Working on making a custome palidin oath for one of my players. I am new to coding and snippits, ad cannot quite get this to work. Anyone with experence who can tell me what I am doing wrong.
Pirate’s Presence: As an action, you can use your Channel Divinity to inspire courage in your allies and dread in your enemies. Each creature of your choice within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, a creature is frightened for 1 minute. If a creature succeeds on the saving throw, it is immune to this effect for the next 24 hours. Allies who are not frightened gain temporary hit points equal to your Charisma modifier + half your paladin level (minimum of 1). {{(classlevel/2)@rounddown, modifier:cha, min:1}}
If its not to much of a bother, I have another one I could use some help with (well, when i post it i can see some of it working)
The proposed Channel Divinity--Noodle Appendage. As an action, you can use your Channel Divinity to imbue your unarmed strike with the power of the Flying Spaghetti Monster. Make a melee weapon attack using an unarmed strike. On a hit, the attack deals an additional 2d10 force damage, and the target must make a Dexterity [Tooltip Not Found]. On a failed save, the target is restrained until the end of your next turn.
The Snippet---Noodle Appendage - Melee Weapon Attack: {{modifier:str+proficency}} to hit, reach 5 ft., one target. (2d10) force damage. Target must make a (dc{{savedc:dex}}. On a faild save, the target is restrained until the end of your next turn.
If its not to much of a bother, I have another one I could use some help with (well, when i post it i can see some of it working)
The proposed Channel Divinity--Noodle Appendage. As an action, you can use your Channel Divinity to imbue your unarmed strike with the power of the Flying Spaghetti Monster. Make a melee weapon attack using an unarmed strike. On a hit, the attack deals an additional 2d10 force damage, and the target must make a Dexterity [Tooltip Not Found]. On a failed save, the target is restrained until the end of your next turn.
The Snippet---Noodle Appendage - Melee Weapon Attack: {{modifier:str+proficency}} to hit, reach 5 ft., one target. (2d10) force damage. Target must make a (dc{{savedc:dex}}. On a faild save, the target is restrained until the end of your next turn.
Okay, so, a few of things to point out regarding your language:
You don’t need to write “make a melee weapon attack using an unarmed strike.” An unarmed strike is a type of melee weapon attack, so writing that is like writing “pizza pie” or “chai tea,” it’s redundant as “pizza” means “pie,” and “chai” means “tea.”
Ever notice how some stuff says that a target must “make a saving throw” while other stuff says that a target must “succeed on a saving throw?” The difference is that they only use “make” if the target suffers some effect regardless of whether or not it succeeds or fails at the save. So, for example if it takes full damage on a failure but still takes half damage on a success, then they say it must “make a save.” If the effect only occurs if they fail and nothing happens if they succeed, then they just use “succeed on a save” so that they don’t need to worry about mentioning that it happens if they fail later.
Since you didn’t specify that the attack must target a creature, the PC could theoretically target an object if they really want to, but since objects don’t make saves you should specify that the save only happens if the attack is against a creature.
You could simultaneously clean that all up and improve your description if you rewrite it something like this:
”As an action you can spend a use of your Channel Divinity to make a special unarmed strike imbued with the power of the Flying Spaghetti Monster against a target within your reach. On a hit the attack deals an additional 2d10 force damage, and if the target is a creature it must succeed on a Dexterity saving throw or become restrained by writhing noodles until the end of your next turn.”
See? That’s both more specific and includes additional flavoring, but is still the same length as your description, and if you drop the part about the writhing noodles you can trim it a little if you want or need to.
Frankly though, that seems a bit weaksauce for a Channel Divinity IMO. At what class level is this sposta be granted, 2nd or 6th?
If it’s the 2nd level Channel Divinity it’s okay at that level, but should really scale up or it will become lackluster very quickly. If it were me I would probably tie it to cleric level somehow, like have it deal 1d10 force damage plus another 1d10 force damage for every 5 cleric levels (rounded down) or some like that. Then it would start out doing the same 2d10 force damage you currently have it at, but eventually hit 5d10 at 16th level onward. Something like that.
