I would just like to add spell slots to anything really. Feats, Subclasses, Items.. idk just everything you could. I'm working on a campaign and I had this cool idea for a Legendary item for my one spell caster where it gives you a bonus to spell slots, (Example 2 level slots, 3 level 1 slots.. etc). now I wouldn't go that far to add 3 slots but the ability to add even one would be amazing. I know the members of my party quite well so making an item specifically for them that they'd be excited about would be awesome. But all in all usable spell slots would be cool as heck.
Maybe a bug filled mess for them to do that or a bit complicated I understand that but sometime in the future I hope to see their addition to DDB. A feature like this would make a party member of mine quite happy and that in turn would make me happy since his character got a cool new buff.
I would just like to add spell slots to anything really. Feats, Subclasses, Items.. idk just everything you could. I'm working on a campaign and I had this cool idea for a Legendary item for my one spell caster where it gives you a bonus to spell slots, (Example 2 level slots, 3 level 1 slots.. etc). now I wouldn't go that far to add 3 slots but the ability to add even one would be amazing. I know the members of my party quite well so making an item specifically for them that they'd be excited about would be awesome. But all in all usable spell slots would be cool as heck.
Maybe a bug filled mess for them to do that or a bit complicated I understand that but sometime in the future I hope to see their addition to DDB. A feature like this would make a party member of mine quite happy and that in turn would make me happy since his character got a cool new buff.
I have been adding spell slots through the items themselves, or through an extra item. I put, say, two uses on the item, and in the description I put that these uses can be used in place of a spell slot. Doing it that way you can even specify what level of spells can be cast (in the description). From memory you can do the same thing with a Feat, although my memory MAY be faulty there.
It is not anywhere near what you want, but it is a workaround until increasing actual spell slots is considered as an addition.
I would love it if the were a “Modifier—>Damage, Modifier Subtype—>X” could apply an Ability Modifier. For the life of me I can not get a gorram Longbow to add Str mod as bonus damage. I have tried every combination of “stacking bonus” I can and ultimately just have had to alter it directly on the character sheet.
I also wish that the modifiers system could allow me to create magic items that affect unarmed strikes/natural weapons. Being able to give my players a Flame Tongue effect for their punches would make them and me very happy.
I wish that there was a modifier or checkbox that would allow me to make spells like Booming Blade that worked for unarmed strikes and natural weapons. It would be great if I could apply modifiers to those things in other ways such as feats, class/race features, etc. Thank you. 🙏
Being able to add multiple attacks to a magic weapon that populate the Actions section of the character sheet when the weapon is equipped.
For example, an elemental themed shortbow that has 4 options for damage type, and each attack has a saving throw attached to it do some kind of elemental effect. When the character equips the bow, they get actions added to their actions list on the character sheet like "Elemental Shortbow, +1: Water" that does 1d6 cold damage and has some way indicate a DC15 CON saving throw to avoid having movement slowed by 10 feet, either in the notes on the action listing, or in the text box from clicking on it.
As it stands, I'm having to manually add custom attacks to a player's character sheet, which also have the added problem of still not being able to incorporate a to hit bonus for... reasons, I guess. (sweet jeebus, please just make to-hit modifiable on custom attacks.) Which leaves me with an attack from the magic item itself with all the correct stats except the wrong damage type, and custom attacks that have the damage type and saving throw, but the wrong to-hit numbers.
At this point, it would actually be easier to implement this weapon with a feat (which allows custom actions to be added) than a magic item, which feels absurd.
I want to be able to grant advantage on saving throws and immunity against specific conditions
You can. “Modifier—>Advantage,” “Modifier Subtype—>Saving Throws” and then type the thing you want them to have advantage against in the details field. That’s the same way Fae Ancestry is done.
I do not know how this hasn't been add yet, but under the bonus modifier I'm not seeing a "choose strength or charisma" option.
There are a lot of "choose" combinations missing. There are over 700 combinations of abilities and most haven't been used in an official option. Rather than a new modifier, this will require a new selection system so the list isn't over run by the combos.
My DM gave me a pair of gauntlets that added an AC bonus equal to my strength score. I am trying to make the item to add to my character, but I don't see an option to add a modifier to my AC. Would it be possible to add this ability or is there already a way to do this?
Still waiting to see adjustable weapon damage die. This has been a feature that has come up for years and hasn't been implemented because "they've already added balanced weapons, so use them". I don't want to reskin a greatsword that still has that property in its description because I've tried it, and it confused my players as to what it really was. I want to make a 2d6 Warhammer because that's my decision as a consumer, homebrewer, DM, and subscriber. This feature needs to be implemented, DnDB already have the Replace Damage Type, weapon attack damage, and other similar modifiers, it really isn't that big a deal to make an override. Years later and this is still broken. We don't want it because it's balanced, we want it because its a consumer-friendly feature that would actually let us interact more freely with the product and make the things we've already imagined. That's the whole point of DnD and I find it incredibly disheartening that Wizards themselves won't allow us to do so except for immersion-breaking half-finished ways.
D&D 5th edition has a selection of weapons that were designed to be balanced in play. The guidance from the designers of the game is that anyone wanting to create a new weapon should just select an existing weapon and rename it.
D&D Beyond has taken this guidance from Wizards of the Coast and currently there are no plans to allow homebrew of base weapons.
