Regarding replacement features, is there any way to have a homebrew feature replace a core feature? Currently, when making a replacement feature, the only options I have to replace are my own subclass features that I created.
Depends, which version of the class, the “core rules” 2024 version, or the “legacy” 2014 version?
Apologies for the late reply. I was asking specifically about the core 2024 rules.
I feel like this should be simple but I can't work it out. I want to homebrew a weapon which requires attunement and applies the modifiers Immune:Charmed and Immune:Frightened after a charge is used.
I've brewed such a weapon but as it is designed now, the immunities get applied as it is attuned. How do I make the modifiers also dependent upon the single charge?
You cannot. It is currently not possible. You would have to make two version, one with the charge that does nothing, and one that applies the modifier but has no charge. Then the player would have to actively swap their attunement on their character sheet whenever they activate it, and then swap them back when the duration has ended.
Another option is to create a magic ring with the desired effects for the charge use, and equip/unequip as needed. I’ve had to do that with several items/spells with transient effects. If there’s a better way, I’m all ears. 😊
I feel like this should be simple but I can't work it out. I want to homebrew a weapon which requires attunement and applies the modifiers Immune:Charmed and Immune:Frightened after a charge is used.
I've brewed such a weapon but as it is designed now, the immunities get applied as it is attuned. How do I make the modifiers also dependent upon the single charge?
You cannot. It is currently not possible. You would have to make two version, one with the charge that does nothing, and one that applies the modifier but has no charge. Then the player would have to actively swap their attunement on their character sheet whenever they activate it, and then swap them back when the duration has ended.
Another option is to create a magic ring with the desired effects for the charge use, and equip/unequip as needed. I’ve had to do that with several items/spells with transient effects. If there’s a better way, I’m all ears. 😊
I may be mistaken, but doesn’t the attunement to the ring end when you unequip it?
I feel like this should be simple but I can't work it out. I want to homebrew a weapon which requires attunement and applies the modifiers Immune:Charmed and Immune:Frightened after a charge is used.
I've brewed such a weapon but as it is designed now, the immunities get applied as it is attuned. How do I make the modifiers also dependent upon the single charge?
You cannot. It is currently not possible. You would have to make two version, one with the charge that does nothing, and one that applies the modifier but has no charge. Then the player would have to actively swap their attunement on their character sheet whenever they activate it, and then swap them back when the duration has ended.
Another option is to create a magic ring with the desired effects for the charge use, and equip/unequip as needed. I’ve had to do that with several items/spells with transient effects. If there’s a better way, I’m all ears. 😊
I may be mistaken, but doesn’t the attunement to the ring end when you unequip it?
Yes, absolutely…I don’t use attunement, just the effects. Effects like, bladesong, rage, longstrider, etc. I just attach the needed modifiers to the ‘effect item’ and enable/disable as needed. No need to change attunement or anything.
so, my process in this case from the OP: create the HB weapon to track charges, create a ring (no attunement) with the modifiers: immunity - charmed; immunity - frightened, place both items in inventory (i have an unequipped pouch that I’ve renamed “Effects”), equip/unequip as necessary.
I feel like this should be simple but I can't work it out. I want to homebrew a weapon which requires attunement and applies the modifiers Immune:Charmed and Immune:Frightened after a charge is used.
I've brewed such a weapon but as it is designed now, the immunities get applied as it is attuned. How do I make the modifiers also dependent upon the single charge?
You cannot. It is currently not possible. You would have to make two version, one with the charge that does nothing, and one that applies the modifier but has no charge. Then the player would have to actively swap their attunement on their character sheet whenever they activate it, and then swap them back when the duration has ended.
Another option is to create a magic ring with the desired effects for the charge use, and equip/unequip as needed. I’ve had to do that with several items/spells with transient effects. If there’s a better way, I’m all ears. 😊
I may be mistaken, but doesn’t the attunement to the ring end when you unequip it?
Yes, absolutely…I don’t use attunement, just the effects. Effects like, bladesong, rage, longstrider, etc. I just attach the needed modifiers to the ‘effect item’ and enable/disable as needed. No need to change attunement or anything.
so, my process in this case from the OP: create the HB weapon to track charges, create a ring (no attunement) with the modifiers: immunity - charmed; immunity - frightened, place both items in inventory (i have an unequipped pouch that I’ve renamed “Effects”), equip/unequip as necessary.
They specified that the item in question requires attunement.
