Why did you use a template if you were just going to delete all the features?
Short answer is OCD. Same reason I am trying to get rid of the error despite not having any intention of publishing it. Just seeing it there bothers me.
Long answer is that ever since I noticed stuff does not actually get deleted but sorted into a different category, I have been trying to recycle old stuff to remove it from that category.
Ahh. Tell me, are any of the features named the same as the original subclass?
Not even close. The only remotely similar thing is that there is a feature that also grants resistance, but it is worded differently. Maybe not differently enough, though. I'll try that when I can.
Hunh. It might just be permanently bugged. Try recreating the subclass from scratch.
That is what I was thinking. In the meantime, I submitted a help ticket to see what they say. Because if it actually is bugged, then they should probably be made aware of it. And if not, oh well, I guess.
Hunh. It might just be permanently bugged. Try recreating the subclass from scratch.
That is what I was thinking. In the meantime, I submitted a help ticket to see what they say. Because if it actually is bugged, then they should probably be made aware of it. And if not, oh well, I guess.
An update regarding this matter:
Customer support told me to take a hike, so I worked on it some more on my end.
TL;DR - I am inclined to believe that it is just that one particular thing of mine that is bugged.
I tried deleting all text of the original creation (no change), I recycled a different class' subclass (no issues), I made the subclass from scratch (no issues), I made the subclass from a template (no issues).
However, I did not try recycling other subclasses within the ranger class or the same subclass again, so my results are not entirely conclusive. I gained an error free entry and did not want to make any more trash.
Sposta, I am curious, have you tried to find a good implementation for a homebrew class before? If so what do you do?
Short answer, I gave up. You could technically create a subclass that has features with all the same names as the base class features that don’t do anything and will override the base class features, works for some stuff (but not everything). Then add all the base class features and subclass features you want to it and it’ll mimic a new class, but the character sheet would end up super cluttered with blank features. If you’re interested you can check out the Homebrew Subclasses & Species FAQ #6 for additional information on that. But honestly I ultimately didn’t bother, the juice wasn’t worth the squeeze for me.
Sposta, I am curious, have you tried to find a good implementation for a homebrew class before? If so what do you do?
Short answer, I gave up. You could technically create a subclass that has features with all the same names as the base class features that don’t do anything and will override the base class features, works for some stuff (but not everything). Then add all the base class features and subclass features you want to it and it’ll mimic a new class, but the character sheet would end up super cluttered with blank features. If you’re interested you can check out the Homebrew Subclasses & Species FAQ #6 for additional information on that. But honestly I ultimately didn’t bother, the juice wasn’t worth the squeeze for me.
Could you possibly switch the redundant features to hidden in your character sheet to make it work?
Sposta, I am curious, have you tried to find a good implementation for a homebrew class before? If so what do you do?
Short answer, I gave up. You could technically create a subclass that has features with all the same names as the base class features that don’t do anything and will override the base class features, works for some stuff (but not everything). Then add all the base class features and subclass features you want to it and it’ll mimic a new class, but the character sheet would end up super cluttered with blank features. If you’re interested you can check out the Homebrew Subclasses & Species FAQ #6 for additional information on that. But honestly I ultimately didn’t bother, the juice wasn’t worth the squeeze for me.
Could you possibly switch the redundant features to hidden in your character sheet to make it work?
Nah, because then the character sheet won’t use them to replace the base class features. It’s technically exploiting a glitch with the character sheet.
Sposta, I am curious, have you tried to find a good implementation for a homebrew class before? If so what do you do?
Short answer, I gave up. You could technically create a subclass that has features with all the same names as the base class features that don’t do anything and will override the base class features, works for some stuff (but not everything). Then add all the base class features and subclass features you want to it and it’ll mimic a new class, but the character sheet would end up super cluttered with blank features. If you’re interested you can check out the Homebrew Subclasses & Species FAQ #6 for additional information on that. But honestly I ultimately didn’t bother, the juice wasn’t worth the squeeze for me.
Yeah ok, I gave up on trying to get any implementation working too; feels a bit of a shame the pace the homebrew system development is moving at tbh, so many fundamental (some admittedly difficult to implement) things have been requested and in discussion for so long
I'm trying to add a modifier to a homebrew item that adds an additional 1d10 to ranged spell attacks only. I don't seem to be getting it to work, though. I've tried adding the "Bonus Ranged Spell Attack" option from the dropdown list, but no dice. I was able to make it work with distance when I tested it, but I can't get the additional damage die.
There's no way to automatically add additional damage dice. The only work around would be to make a feat with a custom action that has the extra damage button the player would have to click separately, similar to how Sneak Attack works on a rogue.
There's no way to automatically add additional damage dice. The only work around would be to make a feat with a custom action that has the extra damage button the player would have to click separately, similar to how Sneak Attack works on a rogue.
So with that in mind, could I, in theory, add that action to the item?
😂 I’m surprised you didn’t link supercalifragilisticexpialidocious to help.
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
Why did you use a template if you were just going to delete all the features?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Short answer is OCD. Same reason I am trying to get rid of the error despite not having any intention of publishing it. Just seeing it there bothers me.
Long answer is that ever since I noticed stuff does not actually get deleted but sorted into a different category, I have been trying to recycle old stuff to remove it from that category.
Ahh. Tell me, are any of the features named the same as the original subclass?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Not even close. The only remotely similar thing is that there is a feature that also grants resistance, but it is worded differently. Maybe not differently enough, though. I'll try that when I can.
Nahh, don’t bother. That wouldn’t be enough. Try deleting the subclass and reactivating it again.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I tried that earlier but tried again anyway just to make sure. Still nothing.
Hunh. It might just be permanently bugged. Try recreating the subclass from scratch.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
That is what I was thinking. In the meantime, I submitted a help ticket to see what they say. Because if it actually is bugged, then they should probably be made aware of it. And if not, oh well, I guess.
An update regarding this matter:
Customer support told me to take a hike, so I worked on it some more on my end.
TL;DR - I am inclined to believe that it is just that one particular thing of mine that is bugged.
I tried deleting all text of the original creation (no change), I recycled a different class' subclass (no issues), I made the subclass from scratch (no issues), I made the subclass from a template (no issues).
However, I did not try recycling other subclasses within the ranger class or the same subclass again, so my results are not entirely conclusive. I gained an error free entry and did not want to make any more trash.
Thank you for all of your help on the matter.
Thank you for the update, I genuinely appreciate it. Yeah, every once in a while a ‘brew just comes out buggy like that. I’m glad you got one working.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Update: General FAQ #7.1 has been updated.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Sposta, I am curious, have you tried to find a good implementation for a homebrew class before? If so what do you do?
HOMEBREW
Backgrounds | Feats | Magic Items | Monsters | Races | Spells | Subclasses
Short answer, I gave up. You could technically create a subclass that has features with all the same names as the base class features that don’t do anything and will override the base class features, works for some stuff (but not everything). Then add all the base class features and subclass features you want to it and it’ll mimic a new class, but the character sheet would end up super cluttered with blank features. If you’re interested you can check out the Homebrew Subclasses & Species FAQ #6 for additional information on that. But honestly I ultimately didn’t bother, the juice wasn’t worth the squeeze for me.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Could you possibly switch the redundant features to hidden in your character sheet to make it work?
Check out my homebrew!
Feats | Magic Items | Monsters | Spells
Nah, because then the character sheet won’t use them to replace the base class features. It’s technically exploiting a glitch with the character sheet.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yeah ok, I gave up on trying to get any implementation working too; feels a bit of a shame the pace the homebrew system development is moving at tbh, so many fundamental (some admittedly difficult to implement) things have been requested and in discussion for so long
HOMEBREW
Backgrounds | Feats | Magic Items | Monsters | Races | Spells | Subclasses
Hey, Sposta.
I'm trying to add a modifier to a homebrew item that adds an additional 1d10 to ranged spell attacks only. I don't seem to be getting it to work, though. I've tried adding the "Bonus Ranged Spell Attack" option from the dropdown list, but no dice. I was able to make it work with distance when I tested it, but I can't get the additional damage die.
Is there something I'm missing?
There's no way to automatically add additional damage dice. The only work around would be to make a feat with a custom action that has the extra damage button the player would have to click separately, similar to how Sneak Attack works on a rogue.
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)
So with that in mind, could I, in theory, add that action to the item?