Oh, I’ve thoroughly tested it on various subclasses for both full and half casters, and tested adding Spellcasting to warlock subclasses too. Did that years ago. But what with all the glitches that go along with it (duplicated spells, etc.), I simply cannot recommend that process to anyone. That’s why I wrote that “nothing good” happens in the Subclasses & Species FAQ #7-B.
It’s even worse if you add Pact Magic to a subclass for a full caster because the whole sheet crashes as soon as you hit 11th level since Pact Magic only goes as high as 5th-level slots. It’s bad.
All things considered I just can’t even begin to recommend this to people.
Oh, I’ve thoroughly tested it on various subclasses for both full and half casters, and tested adding Spellcasting to warlock subclasses too. Did that years ago. But what with all the glitches that go along with it (duplicated spells, etc.), I simply cannot recommend that process to anyone. That’s why I wrote that “nothing good” happens in the Subclasses & Species FAQ #7-B.
It’s even worse if you add Pact Magic to a subclass for a full caster because the whole sheet crashes as soon as you hit 11th level since Pact Magic only goes as high as 5th-level slots. It’s bad.
All things considered I just can’t even begin to recommend this to people.
Fair enough! It's... "workable" (barely, terribly) for half-casters, I guess? But to be honest, I myself didn't like it and removed it on my own character. It's really only good for those seriously desperate for the extra slots on their character sheet for one reason or another. I swear, why everything involved wasn't just designed to be modular in the first place... Well, now I know about what happens on other classes though, so still useful, I guess.
Short version: See, what had happened was, when Bradford & Co were planning this site, they wanted to make a system that could build anything, and make it forward facing so us users could use it to make our homebrew stuff too. When the folks over at WotC heard tell of that they said “ney, ney,” and insisted no only that they instead build a system that could only create what WotC published, but that there should be absolutely no homebrewing whatsoever. So the devs gathered everything that had been I pushed to that point, which wasn’t a whole lot, and they analyzed it all and built a system that could mostly build all that stuff. Plus they were, like, a couple few years behind the competition, so they were rush, rush, rushing to get the site up and running with a “make it now and make it work later” mentality. On top of that, the system was originally designed for a monolith. Well, before the site was even up and running WotC published Ravnica (yeah, we’re talkin’ that long ago), and the system already could barely handle the new stuff WotC was designing. Plus they were realizing that the monolith wasn’t gonna be able to handle things for long. They eventually did do a complete system overhaul, hardware and software, but that took a couple years and it still wasn’t enough. So they’ve been slapping patches on things left, right, and center all on the back end. You know how some feats have backend stuff we can’t access? That’s why. And at some point along the way they finally pressured WotC to allow homebrewing. So they took a system that was built to only be used by the Devs, and gave us limited user privileges, which is why so much of the stuff the system can do isn’t available to us.
TL/DR version: It turns out that this whole system coulda been as robust as you obviously wish it was, but WotC execs had to go and stick their cool noses in where they didn’t belong and tell people who actually knew what they were doing (the DDB Devs) how to do their jobs (write code). Is it all starting to make sense now why things are so jank around here?
Is there a way to create a magic item that "upgrades" the dice type of a specific type of damage or spell. Let's say that I wanted to create an item that updated the damage dice rolled for Fireball from a d6 to a d8 (powerful, yes I know)?
Is there a way to create a magic item that "upgrades" the dice type of a specific type of damage or spell. Let's say that I wanted to create an item that updated the damage dice rolled for Fireball from a d6 to a d8 (powerful, yes I know)?
Is there a way to create a magic item that "upgrades" the dice type of a specific type of damage or spell. Let's say that I wanted to create an item that updated the damage dice rolled for Fireball from a d6 to a d8 (powerful, yes I know)?
No, that is not currently possible.
It seems like the logical way to do this would be to just create a custom item with the appropriate flavor text, then build the custom spell(s) for that player to use. Replace the old spell(s) with the new ones on their character sheet. Longwinded and complicated, but it would let them roll the correct dice.
Is there a way to create a magic item that "upgrades" the dice type of a specific type of damage or spell. Let's say that I wanted to create an item that updated the damage dice rolled for Fireball from a d6 to a d8 (powerful, yes I know)?
No, that is not currently possible.
It seems like the logical way to do this would be to just create a custom item with the appropriate flavor text, then build the custom spell(s) for that player to use. Replace the old spell(s) with the new ones on their character sheet. Longwinded and complicated, but it would let them roll the correct dice.
