I'm having trouble seeing if this is already answered so sorry if it has but I'm trying to add a spell to a feat as a once per long rest thing which isn't a problem but is there a way to make it add to a characters spell list also so they can cast it as a levelled spell after they've used the free use?
In my experience I've found you can simply add it twice; once for the once-per-long-rest, and once as a spell that is always prepared and doesn't count towards your known spells.
This cannot be done through a homebrew feat.
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'm having trouble seeing if this is already answered so sorry if it has but I'm trying to add a spell to a feat as a once per long rest thing which isn't a problem but is there a way to make it add to a characters spell list also so they can cast it as a levelled spell after they've used the free use?
Not through a feat, no.
It can be done via Species, Background and Subclass. These have options to add a spell to class spell lists. Note that "adding to spell list" means they can choose the spell when gaining/preparing spells through level up (or adding to spell book for Wizards).
However, it sounds you're not wanting to add to spell list but to add it to a character as a known/prepared spell. This also cannot be done via homebrew feats. It can only be done via Species and Subclass - choose Add spell, and where it says "count as known" set to No, and for "prepared" choose yes and "cast with slots" to yes.
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.
Question- building a subclassfor a players. But having issues get right number of spell slots and cantripsshow up at right class level. And tips to show me what doing wrong or where should go.
Question- building a subclassfor a players. But having issues get right number of spell slots and cantripsshow up at right class level. And tips to show me what doing wrong or where should go.
Used arcane tricker as backbone for it
This is automatically determined depending on whether the subclass is for a spellcasting class or not. If not, it will have slots/etc like Arcane Trickster or Eldritch Knight. If it is a spellcasting class, like sorcerer, the options are ignored and it will work like normal sorcerer. You cannot change what spell slots they get and when, or standard cantrips.
So let's start with - what class is this a subclass for?
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.
Trying to make a feat with the “Spellcasting or Pact Magic Feature” prerequisite, but can’t seem to find any general spellcasting prerequisite other than “The ability to cast at least one spell” under the Custom Value section. How would you set such a thing up, if it can be done?
Trying to make a feat with the “Spellcasting or Pact Magic Feature” prerequisite, but can’t seem to find any general spellcasting prerequisite other than “The ability to cast at least one spell” under the Custom Value section. How would you set such a thing up, if it can be done?
There is no option for enforcing a prerequisite of having the Spellcasting or Pact Magic feature. You can enter this in description and leave the rest blank. The system will not restrict this - it would be up to player and DM to ensure the restriction is adhered to.
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.
Trying to make a feat with the “Spellcasting or Pact Magic Feature” prerequisite, but can’t seem to find any general spellcasting prerequisite other than “The ability to cast at least one spell” under the Custom Value section. How would you set such a thing up, if it can be done?
There is no option for enforcing a prerequisite of having the Spellcasting or Pact Magic feature. You can enter this in description and leave the rest blank. The system will not restrict this - it would be up to player and DM to ensure the restriction is adhered to.
Seems like a bit of an oversight, doesn’t it? A spellcasting general restriction prerequisite seems important for the core rulebook feats that need it.
I am trying to add a racial feature which imposes disadvantage on attacks made against the character as a reaction. This is essentially light domain's Warding Flare, but I want to limit it to be proficiency bonus / day (IE: 2 uses per long rest if character has a +2 proficiency bonus). Is this possible?
I am trying to add a racial feature which imposes disadvantage on attacks made against the character as a reaction. This is essentially light domain's Warding Flare, but I want to limit it to be proficiency bonus / day (IE: 2 uses per long rest if character has a +2 proficiency bonus). Is this possible?
Video for how to limit action by proficiency bonus. It's for a feat but process should be similar enough for subclass feature.
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! Trying to add a subclass action that has a secondary effect of dealing piercing damage equal to your proficiency bonus, but it doesn’t seem to be scaling. What I‘ve currently done is have the action start at 2 piercing damage, but added level overrides at levels 5, 9, 13, and 17 to make it do 3, 4, 5, and 6 piercing damage respectively. However, the damage is locked at 2. Is there any way to fix this?
