I'm working on building a Campaign and wanted to toss some Homebrew elements in there. For the most part its all pretty straight forward, except this last mechanic, i havent been able to decide where it goes.. It seems every day my mind changes on whether its a Feat, Race, SubRace, Class, or even subclass. I keep finding reasons in my head for it to fit into all of these areas at some point and time
Some back story
These new mechanics (i dont have them all flushed out yet) will apply to all of my players at the start of the campaign, I'm forcing them into it, its part of the story.. But these mechanics/boons/banes will be different based on their character class created (I don't want to take that away from them, or any other choices they would have on a standard 5e character)..
I feel it would be wrong to force my players into a Race or Class just to have these mechanics in the game.. Which leads me to believe this should be a Feat. But these mechanics will grow and change as the character progresses.. Additionally, i don't want them to know what the mechanics will be as they progress.. Additionally DnD Beyond doesn't really support homebrewing a Feat like this, at least from what i can tell (One that changes as characters grow)
On paper this works moderately well as a Feat or a series of feats seeing as each class has different wants and needs mechanically (At least to my best guess), i would just apply it to each character as the moment came in the story arc.. I would really prefer a way to do this on DnDBeyond as it will be used during the campaign
I'm wondering if anyone has some suggestions on how best to handle this situation
It's quite straightforward to use either a Feat that has advancement rules on its wording (such as "On character level 4, you gain the ability to blahblahblah", etc), or, if you want to keep things mysterious and don't mind the extra effort, just update it when the owner unlocks the next bit (it will update on their sheet as well, in my experience).
I do the latter (mostly) with some evolving Artifacts in a campaign I'm involved with. It's quite some work, but I think it's worth it. :)
How would i assign the Feat to them without them having to burn an Feat Choice to select it?
Or would i be better making it an Item to allow for each character to have it functionally.. As the benefits should cascade to the character sheet Yes?
You can't give extra feats... yet. It's one of the new character sheet things (coming soon!).
You can, of course, make it an item in the same exact way (something like "token of the elements"), although I'd suggest to avoid giving it an attunement requirement (since it would take the slot of an actual item then).
Until the new character sheet rolls over. :p
Aaaaanytime now...
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Greetings all,
I'm working on building a Campaign and wanted to toss some Homebrew elements in there. For the most part its all pretty straight forward, except this last mechanic, i havent been able to decide where it goes.. It seems every day my mind changes on whether its a Feat, Race, SubRace, Class, or even subclass. I keep finding reasons in my head for it to fit into all of these areas at some point and time
Some back story
These new mechanics (i dont have them all flushed out yet) will apply to all of my players at the start of the campaign, I'm forcing them into it, its part of the story.. But these mechanics/boons/banes will be different based on their character class created (I don't want to take that away from them, or any other choices they would have on a standard 5e character)..
I feel it would be wrong to force my players into a Race or Class just to have these mechanics in the game.. Which leads me to believe this should be a Feat. But these mechanics will grow and change as the character progresses.. Additionally, i don't want them to know what the mechanics will be as they progress.. Additionally DnD Beyond doesn't really support homebrewing a Feat like this, at least from what i can tell (One that changes as characters grow)
On paper this works moderately well as a Feat or a series of feats seeing as each class has different wants and needs mechanically (At least to my best guess), i would just apply it to each character as the moment came in the story arc.. I would really prefer a way to do this on DnDBeyond as it will be used during the campaign
I'm wondering if anyone has some suggestions on how best to handle this situation
It's quite straightforward to use either a Feat that has advancement rules on its wording (such as "On character level 4, you gain the ability to blahblahblah", etc), or, if you want to keep things mysterious and don't mind the extra effort, just update it when the owner unlocks the next bit (it will update on their sheet as well, in my experience).
I do the latter (mostly) with some evolving Artifacts in a campaign I'm involved with. It's quite some work, but I think it's worth it. :)
How would i assign the Feat to them without them having to burn an Feat Choice to select it?
Or would i be better making it an Item to allow for each character to have it functionally.. As the benefits should cascade to the character sheet Yes?
You can't give extra feats... yet. It's one of the new character sheet things (coming soon!).
You can, of course, make it an item in the same exact way (something like "token of the elements"), although I'd suggest to avoid giving it an attunement requirement (since it would take the slot of an actual item then).
Until the new character sheet rolls over. :p
Aaaaanytime now...