I am having an issue and don't find a similar problem on your awesome FAQ. Thanks for all your work and attention to the community which I am new to.
I would like some help with homebrew armor with the following:
Guardian's Shield: As a reaction, when an ally within 10 feet of you is hit by an attack, you can impose disadvantage on the attack roll, potentially causing it to miss. You can use this feature a number of times equal to your proficiency bonus per long rest.
Divine Sentinel: Once per long rest, you can cast the *Compelled Duel* spell without expending a spell slot. The spell save DC is equal to your Paladin spell save DC.
Hey. In the source books when you are viewing information on a page and read something like "paralyzed" and the information for the condition is on the same page, instead of adding paralyzed, they add a link that takes you straight to the point on that page with the information.
I am having an issue and don't find a similar problem on your awesome FAQ. Thanks for all your work and attention to the community which I am new to.
I would like some help with homebrew armor with the following:
Guardian's Shield: As a reaction, when an ally within 10 feet of you is hit by an attack, you can impose disadvantage on the attack roll, potentially causing it to miss. You can use this feature a number of times equal to your proficiency bonus per long rest.
Divine Sentinel: Once per long rest, you can cast the *Compelled Duel* spell without expending a spell slot. The spell save DC is equal to your Paladin spell save DC.
Thanks to any that can help in advance :-)
Currently I imagine your issue is having trouble adding these actions to a piece of armor. Unfortunately actions can not be added to magic items and there is not a way to do it to a magic item the way you wish it to be done (The developers of the site haven't added that as a thing you can do yet.)
I would recommend adding these actions to a homebrew feat where you can customise these actions to work the way you want them to, allowing the addition of slots and proficiency scaling. Add it in the description of the item that the wearer gains that feat when wearing / attuned. However you can't add homebrew feats as modifiers to magic items either so you will need to add it to the character manually and keep track of when they don/doff/un-attune to the armor.
PROS:
It achieves what you want with slight inconvenience.
You don't have to keep track of how many uses you have or manually scale the values up.
CONS:
Once again unfortunately you are not able to add your homebrew feats to a homebrew magic item either. So as DM you would need to manually add the feature to the character and just have them or yourself keep mental track of when they don or doff the armor.
Your homebrew feats will be open to other characters when levelling up so it might get cluttered and confusing for other players. You can either:
just tell people not to choose it.
add multiple pre-requisites to the feat so only the character you want to have this feature can use it.
Or be comfortable with it becoming a feat that can be used by multiple characters.
Is it possible to create a class feature that is a toggle for only certain levels? For instance, the feature i am trying to make has two options that you can "turn on" from levels 3-13. At level 14 the two options blend together as one. Can i make it so that the first two options no longer appear and only the 3rd option after the level 14?
Yes there is a way, but it requires a few steps and a bit of time before getting there.
Step 1: The character builder
The Character using the subclass needs to have "Optional Class Features" box ticked. Found within the "Home" tab. Under "Optional Features". Found between "Dice Rolling" and "Use Prerequisites"
Step 2: Your Homebrew Subclass
Add a new sub-class feature. Name it the same as your subclass feature at level 3 and fill the "description" the same as well. Set the required level for this new subclass feature to 14. Below that is "Display required level" if your level 3 subclass feature was ticked, tick this one also. Below that is "Feature type" set that to replacement. If your level 3 subclass feature had options and you want to keep those options available, tick the "has options" box and input the levels where those options are available, exactly as they are in your level 3 subclass feature. Below "Feature Type" there is a box "class features to replace" you can select multiple, but all you need to select is the level 3 subclass feature you are copying. Click the big "SAVE CHANGES" button. Then click again just in case of emergency.
Now is the tedious part. You need to copy all the information you had for your level 3 subclass feature into this level 14 subclass feature. But you add a new "class feature option" that is now the combination of the 2 options from your level 3 feature, and you DON'Tadd those 2 class feature options to the level 14 subclass feature.
