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.
The thing is, trying to write a guide or make a video is going to take a really long time (several hours) because homebrew background creation can get very complicated due to how very clunky and cumbersome the tool is on here - especially since 2024 versions of backgrounds aren't properly supported.
Therefore the best thing we can advise is look at the closest background you have available, making a copy, and editing it or seeing how it works and trying things out.
What's the closest to the entertainer background?
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The Adversary, Destroyer of Queens, Angel of the Bottomless Pit, Great Beast that is called Dragoness, Princess of This World, Mother of Lies, Spawn of Satan, and Lady of Darkness orStardust
Now take 5d20 bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder damage, and I don't care if you have immunities or resistances.
Is there a way to create a magic item for the following tattoo?
When attuned, you gain the following benefits: You learn two cantrips of your choice from a spellcasting class’s spell list. You can choose from the Druid, Wizard, or Warlock spell lists.
Also choose one 1st-level spell from that same list. You can cast the spell once at its lowest level without using a spell slot. When you take a Long Rest, you regain the ability to cast this spell in this way again.
The spellcasting ability of all spells learned through this tattoo depends on the class you chose: Wisdom for Druid, Intelligence for Wizard, and Charisma for Warlock.
Is there a way to create a magic item for the following tattoo?
When attuned, you gain the following benefits: You learn two cantrips of your choice from a spellcasting class’s spell list. You can choose from the Druid, Wizard, or Warlock spell lists.
Also choose one 1st-level spell from that same list. You can cast the spell once at its lowest level without using a spell slot. When you take a Long Rest, you regain the ability to cast this spell in this way again.
The spellcasting ability of all spells learned through this tattoo depends on the class you chose: Wisdom for Druid, Intelligence for Wizard, and Charisma for Warlock.
This is the 2014 Magic Initiate feat, exactly.
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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 looking for help creating some weapons that use unusual weapon damage dice (3d4, 2d8, etc). Specifically I am looking at ranged weapons that benefit from Dexterity bonus.
I haven't had much luck creating weapons other than renaming a greatsword a scythe (2d6 slashing, heavy, 2 handed it works for me) as a magic item.
Anyone have some ideas for how to do it and have it appear on the actions tab as an option including appropriate hit bonus and range details? I have tried making them a wand so I can set the damage dice and range as I like. It kind of worked for a little while.
However it never showed proper hit bonus modified by proficiency and Dex bonus, and then it disappeared from the Action tab. Ideas? Help?
I'm looking for help creating some weapons that use unusual weapon damage dice (3d4, 2d8, etc). Specifically I am looking at ranged weapons that benefit from Dexterity bonus.
I haven't had much luck creating weapons other than renaming a greatsword a scythe (2d6 slashing, heavy, 2 handed it works for me) as a magic item.
Anyone have some ideas for how to do it and have it appear on the actions tab as an option including appropriate hit bonus and range details? I have tried making them a wand so I can set the damage dice and range as I like. It kind of worked for a little while.
However it never showed proper hit bonus modified by proficiency and Dex bonus, and then it disappeared from the Action tab. Ideas? Help?
You can only make magic weapons that have the same damage dice as existing "official" weapons. "Official" is in quotes because this includes all of the weapons in dndbeyond added for the Matt Mercer Gunslinger subclass.
There are 5 weapons that have 2d8 as their base damage. They are all firearms so the good thing is they automatically use DEX. The bad part is they have additional weapon properties that you cannot remove. You'll need to add notation text to your item description that says to ignore firearm properties and to add firearm proficiency for the dice roller to calculate correctly. If I remember correctly, Range is a weapon property you cannot change.
There is no base weapon that gives 3d4 damage dice so you can't do anything about that.
Give this a read to learn more about homebrew weapons.
I am homebrewing an aberrant mind sorcerer subclass that is a bit of a combination of both 2014 & 2024 and I need some assistance, if possible. I want my sorcerer to get their subclass at 1st level so i used the 2014 template BUT i would like to get the additional prepared spells of the 2024 version. The amount of spell slots doesn't change between 2014 & 2024 and, regardless, I know that there isn't a way to build it in D&D Beyond even if there was a difference. But is there a way, via feat, or options, or something else, to allow me to pick the additional spells?
I am homebrewing an aberrant mind sorcerer subclass that is a bit of a combination of both 2014 & 2024 and I need some assistance, if possible. I want my sorcerer to get their subclass at 1st level so i used the 2014 template BUT i would like to get the additional prepared spells of the 2024 version. The amount of spell slots doesn't change between 2014 & 2024 and, regardless, I know that there isn't a way to build it in D&D Beyond even if there was a difference. But is there a way, via feat, or options, or something else, to allow me to pick the additional spells?
Thanks in advance.
The 2024 version doesn't have more prepared spells than the 2014 version. Both versions give the same extra spells.
