Is there some way to create new weapons/equipment without making them homebrew magic items? I want to add things like Spiked Chain, Kukri, etc. but don't see a way other than Homebrew magic items?
You can customize existing weapons on character sheets. My buddy’s monk has a club that in the sheet we renamed to Nunchucku and with his magical gloves, he uses the customize again to add +1 to attack and damage on it.
In my campaign my character has been given a whip that is upgraded (so it does d8 damage rather than d4). Is there anyway to create a homebrew item that reflects this?
In my campaign my character has been given a whip that is upgraded (so it does d8 damage rather than d4). Is there anyway to create a homebrew item that reflects this?
Start with a Morningstar, add the following modifiers:
Is there some way to create new weapons/equipment without making them homebrew magic items? I want to add things like Spiked Chain, Kukri, etc. but don't see a way other than Homebrew magic items?
For a Kukri, I would simply reskin a Handaxe and give it the Finesse property.
Say I wanted to add a lantern shield (look it up if you need a reference image). How do I modify, say, a shortsword to give +1 to AC? Similarly, how could I modify a shield to produce the same result?
Edit: I found out that I can just add a custom item and add a custom action to simulate what I want, but it's just not as satisfying when you can't equip/unequip it like your typical weapons and armor
Say I wanted to add a lantern shield (look it up if you need a reference image). How do I modify, say, a shortsword to give +1 to AC? Similarly, how could I modify a shield to produce the same result?
Edit: I found out that I can just add a custom item and add a custom action to simulate what I want, but it's just not as satisfying when you can't equip/unequip it like your typical weapons and armor
Technically that’s not possible yet since what you want to make is a nonmagic item, and there is no builder for that yet. (Coming soonish! Relatively speaking.) Until we do get a nonmagical equipment creator, I can tell you how to make almost the same thing using the Magic Item homebrewer. Unfortunately it will register on the character sheet as “magical” so it won’t be eligible for Infusions and certain spells won’t work on it. Not to mention, it would actually be easier using regular one equipment and simply customizing it on the character sheet. However, if you’re inclined to make it anyway i can tell you how I would do it. (^Unfortunately, using my method, the best way to deal with the attack would be to keep using a custom action. Unless you want make another entire item and just have to remember to equip/unequip and wear/wield both items at the same time. Someone else might know a better way, but I do not.)
At the top of the page, hit “Collections” and then depending on what device you’re using either scroll down to hit “Create Homebrew Magic Item” or look to the right under where it says “Homebrew” hit “Create Magic Item.” Choose Magic Item Type—>Armor; Magic Item—>Shield, +1
Change the name, and adjust the rarity to “Common” since it’s not actually magic so it will at least look nonmagical in the equipment list. Delete the existing description as it will no longer apply to the item. Add the new description, maybe some adaptation of the language from a Lantern, Hooded combined with actual historical notes. Expand the Additional Information section, change the weight to (^This is some of where that part comes in. If you are going to use a custom action for the attack, put in 5, if you are going to use the two-item method, put in 4) SAVE!
Scroll down to where it says “Modifiers” and hit the big blue plus sign. Delete the existing modifier as it will also no longer apply to the item. *Hit “Add Modifier” and set the following: Modifier—>Bonus; Modifier Subtype—>Armor Class; Fixed Value—> ”-1” SAVE! Re-save the entire Item!
(^If you using a custom action for the attack, skip the spoiler.)
If you are using the two-item method:
Using the steps above, create another magic item, but make this one Magic Item Type—>Weapon; Magic Item—>Shortsword, +1. Change the name, adjust the rarity to “Common” and delete the existing description as it will no longer apply to the item. Add a new description about how some Lantern Shields were weaponized. (If you’re lucky it might even seem like the two items approach was intentional for this very reason.) Expand the Additional Information, adjust the weight to “1” SAVE! Scroll down to the modifiers section and delete the existing modifier as it will also no longer apply to the item. *Hit “Add Modifier” and set the following: Modifier—>Ignore Weapon Property; Modifier Subtype—>Finesse SAVE! Re-save the entire Item!)
