Major Update: Subclasses & Species FAQ, question #2 regarding temporary/activated effects has (finally) been updated!
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Woah. That's so much cleaner than using magic items. I wonder if they intentionally avoid making the system user-friendly just to make us be creative enough to come up with stuff like that. Obviously I don't say that seriously, but it's still an impressive fix, and one we've wanted for so long.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
For the section talking about adding a pool of checkboxes, is it possible to have it start at 0 and be able to increase it up to a certain number (20 in my case) and have it reset to 0 upon a long rest?
The subclass I'm trying to create has a point system that gives you points when you cast spells (maxing out at 20), so ideally the counter would start at 0 and I could go up to 20.
You could add it as an action with limited uses that resets on a long rest and either increment with levels or gives a base amount. All boxes would be emptied on long rest refresh. The counter would probably be a decremental scale instead of an incremental, but the means of tracking would be available.
I can't seem to get the damage on my homebrew spell to scale on a character sheet. Any thoughts? Apologies if this has already been addressed. I did a search, but came up with nothing.
I can't seem to get the damage on my homebrew spell to scale on a character sheet. Any thoughts? Apologies if this has already been addressed. I did a search, but came up with nothing.
Can you provide details of how you want the damage to scale and what damage it does? Is it a cantrip scaling off character level or a levelled spell - and if levelled will it be based on spell level, like 1d8 every extra level or set at specific levels?
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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.
Is it possible to lock options behind other options in the same feature? I will elaborate
I'm trying to create a sorcerer subclass that allows you to choose from the 4 elements; Earth, Water, Fire, and Air. Each of these elements has 4 levels of "mastery"; Apprentice, Adept, Artisan, and Mastery. I want the player to have the option to either level all the way up in one element, choose all 4 elements, or break it up into a 2-2 split, or a 3-1 split, or even a 2-1-1 split. Is this possible?
What is the best way to play a Gestalt character? My understanding is that core class features can't be changed, & some can't be replicated (e.g. full spellcasting, focus points). Is the best way to achieve this just having two identical character sheets, with one being (for example) a Champion Fighter and one being a Shadow Monk, then only pay attention to the HP of one but otherwise treat them as though they're both the same character? Is there a way to achieve a Gestalt PC through a very bloated homebrewed subclass, or a feat?
What is the best way to play a Gestalt character? My understanding is that core class features can't be changed, & some can't be replicated (e.g. full spellcasting, focus points). Is the best way to achieve this just having two identical character sheets, with one being (for example) a Champion Fighter and one being a Shadow Monk, then only pay attention to the HP of one but otherwise treat them as though they're both the same character? Is there a way to achieve a Gestalt PC through a very bloated homebrewed subclass, or a feat?
Homebrew a subclass to add the features you want from the other class and the subclass.
Note that some base main class features cannot be replicated properly via homebrew.
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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.
If you have any advice on how to deal with base main class features that can't be replicated properly (e.g. hit dice, focus points, martial arts dice), I would really appreciate it. It's easy to do over the table, but my DM wants to use D&D Beyond & I want to make life as easy as possible for him.
See Post 1 for guides on how to do all sorts of things and try to make stuff as close as possible. Actions and limited uses will do a lot of things. No matter what it is going to be a clunky time-consuming mess.
I'd also recommend checking with the DM to ensure they understand what a Gestalt character is and how ridiculously, stupidly, beyond extremely brokenly OP they are and that they are in for a hair-rippingly annoying, hangover-from-hell level of headache trying to balance it in encounters.
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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.
See Post 1 for guides on how to do all sorts of things and try to make stuff as close as possible. Actions and limited uses will do a lot of things. No matter what it is going to be a clunky time-consuming mess.
I'd also recommend checking with the DM to ensure they understand what a Gestalt character is and how ridiculously, stupidly, beyond extremely brokenly OP they are and that they are in for a hair-rippingly annoying, hangover-from-hell level of headache trying to balance it in encounters.