I'd like to make a subclass feature with options that can be changed every long rest (or whenever).
For example, it would have 3 options, all of which are available as soon as the feature comes online (at level 6) and you can select one of the 3 options. Then after your next long rest, you can change to another option. Each time you select a new option it applies the effects to the character sheet (adding an associated action, or giving a static +1 to all saving throws, etc) and removes the effects from the previous option.
The way I understand the options to work now it would be selectable only once when the feature comes online, or at later levels, not toggleable like this.
I'd like to make a subclass feature with options that can be changed every long rest (or whenever).
For example, it would have 3 options, all of which are available as soon as the feature comes online (at level 6) and you can select one of the 3 options. Then after your next long rest, you can change to another option. Each time you select a new option it applies the effects to the character sheet (adding an associated action, or giving a static +1 to all saving throws, etc) and removes the effects from the previous option.
The way I understand the options to work now it would be selectable only once when the feature comes online, or at later levels, not toggleable like this.
Thanks in advance for your help!
The player would just need to use Character Builder mode to reselect the option, that's all.
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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 Sposta, I am currently developing a Parry reaction action. I have done some searching, you stated that I may be able to set it as an "Weapon" action, or "Spell" action. Without setting a attack range. Currently I have noticed that this is not the case, as the attack range field is a *Required* field.
What I am wondering is if there is a way to have the "General" action use the players Ability modifier within it's calculation. I am attempting to make a Parry reaction that reduces a Melee attack by 1d10+your Dexterity+ your Class level.
I am also uncertain as to how I get the Class level to take effect. I am aware of the "Level override" field, but am uncertain if that include the whole character level, or that class level specifically?
No, a “General” action will never add the ability modifier to the calculation, it’s just how it’s set up. You should be able to set it as a “Spell” action without setting an attack range though, attack range is only required for weapon actions.
The Level Override subform will only use class level on a subclass, but will use the character level on a race (or feat). When you say “get the Class Level to take effect,” what precisely do you mean?
Thank you for clearing that for me. As for the Class Level feature, I have been able to successfully function as I wanted it too, I have set the action to a "Spell action" leaving the "Attack range" field empty. So as of now, everything works as it should.
I'm a DM in need of a little bit of Homebrew help. I'm trying to make an item that allows you to cast certain spells. But for some reason I don't have access to one of the Spells despite it being in the player's handbook? Any idea why?
Did you purchase the PHB pin this site? If not, there’s your answer. Not everything in the PHB is free content, only the stuff in the Basic Rules & SRD is free.
I'm trying to add a choice for my subclass to gain an instrument or artisan tool proficiency at 15th level, but adding this modifier doesn't allow for an option to be chosen. Do I have to create an option for each tool and add the proficiency modifier under it? I'm really hoping that's not the case
No, you don’t need to go through all that work to create those Options. That Modifier is the correct one. If it isn’t working I suspect you’ll find your answer in the General Homebrew FAQ #6 in the very first post in this thread.
Oh, I’ve thoroughly tested it on various subclasses for both full and half casters, and tested adding Spellcasting to warlock subclasses too. Did that years ago. But what with all the glitches that go along with it (duplicated spells, etc.), I simply cannot recommend that process to anyone. That’s why I wrote that “nothing good” happens in the Subclasses & Species FAQ #7-B.
It’s even worse if you add Pact Magic to a subclass for a full caster because the whole sheet crashes as soon as you hit 11th level since Pact Magic only goes as high as 5th-level slots. It’s bad.
All things considered I just can’t even begin to recommend this to people.
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Fair enough! It's... "workable" (barely, terribly) for half-casters, I guess? But to be honest, I myself didn't like it and removed it on my own character. It's really only good for those seriously desperate for the extra slots on their character sheet for one reason or another. I swear, why everything involved wasn't just designed to be modular in the first place... Well, now I know about what happens on other classes though, so still useful, I guess.