Then go do something else for a bit and come back because it could take a minute for the new info to push the the character sheets.
*(Lantern Shields were originally built from bucklers which afforded far less protection than a full shield, but were also lighter, although the additional lantern and blade do add some back. They were creations of necessity and convenience, a way to add utility by combining both a light source and a shield. In the example you are most probably thinking of, it was also weaponized piece of defensive equipment, but still not an actual weapon. Clearly not what one would call a “nimble” weapon with an actual lantern hanging from a hook off the front of the darned thing. Not to mention, this is a game with rules and dice, some semblance of balance has to be maintained. Finesse would be too much to include.)
What if I wanted to make something like a small scythe, but the blade is attached to a retractable chain?
I wouldn’t bother when I could just go to the homebrew section and run a search for “Chain of Returning.” It was originally from Critical Role campaign 1, but people homebrewed it and put it up anyway. Find the one that sucks the least and use that.
Chain-Scythe (manriki-guisiarm w hook) add reach to scythe.
I ended up using homebrew to make a Katana. (Which is a very different weapon from a longsword although they do share several features.) I'll probably end up working from the ykllwa to make a naginata.
Bucklers note: a buckler was a plate of 8" to 12" in diameter which was buckled to the wrist & forearm of the off hand to keep the hand free to grasp a weapon. It provides no cover, and no benefits vs ranged attack. (Total bonus vs MWA:+1) some bravos would swash at their opponents face in combat with the defensive item in an attempt to blind or distract them from the real attack. People who used this tactic came to be called swash-bucklers.
some bravos would swash at their opponents face in combat with the defensive item in an attempt to blind or distract them from the real attack. People who used this tactic came to be called swash-bucklers.
One only used a buckler with a sword resigned for actual battle like that Backsword, a frequent used by mercenaries. So “Swash-bucklers” were generally viewed as ruffians who were “looking for a fight.” As I understand it, the buckler would “swash about” as it conveniently hung from the hilt of the backsword sheathed at their sides for easy access when needed quickly. Those “bravos” as they swaggered cockily about and those individuals came to be called “swash-bucklers.“
A “gentleman” used a Rapier, and since a Buckler was awful as an offhand choice in a Rapier duel, they preferred the Main-Gauche. Those were “for self defense.”
As a youth, one of the worst bare knuckle arguments I had with my older brother was over whether or not the main-gauche was a distinct weapon or could be any dagger held in the off hand. (Yeah, I know, like siblings need something to fight about, right?)
Main-Gauche combined with rapier was typical of the Florentine two weapon fighting style on which earlier editions patterned two weapon fighting. Based on this, I run 2 weapon slightly different in my campaigns than 5e RAW.
In my campaigns if you don't have the style or dual weapon feat, you're limited to 2 light weapons. If you have the style or the feat, you may have 1 of the weapons not be light. If you have both the feat & the style neither need be light.
I'm not sure if this dates from 2e or 3e, but either way i thought it worked well then, so I haven't changed it in my 5e games.
So I hope I'm able to do this, but basically I have an enchanted warhammer, and I'm working with our party's artificer to upgrade it periodically, and right now it's able to charge up and do bonus damage on a successful hit. Right now uncharged it does 1d8+4 and charged it does 1d10+4. But the Artificer and I just upgraded it so it does 1d10+4 uncharged and 1d12+4 charged. But I can't get the dang dice used for damage rolls to change. Is there a way to manually adjust what damage dice you roll with?
Homebrew a magical weapon. Name it what you want. Do not give it magical bonuses. Make it common so it is in gray text. Assign the damage and type.
That is how I do custom weapons.
No, we’re talking about actual custom weapons, not ones based off of existing weapons. Not magic items that we pretend aren’t, but actual non-magic item generator.
So I hope I'm able to do this, but basically I have an enchanted warhammer, and I'm working with our party's artificer to upgrade it periodically, and right now it's able to charge up and do bonus damage on a successful hit. Right now uncharged it does 1d8+4 and charged it does 1d10+4. But the Artificer and I just upgraded it so it does 1d10+4 uncharged and 1d12+4 charged. But I can't get the dang dice used for damage rolls to change. Is there a way to manually adjust what damage dice you roll with?