There is a Potential problems people may run into when Homebrewing on DnD Beyond. I went through this JUST NOW as I typed this AND figured out a way to fix it, that worked for ME at least. Here is my scenario:
"Hello, I'm creating a Homebrew Species and finished editing it. Has lore and everything BUT none of it is showing up for some reason when I look at it from a 3rd person's perspective. WHY? It's clearly there when I edit my Homebrew but it's not showing up on the publish version, what is causing this?"
How I fixed it: DnD Beyond is very finicky when it comes to what format you're using. If you just so happened to COPY/PASTE from another site directly to your Homebrew there is likely a chance that it won't show up. Some will, some wont, or just plain WONT at all! It may be due to your words having HTML in them. SOLUTION: Copy/paste what you're trying to use onto your NOTES or onto a Google Doc. This will eliminate the HTML formatting, THEN you may proceed to copy/paste it onto your DnD Beyond Homebrew, this should resolve the problem. I specifically copy/paste the source onto a Google Doc, then onto a DnD Beyond Homebrew and it work.
There is a Potential problems people may run into when Homebrewing on DnD Beyond. I went through this JUST NOW as I typed this AND figured out a way to fix it, that worked for ME at least. Here is my scenario:
"Hello, I'm creating a Homebrew Species and finished editing it. Has lore and everything BUT none of it is showing up for some reason when I look at it from a 3rd person's perspective. WHY? It's clearly there when I edit my Homebrew but it's not showing up on the publish version, what is causing this?"
How I fixed it: DnD Beyond is very finicky when it comes to what format you're using. If you just so happened to COPY/PASTE from another site directly to your Homebrew there is likely a chance that it won't show up. Some will, some wont, or just plain WONT at all! It may be due to your words having HTML in them. SOLUTION: Copy/paste what you're trying to use onto your NOTES or onto a Google Doc. This will eliminate the HTML formatting, THEN you may proceed to copy/paste it onto your DnD Beyond Homebrew, this should resolve the problem. I specifically copy/paste the source onto a Google Doc, then onto a DnD Beyond Homebrew and it work.
I'm surprised copying from a google doc doesn't include any of its underlying HTML. Are you sure it strips it out or just does it format it in a way that makes weird HTML formatting invisible?
I've used Notepad in the past but these days I use Visual Studio Code. Pasting source material into VSC just leaves the text like Notepad does. But if you do dabble in HTML, you can use VSC too to fine tune the underlying HTML how you want it, with syntax coloring to make it easier to read. I find building tables using raw HTML so much easier than copying tables from somewhere else, like Google Docs.
I've had to deal with fine tuning the HTML. Forum signatures have a character limit and if you want complex stuff, you really need pay attention to every little HTML tag and attribute to make it all fit. My signature is full of links and multi colored text that I have to play with whenever I make a change and still stay under that character limit.
There is a Potential problems people may run into when Homebrewing on DnD Beyond. I went through this JUST NOW as I typed this AND figured out a way to fix it, that worked for ME at least. Here is my scenario:
"Hello, I'm creating a Homebrew Species and finished editing it. Has lore and everything BUT none of it is showing up for some reason when I look at it from a 3rd person's perspective. WHY? It's clearly there when I edit my Homebrew but it's not showing up on the publish version, what is causing this?"
How I fixed it: DnD Beyond is very finicky when it comes to what format you're using. If you just so happened to COPY/PASTE from another site directly to your Homebrew there is likely a chance that it won't show up. Some will, some wont, or just plain WONT at all! It may be due to your words having HTML in them. SOLUTION: Copy/paste what you're trying to use onto your NOTES or onto a Google Doc. This will eliminate the HTML formatting, THEN you may proceed to copy/paste it onto your DnD Beyond Homebrew, this should resolve the problem. I specifically copy/paste the source onto a Google Doc, then onto a DnD Beyond Homebrew and it work.
