I didn't mean to suggest that it was simple, and I understand that resources are not unlimited, however, in my mind this should be a high priority feature. What features on the roadmap, in your mind, deserve to be higher priority?
Character sheet revamp, better familiar/mount support, Roll20 integration, better subclass support, better documentation? Really, any quality-of-life improvement that benefits a majority of players should be higher priority than an expensive feature that's only relevant to the small subset of players that 1) are DMs, 2) use a custom setting, and 3) have a character concept that's critical to their setting and can't work as a subclass.
I didn't mean to suggest that it was simple, and I understand that resources are not unlimited, however, in my mind this should be a high priority feature. What features on the roadmap, in your mind, deserve to be higher priority?
Character sheet revamp, better familiar/mount support, Roll20 integration, better subclass support, better documentation? Really, any quality-of-life improvement that benefits a majority of players should be higher priority than an expensive feature that's only relevant to the small subset of players that 1) are DMs, 2) use a custom setting, and 3) have a character concept that's critical to their setting and can't work as a subclass.
And #4, can't be done manually with the character sheet revamp work.
I can assure you that if done right it would be as complicated as they say it is. The problem isn't modularity but open-endedness. Classes can do pretty much anything and are the absolutely the most open-ended and varied aspect of 5e design. A homebrew class system is certainly possible, of course, but it's just a matter of resources.
I'm not so sure if it would really be all that complicated, or at least if it would have to be.
If we take a look at how homebrewing works on D&DB right now, we can see that it's ultimately just writing a couple of text blocks, and maybe adding a few refereces here and there. For example: when you homebrew a background right now, you can reference proficiencies you can take or even choose from, insert a couple of items that you get from it, and add text.
And if we take a look at the character sheets, there you also just get a couple of text blocks. It's not as if all the features were all that interactive. It's a reference sheet and not a virtual tabletop after all. The things that are interactive (in the most rudimentary kind of way) are the weapons, the HP, and the amount of gold a character has, and it's not as if those wouldn't stay exactly the same for homebrewed classes anyway.
So what would you need for a homebrew class generator?
Well, basically, you would need to be able to insert any number of parts, called "features", at any given level of the class.
Those features would need to have 5 (maybe 6) pregenerated functions:
Adding a list of proficiencies
Adding a text block
Adding an Ability Score Improvement choice
Adding Expertise
(Adding Spellcasting maybe)
Adding a subclass feature (which in turn would use the former 4/5 functions)
And that's basically it. Adding a choice of items and a choice of proficiencies is already part of the background homebrewing, so the initial choices of items and proficiencies that a class gets is actually already in use, and the proficiency adding system as well as the text block generation system could just be included into the class builder as it is. The rest is basically already finished as well, since you just need the system to point to the ASI menu and the Expertise menu.
Spellcasting could be a bit tricky, true, but most of the work is already done as well, since the spellcasting feature points towards a specific list that can already be edited, since we have the option to homebrew spells! The thing that would need to be changed is basically only the entry for class availability, so that one could write the classes name down instead of choosing from a list (or just adding a new box there if you want to add it to a homebrewed list). But if that's too much trouble (and I can see how this could be a bit much to add, since it needs cross referencing all all that) then you could even just add the option to use the same spell list as another class, or make it only a text box option.
It's not as if you would need a ton of cross referencing or fancy interactive options to make homebrewing classes a thing. That could be something that one would be able to add in later on, but the most basic building blocks for creating new classes are already in use anyway. The only thing needed would be to add them to a list.
It really doesn't matter how how complicated we think it is, all that matters is how complicated the devs think it is plus all the time they'll have to spend afterwards fixing bugs and answering questions.