Step 3: Character Builder again
On tab 1 "Class" under the class this feature is apart of you will see "class features" if step 1 and 2 have been done correctly you should see beside that "optional feature manager". Click on it and you will see the "replacement feature" at level 14. Click it and the level 3 subclass feature will vanish from your "class features" and the level 14 subclass feature will appear instead. The player will need to redo all their previous choices (if the level 3 feature had subclass options and you have set it so the level 14 one also has those choices) this does include choices made prior to level 14. This can be toggled back to allow the level 3 feature reappear and the choices that were made are saved in the background and won't need to be chosen again.
Step 4: Success
Laugh to yourself to hide the pain of all that work for a very simple thing and congratulate yourself for doing it you're a good DM. :)
Is it possible to create a class feature that is a toggle for only certain levels? For instance, the feature i am trying to make has two options that you can "turn on" from levels 3-13. At level 14 the two options blend together as one. Can i make it so that the first two options no longer appear and only the 3rd option after the level 14?
I have sought to do this very thing in the past, to no avail. Given the additive nature of subclasses, and the fact that no other core class/subclass does this, the functionality I’m afraid, is not available.
The best I’ve been able to come up with is creating options that scale with level progression through the action dialogue and/or options.
Is there a way to add a hand crossbow to the modifier subtype? It has a long ow and shortbow so I'm not sure why no crossbow.
I'd like to add damage when I attune to it like the bracers of archery. I can make it add to hit bonus but not damage.
So unfortunately the homebrew builder is actually a very similar builder to what the developers use minus a few things. Because of that it isn't designed for us to be able to use it and this is one of those moments.
Short and long bow are in this list because the developers needed to add it as an option so they could make the bracers of archery. But they haven't crafted a magic item that would need to add that kind of modifier for a hand crossbow, so the option doesn't exist therefore we don't get to do that. To get an idea of this, just take a look at some of the strange modifiers you can add damage to. All of those exist because a magic item has been made by the developers that have needed that modifier to exist.
Unfortunately the best you can do is write it into the description like they have for the bracers and your players will just need to remember they need to add the damage manually after they roll damage normally.
Option 2 is this: Switch the modifier subtype to piercing damage. And add the damage that way. In your description of your magic item put "Add +2 piercing damage to all hand crossbows." (or whatever your bonus is) Even then it's not going to add the damage automatically to hand crossbows but it will at least have a note in the damages of this magic item so its harder to miss.
That is unfortunately the best you can get until they either start adding tools for the players themself, or they add a magic item that requires that modifier to exist.
I´ve been searching for a bit now, but couldn´t find anything in any thread yet, so I´m going to ask here:
How do I add charges to a feat, that will show up in the character sheet?
I´m currently working on a Vampire "feat" so my players don´t have to change or remake their whole character after getting turned. They get some abilities that are possible once a day and i´d like to add these little boxes to the snipped and description, they can click to mark it as used, like for example wildshape or bardic inspiration. Does anyone know, how to code that, bc i could´t find it yet..
I´ve been searching for a bit now, but couldn´t find anything in any thread yet, so I´m going to ask here:
How do I add charges to a feat, that will show up in the character sheet?
I´m currently working on a Vampire "feat" so my players don´t have to change or remake their whole character after getting turned. They get some abilities that are possible once a day and i´d like to add these little boxes to the snipped and description, they can click to mark it as used, like for example wildshape or bardic inspiration. Does anyone know, how to code that, bc i could´t find it yet..
thanks in advance!
When you are looking at the "Feat Description" scroll down until you see "Actions". You want to click the button on the left "Add action". Give it a type (between general, weapon or spell) a name, fill out the description and any additional information that is needed. Under the "description" click save. Wait for the page to refresh. Then scroll all the way to the bottom. Under "description" there should be 2 buttons. "level scale" and "limited use". You want to click "limited use".
