What several players at my table do is create magic items they can 'wear' or not that impart the bonuses of the spell on the character sheet. Mage Armor is a "legendary" Wondrous Item that adds +3AC, "Rage" is another item that adds rage resistances, so on and so forth.
It's not elegant, and keeping track of it all can suck, but it's probably the easiest switch-on, switch-off method for spell bonuses I know
To be fair, there is one positive condition on DDB, "invisible". :D
Probably because it's actually a condition while the others are spell/powers effects, actually, but I agree that this is a bit limited. Magic items is not a bad solution but the trouble is that the inventory list can be a bit long, so I would suggest custom feats, easier to track maybe ?
Custom feats might be easier to track but they're not as easy to add/remove on the fly as simply equipping a magical item is.
Yea the equipment section sorts by rarity first and then by name second. So any Artifact item will always be at the top. Very easy then to just click equip to toggle the effect on or off. No need to go into the manage feats section and scroll to the one you want and apply it.
Some things, like the Hasted Action, you just have to note in plaintext and assume is there.
When you caste Haste on yourself, it uses your action for the turn. After you do so, you are Hasted and thus, by the rules of the spell, can take the Hasted Action to do what the spell allows you to do with that limited action on the same turn.
I've actually made most all class/subclass/spell effects as magic items. I made a thread on how you can do it too.
Got me eyes on replicating Wildshape changes on the character sheet right now. So check back at that thread
Thanks, thats awesome.
So, I can't do the totality of what I want, but I can get close enough that it doesn't matter.
Yep. Working on Wild Shape, I'm finding several things that can't be done automatically. The description field is useful for adding notes on what manual changes the PC can do to their character sheet to add even more functionality like Custom actions or attacks that can't be added using a magic item*.
* This reason might be a good reason to make a buff system as a feat instead of a magic item. The drawback to using feats is the inventory system can be filtered by a search term, feats do not.
I've actually made most all class/subclass/spell effects as magic items. I made a thread on how you can do it too.
Got me eyes on replicating Wildshape changes on the character sheet right now. So check back at that thread
Thanks, thats awesome.
So, I can't do the totality of what I want, but I can get close enough that it doesn't matter.
I'm finding several things that can't be done automatically. The description field is useful for adding notes on what manual changes the PC can do to their character sheet to add even more functionality like Custom actions or attacks that can't be added using a magic item*.
Yea, thats what I was doing.
I can't get the bonus - attack thing to override or add to the normal attacks though.So It's just in the notes.
I've actually made most all class/subclass/spell effects as magic items. I made a thread on how you can do it too.
Got me eyes on replicating Wildshape changes on the character sheet right now. So check back at that thread
Thanks, thats awesome.
So, I can't do the totality of what I want, but I can get close enough that it doesn't matter.
I'm finding several things that can't be done automatically. The description field is useful for adding notes on what manual changes the PC can do to their character sheet to add even more functionality like Custom actions or attacks that can't be added using a magic item*.
Yea, thats what I was doing.
I can't get the bonus - attack thing to override or add to the normal attacks though.So It's just in the notes.
I will say that most magic items I make are just items. Whenever I went to make some wizard armor that used INT instead of DEX for AC, I couldn't do it with magic armor I had to make a magic item. I think the base armor or weapon effects has some stats you just can't eliminate.
The problem I'm currently running into is you can't replace a Sense, you can add to it.
Well, I figured out I can just add a Custom Action, (which adds it down at the bottom) and just call it "Haste - Attack Action" and give it the proper damage dice.
Well, I figured out I can just add a Custom Action, (which adds it down at the bottom) and just call it "Haste - Attack Action" and give it the proper damage dice.
Your Hasted attack does a specific attack type or damage? This should be all you need on your item:
Modifier Type: Set
Modifier Subtype: Extra Attacks
Fixed Value: **X**
Details: The Haste spell grants an additional action on each turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Duration Interval: 1 | Minute
Replace **X** with the number of Extra Attacks you want. If you want your character to have 3 total attacks while Hasted, enter 2 here for your 2 Extra Attacks. If you're going to have 4 total attacks while Hasted, enter 3 here for your 3 Extra Attacks. Etc
The Details show up as a note next to The Extra Attack field on the Action tab giving visual info.
If a lot of things worked as they logically should....
Yep.
I'm surprised common and highly used buffs like Haste aren't included as a condition to set in DNDBeyond... But oh well, at least there's a workaround.
I'm surprised common and highly used buffs like Haste aren't included as a condition to set in DNDBeyond... But oh well, at least there's a workaround.
I have heard rumblings it's on the drawing board so we just all need to practice patience. I believe that dndbeyond can become the be all and end all Dungeons & Dragons suite that will have any and every tool necessary to play online and in person. We have to give this new company the resources (subscription dollars) and patience to build, test, and implement all the tools we're asking for.
