So I'm back again and I'm trying to fix a blunder I made with trying to add Options and spells for some Species. For a species trait, the player will have options available at 1, 3, and 5 level as well as choosing between using Intelligence, Wisdom, or Charisma. I tried following the steps and I made options for each stat (INT, WIS, and CHA) with the same spells in each but the end result is that the player is instead given three options and two spell choices under each. Here's what I was trying to do: You know the Acid Splash, Ray of Frost, or Shocking Grasp cantrip. When you reach character level 3, you learn either the Create or Destroy Water or Witch Bolt spell. When you reach character level 5, you learn the Gust of Wind spell. You always have these spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast it using any spell slots you have of appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
I went along trying to follow #1, #14, #15 of the FAQ and each subcategory but I guess I might be overlooking something fairly obvious? Any help would be greatly appreciated and thank you!
So I'm back again and I'm trying to fix a blunder I made with trying to add Options and spells for some Species. For a species trait, the player will have options available at 1, 3, and 5 level as well as choosing between using Intelligence, Wisdom, or Charisma. I tried following the steps and I made options for each stat (INT, WIS, and CHA) with the same spells in each but the end result is that the player is instead given three options and two spell choices under each. Here's what I was trying to do: You know the Acid Splash, Ray of Frost, or Shocking Grasp cantrip. When you reach character level 3, you learn either the Create or Destroy Water or Witch Bolt spell. When you reach character level 5, you learn the Gust of Wind spell. You always have these spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast it using any spell slots you have of appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
I went along trying to follow #1, #14, #15 of the FAQ and each subcategory but I guess I might be overlooking something fairly obvious? Any help would be greatly appreciated and thank you!
This is extremely complicated. It would be easy if there was no choice of spells or no choice of casting stat. Mixing these choices is going to messy, long and difficult.
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Is there a function that would set a minimum for Limited Use actions for a homebrewed species?
I'm trying to create a species that can use Disengage as a Bonus action a number of times equal to their Dexterity modifier (minimum of 1). The {{modifier:dex@min:1}} snippet works in the description, but under Limited Use Data, I don't see a way to enable 1 use for characters with Dex modifiers of +0 or lower.
Is there a function that would set a minimum for Limited Use actions for a homebrewed species?
I'm trying to create a species that can use Disengage as a Bonus action a number of times equal to their Dexterity modifier (minimum of 1). The {{modifier:dex@min:1}} snippet works in the description, but under Limited Use Data, I don't see a way to enable 1 use for characters with Dex modifiers of +0 or lower.
No.
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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.
Is there a function that would set a minimum for Limited Use actions for a homebrewed species?
I'm trying to create a species that can use Disengage as a Bonus action a number of times equal to their Dexterity modifier (minimum of 1). The {{modifier:dex@min:1}} snippet works in the description, but under Limited Use Data, I don't see a way to enable 1 use for characters with Dex modifiers of +0 or lower.
Yes you can. When inserting limited use data. On the top left there is a box labelled "Number of uses" this is your BASE number of uses. Whatever number you put in this box will set your minimum uses to 1 EVEN IF your modifier is negative. All the other boxes use this number as a BASE.
It is a little confusing to explain how this base number works with other things but all you need to know is you set this number to 1 and your minimum uses will be 1. I just tested it and it works with a base number = 1 and your dexterity modifier is negative. No I couldn't get it to set minimums that weren't 1, the base number started having weird interactions with the modifier multiplication and addition when the base was higher than 1.
So I'm back again and I'm trying to fix a blunder I made with trying to add Options and spells for some Species. For a species trait, the player will have options available at 1, 3, and 5 level as well as choosing between using Intelligence, Wisdom, or Charisma. I tried following the steps and I made options for each stat (INT, WIS, and CHA) with the same spells in each but the end result is that the player is instead given three options and two spell choices under each. Here's what I was trying to do: You know the Acid Splash, Ray of Frost, or Shocking Grasp cantrip. When you reach character level 3, you learn either the Create or Destroy Water or Witch Bolt spell. When you reach character level 5, you learn the Gust of Wind spell. You always have these spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast it using any spell slots you have of appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
I went along trying to follow #1, #14, #15 of the FAQ and each subcategory but I guess I might be overlooking something fairly obvious? Any help would be greatly appreciated and thank you!
