I couldn't find the answer to my question so I'm going to post it here. I created a magic item, it has 5 charges and three spells, one costs 1 charge, the other 2 charges and the third 3 charges. I can't get them to cost a different charge, despite putting it like min-max 1 charge/2 charges/3 charges to the appropriate spell. When I add it to an inventory and equip it, each spell only costs 1 charge. How do I fix that ? Thanks !
The way I’ve gotten it to populate correctly is by filling out the min-max with the max charge only (when it will be a single value) the min only (when it scales unlimited) or both with different values (for scaling within a range ie min: 1; max: 6). I have forgotten to hit save at every level along the way and then wait for the appropriate 15 or so minutes for the sync to happen, which led to some frustration. 🤓
I couldn't find the answer to my question so I'm going to post it here. I created a magic item, it has 5 charges and three spells, one costs 1 charge, the other 2 charges and the third 3 charges. I can't get them to cost a different charge, despite putting it like min-max 1 charge/2 charges/3 charges to the appropriate spell. When I add it to an inventory and equip it, each spell only costs 1 charge. How do I fix that ? Thanks !
1st level spell should have Min Charges 1, Max Charges 1 and Casts At Level 1.
2nd level spell should have Min Charges 2, Max Charges 2 and Casts At Level 2.
3rd level spell should have Min Charges 3, Max Charges 3 and Casts At Level 3.
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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.
I'm creating a homebrew species and ran into a problem I can't figure out. I have a trait that grants spells with a selected casting ability at 1st, 3rd, and 5th level
"You know the Starry Wisp cantrip. Starting at 3rd level, you can cast the Guiding Bolt spell with this trait. Starting at 5th level, you can also cast the Moonbeam spell with this trait, without requiring a material component. Once you cast Guiding Bolt or Moonbeam with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Constitution, Intelligence, or Wisdom, is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."
I made an option for each ability and added the spells to them. Everything shows up correctly in the character builder to select one of them and the spells appear on the character sheet at the stated levels.
The problem is that the species trait list in the character sheet shows extra lines in the trait's description below the spells that just say "Aaa" and I don't where those lines came from or how to get rid of them. Please help?
I'm creating a homebrew species and ran into a problem I can't figure out. I have a trait that grants spells with a selected casting ability at 1st, 3rd, and 5th level
"You know the Starry Wisp cantrip. Starting at 3rd level, you can cast the Guiding Bolt spell with this trait. Starting at 5th level, you can also cast the Moonbeam spell with this trait, without requiring a material component. Once you cast Guiding Bolt or Moonbeam with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Constitution, Intelligence, or Wisdom, is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."
I made an option for each ability and added the spells to them. Everything shows up correctly in the character builder to select one of them and the spells appear on the character sheet at the stated levels.
The problem is that the species trait list in the character sheet shows extra lines in the trait's description below the spells that just say "Aaa" and I don't where those lines came from or how to get rid of them. Please help?
It seems like there’s an errant placeholder entry in a snippet in either the root options page or chosen option. You’ve probably already found it though. 🤓❤️
I am making a species that derives from four different families that all have different religions and beliefs. There is a species trait that I made for this so one can choose which family their character is a part of. I want it to where when they choose a family an option will appear for them to choose a god from a list of gods. Whatever god they choose will give them a specific trait or spell. However I don’t know how to add an option that will appear when a certain option is chose. Any ideas?
I am making a species that derives from four different families that all have different religions and beliefs. There is a species trait that I made for this so one can choose which family their character is a part of. I want it to where when they choose a family an option will appear for them to choose a god from a list of gods. Whatever god they choose will give them a specific trait or spell. However I don’t know how to add an option that will appear when a certain option is chose. Any ideas?
Post 1 has a guide.
Homebrew Subclasses & Species FAQ>> 1. How do Trait and Feature Options work?
This covers how to set up options and how to have more options be based on previous choices.
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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.
Hello, I'm trying to make a monk sub-class feature that give the character a melee based attack that scales with every level. I've tried setting up level overrides but i cant seem to get it to work. I've also tried level scaling but that also seems to not work. I would really love some help or like a guide to help me set this up.
I have a custom Bracers of Defense that has an AC +1, but once per short rest, you can get an AC +3 for 1 minute. I tried adding a charge and the Modifier Bonus - Unarmored Armor Class 3 with a 1-minute duration, but when equipped it automatically gives a +3 AC. Is there any way to get this charge action to happen on a Wonders Item?
I have a custom Bracers of Defense that has an AC +1, but once per short rest, you can get an AC +3 for 1 minute. I tried adding a charge and the Modifier Bonus - Unarmored Armor Class 3 with a 1-minute duration, but when equipped it automatically gives a +3 AC. Is there any way to get this charge action to happen on a Wonders Item?
Thank you.
Unfortunately, no. Until the design team makes a momentary button or some such thing, magic items will have static properties.
