Being able to add immunity to disease as a modifier to homebrew items & monsters. We have poison but not disease. (Granted it's probably rarer but still). Also having the +1 for weapons, armor, shields, and ammunition being listed as a buff to damage and attack rather than "magic". (Just a logic thing.)
To be able to make Base weapons from scratch or just manually override the base statistics. (If this is already a feature I apologize but I have spent several hours on this and have yet to figure it out) My DM allows us as players to craft custom weapons and armors that have entirely different statistics than any of the base items. An example of this is the Javelin Thrower. A Giant bow that fires Javelin-like-arrows. It is a Strength bow that does 1d10 Piercing damage and has a range of 30-100 feet. I tried to make it using the sling as a base since it has the same range but I cannot find a way to override the base damage roll. It would be so much easier to just have a space in the start of the creator for magic Items labeled "Damage Die Override" and "Range Override" like what you have for weight and cost.
yeah this has been asked multiple times, probably the most asked feature for homebrew... It's been a while so I hope they are working on it, but I think they have to change a lot of the base programming to allow this (idk why).
Adding or subtracting the amount of spells a player can know; for example the sorcerer at level 20 can know 15 spells, with an item that adds 15 known spells the total would become 30; or an item could subtract 10 known spells.
The abilty to add entire new class of weapons beyond the standard simple and martial melee, I implement the exotic weapons from previous editions in my homebrew world, and I would like a way to add these on dndbeyond, and for my players to see on their characters.
I just wish it were easier to edit my own published content without having to go through all of the steps currently necessary. Every time my DM asks m to reword something to be clearer, or I notice a mistake that I made I feel compelled to fix it. Re-publishing every time I realize I used the wrong weather/whether or whatever I cringe a little. What do you say, could you maybe add an "Update" feature that automatically offered Version # updates? That would be awesome.
I just wish it were easier to edit my own published content without having to go through all of the steps currently necessary. Every time my DM asks m to reword something to be clearer, or I notice a mistake that I made I feel compelled to fix it. Re-publishing every time I realize I used the wrong weather/whether or whatever I cringe a little. What do you say, could you maybe add an "Update" feature that automatically offered Version # updates? That would be awesome.
Thanks again, keep up the great work.
You do not need to publish material for you and your fellow players/DM to use in a campaign. Publishing is to share with the D&D Beyond community at large. :)
The "New Versions" for public content are structured in a way that allows for users who add your published content to their own collection to not have that content forcibly change on them without notice, or break something in their sheet without them being able to associate the cause with something they've recently done.
Ability to make a magic item show up in the attack options as an improvised weapon without changing the item itself from item to weapon. (I have a cast iron skillet I homebrewed for my nephew that you can use as an improvised weapon but no matter the modifiers I add, it won't show up in the attacks.)
There are a LOT of replies to this, so if this has already been noted, apologies for the duplication.
You have the ability for items to grant feats as part of their modifiers.
You have the ability to create custom feats.
You do NOT have the ability for items to grant custom feats as part of their modifiers. It'd be nice if your creations could 'talk' to each other, especially if they're both unpublished.
Unless I'm just missing how to do it, we need to be able to set item charges to reset on either a short or long rest (as opposed to only one or the other) if they have the option of resetting on either (a la druid wild shapes which a druid regains after either a short or long rest).
When you expand on a modifier or subtype, consider taking some time to see if there are similar modifiers or subtypes that are related, and try to add them too.
For example, the implementation of Bracers of Archery is by adding the following modifiers & subtypes: Proficiency: Longbow, Proficiency: Shortbow, Damage: Shortbow, Damage: Longbow. The proficiency modifiers make sense. The modifier subtypes make sense. Item Works!
However, you didn't add Damage: Ranged Attacks, Ranged Weapon Attacks, or Ranged Spell Attacks to the list of subtypes when you added Shortbow and Longbow. You didn't add Sling, Hand Crossbow, Light Crossbow, Heavy Crossbow, Blowgun or Dart subtypes either. That makes no sense.
How do I make a homebrew "Necklace of Throwing Mini-Spears" that gives proficiency in darts and javelins and gives +2 damage for those two items? I can't. Even though it's Bracers of Archery, but for thrown weapons. There's no option for 'Damage: Dart, Damage: Javelin'.
Some of the subtypes are 'Melee Weapon Attacks', 'Natural Attacks', 'One-Handed Melee Attacks', and 'Unarmed Strikes'. I'm surprised that when these subtypes were added, 'Ranged Weapon Attacks' wasn't.
I'm not trying to be rude. Being able to make all these homebrew creations is really amazing, and we all benefit from those features. I hope this was constructive
Probably already been mentioned, but the ability to add modifiers to specific class features. (Such as adding a second use of channel divinity for the paladin, or adding an additional channel divinity feature granted by an item to the channel divinity section of the character sheet. Or a modifier to double the range of things like aura of protection, aura of courage, etc.)
Also the ability to add modifiers on magic items that impact more than just the attack & damage rolls of a weapon. (For example, I homebrewed an item that doubles the range on ranged weapons. No way to add that to the item so that when it's attuned the range changes on the weapons listed in the attack section.)
Unless I just haven't been able to figure out how to do it yet, I'd love to have a modifier for like, modes/forms (like the VGtM Aasimar racial abilities) that consume charges.