So I'm back again and I'm trying to fix a blunder I made with trying to add Options and spells for some Species. For a species trait, the player will have options available at 1, 3, and 5 level as well as choosing between using Intelligence, Wisdom, or Charisma. I tried following the steps and I made options for each stat (INT, WIS, and CHA) with the same spells in each but the end result is that the player is instead given three options and two spell choices under each. Here's what I was trying to do: You know the Acid Splash, Ray of Frost, or Shocking Grasp cantrip. When you reach character level 3, you learn either the Create or Destroy Water or Witch Bolt spell. When you reach character level 5, you learn the Gust of Wind spell. You always have these spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast it using any spell slots you have of appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
I went along trying to follow #1, #14, #15 of the FAQ and each subcategory but I guess I might be overlooking something fairly obvious? Any help would be greatly appreciated and thank you!
There is a way but you need to be patient, read these instructions very closely and I recommend you edit your species traits as you read along. Pretend like your species has 0 traits and you're adding your first trait.
First species trait outlines that you have innate spellcasting and you choose 1 of the following stats as your spellcasting ability modifier "INT, WIS or CHA". In this trait you add the 3 stats as OPTIONS and make sure you DON'T click "is granted" box for any of them. First trait is done. Then you setup a 2ND species trait "Level 1 Spellcasting" and add OPTIONS (Name these options after the spells you are giving them choices for) When you add these options you will see boxes that ask if a "Pre-requisite" is needed. Click on it and and a dropbox will appear with your species options from trait one for your spellcasting stat. These pre-requisites should be set as the species trait option "INT" from your first trait. And repeat this for the other stats for those spells. Once that is done you can edit the OPTION to grant you that spell. For level 1 spellcasting you should have 9 total options, 3 copies of each spell choice. And in the character if you choose "INT' for your first species trait, then the second species trait "Level 1 spellcasting" will only show options for the intelligence based spells.
Now that's how you solve your first problem, but you are going to come across another problem with this. When you reach level 3 and 5 the choices that weren't picked from level 1 will appear again in these boxes at level 3 and 5. To solve this is simple. At level 3, you just add a new species trait "Level 3 Spellcasting" and you follow the steps you took for "level 1 spellcasting" but you do it for the spells you're giving options for at level 3. From the looks of your post if done right, you should only have 6 species options in this trait (2 for each stat). And you do this again for level 5 spellcasting.
It is time consuming, take it slow when you first start. I had to use this when I made a subclass with like over 20 options for the blood hunter class. It was painful, but it's buried into my skull and I'll never forget it.
The homebrew items in my collection except 2 that I made still won't show up I followed everything you mentioned and still nothing shows up, especially the items
How would I make a changeable snippet? For instance, a class feature that says something like "heal 1d6 + 2" but at level 5 it increases to "heal 1d6 + 3?" (Using proficiency bonus in this example.)
How would I make a changeable snippet? For instance, a class feature that says something like "heal 1d6 + 2" but at level 5 it increases to "heal 1d6 + 3?" (Using proficiency bonus in this example.)
This is a pinned thread in the homebrewers forum. It has a lot of information on snippet codes. Your answer is in there plus much more.
Hello! It's me again; I've been working on an "Expanded Dragonborn" race, and the features, as you most likely read, for the Tungsten, Iron, and Dracohydran Dragonborn each call for you to be able to switch the breath weapon/damage resistance damage type every long rest. I was wondering if that was possible using homebrew or if the player would have to manually change the choice in character builder?
Hello! It's me again; I've been working on an "Expanded Dragonborn" race, and the features, as you most likely read, for the Tungsten, Iron, and Dracohydran Dragonborn each call for you to be able to switch the breath weapon/damage resistance damage type every long rest. I was wondering if that was possible using homebrew or if the player would have to manually change the choice in character builder?
It would be a manual choice in the builder.
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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.