As title.
2014 5E mostly
3.5 maybe.
What several players at my table do is create magic items they can 'wear' or not that impart the bonuses of the spell on the character sheet. Mage Armor is a "legendary" Wondrous Item that adds +3AC, "Rage" is another item that adds rage resistances, so on and so forth.
It's not elegant, and keeping track of it all can suck, but it's probably the easiest switch-on, switch-off method for spell bonuses I know
Please do not contact or message me.
Custom feats might be easier to track but they're not as easy to add/remove on the fly as simply equipping a magical item is.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Yea the equipment section sorts by rarity first and then by name second. So any Artifact item will always be at the top. Very easy then to just click equip to toggle the effect on or off. No need to go into the manage feats section and scroll to the one you want and apply it.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Ok, trying to make an item to represent haste.
Easy enough to add Bonus - Armor Class (+2), Bonus - Speed (Doubled*note*), Advantage - Dexterity Saving Throw, Bonus.
Not sure how to add the extra Action: Single Attack, Dash, Disengage, Hide, or Use an Object action part.
I can add attack action, as individual bonus action. But I don't see Hide, Dash, Disengage, or Use Object.
2014 5E mostly
3.5 maybe.
Also, related question:
Do I get the extra action, after I cast Haste on my self? Or does it apply in my next turns?
2014 5E mostly
3.5 maybe.
Some things, like the Hasted Action, you just have to note in plaintext and assume is there.
When you caste Haste on yourself, it uses your action for the turn. After you do so, you are Hasted and thus, by the rules of the spell, can take the Hasted Action to do what the spell allows you to do with that limited action on the same turn.
Please do not contact or message me.
Ok, thanks.
2014 5E mostly
3.5 maybe.
I've actually made most all class/subclass/spell effects as magic items. I made a thread on how you can do it too.
Got me eyes on replicating Wildshape changes on the character sheet right now. So check back at that thread
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
Thanks, thats awesome.
So, I can't do the totality of what I want, but I can get close enough that it doesn't matter.
2014 5E mostly
3.5 maybe.
Yep. Working on Wild Shape, I'm finding several things that can't be done automatically. The description field is useful for adding notes on what manual changes the PC can do to their character sheet to add even more functionality like Custom actions or attacks that can't be added using a magic item*.
* This reason might be a good reason to make a buff system as a feat instead of a magic item. The drawback to using feats is the inventory system can be filtered by a search term, feats do not.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
Yea, thats what I was doing.
I can't get the bonus - attack thing to override or add to the normal attacks though.So It's just in the notes.
2014 5E mostly
3.5 maybe.
I will say that most magic items I make are just items. Whenever I went to make some wizard armor that used INT instead of DEX for AC, I couldn't do it with magic armor I had to make a magic item. I think the base armor or weapon effects has some stats you just can't eliminate.
The problem I'm currently running into is you can't replace a Sense, you can add to it.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
Well, I figured out I can just add a Custom Action, (which adds it down at the bottom) and just call it "Haste - Attack Action" and give it the proper damage dice.
2014 5E mostly
3.5 maybe.
Your Hasted attack does a specific attack type or damage? This should be all you need on your item:
Replace **X** with the number of Extra Attacks you want. If you want your character to have 3 total attacks while Hasted, enter 2 here for your 2 Extra Attacks. If you're going to have 4 total attacks while Hasted, enter 3 here for your 3 Extra Attacks. Etc
The Details show up as a note next to The Extra Attack field on the Action tab giving visual info.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
I tried that, but it did not work.
(e.g. have 2 attacks normally, set X to 3, and still had 2 - looked again a few hours later and it was still not working.)
I see that there is Self - Extra Attacks, I'll try setting that to 3 and see if it works tomorrow morning.
2014 5E mostly
3.5 maybe.
Aahha! Checked back just now, Self - Extra Attacks does seem to work. Though, it needs to be X-1.
2014 5E mostly
3.5 maybe.
As long as you remember that Modifier Type: Set and Modifier Sub-type: Extra Attacks, Fixed Value is the number of attacks after your first attack.
Imagine the Extra Attacks variable is set to 0 for all level 1 characters.
Applying the Haste spell adds a 1 to each of those.
If Modifier Type: Bonus, Modifier Subtype: Extra Attacks, Fixed Value: 1 worked, it would solve so much confusion on this.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
If a lot of things worked as they logically should....
Yep.
I'm surprised common and highly used buffs like Haste aren't included as a condition to set in DNDBeyond... But oh well, at least there's a workaround.
2014 5E mostly
3.5 maybe.
I have heard rumblings it's on the drawing board so we just all need to practice patience. I believe that dndbeyond can become the be all and end all Dungeons & Dragons suite that will have any and every tool necessary to play online and in person. We have to give this new company the resources (subscription dollars) and patience to build, test, and implement all the tools we're asking for.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)