I have a homebrewed magic sword that I want to give to a Blackguard that my players are going to get confronted by. so I started to look to see if there was a way to just put the weapon in a sort of "inventory" for the creature and there isn't so I went to make a homebrew copy of the creature that had the sword and it just got extra complicated. I am not sure if I am just making this more complicated than I need to or if there is an easy solution that I am missing.
rollable]+7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Glaive"}[/rollable saw a bunch of stuff like this in the monster section and I haven't messed with homebrew monster too much so its all sorts of confusing.
Just replace anything from the glaive with your magic sword's mechanics for hitting people. Anything more exotic on the sword will need to be put into the Blackguard's statline directly - there's no way to have the NPC simply wield an item designed elsewhere, like you can with PCs.
I'll provide an example of the changes that should be made below, using the Spear attack from the Gnoll statblock below.
Spear. Melee or Ranged Weapon Attack: rollable]+4; {"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spear"}[/rollable to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 rollable](1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"}[/rollable piercing damage, or 6 rollable](1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"}[/rollable piercing damage if used with two hands to make a melee attack.
Replaced with;
Light Hammer. Melee or Ranged Weapon Attack: rollable]+4; {"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Light Hammer"}[/rollable to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 rollable](1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Light Hammer","rollDamageType":"Bludgeoning"}[/rollable bludgeoning damage. (no versatile property, so the last sentence is removed)
A good idea if switching weapon types (I.E. melee to ranged) is to find a statblock that has the type you need and copy/paste the info to the statblock you're working on, then replace damage dice, names, damage types, etc. as needed.
I have a homebrewed magic sword that I want to give to a Blackguard that my players are going to get confronted by. so I started to look to see if there was a way to just put the weapon in a sort of "inventory" for the creature and there isn't so I went to make a homebrew copy of the creature that had the sword and it just got extra complicated. I am not sure if I am just making this more complicated than I need to or if there is an easy solution that I am missing.
rollable]+7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Glaive"}[/rollable saw a bunch of stuff like this in the monster section and I haven't messed with homebrew monster too much so its all sorts of confusing.
Just replace anything from the glaive with your magic sword's mechanics for hitting people. Anything more exotic on the sword will need to be put into the Blackguard's statline directly - there's no way to have the NPC simply wield an item designed elsewhere, like you can with PCs.
I'll provide an example of the changes that should be made below, using the Spear attack from the Gnoll statblock below.
Spear. Melee or Ranged Weapon Attack: rollable]+4;
{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spear"}[/rollable to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 rollable](1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"}[/rollable piercing damage, or 6 rollable](1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"}[/rollable piercing damage if used with two hands to make a melee attack.
Replaced with;
Light Hammer. Melee or Ranged Weapon Attack: rollable]+4;
{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Light Hammer"}[/rollable to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 rollable](1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Light Hammer","rollDamageType":"Bludgeoning"}[/rollable bludgeoning damage.
(no versatile property, so the last sentence is removed)
A good idea if switching weapon types (I.E. melee to ranged) is to find a statblock that has the type you need and copy/paste the info to the statblock you're working on, then replace damage dice, names, damage types, etc. as needed.
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