I agree with the comments that being able to create mundane weapons with different base damage dice would be great. Also, I don't know if this is too far afield design-wise, but I created a homebrew subrace that gave the player an extra hit die of the type granted by their starting class (with the idea that this subrace was more resilient, especially over long, grueling treks a la the classic mountain man stories of traveling great distances while horribly injured) and couldn't find a way to implement that.
I'd like to have a modifier for items. Say you want a race that starts out with a specific item, like a Tinker's Tools or whatever. Being able to add Items would be great.
I don't know if this is actually the place, but I'd love a "Preview" window off to the side that simply contains a "mock" character sheet with the current homebrew item applied. That way you can make quick edits and see how it affects the mock character sheet. Right now I create a character based on the homebrew I'm working on and I'm constantly making small changes and a separate web browser.
Please please please open up what modifiers can be put on what homebrew.
I, like a lot of dm's, give Sorcerers a few extra spells based on origin. The only current ways to add spells known, that can be cast using slots, are via subclass or subrace. So Id have to make homebrew versions of all the sorcerer subclasses just to add a few spells.
Put that option on feats and items! why not? Just because no current items grant spells known doesn't mean no one will ever make one.
Relatedly, there is no way to put an effect like Hex Weapon or Shillelagh on anything homebrew at the moment. I moved the hex weapon bonus to blade pact, but I cant make a feat or anything to get it to show up for players on their sheet
Relatedly, can you add class/subclass restrictions to feats? It shouldn't be too hard since you already have similar restrictions, and custom feats are a reallllly easy way to add a lot of houserules
Custom warlock invocations would be a nice one also
And one I just noticed, there is no way to add actions to items. So things like Flametounge, etc dont show in your action summary
I’d like to see the option to allow an action to take place more than once (but a limited number of times) like in the Druid Wild Shape where it is twice per rest. If it already exists I’m sorry, I can’t see it.
I’d like to see the option to allow an action to take place more than once (but a limited number of times) like in the Druid Wild Shape where it is twice per rest. If it already exists I’m sorry, I can’t see it.
Thanks.
Once you have created your action and have set it to limited use, go back into it and see the ability to set how many uses there are, and the ability to enter in level overrides will be present at the bottom.
I know it's not a modifier, but like... Actions for magic items. Please. Pleeeeeeeeease. Currently magic items that can be activated with an action have to be custom added per character sheet, which means if an item changes hands (or you're publishing it for others to use) it needs to be done over and over and over again.
Tied to the above quote, I want a magic item that allows for the wielder to case a couple of spells, but each is once per long rest. So they would technically be working on one charge each, but in two different charge pools for the same item ... if that made any sense at all.
Please please please open up what modifiers can be put on what homebrew.
I, like a lot of dm's, give Sorcerers a few extra spells based on origin. The only current ways to add spells known, that can be cast using slots, are via subclass or subrace. So Id have to make homebrew versions of all the sorcerer subclasses just to add a few spells.
Put that option on feats and items! why not? Just because no current items grant spells known doesn't mean no one will ever make one.
To bring all of this together, I think this is the best option. To include the syntax formulas for making charges dynamic. For example, a shield that can be thrown X number of times, where X is your CON or STR mod. The idea is that whoever is wielding it can only throw it so many times dependent on how strong or hearty they are.
I also don't fully understand how the "Domain Spell" bonus modifier works in magic items. I want to add a spell to a Warlock's Mystic Arcanum, but the domain spell option (only one that makes sense) doesn't really have a way to add a spell that I can easily see. The item in question (very high level item) already has charges attached to it, so adding the spell that way doesn't work. I imagine that I'm not the only GM that has a handful of complex magic items who needs a way to add multiple charged/tracked modifiers/features.
In the homebrew sub-class I've created, one of the main features revolves around a custom attack to simulate a non-magical specialty weapon for the archetype. I did it by adding an action to a feature with options for weapon variation and assigning it as a "general" attack. The attack is tied to an ability for a proficiency bonus (strength or dex depending on the variation). The "weapon" is a whip-like item, so it would be nice to be able to assign the action-attack to "finesse" for a proficiency bonus rather than being forced to choose only either strength or dexterity.
Could you add "Finesse" to the abilities dropdown in the action options within a feature so the proficiency bonus would act accordingly?
"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
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I agree with the comments that being able to create mundane weapons with different base damage dice would be great. Also, I don't know if this is too far afield design-wise, but I created a homebrew subrace that gave the player an extra hit die of the type granted by their starting class (with the idea that this subrace was more resilient, especially over long, grueling treks a la the classic mountain man stories of traveling great distances while horribly injured) and couldn't find a way to implement that.