Now, what I do is create an item with the desired effect and hold it in inventory until I activate the effect. Annoyingly enough, I keep all of the effects in an unequipped pouch named “Effects”. That’s where I put stuff like: longstrider, bladesong, haste, shield, etc. named for possible spell effects as I need them. 🤓❤️
Is there a "How To" on homebrewing 'Add Spell Effect' items. I am trying to create these and the more time I spend fooling around I pick up snippets here and there. But, for example, I want to create a Spell Effect for Bless or Bardic Inspiration and have it equipped on a character sheet and then show up in the proper place for reminding them to use it when they roll. And so on.
Is there a "How To" on homebrewing 'Add Spell Effect' items. I am trying to create these and the more time I spend fooling around I pick up snippets here and there. But, for example, I want to create a Spell Effect for Bless or Bardic Inspiration and have it equipped on a character sheet and then show up in the proper place for reminding them to use it when they roll. And so on.
I'm not sure what you mean by "proper place". The only real place would be to show up as a custom action, but Magic Items cannot add custom actions to the sheet. Bless could add a note under saving throws (Modifier Type: Bonus, Sub-Type: Saving Throws, 1d4, Note: from Bless spell) - you can do something similar for Bardic Inspiration. That's about it.
You can do it through a feat, but it is cumbersome to add and remove feats and would frankly be simpler for the player to just make a manual note when needed.
This is why there's no guides. The majority of temporary spell effects don't have any actual workarounds or if they do it is too clunky or limited. Since you cannot add dice to rolls, and items cannot add actions to make clickable custom roll reminders, the only remaining purpose is "to remind you" - and that can be solved by just making a note - especially easy if on a computer since you can use a Sticky Notes app (windows comes with one pre-installed).
Rollback Post to RevisionRollBack
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 "How To" on homebrewing 'Add Spell Effect' items. I am trying to create these and the more time I spend fooling around I pick up snippets here and there. But, for example, I want to create a Spell Effect for Bless or Bardic Inspiration and have it equipped on a character sheet and then show up in the proper place for reminding them to use it when they roll. And so on.
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.
Hello, so, I am creating a subclass that has a Feature that allows you to select a proficiency AND a Language, I know i can create a different feature for each selection but it feels wrong, is there a way to make it in a single feature of the subclass?
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.
Hello, so, I am creating a subclass that has a Feature that allows you to select a proficiency AND a Language, I know i can create a different feature for each selection but it feels wrong, is there a way to make it in a single feature of the subclass?
Just put the language proficiency selection in the main feature modifiers section. So you end up with a language to select and one of three skills. Is that what you mean?
Yo! How do I create/adjust prepared spells tables when creating homebrew subclasses (ie. adding new cells from spell level and spells listed, headers, colored cells, etc)
Yo! How do I create/adjust prepared spells tables when creating homebrew subclasses (ie. adding new cells from spell level and spells listed, headers, colored cells, etc)
Post 1 of this thread, General FAQ, Q 12 : How do I insert a table into my homebrew?
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.
I'm trying to make a subclass feature with 4 different options that you can toggle between. The guide says how to do one option but how do I do multiple because I tried just repeating the process and it didn't work
Hey Sposta, my friend, I'm sure you've already covered this somewhere in the guide and I'm just having tunnel vision again, missing it somehow, but a question.
I know how to link spells in an item's description, so that hovering over it shows a preview of the spell. But how do I choose which version it links to? Right now just doing "spell" and "/spell" in the brackets, it auto links to the older, 2014 versions of the spells. What if the spell has the same name in the 2024 version, and I'm trying to link to that?
Hey Sposta, my friend, I'm sure you've already covered this somewhere in the guide and I'm just having tunnel vision again, missing it somehow, but a question.
I know how to link spells in an item's description, so that hovering over it shows a preview of the spell. But how do I choose which version it links to? Right now just doing "spell" and "/spell" in the brackets, it auto links to the older, 2014 versions of the spells. What if the spell has the same name in the 2024 version, and I'm trying to link to that?
The thread 'How To Add Tooltips' pinned to this forum has the full details about tooltips, including how to determine which ruleset to use.
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.
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The way I’ve gotten it to populate correctly is by filling out the min-max with the max charge only (when it will be a single value) the min only (when it scales unlimited) or both with different values (for scaling within a range ie min: 1; max: 6). I have forgotten to hit save at every level along the way and then wait for the appropriate 15 or so minutes for the sync to happen, which led to some frustration. 🤓
good luck!!
1st level spell should have Min Charges 1, Max Charges 1 and Casts At Level 1.
2nd level spell should have Min Charges 2, Max Charges 2 and Casts At Level 2.
3rd level spell should have Min Charges 3, Max Charges 3 and Casts At Level 3.
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.
