I have made a few homebrew items and I have plans to make more as well as some homebrew monsters. I can see me coming back to this forum quite often.
Though I do have a question but I am not sure if it was answered already.
I want to make a monster that has a few magical items already in its stat block. So like a normal magical weapon and homebrew armor. Is there a way to see the effects of the items in the stat block/character sheet (for lack of better term)?
Put ‘Special Equipment’ as the title of the description then list the magic items. If they improve damage simply add it on. If they change ability scores then change the ability according to the magic item then add their natural ability score (before the magic item) in the notes.
I don’t think you understand me, those are two separate Modifiers that do very, very similar things. The Expertise Modifier doubles your proficiency in a skill you already have. The Twice Proficiency Modifier grants you a new skill at double proficiency.
I am attempting to add a feature as a racial bonus that it similar to Ki points or Sorcery points. Do you know if that is possible? If so, what would be the best way to go about implementing that.
Thanks a ton! BROTHERYUUTA
Edit: I figured it out.
However I am also having trouble with creating an action that heals 1 + Int Mod + Prof Mod. The base just says 1. I have set it as a spell action type.
I am attempting to add a feature as a racial bonus that it similar to Ki points or Sorcery points. Do you know if that is possible? If so, what would be the best way to go about implementing that.
Thanks a ton! BROTHERYUUTA
Edit: I figured it out.
However I am also having trouble with creating an action that heals 1 + Int Mod + Prof Mod. The base just says 1. I have set it as a spell action type.
I’m glad you figured that out for yourself, but for the sake of anyone else who reads this in future, the answer can be found under the Homebrew Subclasses & Species FAQ #4 in the very first post in this thread.
As for the Action, the character sheet isn’t designed to generate a rollable for stuff like that since there’s nothing to actually roll. Y’know? (At least that’s how it used to be unless that’s changed recently.) If you added even just a d4 to that equation instead of the flat 1 it would work, but without any dice to roll, no rollable. (I’ll test it to see if it still functions that way.) For stuff like what you describe we’re sposta just use snippets. In this case the snippet would be {{1+modifier:int+proficiency#unsigned}}.
I have been attempting to get the action to add INT mod + Prof. I have given the action a 1d8 as roll, with a +1 fixed value. The Ability score type is INT, with Prof box checked. I set it to an Action, with a spell range type of Touch, the action is a Spell Action.
In the character sheet however it only displays 1d8 +1
Edit:
Based on snippet code, it should be 1d8 + 6, based on current stats. However it displays 1d8 + 1 only
For Proficiency you have to add that manually as Level Overrides at each of the appropriate levels. Therefore no way to get it to pull Proficiency automatically. As for getting it to add your Int mod I think you have to designate it as an attack, either melee or ranged, which will also cause it to display a to-hit bonus on the character sheetz
how do you link to something when the word link is to the wrong form, eg to link to surprise when your magic earmuffs mean prevent some from being "surprised"?
Edit: I brute force ran through a bunch of iterations the answer is [ rule ]surprise;surprised[ /rule ]
how do you link to something when the word link is to the wrong form, eg to link to surprise when your magic earmuffs mean prevent some from being "surprised"?
Edit: I brute force ran through a bunch of iterations the answer is [ rule ]surprise;surprised[ /rule ]
Correct. Simply create the tooltip as normal, but insert the semicolon and then you can put whatever you want the tooltip to display afterwords. Like this:
Unless I'm missing it somehow, I don't see a way to add homebrew languages. A race I created speaks two homebrew languages, but I can only add languages from a drop-down menu of ones that already exist. Is there a way to get around this that I'm not seeing?
Unless I'm missing it somehow, I don't see a way to add homebrew languages. A race I created speaks two homebrew languages, but I can only add languages from a drop-down menu of ones that already exist. Is there a way to get around this that I'm not seeing?
I covered this in the Homebrew Subclasses & Species FAQ #18 in the very first post in this thread. You can’t add the language to a homebrewed species, but you can give instructions to players on adding the language to their character sheets.
Heya. Have you ever had any issues with templates acting funny?
I restored a deleted subclass to repurpose, deleted all the original features and text, and added my stuff that I don't believe is at all similar to the original subclass, but I cannot get rid of the "too similar" error.
I tried full save, waiting, and editing the description. The basic stuff does not seem to work. Any ideas?
It was a template of a subclass (drakewarden specifically) and I changed everything. Deleted the original features and added my own, to be precise.