Thanks for the advice. The reason we're going with Gestalt is because it's just two of us (my husband & me) in the party, and we'd like to fight "normal D&D monsters" even though we're a very small party. The other options we looked at were sidekicks or running multiple PCs each, but both of those didn't feel very good as options (more paperwork, both of us are new to roleplay & roleplaying one character feels a lot less intimidating than multiple, etc). We're comfortable with the idea that we're a party of two "superheroes". I will check again with the DM, though.
So now I have a new issue. I'm trying to create a magic item similar to a bag of holding, but with a couple of differences. Problem is, I can't seem to show up on a character sheet as a item you can store items in like a bag of holding. Is this something that just isn't possible, or am I doing something wrong? I even used a bag of holding as a template.
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.
hey, I'm still new making homebrew, but so for one of my subclasses, I have flame resistance, but I reach level 12 it changes to flame immunities, how do I make that on the same modifier without making a anther modifier just for flame immunities
hey, I'm still new making homebrew, but so for one of my subclasses, I have flame resistance, but I reach level 12 it changes to flame immunities, how do I make that on the same modifier without making a anther modifier just for flame immunities
You can't.
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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.
Hey so posting this Q to the forum: I decided to expand the spell list for my player's cleric; she's taking the Community domain from Humblewood, but we wanted to give her more spells to choose from that fit her style. I've got the spells for each level I want to add, but I'm not sure _where_ to add them.
I made a homebrew copy of Community to edit, but I'm not sure where to add the spells so that it shows up in her normal spell selection choices in the character builder. They don't need to be at will, or already granted. I want her to be able to select them in the same list you'd select all your possible spells; in that "spells" list breakdown in character builder.
hey, I'm still new making homebrew, but so for one of my subclasses, I have flame resistance, but I reach level 12 it changes to flame immunities, how do I make that on the same modifier without making a anther modifier just for flame immunities
I'm pretty sure there is a way to do it. Don't quote me, but if your have the resistance as a standalone feature, you can create a feature that replaces it at level 12 with immunity. In the same dropdown box where you find "Granted" for the feature statues, there is a "Replace" option which you can then select the feature you are replacing and it will overwrite that feature when the new one activates.
Again, don't quote me, but I am fairly certain that is a thing if you want to give it a try.
hey, I'm still new making homebrew, but so for one of my subclasses, I have flame resistance, but I reach level 12 it changes to flame immunities, how do I make that on the same modifier without making a anther modifier just for flame immunities
I'm pretty sure there is a way to do it. Don't quote me, but if your have the resistance as a standalone feature, you can create a feature that replaces it at level 12 with immunity. In the same dropdown box where you find "Granted" for the feature statues, there is a "Replace" option which you can then select the feature you are replacing and it will overwrite that feature when the new one activates.
Again, don't quote me, but I am fairly certain that is a thing if you want to give it a try.
The drop down with granted, replace, additional, is for using Tasha Optional Class features to let you replace a base class feature with an alternative in the Optional tab. It doesn't let you replace homebrew subclass features.
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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 couldn't find the answer to my question so I'm going to post it here. I created a magic item, it has 5 charges and three spells, one costs 1 charge, the other 2 charges and the third 3 charges. I can't get them to cost a different charge, despite putting it like min-max 1 charge/2 charges/3 charges to the appropriate spell. When I add it to an inventory and equip it, each spell only costs 1 charge. How do I fix that ? Thanks !
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Woah. That's so much cleaner than using magic items. I wonder if they intentionally avoid making the system user-friendly just to make us be creative enough to come up with stuff like that. Obviously I don't say that seriously, but it's still an impressive fix, and one we've wanted for so long.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
You could add it as an action with limited uses that resets on a long rest and either increment with levels or gives a base amount. All boxes would be emptied on long rest refresh. The counter would probably be a decremental scale instead of an incremental, but the means of tracking would be available.
I can't seem to get the damage on my homebrew spell to scale on a character sheet. Any thoughts? Apologies if this has already been addressed. I did a search, but came up with nothing.
Can you provide details of how you want the damage to scale and what damage it does? Is it a cantrip scaling off character level or a levelled spell - and if levelled will it be based on spell level, like 1d8 every extra level or set at specific levels?
