the -->damage -->longbow, shortbow, melee weapon attacks and one-hand melee weapon attacks seem to be working normally, does anyone know how to get the other modifiers to work properly? or under what conditions they work?
I am trying to make an item similar to the bracers of archery, but for spell damage. (+2 to fire damage, etc...) but can't seem to get it to work at all.
the -->damage -->longbow, shortbow, melee weapon attacks and one-hand melee weapon attacks seem to be working normally, does anyone know how to get the other modifiers to work properly? or under what conditions they work?
I am trying to make an item similar to the bracers of archery, but for spell damage. (+2 to fire damage, etc...) but can't seem to get it to work at all.
What you want to do is not currently possible with the homebrewed. You would have to use plain text and the player will have to manually customize each spell on their character sheet individually to accomplish that.
Those other Modifier Subtypes under the “Damage” Modifier are used on specific weapons to add damage like the way the flame tongue is set up.
Is it possible to make a feat which changes the size category of a character? I have one which has the modifier Size > Tiny, but it doesn't seem to do anything. An item could work too. The fairy is close enough to a pixie or sprite that it could work with a few tiny alterations.
Is it possible to alter the ability score which a class' features are built around? I'd like to be able to add a feat or item to a warlock to make them intelligence-based. If something like that could do it, I wouldn't need to create a bunch of new subclasses that are mostly like the published ones, save for that one difference.
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"There might yet be a heaven, but it isn't going to be 'perfect', and we're going to have to build it ourselves." - Philhellenes, Science Saved My Soul
Is it possible to make a feat which changes the size category of a character? I have one which has the modifier Size > Tiny, but it doesn't seem to do anything. An item could work too. The fairy is close enough to a pixie or sprite that it could work with a few tiny alterations.
That is the correct modifier. A creature’s size is kinda irrelevant on the character sheet unless you also adjust the creature’s carrying capacity using the “Carrying Capacity” Modifier.
Is it possible to alter the ability score which a class' features are built around? I'd like to be able to add a feat or item to a warlock to make them intelligence-based. If something like that could do it, I wouldn't need to create a bunch of new subclasses that are mostly like the published ones, save for that one difference.
Please see the Subclasses & Races FAQ #6 in post #1 of this thread.
You can change the subclass features, and even Spellcasting ability to Int with a homebrewed subclass, but base class features other than spellcasting ability, not so much.
Trying to make a homebrew that has a pool of charges similar to a monk's ki points or sorcery points with the checkboxes for limited use. I saw number four under the subclass, but I was trying to make it where the amount was based off a stat plus half the class level rounded up. When I tried to use the snippet code for that it said not a valid number. How would I make it to where the limited use data would recognize half level rounded up?
Snippets don’t actually “do” anything, they just display calculated data. The snippet to display what you want should be: {{modifier:xxx+(classlevel/2)@roundup#unsigned}} where xxx is the abbreviation for the desired ability score (all lowercase).
To actually get the appropriate number of checkboxes to display you will need to add a series of limited uses to the Action, one at every odd level set up like these:
You will have to create a total of 10 limited use data entries, one at every odd level. I didn’t know what ability score you are using so I left it blank, but you will have to include it for every entry.
Question: is there a way to set a cap on scores of various kinds, such as movement speeds? I think I would know if there was a simple way, but I didn’t know if you knew of any kind of way to do it.
(I ask because I want to make a magic item that, among other things, limits your walking and flying speeds to 25 ft. I accomplished it via Set>Walking Speed with a fixed value of 25, but the problems and limitations of that method are obvious.)
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Question: is there a way to set a cap on scores of various kinds, such as movement speeds? I think I would know if there was a simple way, but I didn’t know if you knew of any kind of way to do it.
(I ask because I want to make a magic item that, among other things, limits your walking and flying speeds to 25 ft. I accomplished it via Set>Walking Speed with a fixed value of 25, but the problems and limitations of that method are obvious.)