You can set the limited use manually, or you can have it scale with a modifier or proficiency bonus. If you pick addition, the bonus is added to your manual input. If you choose multiplication, the bonus is multiplied by your manual input. Make sure to click save after putting in your information. Then click save again on the action page then click save once more when you get to the feat description page. Just for assurance.
When you view this feat on your character profile now you will have the boxes. If you have more than 7 uses it will swap the boxes for just a + or - button with a number counter. Do KEEP IN MIND that it may take up to 15 minutes for the changes to update on their character sheets.
FYI
If you are creating feat options, the options have the ability to add actions as well at the bottom of the page.
Hi I'm trying to add the choices of history, nature, or survival for a homebrew Species in the creation part but i'm failing to follow along with the guide. It's from a species trait and I'm struggling to implement it to where it only has those options.
If this is a duplicate post, apologies. My ADHD would not let me comb through 56 pages of posts without losing the question I need to ask....
Building a Homebrew subclass, and have options I am giving the player to enhance weapons as part of it. The question I have: Does anyone know of a way to limit an option, in the builder, to a particular weapon? Example: I want to allow a player to add runes to a sword or dagger that would make it "never dull" and increase the damage of the blade by one extra dice of the weapon type. But, I don't want a player with an axe to be able to use that option (as they would get their own version that uses the axe's properties).
I have looked all over the builder, and I can't figure out what I should do to make that happen; if it can happen at all.
Thanks in advance!
Sadly no. It is not possible with dnd beyond if you wanted it to be automatic and add those additional benefits to a weapon or attack and have it not add those benefits to other weapons as you would need modifiers to support those benefits for every weapon type and unfortunately they do not have those options.
There are ways to add very specific abilities like the one you're asking about in "actions" but that wouldn't stop a player from clicking roll on a dagger and then clicking to roll on an axe runes "action" and rolling the damage. You would still need to be a keen eyed Dm and watch for it. I wouldn't recommend setting up separate actions for these runes either because that would create alot of clutter for the character sheet actions tab and confuse players.
The best you could hope for is writing it in the description of your features or runes "Shortsword - Rune of Sharpness ... Roll an extra 1d6 slashing damage when attacking with a short-sword" and you just need to be a keen eyed Dm to make sure your players are true to using them correctly. If your players forget to use it, they forget to use it, not much you can do on that.
Hi I'm trying to add the choices of history, nature, or survival for a homebrew Species in the creation part but i'm failing to follow along with the guide. It's from a species trait and I'm struggling to implement it to where it only has those options.
Please refer to page 1 of this forum. Where "IamSposta" has very kindly put together a very well written list of instructions for many homebrew tasks are completed. You want to scroll down to "frequently asked Questions" Click on the spoiler for "subclasses & species" you want to scroll down to #19 and click the spoiler.
I saw some discussion on Weapon Mastery and know that the FAQ indicates that the functionality doesn't exist. Items and Equipment FAQ 1.1. My question is regarding to this. I saw the option does exist, and does add to the notes of the item page, but doesn't appear to work on the character sheet. Is this FAQ statement from before the option existed, or simply saying it doesn't work even though the option is there and should work? I am trying to understand if it should be working, and is a bug, or if its not working because its not supposed to exist and the value in the editor has been there for decades and just never worked.
I saw some discussion on Weapon Mastery and know that the FAQ indicates that the functionality doesn't exist. Items and Equipment FAQ 1.1. My question is regarding to this. I saw the option does exist, and does add to the notes of the item page, but doesn't appear to work on the character sheet. Is this FAQ statement from before the option existed, or simply saying it doesn't work even though the option is there and should work? I am trying to understand if it should be working, and is a bug, or if its not working because its not supposed to exist and the value in the editor has been there for decades and just never worked.
