If there was a way to change both the ability score and ability Score Max in one modifier that would be great
I am trying to homebrew a cloak that effects the wearer for each adoption of the Path of the Totem Barbarian - Bear. The only way to way to do this currently is to adjust the Modfiers each time. It would be great to have a multiplier bassed on character choices.
I've been homebrewing items that add spell effects, and I noticed that even though you can create a modifier that will add bonus temporary hit points, it doesn't actually work when you try to apply it to the character sheet so a fix for that would be good. I tested it by trying an official item that was set up to add temp hit points, and that didn't work either, despite having the modifier present. I have a feeling that the bonus to hit points doesn't work either, so it might be something to do with the way the hit point box is coded?
I would also like to see a bonus to the hit point maximum added (if that would work, given the above!), a way to double the speed (currently you can only add a bonus to it), and, although not techically a modifier, a way to remove a condition such as poisoned or diseased as quite a few spells and items can do this (currently, conditions can only be added to items).
Additionally, there's a way to add a modifier to an item to give avantage on skill checks, but this doesn't appear to be displayed anywhere on the character sheet? I might be being a muppet, but I can't see it - it doesn't have a section like the advantages to saving throws do, and even if I click on the skill checks that the advantage is applied to, it doesn't show.
I've been homebrewing items that add spell effects, and I noticed that even though you can create a modifier that will add bonus temporary hit points, it doesn't actually work when you try to apply it to the character sheet so a fix for that would be good. I tested it by trying an official item that was set up to add temp hit points, and that didn't work either, despite having the modifier present. I have a feeling that the bonus to hit points doesn't work either, so it might be something to do with the way the hit point box is coded?
I would also like to see a bonus to the hit point maximum added (if that would work, given the above!), a way to double the speed (currently you can only add a bonus to it), and, although not techically a modifier, a way to remove a condition such as poisoned or diseased as quite a few spells and items can do this (currently, conditions can only be added to items).
Additionally, there's a way to add a modifier to an item to give avantage on skill checks, but this doesn't appear to be displayed anywhere on the character sheet? I might be being a muppet, but I can't see it - it doesn't have a section like the advantages to saving throws do, and even if I click on the skill checks that the advantage is applied to, it doesn't show.
Thanks!
They are working on a system to implement status effects, which I believe includes things that would account for spells like Heroes' Feast and feats like inspiring leader to be automatically applied to the character sheet and conditions like frightened, poisoned, etc.
However, the modifier bonus to the temp hit points isn't working, even on the official items, and they would still need to add the bonus to the hit point maximum. :)
I don't know if anyone has mentioned this, but it would be cool if we had some way to represent features that have a certain percent chance of working.
I don't know if anyone has mentioned this, but it would be cool if we had some way to represent features that have a certain percent chance of working.
We do. They are described in the description. Toggleable effects are planned so features can apply modifiers some of the time instead of all the time.
When creating a Feat, then adding options - currently can do Actions only with the options. I'd like to have options that do more general things, like adding Darkvision or enhancing Movement speed, etc. (Unless I missed something obvious).
You can do these with the feat itself, but not 'only if you pick X or Y option' as far as I can tell.
So, I'm new to Homebrewing and 5e in general. However, I've been playing D&D in all its forms for the past 30 years. I've just recently started a new campaign using 5th edition, instead of my 3rd edition standby. I love D&D, and from what I've seen of D&D Beyond, I love the site with the Homebrewing options.
However, I need to be able to break the rules. I need to be able to modify them as I see fit. Yes, I said I'm new to Homebrewing, but when running my personal campaigns it didn't really feel like Homebrewing, at least not what everyone else seemed to be doing. I've used Homebrewed rules quite a bit, just never took the time to write them down and formalize them. With my new campaign, and the convenience of D&D Beyond, I am trying to do just that.
The current Homebrew options are awesome and all, but I have run into a few snags. I would love to see a few things added to the Homebrew options that would make my current endeavors possible. For instance:
- Create Custom Languages: With the ability to create custom races, there needs to be a way to create custom languages.
- Add Weapon Proficiency options to Custom Backgrounds: Yes, I can see that backgrounds aren't intended to give these abilities. However, from what I've seen of 5th edition being able to use a different weapon isn't a huge advantage. Backgrounds are meant to provide flavor to a character, and I find the ability to add a weapon to a character that isn't typical for their class a level of flavor that is currently lacking.
Now if these options are currently available, and I just haven't figured it out yet, please educate me.
- Create Custom Languages: With the ability to create custom races, there needs to be a way to create custom languages.
