ummmm, I have kept making the subclass but on the character sheet I have encountered another issue, an action is appearing on the sheet multiple times, also whilst constructing the character sheet it did not save one of my choices.
I'm pretty new to making homebrew here on DDB, and I'm trying to make a homebrew race that has an Ability Score Increase of +2 strength. In the homebrew, I select "Bonus" and "Ability Score," and set the fixed value to 2, as it says to do, but when I go into the character builder to make sure it's working, the Ability score never actually shows up in the builder. What am I doing wrong? It doesn't say it anywhere in the commonly asked questions, from what I could see.
I'm pretty new to making homebrew here on DDB, and I'm trying to make a homebrew race that has an Ability Score Increase of +2 strength. In the homebrew, I select "Bonus" and "Ability Score," and set the fixed value to 2, as it says to do, but when I go into the character builder to make sure it's working, the Ability score never actually shows up in the builder. What am I doing wrong? It doesn't say it anywhere in the commonly asked questions, from what I could see.
If you don’t know me, I am Sposta. I know some stuff about homebrew in general, and a good bit about homebrewing on DDB in particular. If you’ve ever spent time in this forum before, odds are you have seen me around. If you are new to the forum then welcome.
If you have ever asked how to accomplish something in the system I have very likely been one of the folks who tried to help out, or broke the unfortunate news to you that whatever you wanted to accomplish is or was not possible. Many users have questions regarding the content builder, commonly referred to as the “homebrewer.” Unsurprisingly, many of you have the same questions. I have compiled a list of the most frequently asked questions that I have answered over the past few years, and am now putting them all together into one resource for everyone. I intend to update this list as needed, provided it is helpful to people.
*Thanks to Mairondil and naruhoodie for special contributions to this FAQ, it would be less complete and harder to read without them.
PS- If you found it helpful, like ↙️, vote ↖️and subscribe to this thread ↗️ for updates as they come up. If you think it’ll help others, if not you personally, please take that into consideration when voting. It is intended as a comunity resource after all. If you didn’t find it helpful to anyone and think I failed on all counts, please do those things anyway and drop a comment below explaining why, maybe I’ll be able to update it with something to change your vote. 🤷♂️ Thank you.
PPS- And please drop a comment below if you think I missed anything that comes up often. Thanks again.
1. Why is the Homebrewer so confusing? 2. Is there a list of what all the Modifiers do? 3. What is the best way to learn how to use the content builder?
The so called “homebrewer” isn’t really a homebrewer at all, it’s the same content builder the DDB Devs use to program the official content from WotC. They granted us User/Guest level privileges, but it was never originally intended for our use.
I’m sure there is, but unfortunately we do not have access to it as basic Users.
Find something that works the way you want, use it as a template for a homebrew just to dissect it and discover how it works. You can delete it when you are finished.
4. Are there instructions anywhere?
Yes, but they are not quite comprehensive at the moment:
5. I have created something in the homebrewer, but it is not appearing in the character builder. How do I fix it?
First, make sure the homebrew in question is in your homebrew collection. Only homebrew specifically in your collection will be available to add to a character sheet.
Then, on the Home tab of the character builder, or on the Character Settings sidebar of the character sheet, the toggle next to “Homebrewed Content” needs to be on (red, to the right).
If the Homebrew in question is a subclass, is your character at the correct level to select a subclass? Only Clerics, Sorcerers, and Warlocks select their subclasses at 1st level, the rest all select their subclasses at 2nd (Druids & Wizards) or 3rd level (everything else).
If the Homebrew in question is a weapon or armor set, and your character is not proficient with the item, make sure that the "Proficient" box is not checked under the search parameters.
5.1. Some random homebrew is appearing as available to add to my character or a random homebrewed spell is now always prepared on my character. Where did it come from?
All homebrew in anyone’s homebrew collect is automatically shared with everyone in the same campaign. The unexpected homebrew content is in the collection of someone else in the same campaign. As for why those spells are suddenly always prepared for your character, please see the Homebrew Spells FAQ #1 below for more information.
6. I have created something in the homebrewer, or altered a previous creation, but it is not updating in the character builder or on the character sheet. How do I fix it?
Whenever you add anything to, change anything on, or remove anything from any homebrew, you MUST re-save the entire project using the main [SAVE CHANGES] button under Basic Information or the system will not pick up your changes. After that it can sometimes take up to 20 minutes for those changes to push through to the character builder/sheet.
6-A. Why does it take so long to update?
The various parts of this website are all hosted on “siloed” servers, meaning a network of separate servers all working together. Each of those servers has its own data cache, and some things cache in your browser. The delay time is due to the information having to push through the various caches to get from the content builder to the character builder.
6-B. It still isn’t working!?!
You may have to “wake up” your character sheet to force it to update its cache. Add and remove Inspiration or equipment and refresh the browser page. If the homebrew in question is a feat or magic item, remove it, refresh the page and then add it back to the character.
7. Do I need to publish my homebrews so my friends can use them?
No. If your friends also use D&D Beyond and are in the same Campaign with you, they already have access to everything in Your Homebrew Collection in the character builder and on their character sheets. All homebrew in anyone’s homebrew collection is automatically made available to add to every character in every DDB campaign they are in without anyone having to first add it to their own collections.
In addition, if you want any of those people to be able to see the description page for your homebrew, simply send them the URL. As long as a person is in a DDB campaign with you and are logged in, they will be able to see your homebrew as if it had been published as long as they have the URL.
You can check who is in Your DDB Campaigns to see who has access to your homebrews.
7-A. How can I get feedback from the community on my homebrew if I do not publish it?
