How about all around adding Deities and traits for those Deities for those who follow them.
For example: followers for Mielikki get the ability to Charm plants and animals, but there is no way to add that to traits even under custom added under a player sheet already made up. Also, Druids for Mielikki are able to use armor traits under the Ranger class like studded leather, as well as some of their skill traits under the Ranger class.
I found not being able pick Deities anywhere on this site very frustrating, as well as bonuses that you get with them.
How about all around adding Deities and traits for those Deities for those who follow them.
For example: followers for Mielikki get the ability to Charm plants and animals, but there is no way to add that to traits even under custom added under a player sheet already made up. Also, Druids for Mielikki are able to use armor traits under the Ranger class like studded leather, as well as some of their skill traits under the Ranger class.
I found not being able pick Deities anywhere on this site very frustrating, as well as bonuses that you get with them.
These options are not in any official 5e material, therefore, are not reflected within DDB. You can, however, create a homebrew feat and add it to your character outside of normal level progression.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
What I am getting is that there should be tab under homebrew to add deities in full and not just traits.
No. Deities with mechanical benefits are not part of official material so they will not be supported by DDB in the way you are imagining. If you would like to add features to a character that reflect their unique connection with their god, the best way to do so is to create a feat that gives the use of a spell and gives skill and armor proficiencies.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
What I am getting is that there should be tab under homebrew to add deities in full and not just traits.
Except that isn't a 5e thing. I cant find any rules reference to worshiping deities adding or altering class features. But homebrew does already allow you to do this (add spells and armor proficiencies).
So, what new modifiers do you want DDB to add? Because you haven't actually said anything other than some house rules.
I think it would be really cool if you could add more than just actions to options in the homebrew section.
For example, a feat is unable to replicate the ability of Fighting style because "Options" only allow you to give the player an "Action" for their choice, not a "Modifier"
Also, @Showdow_Grayhawk why don't you make custom feat's that are something like Follower of Mielikki then use the feat to add actions and modifiers to the character. The players can then go to their character sheet, select feats, manage feats and add the feat for their specific deity?
I would like to be able to add a selection of skills of my own choosing. As of now you can allow to choose a skill from the entire list or if you're lucky there's an existing class or race already coded in (i.e choose a Centuar skill or choose an order domain skill).
I would like to be able to set my own choice options for my own homebrew creations
you can create a sub-class or racial attribute with an option for each of the skills they are allowed to select from, it's more than a little tedious but does work.
I've seen it requested in a few places, but none indicated that it has any intention of being added. I wanted to chime in for "Damage Die". I could use either a replacement/override, or even the ability to simply advance it down the damage track.
I want to give one of my players a Magical War Hammer with increased damage die. Like a Maul that you can use one-handed. (1d10, 1d12/2d6).
From other threads, I see the reasoning is WoTC wants to keep people in their idea of balance. But if I make the group find a Legendary Smith, convince him to craft a custom weapon head, hunt down and retrieve the "unobatinium" and whatever other magical maguffin I can think of. Then by-gawd they have earned that extra damage. As for balance? I can ramp up the challenge in as I do anyway for a larger party size.
Right now, I have to use a pike, replace the damage type, ignore reach and two-handed, and add versatile. He is proficient in Martial weapons, so the base type isn't a concern, but I think that "damage die" is a common improvement that should be part of the homebrew builder.
Not sure if this qualifies as a modifier, but: The ability to change stat source for base class features. So for example making a Warlock with Int based pact magic instead of Cha. No other changes to the features, just telling the sheet to look at a different stat for modifiers. This could be part of a subclass build (so with the Warlock, the Patron controls what kind of Pact Magic it is).
Not sure if this qualifies as a modifier, but: The ability to change stat source for base class features. So for example making a Warlock with Int based pact magic instead of Cha. No other changes to the features, just telling the sheet to look at a different stat for modifiers. This could be part of a subclass build (so with the Warlock, the Patron controls what kind of Pact Magic it is).
That sounds like it's a base class modification. They plan on rolling out a base class creator soon but then youd have to remake the entire class.. *shrug*
Though did you know that you can edit the corresponding stats on skills? Not the same just an fyi
Not sure if this qualifies as a modifier, but: The ability to change stat source for base class features. So for example making a Warlock with Int based pact magic instead of Cha. No other changes to the features, just telling the sheet to look at a different stat for modifiers. This could be part of a subclass build (so with the Warlock, the Patron controls what kind of Pact Magic it is).