The question I have is, what does it take to be charged and are both damage calculations necessary?
If so, this probably another case for custom actions. Warhammer Strike and Charged Warhammer Strike.
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Is there some way to create new weapons/equipment without making them homebrew magic items? I want to add things like Spiked Chain, Kukri, etc. but don't see a way other than Homebrew magic items?
You can customize existing weapons on character sheets. My buddy’s monk has a club that in the sheet we renamed to Nunchucku and with his magical gloves, he uses the customize again to add +1 to attack and damage on it.
So whip and shortsword, but change damage type to piercing and slashing respectively.
You can also use the Custom Actions to do it. PM me if you need help getting them setup.
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In my campaign my character has been given a whip that is upgraded (so it does d8 damage rather than d4). Is there anyway to create a homebrew item that reflects this?
Start with a Morningstar, add the following modifiers:
“Modifier—>Weapon Property” “Modifier Subtype—>Reach”
”Modifier—>Replace Damage Type” “Modifier Subtype—>Slashing”
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For a Kukri, I would simply reskin a Handaxe and give it the Finesse property.
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Say I wanted to add a lantern shield (look it up if you need a reference image). How do I modify, say, a shortsword to give +1 to AC? Similarly, how could I modify a shield to produce the same result?
Edit: I found out that I can just add a custom item and add a custom action to simulate what I want, but it's just not as satisfying when you can't equip/unequip it like your typical weapons and armor
Technically that’s not possible yet since what you want to make is a nonmagic item, and there is no builder for that yet. (Coming soonish! Relatively speaking.) Until we do get a nonmagical equipment creator, I can tell you how to make almost the same thing using the Magic Item homebrewer. Unfortunately it will register on the character sheet as “magical” so it won’t be eligible for Infusions and certain spells won’t work on it. Not to mention, it would actually be easier using regular one equipment and simply customizing it on the character sheet. However, if you’re inclined to make it anyway i can tell you how I would do it.
(^Unfortunately, using my method, the best way to deal with the attack would be to keep using a custom action. Unless you want make another entire item and just have to remember to equip/unequip and wear/wield both items at the same time. Someone else might know a better way, but I do not.)
At the top of the page, hit “Collections” and then depending on what device you’re using either scroll down to hit “Create Homebrew Magic Item” or look to the right under where it says “Homebrew” hit “Create Magic Item.” Choose Magic Item Type—>Armor; Magic Item—>Shield, +1
Change the name, and adjust the rarity to “Common” since it’s not actually magic so it will at least look nonmagical in the equipment list. Delete the existing description as it will no longer apply to the item. Add the new description, maybe some adaptation of the language from a Lantern, Hooded combined with actual historical notes. Expand the Additional Information section, change the weight to (^This is some of where that part comes in. If you are going to use a custom action for the attack, put in 5, if you are going to use the two-item method, put in 4) SAVE!
Scroll down to where it says “Modifiers” and hit the big blue plus sign. Delete the existing modifier as it will also no longer apply to the item.
*Hit “Add Modifier” and set the following: Modifier—>Bonus; Modifier Subtype—>Armor Class; Fixed Value—> ”-1” SAVE!
Re-save the entire Item!
(^If you using a custom action for the attack, skip the spoiler.)
If you are using the two-item method:
Using the steps above, create another magic item, but make this one Magic Item Type—>Weapon; Magic Item—>Shortsword, +1. Change the name, adjust the rarity to “Common” and delete the existing description as it will no longer apply to the item. Add a new description about how some Lantern Shields were weaponized. (If you’re lucky it might even seem like the two items approach was intentional for this very reason.) Expand the Additional Information, adjust the weight to “1” SAVE!
Scroll down to the modifiers section and delete the existing modifier as it will also no longer apply to the item. *Hit “Add Modifier” and set the following: Modifier—>Ignore Weapon Property; Modifier Subtype—>Finesse SAVE! Re-save the entire Item!)
