Looking to change the damage on a Longbow from a d8 to d10 on a magic item but I'm not sure how to do it other than stating replace damage type - piercing.
Is this how this is done?
Thanks in advance.
Please see the Homebrew Items & Equipment FAQ #1 in the very first post in this thread.
It there a way to make a sort of "pact weapon" for a subclass that isn't sorcerer?
I have a skill i want to use that requires a rogue to attune to a weapon for an elemental damage bonus but i can't figure out a way to do it.
Sorcerers don’t get pact weapons, I believe you mean Warlocks.
Temporary/toggled/activated effects like that are not currently supported by DDB. You would have to add an action to your subclass that displays the additional damage and leave it in plain text that it only applies when the correct conditions have been met, and the player will have to manually roll that damage separately in addition to their damage from the base attack.
im fine with adding it as plain text. The larger issue I’m running into is making the mundane weapon they may choose as something that needs to be attuned to.
im fine with adding it as plain text. The larger issue I’m running into is making the mundane weapon they may choose as something that needs to be attuned to.
That you cannot do. You would have to make a “magic weapon” for them that has no bonuses or anything at all and just have it require attunement.
So, I was wanting to make a homebrew race that had the ability to heal/life steal for it's bite damage + constitution modifier, would there be a way to go about that, or is that not possible to put in?
You would just make the bite attack and put the part about healing in plain text, and the player would have to heal their character for the appropriate amount manually.
Thanks for the quick response, I have one last question. I am essentially trying to create a class similar to Simic Hybrid, however when I get to the 2nd enhancement (I put mine at level 7) it doesnt give me a second bar to select.
Thanks for the quick response, I have one last question. I am essentially trying to create a class similar to Simic Hybrid, however when I get to the 2nd enhancement (I put mine at level 7) it doesnt give me a second bar to select.
I have a couple questions for you:
Are you making a subclass or a race? If it’s a race, is it a race, subrace, or variant?
At what level did they get the first choice?
How many choices do they get total, and at what levels?
Did you remember to re-save your entire project when you were done implementing the Options?
Did you give the system time to update?
In case this helps, sections of the FAQ that are relevant to your question can be found in the Homebrew Subclasses & Species FAQ #1, and the General Homebrew FAQ #6 in the very first post in this thread.
A subrace, level 1 for first choice level 7 for 2nd, 2 choices total, i did save, and yes system did update (im making a character so i can test as i go) I guess I just don't know where I would go for the added options at level 7.
Enter “1,7” in the “Levels Where Options Known” field. You can learn all about how to properly implement Options in the Homebrew Subclasses & Species FAQ #1 in the very first post in this thread.
I have a question regarding a subrace ability. Is there any way I can make a DC change progressively as the character levels up with their proficiency bonus? I have put the ability i'm trying to get to work below.
"When you hit with a melee attack as a bonus action you can make a Pinning attack against the creature dealing 1d6 plus your strength modifier. If successful the creature must make a Strength saving throw (DC is equal to 8 + your Strength modifier + your proficiency bonus). Once you use this ability it cannot be used again until the end of the next short or long rest."
Hi, I'm trying to make a feat that includes an ability score improvement like those found in the "touched" feats, is it currently possible to implement those or no?
I have a question regarding a subrace ability. Is there any way I can make a DC change progressively as the character levels up with their proficiency bonus? I have put the ability i'm trying to get to work below.
"When you hit with a melee attack as a bonus action you can make a Pinning attack against the creature dealing 1d6 plus your strength modifier. If successful the creature must make a Strength saving throw (DC is equal to 8 + your Strength modifier + your proficiency bonus). Once you use this ability it cannot be used again until the end of the next short or long rest."
Is this possible?
Yes, very. For the snippet you would simply use {{savedc:str}}, and that will automatically calculate the correct DC in a he snippet field that displays on your character sheet.
Hi, I'm trying to make a feat that includes an ability score improvement like those found in the "touched" feats, is it currently possible to implement those or no?
