Im just adding an expanded spell list for a homebrew ranger subclass so they do consume spell slots. Its another players character from a campaign im running am i still able to send the link on here?
If they’re just being added to their spell list then they should be able to be Upcast. Any spell that can be cast with spell slots can be Upcast. What’s the problem?
I have a question regarding magic Items, I'm trying to add a 15ft. cone of light that radiates from the front of the shield. I have no idea if this is possible or how to do it. Thanks in advance.
I have a question regarding magic Items, I'm trying to add a 15ft. cone of light that radiates from the front of the shield. I have no idea if this is possible or how to do it. Thanks in advance.
That would just be part of the description.
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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.
Have another question regarding magic items. When a magic item has access to a spell and I equip it to my 'test' character the spells don't seem to light up the same way the other spells do. Is there any way to make the spells that they gain access to light up like the others or is it stuck like that?
Sorry what I meant was unlike the spells the character has that are red and able to be used the spells from the items are blacked out and don’t allow the character to cast them.
Sorry what I meant was unlike the spells the character has that are red and able to be used the spells from the items are blacked out and don’t allow the character to cast them.
Spells from magic items can’t be cast normally, they are either “at will” or they require charges. Did you give your item charges? Did you assign a charge cost to your spells?
Please post the link to your character sheet so I can see what you’ve done.
Sorry what I meant was unlike the spells the character has that are red and able to be used the spells from the items are blacked out and don’t allow the character to cast them.
Spells from magic items can’t be cast normally, they are either “at will” or they require charges. Did you give your item charges? Did you assign a charge cost to your spells?
Please post the link to your character sheet so I can see what you’ve done.
I assumed that I had when I put in the maximum charges only. I wasn't sure if I also needed to put down a minimum charge. Another question, if I wanted to add a sepllcasting modifier to the users AC with a magic item how would I do that? other than writing it down
Sorry what I meant was unlike the spells the character has that are red and able to be used the spells from the items are blacked out and don’t allow the character to cast them.
Spells from magic items can’t be cast normally, they are either “at will” or they require charges. Did you give your item charges? Did you assign a charge cost to your spells?
Please post the link to your character sheet so I can see what you’ve done.
I assumed that I had when I put in the maximum charges only. I wasn't sure if I also needed to put down a minimum charge. Another question, if I wanted to add a sepllcasting modifier to the users AC with a magic item how would I do that? other than writing it down
If you don’t put the minimum charges in it’ll default to being the same as the max charges. What level is the spell, how many spells did you attach and of what levels, and how many charges did you give the item?
You can’t add their Spellcasting ability modifier to their AC, you would have to specify a particular Ability score, and then make one version of your item for each of the three spellcasting ability scores. The modifier is as follows:
Thank you for the information since receiving your last message I have been able to fix the issues up. Again really appreciate the time you've taken to help with that. I do have another question: If I have spells that use more than one charge of the item i.e one spell takes 6 charges to cast and another takes 4 charges to cast how what I do that?
Also, I have a set of gauntlets that deal lightning damage in unarmed strikes however I can't seem to make that work in modifiers sections, Is there anything that can fix it?
Thank you for the information since receiving your last message I have been able to fix the issues up. Again really appreciate the time you've taken to help with that. I do have another question: If I have spells that use more than one charge of the item i.e one spell takes 6 charges to cast and another takes 4 charges to cast how what I do that?
Also, I have a set of gauntlets that deal lightning damage in unarmed strikes however I can't seem to make that work in modifiers sections, Is there anything that can fix it?
You would set the min and max charges to 6 and 4 respectively.
Unfortunately you cannot, it would have to be just plain text.
Need a little guidance on something I'm working on. Currently working on a feat that has options. It seems like these options can only provide actions and not any other type of feature though. Is there a work around for it to give a new known spell/cantrip?
Eg: Among the several options in the feat, one of them provides a new known cantrip while the other options provide action features.
It seems like these options can only provide actions and not any other type of feature though. Is there a work around for it to give a new known spell/cantrip?
The only workaround is to make multiple version of the same feat. There used to be a few official feats that had to do that workaround but they have fixed that in recent months but have not enabled that ability through the homebrew tool.
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.
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If they’re just being added to their spell list then they should be able to be Upcast. Any spell that can be cast with spell slots can be Upcast. What’s the problem?
Yes, sure, just copy the URL and paste it here.
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Hi all,
I have a question regarding magic Items, I'm trying to add a 15ft. cone of light that radiates from the front of the shield. I have no idea if this is possible or how to do it. Thanks in advance.
That would just be part of the description.
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.
Cool, Thanks for the information
Hi all,
Have another question regarding magic items. When a magic item has access to a spell and I equip it to my 'test' character the spells don't seem to light up the same way the other spells do. Is there any way to make the spells that they gain access to light up like the others or is it stuck like that?
What do you mean “light up “
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Sorry what I meant was unlike the spells the character has that are red and able to be used the spells from the items are blacked out and don’t allow the character to cast them.
Spells from magic items can’t be cast normally, they are either “at will” or they require charges. Did you give your item charges? Did you assign a charge cost to your spells?
Please post the link to your character sheet so I can see what you’ve done.
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I assumed that I had when I put in the maximum charges only. I wasn't sure if I also needed to put down a minimum charge. Another question, if I wanted to add a sepllcasting modifier to the users AC with a magic item how would I do that? other than writing it down
If you don’t put the minimum charges in it’ll default to being the same as the max charges. What level is the spell, how many spells did you attach and of what levels, and how many charges did you give the item?
You can’t add their Spellcasting ability modifier to their AC, you would have to specify a particular Ability score, and then make one version of your item for each of the three spellcasting ability scores. The modifier is as follows:
Modifier: Bonus->Subtype: Armor Class->Ability Score: [Abil]
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What a heroic thread. I don't really homebrew on here myself, but look how long Sposta's been workin' on this thing! Get 'em a paycheck already!
Thank you for the information since receiving your last message I have been able to fix the issues up. Again really appreciate the time you've taken to help with that. I do have another question: If I have spells that use more than one charge of the item i.e one spell takes 6 charges to cast and another takes 4 charges to cast how what I do that?
Also, I have a set of gauntlets that deal lightning damage in unarmed strikes however I can't seem to make that work in modifiers sections, Is there anything that can fix it?
You would set the min and max charges to 6 and 4 respectively.
Unfortunately you cannot, it would have to be just plain text.
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Update: General FAQ #5 has been updated.
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Hi,
I am trying to create a bow that gives +1d4 ti stealth check
I set It adding a modifier to bonus stealth, 1 Number of dice and d4
Buy nothing happens when i equip It (i add a poison resistance too and It Is ok)
Thanks
What you're wanting to do is currently not possible.
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)
Yeah, unfortunately the system isn’t smart enough to combine die rolls like that.
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Need a little guidance on something I'm working on. Currently working on a feat that has options. It seems like these options can only provide actions and not any other type of feature though. Is there a work around for it to give a new known spell/cantrip?
Eg: Among the several options in the feat, one of them provides a new known cantrip while the other options provide action features.
Appreciate any help.
The only workaround is to make multiple version of the same feat. There used to be a few official feats that had to do that workaround but they have fixed that in recent months but have not enabled that ability through the homebrew tool.
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)
Hi all,
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.