Weapon mastery is new in the 2024 players handbook. As the top of the thread states on page 1 the homebrewers tools is going through changes to be compatible with 2024 PHB and there are some bugs and non-functionality occurring. It is currently a modifier you can add but it does nothing for the character sheet (as far as I'm aware and have not been able to get to work). If you wish to have a weapon mastery be available on your player sheet through a homebrew you will still need to make the action descriptions yourself so they appear on the sheet.
You just name that action the same as the weapon mastery from the 2024 PHB and copy the same descriptions. As far as I'm aware weapon masteries only appear as descriptions/snippets on your "actions" and "features and traits" page of your character sheet, they don't have rollable buttons.
I haven't been able to find this anywhere else, but I've started getting the "This homebrew Subclass does not have the necessary class features with the correct required levels." error on subclasses I had made for 2014 classes that had previously not had this warning.
I have a sneaking suspicion it be using the required levels for the 2024 classes, that's the only reason I can see they would suddenly become ineligible to publish without changing the level of any features.
Has anyone else encountered this issue?
Edit: I double-checked, it's not using the level requirements for the 2024 version (Warlock), so it's not that. Anyone know if there is anything else that can give that error / warning, like having the wrong number of features, or naming conventions? I can create a copy of an existing 2014 subclass and even THAT gives this error.
Why can't I add my homebrew subclass to my new character?
The homebrew is my own for my own character. The subclass name does not show itself in the drop-down menu during character creation.
Gives me this message:
This Subclass cannot be shared with the community for the following reasons:
This homebrew Subclass has data mapped to it that is licensed content or private homebrew. This typically occurs when licensed or private homebrew spells are linked to the Subclass.
This homebrew Subclass has text that includes Non-english Language
Remember, private homebrew is automatically shared with other users in your campaigns and does not need to be shared with the community for players to access.
One, the subclass has all English language. I have no idea what its seeing. Second, all the licensed content attached I own. I don't necessarily care about publishing the subclass but I wan't to be able to use it.
There are 2 versions of all classes except Artificer. A 2014 version and a 2024 version. Ensure your character is the right class version.
Also, ensure the subclass is in your collection. Normally every homebrew you make is added to the collection automatically, but it can glitch and you can accidentally remove it. You can check "My Homebrew Collection" and see if it is there. If it isn't, then go to My Homebrew Creations and click the subclass name to bring up details and click Add To Collection button at bottom left.
The message you quote has nothing to do with whether a subclass will be available for the character. You can still use it for your characters, as can anyone in the same campaign as you. The message just means you cannot post it for public sharing, and since you don't intend to do that, you can ignore it.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I haven't been able to find this anywhere else, but I've started getting the "This homebrew Subclass does not have the necessary class features with the correct required levels." error on subclasses I had made for 2014 classes that had previously not had this warning.
I have a sneaking suspicion it be using the required levels for the 2024 classes, that's the only reason I can see they would suddenly become ineligible to publish without changing the level of any features.
Has anyone else encountered this issue?
Edit: I double-checked, it's not using the level requirements for the 2024 version (Warlock), so it's not that. Anyone know if there is anything else that can give that error / warning, like having the wrong number of features, or naming conventions? I can create a copy of an existing 2014 subclass and even THAT gives this error.
I have encountered it before yes, and asked this forum too. I was advised in the past it was an error with the homebrewer tools due to updates from 2014 to 2024. Since then I just waited until they released patches to the homebrewers tools and it eventually started working. Perhaps it is still an issue or new again and I would recommend you report the issue possibly in case it's another bug.
I am having an issue and don't find a similar problem on your awesome FAQ. Thanks for all your work and attention to the community which I am new to.
I would like some help with homebrew armor with the following:
Thanks to any that can help in advance :-)
@IamSposta
How do you insert Spoilers inside other Spoilers?
When I try, it just removes the original.
Hey. In the source books when you are viewing information on a page and read something like "paralyzed" and the information for the condition is on the same page, instead of adding paralyzed, they add a link that takes you straight to the point on that page with the information.
Is that possible inside of homebrew?