It’s as easy as copy/paste. Simply highlight the desired homebrew and copy it, then paste it into a forum post. Be sure not to try copying the title at the top of the tags at the bottom or there will be formatting issues. Here is a video showing the process; (it’s so easy you can do it from your phone):
*The homebrew featured in this video is a magic item I created called Sling of Magic Bullets.
There is no guarantee that you’ll actually receive feedback, but there’s no guarantee that you would if you published it either.
7.1 Can I restrict which homebrews are shared within my campaigns?
The only way to exclude any homebrew from a campaign is for that homebrew to be removed from the collection of whoever has it.
8. How can I edit or take down a homebrew after I published it?
You unfortunately cannot. The saying around here is “published is permanent.” The most you can do is “Create [a] New Version” and republish it. The original version will still be accessible by everyone, but the new version will be the one most visible. I strongly suggest you not make the same mistake I made in rushing to publish content. As they say: “slow is smooth, smooth is fast.” Take time to thoroughly playtest and edit all content prior to publishing it and save yourself the extra work. Especially when it comes to homebrewed races or spells. Subraces and variant races will not port to a new version and will need to be recreated from scratch. Publishing spells multiple times leaves ghosts of the older versions in your content builder.
8-A. What do you mean “ghosts in my content builder?”
Here in the Spells subform of a subclass feature you can see ghosts of older versions of a spell of mine named “Bolstering Light.”
Here in the list of Additional Specific Spells for a subclass you can see ghosts of a spell named “A Grasping Light*” that have already been rejected from public homebrew, and I deleted them.
If this has happened to you, the newest version is the last one listed.
9. I am trying to create a Tooltip for one of my homebrews but it doesn’t work. What am I doing wrong?
Nothing. It is not currently possible to tooltip a homebrewed creation.
There is a way to replicate the look and function* of a tooltip, but it will still register as an external link and prevent publication. For additional information regarding these false tooltips, please expand the spoiler below:
First you need the correct numerical code for your homebrew, that’s why we can’t make actual regular tooltips for our homebrews. This code can be found in the url for the description page of your 'brew. Here is the url for one of my homebrewed spells named “Fire and Ice:” (https://www.dndbeyond.com/spells/281389-fire-and-ice). (Note the numerical code in the url.)
Also, the right class designation helps too, that’s what makes a monster tooltip look different from a spell, etc. In this case, it’s a spell, so I will use the code with the class designation for a spell:
I added extra code into the above examples to highlight those sections pink and make them more visible, so that code will interfere with a false tooltip’s functionality. However, the following versions in this post are clean, and can be used by means of a simple copy/paste and edit.
Now the code just needs to be embedded properly. You know the little grey buttons above the description field (or forum post)? Find the one with the following symbol and click/tap it:
</>
That will let you see the raw html source code for the description field (or forum post), you have to put the code in there. That will turn this…:
Here are the codes for the three types of homebrews that we can tooltip, Magic Items, Monsters, and Spells. You would just need to swap out the URLs for my homebrews with the URLs for yours and they’ll work for you too.
The code to create a false tooltip for a homebrewed magic items: Player’s Mask
The code to create a false tooltip for a homebrewed spell: Gaze of Judgement
<a class="tooltip-hover spell-tooltip" href="https://www.dndbeyond.com/spells/279650-gaze-of-judgement" data-tooltip-href="www.dndbeyond.com/spells/279650-tooltip?disable-webm=1" target="_blank">Gaze of Judgement</a>
Reminder:
Using a false tooltip will trigger the "This homebrew has text that includes External Links" error message if used in a homebrew, so you will not be able to publish a homebrew that has one or more of these links in it.
Tooltips do not function on character sheets.
*Note!! A homebrewed spell attached to a monster statblock with a false tooltip will not function as a tooltip in the encounter/combat tracker during an active encounter.
*All homebrews referenced in this answer were created and published by IamSposta.
10. Why can’t we make base Classes and basic Equipment?
The Short Answer:
They are locked behind Admin level privileges to the content builder and we only User level privileges.
The Longer Answer:
We only have User level privileges in the content builder because that “homebrewer” is the same system the Devs use, but with limited access and no instruction manual. That’s why it’s so complicated.
They are locked behind Admin level privileges for one of two reasons:
We could break something with how they feed to subclasses and magic items in there that could seriously crash character sheets so we’re not allowed to touch it. They don’t want us to accidentally break anything that might be automated. For example, if we make a new Sword, it would automatically create +X, Flame Tongue, of Warning, Moon Touched etc. versions. That might be a problem for some reason, like creating a “Mount” Item without a “Monster” Statblock for the system to query if we did it in the wrong order. 🤷♂️
WotC told them to as “RAW.” In the DM’s Workshop section of the DMG, it gives examples of how to homebrew races, subclasses, spells, magic items, and backgrounds. The DMG also suggests using the existing classes and equipment and simply reskin them as other things instead of homebrewing them. 🤷♂️ WotC has walked back on this position, but DDB has higher priorities at the moment.
11. Can I use content that is shared with me through Content Sharing, or another user’s Homebrewed content as templates for my own homebrew?
Unfortunately not. The only content you can use as templates for homebrew is free content, content you have purchased access to here on DDB, or your own homebrews (other than Subclasses, Subraces, and Variant Races).
11-A. Why can't we use our own homebrewed subclasses, subraces/subspecies, or variant races/species as templates?
🤷♂️
12. How do I put a table into my homebrew?
The easiest way is to use something that already has a table for your template. However, if you have already started without that template, or if there is nothing suitable for use as a template, then you still have options:
You could edit the raw html and create your table from scratch by clicking/tapping the small gray button with the following symbol: </> . If creating a table from scratch seems too time consuming and/or intimidating, or you just don’t know how, the code for some commonly used tables can be found in the spoilers below. You will still need to edit the captions and titles to reflect your homebrew, and replace instances of [CLASS] or [SUBCLASS] with the appropriate class or subclass for your homebrew.