I feel like this should be simple but I can't work it out. I want to homebrew a weapon which requires attunement and applies the modifiers Immune:Charmed and Immune:Frightened after a charge is used.
I've brewed such a weapon but as it is designed now, the immunities get applied as it is attuned. How do I make the modifiers also dependent upon the single charge?
You cannot. It is currently not possible. You would have to make two version, one with the charge that does nothing, and one that applies the modifier but has no charge. Then the player would have to actively swap their attunement on their character sheet whenever they activate it, and then swap them back when the duration has ended.
Another option is to create a magic ring with the desired effects for the charge use, and equip/unequip as needed. I’ve had to do that with several items/spells with transient effects. If there’s a better way, I’m all ears. 😊
I may be mistaken, but doesn’t the attunement to the ring end when you unequip it?
Yes, absolutely…I don’t use attunement, just the effects. Effects like, bladesong, rage, longstrider, etc. I just attach the needed modifiers to the ‘effect item’ and enable/disable as needed. No need to change attunement or anything.
so, my process in this case from the OP: create the HB weapon to track charges, create a ring (no attunement) with the modifiers: immunity - charmed; immunity - frightened, place both items in inventory (i have an unequipped pouch that I’ve renamed “Effects”), equip/unequip as necessary.
They specified that the item in question requires attunement.
Yeah, they can track attunement with the weapon as well. I forgot to list that in the attributes of the description I set forth.
The HB weapon would have the all the HB weapony things: magic bonus, attunement, charges, etc etc. While the ring would not have attunement and be equipped when a charge from the sword is spent, activating the modifiers therein, and then subsequently unequipped once the time has run out.
while equipped, the modifiers would be applied and show on the character sheet, when unequipped, they would not.
I feel like this should be simple but I can't work it out. I want to homebrew a weapon which requires attunement and applies the modifiers Immune:Charmed and Immune:Frightened after a charge is used.
I've brewed such a weapon but as it is designed now, the immunities get applied as it is attuned. How do I make the modifiers also dependent upon the single charge?
You cannot. It is currently not possible. You would have to make two version, one with the charge that does nothing, and one that applies the modifier but has no charge. Then the player would have to actively swap their attunement on their character sheet whenever they activate it, and then swap them back when the duration has ended.
Another option is to create a magic ring with the desired effects for the charge use, and equip/unequip as needed. I’ve had to do that with several items/spells with transient effects. If there’s a better way, I’m all ears. 😊
I may be mistaken, but doesn’t the attunement to the ring end when you unequip it?
Yes, absolutely…I don’t use attunement, just the effects. Effects like, bladesong, rage, longstrider, etc. I just attach the needed modifiers to the ‘effect item’ and enable/disable as needed. No need to change attunement or anything.
so, my process in this case from the OP: create the HB weapon to track charges, create a ring (no attunement) with the modifiers: immunity - charmed; immunity - frightened, place both items in inventory (i have an unequipped pouch that I’ve renamed “Effects”), equip/unequip as necessary.
They specified that the item in question requires attunement.
Yeah, they can track attunement with the weapon as well. I forgot to list that in the attributes of the description I set forth.
The HB weapon would have the all the HB weapony things: magic bonus, attunement, charges, etc etc. While the ring would not have attunement and be equipped when a charge from the sword is spent, activating the modifiers therein, and then subsequently unequipped once the time has run out.
while equipped, the modifiers would be applied and show on the character sheet, when unequipped, they would not.
That seems way more complicated than just using two versions of the weapon.
I feel like this should be simple but I can't work it out. I want to homebrew a weapon which requires attunement and applies the modifiers Immune:Charmed and Immune:Frightened after a charge is used.
I've brewed such a weapon but as it is designed now, the immunities get applied as it is attuned. How do I make the modifiers also dependent upon the single charge?
You cannot. It is currently not possible. You would have to make two version, one with the charge that does nothing, and one that applies the modifier but has no charge. Then the player would have to actively swap their attunement on their character sheet whenever they activate it, and then swap them back when the duration has ended.
Another option is to create a magic ring with the desired effects for the charge use, and equip/unequip as needed. I’ve had to do that with several items/spells with transient effects. If there’s a better way, I’m all ears. 😊
I may be mistaken, but doesn’t the attunement to the ring end when you unequip it?