That sounds like it's a base class modification. They plan on rolling out a base class creator soon but then youd have to remake the entire class.. *shrug*
Though did you know that you can edit the corresponding stats on skills? Not the same just an fyi
Right it is, but it also isn't, and it wouldn't require anywhere near the depths of coding as full home-brew classes. This would not change the uses, targets, range, scope, etc of the base class feature, just what stat it looks at. The coding must already exist for it to look at Charisma, so it should be only a modest change to have it look at a different stat.
Also patrons are the "subclass" option for Warlocks, which is why we can make our own Warlock patrons and use them here. So having a patron that draws from a different stat than Charisma seems like a subclass change as much as a base class change. What I could see is a feature in the subclass that allows you to change select things about the classes base features. Not saying it's a minuscule ask, but it would seem possible without having to revamp the entire class making system.
Also, they plan on rolling out a base class creator? That's... wow. If that's true it's impressive because that would take a monumental amount of coding.
Not sure if this qualifies as a modifier, but: The ability to change stat source for base class features. So for example making a Warlock with Int based pact magic instead of Cha. No other changes to the features, just telling the sheet to look at a different stat for modifiers. This could be part of a subclass build (so with the Warlock, the Patron controls what kind of Pact Magic it is).
That sounds like it's a base class modification. They plan on rolling out a base class creator soon but then youd have to remake the entire class.. *shrug*
Though did you know that you can edit the corresponding stats on skills? Not the same just an fyi
Right it is, but it also isn't, and it wouldn't require anywhere near the depths of coding as full home-brew classes. This would not change the uses, targets, range, scope, etc of the base class feature, just what stat it looks at. The coding must already exist for it to look at Charisma, so it should be only a modest change to have it look at a different stat.
Also patrons are the "subclass" option for Warlocks, which is why we can make our own Warlock patrons and use them here. So having a patron that draws from a different stat than Charisma seems like a subclass change as much as a base class change. What I could see is a feature in the subclass that allows you to change select things about the classes base features. Not saying it's a minuscule ask, but it would seem possible without having to revamp the entire class making system.
I looked into adding more sorcery points per a homebrew sorcerer subclass. Looked into it, final verdict is that it effects a base class feature, its untouchable. Adding something? Sure? Changing something, including the stat modifier? Nope
Thanks for the help! Not the answer I was hoping for but an answer all the same. Well, if you're right about the class creator I'll look forward to seeing it. In the meantime though it still seems like a thing that could be requested as a modifier to be added.
I would like the ability to add modifiers to a creature stats. as in beast companions and adding new saving throws and skills to it.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Right now, I'd like to see the ability for items to add bonus spell slots, though anything in the Ancestral Weapons guide from DMs Guild not already covered would be great!
I think magical weapons that give an option of abilities/spells such as prayer beads or the moonblade should have a drop down like anything else in the builder with options. This can be done in the builder itself or even in the character sheet (like when you manually pick a feat and that grants you options; half ASI or skill choices, etc)
Right now, I'd like to see the ability for items to add bonus spell slots, though anything in the Ancestral Weapons guide from DMs Guild not already covered would be great!
Not only for homebrew magic weapons, but sorcerer's font of magic needs the ability to add/track extra slots too.
I think magical weapons that give an option of abilities/spells such as prayer beads or the moonblade should have a drop down like anything else in the builder with options. This can be done in the builder itself or even in the character sheet (like when you manually pick a feat and that grants you options; half ASI or skill choices, etc)
This is already planned. If that makes you feel better.
How about all around adding Deities and traits for those Deities for those who follow them.
For example: followers for Mielikki get the ability to Charm plants and animals, but there is no way to add that to traits even under custom added under a player sheet already made up. Also, Druids for Mielikki are able to use armor traits under the Ranger class like studded leather, as well as some of their skill traits under the Ranger class.
I found not being able pick Deities anywhere on this site very frustrating, as well as bonuses that you get with them.
These options are not in any official 5e material, therefore, are not reflected within DDB. You can, however, create a homebrew feat and add it to your character outside of normal level progression.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
What I am getting is that there should be tab under homebrew to add deities in full and not just traits.