I'd like to have a modifier for items. Say you want a race that starts out with a specific item, like a Tinker's Tools or whatever. Being able to add Items would be great.
I don't know if this is actually the place, but I'd love a "Preview" window off to the side that simply contains a "mock" character sheet with the current homebrew item applied. That way you can make quick edits and see how it affects the mock character sheet. Right now I create a character based on the homebrew I'm working on and I'm constantly making small changes and a separate web browser.
Ability to edit mundane gear, example: change range, damage and other traits from a weapon.
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I'd also love the ability to create your own Race Groups. That way if you create subraces for your homebrewed race you can group them together.
For the Bonus Modifier, I don't see a choice for "Choose Charisma or Wisdom"
Please please please open up what modifiers can be put on what homebrew.
I, like a lot of dm's, give Sorcerers a few extra spells based on origin. The only current ways to add spells known, that can be cast using slots, are via subclass or subrace. So Id have to make homebrew versions of all the sorcerer subclasses just to add a few spells.
Put that option on feats and items! why not? Just because no current items grant spells known doesn't mean no one will ever make one.
Relatedly, there is no way to put an effect like Hex Weapon or Shillelagh on anything homebrew at the moment. I moved the hex weapon bonus to blade pact, but I cant make a feat or anything to get it to show up for players on their sheet
Relatedly, can you add class/subclass restrictions to feats? It shouldn't be too hard since you already have similar restrictions, and custom feats are a reallllly easy way to add a lot of houserules
Custom warlock invocations would be a nice one also
And one I just noticed, there is no way to add actions to items. So things like Flametounge, etc dont show in your action summary
Fighting styles and Classes
Personally I want homebrew to be more DM-friendly. Its so nasty to do.
hey kids do you like violence? wanna see me shove nine inch nails through each one of my eyelids?
Personally I want homebrew to be more DM-friendly. Its so nasty to do.
hey kids do you like violence? wanna see me shove nine inch nails through each one of my eyelids?
I’d like to see the option to allow an action to take place more than once (but a limited number of times) like in the Druid Wild Shape where it is twice per rest. If it already exists I’m sorry, I can’t see it.
Thanks.
- Tsvi
Once you have created your action and have set it to limited use, go back into it and see the ability to set how many uses there are, and the ability to enter in level overrides will be present at the bottom.
Thanks so much that works!
- Tsvi
Under "Additional Bonus Types" I'd love "Half Proficiency Bonus" as an option.
Also "Half Proficiency" should have a sub type for "Melee Damage Rolls"
Is there any way to add custom weapons, armor, and other non-magical gear to a character?
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Unsure if this is meant for races or subclasses, specifically, but I would like to see part of this in Magic Items as well. More on why below.
Tied to the above quote, I want a magic item that allows for the wielder to case a couple of spells, but each is once per long rest. So they would technically be working on one charge each, but in two different charge pools for the same item ... if that made any sense at all.
To bring all of this together, I think this is the best option. To include the syntax formulas for making charges dynamic. For example, a shield that can be thrown X number of times, where X is your CON or STR mod. The idea is that whoever is wielding it can only throw it so many times dependent on how strong or hearty they are.
I also don't fully understand how the "Domain Spell" bonus modifier works in magic items. I want to add a spell to a Warlock's Mystic Arcanum, but the domain spell option (only one that makes sense) doesn't really have a way to add a spell that I can easily see. The item in question (very high level item) already has charges attached to it, so adding the spell that way doesn't work. I imagine that I'm not the only GM that has a handful of complex magic items who needs a way to add multiple charged/tracked modifiers/features.
Conditional Bonuses for Items: ex. +1/+2 vs Fiends
Separate magic bonuses to attack and damage on weapons. Also, the ability to apply bonuses to a specific weapon(I.e. +1 to damage when using a spear).
In the homebrew sub-class I've created, one of the main features revolves around a custom attack to simulate a non-magical specialty weapon for the archetype. I did it by adding an action to a feature with options for weapon variation and assigning it as a "general" attack. The attack is tied to an ability for a proficiency bonus (strength or dex depending on the variation). The "weapon" is a whip-like item, so it would be nice to be able to assign the action-attack to "finesse" for a proficiency bonus rather than being forced to choose only either strength or dexterity.
Could you add "Finesse" to the abilities dropdown in the action options within a feature so the proficiency bonus would act accordingly?
Here's my homebrew subclass: Lash Dancer
I'd love to add more attunement slots and have limited uses based off of a character's proficiency modifier.
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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