I want to create an Artificer character. I love using DnD Beyond so I'm hoping there's a way to do this but I can't figure it out. It only lets me make my own spells and monsters, etc.
Homebrew classes are not supported. Homebrew sub-classes are on the roadmap. Artificier will probably find its way when the UA material will be available here in DDB.
This is not currently possible. At some point, probably shortly after Xanathar's Guide to Everything is released, some or all Unearthed Arcana content will be added. At some point, the ability to create "homebrew" feats, races, backgrounds, and subclasses will be added. The ability to create full classes is not currently planned, due to the complexity thereof.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I want to create an Artificer character. I love using DnD Beyond so I'm hoping there's a way to do this but I can't figure it out. It only lets me make my own spells and monsters, etc.
Let them know you want to be able to create your own classes. It's such a glaring lack of functionality for homebrew anything that it's amazing the site ever launched without it at least in the roadmap.
I want to create an Artificer character. I love using DnD Beyond so I'm hoping there's a way to do this but I can't figure it out. It only lets me make my own spells and monsters, etc.
Let them know you want to be able to create your own classes. It's such a glaring lack of functionality for homebrew anything that it's amazing the site ever launched without it at least in the roadmap.
Okay, you figure out everything people could possibly do with a full class. I'm sure the Beyond team will be grateful.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I want to create an Artificer character. I love using DnD Beyond so I'm hoping there's a way to do this but I can't figure it out. It only lets me make my own spells and monsters, etc.
Let them know you want to be able to create your own classes. It's such a glaring lack of functionality for homebrew anything that it's amazing the site ever launched without it at least in the roadmap.
Okay, you figure out everything people could possibly do with a full class. I'm sure the Beyond team will be grateful.
A good place to start is to at least allow us to modify the existing functionality and framework used for the PHB classes, and then allow us to create a new class with those features available for mixing. Then they can create a wishlist of individual features not already represented by the PHB classes and add those in as time/resources allows.
Ideally, they wouldn't be responsible for creating anything more because we would have access to the tool set they used to create the classes to begin with. It'd probably be a steep learning curve, but that's better than "Shrug, too hard." If they hard coded each class on its own... well, that's just poor planning, frankly, and we have MTGO all over again (I'm aware that this isn't WOTC; but it's the same problem WOTC has with MTGO).
I want to create an Artificer character. I love using DnD Beyond so I'm hoping there's a way to do this but I can't figure it out. It only lets me make my own spells and monsters, etc.
Let them know you want to be able to create your own classes. It's such a glaring lack of functionality for homebrew anything that it's amazing the site ever launched without it at least in the roadmap.
Okay, you figure out everything people could possibly do with a full class. I'm sure the Beyond team will be grateful.
A good place to start is to at least allow us to modify the existing functionality and framework used for the PHB classes, and then allow us to create a new class with those features available for mixing. Then they can create a wishlist of individual features not already represented by the PHB classes and add those in as time/resources allows.
Ideally, they wouldn't be responsible for creating anything more because we would have access to the tool set they used to create the classes to begin with. It'd probably be a steep learning curve, but that's better than "Shrug, too hard." If they hard coded each class on its own... well, that's just poor planning, frankly, and we have MTGO all over again (I'm aware that this isn't WOTC; but it's the same problem WOTC has with MTGO).
That is actually a wonderful idea. I second it.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I create a lot of custom content in Hero Lab (which does support custom classes) and creating a custom class is easily one of the most technical and advanced things you will do in the editor. In most cases scripting is required to pull off some of the complex things people do when they create classes. Hat's off to LWD though because it is possible at least.
I can't imagine, even if it was possible, that Curse would open this up. Their entire platform is designed on ease of use. I don't think creating classes will ever be easy, not unless you severely limit what you can do.
Hopefully with the character sheet re-design, we'll be able to hack all of this so we can truly make our own homebrew characters.
This might be a good question to ask Badeye on the 20th. "How customizatable will the new sheets be after character creation?"
This is all I really need to able to able to actually use DDB as a player. My Discord extension is in waiting (click, roll, message in discord so everyone knows the result), but I can't create my characters here! :(
Unfortunately, I've got a bad feeling that some of the stuff I need isn't going to be customizable. Things such as:
learning a set number of spells from the divine list instead of all of them
changing the number of prepared spell slots available
I create a lot of custom content in Hero Lab (which does support custom classes) and creating a custom class is easily one of the most technical and advanced things you will do in the editor. In most cases scripting is required to pull off some of the complex things people do when they create classes. Hat's off to LWD though because it is possible at least.
I can't imagine, even if it was possible, that Curse would open this up. Their entire platform is designed on ease of use. I don't think creating classes will ever be easy, not unless you severely limit what you can do.
Absolutely. Until you really get into the guts of what it entails, it is hard to see how complicated it can be. For example, I was digging through their client-side code to work on a personal dashboard summarizing PCs in my campaign and I wanted to get their AC out. Then I saw what calculations they have to do to actually figure out a character's AC. Wow! Trying to make all of these rules understandable by computers is not easy.