If this is a 6th level Channel Divinity, then it definitely needs a boost. Either up the damage or extend the condition to 1 minute with the chance to retry the save at the end of each of its turns to end the condition on itself. Or maybe both. Something at least.
Now, onto your questions about the snippet, three main notes:
The way you wrote it is more appropriate to a monster stat lock than a snippet format.
Your first snippet calculation is clunky and unnecessary.
Your second snippet is incorrect. The {{saved:dex}} snippet will base the DC off of the PC’s Dexterity score, it should be based off if their Wis score instead.
I would recommend something more like this:
As an action you can spend your Channel Divinity to make an unarmed strike that deals <strong>2d10</strong> extra force damage on a hit and if the target is a creature it must succeed on a <strong>DC</strong> {{saved:wis}} DEX save or be restrained until the end of your next turn.
That is a good eye, I was copying code from monster stat blocks in an attempt to familiarize myself with the process. Thank you for the catch on the language as well, it is a suble thing that I hadnt noticed before, and I appreciate it. I will make sure to play closer attention to the grammer. This is a palidin subclass, so they obtain this skill as part of channel divinity at lvl 3, with the option to cast either Noodle appendage, or Pirate's presence. I dont mind fluffing up or scaling with damage, but I dont see improvements to divinity in other Palidin classes (devotion, open sea). With that in mind, should I bump up the damage, or go the path of lvl scale.
Final quesiton, the strong command, does that work for all strength checks, just melee, or unarmed?
Again, I appreciate your help as I get familiar with this. I hope to be able to pay it forward when I have mastered this tool.
Ahh, yes, you did mention that it was a paladin subclass and I forgot. In the high case I would probably consider just increasing the duration to 1 minute with a chance to re-save at the end of each of the target’s turns. Restrained for 1 minute is no chump power, and since the paladin’s save DC will automatically scale as they level up it solves itself. I personally tend to prefer a channel divinity that has a duration rather than a one-and-done. The single brief effect CD’s can be pretty potent and all, but I dunno, I just feel like I’m getting more out of it if it lasts for 1 minutes 10 minutes or something. Feels more satisfying to me. But that’s just my personal opinion, I’m sure others would adamantly disagree. But that just comes down to a matter of taste and playstyle.
you mean where I typed <strong>DC</strong> in the snippet? That has absolutely nothing to do with D&D and everything to do with html. All that does is make whatever is in between appear as bold on the character sheet. Since the snippet calculation will appear as bold automatically, I find it aesthetically more pleasing that the sheet read as DC ## rather than DC ## as it would normally. In case you are interested, <em></em> makes stuff italicized, and if you do both it will apply both like this: <em><strong>whatever</strong></em>, will appear as this on the character sheet: whatever.
Please, don’t hesitate to pay it forward now if you know how and can. Even I haven’t “mastered” the tool, and me along with a few others are pro’ly about as close as one can get without actually working here. If you wait until you’ve mastered it then you’ll never help anyone.
Ah, I got you. I need to familiarize myself with html then. And I will pay it forward as best I can. Tho frustrating at times, I am learning i love the process.
I love the idea of it holding for a minute, give it more utility, and the chance to break free. I will be sure to adjust that on my next edit.
I have the first version shared now. It still needs some formating, and I need to adjust the spells more. Can homebrew spells be linked to a spell list like Divination? I dont imagine so, especally with the possibility of duplicate names, but it would be cool if there was a way.
I wish for your sake you hadn’t shared it with the community. In future, save yourself the unfortunate circumstances and wait until you are 1,000% finished all proofreading, playtesting, editing and adjusting prior to publishing.
Yes, homebrew spells can be added to class spell lists.
And Lord, I see what you mean. Even removing previous versions, I now have copies of everything, with no discernible way to tell the difference. Live and learn.
And Lord, I see what you mean. Even removing previous versions, I now have copies of everything, with no discernible way to tell the difference. Live and learn.
Yup. And it’s worse if you publish spells or races/species that have substances/subspecies or variants. To keep it brief, just don’t do it.
