You can add bonus damage, but it will be displayed in character sheet differently than you might like.
DDB is designed to represent official content and the homebrew system turns some of those tools over to us. So our options when trying to do something unique from official content is limited.
I home brewed an Egyptian Khopesh for my Celestial Warlock. Set it up as a scimitar for 1d6 slashing damage, and as a pact weapon, it's linked to her CHA-based ATK and DAM numbers
I also set up additional budgeoning damage, when used "backwards" - Damage / Bludgeoning / 1d6 / primary stat=STR. This way, she will not get the CHA modifiers using it as a club.
Also I set up additional Damage / Radiant / 1d4 because... Celestial...
It all seems to show up on her sheet the right way...
I'm trying to add an item that increases ALL hit & damage so adding magic>+x isn't going to work but the above worked for hit, now im trying to increase ALL damage too.
Edit: there is a way to add modifier damage specifically to eldritch blast and CLERIC cantrip damage because those already exist (whereas you can't add modifier damage to a random spell like firebolt or any other class, like sorcerer)
'reverse engineering' the champion to see how they did the Dueling fighting style you can do Damage > one armed weapons Fixed value: x and that will allow you to add to the damage.. BUT again, you're limited to what already SPECIFICALLY exists. I.E. Unarmed strikes, longbows, shortbows, one armed weapons, etc... You CAN also increase it by spell type, which may allow you to increase spells.. but its kind of silly allowing a mechanic but leaving it half done whether or not there's RAW stuff to apply it to
I'm trying to add an item that increases ALL hit & damage so adding magic>+x isn't going to work but the above worked for hit, now im trying to increase ALL damage too.
That isn't what they were asking for though. That applies to every one of the same type of attack, not just a single weapon.
I have a similar need. I want to setup an option that adds +2 damage for when my barbarian is raging.
I initially tried to do this by creating an "active rage" item that when enabled give me the correct advantage rolls, etc. it does work to give me the advantage rolls and such, but trying to add "bonus - melee weapon attacks- 2", just adds +2 to the "to hit" and doesn't touch the damage.
If I instead set it up as "damage - piercing - 2", it doesn't seem to do anything at all because I guess it is adding the +2 to the item itself and not +2 overall.
So it seems like all I can think of is to create duplicates of my weapons, label them as "rage" and only use them when I am raging.... but am I missing something?
It would be really nice if I could add "bonus damage - strength weapon attacks - 2" to my active rage item. That way when I am raging I can just switch it on and everything is automatic.
Id like the effects to apply only to the magic weapon in question
You can add bonus damage, but it will be displayed in character sheet differently than you might like.
DDB is designed to represent official content and the homebrew system turns some of those tools over to us. So our options when trying to do something unique from official content is limited.
I home brewed an Egyptian Khopesh for my Celestial Warlock. Set it up as a scimitar for 1d6 slashing damage, and as a pact weapon, it's linked to her CHA-based ATK and DAM numbers
I also set up additional budgeoning damage, when used "backwards" - Damage / Bludgeoning / 1d6 / primary stat=STR. This way, she will not get the CHA modifiers using it as a club.
Also I set up additional Damage / Radiant / 1d4 because... Celestial...
It all seems to show up on her sheet the right way...
How about the other way around? raising/decreasing hit bonus without effecting damage bonus?
I don't think that one is possible. The whole "tools designed to do anything official content does" reason.
A little late but this is actually possible.
Bonus > Melee Attacks/spell attacks/melee spell attacks/ranged attacks/spell attacks/unarmed attacks/natural attacks.
I'm trying to add an item that increases ALL hit & damage so adding magic>+x isn't going to work but the above worked for hit, now im trying to increase ALL damage too.
Edit: there is a way to add modifier damage specifically to eldritch blast and CLERIC cantrip damage because those already exist (whereas you can't add modifier damage to a random spell like firebolt or any other class, like sorcerer)
'reverse engineering' the champion to see how they did the Dueling fighting style you can do Damage > one armed weapons Fixed value: x and that will allow you to add to the damage.. BUT again, you're limited to what already SPECIFICALLY exists. I.E. Unarmed strikes, longbows, shortbows, one armed weapons, etc... You CAN also increase it by spell type, which may allow you to increase spells.. but its kind of silly allowing a mechanic but leaving it half done whether or not there's RAW stuff to apply it to
That isn't what they were asking for though. That applies to every one of the same type of attack, not just a single weapon.
I have a similar need. I want to setup an option that adds +2 damage for when my barbarian is raging.
I initially tried to do this by creating an "active rage" item that when enabled give me the correct advantage rolls, etc. it does work to give me the advantage rolls and such, but trying to add "bonus - melee weapon attacks- 2", just adds +2 to the "to hit" and doesn't touch the damage.
If I instead set it up as "damage - piercing - 2", it doesn't seem to do anything at all because I guess it is adding the +2 to the item itself and not +2 overall.
So it seems like all I can think of is to create duplicates of my weapons, label them as "rage" and only use them when I am raging.... but am I missing something?
It would be really nice if I could add "bonus damage - strength weapon attacks - 2" to my active rage item. That way when I am raging I can just switch it on and everything is automatic.
Hey I'm quite late to this but i found the solution!!!!
Damage-Melee Weapon attacks (fixed value:2) Make sure not to have anything in the primary stat :)
thanks
That will apply a bonus to all your melee weapon attacks, not just the magic weapon that you put it on.
Please see the Items & Equipment FAQ #9: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
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