Yes, absolutely…I don’t use attunement, just the effects. Effects like, bladesong, rage, longstrider, etc. I just attach the needed modifiers to the ‘effect item’ and enable/disable as needed. No need to change attunement or anything.
so, my process in this case from the OP: create the HB weapon to track charges, create a ring (no attunement) with the modifiers: immunity - charmed; immunity - frightened, place both items in inventory (i have an unequipped pouch that I’ve renamed “Effects”), equip/unequip as necessary.
They specified that the item in question requires attunement.
Yeah, they can track attunement with the weapon as well. I forgot to list that in the attributes of the description I set forth.
The HB weapon would have the all the HB weapony things: magic bonus, attunement, charges, etc etc. While the ring would not have attunement and be equipped when a charge from the sword is spent, activating the modifiers therein, and then subsequently unequipped once the time has run out.
while equipped, the modifiers would be applied and show on the character sheet, when unequipped, they would not.
That seems way more complicated than just using two versions of the weapon.
It’s just my process. It ends up being one click to toggle abilities on/off. No worries. Just providing options. 🤓❤️
• "How can I change the base damage or range on a homebrewed weapon?"
• "How do I add a special damage roll to a magic item?"
Regarding the two questions quoted above, here are my solutions. Sorry for duplication if these have been suggested already.
1) Duplicate a weapon that does the amount of damage you want, change the damage type, and give it a name that follows your weapon alphabetically. For example, my Bloodhunter has a dagger that is called "Shortsword Dawn Rite Damage", which does radiant damage instead of piercing and appears right underneath the Shortsword. That way, when I hit with an attack, I tap the shortsword damage and then the dawn rite damage. When the Crimson Rite die increases, I'll choose a new weapon type to match.
2) For damage that can't be mirrored by an existing weapon, do similar as in (1), but homebrew a cantrip that does the amount and type of damage you want, give it an alphabetically suitable name, and make sure it has an attack so that it shows up as an Action. For example, I have a rogue with a magical scimitar that does an additional 3d6 force damage, and this bonus damage is a cantrip that shows up in my actions with a similar name.
Hi, is there a way to "overwrite" 2014 Spellcasting feature of a class while "hacking" a homebrew class that does not use spellcasting? In this example I am using the 2014 warlock as the base.
15. I want my subclass to allow the character to access the Cleric spell list like with Divine Soul. How would I do this?
Under Basic Information for your subclass, find the field labeled “additional spell list.” It’s actually a drop-down, simply select the desired class and its spell list will be added to characters with that subclass. Be mindful of the difference between the core rules and legacy versions of the classes.
I'm trying to modify a Rod of the Pactkeeper +1 to work for a Soul Knife Rogue (2014) and give +1 attack/damage to the Psychic blades only. I don't seem to be able to sort that and some rudimentary searching suggests it's not possible - am I wasting my time trying?
Hello sorry if this is listed elsewhere but I was unable to find it.
I am making a magic weapon that grants the user Proficiency in specifically that magic item it when they have attuned to it. ex: the magic weapon type is a Longbow but the proficiency only applies to that item not all longbows
I was wondering if there is a way to add in the modifiers section of the magic item the characters Proficiency bonus to the attack rolls. previous items I have made that do this I just have it add Proficiency in that weapon type but put in the restrictions section that it only applies to the one item. I would prefer to have the bonus be directly added to the item if possible to avoid future confusion for my players.
I saw under bonus there was a Proficiency and Proficiency Bonus option but I'm not sure if that will do what I am wanting or if it is meant to add to your proficiency bonus.
I'm trying to modify a Rod of the Pactkeeper +1 to work for a Soul Knife Rogue (2014) and give +1 attack/damage to the Psychic blades only. I don't seem to be able to sort that and some rudimentary searching suggests it's not possible - am I wasting my time trying?
Sorry, I only just saw your post. As far as I know it is not possible.
Hello sorry if this is listed elsewhere but I was unable to find it.
I am making a magic weapon that grants the user Proficiency in specifically that magic item it when they have attuned to it. ex: the magic weapon type is a Longbow but the proficiency only applies to that item not all longbows
I was wondering if there is a way to add in the modifiers section of the magic item the characters Proficiency bonus to the attack rolls. previous items I have made that do this I just have it add Proficiency in that weapon type but put in the restrictions section that it only applies to the one item. I would prefer to have the bonus be directly added to the item if possible to avoid future confusion for my players.
I saw under bonus there was a Proficiency and Proficiency Bonus option but I'm not sure if that will do what I am wanting or if it is meant to add to your proficiency bonus.