I'm just bummed about the lack of mystic. I'm in the middle of playing a character who started out a straight Ranger, took a rank of Warlock, and then had an after-death experience that more or less forced her to take a rank of Mystic. Having three classes is darn complicated, and I was really hoping that DnDBeyond would help me navigate the spells + psi points. The character also got turned into a Shardar-kai. So now, I can make a lot of my character work, however many dollars later, but I'll never be able to really use it for this character in the foreseeable future because there's no Mystic class here and no way to build one by hand. So, time to look into this dicecloud thing, I guess.
i what to make a class called arcane warrior Sorcerer base set with wizard spell base set and dragonic origins and 2 fighting styles can someone help with it?
OK... I'm glad I found this forum thread about not being able to create custom classes.
Looks like there is not plan to make this happen, so I'll give up on trying to add Mist Walker to my game.
There is technically no indication there isn't a plan either.
Last statements I heard on the topic is that they are not considering it "at this point in time", but they went from a "nope, never gonna happen" to "maybe sometime down the line, not a priority" stance, so there is still a glimmer of hope
I honestly dont know why they dont give us this ability. We know it exists because if we search through the classes available we see ones created by certain celebrities (that are homebrewed) and which has been added to available class list for us to choose from.
So clearly the ability to add homebrewed classes does exist on the system that DDB are using, but it is obviously only a backend ability that the admin have access too and which they are keeping from us simple users.
It really sucks that such an important feature is being kept behind a celebrity wall.
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I am an online author and sci-fi lover who plays table too roleplaying games in his free time. See all my character concepts at: Character Bios – Jays Blog (jaytelford.me)
There's a world of difference between adding 1 or 2 specific classes a year as the need arises and developing a user-facing tool that can create any class, plus documenting all of it and integrating it into the homebrew publishing system. That's the difference between asking a carpenter for a chair and asking them for an Ikea factory.
It's really not that important of a feature in the grand scheme of things. The existing classes already cover the majority of character archetypes.
I am an online author and sci-fi lover who plays table too roleplaying games in his free time. See all my character concepts at: Character Bios – Jays Blog (jaytelford.me)
There's a world of difference between adding 1 or 2 specific classes a year as the need arises and developing a user-facing tool that can create any class, plus documenting all of it and integrating it into the homebrew publishing system. That's the difference between asking a carpenter for a chair and asking them for an Ikea factory.
It's really not that important of a feature in the grand scheme of things. The existing classes already cover the majority of character archetypes.
The point is the existing archetypes in some cases do not fulfill the needs of certain customers... if you design your system to create a custom chair, then you can fill your Ikea's with any type and quantity of chairs... The developers could use that feature to simplify adding future classes on their side, while at the same time pleasing the homebrew gamers with more customization... If they don't want to give that away for free, then simply add it as an additional feature for paid subscribers...
Here from the future, Now that homebrew sub classes have been released, it wouldn't be different or difficult, problem-solving, wise to insert the same functionality to the class creator. The entire "start from copy of ______ class" is amazing! We Just need the ability to edit class features and ability score improvements. They already added support for spell referencing, features, tables, hell even colored text is available! The spine of this function is there and the rest is to add the HTML to support it! It is not an impossible or even difficult feat to accomplish, the question is resources, and I'm sure DND beyond has plenty enough to spare to get this done!
I love DND and i just want to make an Artificer bc I'm impatient af and don't like it being a Wizard subclass.
Here from the future, Now that homebrew sub classes have been released, it wouldn't be different or difficult, problem-solving, wise to insert the same functionality to the class creator. The entire "start from copy of ______ class" is amazing! We Just need the ability to edit class features and ability score improvements. They already added support for spell referencing, features, tables, hell even colored text is available! The spine of this function is there and the rest is to add the HTML to support it! It is not an impossible or even difficult feat to accomplish, the question is resources, and I'm sure DND beyond has plenty enough to spare to get this done!
I love DND and i just want to make an Artificer bc I'm impatient af and don't like it being a Wizard subclass.
