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.
I know I'm beating a dead war horse, here, but that's just not the solution we're looking for. We want to create the actual weapon so our players can just select and equip it.
All we need, when we go in to create a magic weapon, is to choose the base weapon type, then have a "Replace weapon damage" modifier option. The subtype can be "d4, d6, d8, d10, or d12," and then if we want to change the number of dice, we can do that with the "fixed value" field. I'm not a programmer so I don't know how difficult that is, but if we have the option to change the damage type, I can't imagine changing the damage amount would be much more difficult.
Adding my own voice to this conversation. I wanted to create a custom item for a player that is a versatile rapier (basically a hand and a half cross between rapier and estoc) and it looks like there is no way for me to do that short of putting in the item description that it can be used as though it has the versatile property
Adding my own voice to this conversation. I wanted to create a custom item for a player that is a versatile rapier (basically a hand and a half cross between rapier and estoc) and it looks like there is no way for me to do that short of putting in the item description that it can be used as though it has the versatile property
You could create homebrew based on a Longsword and add the finesse weapon property.
Please don't publish it though, as public magic item homebrew is for magic items, not mundane equipment. :)
Adding my own voice to this conversation. I wanted to create a custom item for a player that is a versatile rapier (basically a hand and a half cross between rapier and estoc) and it looks like there is no way for me to do that short of putting in the item description that it can be used as though it has the versatile property
You could create homebrew based on a Longsword and add the finesse weapon property.
Please don't publish it though, as public magic item homebrew is for magic items, not mundane equipment. :)
The problem with is if we want the proficiency to be for a rapier, it has to be a longsword.
I'm running a one shot for a friends birthday which will have a couple people who've never played D&D before. I was hoping I could make 3 simple weapons specifically for this game that I could assign to all of their characters.
If we could create our own weapons off of a blank template and assign these stats, that'd be great. Don't even need to be able to share them. Instead, best case scenario I could find was building this pistol out of a Light Hammer. If I wanted to create some sort of tiny pocket flintlock pistol with a 15/30 range? SOL.
I understand we can create custom attacks on each and every individual character sheet, but that's a band aid at best.
Also would like to be able to add player-visible gold prices to items.
I do would like to do this. I tried to make a buster sword (non-magical) that dealt 4d6 damage, but could not do so without having a flametongue quality where the second 2d6 is in gray on the side and doesn't display as a 4d6 like I wanted.
Awesome! Do you know when the next big homebrew update will be out?
(link). There are no release dates for features/development, they are released when they are ready and complete. Currently it is on the long-term road map, not in current development. We can start getting real excited when it moves over to short term, and then in development. ;)
Whether it is in the near term or long term, I love that the devs listen to the community and plan the features we're asking for. There are thousands of products, each with their own dev teams, and in my experience very few with this level of respect for and interaction with their community. Good job, guys.
If you visit https://dndbeyond.com/feature-roadmap you can see that "Homebrew revamp" is under the "Planned (Longer Term)" category. So it is known, but in the distance. I do not know how fast they go through their sprint cards, but Longer term is on the end of the list of priority. So I'd expect it's still a wait. But at least it's on the plan. From outside perspective it looks like something that might be easier than some of the other things on the "Planned" list, so maybe that bodes well and it will be near the top of the list.
If you visit https://dndbeyond.com/feature-roadmap you can see that "Homebrew revamp" is under the "Planned (Longer Term)" category. So it is known, but in the distance.
Do we have any confirmation that 'custom normal weapons' will be included in the "Homebrew revamp"?
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I know I'm beating a dead war horse, here, but that's just not the solution we're looking for. We want to create the actual weapon so our players can just select and equip it.
All we need, when we go in to create a magic weapon, is to choose the base weapon type, then have a "Replace weapon damage" modifier option. The subtype can be "d4, d6, d8, d10, or d12," and then if we want to change the number of dice, we can do that with the "fixed value" field. I'm not a programmer so I don't know how difficult that is, but if we have the option to change the damage type, I can't imagine changing the damage amount would be much more difficult.
Adding my own voice to this conversation. I wanted to create a custom item for a player that is a versatile rapier (basically a hand and a half cross between rapier and estoc) and it looks like there is no way for me to do that short of putting in the item description that it can be used as though it has the versatile property
DM for the Adventures in Erylia Podcast
Where five friends sit around the table and record themselves playing Dungeons and Dragons
You could create homebrew based on a Longsword and add the finesse weapon property.
Please don't publish it though, as public magic item homebrew is for magic items, not mundane equipment. :)
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If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
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The final weapon was a magic weapon.
DM for the Adventures in Erylia Podcast
Where five friends sit around the table and record themselves playing Dungeons and Dragons
The problem with is if we want the proficiency to be for a rapier, it has to be a longsword.
Jumping on the band wagon here.
I'm running a one shot for a friends birthday which will have a couple people who've never played D&D before. I was hoping I could make 3 simple weapons specifically for this game that I could assign to all of their characters.
Example:
Flintlock Pistol, 1 Bonus Action, 1d10 damage, 20/60 range. That's it.
If we could create our own weapons off of a blank template and assign these stats, that'd be great. Don't even need to be able to share them. Instead, best case scenario I could find was building this pistol out of a Light Hammer. If I wanted to create some sort of tiny pocket flintlock pistol with a 15/30 range? SOL.
I understand we can create custom attacks on each and every individual character sheet, but that's a band aid at best.
Also would like to be able to add player-visible gold prices to items.
Chiming in on this as well. Our campaign seriously could use customizable weapons.
Yeah, still a missing feature here - adding mundane weapons with alternate dice, proficiency and properties would be nice.
Sigh, I'll live with manually making an attack for each char for now.
Agreed it would make things alot easier if we could make custom normal weapons :-)
I do would like to do this. I tried to make a buster sword (non-magical) that dealt 4d6 damage, but could not do so without having a flametongue quality where the second 2d6 is in gray on the side and doesn't display as a 4d6 like I wanted.
Published Subclasses
It's coming with the next big homebrew update.
Yay :)
Sweet!
Have a link?
Awesome! Do you know when the next big homebrew update will be out?
(link). There are no release dates for features/development, they are released when they are ready and complete. Currently it is on the long-term road map, not in current development. We can start getting real excited when it moves over to short term, and then in development. ;)
Whether it is in the near term or long term, I love that the devs listen to the community and plan the features we're asking for. There are thousands of products, each with their own dev teams, and in my experience very few with this level of respect for and interaction with their community. Good job, guys.
+1
Has this been added to the features yet?
If you visit https://dndbeyond.com/feature-roadmap you can see that "Homebrew revamp" is under the "Planned (Longer Term)" category. So it is known, but in the distance. I do not know how fast they go through their sprint cards, but Longer term is on the end of the list of priority. So I'd expect it's still a wait. But at least it's on the plan. From outside perspective it looks like something that might be easier than some of the other things on the "Planned" list, so maybe that bodes well and it will be near the top of the list.
Do we have any confirmation that 'custom normal weapons' will be included in the "Homebrew revamp"?