Also, while I know this doesn't actually help, I'm gonna throw it out there: Typically, class and subclass features don't use proficiency bonus. This is for two reasons: First off, for Character Builder reasons. If you set it as variable damage by class level, and your player/you take a couple levels of a different class, it throws off the calculation. Second, for class balance reasons. Say you make a barbarian subclass with an ability that gives you extra damage based off your proficiency bonus at third level. Then, you make a third level barbarian/seventeenth level fighter. You get the full ability progression, despite the fact that you don't take the full class progression. Generally, bonuses for classes and subclasses are based on ability scores, while class-agnostic features like feats and species abilities key off proficiency bonus. It's probably why you're hitting this particular wall.
While I get what you're saying, the thing is this is just 2-6 extra damage from a minimum 3 level dip. Meanwhile 1 level dip into a spellcasting class can get you 3-4 cantrips that can each deal 1-12 damage at level 1, scaling by overall Character level up to 4-48 by 17th level, depending on cantrips chosen.
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Hey! Trying to add a subclass action that has a secondary effect of dealing piercing damage equal to your proficiency bonus, but it doesn’t seem to be scaling. What I‘ve currently done is have the action start at 2 piercing damage, but added level overrides at levels 5, 9, 13, and 17 to make it do 3, 4, 5, and 6 piercing damage respectively. However, the damage is locked at 2. Is there any way
Hey! Trying to add a subclass action that has a secondary effect of dealing piercing damage equal to your proficiency bonus, but it doesn’t seem to be scaling. What I‘ve currently done is have the action start at 2 piercing damage, but added level overrides at levels 5, 9, 13, and 17 to make it do 3, 4, 5, and 6 piercing damage respectively. However, the damage is locked at 2. Is there any way to fix this?
If a request is not getting a response it is most likely because nobody can do it and they don't wanna post "sorry, I can't do this" because that's not really a helpful response. So, if you're not getting a response then assume nobody knows. Reposting the same thing over and over again in the same thread is just spam and against forum rules.
Anyway, I have tried and no matter how much I play with level overrides or level scaling I have been unable to get this to work in the way you want. I do not know if this is a limitation of my skill or the homebrew tools.
Closest match I could make was creating a homebrew cantrip that did damage equal to bonus and scaled at specific levels. I then used a subclass feature to add the cantrip. Best I can do - not sure if that is enough for what you want? If you want help with how to set up the cantrip and adding it, let me know and I can make a walkthrough or video.
I have tried something similar as well with fixed damage bonuses for an action, and it simply does not work without a die roll specified. Fixed bonus damage is only available in the modifiers menu from what I can tell.
That being said, you could create the modifiers at the various levels needed, and have an action with snippet code to display the bonus calculation (for tracking purposes) though you’d have to bend to the will of the homebrew tools to make the math and so on line up correctly.
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While I get what you're saying, the thing is this is just 2-6 extra damage from a minimum 3 level dip. Meanwhile 1 level dip into a spellcasting class can get you 3-4 cantrips that can each deal 1-12 damage at level 1, scaling by overall Character level up to 4-48 by 17th level, depending on cantrips chosen.
Doesn't seem like much of a balance issue.
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 have tried something similar as well with fixed damage bonuses for an action, and it simply does not work without a die roll specified. Fixed bonus damage is only available in the modifiers menu from what I can tell.
That being said, you could create the modifiers at the various levels needed, and have an action with snippet code to display the bonus calculation (for tracking purposes) though you’d have to bend to the will of the homebrew tools to make the math and so on line up correctly.