- Add Weapon Proficiency options to Custom Backgrounds: Yes, I can see that backgrounds aren't intended to give these abilities. However, from what I've seen of 5th edition being able to use a different weapon isn't a huge advantage. Backgrounds are meant to provide flavor to a character, and I find the ability to add a weapon to a character that isn't typical for their class a level of flavor that is currently lacking.
Now if these options are currently available, and I just haven't figured it out yet, please educate me.
You can add custom languages to to a character sheet by going to proficiencies and languages and clicking the gear. You can't add them to a homebrew race (yet), probably because DDB is debating having a database for homebrew languages and how that should work (it is easiest to just not, and have players just add them as needed to characters).
Weapon proficiency from background is a good example of how homebrew should be able to break the mold set by official content.
You can add custom languages to to a character sheet by going to proficiencies and languages and clicking the gear. You can't add them to a homebrew race (yet), probably because DDB is debating having a database for homebrew languages and how that should work (it is easiest to just not, and have players just add them as needed to characters).
Thanks, but I want to be able to create the languages for the players to select in the campaign
How about a way to give milestone experience path a way to add 'markers'. I'm figuring out if I want to use milestones instead of xp points but it's all or nothing. I want to grant milestone 'marker points' for minor achievements or locations reached (or even sessions attended)
I don't know if this has been discussed yet, but I would like the optional addition of Perception and Honor abilities. A Sanity tracker would be nice as well!
I'd like more options for when charges and other limited-use resources are regained, and how many. Currently, the only options are Short Rest and Long Rest (which automatically reset all uses upon resting), plus Dawn and "Other" (which do nothing, as far as I can tell). I'd like to be able to set a resource so it regains X uses per rest, instead of all uses.
Here's why. I've house-ruled death saves as an injury track. PCs sometimes make death saves even when they're above 0 HP, and failed death saves "stick around" -- they don't automatically reset when a PC gets back above 0 HP. Instead, one failure goes away with a long rest. With the current UX, none of that is doable. The death save UI isn't visible above 0 HP, and death saves automatically clear when a PC regains HP. So ideally I would love to be able to tweak DDB's subsystems for death saves, healing, and resting. But I'd settle for being able to create a homebrew injury-track feat that clears one box on a long rest.
For spells and effects on magic items to have individual charges. For example, the necklace of Prayer beads EACH have their own charge of one bead. yet the item uses the charges for all spells available on it (not to mention that you're supposed to roll to see which spells are even unlocked, similarly to the moonblade but I mentioned this already) so you can cast the same spell for all the charges when you're not supposed to. On the same item, the necklace says that you can use your bonus action to cast each of these spells yet there is no way to grant that on the character sheet.
ALSO, a way to 'unlock' or 'replace' spells. For example. the Bracelet of Rock Magic from the Yawning Portal book lets you cast Flesh to Stone 3 times and THEN after allowing you to cast shape stone (and then, making it non-magical after 13 casts of that).
Right now you can add additional damage die to melee attacks (see booming blade cantrip for example) but there's no way to add damage die to ranged weapon attacks that actually shows, unless i'm missing something.
I am trying to homebrew a cloak that effects the wearer for each adoption of the Path of the Totem Barbarian - Bear. The only way to way to do this currently is to adjust the Modfiers each time. It would be great to have a multiplier bassed on character choices.
Hi,
I've been homebrewing items that add spell effects, and I noticed that even though you can create a modifier that will add bonus temporary hit points, it doesn't actually work when you try to apply it to the character sheet so a fix for that would be good. I tested it by trying an official item that was set up to add temp hit points, and that didn't work either, despite having the modifier present. I have a feeling that the bonus to hit points doesn't work either, so it might be something to do with the way the hit point box is coded?
I would also like to see a bonus to the hit point maximum added (if that would work, given the above!), a way to double the speed (currently you can only add a bonus to it), and, although not techically a modifier, a way to remove a condition such as poisoned or diseased as quite a few spells and items can do this (currently, conditions can only be added to items).
Additionally, there's a way to add a modifier to an item to give avantage on skill checks, but this doesn't appear to be displayed anywhere on the character sheet? I might be being a muppet, but I can't see it - it doesn't have a section like the advantages to saving throws do, and even if I click on the skill checks that the advantage is applied to, it doesn't show.
Thanks!
They are working on a system to implement status effects, which I believe includes things that would account for spells like Heroes' Feast and feats like inspiring leader to be automatically applied to the character sheet and conditions like frightened, poisoned, etc.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
That's cool!
However, the modifier bonus to the temp hit points isn't working, even on the official items, and they would still need to add the bonus to the hit point maximum. :)
I don't know if anyone has mentioned this, but it would be cool if we had some way to represent features that have a certain percent chance of working.
