I must be missing something. I'm trying to add a table like the wild magic barbarian's wild magic table to a new subclass. How do I do that? I'm sure it's on this list somewhere, but I must have missed it.
That's just a table in the text of what's displayed. One option is to copy an existing table and paste it into a description field, changing all the relevant text you need to.
Your other choice is building the table from scratch. You would go into the "Source Code" for a text description box and add the html manually. Here's a decent enough place to learn what all can be done with html tables.
Not to rush you in doing god's work, but do you happen to know off-hand what the DOMAIN SPELL modifier does?
I've thrown it on everything and tried mucking around with it, to no avail.
Does it . . . actually do anything??
If I recall it does something very unique and it isn’t functional with our limited access. (I may be thinking of a different modifier though, but I don’t think I am.)
I don't see this anywhere else, so I'll just ask here lol
If I'm making a homebrewed race with a base +2 to Dex and +1 to Cha, how would I add the option for the Origin ASI Manager, the way non-homebrew races have them (and, by extension, the language equivalent)?
I don't see this anywhere else, so I'll just ask here lol
If I'm making a homebrewed race with a base +2 to Dex and +1 to Cha, how would I add the option for the Origin ASI Manager, the way non-homebrew races have them (and, by extension, the language equivalent)?
Is there no way to make a class feature require multiple prerequisites? at least in a simple way. What i had in mind if having level 3 and 6 allow the player to choose to different styles. At level 17 they'll be able to gain a 3rd style, that is a fusion of their first two. right now in order to do this i have level 3 give them the choice of 1-5 styles. then at level 6 they get a choice of 2-25 choices, which each option just being a copy of 2 styles from level 3 placed together one feature, and setting the level 6 feature to replace the level 3 feature.
Level 3 gives "fire style" or "water style" or "earth style" etc... level 6 gives "fire style and water style" or "fire style and earth style", etc. with the level 3 choice being the prerequisite for the level 6 choice.
I havent finished trying it yet but presumably i will be able to set the level 17 granted ability to the prerequisite of the level 6 option taken.
Am i correct? and is there an easier way to do what im trying to do.
Unfortunately there is currently no known way to give an Option multiple prerequisites. (Trust me, I wish there was. You should see some of the hoops I’ve jumped through trying to work around that. 🙄) It seems like you did what I have done for one of my ‘brews, but you used fewer Options, probably because you started with fewer. I ended up with around 80 options for one subclass to do the same kind of workaround as what you did. If you find an easier way please lemme know.
Also do you know why my level 3 options is no longer showing now that ive set the level 6 option to replace? the level 6 option wont show up. but the level 3 option will. with no choices to take
Also do you know why my level 3 options is no longer showing now that ive set the level 6 option to replace? the level 6 option wont show up. but the level 3 option will. with no choices to take
I’m not entirely sure I understand what you mean. Can you please elaborate, or perhaps include screenshots? (Just in case you don’t know how you gotta upload them to a hosting site like www.imgur.com first, then you need the “direct link” to embed them here.)
I think i figured it out. i was literally setting the level 6 feature to replace the level 3 feature. but when it replaced the level 3 feature it lost the prerequisites it needed to function xD
Question that's too specific to be on the FAQ: What's the difference between the "Set - Speed" and "Set - Innate Speed" modifiers? I'm not having any problems with them, but I want to make sure I didn't do anything wrong in the few 'brews I've done that affect them.
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That’s an excellent question. To the best of my understanding, an “innate” speed is their base speed (so something they would get from their race), whereas the other would be what a speed gets set to from some other source. I believe that “bonus” speeds will stack on top of “Innate” speeds, but might not stack on top of non-innate speeds. I haven’t experimented with them enough to know all the ins and outs of how that matters mechanically however, someone else may be able to either confirm that or correct me. 🤷♂️
What I can tell you about it mechanically is that if you make something that gives a PC a swimming/climbing/flying/burrowing speed “equal to your walking speed,” then you would use “set innate” and not enter anything for the fixed value and it will always automatically match it to their walking speed.
That's just a table in the text of what's displayed. One option is to copy an existing table and paste it into a description field, changing all the relevant text you need to.
Your other choice is building the table from scratch. You would go into the "Source Code" for a text description box and add the html manually. Here's a decent enough place to learn what all can be done with html tables.
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If I recall it does something very unique and it isn’t functional with our limited access. (I may be thinking of a different modifier though, but I don’t think I am.)
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I don't see this anywhere else, so I'll just ask here lol
If I'm making a homebrewed race with a base +2 to Dex and +1 to Cha, how would I add the option for the Origin ASI Manager, the way non-homebrew races have them (and, by extension, the language equivalent)?
You would create those as “Replacement Traits.”
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Ahh, I see! Thank you!
Is there no way to make a class feature require multiple prerequisites? at least in a simple way. What i had in mind if having level 3 and 6 allow the player to choose to different styles. At level 17 they'll be able to gain a 3rd style, that is a fusion of their first two. right now in order to do this i have level 3 give them the choice of 1-5 styles. then at level 6 they get a choice of 2-25 choices, which each option just being a copy of 2 styles from level 3 placed together one feature, and setting the level 6 feature to replace the level 3 feature.
Level 3 gives "fire style" or "water style" or "earth style" etc... level 6 gives "fire style and water style" or "fire style and earth style", etc. with the level 3 choice being the prerequisite for the level 6 choice.
I havent finished trying it yet but presumably i will be able to set the level 17 granted ability to the prerequisite of the level 6 option taken.
Am i correct? and is there an easier way to do what im trying to do.
Unfortunately there is currently no known way to give an Option multiple prerequisites. (Trust me, I wish there was. You should see some of the hoops I’ve jumped through trying to work around that. 🙄) It seems like you did what I have done for one of my ‘brews, but you used fewer Options, probably because you started with fewer. I ended up with around 80 options for one subclass to do the same kind of workaround as what you did. If you find an easier way please lemme know.
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Will do, and i pity you my dude. This has been a drag trying to figure it out. thanks for responding though
Also do you know why my level 3 options is no longer showing now that ive set the level 6 option to replace? the level 6 option wont show up. but the level 3 option will. with no choices to take
Thanks. Once I figured it out it wasn’t so bad… except having to program all those blasted options.
I’m not entirely sure I understand what you mean. Can you please elaborate, or perhaps include screenshots? (Just in case you don’t know how you gotta upload them to a hosting site like www.imgur.com first, then you need the “direct link” to embed them here.)
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I think i figured it out. i was literally setting the level 6 feature to replace the level 3 feature. but when it replaced the level 3 feature it lost the prerequisites it needed to function xD
Ahh ha ha. That would be the problem then.
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Question that's too specific to be on the FAQ: What's the difference between the "Set - Speed" and "Set - Innate Speed" modifiers? I'm not having any problems with them, but I want to make sure I didn't do anything wrong in the few 'brews I've done that affect them.
Thanks!
Join the Competition of the Finest 'Brews XIX! (Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
That’s an excellent question. To the best of my understanding, an “innate” speed is their base speed (so something they would get from their race), whereas the other would be what a speed gets set to from some other source. I believe that “bonus” speeds will stack on top of “Innate” speeds, but might not stack on top of non-innate speeds. I haven’t experimented with them enough to know all the ins and outs of how that matters mechanically however, someone else may be able to either confirm that or correct me. 🤷♂️
What I can tell you about it mechanically is that if you make something that gives a PC a swimming/climbing/flying/burrowing speed “equal to your walking speed,” then you would use “set innate” and not enter anything for the fixed value and it will always automatically match it to their walking speed.
I hope that helps.
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