Then go do something else for a bit and come back because it could take a minute for the new info to push the the character sheets.
*(Lantern Shields were originally built from bucklers which afforded far less protection than a full shield, but were also lighter, although the additional lantern and blade do add some back. They were creations of necessity and convenience, a way to add utility by combining both a light source and a shield. In the example you are most probably thinking of, it was also weaponized piece of defensive equipment, but still not an actual weapon. Clearly not what one would call a “nimble” weapon with an actual lantern hanging from a hook off the front of the darned thing. Not to mention, this is a game with rules and dice, some semblance of balance has to be maintained. Finesse would be too much to include.)
I hope this was in some way helpful.
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Note, I would only do it if I absolutely had to.
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What if I wanted to make something like a small scythe, but the blade is attached to a retractable chain?
I wouldn’t bother when I could just go to the homebrew section and run a search for “Chain of Returning.” It was originally from Critical Role campaign 1, but people homebrewed it and put it up anyway. Find the one that sucks the least and use that.
Creating Epic Boons on DDB
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Chain-Scythe (manriki-guisiarm w hook) add reach to scythe.
I ended up using homebrew to make a Katana. (Which is a very different weapon from a longsword although they do share several features.) I'll probably end up working from the ykllwa to make a naginata.
Bucklers note: a buckler was a plate of 8" to 12" in diameter which was buckled to the wrist & forearm of the off hand to keep the hand free to grasp a weapon. It provides no cover, and no benefits vs ranged attack. (Total bonus vs MWA:+1) some bravos would swash at their opponents face in combat with the defensive item in an attempt to blind or distract them from the real attack. People who used this tactic came to be called swash-bucklers.
We disagree inherently on that subject so let’s not start that whole debate over please.
One only used a buckler with a sword resigned for actual battle like that Backsword, a frequent used by mercenaries. So “Swash-bucklers” were generally viewed as ruffians who were “looking for a fight.” As I understand it, the buckler would “swash about” as it conveniently hung from the hilt of the backsword sheathed at their sides for easy access when needed quickly. Those “bravos” as they swaggered cockily about and those individuals came to be called “swash-bucklers.“
A “gentleman” used a Rapier, and since a Buckler was awful as an offhand choice in a Rapier duel, they preferred the Main-Gauche. Those were “for self defense.”
Creating Epic Boons on DDB
DDB Buyers' Guide
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As a youth, one of the worst bare knuckle arguments I had with my older brother was over whether or not the main-gauche was a distinct weapon or could be any dagger held in the off hand. (Yeah, I know, like siblings need something to fight about, right?)
Main-Gauche combined with rapier was typical of the Florentine two weapon fighting style on which earlier editions patterned two weapon fighting. Based on this, I run 2 weapon slightly different in my campaigns than 5e RAW.
In my campaigns if you don't have the style or dual weapon feat, you're limited to 2 light weapons. If you have the style or the feat, you may have 1 of the weapons not be light. If you have both the feat & the style neither need be light.
I'm not sure if this dates from 2e or 3e, but either way i thought it worked well then, so I haven't changed it in my 5e games.
Not broke, don't fix it, right?
Right!
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So I hope I'm able to do this, but basically I have an enchanted warhammer, and I'm working with our party's artificer to upgrade it periodically, and right now it's able to charge up and do bonus damage on a successful hit. Right now uncharged it does 1d8+4 and charged it does 1d10+4. But the Artificer and I just upgraded it so it does 1d10+4 uncharged and 1d12+4 charged. But I can't get the dang dice used for damage rolls to change. Is there a way to manually adjust what damage dice you roll with?
Homebrew a magical weapon. Name it what you want. Do not give it magical bonuses. Make it common so it is in gray text. Assign the damage and type.
That is how I do custom weapons.
No, we’re talking about actual custom weapons, not ones based off of existing weapons. Not magic items that we pretend aren’t, but actual non-magic item generator.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
The question I have is, what does it take to be charged and are both damage calculations necessary?
If so, this probably another case for custom actions. Warhammer Strike and Charged Warhammer Strike.