What your player CAN do though is just add custom attacks to their character sheet to represent whatever you as the DM choose to allow.
why is that even in the bug section ? as a new feature it totally doesn't go in th ebug section. it shouldn't be there.
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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
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I would love to be able to add additional spell slots to characters through a feat.
I would just like to add spell slots to anything really. Feats, Subclasses, Items.. idk just everything you could. I'm working on a campaign and I had this cool idea for a Legendary item for my one spell caster where it gives you a bonus to spell slots, (Example 2 level slots, 3 level 1 slots.. etc). now I wouldn't go that far to add 3 slots but the ability to add even one would be amazing. I know the members of my party quite well so making an item specifically for them that they'd be excited about would be awesome. But all in all usable spell slots would be cool as heck.
Maybe a bug filled mess for them to do that or a bit complicated I understand that but sometime in the future I hope to see their addition to DDB. A feature like this would make a party member of mine quite happy and that in turn would make me happy since his character got a cool new buff.
I have been adding spell slots through the items themselves, or through an extra item. I put, say, two uses on the item, and in the description I put that these uses can be used in place of a spell slot. Doing it that way you can even specify what level of spells can be cast (in the description). From memory you can do the same thing with a Feat, although my memory MAY be faulty there.
It is not anywhere near what you want, but it is a workaround until increasing actual spell slots is considered as an addition.
Homebrew: | Races | Items | Monsters | Spells | Backgrounds | Feats
Variable damage, healing, etc. based on current number of Temporary Hit Points
I would love it if the were a “Modifier—>Damage, Modifier Subtype—>X” could apply an Ability Modifier. For the life of me I can not get a gorram Longbow to add Str mod as bonus damage. I have tried every combination of “stacking bonus” I can and ultimately just have had to alter it directly on the character sheet.
I also wish that the modifiers system could allow me to create magic items that affect unarmed strikes/natural weapons. Being able to give my players a Flame Tongue effect for their punches would make them and me very happy.
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I wish that there was a modifier or checkbox that would allow me to make spells like Booming Blade that worked for unarmed strikes and natural weapons. It would be great if I could apply modifiers to those things in other ways such as feats, class/race features, etc. Thank you. 🙏
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Being able to add multiple attacks to a magic weapon that populate the Actions section of the character sheet when the weapon is equipped.
For example, an elemental themed shortbow that has 4 options for damage type, and each attack has a saving throw attached to it do some kind of elemental effect. When the character equips the bow, they get actions added to their actions list on the character sheet like "Elemental Shortbow, +1: Water" that does 1d6 cold damage and has some way indicate a DC15 CON saving throw to avoid having movement slowed by 10 feet, either in the notes on the action listing, or in the text box from clicking on it.
As it stands, I'm having to manually add custom attacks to a player's character sheet, which also have the added problem of still not being able to incorporate a to hit bonus for... reasons, I guess. (sweet jeebus, please just make to-hit modifiable on custom attacks.) Which leaves me with an attack from the magic item itself with all the correct stats except the wrong damage type, and custom attacks that have the damage type and saving throw, but the wrong to-hit numbers.
At this point, it would actually be easier to implement this weapon with a feat (which allows custom actions to be added) than a magic item, which feels absurd.
I want to be able to grant advantage on saving throws and immunity against specific conditions
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
You can. “Modifier—>Advantage,” “Modifier Subtype—>Saving Throws” and then type the thing you want them to have advantage against in the details field. That’s the same way Fae Ancestry is done.
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I do not know how this hasn't been add yet, but under the bonus modifier I'm not seeing a "choose strength or charisma" option.
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There are a lot of "choose" combinations missing. There are over 700 combinations of abilities and most haven't been used in an official option. Rather than a new modifier, this will require a new selection system so the list isn't over run by the combos.
Yeah, that's definitely true. The more I've been working with the homebrew creator the more I see the limitations of what can be done with it.
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My DM gave me a pair of gauntlets that added an AC bonus equal to my strength score. I am trying to make the item to add to my character, but I don't see an option to add a modifier to my AC. Would it be possible to add this ability or is there already a way to do this?
try this... modifier -> bonus -> armor class -> ability score: str
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I would like to add my voice to those asking for the ability to change or scale the damage dice of a weapon.
"Not all those who wander are lost"
Ditto
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Still waiting to see adjustable weapon damage die. This has been a feature that has come up for years and hasn't been implemented because "they've already added balanced weapons, so use them". I don't want to reskin a greatsword that still has that property in its description because I've tried it, and it confused my players as to what it really was. I want to make a 2d6 Warhammer because that's my decision as a consumer, homebrewer, DM, and subscriber. This feature needs to be implemented, DnDB already have the Replace Damage Type, weapon attack damage, and other similar modifiers, it really isn't that big a deal to make an override. Years later and this is still broken. We don't want it because it's balanced, we want it because its a consumer-friendly feature that would actually let us interact more freely with the product and make the things we've already imagined. That's the whole point of DnD and I find it incredibly disheartening that Wizards themselves won't allow us to do so except for immersion-breaking half-finished ways.
Someone has started to pay attention, let’s keep it at the top of the list!
https://www.dndbeyond.com/forums/d-d-beyond-general/bugs-support/35405-homebrew-weapon-base-damage
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why is that even in the bug section ?
as a new feature it totally doesn't go in th ebug section. it shouldn't be there.
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)
Then send a message to a moderator asking them to move it.
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