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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 believe they're talking about the number of spells the class can prepare, which after level 1 is significantly higher for the 2024 Sorcerer than the 2014 one. I don't believe there's a way to change that with the D&D Beyond homebrew system.
wagnarokkr is correct, I am talking about the number of spells the class can prepare, which did go up with the 2024 sorcerer. The 2014 version has a total of 15 spells "known/prepared" over the course of 20 levels and the new 2024 version has 22 spells over the 20 levels. I am trying to see if there is a way to add those additional spells at each level.
I am creating a homebrew race/species and have come across and issue with option and wish to confirm with the gurus here that it is not possible, or a work around.
This race/species has a list of option where it can select one from 7. Now one of these options allows for the selection of one of 4 skills, Athletics, Intimidation, Perception, or Survival.
Hope this makes sense.
Can select one of the following minor traits
Aquatic: You have advantage on Swim Checks when you are not encumbered.
Darkvision: Your character has Darkvision out to 60 feet.
Hunter’s Instincts: You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
Nimble: Provided your size is small you can move through the space of any creature that is of a size larger than yours.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Scent: You gain advantage on Survival checks to track when you can use scent. You may also gain advantage on perception checks if scent or smell plays a part.
Thick Hide: Your skin is thick and leathery, you gain +2 to AC when not wearing armour.
Posting this here on the off-chance someone can answer: is there a way to set up a homebrew species so that its "Ability Score Increases" trait (like with official 2024 species) is auto-hidden appropriately when a background is chosen? If I don't add it, it just doesn't appear at all, but if I do, it appears when I don't want it to, potentially adding too many ASIs.
Example expected outcome: Ability Score Increases -> appear only when a background that doesn't provide them is selected (so it'll appear for 2014-style backgrounds only).
I am creating a homebrew race/species and have come across and issue with option and wish to confirm with the gurus here that it is not possible, or a work around.
This race/species has a list of option where it can select one from 7. Now one of these options allows for the selection of one of 4 skills, Athletics, Intimidation, Perception, or Survival.
Hope this makes sense.
Can select one of the following minor traits
Aquatic: You have advantage on Swim Checks when you are not encumbered.
Darkvision: Your character has Darkvision out to 60 feet.
Hunter’s Instincts: You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
Nimble: Provided your size is small you can move through the space of any creature that is of a size larger than yours.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Scent: You gain advantage on Survival checks to track when you can use scent. You may also gain advantage on perception checks if scent or smell plays a part.
Thick Hide: Your skin is thick and leathery, you gain +2 to AC when not wearing armour.
As far as I can tell, you’d have to create variants/sub-species for each of those 7 options. Until options can have options, you’re kinda stuck. Sorry.
So I am home brewing a species and have a bonus action set up to add a +3 to AC for 1 Minute and have it setup to reset on a long rest. The problem is on the character sheet it is constantly displayed as a constant AC modifier and is titled Misc. boost. How would I make this affect temporary where the player can turn it off after the minute?
Second problem same character. I am trying to add a base AC of 13 without armor, problem being is that the player using this race is playing as a barbarian and when I make it a +3 modifier for it to be 13 without armor it takes away their constitution modifier to their unarmored defense. How would I make it to where their base unarmored defense is 13 + dexterity modifier + constitution modifier?
Thanks in advance
(Edit) forgot to mention I am still using the 2014 barbarian if that affects this problem
does anyone know if there is a way to make a limited use feature that regains 1 use after a short rest (like Second Wind in the 2024 Fighter)?
After you add an action at the bottom you will see activation type so you can set that as a bonus action or action. You will also see reset type which is where you can set long rest/short rest. After that SAVE the action and go back into it and if you scroll past the description box you will see limited use. Click on add Limited Use Data and add how many charges you want them to have before they need to rest(short rest, or long rest) before they can re-use that skill. Hope this helps :)
Hey so i dont know if this has been answered before but um, is there a limit to how many spells or modifiers, an item could have because im making a spellbook and currently they its not letting me add more than 31 spells.
appreciate the help, just watched your video on changing a weapon's damage type.
Thank you! Glad I could help. 😊
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.
What's the closest to the entertainer background?
The Adversary, Destroyer of Queens, Angel of the Bottomless Pit, Great Beast that is called Dragoness, Princess of This World, Mother of Lies, Spawn of Satan, and Lady of Darkness or Stardust
Now take 5d20 bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder damage, and I don't care if you have immunities or resistances.
Is there a way to create a magic item for the following tattoo?
When attuned, you gain the following benefits:
You learn two cantrips of your choice from a spellcasting class’s spell list. You can choose from the Druid, Wizard, or Warlock spell lists.
Also choose one 1st-level spell from that same list. You can cast the spell once at its lowest level without using a spell slot. When you take a Long Rest, you regain the ability to cast this spell in this way again.
The spellcasting ability of all spells learned through this tattoo depends on the class you chose: Wisdom for Druid, Intelligence for Wizard, and Charisma for Warlock.
This is the 2014 Magic Initiate feat, exactly.