No. Deities with mechanical benefits are not part of official material so they will not be supported by DDB in the way you are imagining. If you would like to add features to a character that reflect their unique connection with their god, the best way to do so is to create a feat that gives the use of a spell and gives skill and armor proficiencies.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Except that isn't a 5e thing. I cant find any rules reference to worshiping deities adding or altering class features. But homebrew does already allow you to do this (add spells and armor proficiencies).
So, what new modifiers do you want DDB to add? Because you haven't actually said anything other than some house rules.
I think it would be really cool if you could add more than just actions to options in the homebrew section.
For example, a feat is unable to replicate the ability of Fighting style because "Options" only allow you to give the player an "Action" for their choice, not a "Modifier"
Also, @Showdow_Grayhawk why don't you make custom feat's that are something like Follower of Mielikki then use the feat to add actions and modifiers to the character. The players can then go to their character sheet, select feats, manage feats and add the feat for their specific deity?
I would like to be able to add a selection of skills of my own choosing. As of now you can allow to choose a skill from the entire list or if you're lucky there's an existing class or race already coded in (i.e choose a Centuar skill or choose an order domain skill).
I would like to be able to set my own choice options for my own homebrew creations
you can create a sub-class or racial attribute with an option for each of the skills they are allowed to select from, it's more than a little tedious but does work.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
I've seen it requested in a few places, but none indicated that it has any intention of being added. I wanted to chime in for "Damage Die". I could use either a replacement/override, or even the ability to simply advance it down the damage track.
I want to give one of my players a Magical War Hammer with increased damage die. Like a Maul that you can use one-handed. (1d10, 1d12/2d6).
From other threads, I see the reasoning is WoTC wants to keep people in their idea of balance. But if I make the group find a Legendary Smith, convince him to craft a custom weapon head, hunt down and retrieve the "unobatinium" and whatever other magical maguffin I can think of. Then by-gawd they have earned that extra damage. As for balance? I can ramp up the challenge in as I do anyway for a larger party size.
Right now, I have to use a pike, replace the damage type, ignore reach and two-handed, and add versatile. He is proficient in Martial weapons, so the base type isn't a concern, but I think that "damage die" is a common improvement that should be part of the homebrew builder.
Not sure if this qualifies as a modifier, but: The ability to change stat source for base class features. So for example making a Warlock with Int based pact magic instead of Cha. No other changes to the features, just telling the sheet to look at a different stat for modifiers. This could be part of a subclass build (so with the Warlock, the Patron controls what kind of Pact Magic it is).
That sounds like it's a base class modification. They plan on rolling out a base class creator soon but then youd have to remake the entire class.. *shrug*
Though did you know that you can edit the corresponding stats on skills? Not the same just an fyi
Right it is, but it also isn't, and it wouldn't require anywhere near the depths of coding as full home-brew classes. This would not change the uses, targets, range, scope, etc of the base class feature, just what stat it looks at. The coding must already exist for it to look at Charisma, so it should be only a modest change to have it look at a different stat.
Also patrons are the "subclass" option for Warlocks, which is why we can make our own Warlock patrons and use them here. So having a patron that draws from a different stat than Charisma seems like a subclass change as much as a base class change. What I could see is a feature in the subclass that allows you to change select things about the classes base features. Not saying it's a minuscule ask, but it would seem possible without having to revamp the entire class making system.
Also, they plan on rolling out a base class creator? That's... wow. If that's true it's impressive because that would take a monumental amount of coding.
I looked into adding more sorcery points per a homebrew sorcerer subclass. Looked into it, final verdict is that it effects a base class feature, its untouchable. Adding something? Sure? Changing something, including the stat modifier? Nope
Thanks for the help! Not the answer I was hoping for but an answer all the same. Well, if you're right about the class creator I'll look forward to seeing it. In the meantime though it still seems like a thing that could be requested as a modifier to be added.
I would like the ability to add modifiers to a creature stats. as in beast companions and adding new saving throws and skills to it.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Right now, I'd like to see the ability for items to add bonus spell slots, though anything in the Ancestral Weapons guide from DMs Guild not already covered would be great!
I think magical weapons that give an option of abilities/spells such as prayer beads or the moonblade should have a drop down like anything else in the builder with options. This can be done in the builder itself or even in the character sheet (like when you manually pick a feat and that grants you options; half ASI or skill choices, etc)
Not only for homebrew magic weapons, but sorcerer's font of magic needs the ability to add/track extra slots too.
This is already planned. If that makes you feel better.
How about making homebrew fighting styles because I'm making a fighter subclass and has a fighting style for its sub-class