It feels a little absurd that I even have to ask this, but how in the nine hells am I meant to import weapons that use charges for non-spell effects? I have a greatsword for my warlock that heals for 2d6. It's not cure wounds, there are no modifiers, but it consumes a charge of the weapon. Even something as simple as getting advantage on an attack by burning a charge seems pretty impossible to actually manage in the way that a D&D beyond character sheet is theoretically supposed to work, when the only feature that modifies a magic item's charge count seems to be a spell.
How do I get the even the most brain-dead non-spell effects to consume charges in magic items, and if this is actually impossible for some insane reason, what riot do I have to join to draw attention to this blatant oversight?
Look under Additional Information on the homebrew magic item's edit page. Check the Has Charges box. Type in a number in Number of Charges. Pick a charge reset condition and add a description if you like.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Right, I understand that part. I mean how do I set it so that a player can click on a homebrewed action in their sheet and have it automatically reduce the appropriate charges from the corresponding magic item. Like how you can do for spells, but with non-spell effects like temporary resistances, healing, advantage, etc.
Rollback Post to RevisionRollBack
13 year DM. Mapmaker, lore encyclopedia and high priest of Maglubiyet.
You cannot. They have not yet added Actions to magic items, so there will be no “action” for them to click. They will simply have to check off the appropriate number of charges manually. Or else you would have to crate a spell just for that item. Of course, you would also have to create a dummy subclass the add a “spell list” to that spell that isn’t a spell so that nobody accidentally tries to add it to their spell list.
Yikes. Really starting to regret investing all this money in online content duplicates and a premium account for sharing when I can't even implement basic, precedented homebrew for my players. Might as well be doing pen and paper.
Rollback Post to RevisionRollBack
13 year DM. Mapmaker, lore encyclopedia and high priest of Maglubiyet.
Yikes. Really starting to regret investing all this money in online content duplicates and a premium account for sharing when I can't even implement basic, precedented homebrew for my players. Might as well be doing pen and paper.
Yup.
And I hope you liked Tasha’s because that was just the first draft of the 5.5/6.0/whatever that will be coming out in 2 years and DDB is likely to take the 5e stuff we paid for and force the updates on us whether we want them or not.
It feels a little absurd that I even have to ask this, but how in the nine hells am I meant to import weapons that use charges for non-spell effects? I have a greatsword for my warlock that heals for 2d6. It's not cure wounds, there are no modifiers, but it consumes a charge of the weapon. Even something as simple as getting advantage on an attack by burning a charge seems pretty impossible to actually manage in the way that a D&D beyond character sheet is theoretically supposed to work, when the only feature that modifies a magic item's charge count seems to be a spell.
How do I get the even the most brain-dead non-spell effects to consume charges in magic items, and if this is actually impossible for some insane reason, what riot do I have to join to draw attention to this blatant oversight?
13 year DM. Mapmaker, lore encyclopedia and high priest of Maglubiyet.
Book me at goldgoblin.games
Look under Additional Information on the homebrew magic item's edit page. Check the Has Charges box. Type in a number in Number of Charges. Pick a charge reset condition and add a description if you like.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Right, I understand that part. I mean how do I set it so that a player can click on a homebrewed action in their sheet and have it automatically reduce the appropriate charges from the corresponding magic item. Like how you can do for spells, but with non-spell effects like temporary resistances, healing, advantage, etc.
13 year DM. Mapmaker, lore encyclopedia and high priest of Maglubiyet.
Book me at goldgoblin.games
You cannot. They have not yet added Actions to magic items, so there will be no “action” for them to click. They will simply have to check off the appropriate number of charges manually. Or else you would have to crate a spell just for that item. Of course, you would also have to create a dummy subclass the add a “spell list” to that spell that isn’t a spell so that nobody accidentally tries to add it to their spell list.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yikes. Really starting to regret investing all this money in online content duplicates and a premium account for sharing when I can't even implement basic, precedented homebrew for my players. Might as well be doing pen and paper.
13 year DM. Mapmaker, lore encyclopedia and high priest of Maglubiyet.
Book me at goldgoblin.games
Yup.
And I hope you liked Tasha’s because that was just the first draft of the 5.5/6.0/whatever that will be coming out in 2 years and DDB is likely to take the 5e stuff we paid for and force the updates on us whether we want them or not.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
This aged as well as expected :)