Question: is there a way to set a cap on scores of various kinds, such as movement speeds? I think I would know if there was a simple way, but I didn’t know if you knew of any kind of way to do it.
(I ask because I want to make a magic item that, among other things, limits your walking and flying speeds to 25 ft. I accomplished it via Set>Walking Speed with a fixed value of 25, but the problems and limitations of that method are obvious.)
Unfortunately not that I am aware of.
Okay. Thanks anyway.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
1. I listed a specific subclass in the “Available for Class(es) field of my spell and now it’s “Always Prepared” for that subclass. Why?
The “why” is because spells attached to subclasses for prepared casters (Artificer, Cleric, Druid, Paladin) are their always prepared spells. When you add those subclasses to the spell, it also interfaces with the subclass to add the spell to that list for you and everyone in DDB campaigns with you.
I've created two homebrew spells for a Forge Cleric and I want both to be "Always Prepared" as you mention. Both are first level. Only one spell is "Always Prepared" and the other is treated as a regular (togglable) spell. I've waited days for the spell to update appropriately and nothing has changed. Any thoughts as to why this might be occurring? Is there a potential hard coded cap on the number of subclass specific spells or "Always Prepared" spells?
I think I have an interesting item here. I am trying to make a feature like the Artificer Infusions, where this feature will modify an item in the inventory as part of the feature, as a solution to a clause in the Homebrew I'm trying to import.
Also, you have infused your spellbook with a reflection of the night sky, or whatever passes for it in situ. As an action, you can open your spellbook and project an image of the local cosmological environment into a 10-foot cube space centred above your spellbook. This projection is known as your Astral Map, which lasts until you close your spellbook (no action required). While your Astral Map is active, you can use it as a spellcasting focus, and as a set of navigator's tools.
If necessary, you can replace your Astral Map over the course of a short rest by infusing a new cosmological reflection in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your new Astral Map flares to life, replacing the previous copy of your Astral Map. If the previous copy still exists somewhere, it vanishes from the book it is stored in, as its magic is drawn back to you during the process of infusion.
Starting at 6th level, your Astral Map grants a +1 bonus to your spell attack modifier and spell save DCs when you cast spells through it, as well as to your ability checks with navigator’s tools when you use the Astral Map to make them. This bonus increases to +2 at 10th level, and to +3 at 14th level. If your spellbook already grants a bonus to these values, you use the higher value of the two.
Mainly because I can't find a way to add the modifiers to the Subclass Feature, and restrict them when a specific item or other bonus is available -- such as the Arcane Grimoires from Tasha's. Do we have a method to do either of these, because I can't police its use in the community I'm importing this for.
The Closest feature I could find similar was Hexblade Warlock's Hex Warrior and subsequent Hex Weapon feature.
Unfortunately it is not currently possible to create a feature (or trait) that modified an item in inventory such as you describe. The common work around is to create that modified item as it’s own homebrew and equip/in equip that. Please see the Subclasses & Races FAQ #2 for more information.
As a monster. What exactly do you mean?
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10. How can I make a magic weapon that adds a different ability score to the attack and damage rolls instead of Strength or Dexterity?
-->bonus -->magic item attack with <stat>
the -->damage -->longbow, shortbow, melee weapon attacks and one-hand melee weapon attacks seem to be working normally, does anyone know how to get the other modifiers to work properly? or under what conditions they work?
I am trying to make an item similar to the bracers of archery, but for spell damage. (+2 to fire damage, etc...) but can't seem to get it to work at all.
No, that Modifier will make every attack the character makes with any magic weapon use that designated Ability. No bueno.
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What you want to do is not currently possible with the homebrewed. You would have to use plain text and the player will have to manually customize each spell on their character sheet individually to accomplish that.
Those other Modifier Subtypes under the “Damage” Modifier are used on specific weapons to add damage like the way the flame tongue is set up.