Unfortunately not, no. You would have to make them as three separate feats. The ability to make it as one feat is hidden from us in the homebrewer.
I'm trying to build a homebrew subclass of the Blood Hunter. I see that i can only give them the spellcasting table of the Profane Soul which means they only get a max of 2 spell slots. Is there a way I can give them a feature like warlocks where they can burn sorcery points to regain spell slots?
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Please see the Homebrew Items & Equipment FAQ #1 in the very first post in this thread.
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It there a way to make a sort of "pact weapon" for a subclass that isn't sorcerer?
I have a skill i want to use that requires a rogue to attune to a weapon for an elemental damage bonus but i can't figure out a way to do it.
Sorcerers don’t get pact weapons, I believe you mean Warlocks.
Temporary/toggled/activated effects like that are not currently supported by DDB. You would have to add an action to your subclass that displays the additional damage and leave it in plain text that it only applies when the correct conditions have been met, and the player will have to manually roll that damage separately in addition to their damage from the base attack.
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Yes i meant Warlock thank you.
im fine with adding it as plain text. The larger issue I’m running into is making the mundane weapon they may choose as something that needs to be attuned to.
That you cannot do. You would have to make a “magic weapon” for them that has no bonuses or anything at all and just have it require attunement.
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So, I was wanting to make a homebrew race that had the ability to heal/life steal for it's bite damage + constitution modifier, would there be a way to go about that, or is that not possible to put in?
You would just make the bite attack and put the part about healing in plain text, and the player would have to heal their character for the appropriate amount manually.
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Thanks for the quick response, I have one last question. I am essentially trying to create a class similar to Simic Hybrid, however when I get to the 2nd enhancement (I put mine at level 7) it doesnt give me a second bar to select.
I have a couple questions for you:
In case this helps, sections of the FAQ that are relevant to your question can be found in the Homebrew Subclasses & Species FAQ #1, and the General Homebrew FAQ #6 in the very first post in this thread.
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A subrace, level 1 for first choice level 7 for 2nd, 2 choices total, i did save, and yes system did update (im making a character so i can test as i go) I guess I just don't know where I would go for the added options at level 7.
Thanks again for the responses and helping.
Enter “1,7” in the “Levels Where Options Known” field. You can learn all about how to properly implement Options in the Homebrew Subclasses & Species FAQ #1 in the very first post in this thread.
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Yep, totally skipped over that box. Totally my bad, sorry for the confusion but thank you for your time once again.
No worries neighbor, and no need to apologize either. I’m happy to help.
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If you really want to thank me, vote “very helpful” in the poll attached to this thread.
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Update: General Homebrew FAQ #s 7 & 7-A have been updated.
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Hi all,
I have a question regarding a subrace ability. Is there any way I can make a DC change progressively as the character levels up with their proficiency bonus? I have put the ability i'm trying to get to work below.
"When you hit with a melee attack as a bonus action you can make a Pinning attack against the creature dealing 1d6 plus your strength modifier. If successful the creature must make a Strength saving throw (DC is equal to 8 + your Strength modifier + your proficiency bonus). Once you use this ability it cannot be used again until the end of the next short or long rest."
Is this possible?
Hi, I'm trying to make a feat that includes an ability score improvement like those found in the "touched" feats, is it currently possible to implement those or no?
Yes, very. For the snippet you would simply use {{savedc:str}}, and that will automatically calculate the correct DC in a he snippet field that displays on your character sheet.
Creating Epic Boons on DDB
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Unfortunately not, no. You would have to make them as three separate feats. The ability to make it as one feat is hidden from us in the homebrewer.
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I'm trying to build a homebrew subclass of the Blood Hunter. I see that i can only give them the spellcasting table of the Profane Soul which means they only get a max of 2 spell slots. Is there a way I can give them a feature like warlocks where they can burn sorcery points to regain spell slots?