Any help would be appreciated Thanks
You could try Modifier: Proficiency->Subtype: Self, but I honestly think they way you did it before is probably your best bet. But please do let me know if that does work though.
Nope. Not possible.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Another option is to create a magic ring with the desired effects for the charge use, and equip/unequip as needed. I’ve had to do that with several items/spells with transient effects. If there’s a better way, I’m all ears. 😊
I may be mistaken, but doesn’t the attunement to the ring end when you unequip it?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Is there a way to make a feat that swaps the Dex with Con when determining Armored AC?
For example Leather armor would be 11 + Con instead of Dex.
No.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yes, absolutely…I don’t use attunement, just the effects. Effects like, bladesong, rage, longstrider, etc. I just attach the needed modifiers to the ‘effect item’ and enable/disable as needed. No need to change attunement or anything.
so, my process in this case from the OP: create the HB weapon to track charges, create a ring (no attunement) with the modifiers: immunity - charmed; immunity - frightened, place both items in inventory (i have an unequipped pouch that I’ve renamed “Effects”), equip/unequip as necessary.
They specified that the item in question requires attunement.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yeah, they can track attunement with the weapon as well. I forgot to list that in the attributes of the description I set forth.
The HB weapon would have the all the HB weapony things: magic bonus, attunement, charges, etc etc. While the ring would not have attunement and be equipped when a charge from the sword is spent, activating the modifiers therein, and then subsequently unequipped once the time has run out.
while equipped, the modifiers would be applied and show on the character sheet, when unequipped, they would not.
That seems way more complicated than just using two versions of the weapon.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
It’s just my process. It ends up being one click to toggle abilities on/off. No worries. Just providing options. 🤓❤️
Thank you Sposta, for this awesome how-to.
• "How can I change the base damage or range on a homebrewed weapon?"
• "How do I add a special damage roll to a magic item?"
Regarding the two questions quoted above, here are my solutions. Sorry for duplication if these have been suggested already.
1) Duplicate a weapon that does the amount of damage you want, change the damage type, and give it a name that follows your weapon alphabetically. For example, my Bloodhunter has a dagger that is called "Shortsword Dawn Rite Damage", which does radiant damage instead of piercing and appears right underneath the Shortsword. That way, when I hit with an attack, I tap the shortsword damage and then the dawn rite damage. When the Crimson Rite die increases, I'll choose a new weapon type to match.
2) For damage that can't be mirrored by an existing weapon, do similar as in (1), but homebrew a cantrip that does the amount and type of damage you want, give it an alphabetically suitable name, and make sure it has an attack so that it shows up as an Action. For example, I have a rogue with a magical scimitar that does an additional 3d6 force damage, and this bonus damage is a cantrip that shows up in my actions with a similar name.
Is there a way to filter the homebrew to look at 2024 Homebrew. I wanted to see what people were making for backgrounds.
Hi, is there a way to "overwrite" 2014 Spellcasting feature of a class while "hacking" a homebrew class that does not use spellcasting? In this example I am using the 2014 warlock as the base.
Also I did try to replace core features using the same name - to no avail, they appear as duplicated in character creation.
Thank you!
Thank you!
Hey,
I'm trying to modify a Rod of the Pactkeeper +1 to work for a Soul Knife Rogue (2014) and give +1 attack/damage to the Psychic blades only. I don't seem to be able to sort that and some rudimentary searching suggests it's not possible - am I wasting my time trying?
Hello sorry if this is listed elsewhere but I was unable to find it.
I am making a magic weapon that grants the user Proficiency in specifically that magic item it when they have attuned to it.
ex: the magic weapon type is a Longbow but the proficiency only applies to that item not all longbows
I was wondering if there is a way to add in the modifiers section of the magic item the characters Proficiency bonus to the attack rolls.
previous items I have made that do this I just have it add Proficiency in that weapon type but put in the restrictions section that it only applies to the one item. I would prefer to have the bonus be directly added to the item if possible to avoid future confusion for my players.
I saw under bonus there was a Proficiency and Proficiency Bonus option but I'm not sure if that will do what I am wanting or if it is meant to add to your proficiency bonus.
Any help would be appreciated
Thanks
Sorry, I only just saw your post. As far as I know it is not possible.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
You could try Modifier: Proficiency->Subtype: Self, but I honestly think they way you did it before is probably your best bet. But please do let me know if that does work though.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting