The ability to add a bonus to ability checks which do not gain a proficiency bonus. Similar to the bards ability but as a flat bonus rather than half proficiency.
Currently giving a race a plus 1 to all ability checks but it's more than I want to give them. I really just want that plus to non proficient ability checks and don't mind it stacking with bard. Don't want it adding to proficient checks as the ability represents the races increased talent from dabbling in everything.
The ability to take a feat multiple times (to stack its bonus). Currently, there isnt an option for that in the creation framework.
Currently I have to add dozens of copies with slightly different names for the game I am running. Annoying. Dont worry about the mechanics of gameplay. This is a different concept we are trying.
Also, the ability to raise the max hp score of a pc via feat. Cant find any way to do that.
I would like to see a modifier that allows modification of the to hit/damage bonus of a weapon individually like you can do when editing an item in your equipment. For instance the ability to add a +2 to hit with no damage bonus or a +2 damage bonus without a to hit bonus.
What you currently have works the following way:
A type of bonus and a subtype magic modifies both the to hit and damage on the weapon.
A type of bonus with a subtype of melee attacks/ranged attacks/etc. modifies the to hit bonus of ALL equipped weapons of that type.
A type of damage with a subtype of cold/fire/slashing/etc. is not displayed in the damage stat for a weapon, it is only in the notes to the right when looking on the character sheet.
A type of damage with a subtype of melee attacks/ranged attacks/etc. modifies the damage of ALL equipped weapons of that type.
Ideally I'd like a modifier that applies to either to hit or damage and applies a bonus that is shown visually on the character sheet. Let me know if that is unclear or if I can answer any questions and thanks for all the hard work you do. This site is amazing this would just be a nice enhancement.
Increased prepared spells per day for classes such as Wizards, Clerics, Paladins, Druids, etc. who can prepare new spells each day. A mage's robe giving a character more flexibility each day would be a great reward.
Why stop at those 4? If anything the other casters are in dire need of this too
I would like the ability to create new spendable points in the flavor of ki points and sorcery points. This would allow you to create new subclasses with abilities that use a limited pool of power then create the special abilities and cost of use. Essentially it's just the ability to clone and reskin the existing power pools. Then the ability to add the cost to abilities.
If you have the Insignia of Claws magic item just duplicate that. Bonus/damage > Natural/unarmed attack > +x (being the amount that you want to increase it)
If you have the Insignia of Claws magic item just duplicate that. Bonus/damage > Natural/unarmed attack > +x (being the amount that you want to increase it)
I tried bonus>natural and bonus>unarmed selections in the modifier (sub-class > option > modifier), but neither alter the damage on the character sheet. damage>natural doesn't seem to add the dice either, but it does seem to add the second attribute to the damage (it's adding both the previous attribute and the one selected in the modifier)
If you have the Insignia of Claws magic item just duplicate that. Bonus/damage > Natural/unarmed attack > +x (being the amount that you want to increase it)
I tried bonus>natural and bonus>unarmed selections in the modifier (sub-class > option > modifier), but neither alter the damage on the character sheet. damage>natural doesn't seem to add the dice either, but it does seem to add the second attribute to the damage (it's adding both the previous attribute and the one selected in the modifier)
I was referring to making a magic item. A lot of how I learned how to use the homebrew creator is 'reverse engineering' already existing things. If you want it to be racial trait duplicate the aarakocra's.
If you want it to be a feat then duplicate the tavern brawler feat.
See how dndb 'codes' it themselves to figure out the correct method
i would like to see a way to change what stats are used for unarmed defense bonus. this class I'm working on needs wisdom changed into charisma. i would also like a way to code in adding shield as a weapon that doesn't turn off my unarmed strike damage. better id like to see a way to add specific weapons and shields as monk weapons. it would also be nice if i could code in a way to change primary class feature from one attribute to another, as id like all my monk abilities to be charisma based for its dc's, instead of wisdom. oh and if there was a way to make an entire subclass available for a different base class, that would be super useful. better what id really like to do is be able to steal entire features from one class to add to another (specifically id want to take the 5 meta magic related features from sorcerer and replace the 5 animal based features of druid with them). It would also be nice if i could just add battle masters entire ability to another class without having to code the entire thing. thanks for listening.
I would like to have the ability for backgrounds to give two different things. 1. a bonus feat. 2. A stat adjustment.
My concept is that the racial adjustment is pared back and backgrounds add a bonus based on what would be strengthened. I.e. Acolyte would increase Wisdom. A sailor might get a choice of DeX or Strength.
It is a different idea, but not so completely foreign. It is just a shifting of the stat adjustment from one thing to the next.
The reason for the feat is to give a workaround option should the above not be accepted. Granting a feat is not so improbable. It could represent specialization in training during formative years.
Both of the above are an intent to make backgrounds mean a little more than just a skill group and maybe an ability you might use once per character life. If backgrounds get a bigger focus then maybe more people will create characters which are more fleshed out. So many players focus on the numbers and not the story being told.
I want to set the value for a "magic item" (I'm creating a common item), I would like to not make it a wonderous item, and I would like for it to stack in inventory.
I would like to have the ability for backgrounds to give two different things. 1. a bonus feat. 2. A stat adjustment.
My concept is that the racial adjustment is pared back and backgrounds add a bonus based on what would be strengthened. I.e. Acolyte would increase Wisdom. A sailor might get a choice of DeX or Strength.
It is a different idea, but not so completely foreign. It is just a shifting of the stat adjustment from one thing to the next.
The reason for the feat is to give a workaround option should the above not be accepted. Granting a feat is not so improbable. It could represent specialization in training during formative years.
Both of the above are an intent to make backgrounds mean a little more than just a skill group and maybe an ability you might use once per character life. If backgrounds get a bigger focus then maybe more people will create characters which are more fleshed out. So many players focus on the numbers and not the story being told.
Both of those things are possible through the builder (if not through the backgound selection itself). To adjust stats (which can also be used for adding above 20 like with tomes) just press the stat and right below all the calculations it should say 'Other Modifier' or 'Override score'. Use Other to add to the existing stat or Override to override it.
To add a feat, go to Features & Traits > Feats > Manage Traits and pick one that you want. This can also be used to give feats as you said, through training (even the DMG suggests this can be done through downtime activities)
Both of those things are possible through the builder (if not through the backgound selection itself). To adjust stats (which can also be used for adding above 20 like with tomes) just press the stat and right below all the calculations it should say 'Other Modifier' or 'Override score'. Use Other to add to the existing stat or Override to override it.
To add a feat, go to Features & Traits > Feats > Manage Traits and pick one that you want. This can also be used to give feats as you said, through training (even the DMG suggests this can be done through downtime activities)
I know that those options are available. Just because they are available that way does not mean that these ideas have no merit. The adjusting of a character in the way you describe is not only cumbersome, but there is no indication later why those were done. Making correcting errors on a character later more difficult.
This had been discussed on another thread and was suggested that I add the issue to this thread as to keep the ideas in one place.
As an aside, when something is added in this way it puts them in different colors and marks the entry in some way. This gives the impression that the character is invalid. Trying to avoid that if possible is not a bad thing.
If you could add in a way to increase a monks Ki pool that would be great. Trying to make a wuxia style monk subclass. It would act a lot like a 4 element monk with a much expanded spells and ki pool, but would rename to 5 elements (to mirror Chinese elements). Actually, I wonder if it would be easier to make a sorcerer subclass instead with monk abilities? But if possible i really would appreciate the ability to modify the ki pool as a subclass. Additionally, being able to make items and feats that will effect the ki pool would be great too. Mahalo.
He meant an entirely new fighting style. Not an extra one.
And you can do that using Noxx89's work around.
Proper homebrew fighting styles are planned for the future.
The ability to add a bonus to ability checks which do not gain a proficiency bonus. Similar to the bards ability but as a flat bonus rather than half proficiency.
Currently giving a race a plus 1 to all ability checks but it's more than I want to give them. I really just want that plus to non proficient ability checks and don't mind it stacking with bard. Don't want it adding to proficient checks as the ability represents the races increased talent from dabbling in everything.
The ability to take a feat multiple times (to stack its bonus). Currently, there isnt an option for that in the creation framework.
Currently I have to add dozens of copies with slightly different names for the game I am running. Annoying. Dont worry about the mechanics of gameplay. This is a different concept we are trying.
Also, the ability to raise the max hp score of a pc via feat. Cant find any way to do that.
I would like to see a modifier that allows modification of the to hit/damage bonus of a weapon individually like you can do when editing an item in your equipment. For instance the ability to add a +2 to hit with no damage bonus or a +2 damage bonus without a to hit bonus.
What you currently have works the following way:
A type of bonus and a subtype magic modifies both the to hit and damage on the weapon.
A type of bonus with a subtype of melee attacks/ranged attacks/etc. modifies the to hit bonus of ALL equipped weapons of that type.
A type of damage with a subtype of cold/fire/slashing/etc. is not displayed in the damage stat for a weapon, it is only in the notes to the right when looking on the character sheet.
A type of damage with a subtype of melee attacks/ranged attacks/etc. modifies the damage of ALL equipped weapons of that type.
Ideally I'd like a modifier that applies to either to hit or damage and applies a bonus that is shown visually on the character sheet. Let me know if that is unclear or if I can answer any questions and thanks for all the hard work you do. This site is amazing this would just be a nice enhancement.