It helps if you remember to include notations in the version field. I always start with v.0.1.0 as the first version designation, then if there’s just minor edit I increase it to v.0.1.1, for a major edit I would increase it to v.0.2.0, and when I do publish I bump it to v.1.0.0, but I learned that lesson the hard way over a few years. Now I rarely publish on this site anymore at all. You can find some additional information in the General Homebrew FAQ, question #8: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq#GeneralHomebrewFAQ&BasicTroubleshooting). There Ali’s tons of other additional helpful pieces of information in those FAQs too. I recommend it as a primary go-to for help with homebrews, and if you can’t find answers there please don’t hesitate to post your question either in the thread attached to that FAQ, or here in the forums in general. If I don’t come along to help, someone else likely will, usually within 48 hours most of the time.
Hi guys, I found this thread and it seems somewhat recent. Hoping you might be able to answer my related simple question. My description is written exactly as below. However, the proficiency does not seem to be taken the character's attribute. Should I be able to just add code snippets in descriptions? Or is there some more that I'd have to prepare for it to work?
A two bladed great-axe of black metal that is adorned with piles of skulls.
When you attack a creature with this magic weapon and roll a 19 or 20 on the attack roll you gain three times your {{proficiency}} as temporary hit points. If the target is not a construct or undead, the target takes another 5 times character {{proficiency}} as necrotic damage.
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Working on making a custome palidin oath for one of my players. I am new to coding and snippits, ad cannot quite get this to work. Anyone with experence who can tell me what I am doing wrong.
Pirate’s Presence: As an action, you can use your Channel Divinity to inspire courage in your allies and dread in your enemies. Each creature of your choice within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, a creature is frightened for 1 minute. If a creature succeeds on the saving throw, it is immune to this effect for the next 24 hours. Allies who are not frightened gain temporary hit points equal to your Charisma modifier + half your paladin level (minimum of 1). {{(classlevel/2)@rounddown, modifier:cha, min:1}}
Try this: {{(class level/2)+modifier:cha@min:1,rounddown}}
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Im getting an error on the sheet saying invalad keyword:class. Should I have Palidin Stated?
No. Try this then:
{{modifier:cha+(classlevel/2)@rounddown,min:1}}
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That worked perfectly, thank you very much. Lots of good tips posted as well, appreciate all the work you have put in.
Happy to help.
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If its not to much of a bother, I have another one I could use some help with (well, when i post it i can see some of it working)
The proposed Channel Divinity--Noodle Appendage. As an action, you can use your Channel Divinity to imbue your unarmed strike with the power of the Flying Spaghetti Monster. Make a melee weapon attack using an unarmed strike. On a hit, the attack deals an additional 2d10 force damage, and the target must make a Dexterity [Tooltip Not Found]. On a failed save, the target is restrained until the end of your next turn.
The Snippet---Noodle Appendage - Melee Weapon Attack: {{modifier:str+proficency}} to hit, reach 5 ft., one target. (2d10) force damage. Target must make a (dc{{savedc:dex}}. On a faild save, the target is restrained until the end of your next turn.
Okay, so, a few of things to point out regarding your language:
You could simultaneously clean that all up and improve your description if you rewrite it something like this:
See? That’s both more specific and includes additional flavoring, but is still the same length as your description, and if you drop the part about the writhing noodles you can trim it a little if you want or need to.
Frankly though, that seems a bit weaksauce for a Channel Divinity IMO. At what class level is this sposta be granted, 2nd or 6th?
Now, onto your questions about the snippet, three main notes:
I would recommend something more like this:
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That is a good eye, I was copying code from monster stat blocks in an attempt to familiarize myself with the process. Thank you for the catch on the language as well, it is a suble thing that I hadnt noticed before, and I appreciate it. I will make sure to play closer attention to the grammer. This is a palidin subclass, so they obtain this skill as part of channel divinity at lvl 3, with the option to cast either Noodle appendage, or Pirate's presence. I dont mind fluffing up or scaling with damage, but I dont see improvements to divinity in other Palidin classes (devotion, open sea). With that in mind, should I bump up the damage, or go the path of lvl scale.
Final quesiton, the strong command, does that work for all strength checks, just melee, or unarmed?