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.
Actually I figured out my problem.
Is it possible to lock options behind other options in the same feature? I will elaborate
I'm trying to create a sorcerer subclass that allows you to choose from the 4 elements; Earth, Water, Fire, and Air. Each of these elements has 4 levels of "mastery"; Apprentice, Adept, Artisan, and Mastery. I want the player to have the option to either level all the way up in one element, choose all 4 elements, or break it up into a 2-2 split, or a 3-1 split, or even a 2-1-1 split. Is this possible?
What is the best way to play a Gestalt character? My understanding is that core class features can't be changed, & some can't be replicated (e.g. full spellcasting, focus points). Is the best way to achieve this just having two identical character sheets, with one being (for example) a Champion Fighter and one being a Shadow Monk, then only pay attention to the HP of one but otherwise treat them as though they're both the same character? Is there a way to achieve a Gestalt PC through a very bloated homebrewed subclass, or a feat?
Homebrew a subclass to add the features you want from the other class and the subclass.
Note that some base main class features cannot be replicated properly via homebrew.
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.
If you have any advice on how to deal with base main class features that can't be replicated properly (e.g. hit dice, focus points, martial arts dice), I would really appreciate it. It's easy to do over the table, but my DM wants to use D&D Beyond & I want to make life as easy as possible for him.
See Post 1 for guides on how to do all sorts of things and try to make stuff as close as possible. Actions and limited uses will do a lot of things. No matter what it is going to be a clunky time-consuming mess.
I'd also recommend checking with the DM to ensure they understand what a Gestalt character is and how ridiculously, stupidly, beyond extremely brokenly OP they are and that they are in for a hair-rippingly annoying, hangover-from-hell level of headache trying to balance it in encounters.
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.
Thanks for the advice. The reason we're going with Gestalt is because it's just two of us (my husband & me) in the party, and we'd like to fight "normal D&D monsters" even though we're a very small party. The other options we looked at were sidekicks or running multiple PCs each, but both of those didn't feel very good as options (more paperwork, both of us are new to roleplay & roleplaying one character feels a lot less intimidating than multiple, etc). We're comfortable with the idea that we're a party of two "superheroes". I will check again with the DM, though.
So now I have a new issue. I'm trying to create a magic item similar to a bag of holding, but with a couple of differences. Problem is, I can't seem to show up on a character sheet as a item you can store items in like a bag of holding. Is this something that just isn't possible, or am I doing something wrong? I even used a bag of holding as a template.
Homebrew containers are not supported.
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.
That explains that. Thanks.
You can't.
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.
Hey so posting this Q to the forum: I decided to expand the spell list for my player's cleric; she's taking the Community domain from Humblewood, but we wanted to give her more spells to choose from that fit her style. I've got the spells for each level I want to add, but I'm not sure _where_ to add them.
I made a homebrew copy of Community to edit, but I'm not sure where to add the spells so that it shows up in her normal spell selection choices in the character builder. They don't need to be at will, or already granted. I want her to be able to select them in the same list you'd select all your possible spells; in that "spells" list breakdown in character builder.
Any help would be greatly appreciated!
I'm pretty sure there is a way to do it. Don't quote me, but if your have the resistance as a standalone feature, you can create a feature that replaces it at level 12 with immunity. In the same dropdown box where you find "Granted" for the feature statues, there is a "Replace" option which you can then select the feature you are replacing and it will overwrite that feature when the new one activates.
Again, don't quote me, but I am fairly certain that is a thing if you want to give it a try.
The drop down with granted, replace, additional, is for using Tasha Optional Class features to let you replace a base class feature with an alternative in the Optional tab. It doesn't let you replace homebrew subclass features.
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 couldn't find the answer to my question so I'm going to post it here. I created a magic item, it has 5 charges and three spells, one costs 1 charge, the other 2 charges and the third 3 charges. I can't get them to cost a different charge, despite putting it like min-max 1 charge/2 charges/3 charges to the appropriate spell. When I add it to an inventory and equip it, each spell only costs 1 charge. How do I fix that ? Thanks !