Oddly enough, it also gave the "features at correct levels" error for a while despite doing a full save. Going back in and spamming the save button again seemed to clear that one, but not the "too similar" error.
Updates:
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True, but calling it ‘Double Proficiency’ isn’t really a good name or title for it to be honest
Chromatic (Red) Dragonborn Sorcerer, the best matchup in the game #5e
oh and I have proficiency with sickles
Put ‘Special Equipment’ as the title of the description then list the magic items. If they improve damage simply add it on. If they change ability scores then change the ability according to the magic item then add their natural ability score (before the magic item) in the notes.
SKT excerpt:
Special Equipment. Klauth carries a Wand of Fireballs and a Wand of Lightning Bolts, and he wears a Ring of Cold Resistance.
Chromatic (Red) Dragonborn Sorcerer, the best matchup in the game #5e
oh and I have proficiency with sickles
I don’t think you understand me, those are two separate Modifiers that do very, very similar things. The Expertise Modifier doubles your proficiency in a skill you already have. The Twice Proficiency Modifier grants you a new skill at double proficiency.
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Hey IamSposta!
I am attempting to add a feature as a racial bonus that it similar to Ki points or Sorcery points. Do you know if that is possible? If so, what would be the best way to go about implementing that.
Thanks a ton!
BROTHERYUUTA
Edit: I figured it out.
However I am also having trouble with creating an action that heals 1 + Int Mod + Prof Mod. The base just says 1. I have set it as a spell action type.
I’m glad you figured that out for yourself, but for the sake of anyone else who reads this in future, the answer can be found under the Homebrew Subclasses & Species FAQ #4 in the very first post in this thread.
As for the Action, the character sheet isn’t designed to generate a rollable for stuff like that since there’s nothing to actually roll. Y’know? (At least that’s how it used to be unless that’s changed recently.) If you added even just a d4 to that equation instead of the flat 1 it would work, but without any dice to roll, no rollable. (I’ll test it to see if it still functions that way.) For stuff like what you describe we’re sposta just use snippets. In this case the snippet would be {{1+modifier:int+proficiency#unsigned}}.
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Thanks so much, I'll give it a shot!!
I have been attempting to get the action to add INT mod + Prof. I have given the action a 1d8 as roll, with a +1 fixed value. The Ability score type is INT, with Prof box checked. I set it to an Action, with a spell range type of Touch, the action is a Spell Action.
In the character sheet however it only displays 1d8 +1
Edit:
Based on snippet code, it should be 1d8 + 6, based on current stats. However it displays 1d8 + 1 only
For Proficiency you have to add that manually as Level Overrides at each of the appropriate levels. Therefore no way to get it to pull Proficiency automatically. As for getting it to add your Int mod I think you have to designate it as an attack, either melee or ranged, which will also cause it to display a to-hit bonus on the character sheetz
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how do you link to something when the word link is to the wrong form, eg to link to surprise when your magic earmuffs mean prevent some from being "surprised"?
Edit: I brute force ran through a bunch of iterations the answer is [ rule ]surprise;surprised[ /rule ]
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
Correct. Simply create the tooltip as normal, but insert the semicolon and then you can put whatever you want the tooltip to display afterwords. Like this:
supercalifragilisticexpialidocious
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Unless I'm missing it somehow, I don't see a way to add homebrew languages. A race I created speaks two homebrew languages, but I can only add languages from a drop-down menu of ones that already exist. Is there a way to get around this that I'm not seeing?
I covered this in the Homebrew Subclasses & Species FAQ #18 in the very first post in this thread. You can’t add the language to a homebrewed species, but you can give instructions to players on adding the language to their character sheets.
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Heya. Have you ever had any issues with templates acting funny?
I restored a deleted subclass to repurpose, deleted all the original features and text, and added my stuff that I don't believe is at all similar to the original subclass, but I cannot get rid of the "too similar" error.
I tried full save, waiting, and editing the description. The basic stuff does not seem to work. Any ideas?
What was your template and what all did you change?
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It was a template of a subclass (drakewarden specifically) and I changed everything. Deleted the original features and added my own, to be precise.
Oddly enough, it also gave the "features at correct levels" error for a while despite doing a full save. Going back in and spamming the save button again seemed to clear that one, but not the "too similar" error.
Try selecting “Yes” from the Has Spellcasting (or whatever it’s called) dropdown under Basic Info, saving again, then removing it and resaving again.
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Did that, waited, refreshed. Still there.
Did you change both the description and short description?
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I did. I thought maybe it was too short because I suck at writing fluff and added more text, but that was not it either.