So, im making a homebrewed giant greatsword. And the main damage it does is 2d8 but since its like a slab of metal it also does 1d6 bludgeoning damage, and i just cant figure out how to add that 1d6 bludgeoning to it. If anyone has the time too any answers would help
So, im making a homebrewed giant greatsword. And the main damage it does is 2d8 but since its like a slab of metal it also does 1d6 bludgeoning damage, and i just cant figure out how to add that 1d6 bludgeoning to it. If anyone has the time too any answers would help
There is no martial weapon that starts with 2d8 damage dice that you can modify to fit your needs. You might want to read through this thread explaining homebrew weapons. There are 5 different firearm weapons that have 2d8 damage: Blunderbuss (Exandria), Hand Mortar (Exandria), Revolver, Rifle, Automatic, or Shotgun. You'll have to modify a few things and add notes to ignore certain properties that are not possible to remove. I go over more details about how have cleaned these up to turn a firearm weapon into a martial weapon in that thread linked earlier.
There is no way to automatically roll the additional 1d6 damage through dndbeyond. You would have to add an extra custom action which would be a separate line and a separate button which cannot be done through an item. Best way would be to make an accompanying feat that can add that additional damage button through an Action, but it will always be separate from the weapon's button.
I think there is a way to do what you want using the Beyond20 extension, but I'm not familiar enough with mutli damage dice weapons through Beyond20 to know for sure. But you'll still have to have one of those 5 firearms as your starting point.
What i managed to do is find a pretty cool work around, i made the greatsword versatile so its damage is 2d8 when in two hands. This slightly fixed it
That is true. Making it for yourself, you can give a lot more leeway in how you fill in the descriptions and stuff as long as you get the rolls you want at the end of the day.
I found a hack for it. Make a homebrew spell, and in additional options check "AS PART OF WEAPON ATTACK" Add this spell on the homebrewed giant greatsword. Now when you click on spell description you can see it there, when you roll, it will add the damage die plus addition damage together. Only drawback is, it will show up in each of your weapons. For those weapons, you should not to click on the roll in description, click simply the damage that is in displayed in action tab.
So, im making a homebrewed giant greatsword. And the main damage it does is 2d8 but since its like a slab of metal it also does 1d6 bludgeoning damage, and i just cant figure out how to add that 1d6 bludgeoning to it. If anyone has the time too any answers would help
There is no martial weapon that starts with 2d8 damage dice that you can modify to fit your needs. You might want to read through this thread explaining homebrew weapons. There are 5 different firearm weapons that have 2d8 damage: Blunderbuss (Exandria), Hand Mortar (Exandria), Revolver, Rifle, Automatic, or Shotgun. You'll have to modify a few things and add notes to ignore certain properties that are not possible to remove. I go over more details about how have cleaned these up to turn a firearm weapon into a martial weapon in that thread linked earlier.
There is no way to automatically roll the additional 1d6 damage through dndbeyond. You would have to add an extra custom action which would be a separate line and a separate button which cannot be done through an item. Best way would be to make an accompanying feat that can add that additional damage button through an Action, but it will always be separate from the weapon's button.
I think there is a way to do what you want using the Beyond20 extension, but I'm not familiar enough with mutli damage dice weapons through Beyond20 to know for sure. But you'll still have to have one of those 5 firearms as your starting point.
hey making custom Oath and i quite don't understand the how to do this part, may someone kindly help me.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Abyssal Smite: As a bonus action, you can imbue your weapon with the power of the Abyss. The next time you hit with a melee weapon attack, the attack deals an additional 2d8 necrotic damage, and the target must make a Constitution saving throw. On a failed save, the target is also poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Unbreakable Resolve: As an action, you can use your Channel Divinity to harden your will and body. For 1 minute, you gain resistance to all damage types except psychic damage and advantage on saving throws against being charmed, frightened, or paralyzed.
hey making custom Oath and i quite don't understand the how to do this part, may someone kindly help me.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Abyssal Smite: As a bonus action, you can imbue your weapon with the power of the Abyss. The next time you hit with a melee weapon attack, the attack deals an additional 2d8 necrotic damage, and the target must make a Constitution saving throw. On a failed save, the target is also poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Unbreakable Resolve: As an action, you can use your Channel Divinity to harden your will and body. For 1 minute, you gain resistance to all damage types except psychic damage and advantage on saving throws against being charmed, frightened, or paralyzed.
Sure. Truth be told it’s gonna be pretty easy since temporary effects are not supported. Add three Actions to your feature, one for tracking the use of Channel Divinity, and one for each of those two options.
