a feature. It feels like something that should be considered an essential feature.
Yes, I would really like this as well. What if in my homebrew setting there are several types of new mundane weapons that aren't reskins of current weapons? Seems like we're just out of luck........
Published Subclasses
Push! Totally supporting this feature request. Would be so much easier to manage all those simple, but nice things characters gain.
If you just need to change damage type (not dice, etc.), you can create a copy of a magic rapier (say rapier +1), remove the magic bonus and add a modifier Replace Damage Type>Slashing.
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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Yes. But what if I want to create an entirely new weapon unique to my setting? What if it doesn't line up with conventional damage dice? Let's say I want a weapon that does 4d4 damage and uses the Greatsword Proficiency. I can't do this at all. I might also want to create generic things like say, a Pipe Wrench (this might already exist but you get the idea). If in my setting this is not a 'Wonderous Item' but gear I'd like that option.
Hey everyone,
I've mentioned this on other threads, but hadn't read this thread previously - there's a lot of threads on these forums. :)
So, on mundane weapons - the guidance from Wizards of the Coast is that the standard set of weapons in the Player's Handbook represent all of the balanced options for weapons and any new weapon that a character could want can be done by using one of these weapons and changing the name.
Now, I don't get to sit in on the meetings between Curse and WotC to hear what's discussed or even written into contracts, so I am just letting you know what I've been told. D&D Beyond is constrained at times by the direction WotC wish to take with the product.
Additionally, the moderator team have guidance that we should continue to remove any published homebrew that is discovered to be a mundane item (ie. "Katana" where someone has added the finesse weapon property to a longsword - it's not a magic item). The "Magic Items" homebrew is for items that are actually magical in some way. On a side note, I think the most mundane item I have rejected to date was a bag of flour. Yup, didn't do anything except be an ingredient for baking bread.
That said - you can add any custom attack that you like to a character sheet. If, as a DM, you want your characters to be able to purchase swords that do 4d8 damage base, then go ahead and let them, but you'll need to enter it as a custom attack on the character sheet.
You can also homebrew as many mundane items as you like for your own campaigns, just please, don't hit publish on them! :)
I hope that helps clarify the situation, even if it's not delivering what some of you are asking for.
Disclaimer - the staff team are currently reviewing homebrew, with a view to a revamp and adding further tools. I don't have details that I can share, but this may change any or all of the information I shared above.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I find this pretty ridiculous.
Can you tell me if the feature we are talking about 'ie the ability to create non-magical gear and weapons, is being discussed or going to be potentially on the table in the near future?
If not, I might wish to stop giving you money.
I should add that I do appreciate you responding but as someone paying for a service the disclaimer at the bottom of your post doesn't fill me with confidence in the product. I want to know if what I am after is or isn't potentially on the table. If it isn't, that's fine - I might need to give up on the service you are providing. I just want to know.
Can you explain which part you find ridiculous?
You can create as many non-magical gear and weapons homebrew as you like (with some limitations) for your own use, or within your campaign.
Please don't read anything into my disclaimer other than what it says. I do know that staff are looking at homebrew to improve it and have had input into that. I am not part of the Curse staff though, so I don't have specifics that I can share.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Okay. to clarify what I find ridiculous.
I understand what Wizards of the Coast is saying, but essentially, all I am asking for is the ability to create "Gear" with the "Gear" tag for my own personal use. You just stated you have no problem with me using the Magic Item Creator to create mundane items if i do not publish them. Great. So why exactly can't I create a 'Bag of Flour' that slots itself under 'Adventuring Gear' instead of 'Wondrous Item'. It's a very small thing to ask.
Regarding the Weapons Options, I think an option to create Mundane Weapons and Armour, balanced or not, is a pretty essential part of Dungeons and Dragons. Even if you implemented this feature and provided no 'Publish' option when using it. It would be much better than having to individually customise every weapon during a session. It slows everything down at the table if you have to tell your players the stats of the Mundane item they just bought if you are running with Homebrew. Given the frequency with which Homebrewing takes place at a D&D table, it seems very strange - nay ridiculous - that the reason for this not being an option would be 'well that's just not balanced.'
I think it is very reasonable for a DM to want to create 'Exotic' weapons with separate proficiency's for them. In reality, if you could fight with a Longsword, that's not quite the same thing as fighting with a Bastard Sword. What if i do not wish a character who finds and epic, archaic sword to pick it up and be proficient with it because they know how to use a Longsword? What If I want to capture that moment where they look up from their sheet and ask 'How do I get proficiency with this awesome thing?'
It's not about the publishing option, it's about creating something that looks authentic within the system for my players. Essentially, the issue is creative freedom and a big part of Dungeons and Dragons is creative freedom.
Thank you for taking the time to explain and feedback in more detail, it's appreciated.
The staff team do take well constructed feedback seriously - I'll make sure they see this. :)
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
So how does one create a homebrewed weapon? I don't care about publishing anything, I just want to be able to define a weapon that has certain of the available weapon properties in a different combination than those given in the basic rule set. Case in point, I homebrewed a sort of chakram for one of my PC's. I need to be able to define the base weapon stats in order to apply any magical properties to it. Just re-labelling a hand-axe doesn't cut it (pun intended).
So please show me how to create a homebrewed weapon from scratch. As I said, I don't care about 'publishing' anything.
Ditto what Katomahria says.
It seems like creating a homebrew weapon is done through the magic item slot. In terms of just making the attack, you can do the custom attack on the character sheet. But if you do that and are playing with encumbrance rules, then you would have to create the mundane item through the magic item builder.