Currently I imagine your issue is having trouble adding these actions to a piece of armor. Unfortunately actions can not be added to magic items and there is not a way to do it to a magic item the way you wish it to be done (The developers of the site haven't added that as a thing you can do yet.)
I would recommend adding these actions to a homebrew feat where you can customise these actions to work the way you want them to, allowing the addition of slots and proficiency scaling. Add it in the description of the item that the wearer gains that feat when wearing / attuned. However you can't add homebrew feats as modifiers to magic items either so you will need to add it to the character manually and keep track of when they don/doff/un-attune to the armor.
PROS:
CONS:
Yes there is a way, but it requires a few steps and a bit of time before getting there.
Step 1: The character builder
Step 2: Your Homebrew Subclass
Step 3: Character Builder again
Step 4: Success
Laugh to yourself to hide the pain of all that work for a very simple thing and congratulate yourself for doing it you're a good DM. :)
Read the above message.
So unfortunately the homebrew builder is actually a very similar builder to what the developers use minus a few things. Because of that it isn't designed for us to be able to use it and this is one of those moments.
Short and long bow are in this list because the developers needed to add it as an option so they could make the bracers of archery. But they haven't crafted a magic item that would need to add that kind of modifier for a hand crossbow, so the option doesn't exist therefore we don't get to do that. To get an idea of this, just take a look at some of the strange modifiers you can add damage to. All of those exist because a magic item has been made by the developers that have needed that modifier to exist.
Unfortunately the best you can do is write it into the description like they have for the bracers and your players will just need to remember they need to add the damage manually after they roll damage normally.
Option 2 is this:
Switch the modifier subtype to piercing damage. And add the damage that way. In your description of your magic item put "Add +2 piercing damage to all hand crossbows." (or whatever your bonus is) Even then it's not going to add the damage automatically to hand crossbows but it will at least have a note in the damages of this magic item so its harder to miss.
That is unfortunately the best you can get until they either start adding tools for the players themself, or they add a magic item that requires that modifier to exist.
I´ve been searching for a bit now, but couldn´t find anything in any thread yet, so I´m going to ask here:
How do I add charges to a feat, that will show up in the character sheet?
I´m currently working on a Vampire "feat" so my players don´t have to change or remake their whole character after getting turned. They get some abilities that are possible once a day and i´d like to add these little boxes to the snipped and description, they can click to mark it as used, like for example wildshape or bardic inspiration. Does anyone know, how to code that, bc i could´t find it yet..
thanks in advance!
When you are looking at the "Feat Description" scroll down until you see "Actions". You want to click the button on the left "Add action". Give it a type (between general, weapon or spell) a name, fill out the description and any additional information that is needed. Under the "description" click save. Wait for the page to refresh. Then scroll all the way to the bottom. Under "description" there should be 2 buttons. "level scale" and "limited use". You want to click "limited use".
You can set the limited use manually, or you can have it scale with a modifier or proficiency bonus. If you pick addition, the bonus is added to your manual input. If you choose multiplication, the bonus is multiplied by your manual input. Make sure to click save after putting in your information. Then click save again on the action page then click save once more when you get to the feat description page. Just for assurance.
When you view this feat on your character profile now you will have the boxes. If you have more than 7 uses it will swap the boxes for just a + or - button with a number counter. Do KEEP IN MIND that it may take up to 15 minutes for the changes to update on their character sheets.
FYI
If you are creating feat options, the options have the ability to add actions as well at the bottom of the page.
Hi I'm trying to add the choices of history, nature, or survival for a homebrew Species in the creation part but i'm failing to follow along with the guide. It's from a species trait and I'm struggling to implement it to where it only has those options.
Sadly no. It is not possible with dnd beyond if you wanted it to be automatic and add those additional benefits to a weapon or attack and have it not add those benefits to other weapons as you would need modifiers to support those benefits for every weapon type and unfortunately they do not have those options.