Hi SlicedDF
Some info for your consideration:
Full base classes homebrewing has already been confirmed as something that is coming (as always no ETA);
The Artificer (as a full class) will see a new version be released as playtest material with next month's Unearthed Arcana, and it was already confirmed elsewhere that we can expect it to become available on DDB the week following publishing on the WotC website; note, though, that it will be still something that will go away once WotC archives the article it appears in, but MAYBE by that time it will be released as part of a new official supplement.
Also worth noting that you can already add colours to your text in any description field - though please don't go crazy with it - think of people's eyes! ;)
I know this is an old thread, I just wanted to contribute that I'm not the DM, but I have a use case for being able to at minimum EDIT classes that drives me crazy. I'm a cleric in one of my campaigns and part of what we discussed for this campaign is that I really don't want to do much with zombies or the undead (minus some speak with dead) due to we just finished a campaign that was chock-full of them. It's like 2/3 of my channel divinity options. My DM and I worked out what to replace it with, and that's all I want to do so that I don't get confused in the app. I can ADD stuff, from what I can tell, but I can't swap or delete things like that. I realize it is complex and that changing X can potentially cause Y to do stupid stuff, but so can a million other points in the app. Would I love to be able to craft classes fully from scratch, sure, but I'm not even needing that. I just want the same functionality I have in other areas in the base details of my characters. And yes, of course, I could choose other domains and whatnot that have different language and features, the sitch I have was well crafted, with that being the only issue. It's not a deal breaker, but it's annoying AF. Anyway, just thought I'd throw that out there for an alternative reason for the flexibility.
6. How can I adjust or add to a base class feature?
You unfortunately cannot at the moment. Base Classes and basic Equipment are Not current accessible to people with basic User level privledges to the content builder.
That being said, you can replace a base class feature by creating a subclass feature with the same name at the same level or a higher level. The subclass feature will supplant the base class feature on the character sheet under Features & Traits.
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Those features would need to have 5 (maybe 6) pregenerated functions:
And that's basically it. Adding a choice of items and a choice of proficiencies is already part of the background homebrewing, so the initial choices of items and proficiencies that a class gets is actually already in use, and the proficiency adding system as well as the text block generation system could just be included into the class builder as it is. The rest is basically already finished as well, since you just need the system to point to the ASI menu and the Expertise menu.
Spellcasting could be a bit tricky, true, but most of the work is already done as well, since the spellcasting feature points towards a specific list that can already be edited, since we have the option to homebrew spells! The thing that would need to be changed is basically only the entry for class availability, so that one could write the classes name down instead of choosing from a list (or just adding a new box there if you want to add it to a homebrewed list). But if that's too much trouble (and I can see how this could be a bit much to add, since it needs cross referencing all all that) then you could even just add the option to use the same spell list as another class, or make it only a text box option.
It's not as if you would need a ton of cross referencing or fancy interactive options to make homebrewing classes a thing. That could be something that one would be able to add in later on, but the most basic building blocks for creating new classes are already in use anyway. The only thing needed would be to add them to a list.
It really doesn't matter how how complicated we think it is, all that matters is how complicated the devs think it is plus all the time they'll have to spend afterwards fixing bugs and answering questions.
I'm just bummed about the lack of mystic. I'm in the middle of playing a character who started out a straight Ranger, took a rank of Warlock, and then had an after-death experience that more or less forced her to take a rank of Mystic. Having three classes is darn complicated, and I was really hoping that DnDBeyond would help me navigate the spells + psi points. The character also got turned into a Shardar-kai. So now, I can make a lot of my character work, however many dollars later, but I'll never be able to really use it for this character in the foreseeable future because there's no Mystic class here and no way to build one by hand. So, time to look into this dicecloud thing, I guess.
i what to make a class called arcane warrior Sorcerer base set with wizard spell base set and dragonic origins and 2 fighting styles can someone help with it?
OK... I'm glad I found this forum thread about not being able to create custom classes.
Looks like there is not plan to make this happen, so I'll give up on trying to add Mist Walker to my game.
There is technically no indication there isn't a plan either.