Published Subclasses
So, trying to make this example of a chakram using the magic item builder, if I call it a 'weapon', the tool will not let me proceed without selecting a base weapon first. Fine, I picked handaxe. For the record, the tool locks up completely if you try to make a weapon without choosing a base weapon first, and you have to go back and start over. I was able to create said weapon, mostly to my satisfaction, and save it. However, when clicking on the basic "description" of the item, there is canned hand-axe text left at the bottom of the item description which I do not see any way to edit or delete. The same happened to me with some custom armor. I can put all my custom text for the item in the text description box, get it to my liking, but then lo and behold, there is leftover canned item description text floating at the bottom of all my text, from somewhere in cyberspace that I can't edit or remove from my item.
I think the bottom line is that, even though there are some clunky work-arounds that may work for about 75% of the cases, we are still working with a tool that doesn't perform a pretty basic function of what a DM should be able to do with their world: create custom weapons and armor.
As per previous posts, it's not designed to allow the creation of custom non-magical weapons and armor.
This is why any workaround are exactly that and don't work as well as you might like - you're trying to do something that the system was designed not to do.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I'll give you a more detailed reality of why its ridiculous to not allow the homebrew creation of mundane gears...
so here i am with a new campaign thats coming, i need to prepare for it....
i'm trying to create some new guns for the campaign. the campaign is still high fantasy. but its in a more advanced technology. with the current way the magic items works, i can only create a new gun based on whats already there, but i do not like whats already there, thats why i preffer to readjust my own guns. swords also needs to be readjusted. and thus i need to change things.. but i cannot...
the reason i cannot is, i have to take the already existing gear and do soething with it. trying to create something from scratch doesn't allow me to add any properties to it, in order to add properties i need to use a base weapon. but i dont want the base weapon and i want to create my own, but i am not allowed to do this. this is what is ridiculous...
exemple...
i want to create a regular pistol, it does 1d6+dex, but i want it to be versatile and do 1d8 if it is held with two hands.
it is quite a simple task if you ask me, but in your actual design, i cannot do this at all. if i want the weapon to be versatile, i need to take a base weapon that is versatile... there is only one thing that has that and it is the staff. unfortunately if i take that as a base weapon, when its gonna add itself, it will be a melee weapon while it is supposed to be a gun which is a ranged weapon. because you dont allow us to create base weapons.
what we want basically is the ability to create base weapons of our own.
as far as i know when i tryed to add my own weapons, i couldn't not even as magical weapons. because they do not act or do what i want them to do mechanically. and it is riduculous to me that i cannot create an item that is not mechanically accurate in a software that is designed to be mechanically accurate. if we are forced to create items that cannot be added mechanically to a sheet, but can only be a bunch of text. what's the point ?
heres the premise of what i'm trying to accomplish...
Ranged weapon, 1d6 piercing, versatile (1d8), reload (6), Light
thats a regular basic gun there... but the only way i can do this is by text only, no mechanical things to it.
if i try to do it mechanically, it will end up being a staff melee weapon instead...
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I think to reiterate the point - and I really do mean this respectfully - its pretty egregious stuff.
Homebrewing / Custom Content Creation shouldn't be regarded as something that the system neglects - it's one of the core, fundamental elements of the Dungeons and Dragons game. For a DM, creating your own Gear and Magic Items is equivalent to a player creating their own backstory. This is something that should be supported and it's very difficult to understand why it wouldn't be a priority. Again, I am worried about coming off as rude; I don't want to because I appreciate you being here for us to talk to but i'm trying to make my point. It could be argued that Armour and Weapons are the most iconic player equipment in Dungeons and Dragons. It stands to reason that a DM is going to want the freedom to modify these because whatever equipment the party interacts with regularly is also going to be the the first port of call for customisation.
Saying that the system was never designed with this in mind is... pretty out there. Customisation, particularly of weapons, armour, consumables and gear is a regular occurrence in this game. It borderlines on an essential function because the freedom to modify and interpret is the reward a DM receives for doing all the work to organise the game. D&D Beyond is an excellent service in a lot of ways - it just seems to have missed what I and many others understand to be and essential function. As a DM, what I want to be able to do is create my own mundane weapons, armour and gear in advance, upload them onto my D&D Beyond profile and have them ready for players to buy. A player should be able to look at what is available in a store, say 'I'll buy a Khopesh' add it into their inventory and away we go. I want to do it this way because it saves time at the table. My group has a limited amount of time at the table each week because in real life we have jobs and other commitments.
If D&D Beyond won't support this, and I use a lot of Custom Gear and Weapons in my setting I may as well not use it. I will still have my list of custom items to give my players when they are shopping but they will have to write what they buy down on a physical character sheet. This is probably going to be faster than me saying "Add a Longsword, then customise it to do this damage. Oh, by the way, your not proficient with the Khopesh yet, the system will tell you you are because you are proficient in Longswords. Here's how you modify that as well...."
In fairness, the alternative to the above which is also available in D&D Beyond is to create a magic weapon, add in all the features I want it to have and then have a second list with me of exactly what customisation a player needs to make when they buy "Weapon X". This is an additional step however that D&D Beyond requires me to plan for - It would not be required if I was not using your system. If Wizards of the Coast does not support publishing Mundane Armour, Gear and Weapons on your site, I understand that. We still need this feature. I would be over the moon to receive it even if it came without the 'Publish Online' option.