Change the damage die
being able to change swimming and flying speed for subraces after the normal race options.
Being able to add immunity to disease as a modifier to homebrew items & monsters. We have poison but not disease. (Granted it's probably rarer but still). Also having the +1 for weapons, armor, shields, and ammunition being listed as a buff to damage and attack rather than "magic". (Just a logic thing.)
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
yeah this has been asked multiple times, probably the most asked feature for homebrew... It's been a while so I hope they are working on it, but I think they have to change a lot of the base programming to allow this (idk why).
Adding or subtracting the amount of spells a player can know; for example the sorcerer at level 20 can know 15 spells, with an item that adds 15 known spells the total would become 30; or an item could subtract 10 known spells.
Bonus attribute modifier damage to individual cantrips.
Disadvantage on opportunity attacks.
The abilty to add entire new class of weapons beyond the standard simple and martial melee, I implement the exotic weapons from previous editions in my homebrew world, and I would like a way to add these on dndbeyond, and for my players to see on their characters.
Thank you for asking.
I just wish it were easier to edit my own published content without having to go through all of the steps currently necessary. Every time my DM asks m to reword something to be clearer, or I notice a mistake that I made I feel compelled to fix it. Re-publishing every time I realize I used the wrong weather/whether or whatever I cringe a little. What do you say, could you maybe add an "Update" feature that automatically offered Version # updates? That would be awesome.
Thanks again, keep up the great work.
DDB Buyers' Guide
Hardcovers, DDB, & You
DDB CONTENT TROUBLESHOOTING
You do not need to publish material for you and your fellow players/DM to use in a campaign. Publishing is to share with the D&D Beyond community at large. :)
The "New Versions" for public content are structured in a way that allows for users who add your published content to their own collection to not have that content forcibly change on them without notice, or break something in their sheet without them being able to associate the cause with something they've recently done.
Hope that helps shed some light! :)
It does, thank you!
DDB Buyers' Guide
Hardcovers, DDB, & You
DDB CONTENT TROUBLESHOOTING
Ability to make a magic item show up in the attack options as an improvised weapon without changing the item itself from item to weapon. (I have a cast iron skillet I homebrewed for my nephew that you can use as an improvised weapon but no matter the modifiers I add, it won't show up in the attacks.)
Ability to add set attack bonus, damage & modifier that doesn't scale with the PC's level. (See my thread here https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/43250-need-to-know-does-way-exist-to-do-this for what I'm talking about.)
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
Flat hit point bonus (not bonus per level)
There are a LOT of replies to this, so if this has already been noted, apologies for the duplication.
You have the ability for items to grant feats as part of their modifiers.
You have the ability to create custom feats.
You do NOT have the ability for items to grant custom feats as part of their modifiers. It'd be nice if your creations could 'talk' to each other, especially if they're both unpublished.
Unless I'm just missing how to do it, we need to be able to set item charges to reset on either a short or long rest (as opposed to only one or the other) if they have the option of resetting on either (a la druid wild shapes which a druid regains after either a short or long rest).
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
When you expand on a modifier or subtype, consider taking some time to see if there are similar modifiers or subtypes that are related, and try to add them too.
For example, the implementation of Bracers of Archery is by adding the following modifiers & subtypes: Proficiency: Longbow, Proficiency: Shortbow, Damage: Shortbow, Damage: Longbow. The proficiency modifiers make sense. The modifier subtypes make sense. Item Works!
However, you didn't add Damage: Ranged Attacks, Ranged Weapon Attacks, or Ranged Spell Attacks to the list of subtypes when you added Shortbow and Longbow. You didn't add Sling, Hand Crossbow, Light Crossbow, Heavy Crossbow, Blowgun or Dart subtypes either. That makes no sense.
How do I make a homebrew "Necklace of Throwing Mini-Spears" that gives proficiency in darts and javelins and gives +2 damage for those two items? I can't. Even though it's Bracers of Archery, but for thrown weapons. There's no option for 'Damage: Dart, Damage: Javelin'.
Some of the subtypes are 'Melee Weapon Attacks', 'Natural Attacks', 'One-Handed Melee Attacks', and 'Unarmed Strikes'. I'm surprised that when these subtypes were added, 'Ranged Weapon Attacks' wasn't.
I'm not trying to be rude. Being able to make all these homebrew creations is really amazing, and we all benefit from those features. I hope this was constructive
Additional Spells Known, to where it still uses a slot, unlike when you add a spell through a custom feat
Probably already been mentioned, but the ability to add modifiers to specific class features. (Such as adding a second use of channel divinity for the paladin, or adding an additional channel divinity feature granted by an item to the channel divinity section of the character sheet. Or a modifier to double the range of things like aura of protection, aura of courage, etc.)
Also the ability to add modifiers on magic items that impact more than just the attack & damage rolls of a weapon. (For example, I homebrewed an item that doubles the range on ranged weapons. No way to add that to the item so that when it's attuned the range changes on the weapons listed in the attack section.)
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
Unless I just haven't been able to figure out how to do it yet, I'd love to have a modifier for like, modes/forms (like the VGtM Aasimar racial abilities) that consume charges.
For the character sheet, the ability to write in your alignment instead of selecting it for games in which a different alignment system is used.
Spell slots, spells known, meta magic, attunement slots, battle master maneuvers, spell slots, spell slots, spell slots