Why stop at those 4? If anything the other casters are in dire need of this too
I would like the ability to create new spendable points in the flavor of ki points and sorcery points. This would allow you to create new subclasses with abilities that use a limited pool of power then create the special abilities and cost of use. Essentially it's just the ability to clone and reskin the existing power pools. Then the ability to add the cost to abilities.
I would like to use code snippets (ref: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/25930-using-snippet-codes-in-your-homebrew) in the 'fixed value' field of a modifier.
I'm trying to add a modifier that increases the damage done by natural or unarmed attacks (either one will work for my purposes, i.e. +1d4) and can't seem to figure out how.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
If you have the Insignia of Claws magic item just duplicate that. Bonus/damage > Natural/unarmed attack > +x (being the amount that you want to increase it)
I tried bonus>natural and bonus>unarmed selections in the modifier (sub-class > option > modifier), but neither alter the damage on the character sheet. damage>natural doesn't seem to add the dice either, but it does seem to add the second attribute to the damage (it's adding both the previous attribute and the one selected in the modifier)
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
I was referring to making a magic item. A lot of how I learned how to use the homebrew creator is 'reverse engineering' already existing things. If you want it to be racial trait duplicate the aarakocra's.
If you want it to be a feat then duplicate the tavern brawler feat.
See how dndb 'codes' it themselves to figure out the correct method
Increase the number of spells you can prepare
i would like to see a way to change what stats are used for unarmed defense bonus. this class I'm working on needs wisdom changed into charisma. i would also like a way to code in adding shield as a weapon that doesn't turn off my unarmed strike damage. better id like to see a way to add specific weapons and shields as monk weapons. it would also be nice if i could code in a way to change primary class feature from one attribute to another, as id like all my monk abilities to be charisma based for its dc's, instead of wisdom. oh and if there was a way to make an entire subclass available for a different base class, that would be super useful. better what id really like to do is be able to steal entire features from one class to add to another (specifically id want to take the 5 meta magic related features from sorcerer and replace the 5 animal based features of druid with them). It would also be nice if i could just add battle masters entire ability to another class without having to code the entire thing. thanks for listening.
Gorghandi@aol.com/Gorghandi#0813@discord.
Not sure if this is the right place but I would like the spell "Steel Wind Strike" to be an option when adding a spell to a custom magic item.
This is an option if you own the spell.
I would like to have the ability for backgrounds to give two different things. 1. a bonus feat. 2. A stat adjustment.
My concept is that the racial adjustment is pared back and backgrounds add a bonus based on what would be strengthened. I.e. Acolyte would increase Wisdom. A sailor might get a choice of DeX or Strength.
It is a different idea, but not so completely foreign. It is just a shifting of the stat adjustment from one thing to the next.
The reason for the feat is to give a workaround option should the above not be accepted. Granting a feat is not so improbable. It could represent specialization in training during formative years.
Both of the above are an intent to make backgrounds mean a little more than just a skill group and maybe an ability you might use once per character life. If backgrounds get a bigger focus then maybe more people will create characters which are more fleshed out. So many players focus on the numbers and not the story being told.
I want to set the value for a "magic item" (I'm creating a common item), I would like to not make it a wonderous item, and I would like for it to stack in inventory.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
Both of those things are possible through the builder (if not through the backgound selection itself). To adjust stats (which can also be used for adding above 20 like with tomes) just press the stat and right below all the calculations it should say 'Other Modifier' or 'Override score'. Use Other to add to the existing stat or Override to override it.
To add a feat, go to Features & Traits > Feats > Manage Traits and pick one that you want. This can also be used to give feats as you said, through training (even the DMG suggests this can be done through downtime activities)
I know that those options are available. Just because they are available that way does not mean that these ideas have no merit. The adjusting of a character in the way you describe is not only cumbersome, but there is no indication later why those were done. Making correcting errors on a character later more difficult.
This had been discussed on another thread and was suggested that I add the issue to this thread as to keep the ideas in one place.
As an aside, when something is added in this way it puts them in different colors and marks the entry in some way. This gives the impression that the character is invalid. Trying to avoid that if possible is not a bad thing.
If you could add in a way to increase a monks Ki pool that would be great. Trying to make a wuxia style monk subclass. It would act a lot like a 4 element monk with a much expanded spells and ki pool, but would rename to 5 elements (to mirror Chinese elements). Actually, I wonder if it would be easier to make a sorcerer subclass instead with monk abilities? But if possible i really would appreciate the ability to modify the ki pool as a subclass. Additionally, being able to make items and feats that will effect the ki pool would be great too. Mahalo.