We do. They are described in the description. Toggleable effects are planned so features can apply modifiers some of the time instead of all the time.
sweet!
When creating a Feat, then adding options - currently can do Actions only with the options. I'd like to have options that do more general things, like adding Darkvision or enhancing Movement speed, etc. (Unless I missed something obvious).
You can do these with the feat itself, but not 'only if you pick X or Y option' as far as I can tell.
So, I'm new to Homebrewing and 5e in general. However, I've been playing D&D in all its forms for the past 30 years. I've just recently started a new campaign using 5th edition, instead of my 3rd edition standby. I love D&D, and from what I've seen of D&D Beyond, I love the site with the Homebrewing options.
However, I need to be able to break the rules. I need to be able to modify them as I see fit. Yes, I said I'm new to Homebrewing, but when running my personal campaigns it didn't really feel like Homebrewing, at least not what everyone else seemed to be doing. I've used Homebrewed rules quite a bit, just never took the time to write them down and formalize them. With my new campaign, and the convenience of D&D Beyond, I am trying to do just that.
The current Homebrew options are awesome and all, but I have run into a few snags. I would love to see a few things added to the Homebrew options that would make my current endeavors possible. For instance:
- Create Custom Languages: With the ability to create custom races, there needs to be a way to create custom languages.
- Add Weapon Proficiency options to Custom Backgrounds: Yes, I can see that backgrounds aren't intended to give these abilities. However, from what I've seen of 5th edition being able to use a different weapon isn't a huge advantage. Backgrounds are meant to provide flavor to a character, and I find the ability to add a weapon to a character that isn't typical for their class a level of flavor that is currently lacking.
Now if these options are currently available, and I just haven't figured it out yet, please educate me.
You can add custom languages to to a character sheet by going to proficiencies and languages and clicking the gear. You can't add them to a homebrew race (yet), probably because DDB is debating having a database for homebrew languages and how that should work (it is easiest to just not, and have players just add them as needed to characters).
Weapon proficiency from background is a good example of how homebrew should be able to break the mold set by official content.
Thanks, but I want to be able to create the languages for the players to select in the campaign
Can we have the ability to create items that add spell slots a lot of homebrew do this and I see other people asking for it too.
How about a way to give milestone experience path a way to add 'markers'. I'm figuring out if I want to use milestones instead of xp points but it's all or nothing. I want to grant milestone 'marker points' for minor achievements or locations reached (or even sessions attended)
I don't know if this has been discussed yet, but I would like the optional addition of Perception and Honor abilities. A Sanity tracker would be nice as well!
I'd like to make PC class a prerequisite for a feat.
Recently returned to D&D after 20+ years.
Unapologetic.
I'd like more options for when charges and other limited-use resources are regained, and how many. Currently, the only options are Short Rest and Long Rest (which automatically reset all uses upon resting), plus Dawn and "Other" (which do nothing, as far as I can tell). I'd like to be able to set a resource so it regains X uses per rest, instead of all uses.
Here's why. I've house-ruled death saves as an injury track. PCs sometimes make death saves even when they're above 0 HP, and failed death saves "stick around" -- they don't automatically reset when a PC gets back above 0 HP. Instead, one failure goes away with a long rest. With the current UX, none of that is doable. The death save UI isn't visible above 0 HP, and death saves automatically clear when a PC regains HP. So ideally I would love to be able to tweak DDB's subsystems for death saves, healing, and resting. But I'd settle for being able to create a homebrew injury-track feat that clears one box on a long rest.
Thanks!
For spells and effects on magic items to have individual charges. For example, the necklace of Prayer beads EACH have their own charge of one bead. yet the item uses the charges for all spells available on it (not to mention that you're supposed to roll to see which spells are even unlocked, similarly to the moonblade but I mentioned this already) so you can cast the same spell for all the charges when you're not supposed to. On the same item, the necklace says that you can use your bonus action to cast each of these spells yet there is no way to grant that on the character sheet.
ALSO, a way to 'unlock' or 'replace' spells. For example. the Bracelet of Rock Magic from the Yawning Portal book lets you cast Flesh to Stone 3 times and THEN after allowing you to cast shape stone (and then, making it non-magical after 13 casts of that).
Please work on that.
Right now you can add additional damage die to melee attacks (see booming blade cantrip for example) but there's no way to add damage die to ranged weapon attacks that actually shows, unless i'm missing something.
I don't know a way to do this in D&D Beyond but homebrew Artificer Infusions would be cool.
I'd like to be able to control which homebrew items are shared with which campaigns, instead of all or nothing.