There are ways to add very specific abilities like the one you're asking about in "actions" but that wouldn't stop a player from clicking roll on a dagger and then clicking to roll on an axe runes "action" and rolling the damage. You would still need to be a keen eyed Dm and watch for it. I wouldn't recommend setting up separate actions for these runes either because that would create alot of clutter for the character sheet actions tab and confuse players.
The best you could hope for is writing it in the description of your features or runes "Shortsword - Rune of Sharpness ... Roll an extra 1d6 slashing damage when attacking with a short-sword" and you just need to be a keen eyed Dm to make sure your players are true to using them correctly. If your players forget to use it, they forget to use it, not much you can do on that.
Please refer to page 1 of this forum. Where "IamSposta" has very kindly put together a very well written list of instructions for many homebrew tasks are completed. You want to scroll down to "frequently asked Questions" Click on the spoiler for "subclasses & species" you want to scroll down to #19 and click the spoiler.
Thank you! I guess it took a second look, a night of rest, and your referral to help me understand! Thank you again!
Thank you for the explanation. That helps a ton.
I saw some discussion on Weapon Mastery and know that the FAQ indicates that the functionality doesn't exist. Items and Equipment FAQ 1.1. My question is regarding to this. I saw the option does exist, and does add to the notes of the item page, but doesn't appear to work on the character sheet. Is this FAQ statement from before the option existed, or simply saying it doesn't work even though the option is there and should work? I am trying to understand if it should be working, and is a bug, or if its not working because its not supposed to exist and the value in the editor has been there for decades and just never worked.
Also posted this same on another thread here: #3
-imjedi
Weapon mastery is new in the 2024 players handbook. As the top of the thread states on page 1 the homebrewers tools is going through changes to be compatible with 2024 PHB and there are some bugs and non-functionality occurring. It is currently a modifier you can add but it does nothing for the character sheet (as far as I'm aware and have not been able to get to work). If you wish to have a weapon mastery be available on your player sheet through a homebrew you will still need to make the action descriptions yourself so they appear on the sheet.
You just name that action the same as the weapon mastery from the 2024 PHB and copy the same descriptions. As far as I'm aware weapon masteries only appear as descriptions/snippets on your "actions" and "features and traits" page of your character sheet, they don't have rollable buttons.
I haven't been able to find this anywhere else, but I've started getting the "This homebrew Subclass does not have the necessary class features with the correct required levels." error on subclasses I had made for 2014 classes that had previously not had this warning.
I have a sneaking suspicion it be using the required levels for the 2024 classes, that's the only reason I can see they would suddenly become ineligible to publish without changing the level of any features.
Has anyone else encountered this issue?
Edit: I double-checked, it's not using the level requirements for the 2024 version (Warlock), so it's not that. Anyone know if there is anything else that can give that error / warning, like having the wrong number of features, or naming conventions? I can create a copy of an existing 2014 subclass and even THAT gives this error.
Why can't I add my homebrew subclass to my new character?
The homebrew is my own for my own character. The subclass name does not show itself in the drop-down menu during character creation.
Gives me this message:
There are 2 versions of all classes except Artificer. A 2014 version and a 2024 version. Ensure your character is the right class version.
Also, ensure the subclass is in your collection. Normally every homebrew you make is added to the collection automatically, but it can glitch and you can accidentally remove it. You can check "My Homebrew Collection" and see if it is there. If it isn't, then go to My Homebrew Creations and click the subclass name to bring up details and click Add To Collection button at bottom left.
The message you quote has nothing to do with whether a subclass will be available for the character. You can still use it for your characters, as can anyone in the same campaign as you. The message just means you cannot post it for public sharing, and since you don't intend to do that, you can ignore it.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I have encountered it before yes, and asked this forum too. I was advised in the past it was an error with the homebrewer tools due to updates from 2014 to 2024. Since then I just waited until they released patches to the homebrewers tools and it eventually started working. Perhaps it is still an issue or new again and I would recommend you report the issue possibly in case it's another bug.