You can also find an existing table elsewhere that already has the right number of rows and columns and your preferred formatting and simply copy/paste it into your homebrew. It’s so easy you can do it from your phone, like this:
From there you can simply edit the table’s contents to suit your needs.
Ω. My homebrew says it cannot be published because of one of the following errors:
“This homebrew Subclass does not have the necessary class features with the correct required level.”
“This homebrew has text that includes Non-english Language.” / “This homebrew Subclass is too similar to Circle of Spores.”
“This homebrew has data mapped to it that is licensed content or private homebrew. This typically occurs when licensed or private homebrew spells are linked.”
“This homebrew has text that includes External Links.”
“This homebrew Race has been set to have subraces, but no subraces have been created.”
Whenever you add anything to, change anything on, or remove anything from any homebrew, you MUST re-save the entire project using the main [SAVE CHANGES] button under Basic Information.
The system only checks those compliances when that main [SAVE CHANGES] button under Basic Information has been hit.
It is not enough to have features at all the correct levels. (You can have multiple features at each level.) There must also not be any features at any other levels. (The one exception is that a 3rd level feature is required for Druid subclasses for no obvious reason.) Please check the Creating Subclasses Guide to determine which levels you need for your subclass.
Those error messages are usually an indicator that the description is too short. Make sure the description is long enough and then re-save.
Not all PHB spells are Free Content, the only official spells acceptable for publishing content are from the SRD & Basic Rules, and the EEPC and can be found on this list: “Free Content Spells.” Any spells attached to your homebrew that are not on that list are the problem.
There may be some hidden links in the html from a copy/paste. Highlight the description(s), Cut/Paste the content into a “snippet” field to scrub it of hidden code. Then you can highlight the clean text, and Cut/Paste it back into the description. Fix your formatting and [SAVE CHANGES].
As stated above, the system only checks those compliances when the main [SAVE CHANGES] button under Basic Information is hit. You must have saved/created the race after checking the “Will Have Subraces” box, but must not have re-saved the race after you created the subraces. That’s what triggers that error. Simply re-save the base race using the main [SAVE CHANGES] button and the system will recheck for compliance.
Reminders:
You do not need to publish your homebrews to use them. All homebrew in Your Homebrew Collection is automatically made available to every character in every DDB campaign you are in.
You cannot edit or delete Homebrew that you have shared with the community. “Published is permanent.” For your own benefit, take time to thoroughly playtest and edit all content prior to publishing it.
Homebrew Subclasses & Races Species FAQ
1. How do Trait and Feature Options work?
1-A. How do racial/species Trait Options work?
The same way subclass Feature Options work with four exceptions:
There is no “has options” box to check.
”Granted Options” don’t work at higher levels, they have to happen at creation.
If you leave the “Levels Where Options Known” field blank it will default to a single Option available at character creation.
If multiple options are to be granted by a single trait, and “1,1” is entered into the “Levels Where Options Known” field, at least 1 class level must be added to the character before those options will be presented.
1-B How do Subclass Feature Options work?
Create subclass feature for the desired level (presuming 3rd for this example*) and at the bottom of the feature you see a big field labeled “Multiclass Description.” Right underneath that you should see:
“Required Class Level” should be 3rd as per our example.* “Has Options” is a checkbox (which should be checked).
Class Levels Where Options Known. That is what you need. If they get to select one Option at 3rd level, then you have to put “3” in that field. If they get to select two Options at 3rd level, then put “3,3” in that field. If they get to select two Options at 3rd level, and another at 7th, then put “3,3,7” in that field.
”Feature Type” should be “Granted,” ”Class Features to Replace” should be left blank.
* * *
Create one Option for each choice you want them the have available. (My examples will presume 5 Options.)
“Is Granted” is a checkbox (that should NOT be checked). “Required Class Level” = the lowest level at which that particular Option will become available. (If left blank it will automatically be available when the feature is gained.)
If the subclass has other features at higher levels that are supposed to have benefits that are entirely dependent on that first selection made by the player, then you need to do this one of two ways.
If you wanted each of those initial 5 Options to grant a future choice of other Options like an option tree, do the following:
Create subclass Feature for that level (presuming 7th for this example*) and at the bottom of the feature you see a big field labled “Multiclass Description.” Right underneath that you should see:
“Required Class Level” should be 7th as per our example.* “Has Options” is a checkbox (that should be checked)
Class Levels Where Options Know. That is what you need. If they get one option at 7th level,* then you have to put “7” in that field.
”Feature Type” should be “Granted,” ”Class Features to Replace” should be left blank.
* * *
Create one option for each choice you want them to potentially have available regardless of the initial choice.
“Is Granted” is a checkbox. If they would get another choice at this level, that should NOT be checked. “Required Class Level” = 7th (or blank) “Prerequisite Class Feature” should be the initial choice that they made. (“3rd level Feature Name—Option #1-5” presuming the original 5 options.)
If everything is decided by that 1st choice at 3rd level, and everything granted automatically after that.
Create subclass Feature for that level (presuming 7th for this example*) and at the bottom of the feature you see a big field called “Multiclass Description.” Right underneath that you should see:
Required Class Level should be 7th as per our example.* Has Options is a checkbox (that should NOT be checked). Class Levels Where Options Know. This should be left blank
”Feature Type” should be “Granted,” ”Class Features to Replace” should be left blank.
* * *
Create one Option for each choice you want them to potentially have available regardless of the initial choice.
Is Granted is a checkbox. that SHOULD be checked. “Required Class Level” = 7th* “Prerequisite Class Feature” should be the initial choice that they made. (“3rd-level Feature Name—Option #1-5” presuming the original 5 options.) “Prerequisite Text” should reflect the information above.