Sorry if this has been asked and answered in here already. I tried to do a few searches and nothing came up. With that said, I am trying to add a checkbox for a remake of an Eldritch Invocation that gives you uses of the spell per long rest, but whenever I add the Limited Uses to get the box, the spell description in the side panel turns blank. I have also tried to leave the name of the Action blank, but then the checkbox wont show up. Is there a way to show the linked spell and then the checkboxes /long rest?
After more problem solving and experimentation, I have solved this. I'm glad this forum is here though!
Hey quick question. I am currently making a homebrew species and I wanted to make a weapon specific to the species I am making - Dimiorgi- and decided to make a background for the species so I can have a list of weapons and you have to choose one. However I can’t figure out how to have a homebrew weapon as part of the starting equipment. Any suggestions?
Hey quick question. I am currently making a homebrew species and I wanted to make a weapon specific to the species I am making - Dimiorgi- and decided to make a background for the species so I can have a list of weapons and you have to choose one. However I can’t figure out how to have a homebrew weapon as part of the starting equipment. Any suggestions?
Due to the nature of your question I'm unsure if you mean species or backgrounds but I'll answer as both.
BACKGROUNDS You cannot have homebrew items be apart of starting equipment as starting equipment doesn't allow you to start with magical items. Homebrew ONLY allows us to make magic items and DOES NOT allow us to make base equipment.
A work around is you could add the magic item as a custom value by adding the name of that item you made and it will add the item into the players inventory at the bottom of the inventory page under "other possessions" but you or the player would still need to manually add it to the character. This would only serve as a reminder that it's there.
SPECIES
If the item in question is a custom item you wish to provide "Proficiency" for, then you can't do that either for similar reason as the backgrounds information, unless the base item is a weapon you can get proficiency for. For example: dancing scimitar. The base item is a scimitar and that has a proficiency you can add as a feature, but you CAN'T give them the dancing scimitar just by picking the species.
A work around would be to make a species feature called "YOUR MAGIC ITEM Proficiency" but if you wish for that player to also be gifted the item, then you would still have to add it manually.
I read through the dice block part of the FAQ and it was very helpful for making weapon attack based di3 blocks, but I am struggling to find the verbiage used for anything else. In particular, I've tried to put together a healing effect following the example loosely, but I do not know what words the tool actually recognizes and thus can't code it properly. I skimmed through many comments but no one else seemed to be asking about this, unless I missed them.
Still a very helpful forum, as even the official one had me bashing my head into my table. Right when I thought I had it figured out, I would save and boot up the monster in a sim encounter and found that, once again, the block failed to work. At least with this I have usable code, but only for specifically weapon attacks. Is there a part of the FAQ I somehow missed that goes over spells and healing? Or at least a table with the keywords we would be using and let us plug and play ourselves.
Thanks for the forum!
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they/he
Hi! I'm forky, i do the arts and the games and, recently, the dungeon dragons! Through my sharkboything vessel, I hope to weave fun times and good laughs with my friends. {:
For the section talking about adding a pool of checkboxes, is it possible to have it start at 0 and be able to increase it up to a certain number (20 in my case) and have it reset to 0 upon a long rest?
The subclass I'm trying to create has a point system that gives you points when you cast spells (maxing out at 20), so ideally the counter would start at 0 and I could go up to 20.
For the section talking about adding a pool of checkboxes, is it possible to have it start at 0 and be able to increase it up to a certain number (20 in my case) and have it reset to 0 upon a long rest?
The subclass I'm trying to create has a point system that gives you points when you cast spells (maxing out at 20), so ideally the counter would start at 0 and I could go up to 20.
No unfortunately a mechanic such as that does not exist. You would have to manually count it ORRRR
You could just reverse it, automatically give the PC 20 checkboxes. And each time they use a spell they mark the checkboxes off, and they get the benefit you wish them to have when they get X amount of marked checkboxes and it will reset on a long rest if you set it to. On the reset the 20 checkboxes will still be there, 0 of them will be checked off equaling 0 checkboxes.
For what I imagine you're probably using these points for, you would still have to manually record whatever you're using these points for afterwards but yeah. As a note, you can uncheck the boxes without taking a long or short rest, just click them again.
