The only problem was that the resulting item said you needed the Longsword proficiency to wield it.
I imagine that theres a way to bypass that... one second. Yep sure enough. go to your weapon and enter the editor.
Then click on the "add modifier" button Under modifier type select "proficiency" Under modifier subtype select "self" Click save.
awesome tip, thank you. However it does not work to give proficiency when there is none in that weapon. A better tip to give proficiency is to add a modifier to (say you are modifying a greatsword) to that specific weapon (greatsword), this does work and tests out well in the char view.
It should absolutely work because i copied the method from an existing official item.
Adding my voice. Just subscribed to DNDB and purchased a lot of rule books so that I could allow my players the use of the materials and use it for their characters. I was told I could create homebrew feats, spells, etc., so I assumed that homebrew weapons would be simple. And now I find that they aren't even an option! I have a homebrewed weapon or two that I had created that I now find I cannot create!
As mentioned above, this should be a simple formulaic process built in.
We need to be able to make completely custom weapons that not based on a 'standard' weapon template.
It's too bad that we have not seen any progress here since the initial post a year ago.
Not every request can be fulfilled in a short-term period of time. The request of this thread is very, very low in priority, if it is on the roadmap at all.
Agreed! Even if you use a magic weapon, you can't change the dice for the base weapon (I want 1d10 for single-handed, 1d12 for two-handed).
Okay, so (a) why not? And (b) this was for a workaround where I wanted to create a spear with d8 base damage to sit between the standard d6 version and the d10 pike.
The only problem was that the resulting item said you needed the Longsword proficiency to wield it.
I imagine that theres a way to bypass that... one second. Yep sure enough. go to your weapon and enter the editor.
Then click on the "add modifier" button Under modifier type select "proficiency" Under modifier subtype select "self" Click save.
awesome tip, thank you. However it does not work to give proficiency when there is none in that weapon. A better tip to give proficiency is to add a modifier to (say you are modifying a greatsword) to that specific weapon (greatsword), this does work and tests out well in the char view.
It should absolutely work because i copied the method from an existing official item.
Well it did not when I tested it.
that's super weird man..
I'll see about attempting this again when I get done building my stream studio. By the way, we stream this weekend on Sunday at 5pm pacific!! www.twitch.tv/bandofnerds
It's too bad that we have not seen any progress here since the initial post a year ago.
Not every request can be fulfilled in a short-term period of time. The request of this thread is very, very low in priority, if it is on the roadmap at all.
Well, that's pretty unfortunate. What IS on the roadmap?
+1 to most of this thread. Should be able to make homebrew weapons that aren’t based on an existing official weapon - damage dice, damage type, range, etc. should all be customizable.
For the love of god just let us build non magical weapons! It's great that I can make magical brass knuckles based off a dagger of venom or whatever but frankly that's not what I want. I just want a basic simple weapon that lets my monk player punch people harder.
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A civilized society is one which tolerates eccentricity to the point of doubtful sanity - Robert Frost
Just adding another voice. This needs to happen. So frustrating when I thought I had found a tool that could handle all the basic stuff easily.
If you want a normal weapon that isn't one of the weapons in the Player's Handbook, either by using a standard weapon and customising it, or you can add it directly to your character sheet, by managing custom attacks.
Well it did not when I tested it.
Adding my voice. Just subscribed to DNDB and purchased a lot of rule books so that I could allow my players the use of the materials and use it for their characters. I was told I could create homebrew feats, spells, etc., so I assumed that homebrew weapons would be simple. And now I find that they aren't even an option! I have a homebrewed weapon or two that I had created that I now find I cannot create!
As mentioned above, this should be a simple formulaic process built in.
We need to be able to make completely custom weapons that not based on a 'standard' weapon template.
Thank you.
+1
It's too bad that we have not seen any progress here since the initial post a year ago.
Not every request can be fulfilled in a short-term period of time. The request of this thread is very, very low in priority, if it is on the roadmap at all.
At least we have an update. Thank you very much :)
Oh what update?!
Agreed! Even if you use a magic weapon, you can't change the dice for the base weapon (I want 1d10 for single-handed, 1d12 for two-handed).
Okay, so (a) why not? And (b) this was for a workaround where I wanted to create a spear with d8 base damage to sit between the standard d6 version and the d10 pike.
that's super weird man..
I'll see about attempting this again when I get done building my stream studio. By the way, we stream this weekend on Sunday at 5pm pacific!! www.twitch.tv/bandofnerds
Well, that's pretty unfortunate. What IS on the roadmap?
Animal companions, wild shape, encounter builder, granular sharing (short term).
Check the Dev Update on twitch.
+1 to most of this thread. Should be able to make homebrew weapons that aren’t based on an existing official weapon - damage dice, damage type, range, etc. should all be customizable.
There are already great encounter builders out there. Why has the D&D Beyond team prioritized it?
Community feedback and requests is what drives the features on the roadmap.
Pun-loving nerd | 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!"🔊
That is perfectly logical.
Heres hoping that we can get this atleast on the roadmap! Creating more homebrew items is always fun! Thanks for the updates though
For the love of god just let us build non magical weapons! It's great that I can make magical brass knuckles based off a dagger of venom or whatever but frankly that's not what I want. I just want a basic simple weapon that lets my monk player punch people harder.
A civilized society is one which tolerates eccentricity to the point of doubtful sanity - Robert Frost
Just adding another voice. This needs to happen. So frustrating when I thought I had found a tool that could handle all the basic stuff easily.
If you want a normal weapon that isn't one of the weapons in the Player's Handbook, either by using a standard weapon and customising it, or you can add it directly to your character sheet, by managing custom attacks.
Pun-loving nerd | 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!"🔊