2. How do I create a temporary/triggered/togglable effect that only applies to the character sheet when activated, and only until deactivated again?
3. What is the difference between “Granted,” “Additional,” and “Replacement” Features/Traits?
Nearly 100% of the time you will want to make everything as Granted features. Additional and Replacement features are how the Optional Class Features and Origin Customization from Tasha’s Cauldron were implemented. Remember, “Optional Class Features” are not the same as “Class Feature Options.” (Confusing, I know. 🤷♂️)
4. How do I create a pool of those little checkboxes on the character sheet to track when things get used like Ki or Sorcery Points work?
You need to add an Action to the appropriate class feature or racial trait. As part of the action you need to designate the desired “Reset Type” (long rest, etc.) and hit [SAVE]. Scroll all the way to the bottom and you willll see a new subsection labled “Limited Uses.” Expand that and click [ADD LIMITED USE DATA]. After adding the desired information [SAVE]. You can add any number of limited uses you wish, up to X/level. To do so requires each increase be added individually.
When the screen reloads it should be back on the Action form and in the Limited Uses section there should be an entry, [SAVE] the Action again, [SAVE] (or [SAVE CHANGES]) on the racial/species trait (or class feature), then [SAVE CHANGES] again on the whole project.
5. I made a race/species and added subraces/subspecies to it and now the base race/species has disappeared from the character builder. How do I fix it?
You unfortunately cannot presently. Once a subrace/subspecies is added the base race/species is no longer a choice (like you can’t be just an Elf). As soon as the “Will Have Subraces” checkbox is checked, the base race becomes no longer accessible.
Since there is no “Race Group” for your race/species there’s no way to make Subraces/Subspecies or Variants nest under the parent race/species.
The current convention is to name them as “[Race/Species], [Subrace/Subspecies]” (or “[Race/Species], [Variant]”) so they group alphabetically.
5.1. What is the difference between a subrace/subspecies and a variant race/species?
A subrace/subspecies always grants all of the traits of its parent race/species, plus the subrace/subspecies traits.
A variant race/species generally grants variant traits that replace some of the traits from the parent race/species (but not always). Be sure to check the “Is Called Out” box, and to make the trait as a “Granted” trait and then select a trait from the bace race/species to replace if you want the trait to replace a parent race/species trait.
6. How can I adjust or add to a base class feature?
You unfortunately cannot at the moment. Base Classes and basic Equipment are Not current accessible to people with basic User level privledges to the content builder.
That being said, you can replace a base class feature by creating a subclass feature with the same name at the same level or a higher level. The subclass feature will supplant the base class feature on the character sheet under Features & Traits.
7. How do I add Spellcasting to a subclass for a non-caster class?
For help adding the Spellcasting table to your homebrew, please see the General Homebrew FAQ #12 above.
7-A. I have tried this on a Blood Hunter and it isn’t working correctly. What did I do wrong?
Nothing. The Blood Hunter is hard coded to apply the Profane Soul’s half version of Pact Magic instead of regular Spellcasting. There’s really nothing you can do to change that.
7-B. What happens if I add Spellcasting to a subclass for a class that already has Spellcasting or Pact Magic?
Nothing good. 🤣😂🤣
7.1. How do I add Pact Magic like the Profane Soul has to a subclass for a non-caster class?
You unfortunately can only add the half version of Pact Magic to subclasses for the Blood Hunter class, the other classes are hard coded to add the third; version of Spellcasting that Eldritch Knights get.
8. I am creating a homebrewed subclass that allows the character to use a different modifier for attack and damage rolls for a weapon instead of the Strength or Dexterity the way Warlocks can. How do I add that feature to my subclass?
That is specifically only conferred by the Hexblade’s Hex Warrior subclass feature. If you add a class feature named “Hex Warrior” to a subclass then it will give you that little checkbox that allows that character to use Charisma for that weapon. But you cannot alter the feature name, it must read exactly as “Hex Warrior” for it to work. It is also impossible to alter which Ability score it uses to anything other than Charisma.
Alternatively, you could add the following Modifier:
Modifier: Bonus→Subtype: Magic Item Attack With [Ability] (image in spoiler bellow)
However, bear in mind that modifier will automatically affect every magic weapon that character uses, and can never affect nonmagical weapons.
9. How do I change the Unarmored AC Calculation for a PC to either add or set an additional Ability score, add a fixed value, or replace Dexterity in the calculation?
The system is preset with an Unarmored AC calculation of 10 + Dexterity modifier. Anything else you do will modify that calculation.
To add* an Ability score to the calculation, use the following Modifier:
*The difference is a value added as a bonus will apply on top of Unarmored Defense (from Barbarian or Monk), but a value Set will compete with Unarmored Defense and only the higher of the two will apply to the character.
To add a fixed value to the calculation, use the following Modifier:
Modifier: Bonus→Subtype: Unarmored Armor Class→Fixed Value: X
To remove Dexterity from the calculation, use the following Modifier:
Modifier: Ignore→Subtype: Unarmored Dex AC Bonus
Those various techniques can all be combined. For example, if one wanted to create an AC Calculation of 13 + Constitution modifier, one would use the following Modifiers:
10. How can I embed a monster statblock into a feature (or trait) for my homebrewed subclass (or race)?
You can do it quite easily by simply drag-highlighting the desired statblock and then copy/pasting it into your feature (or trait). Just be sure to include some text from either above or below the statblock in question to ensure that the statblock frame is grabbed during the copy, you can delete the extra text after pasting the statblock. It’s so easy you can do it from your phone, like this:
*The statblock used in this video is from my homebrewed monster, the Bone Golem.
11. How do I give my race/species floating ASIs like in Monsters of the Multiverse?
That is accomplished by creating two trait Options (as covered in #1 of this Subclasses & Races Species FAQ). Name one option (+2/+1), and the other (+1/+1/+1). Attach the following Modifiers to each of the options the appropriate numbers of times:
Modifier: Bonus→Subtype: Choose an Ability Score to Increase by 2→Fixed Value: 2
Modifier: Bonus→Subtype: Choose an Ability Score to Increase by 1→Fixed Value: 1
12. How do I grant ability scores that go above 20 to my subclass the way Barbarians get at 20th level?
To accomplish that properly requires the use of two modifiers working together:
The first modifier adds a bonus to the ability score actually capable of going above 20, the second modifier increases the limit above 20 so the first modifier can do it’s job. It is intentionally designed as a two-part system to prevent anyone from accidentally increasing a score above 20 with just a single modifier alone.
13. How do I give additional “subclass granted” spells that are “always prepared” to my subclass like Artificers, Clerics, some Druids and Paladins get?
You would need to add those spells to the “Additional Specific Spells” field under Basic Information for the subclass.
Keep in mind that this will only work for subclasses that know all of their spells and then prepare them: Artificers, Clerics, Druids, and Paladins. It will not work the same way for Bards, Rangers, Sorcerers, Warlocks or any “⅓ Casters” because they do not prepare spells at all, and it will not work for Wizards because they must learn their spells (like Bards, etc.) before they can prepare them. For those classes, you need to add additional “Spells Known” instead.
For help adding the spells table to your homebrew, please see the General Homebrew FAQ #12 above.
13-A. What happens if I add spells there for Bard, Ranger, Sorcerer, Warlock, or Wizard subclasses?
Spells added to that field in those subclasses simply get added to the list of spells the character could learn the way Warlock Patron spells work.
14. How do I add additional known spells to my subclass (like some Rangers and Sorcerers), race/species, subrace/subspecies, or variant race/species?
Among the subforms attached to each subclass feature is one labeled “Spells.” Expand that and click/tap [ADD A SPELL].
For Spells That Will Consume Spell Slots:
In that form you will select the name of the spell you want from the dropdown labeled “Spell,” and then scroll down towards the bottom of the form where you will see two fields labeled “Consumes Spell Slot” and Counts as Known.” Select “Yes” under Consumes Spell Slot (unless it is an Cantrip, then Counsumes Spell Slot should be “No”), and “No” under Counts as Known. Fill out the “Ability Score*1” and “Available at Character Level*2” fields, leaving every other field blank, and hit [SAVE]. Do that for each spell.
For Cantrips & Spells That Will NOT Consume Spell Slots:
In that form you will select the name of the spell you want from the dropdown labeled “Spell.”
For non-cantrips, fill in the number of uses either by entering a number in the ”Number of Uses” field, selecting an ability score in the “Uses by Ability Modifier” field, checking the box labeled “Use Proficiency Bonus,” or any combination of those. Then designate a “Reset Type” for the uses.
For cantrips, skip that👆part.
Then, scroll down towards the bottom of the form where you will see two fields labeled “Consumes Spell Slot” and Counts as Known.” Select “No” under Consumes Spell Slot, and Counts as Known. Fill out the “Ability Score*1” and “Available at Character Level*2” fields, leaving every other field blank, and hit [SAVE]. Do that for each spell.
* If you have a spellcasting ability for the subclass designated under Basic Information, you can leave the Ability Score dropdown blank and it will automatically default to that preordained ability.
* If you leave the Available at Character Level field blank it will automatically default to whichever level the feature it is attached happens to be.
Keep in mind that these instructions are intended for Bards, Rangers, Sorcerers, Warlocks, Wizards, any “⅓ Casters,” and any race/species, subrace/subspecies, or variant race/species.
To add special “Always Prepared” spells to an Artificer, Cleric, Druid, or Paladin you would also need to select “Yes” from the dropdown labeled “Always Prepared.”
For help adding the spells table to your homebrew, please see the General Homebrew FAQ #12 above.
15. How do I give my subclass or race/species a choice of spells?
There are different ways to do that depending on your intentions. If you wish t for your subclass (or race/species) to grant a choice from among a fixed list of spells, there is one way to do it. If instead you wish for it to grant a s choice of spells based on a limited set of guidelines there is another way to do it. Each method has different advantages. The advantage to a fixed list is that no matter what spells get added to D&D, the list offered by your homebrew will be immutable. The advantage to a list generated by criteria is that the list of spells offered by your homebrew will automatically adjust to include any new spells that fit those criteria, provided the player has access to those spells.
To grant a choice from among a fixed list of spells:
If you wish for your subclass (or race/species) to grant a choice of a single spell from a fixed list of options, the simplest way to accomplish the task is to create a feature (or trait), and click/tap the [ADD A SPELL] button to open up the Spells subform.
On the Spells subform, in the field labeled “Spell” select the exact list of spells you want your feature (or trait) to offer from the dropdown menu.
That will create a dropdown in the character builder that will allow the player to choose exactly one of the offered spells for their character.
To grant a choice of spells from a list created by a limited set of parameters (method 1, fixed levels):
If you wish for your subclass (or race) to grant a choice of a single spell from a list created by a limited set of parameters, the simplest way to accomplish the task is to create a feature (or trait), and click/tap the [ADD A SPELL] button to open up the Spells subform.
On the Spells subform, in the fields labeled “Spell Level,” “Class,” and/or “Attack Type*1” select the parameters you want your feature (or trait) to use when generating the list of spells it will offer to the player. You can use these fields in any combination, and multiple Classes or Levels can be designated. Under the Attack Type*1 dropdown you can select Melee, Ranged, or Both.
* Please note that by selecting anything in the Attack Type dropdown will automatically exclude any spell that does not require an attack roll, including any spell that instead forces a saving throw.
That will create a dropdown in the character builder that will offer a list of the available spells that conform to the designated criteria.
→ As you can see, this dropdown contains a spell that was not available in the previous example.
To grant a choice of spells from a list created by a limited set of parameters (method 2, variable levels):
If you wish for your subclass (or race/species) to grant a choice of a single spell from a list created by a limited set of parameters, the simplest way to accomplish the task is to create a feature (or trait), and click/tap the [ADD A SPELL] button to open up the Spells subform.
On the Spells subform, in the fields labeled “Class,” and/or “Attack Type*1” and “Level Divisor” select the parameters you want your feature (or trait) to use when generating the list of spells it will offer to the player. You can use these fields in any combination, and multiple Classes can be designated. Under the Attack Type*1 dropdown you can select Melee, Ranged, or Both. Under the Level Divisor field, a number can be selected, each number corresponds to a degree of spellcaster. A Level Divisor of 2 corresponds to a full spellcaster's spell progression of every other level. A Level Divisor of 3 corresponds to the spell progression of an Artificer, a Level Divisor of 4 corresponds to a standard half-caster spell progression just like a Paladin or Ranger, and a Level Divisor of 5 corresponds to the same spell progression that the Eldritch Knight and Arcane Trickster use.
* Please note that by selecting anything in the Attack Type dropdown will automatically exclude any spell that does not require an attack roll, including any spell that instead forces a saving throw.
That will create a dropdown in the character builder that will offer a list of the available spells that conform to the designated criteria. In this case, the list of available spells will change depending on the character’s level.
→ As you can see, this dropdown contains several spells that were not available in the previous example.
16. How do I give my subclass additional spell slots?
Unfortunately you cannot at the present time. There isn't even a decent way to fake it?
17. How do I give my race/species a choice of spellcasting ability like the newer races get?
To accomplish this you will need to create your trait and attach three Options*1 to it: “Intelligence,” “Wisdom,” and “Charisma.” Then you can follow the steps to add spells to each of those three Options just like you would for a subclass.*2 You will need to add each spell to each Option, which means a bit of redundant work, but it’s the only way to do it currently.
* See #1 of this FAQ for more information about Options.
* See #14/15 of this FAQ for more information about adding Spells.
18. Is it possible to homebrew languages or otherwise edit existing ones?
Unfortunately, no. It is not currently possible to homebrew languages. However, it is possible to add languages directly to a character sheet, any language you like, even homebrewed languages. See the video below for more info:
19. How do I make a subclass feature or race/species trait give proficiency in one of a set of specific skills?
You would create an Option for each of the skills following the instructions in the #1 of this FAQ. Then you would attach the Proficiency Modifier to each Option with the Subtype that corresponds to the associated Skill. For example, if you wanted to create a feature or trait that granted proficiency in either the Perception, Performance, or Persuasion skills, you would create an Option named “Perception” and attach the following modifier to it: Modifier: Proficiency->Subtype: Perception. Then you would repeat that process for each of the other two skills. Don't forget to re-save you whole project when finished.
Homebrew Items & Equipment FAQ
1. How can I change the base damage or range on a homebrewed weapon?
You unfortunately cannot currently. That data is fed from the base equipment into the content builder for Magic Items. You can change the damage type, but this cannot be used to change the amount of damage.
2. How can I create a new piece of basic equipment?
You unfortunately cannot at present, only magic items. Please see the General FAQ #10 for more information.
3. How do I add a special damage roll to a magic item? OR Is there a way to make a non-weapon magic item that will list a melee or ranged weapon attack in the attack/action list?
You unfortunately cannot currently do that in a way that will roll on the character sheet. That would require an Action, and Actions have not yet been added to magic items at the current time.
There is a Modifier to add damage to a homebrewed magic weapon, however it will not roll automatically with the weapon damage. All it does currently is add a note next to the base damage to remind the player to roll the additional damage for themselves.
Modifier: Damage→Subtype: [Damage Type]→Dice Count: X→Die Type: dY→Fixed Value: Z
4. Why don’t the charges on my magic item refresh on a short or long rest?
The short answer is that there aren’t supposed to be any rest options as Magic Item Charge reset conditions, only “Dawn,” “None (Consumable)” and “Other.” The rest options were only entered there as a temporary workaround until they can add Actions to Magic Items.
The best you can do is enter it as plain text and the player would have to uncheck the magic item’s charge manually whenever they finish an appropriate rest. That can be accomplished on the Inventory tab of their character sheet.
5. How do I make a Homebrewed Container?
You unfortunately cannot at the present time.
6. Why doesn’t my magic item apply the bonuses after the player equips it to their character?
Does your magic item require Attunement?
If not, was it created from a template that originally required Attunement, but you removed that requirement?
If your magic item requires Attunement, it will need to be Attuned manually as that does not happen automatically.
If your magic item was it created from a template, and the original item templated required Attunement, but you removed that requirement, then you will unfortunately need to recreate the item from scratch. There is a bug with removing Attunement requirements from preexisting magic items when used as templates.
7. How do I make a magic item that counts as a Spellcasting focus?
That would be accomplished as plain text and then adding the [FOCUS] tag to the item.
8. How do I add spells to a magic item that each has its own set number of limited uses instead of sharing charges with other spells?
Unfortunately you currently cannot.
9. How do I make a magic weapon with a bonus to the attack roll but not the damage roll?
There is no functional way to make a weapon that only adds a bonus to the attack roll and not the damage roll.
The closest you can currently get is to add the standard “Modifier: Bonus→Subtype: Magic” modifier that adds the bonus to both the attack and damage rolls, and then add the “Damage” Modifier with a negative Fixed Value to offset it. Unfortunately however, that will only put a note next to the damage roll that says “+ -1” on the character sheet. The player would still have to manually adjust the weapon to subtract 1 damage from it on their character sheet.
The alternative is to simply list it as plain text and allow the player to customize the appropriate roll for that weapon by +/− 1 directly on their character sheet.
10. How can I make a magic weapon that adds a different ability score to the attack and damage rolls instead of Strength or Dexterity?
Unfortunately that is not currently possible.
The best you can do is write it as plain text and the player will ould have to “Customize” the magic weapon directly on their character sheet to reflect the accurate attack and damage modifiers.
Alternatively, you could add the following Modifier:
Modifier: Bonus→Subtype: Magic Item Attack With [Ability] (image in spoiler bellow)
However, bear in mind that modifier will automatically affect every magic weapon that character uses, and can never affect nonmagical weapons.
11. How can I enter a list price for my homebrewed magic item?
That is not currently possible. Magic items (except for potions of healing) do not have prices associated with them in D&D, and we cannot create nonmagical items currently.
12. How can I attach a homebrewed feat to a magic item? OR How come I attached a feat to a magic item, but it isn’t applying the feat to my character?
Unfortunately, since there are no official magic items that actually apply feats to a character, any feat attached to a magic item will not actually work on a character sheet.
The best you can do is to enter the information as plain text and the player would have to attach the feat to their character sheet directly.
13. How can I create homebrewed magic ammunition?
Unfortunately that is not currently possible. There are two workarounds however:
Create them as custom items directly on your character sheet. This is convenient one-off items or items that will only be carried by a single PC.
Create them as homebrewed potions. This is convenient items that will be carried by multiple PCs as they are stackable in inventory.
14. How can I create a magic item that improves based on the wielder’s character or class level, Proficiency bonus, or an Ability score?
Unfortunately, it is not currently possible to do that. The official magic items in D&D are not designed to scale attributes based on wielder stats in that way, so the ability to create magic items like that has never been programmed into DDB’s system.
15. How can I create a magic item (or feat) that can raise a non-spellcaster’s save DC, for example a Ki Save DC, or a Maneuver Save DC?
Unfortunately that is not currently possible. Those save DCs are encoded snippets embedded directly into those class features. For a subclass feature like Maneuvers, the only way to change them is to make a homebrewed copy of the subclass and edit the snippet directly. There is no way to adjust the snippet for a base class feature such as Ki.
16. How can I create a magic item that increases a PC’s HP?
It is only possible to create a magic item that increases a PC’s HP by one of two metrics:
An amount based on one of the character’s ability score modifiers. (Modifier: Bonus→Subtype: Hit Points→Ability Score [Abil]).
An amount based on the character’s level: (Modifier: Bonus→Subtype: Hit Points per Level→Fixed Value: X).
It is not currently possible to create a magic item that increases HP by a fixed amount.
Homebrew Spell, Feats, & Monsters FAQs
Spells
1. I listed a specific subclass in the “Available for Class(es)” field of my spell and now it’s “Always Prepared” for that subclass. Why?
The “why” is because spells attached to subclasses for prepared casters (Artificer, Cleric, Druid, Paladin) are their always prepared spells. When you add those subclasses to the spell, it also interfaces with the subclass to add the spell to that list for you and everyone in DDB campaigns with you.
The only way to change it is to list the main class instead of the subclass.
2. How can I embed a monster statblock into a spell's description?
You can do it quite easily by simply drag-highlighting the desired statblock and then copy/pasting it into your spell. Just be sure to include some text from either above or below the statblock in question to ensure that the statblock frame is grabbed during the copy, you can delete the extra text after pasting the statblock. It’s so easy you can do it from your phone, like this:
*The statblock used in this video is from my homebrewed monster, the Bone Golem.
Feats
1. I wanted to add additional spells known to a character with a Feat, but I can’t get it to cost a spell slot. How can I make that work?
Unfortunately you cannot at the moment, feats currently don’t have the necessary dropdown for it. You would have to use a homebrewed version of either that character’s Race or Subclass.
2. I am trying to add Options to my feat, but it will only allow me to add Actions to the Options. What am I doing wrong?
You are doing nothing wrong, currently only Actions can be added to Feat Options. If more could be added, such as Spells, etc. then DDB would not need to create multiple versions of certain feats (such as Magic Initiate) to implement them.
3. How do I create a pool of those little checkboxes on the character sheet to track when things get used?
The same way you would for Subclasses or Races. You need to add an Action to the Feat, and as part of the action you need to designate the desired “Reset Type” (long rest, etc.) and hit [SAVE]. Scroll all the way to the bottom and you willll see a new subsection labled “Limited Uses.” Expand that and click [ADD LIMITED USE DATA]. After adding the desired information [SAVE]. You can add any number of limited uses you wish, up to X/level. To do so requires each increase be added individually.
When the screen reloads it should be back on the Action form and in the Limited Uses section there should be an entry, [SAVE] the Action again, then [SAVE CHANGES] on the whole Feat.
4. How can I create a feat (or magic item) that can raise a non-spellcaster’s save DC, for example a Ki Save DC, or a Maneuver Save DC?
Unfortunately that is not currently possible. Those save DCs are encoded snippets embedded directly into those class features. For a subclass feature like Maneuvers, the only way to change them is to make a homebrewed copy of the subclass and edit the snippet directly. There is no way to adjust the snippet for a base class feature such as Ki.
5. I have created a feat using a template (Fey/Shadow Touched, etc.), but it seems I cannot access some parts of it to make changes. How can I access those parts?
Unfortunately that is not currently possible. Portions of some feats are handled on the backend and there is no way to access those portions in the homebrewer.