So I'm back again and I'm trying to fix a blunder I made with trying to add Options and spells for some Species.
For a species trait, the player will have options available at 1, 3, and 5 level as well as choosing between using Intelligence, Wisdom, or Charisma. I tried following the steps and I made options for each stat (INT, WIS, and CHA) with the same spells in each but the end result is that the player is instead given three options and two spell choices under each. Here's what I was trying to do:
You know the Acid Splash, Ray of Frost, or Shocking Grasp cantrip. When you reach character level 3, you learn either the Create or Destroy Water or Witch Bolt spell. When you reach character level 5, you learn the Gust of Wind spell. You always have these spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast it using any spell slots you have of appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
I went along trying to follow #1, #14, #15 of the FAQ and each subcategory but I guess I might be overlooking something fairly obvious? Any help would be greatly appreciated and thank you!
This is extremely complicated. It would be easy if there was no choice of spells or no choice of casting stat. Mixing these choices is going to messy, long and difficult.
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.
Is there a function that would set a minimum for Limited Use actions for a homebrewed species?
I'm trying to create a species that can use Disengage as a Bonus action a number of times equal to their Dexterity modifier (minimum of 1). The {{modifier:dex@min:1}} snippet works in the description, but under Limited Use Data, I don't see a way to enable 1 use for characters with Dex modifiers of +0 or lower.
No.
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.
Bummer. But thanks.
Yes you can. When inserting limited use data. On the top left there is a box labelled "Number of uses" this is your BASE number of uses. Whatever number you put in this box will set your minimum uses to 1 EVEN IF your modifier is negative. All the other boxes use this number as a BASE.
It is a little confusing to explain how this base number works with other things but all you need to know is you set this number to 1 and your minimum uses will be 1. I just tested it and it works with a base number = 1 and your dexterity modifier is negative. No I couldn't get it to set minimums that weren't 1, the base number started having weird interactions with the modifier multiplication and addition when the base was higher than 1.
There is a way but you need to be patient, read these instructions very closely and I recommend you edit your species traits as you read along. Pretend like your species has 0 traits and you're adding your first trait.
First species trait outlines that you have innate spellcasting and you choose 1 of the following stats as your spellcasting ability modifier "INT, WIS or CHA". In this trait you add the 3 stats as OPTIONS and make sure you DON'T click "is granted" box for any of them. First trait is done.
Then you setup a 2ND species trait "Level 1 Spellcasting" and add OPTIONS (Name these options after the spells you are giving them choices for) When you add these options you will see boxes that ask if a "Pre-requisite" is needed. Click on it and and a dropbox will appear with your species options from trait one for your spellcasting stat. These pre-requisites should be set as the species trait option "INT" from your first trait. And repeat this for the other stats for those spells. Once that is done you can edit the OPTION to grant you that spell. For level 1 spellcasting you should have 9 total options, 3 copies of each spell choice. And in the character if you choose "INT' for your first species trait, then the second species trait "Level 1 spellcasting" will only show options for the intelligence based spells.
Now that's how you solve your first problem, but you are going to come across another problem with this. When you reach level 3 and 5 the choices that weren't picked from level 1 will appear again in these boxes at level 3 and 5. To solve this is simple. At level 3, you just add a new species trait "Level 3 Spellcasting" and you follow the steps you took for "level 1 spellcasting" but you do it for the spells you're giving options for at level 3. From the looks of your post if done right, you should only have 6 species options in this trait (2 for each stat). And you do this again for level 5 spellcasting.
It is time consuming, take it slow when you first start. I had to use this when I made a subclass with like over 20 options for the blood hunter class. It was painful, but it's buried into my skull and I'll never forget it.
I don't know how to thank you enough for that!!! It worked!!!
The homebrew items in my collection except 2 that I made still won't show up I followed everything you mentioned and still nothing shows up, especially the items
How would I make a changeable snippet? For instance, a class feature that says something like "heal 1d6 + 2" but at level 5 it increases to "heal 1d6 + 3?" (Using proficiency bonus in this example.)
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This is a pinned thread in the homebrewers forum. It has a lot of information on snippet codes. Your answer is in there plus much more.