For the first Action make it a General Action and name it “Channel Divinity,” set the Activation Type to “Special” and the Reset Condition to “Short Rest.” Copy/past that first line into the Snippet field and save. You can add the limited use after and then resave.
For the second Action, make it a General Action and name it “Channel Divinity- Abyssal Smite.” Enter the following information:
Ability Score Type: Charisma
Is Proficient: ☑️
Save Type: Con
Dice Count: 2
Die Type: d8
Effect On Save Fail: “poisoned:1 minute”
Damage Type: Necrotic
Display as Attack: Yes
Activation Type: Bonus Action
Enter an abridged version of the description in the Snippet field and save.
For the third Action you will again make it a General Action, name it “Channel Divinity- Unbreakable Resolve,” set the Activation Type to “Action,” put the description of it in the Snippet field and save.
Then re-save the feature and finally Save Changes for the whole subclass.
That’s all it’ll take. The rest is stuff the player will have to track when active.
So, im making a homebrewed giant greatsword. And the main damage it does is 2d8 but since its like a slab of metal it also does 1d6 bludgeoning damage, and i just cant figure out how to add that 1d6 bludgeoning to it. If anyone has the time too any answers would help
Go to Modifiers and set the following presets: Modifier Type > Damage, Modifier Subtype Bludgeoning, Dice Count > 1, and Die Type d6.
Thanks very much
This will NOT give you the ability to automatically roll the extra d6. It will only add a note to the weapon's properties saying 1d6 bludgeoning.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
I see thanks for the information
There is no martial weapon that starts with 2d8 damage dice that you can modify to fit your needs. You might want to read through this thread explaining homebrew weapons. There are 5 different firearm weapons that have 2d8 damage: Blunderbuss (Exandria), Hand Mortar (Exandria), Revolver, Rifle, Automatic, or Shotgun. You'll have to modify a few things and add notes to ignore certain properties that are not possible to remove. I go over more details about how have cleaned these up to turn a firearm weapon into a martial weapon in that thread linked earlier.
There is no way to automatically roll the additional 1d6 damage through dndbeyond. You would have to add an extra custom action which would be a separate line and a separate button which cannot be done through an item. Best way would be to make an accompanying feat that can add that additional damage button through an Action, but it will always be separate from the weapon's button.
I think there is a way to do what you want using the Beyond20 extension, but I'm not familiar enough with mutli damage dice weapons through Beyond20 to know for sure. But you'll still have to have one of those 5 firearms as your starting point.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
What i managed to do is find a pretty cool work around, i made the greatsword versatile so its damage is 2d8 when in two hands. This slightly fixed it
That is true. Making it for yourself, you can give a lot more leeway in how you fill in the descriptions and stuff as long as you get the rolls you want at the end of the day.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
Yea thanks for the help tho btw i appreciate it lol
I found a hack for it. Make a homebrew spell, and in additional options check "AS PART OF WEAPON ATTACK"
Add this spell on the homebrewed giant greatsword. Now when you click on spell description you can see it there, when you roll, it will add the damage die plus addition damage together.
Only drawback is, it will show up in each of your weapons. For those weapons, you should not to click on the roll in description, click simply the damage that is in displayed in action tab.
Hope it helps!
hey making custom Oath and i quite don't understand the how to do this part, may someone kindly help me.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Abyssal Smite: As a bonus action, you can imbue your weapon with the power of the Abyss. The next time you hit with a melee weapon attack, the attack deals an additional 2d8 necrotic damage, and the target must make a Constitution saving throw. On a failed save, the target is also poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Unbreakable Resolve: As an action, you can use your Channel Divinity to harden your will and body. For 1 minute, you gain resistance to all damage types except psychic damage and advantage on saving throws against being charmed, frightened, or paralyzed.
Sure. Truth be told it’s gonna be pretty easy since temporary effects are not supported. Add three Actions to your feature, one for tracking the use of Channel Divinity, and one for each of those two options.
For the first Action make it a General Action and name it “Channel Divinity,” set the Activation Type to “Special” and the Reset Condition to “Short Rest.” Copy/past that first line into the Snippet field and save. You can add the limited use after and then resave.
For the second Action, make it a General Action and name it “Channel Divinity- Abyssal Smite.” Enter the following information:
Enter an abridged version of the description in the Snippet field and save.
For the third Action you will again make it a General Action, name it “Channel Divinity- Unbreakable Resolve,” set the Activation Type to “Action,” put the description of it in the Snippet field and save.
Then re-save the feature and finally Save Changes for the whole subclass.
That’s all it’ll take. The rest is stuff the player will have to track when active.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
So, I am making a subclass that gives a bonus to melee damage rolls equal to my charisma modifier. Do you guys know how to do that.