Currently having trouble trying to make an Option Action have a DC. I thought I could use the Telekinetic feat as a template to see how to get it to work functionally; however, it seems specific feats that either set a DC or have specific ASI, like Fey Touched or Shadow Touched, are not options I can pick when I want to use an existing feat as a template.
Am I missing something, or am I not able to use those types of feats as templates for some particular reason? Appreciate any clarity on this. Thanks.
Currently having trouble trying to make an Option Action have a DC. I thought I could use the Telekinetic feat as a template to see how to get it to work functionally; however, it seems specific feats that either set a DC or have specific ASI, like Fey Touched or Shadow Touched, are not options I can pick when I want to use an existing feat as a template.
Am I missing something, or am I not able to use those types of feats as templates for some particular reason? Appreciate any clarity on this. Thanks.
Those feats you mentioned allow the player to choose which ability score to use, and it’s because of that fact that they are currently unavailable as templates. Apparently they had to make some “eldritch pacts” to get that functionality to work, and as homebrewers it’s too hinky for us to use currently.
However, that being said it is absolutely possible to set up an Action attached to a feat to use a save DC instead of an attack roll. First you have to make the Action either a “general” or “spell” Action, not a “weapon” action. Then you have to designate which ability score will be used to calculate the Save DC from the “ability score type” dropdown, check the “is proficient” box, and select what kind of saving throw the target has to make in the “save type” dropdown. Be sure to leave the “attack range” dropdown blank or it will automatically designate it for an attack roll and not a saving throw. After you do that, enter whatever other info is relevant (damage, etc.), and [SAVE] the action, then be sure to [SAVE CHANGES] for the entire feat. It may not update right away on the character sheet, please see the General FAQ #s 6 & 6-B in the 1st post of this thread for additional information.
Thanks so much for the clarification. I was able to get it to work. I would also say that the Dragonlance feats of High Magic have that same sort of option selection and they appear as templates still. It seems like they hard code the functionality of the ASI choices and the spell choices with no room to change those options for us, so it makes sense why the other related feats aren't templates.
Sidenote, if I wanted to set up that DC to use the higher of two ability scores, I believe there isn't functionality regarding that choice. Just want to clarify that I will need "hard code" it by making two different versions of the same feat using the separate ability score as the DC, correct?
Thanks so much for the clarification. I was able to get it to work. I would also say that the Dragonlance feats of High Magic have that same sort of option selection and they appear as templates still. It seems like they hard code the functionality of the ASI choices and the spell choices with no room to change those options for us, so it makes sense why the other related feats aren't templates.
Sidenote, if I wanted to set up that DC to use the higher of two ability scores, I believe there isn't functionality regarding that choice. Just want to clarify that I will need "hard code" it by making two different versions of the same feat using the separate ability score as the DC, correct?
You’re welcome, happy to help. You could instead add Options to the feat and attach the Action to both Options, each hardcoded to use a different ability score. That will produce a Dropdown in the character builder for the player to select which version of the Action to use in a single feat.
I have a staff I've got some gems attached to with magical properties. I'd like to add container to it so the gems could be removed or lost without affecting the Druid's Staff of striking
I think that's all. Now that I know how and where to start, I'll tinker around (might be gaining proficiency with tinkering, though much obliged for the Help action, really does gives me an advantage). Thanks for the insight (must be an outstanding modifier). Hope this exchange allows you to regain the "always" happy to help, instead of the "usually" happy to help. Smiley Day to Ya!
I think that's all. Now that I know how and where to start, I'll tinker around (might be gaining proficiency with tinkering, though much obliged for the Help action, really does gives me an advantage). Thanks for the insight (must be an outstanding modifier). Hope this exchange allows you to regain the "always" happy to help, instead of the "usually" happy to help. Smiley Day to Ya!
I have a staff I've got some gems attached to with magical properties. I'd like to add container to it so the gems could be removed or lost without affecting the Druid's Staff of striking
Example. I am building a subclass that gains addition elemental damage to weapon attacks. That damage scales from a 1d4 to a 1d6 at level 5. Is there a way to have that appear next to the weapon attack on the character sheet?
Example. I am building a subclass that gains addition elemental damage to weapon attacks. That damage scales from a 1d4 to a 1d6 at level 5. Is there a way to have that appear next to the weapon attack on the character sheet?
Not really, no. For stuff like that the system is designed to use either an Action or the Level Scaling subform.
Thank you for that, so follow up question, if I make it an attack action, is there a way to make it do 2 types of damage?
Nope, you would have to make two Actions. But to be honest, the way the system is built the character sheets don’t actually interact with anything else mechanically, so you can just put it into plain text and when the player verbally relays the info to the DM they just explain it.
Is there a way to replace an action at a later level? Or add text options to that action that only appear at a later level?
Im using something similar to grit points called finesse points. And I want the subclass to learn new maneuvers at a higher level, but still maintain the about of finesse points they get (Dex mod+prof bonus). But when I try to add it as a new action, it gives them the check boxes for their finesse points twice.
Is there a way to replace an action at a later level? Or add text options to that action that only appear at a later level?
Im using something similar to grit points called finesse points. And I want the subclass to learn new maneuvers at a higher level, but still maintain the about of finesse points they get (Dex mod+prof bonus). But when I try to add it as a new action, it gives them the check boxes for their finesse points twice.
Sorry I’m asking so many questions :(
Not as such, no. However, if your subclass is designed the same way that the Gunslinger and Battle Master subclasses are set up, then you don’t need to. You would create a feature and add the Action to it that tracks the number of Finesse Points, and then the maneuvers would get added to that feature as Options. You can set those options up to become available at higher levels the same way the Gunslinger and Battle Master are set up. You can read all about how to properly set up Options in the Subclasses & Species FAQ #1 in the very first post in this thread.
My question is how to create debuffs. I have an idea for a campaign where the man antagonists can infect the players with a disease. Is there any way I can do that?
Basically the infection will progress through the stages. During the first stage nothing happens. After 4 hours, they can roll a DC 18 con save and remove it. Otherwise it progresses to stage 2. During this, every hour they spend near someone else they have a chance to transmit it to them. If they are reduced to zero HP, they have disadvantage on death saving throws, and if they die they turn into a monster. Stage 2 is the usual stage, and it takes a long time to progress to stage 3. A week, to be precise. At any point they can take a rest to try to remove it. A short rest they get to take the DC 18 save again, and they get advantage of its a long rest. It can also be removed with spells or medicine. When and if it hits stage three, it gets MUCH worse. Every day, there max HP is reduced by 2d8. If it hits 0, they die and instantly turn into a monster. So yeah it’s really complicated which is why I REALLY don’t want to have to put the entire effects list in every creature that inflicts it.
You could make it a a Feat, anyone can add feats directly to their character sheet under Features & Traits->Feats->Manage feats. There’s no way to automate any of that though. The only thing there really is there that needs to affect the character sheet itself is the Max HP reduction, and that needs to be rolled so there’s no way to automate it. You can add it as a damage roll to an Action attached to the feat, that way they can roll it under Actions, but frankly they can just do that from the dice tray too. But at least making it as a feat you only need to create it once and then that’s it. I hope that helps.
Currently having trouble trying to make an Option Action have a DC. I thought I could use the Telekinetic feat as a template to see how to get it to work functionally; however, it seems specific feats that either set a DC or have specific ASI, like Fey Touched or Shadow Touched, are not options I can pick when I want to use an existing feat as a template.
Am I missing something, or am I not able to use those types of feats as templates for some particular reason? Appreciate any clarity on this. Thanks.
Those feats you mentioned allow the player to choose which ability score to use, and it’s because of that fact that they are currently unavailable as templates. Apparently they had to make some “eldritch pacts” to get that functionality to work, and as homebrewers it’s too hinky for us to use currently.
However, that being said it is absolutely possible to set up an Action attached to a feat to use a save DC instead of an attack roll. First you have to make the Action either a “general” or “spell” Action, not a “weapon” action. Then you have to designate which ability score will be used to calculate the Save DC from the “ability score type” dropdown, check the “is proficient” box, and select what kind of saving throw the target has to make in the “save type” dropdown. Be sure to leave the “attack range” dropdown blank or it will automatically designate it for an attack roll and not a saving throw. After you do that, enter whatever other info is relevant (damage, etc.), and [SAVE] the action, then be sure to [SAVE CHANGES] for the entire feat. It may not update right away on the character sheet, please see the General FAQ #s 6 & 6-B in the 1st post of this thread for additional information.