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/25930-using-snippet-codes-in-your-homebrew
Hello! It's me again; I've been working on an "Expanded Dragonborn" race, and the features, as you most likely read, for the Tungsten, Iron, and Dracohydran Dragonborn each call for you to be able to switch the breath weapon/damage resistance damage type every long rest. I was wondering if that was possible using homebrew or if the player would have to manually change the choice in character builder?
The Competition of the Finest 'Brews! Join for some amazing homebrew!
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
It would be a manual choice in the builder.
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.
Sorry if this has been asked and answered in here already. I tried to do a few searches and nothing came up. With that said, I am trying to add a checkbox for a remake of an Eldritch Invocation that gives you uses of the spell per long rest, but whenever I add the Limited Uses to get the box, the spell description in the side panel turns blank. I have also tried to leave the name of the Action blank, but then the checkbox wont show up. Is there a way to show the linked spell and then the checkboxes /long rest?After more problem solving and experimentation, I have solved this. I'm glad this forum is here though!
Hey quick question. I am currently making a homebrew species and I wanted to make a weapon specific to the species I am making - Dimiorgi- and decided to make a background for the species so I can have a list of weapons and you have to choose one. However I can’t figure out how to have a homebrew weapon as part of the starting equipment. Any suggestions?
Due to the nature of your question I'm unsure if you mean species or backgrounds but I'll answer as both.
BACKGROUNDS
You cannot have homebrew items be apart of starting equipment as starting equipment doesn't allow you to start with magical items. Homebrew ONLY allows us to make magic items and DOES NOT allow us to make base equipment.
A work around is you could add the magic item as a custom value by adding the name of that item you made and it will add the item into the players inventory at the bottom of the inventory page under "other possessions" but you or the player would still need to manually add it to the character. This would only serve as a reminder that it's there.
SPECIES
If the item in question is a custom item you wish to provide "Proficiency" for, then you can't do that either for similar reason as the backgrounds information, unless the base item is a weapon you can get proficiency for. For example: dancing scimitar. The base item is a scimitar and that has a proficiency you can add as a feature, but you CAN'T give them the dancing scimitar just by picking the species.
A work around would be to make a species feature called "YOUR MAGIC ITEM Proficiency" but if you wish for that player to also be gifted the item, then you would still have to add it manually.
Thanks for the info I understand it know
I read through the dice block part of the FAQ and it was very helpful for making weapon attack based di3 blocks, but I am struggling to find the verbiage used for anything else. In particular, I've tried to put together a healing effect following the example loosely, but I do not know what words the tool actually recognizes and thus can't code it properly. I skimmed through many comments but no one else seemed to be asking about this, unless I missed them.
Still a very helpful forum, as even the official one had me bashing my head into my table. Right when I thought I had it figured out, I would save and boot up the monster in a sim encounter and found that, once again, the block failed to work. At least with this I have usable code, but only for specifically weapon attacks. Is there a part of the FAQ I somehow missed that goes over spells and healing? Or at least a table with the keywords we would be using and let us plug and play ourselves.
Thanks for the forum!
cats from Texas say Meowdy
they/he
Hi! I'm forky, i do the arts and the games and, recently, the dungeon dragons! Through my sharkboything vessel, I hope to weave fun times and good laughs with my friends. {:
For the section talking about adding a pool of checkboxes, is it possible to have it start at 0 and be able to increase it up to a certain number (20 in my case) and have it reset to 0 upon a long rest?
The subclass I'm trying to create has a point system that gives you points when you cast spells (maxing out at 20), so ideally the counter would start at 0 and I could go up to 20.
No unfortunately a mechanic such as that does not exist. You would have to manually count it ORRRR
You could just reverse it, automatically give the PC 20 checkboxes. And each time they use a spell they mark the checkboxes off, and they get the benefit you wish them to have when they get X amount of marked checkboxes and it will reset on a long rest if you set it to. On the reset the 20 checkboxes will still be there, 0 of them will be checked off equaling 0 checkboxes.
For what I imagine you're probably using these points for, you would still have to manually record whatever you're using these points for afterwards but yeah. As a note, you can uncheck the boxes without taking a long or short rest, just click them again.