I'm creating a homebrew species and ran into a problem I can't figure out. I have a trait that grants spells with a selected casting ability at 1st, 3rd, and 5th level
"You know the Starry Wisp cantrip. Starting at 3rd level, you can cast the Guiding Bolt spell with this trait. Starting at 5th level, you can also cast the Moonbeam spell with this trait, without requiring a material component. Once you cast Guiding Bolt or Moonbeam with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Constitution, Intelligence, or Wisdom, is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."
I made an option for each ability and added the spells to them. Everything shows up correctly in the character builder to select one of them and the spells appear on the character sheet at the stated levels.
The problem is that the species trait list in the character sheet shows extra lines in the trait's description below the spells that just say "Aaa" and I don't where those lines came from or how to get rid of them. Please help?
It seems like there’s an errant placeholder entry in a snippet in either the root options page or chosen option. You’ve probably already found it though. 🤓❤️
I am making a species that derives from four different families that all have different religions and beliefs. There is a species trait that I made for this so one can choose which family their character is a part of. I want it to where when they choose a family an option will appear for them to choose a god from a list of gods. Whatever god they choose will give them a specific trait or spell. However I don’t know how to add an option that will appear when a certain option is chose. Any ideas?
Post 1 has a guide.
Homebrew Subclasses & Species FAQ >> 1. How do Trait and Feature Options work?
This covers how to set up options and how to have more options be based on previous choices.
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.
Hello, I'm trying to make a monk sub-class feature that give the character a melee based attack that scales with every level. I've tried setting up level overrides but i cant seem to get it to work. I've also tried level scaling but that also seems to not work. I would really love some help or like a guide to help me set this up.
I have a custom Bracers of Defense that has an AC +1, but once per short rest, you can get an AC +3 for 1 minute. I tried adding a charge and the Modifier Bonus - Unarmored Armor Class 3 with a 1-minute duration, but when equipped it automatically gives a +3 AC. Is there any way to get this charge action to happen on a Wonders Item?
Thank you.
Unfortunately, no. Until the design team makes a momentary button or some such thing, magic items will have static properties.
Now, what I do is create an item with the desired effect and hold it in inventory until I activate the effect. Annoyingly enough, I keep all of the effects in an unequipped pouch named “Effects”. That’s where I put stuff like: longstrider, bladesong, haste, shield, etc. named for possible spell effects as I need them. 🤓❤️
game on.
Is there a "How To" on homebrewing 'Add Spell Effect' items. I am trying to create these and the more time I spend fooling around I pick up snippets here and there. But, for example, I want to create a Spell Effect for Bless or Bardic Inspiration and have it equipped on a character sheet and then show up in the proper place for reminding them to use it when they roll. And so on.
I'm not sure what you mean by "proper place". The only real place would be to show up as a custom action, but Magic Items cannot add custom actions to the sheet. Bless could add a note under saving throws (Modifier Type: Bonus, Sub-Type: Saving Throws, 1d4, Note: from Bless spell) - you can do something similar for Bardic Inspiration. That's about it.
You can do it through a feat, but it is cumbersome to add and remove feats and would frankly be simpler for the player to just make a manual note when needed.
This is why there's no guides. The majority of temporary spell effects don't have any actual workarounds or if they do it is too clunky or limited. Since you cannot add dice to rolls, and items cannot add actions to make clickable custom roll reminders, the only remaining purpose is "to remind you" - and that can be solved by just making a note - especially easy if on a computer since you can use a Sticky Notes app (windows comes with one pre-installed).
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.
How to homebrew your own buff system
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
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Hello, so, I am creating a subclass that has a Feature that allows you to select a proficiency AND a Language, I know i can create a different feature for each selection but it feels wrong, is there a way to make it in a single feature of the subclass?
Just put the language proficiency selection in the main feature modifiers section. So you end up with a language to select and one of three skills. Is that what you mean?
Yo! How do I create/adjust prepared spells tables when creating homebrew subclasses (ie. adding new cells from spell level and spells listed, headers, colored cells, etc)
Post 1 of this thread, General FAQ, Q 12 : How do I insert a table into my homebrew?
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq#GeneralHomebrewFAQ&BasicTroubleshooting
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.
Thanks!
I'm trying to make a subclass feature with 4 different options that you can toggle between. The guide says how to do one option but how do I do multiple because I tried just repeating the process and it didn't work
Hey Sposta, my friend, I'm sure you've already covered this somewhere in the guide and I'm just having tunnel vision again, missing it somehow, but a question.
I know how to link spells in an item's description, so that hovering over it shows a preview of the spell. But how do I choose which version it links to? Right now just doing "spell" and "/spell" in the brackets, it auto links to the older, 2014 versions of the spells. What if the spell has the same name in the 2024 version, and I'm trying to link to that?
The thread 'How To Add Tooltips' pinned to this forum has the full details about tooltips, including how to determine which ruleset to use.
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/9811-how-to-add-tooltips
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.