Sure, it can be done. But given there are only so many hours in the day, you have to ask - if they should do custom classes now rather than later, then a lot of other features people are asking for will have to be pushed off to much later. As a full-time IT person, I try to explain to people it's rarely ever an issue of whether we can do it or not, but how much effort should we put into it and what should we postpone?
Curse seems to be doing a great job so far with trying to prioritize according to community interest balanced against the level of effort needed, as well as planning for this to be a long term project. It's not easy and no one will be perfectly happy. But if most people can be mostly happy, that's a massive win!
It's not just the sheer complexity of this feature. Class customization is a really niche feature. The base classes already cover a really wide range of character archetypes and have customization points built into them with the subclass choice. There's very few homebrew concepts that really warrant being a stand-alone class instead of a subclass for an existing class.
It's also way harder to get the balance right for a new class. There's a reason the Mystic has already gone through three revisions and still isn't done. Hell, they didn't even get the Revised Ranger quite right and they used an existing class as a starting point.
I can see how the feature would be useful to some DMs, but for most people homewbrew subclasses, backgrounds, spells and magic items are more than enough.
There's very few homebrew concepts that really warrant being a stand-alone class instead of a subclass for an existing class.
This is really the "big thing" IMO. 99% of concepts you can think up can easily be crafted to suit one of the base classes as a sub-class. Hell, I don't even currently think that psions or artificers need a new class but I'm in the minority on that one.
There's very few homebrew concepts that really warrant being a stand-alone class instead of a subclass for an existing class.
This is really the "big thing" IMO. 99% of concepts you can think up can easily be crafted to suit one of the base classes as a sub-class. Hell, I don't even currently think that psions or artificers need a new class but I'm in the minority on that one.
Okay, what class would the mystic/psion/whatever be a subclass of?
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
There's very few homebrew concepts that really warrant being a stand-alone class instead of a subclass for an existing class.
This is really the "big thing" IMO. 99% of concepts you can think up can easily be crafted to suit one of the base classes as a sub-class. Hell, I don't even currently think that psions or artificers need a new class but I'm in the minority on that one.
Okay, what class would the mystic/psion/whatever be a subclass of?
I'd build them off of the back of the Monk or the Sorcerer as both tend to use either Ki points or Sorcery points to fuel their abilities and both give the feeling of a power source that one is born with and develops through training.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Speaking about homebrew classes - would it be possible to create an INT-based warlock? Giving player a choice between CHA and INT on a character creation is a popular, if niche, home rule, generally accepted to be balance-preserving (and Sage Advice agrees).
I want to create an Artificer character. I love using DnD Beyond so I'm hoping there's a way to do this but I can't figure it out. It only lets me make my own spells and monsters, etc.
3D Artist - www.charliepharis.com
Homebrew classes are not supported. Homebrew sub-classes are on the roadmap. Artificier will probably find its way when the UA material will be available here in DDB.
This is not currently possible. At some point, probably shortly after Xanathar's Guide to Everything is released, some or all Unearthed Arcana content will be added. At some point, the ability to create "homebrew" feats, races, backgrounds, and subclasses will be added. The ability to create full classes is not currently planned, due to the complexity thereof.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Dungeon Master - Writer - Mini Enthusiast
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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This doesn't surprise me.
I create a lot of custom content in Hero Lab (which does support custom classes) and creating a custom class is easily one of the most technical and advanced things you will do in the editor. In most cases scripting is required to pull off some of the complex things people do when they create classes. Hat's off to LWD though because it is possible at least.
I can't imagine, even if it was possible, that Curse would open this up. Their entire platform is designed on ease of use. I don't think creating classes will ever be easy, not unless you severely limit what you can do.
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Hopefully with the character sheet re-design, we'll be able to hack all of this so we can truly make our own homebrew characters.
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Sure, it can be done. But given there are only so many hours in the day, you have to ask - if they should do custom classes now rather than later, then a lot of other features people are asking for will have to be pushed off to much later. As a full-time IT person, I try to explain to people it's rarely ever an issue of whether we can do it or not, but how much effort should we put into it and what should we postpone?
It's not just the sheer complexity of this feature. Class customization is a really niche feature. The base classes already cover a really wide range of character archetypes and have customization points built into them with the subclass choice. There's very few homebrew concepts that really warrant being a stand-alone class instead of a subclass for an existing class.
It's also way harder to get the balance right for a new class. There's a reason the Mystic has already gone through three revisions and still isn't done. Hell, they didn't even get the Revised Ranger quite right and they used an existing class as a starting point.
I can see how the feature would be useful to some DMs, but for most people homewbrew subclasses, backgrounds, spells and magic items are more than enough.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Speaking about homebrew classes - would it be possible to create an INT-based warlock? Giving player a choice between CHA and INT on a character creation is a popular, if niche, home rule, generally accepted to be balance-preserving (and Sage Advice agrees).
Not with DNDBeyond no. It doesn't sound like they are going to be giving access to modify the classes.
Side note: you could do this with Hero Lab.
Daplunk's YouTube Channel: Realm Works and Hero Lab Videos / Campaign Cartographer 3+ Videos
Realm Works Facebook User Group
Homebrew will be expanded to include SUB-CLASSES, but not full classes.
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Orcpub (The first one, not the second one) Has a class-creating tool, but it's pretty bare-bones.