Short version: See, what had happened was, when Bradford & Co were planning this site, they wanted to make a system that could build anything, and make it forward facing so us users could use it to make our homebrew stuff too. When the folks over at WotC heard tell of that they said “ney, ney,” and insisted no only that they instead build a system that could only create what WotC published, but that there should be absolutely no homebrewing whatsoever. So the devs gathered everything that had been I pushed to that point, which wasn’t a whole lot, and they analyzed it all and built a system that could mostly build all that stuff. Plus they were, like, a couple few years behind the competition, so they were rush, rush, rushing to get the site up and running with a “make it now and make it work later” mentality. On top of that, the system was originally designed for a monolith. Well, before the site was even up and running WotC published Ravnica (yeah, we’re talkin’ that long ago), and the system already could barely handle the new stuff WotC was designing. Plus they were realizing that the monolith wasn’t gonna be able to handle things for long. They eventually did do a complete system overhaul, hardware and software, but that took a couple years and it still wasn’t enough. So they’ve been slapping patches on things left, right, and center all on the back end. You know how some feats have backend stuff we can’t access? That’s why. And at some point along the way they finally pressured WotC to allow homebrewing. So they took a system that was built to only be used by the Devs, and gave us limited user privileges, which is why so much of the stuff the system can do isn’t available to us.
TL/DR version: It turns out that this whole system coulda been as robust as you obviously wish it was, but WotC execs had to go and stick their cool noses in where they didn’t belong and tell people who actually knew what they were doing (the DDB Devs) how to do their jobs (write code). Is it all starting to make sense now why things are so jank around here?
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DDB Buyers' Guide
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I sent you a PM.
Is there a way to create a magic item that "upgrades" the dice type of a specific type of damage or spell. Let's say that I wanted to create an item that updated the damage dice rolled for Fireball from a d6 to a d8 (powerful, yes I know)?
No, that is not currently possible.
Creating Epic Boons on DDB
DDB Buyers' Guide
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It seems like the logical way to do this would be to just create a custom item with the appropriate flavor text, then build the custom spell(s) for that player to use. Replace the old spell(s) with the new ones on their character sheet. Longwinded and complicated, but it would let them roll the correct dice.
Yeah, that’s what would have to be done.
Creating Epic Boons on DDB
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I'd like to make a subclass feature with options that can be changed every long rest (or whenever).
For example, it would have 3 options, all of which are available as soon as the feature comes online (at level 6) and you can select one of the 3 options. Then after your next long rest, you can change to another option. Each time you select a new option it applies the effects to the character sheet (adding an associated action, or giving a static +1 to all saving throws, etc) and removes the effects from the previous option.
The way I understand the options to work now it would be selectable only once when the feature comes online, or at later levels, not toggleable like this.
Thanks in advance for your help!
The player would just need to use Character Builder mode to reselect the option, that's all.
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 Sposta,
I am currently developing a Parry reaction action. I have done some searching, you stated that I may be able to set it as an "Weapon" action, or "Spell" action. Without setting a attack range. Currently I have noticed that this is not the case, as the attack range field is a *Required* field.
What I am wondering is if there is a way to have the "General" action use the players Ability modifier within it's calculation. I am attempting to make a Parry reaction that reduces a Melee attack by 1d10+your Dexterity+ your Class level.
I am also uncertain as to how I get the Class level to take effect. I am aware of the "Level override" field, but am uncertain if that include the whole character level, or that class level specifically?
Please respond at your earliest convivence,
Thanks a ton!!
No, a “General” action will never add the ability modifier to the calculation, it’s just how it’s set up. You should be able to set it as a “Spell” action without setting an attack range though, attack range is only required for weapon actions.
The Level Override subform will only use class level on a subclass, but will use the character level on a race (or feat). When you say “get the Class Level to take effect,” what precisely do you mean?
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Update: The General FAQ #s 4 & Ω have been updated.
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Sposta,
Thank you for clearing that for me. As for the Class Level feature, I have been able to successfully function as I wanted it too, I have set the action to a "Spell action" leaving the "Attack range" field empty. So as of now, everything works as it should.
Thanks a ton!!
BroYuuta
Happy to help.
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I'm a DM in need of a little bit of Homebrew help. I'm trying to make an item that allows you to cast certain spells. But for some reason I don't have access to one of the Spells despite it being in the player's handbook? Any idea why?
Did you purchase the PHB pin this site? If not, there’s your answer. Not everything in the PHB is free content, only the stuff in the Basic Rules & SRD is free.
Creating Epic Boons on DDB
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I'm trying to add a choice for my subclass to gain an instrument or artisan tool proficiency at 15th level, but adding this modifier doesn't allow for an option to be chosen. Do I have to create an option for each tool and add the proficiency modifier under it? I'm really hoping that's not the case
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Feats | Magic Items | Monsters | Spells
No, you don’t need to go through all that work to create those Options. That Modifier is the correct one. If it isn’t working I suspect you’ll find your answer in the General Homebrew FAQ #6 in the very first post in this thread.
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I am making a race that edits the unarmed strike action. How would I do that?
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
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