I would encourage anyone that is really interested in streamlining the format of anything entered in these RTF editors to click on the Source Code button to see what is there.
For example, your comment has a HTML character in it that you may not even know about:
That is the HTML entity for a non-breaking space. This RTF editor automatically puts that in instead of a " ", they even automatically put one as the placeholder for the next line after quoting your post (see the bottom line of that screen shot). There's reasons for this and doesn't really cause too many issues unless you're worried about a character limit or line-wrapping, but its there.
Any other non alpha numeric character runs the risk of pasting in as its HTML entity version. Some HTML entities that you might want to consider replacing when viewing the Source Code of a text entry:
" "
' '
< <
> >
Again, these are minute and tedious things that only strict authors that suffer from OCD will ever pay attention to. But if you're having weird line-wrapping issues or up against a character limit, you might want to look into it.
Also if you utilize Tooltips, you'll really want to make sure there's not an HTML entity in there as
[rule]Acid Damge[/rule]
and
[rule]Acid Damage[/rule]
are not the same thing and only the former will actually work.
I'm trying to add a cursed feature to a weapon that triggers on a dice roll, but I also want to hide the fact that it's cursed until the obvious happens when they roll the trigger. Any way to do that? It's a spell effect.
I'm trying to add a cursed feature to a weapon that triggers on a dice roll, but I also want to hide the fact that it's cursed until the obvious happens when they roll the trigger. Any way to do that? It's a spell effect.
Make two versions of the weapon. One with and one without the "cursed" feature. Give non-cursed to player, until curse is revealed then swap them.
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.
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This cannot be done through a homebrew feat.
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.
Not through a feat, no.
It can be done via Species, Background and Subclass. These have options to add a spell to class spell lists. Note that "adding to spell list" means they can choose the spell when gaining/preparing spells through level up (or adding to spell book for Wizards).
However, it sounds you're not wanting to add to spell list but to add it to a character as a known/prepared spell. This also cannot be done via homebrew feats. It can only be done via Species and Subclass - choose Add spell, and where it says "count as known" set to No, and for "prepared" choose yes and "cast with slots" to yes.
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.
Question- building a subclass for a players. But having issues get right number of spell slots and cantrips show up at right class level. And tips to show me what doing wrong or where should go.
Used arcane tricker as backbone for it
This is automatically determined depending on whether the subclass is for a spellcasting class or not. If not, it will have slots/etc like Arcane Trickster or Eldritch Knight. If it is a spellcasting class, like sorcerer, the options are ignored and it will work like normal sorcerer. You cannot change what spell slots they get and when, or standard cantrips.
So let's start with - what class is this a subclass for?
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.
So it a rouge 1/3 caster with Druid spells but we wanting to give it 3 cantrips at 3rd level and 4 at 11th
just feel like dndbeyond system is saying no.
I'm having trouble with it I think, even after I add the spell again its not showing up as a prepared spell
Thank you
Trying to make a feat with the “Spellcasting or Pact Magic Feature” prerequisite, but can’t seem to find any general spellcasting prerequisite other than “The ability to cast at least one spell” under the Custom Value section. How would you set such a thing up, if it can be done?
There is no option for enforcing a prerequisite of having the Spellcasting or Pact Magic feature. You can enter this in description and leave the rest blank. The system will not restrict this - it would be up to player and DM to ensure the restriction is adhered to.
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.
Seems like a bit of an oversight, doesn’t it? A spellcasting general restriction prerequisite seems important for the core rulebook feats that need it.
I am trying to add a racial feature which imposes disadvantage on attacks made against the character as a reaction. This is essentially light domain's Warding Flare, but I want to limit it to be proficiency bonus / day (IE: 2 uses per long rest if character has a +2 proficiency bonus). Is this possible?
