I'm making magic weapon for a PC. What I want is this: a Warhammer +1 but instead it is *only* two-handed and does d10 (plus normal str plus proficiency) damage naturally. I've created a weapon using the template of Warhammer +1. Then I've ignored the versatile weapon property, added two-handed, and tried doing "replace damage type" and putting bludgeoning and a 1d10 as the dice. However, once it is added to the inventory and equipped it still says 1d8+whatever is the rollable option?
It's currently impossible to replace the damage dice of a weapon, though you can change the damage type it deals (like with the sun blade). It'll just have to be plain text that you can't use it two-handed. And Ignore-Weapon-Property-ing versatile would (I assume) just take away the 1d10 option from the sheet (is that what you're getting?), so ignoring that is actually counterproductive (again, that's assuming I'm right, which I very well might not be).
Question, though: What's the point of a 2-handed-only warhammer, when mauls exist? What you're creating seems to be an underpowered maul with a magic bonus. I don't know all the details of why you're making it, but it seems to me that a +1 maul would be both simpler (to implement and use) and more effective (at squishing the bad guys).
You're correct that getting rid of versatile gets rid of the d10 option which is the opposite of what I want. To be quite honest I'm not sure what a Maul is and I just picture a Mace, which isn't what I want. I just want a big heavy swinging weapon for a goliath paladin to use. The highest damage dice he has now is a double bladed scimitar (1d8) and a greatclub (2d4) so I want to give him just a little bit more oomph as well as the stylization aspect of a big weapon to swing around. I'm also adding an aspect where when hitting a same-size-or-smaller creature, they do a STR save or either fly 10 ft back or go prone. I think a maul is what I need to go with and just accept 2d6 instead of a d10
A maul is a giant mallet. If you want 1d10, and two-handed, start with a halberd and get rid of the reach property and change the damage type to bludgeoning.
Hello!
I'm making magic weapon for a PC. What I want is this: a Warhammer +1 but instead it is *only* two-handed and does d10 (plus normal str plus proficiency) damage naturally. I've created a weapon using the template of Warhammer +1. Then I've ignored the versatile weapon property, added two-handed, and tried doing "replace damage type" and putting bludgeoning and a 1d10 as the dice. However, once it is added to the inventory and equipped it still says 1d8+whatever is the rollable option?
Please help.
It's currently impossible to replace the damage dice of a weapon, though you can change the damage type it deals (like with the sun blade). It'll just have to be plain text that you can't use it two-handed. And Ignore-Weapon-Property-ing versatile would (I assume) just take away the 1d10 option from the sheet (is that what you're getting?), so ignoring that is actually counterproductive (again, that's assuming I'm right, which I very well might not be).
Question, though: What's the point of a 2-handed-only warhammer, when mauls exist? What you're creating seems to be an underpowered maul with a magic bonus. I don't know all the details of why you're making it, but it seems to me that a +1 maul would be both simpler (to implement and use) and more effective (at squishing the bad guys).
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
You're correct that getting rid of versatile gets rid of the d10 option which is the opposite of what I want. To be quite honest I'm not sure what a Maul is and I just picture a Mace, which isn't what I want. I just want a big heavy swinging weapon for a goliath paladin to use. The highest damage dice he has now is a double bladed scimitar (1d8) and a greatclub (2d4) so I want to give him just a little bit more oomph as well as the stylization aspect of a big weapon to swing around. I'm also adding an aspect where when hitting a same-size-or-smaller creature, they do a STR save or either fly 10 ft back or go prone. I think a maul is what I need to go with and just accept 2d6 instead of a d10
A maul is a giant mallet. If you want 1d10, and two-handed, start with a halberd and get rid of the reach property and change the damage type to bludgeoning.
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