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Is it possible to make a feat which changes the size category of a character? I have one which has the modifier Size > Tiny, but it doesn't seem to do anything. An item could work too. The fairy is close enough to a pixie or sprite that it could work with a few tiny alterations.
Is it possible to alter the ability score which a class' features are built around? I'd like to be able to add a feat or item to a warlock to make them intelligence-based. If something like that could do it, I wouldn't need to create a bunch of new subclasses that are mostly like the published ones, save for that one difference.
"There might yet be a heaven, but it isn't going to be 'perfect', and we're going to have to build it ourselves." - Philhellenes, Science Saved My Soul
Backgrounds • Feats • Magic Items • Monsters •
Ancestries• Spells •SubclassesThat is the correct modifier. A creature’s size is kinda irrelevant on the character sheet unless you also adjust the creature’s carrying capacity using the “Carrying Capacity” Modifier.
Please see the Subclasses & Races FAQ #6 in post #1 of this thread.
You can change the subclass features, and even Spellcasting ability to Int with a homebrewed subclass, but base class features other than spellcasting ability, not so much.
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Update: Spells #2 has been added.
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Updates:
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Trying to make a homebrew that has a pool of charges similar to a monk's ki points or sorcery points with the checkboxes for limited use. I saw number four under the subclass, but I was trying to make it where the amount was based off a stat plus half the class level rounded up. When I tried to use the snippet code for that it said not a valid number. How would I make it to where the limited use data would recognize half level rounded up?
Snippets don’t actually “do” anything, they just display calculated data. The snippet to display what you want should be: {{modifier:xxx+(classlevel/2)@roundup#unsigned}} where xxx is the abbreviation for the desired ability score (all lowercase).
To actually get the appropriate number of checkboxes to display you will need to add a series of limited uses to the Action, one at every odd level set up like these:
You will have to create a total of 10 limited use data entries, one at every odd level. I didn’t know what ability score you are using so I left it blank, but you will have to include it for every entry.
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Ah okay, thank you and it's a sorcerer subclass so it would be the charisma modifier I'll just go through and add it. Thank you!
Update: Minor formatting changes for ease of reading.
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Question: is there a way to set a cap on scores of various kinds, such as movement speeds? I think I would know if there was a simple way, but I didn’t know if you knew of any kind of way to do it.
(I ask because I want to make a magic item that, among other things, limits your walking and flying speeds to 25 ft. I accomplished it via Set>Walking Speed with a fixed value of 25, but the problems and limitations of that method are obvious.)
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Unfortunately not that I am aware of.
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Okay. Thanks anyway.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
I've created two homebrew spells for a Forge Cleric and I want both to be "Always Prepared" as you mention. Both are first level. Only one spell is "Always Prepared" and the other is treated as a regular (togglable) spell. I've waited days for the spell to update appropriately and nothing has changed. Any thoughts as to why this might be occurring? Is there a potential hard coded cap on the number of subclass specific spells or "Always Prepared" spells?
No, there is no cap.
Did you list “Forge Cleric” for both spells?
See the General FAQ #s 6 & 6-B.
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I think I have an interesting item here. I am trying to make a feature like the Artificer Infusions, where this feature will modify an item in the inventory as part of the feature, as a solution to a clause in the Homebrew I'm trying to import.
Mainly because I can't find a way to add the modifiers to the Subclass Feature, and restrict them when a specific item or other bonus is available -- such as the Arcane Grimoires from Tasha's. Do we have a method to do either of these, because I can't police its use in the community I'm importing this for.
The Closest feature I could find similar was Hexblade Warlock's Hex Warrior and subsequent Hex Weapon feature.
Unfortunately it is not currently possible to create a feature (or trait) that modified an item in inventory such as you describe. The common work around is to create that modified item as it’s own homebrew and equip/in equip that. Please see the Subclasses & Races FAQ #2 for more information.
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