Video for how to limit action by proficiency bonus. It's for a feat but process should be similar enough for subclass feature.
https://www.youtube.com/watch?v=qM6GokUjxls
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! Trying to add a subclass action that has a secondary effect of dealing piercing damage equal to your proficiency bonus, but it doesn’t seem to be scaling. What I‘ve currently done is have the action start at 2 piercing damage, but added level overrides at levels 5, 9, 13, and 17 to make it do 3, 4, 5, and 6 piercing damage respectively. However, the damage is locked at 2. Is there any way to fix this?
Hi im not sure the feature to remove Dex from unarmed AC works anymore, unless ive miss understood how to set it up?
here is how i did it:
modifier1: Set -> Unarmored Armor Class -> CON
modifier2: Bonus -> Unarmored Armor Class -> CHA
modifier3: Ignore -> Unarmored Dex AC Bonus
I hope they add more functionality in the future.
My FIRST post on DnD forums in general EVER! Hi !
There is a Potential problems people may run into when Homebrewing on DnD Beyond. I went through this JUST NOW as I typed this AND figured out a way to fix it, that worked for ME at least. Here is my scenario:
"Hello, I'm creating a Homebrew Species and finished editing it. Has lore and everything BUT none of it is showing up for some reason when I look at it from a 3rd person's perspective. WHY? It's clearly there when I edit my Homebrew but it's not showing up on the publish version, what is causing this?"
How I fixed it: DnD Beyond is very finicky when it comes to what format you're using. If you just so happened to COPY/PASTE from another site directly to your Homebrew there is likely a chance that it won't show up. Some will, some wont, or just plain WONT at all! It may be due to your words having HTML in them. SOLUTION: Copy/paste what you're trying to use onto your NOTES or onto a Google Doc. This will eliminate the HTML formatting, THEN you may proceed to copy/paste it onto your DnD Beyond Homebrew, this should resolve the problem. I specifically copy/paste the source onto a Google Doc, then onto a DnD Beyond Homebrew and it work.
I'm surprised copying from a google doc doesn't include any of its underlying HTML. Are you sure it strips it out or just does it format it in a way that makes weird HTML formatting invisible?
I've used Notepad in the past but these days I use Visual Studio Code. Pasting source material into VSC just leaves the text like Notepad does. But if you do dabble in HTML, you can use VSC too to fine tune the underlying HTML how you want it, with syntax coloring to make it easier to read. I find building tables using raw HTML so much easier than copying tables from somewhere else, like Google Docs.
I've had to deal with fine tuning the HTML. Forum signatures have a character limit and if you want complex stuff, you really need pay attention to every little HTML tag and attribute to make it all fit. My signature is full of links and multi colored text that I have to play with whenever I make a change and still stay under that character limit.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
I would encourage anyone that is really interested in streamlining the format of anything entered in these RTF editors to click on the Source Code button to see what is there.
For example, your comment has a HTML character in it that you may not even know about:
That is the HTML entity for a non-breaking space. This RTF editor automatically puts that in instead of a " ", they even automatically put one as the placeholder for the next line after quoting your post (see the bottom line of that screen shot). There's reasons for this and doesn't really cause too many issues unless you're worried about a character limit or line-wrapping, but its there.
Any other non alpha numeric character runs the risk of pasting in as its HTML entity version. Some HTML entities that you might want to consider replacing when viewing the Source Code of a text entry:
Again, these are minute and tedious things that only strict authors that suffer from OCD will ever pay attention to. But if you're having weird line-wrapping issues or up against a character limit, you might want to look into it.
Also if you utilize Tooltips, you'll really want to make sure there's not an HTML entity in there as
and
are not the same thing and only the former will actually work.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
I'm trying to add a cursed feature to a weapon that triggers on a dice roll, but I also want to hide the fact that it's cursed until the obvious happens when they roll the trigger. Any way to do that? It's a spell effect.
Make two versions of the weapon. One with and one without the "cursed" feature. Give non-cursed to player, until curse is revealed then swap them.
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.