Last statements I heard on the topic is that they are not considering it "at this point in time", but they went from a "nope, never gonna happen" to "maybe sometime down the line, not a priority" stance, so there is still a glimmer of hope
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I honestly dont know why they dont give us this ability. We know it exists because if we search through the classes available we see ones created by certain celebrities (that are homebrewed) and which has been added to available class list for us to choose from.
So clearly the ability to add homebrewed classes does exist on the system that DDB are using, but it is obviously only a backend ability that the admin have access too and which they are keeping from us simple users.
It really sucks that such an important feature is being kept behind a celebrity wall.
I am an online author and sci-fi lover who plays table too roleplaying games in his free time. See all my character concepts at: Character Bios – Jays Blog (jaytelford.me)
There's a world of difference between adding 1 or 2 specific classes a year as the need arises and developing a user-facing tool that can create any class, plus documenting all of it and integrating it into the homebrew publishing system. That's the difference between asking a carpenter for a chair and asking them for an Ikea factory.
It's really not that important of a feature in the grand scheme of things. The existing classes already cover the majority of character archetypes.
Sorry, I had made a comment here but having re-read it,I realised it was just really a rant so I have deleted it.
I am an online author and sci-fi lover who plays table too roleplaying games in his free time. See all my character concepts at: Character Bios – Jays Blog (jaytelford.me)
The point is the existing archetypes in some cases do not fulfill the needs of certain customers... if you design your system to create a custom chair, then you can fill your Ikea's with any type and quantity of chairs... The developers could use that feature to simplify adding future classes on their side, while at the same time pleasing the homebrew gamers with more customization... If they don't want to give that away for free, then simply add it as an additional feature for paid subscribers...
Here from the future, Now that homebrew sub classes have been released, it wouldn't be different or difficult, problem-solving, wise to insert the same functionality to the class creator. The entire "start from copy of ______ class" is amazing! We Just need the ability to edit class features and ability score improvements. They already added support for spell referencing, features, tables, hell even colored text is available! The spine of this function is there and the rest is to add the HTML to support it! It is not an impossible or even difficult feat to accomplish, the question is resources, and I'm sure DND beyond has plenty enough to spare to get this done!
I love DND and i just want to make an Artificer bc I'm impatient af and don't like it being a Wizard subclass.
Hi SlicedDF
Some info for your consideration:
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Also worth noting that you can already add colours to your text in any description field - though please don't go crazy with it - think of people's eyes! ;)
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Can they just add mist walker class?
I think it's time to move Beyond the basic classes to custom classes.
I have a Space wizard that I want to make but I cant on the dnd character sheat maker
I know this is an old thread, I just wanted to contribute that I'm not the DM, but I have a use case for being able to at minimum EDIT classes that drives me crazy. I'm a cleric in one of my campaigns and part of what we discussed for this campaign is that I really don't want to do much with zombies or the undead (minus some speak with dead) due to we just finished a campaign that was chock-full of them. It's like 2/3 of my channel divinity options. My DM and I worked out what to replace it with, and that's all I want to do so that I don't get confused in the app. I can ADD stuff, from what I can tell, but I can't swap or delete things like that. I realize it is complex and that changing X can potentially cause Y to do stupid stuff, but so can a million other points in the app. Would I love to be able to craft classes fully from scratch, sure, but I'm not even needing that. I just want the same functionality I have in other areas in the base details of my characters. And yes, of course, I could choose other domains and whatnot that have different language and features, the sitch I have was well crafted, with that being the only issue. It's not a deal breaker, but it's annoying AF. Anyway, just thought I'd throw that out there for an alternative reason for the flexibility.
There's a pretty easy hacky workaround to this.
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq
6. How can I adjust or add to a base class feature?
You unfortunately cannot at the moment. Base Classes and basic Equipment are Not current accessible to people with basic User level privledges to the content builder.
That being said, you can replace a base class feature by creating a subclass feature with the same name at the same level or a higher level. The subclass feature will supplant the base class feature on the character sheet under Features & Traits.