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 looking for help creating some weapons that use unusual weapon damage dice (3d4, 2d8, etc). Specifically I am looking at ranged weapons that benefit from Dexterity bonus.
I haven't had much luck creating weapons other than renaming a greatsword a scythe (2d6 slashing, heavy, 2 handed it works for me) as a magic item.
Anyone have some ideas for how to do it and have it appear on the actions tab as an option including appropriate hit bonus and range details? I have tried making them a wand so I can set the damage dice and range as I like. It kind of worked for a little while.
However it never showed proper hit bonus modified by proficiency and Dex bonus, and then it disappeared from the Action tab. Ideas? Help?
You can only make magic weapons that have the same damage dice as existing "official" weapons. "Official" is in quotes because this includes all of the weapons in dndbeyond added for the Matt Mercer Gunslinger subclass.
There are 5 weapons that have 2d8 as their base damage. They are all firearms so the good thing is they automatically use DEX. The bad part is they have additional weapon properties that you cannot remove. You'll need to add notation text to your item description that says to ignore firearm properties and to add firearm proficiency for the dice roller to calculate correctly. If I remember correctly, Range is a weapon property you cannot change.
There is no base weapon that gives 3d4 damage dice so you can't do anything about that.
Give this a read to learn more about homebrew weapons.
How to: Replace DEX in AC | Jump & Suffocation stats | 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
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
I am homebrewing an aberrant mind sorcerer subclass that is a bit of a combination of both 2014 & 2024 and I need some assistance, if possible. I want my sorcerer to get their subclass at 1st level so i used the 2014 template BUT i would like to get the additional prepared spells of the 2024 version. The amount of spell slots doesn't change between 2014 & 2024 and, regardless, I know that there isn't a way to build it in D&D Beyond even if there was a difference. But is there a way, via feat, or options, or something else, to allow me to pick the additional spells?
Thanks in advance.
The 2024 version doesn't have more prepared spells than the 2014 version. Both versions give the same extra spells.
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 believe they're talking about the number of spells the class can prepare, which after level 1 is significantly higher for the 2024 Sorcerer than the 2014 one. I don't believe there's a way to change that with the D&D Beyond homebrew system.
pronouns: he/she/they
wagnarokkr is correct, I am talking about the number of spells the class can prepare, which did go up with the 2024 sorcerer. The 2014 version has a total of 15 spells "known/prepared" over the course of 20 levels and the new 2024 version has 22 spells over the 20 levels. I am trying to see if there is a way to add those additional spells at each level.
Thanks everyone for your help.
Hi
I am creating a homebrew race/species and have come across and issue with option and wish to confirm with the gurus here that it is not possible, or a work around.
This race/species has a list of option where it can select one from 7. Now one of these options allows for the selection of one of 4 skills, Athletics, Intimidation, Perception, or Survival.
Hope this makes sense.
Posting this here on the off-chance someone can answer: is there a way to set up a homebrew species so that its "Ability Score Increases" trait (like with official 2024 species) is auto-hidden appropriately when a background is chosen? If I don't add it, it just doesn't appear at all, but if I do, it appears when I don't want it to, potentially adding too many ASIs.
Example expected outcome:
Ability Score Increases -> appear only when a background that doesn't provide them is selected (so it'll appear for 2014-style backgrounds only).
As far as I can tell, you’d have to create variants/sub-species for each of those 7 options. Until options can have options, you’re kinda stuck. Sorry.
hi everyone,
does anyone know if there is a way to make a limited use feature that regains 1 use after a short rest (like Second Wind in the 2024 Fighter)?
So I am home brewing a species and have a bonus action set up to add a +3 to AC for 1 Minute and have it setup to reset on a long rest. The problem is on the character sheet it is constantly displayed as a constant AC modifier and is titled Misc. boost. How would I make this affect temporary where the player can turn it off after the minute?
Second problem same character. I am trying to add a base AC of 13 without armor, problem being is that the player using this race is playing as a barbarian and when I make it a +3 modifier for it to be 13 without armor it takes away their constitution modifier to their unarmored defense. How would I make it to where their base unarmored defense is 13 + dexterity modifier + constitution modifier?
Thanks in advance
(Edit) forgot to mention I am still using the 2014 barbarian if that affects this problem
After you add an action at the bottom you will see activation type so you can set that as a bonus action or action. You will also see reset type which is where you can set long rest/short rest. After that SAVE the action and go back into it and if you scroll past the description box you will see limited use. Click on add Limited Use Data and add how many charges you want them to have before they need to rest(short rest, or long rest) before they can re-use that skill. Hope this helps :)
Hey so i dont know if this has been answered before but um, is there a limit to how many spells or modifiers, an item could have because im making a spellbook and currently they its not letting me add more than 31 spells.
How would I do something for the monk like the way of the Kensei weapons
Can you explain what you're trying to do?
Are you trying to create a Way of the Kensei subclass as homebrew?