Again, I appreciate your help as I get familiar with this. I hope to be able to pay it forward when I have mastered this tool.
Happy to help.
Ahh, yes, you did mention that it was a paladin subclass and I forgot. In the high case I would probably consider just increasing the duration to 1 minute with a chance to re-save at the end of each of the target’s turns. Restrained for 1 minute is no chump power, and since the paladin’s save DC will automatically scale as they level up it solves itself. I personally tend to prefer a channel divinity that has a duration rather than a one-and-done. The single brief effect CD’s can be pretty potent and all, but I dunno, I just feel like I’m getting more out of it if it lasts for 1 minutes 10 minutes or something. Feels more satisfying to me. But that’s just my personal opinion, I’m sure others would adamantly disagree. But that just comes down to a matter of taste and playstyle.
you mean where I typed <strong>DC</strong> in the snippet? That has absolutely nothing to do with D&D and everything to do with html. All that does is make whatever is in between appear as bold on the character sheet. Since the snippet calculation will appear as bold automatically, I find it aesthetically more pleasing that the sheet read as DC ## rather than DC ## as it would normally. In case you are interested, <em></em> makes stuff italicized, and if you do both it will apply both like this: <em><strong>whatever</strong></em>, will appear as this on the character sheet: whatever.
Please, don’t hesitate to pay it forward now if you know how and can. Even I haven’t “mastered” the tool, and me along with a few others are pro’ly about as close as one can get without actually working here. If you wait until you’ve mastered it then you’ll never help anyone.
Creating Epic Boons on DDB
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Ah, I got you. I need to familiarize myself with html then. And I will pay it forward as best I can. Tho frustrating at times, I am learning i love the process.
I love the idea of it holding for a minute, give it more utility, and the chance to break free. I will be sure to adjust that on my next edit.
https://www.dndbeyond.com/subclasses/2161789-oath-of-the-flying-spaghetti-monster
I have the first version shared now. It still needs some formating, and I need to adjust the spells more. Can homebrew spells be linked to a spell list like Divination? I dont imagine so, especally with the possibility of duplicate names, but it would be cool if there was a way.
I wish for your sake you hadn’t shared it with the community. In future, save yourself the unfortunate circumstances and wait until you are 1,000% finished all proofreading, playtesting, editing and adjusting prior to publishing.
Yes, homebrew spells can be added to class spell lists.
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Noted for future. I can make a copy and take it down if I have done a bad thing.
I guess I can't take it down. Noted.
And Lord, I see what you mean. Even removing previous versions, I now have copies of everything, with no discernible way to tell the difference. Live and learn.
Yup. And it’s worse if you publish spells or races/species that have substances/subspecies or variants. To keep it brief, just don’t do it.
It helps if you remember to include notations in the version field. I always start with v.0.1.0 as the first version designation, then if there’s just minor edit I increase it to v.0.1.1, for a major edit I would increase it to v.0.2.0, and when I do publish I bump it to v.1.0.0, but I learned that lesson the hard way over a few years. Now I rarely publish on this site anymore at all. You can find some additional information in the General Homebrew FAQ, question #8: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq#GeneralHomebrewFAQ&BasicTroubleshooting). There Ali’s tons of other additional helpful pieces of information in those FAQs too. I recommend it as a primary go-to for help with homebrews, and if you can’t find answers there please don’t hesitate to post your question either in the thread attached to that FAQ, or here in the forums in general. If I don’t come along to help, someone else likely will, usually within 48 hours most of the time.
Creating Epic Boons on DDB
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Hi guys, I found this thread and it seems somewhat recent. Hoping you might be able to answer my related simple question. My description is written exactly as below. However, the proficiency does not seem to be taken the character's attribute. Should I be able to just add code snippets in descriptions? Or is there some more that I'd have to prepare for it to work?
A two bladed great-axe of black metal that is adorned with piles of skulls.
When you attack a creature with this magic weapon and roll a 19 or 20 on the attack roll you gain three times your {{proficiency}} as temporary hit points. If the target is not a construct or undead, the target takes another 5 times character {{proficiency}} as necrotic damage.