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Thanks so much for the clarification. I was able to get it to work. I would also say that the Dragonlance feats of High Magic have that same sort of option selection and they appear as templates still. It seems like they hard code the functionality of the ASI choices and the spell choices with no room to change those options for us, so it makes sense why the other related feats aren't templates.
Sidenote, if I wanted to set up that DC to use the higher of two ability scores, I believe there isn't functionality regarding that choice. Just want to clarify that I will need "hard code" it by making two different versions of the same feat using the separate ability score as the DC, correct?
You’re welcome, happy to help. You could instead add Options to the feat and attach the Action to both Options, each hardcoded to use a different ability score. That will produce a Dropdown in the character builder for the player to select which version of the Action to use in a single feat.
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Can we add container to an item yet?
I have a staff I've got some gems attached to with magical properties. I'd like to add container to it so the gems could be removed or lost without affecting the Druid's Staff of striking
I think that's all. Now that I know how and where to start, I'll tinker around (might be gaining proficiency with tinkering, though much obliged for the Help action, really does gives me an advantage). Thanks for the insight (must be an outstanding modifier). Hope this exchange allows you to regain the "always" happy to help, instead of the "usually" happy to help. Smiley Day to Ya!
Smiley day to you neighbor!
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Unfortunately no, not yet.
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Thank you, I'll continue the alms box lol
Is it possible to scale modifiers?
Example. I am building a subclass that gains addition elemental damage to weapon attacks. That damage scales from a 1d4 to a 1d6 at level 5. Is there a way to have that appear next to the weapon attack on the character sheet?
Not really, no. For stuff like that the system is designed to use either an Action or the Level Scaling subform.
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Thank you for that, so follow up question, if I make it an attack action, is there a way to make it do 2 types of damage?
Nope, you would have to make two Actions. But to be honest, the way the system is built the character sheets don’t actually interact with anything else mechanically, so you can just put it into plain text and when the player verbally relays the info to the DM they just explain it.
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Is there a way to replace an action at a later level? Or add text options to that action that only appear at a later level?
Im using something similar to grit points called finesse points. And I want the subclass to learn new maneuvers at a higher level, but still maintain the about of finesse points they get (Dex mod+prof bonus). But when I try to add it as a new action, it gives them the check boxes for their finesse points twice.
Sorry I’m asking so many questions :(
Not as such, no. However, if your subclass is designed the same way that the Gunslinger and Battle Master subclasses are set up, then you don’t need to. You would create a feature and add the Action to it that tracks the number of Finesse Points, and then the maneuvers would get added to that feature as Options. You can set those options up to become available at higher levels the same way the Gunslinger and Battle Master are set up. You can read all about how to properly set up Options in the Subclasses & Species FAQ #1 in the very first post in this thread.
And no worries, that’s what this thread is for.
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My question is how to create debuffs. I have an idea for a campaign where the man antagonists can infect the players with a disease. Is there any way I can do that?
That depends on what kind of debuffs you want to impose, but yeah, it’s possible. What exactly did you have in mind?
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Basically the infection will progress through the stages. During the first stage nothing happens. After 4 hours, they can roll a DC 18 con save and remove it. Otherwise it progresses to stage 2. During this, every hour they spend near someone else they have a chance to transmit it to them. If they are reduced to zero HP, they have disadvantage on death saving throws, and if they die they turn into a monster. Stage 2 is the usual stage, and it takes a long time to progress to stage 3. A week, to be precise. At any point they can take a rest to try to remove it. A short rest they get to take the DC 18 save again, and they get advantage of its a long rest. It can also be removed with spells or medicine. When and if it hits stage three, it gets MUCH worse. Every day, there max HP is reduced by 2d8. If it hits 0, they die and instantly turn into a monster. So yeah it’s really complicated which is why I REALLY don’t want to have to put the entire effects list in every creature that inflicts it.
You could make it a a Feat, anyone can add feats directly to their character sheet under Features & Traits->Feats->Manage feats. There’s no way to automate any of that though. The only thing there really is there that needs to affect the character sheet itself is the Max HP reduction, and that needs to be rolled so there’s no way to automate it. You can add it as a damage roll to an Action attached to the feat, that way they can roll it under Actions, but frankly they can just do that from the dice tray too. But at least making it as a feat you only need to create it once and then that’s it. I hope that helps.
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Will added spells to features always show as attacks on the character sheet or am i doing something wrong?