How do you give a class the option to use an alternative stat for determining Initiative. Currently is set to Dex but what if you want it to key off Int instead based on tactical wit.
Is there a way to to give items a negative modifier to a specific stat or skill, instead of disadvantage. (Example a very sharp sword that is not well balanced, +1 damage & -1 to attack)
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1 & 2. There is a 'Twice Proficiency' modifier, but it currently appears to be bugged, and instead simply gives regular proficiency in the skill/tool of your choosing. I will flag this as a bug.
3. Having looked into it, the expertise modifier had a few hidden options that should have been publicly visible. You should now have several new 'Choose a <x>' options under Expertise, including 'Choose a Skill'.
4. As it stands, it appears all characters have their initiative set to Dexterity. You can allow Intelligence to be added on top of that by choosing the Bonus modifier, then the Initiative subtype, followed by selecting INT as the ability score. (Bonus > Initiative > INT). There is currently no way to remove/replace the Dexterity bonus.
5. You can give a negative modifier to ability scores and skills, but not an item's individual damage or attack. To do so with ability scores/skills, go to add a bonus to them as normal but instead put a minus (-) symbol in front of the number in the Fixed Value box. (Bonus > Strength score > Fixed Value: -3 )
What you can do is affect the melee weapon damage and melee weapon attack, but these modifiers are applied to your character as opposed to just the item. (For attack: Bonus > Melee Weapon Attacks > Fixed Value: 1 | For damage: Damage > Melee Weapon Attacks > Fixed Value: 1 )
Working on creating a custom Sub-Class and found out a few issues that I am trying to resolve and figure out.
Hi Scope711, welcome to the D&D Beyond forums!
1 & 2. There is a 'Twice Proficiency' modifier, but it currently appears to be bugged, and instead simply gives regular proficiency in the skill/tool of your choosing. I will flag this as a bug.
3. Having looked into it, the expertise modifier had a few hidden options that should have been publicly visible. You should now have several new 'Choose a <x>' options under Expertise, including 'Choose a Skill'.
4. As it stands, it appears all characters have their initiative set to Dexterity. You can allow Intelligence to be added on top of that by choosing the Bonus modifier, then the Initiative subtype, followed by selecting INT as the ability score. (Bonus > Initiative > INT). There is currently no way to remove/replace the Dexterity bonus.
5. You can give a negative modifier to ability scores and skills, but not an item's individual damage or attack. To do so with ability scores/skills, go to add a bonus to them as normal but instead put a minus (-) symbol in front of the number in the Fixed Value box. (Bonus > Strength score > Fixed Value: -3 )
What you can do is affect the melee weapon damage and melee weapon attack, but these modifiers are applied to your character as opposed to just the item. (For attack: Bonus > Melee Weapon Attacks > Fixed Value: 1 | For damage: Damage > Melee Weapon Attacks > Fixed Value: 1 )
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