Monsters
1. Why does my monster have Legendary, Mythic, and Lair actions when I left the boxes unchecked?
That’s done as a reminder for the Developers who use the same basic system we get to use.
You need to check the boxes, delete the contents of those fields, and then uncheck the boxes. If any of those fields still populate your monster then there is some errant code left in those fields. Check the boxes again and click/tap the grey button above the description field with the following symbol:
</>
That will display the html code for the field. Delete the contents, hit [Ok], and then uncheck the box again before saving your monster.
2. How do I adjust my monster's Proficiency bonus?
Simply by adjusting your monster's Challenge Rating, a monster's PB is directly linked to it's CR. A monster's PB automatically starts at +2, and increases by +1 at each of the following Challenge Ratings: 5 (+3), 9 (+4), 13 (+5), 17 (+6), 21 (+7), 25 (+8), and 29 (+9).
3. How do I know if the CR is right for my monster?
So, sorry to be a bother, but there was an aspect of Armor of Agathys I wanted to replicate, but I don't have the sourcebooks for it.
I tried to do it myself, but it wouldn't work. I wanted to make it so that you could press the button, and it shows how much damage it does, except the number isn't rolled, it's a fixed amount, just like armor of agayths. But for some reason, it becomes 0, even though I used numbers. Could you help?
So, sorry to be a bother, but there was an aspect of Armor of Agathys I wanted to replicate, but I don't have the sourcebooks for it.
I tried to do it myself, but it wouldn't work. I wanted to make it so that you could press the button, and it shows how much damage it does, except the number isn't rolled, it's a fixed amount, just like armor of agayths. But for some reason, it becomes 0, even though I used numbers. Could you help?
It’s no bother, that’s kinda what this FAQ thread is for.
Without knowing how you set your spell up, it’s hard to tell you how to fix it. However, the way that spell is set up, the Higher Level Scaling Type should be “Spel Scale,” and under Modifiers you use the following:
Modifier: Damage->Subtype: Cold->Fixed Value: 5
And then under At Higher Levels you select that Modifier and then “Additional Points” as the Scale Effect, and then Fixed Value of 5 again.
So, sorry to be a bother, but there was an aspect of Armor of Agathys I wanted to replicate, but I don't have the sourcebooks for it.
I tried to do it myself, but it wouldn't work. I wanted to make it so that you could press the button, and it shows how much damage it does, except the number isn't rolled, it's a fixed amount, just like armor of agayths. But for some reason, it becomes 0, even though I used numbers. Could you help?
It’s no bother, that’s kinda what this FAQ thread is for.
Without knowing how you set your spell up, it’s hard to tell you how to fix it. However, the way that spell is set up, the Higher Level Scaling Type should be “Spel Scale,” and under Modifiers you use the following:
Modifier: Damage->Subtype: Cold->Fixed Value: 5
And then under At Higher Levels you select that Modifier and then “Additional Points” as the Scale Effect, and then Fixed Value of 5 again.
I did that, but it showed up as "0" on the character sheet.
I'm attempting to add proficiency modifiers to a class feature along with a spell list choice and tried following the guide via #1 and #19 and am running into some issues, is there a lag time of the updates to character builder from when I save in the feature creation section?
ummmm, I have kept making the subclass but on the character sheet I have encountered another issue, an action is appearing on the sheet multiple times, also whilst constructing the character sheet it did not save one of my choices.
What's your favourite scary movie?
never mind I fixed it
What's your favourite scary movie?
How’d you fix it?
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I realized that I had accidentaly cheked the "is granted" box, so I cancelled it.
What's your favourite scary movie?
I'm pretty new to making homebrew here on DDB, and I'm trying to make a homebrew race that has an Ability Score Increase of +2 strength. In the homebrew, I select "Bonus" and "Ability Score," and set the fixed value to 2, as it says to do, but when I go into the character builder to make sure it's working, the Ability score never actually shows up in the builder. What am I doing wrong? It doesn't say it anywhere in the commonly asked questions, from what I could see.
To be specific, you need the following:
Presuming that’s what you did, please see the General Homebrew FAQ #6 & 6-B in the very first post in this thread.
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Updates:
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Update: The Homebrew Subclasses & Species FAQ #s 7, 13, & 14 have been updated.
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Update: Items & Equipment FAQ #9 has been updated.
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Update: Homebrew Feats FAQ #5 has been added.
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Update: Homebrew Subclasses & Species #s 7-A & 7.1 have been added.
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So, sorry to be a bother, but there was an aspect of Armor of Agathys I wanted to replicate, but I don't have the sourcebooks for it.
I tried to do it myself, but it wouldn't work. I wanted to make it so that you could press the button, and it shows how much damage it does, except the number isn't rolled, it's a fixed amount, just like armor of agayths. But for some reason, it becomes 0, even though I used numbers. Could you help?
It’s no bother, that’s kinda what this FAQ thread is for.
Without knowing how you set your spell up, it’s hard to tell you how to fix it. However, the way that spell is set up, the Higher Level Scaling Type should be “Spel Scale,” and under Modifiers you use the following:
Modifier: Damage->Subtype: Cold->Fixed Value: 5
And then under At Higher Levels you select that Modifier and then “Additional Points” as the Scale Effect, and then Fixed Value of 5 again.
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I did that, but it showed up as "0" on the character sheet.
I don’t know what to tell you. Did you re-save the whole spell after you added that stuff?
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I'm attempting to add proficiency modifiers to a class feature along with a spell list choice and tried following the guide via #1 and #19 and am running into some issues, is there a lag time of the updates to character builder from when I save in the feature creation section?
Yes, up to 20 minutes.
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that would explain a lot, thank you for the quick reply
Update: General FAQ #12 has been updated.
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