Can I just home brew an entire class? Subclass is cool for different flavor. But I want to make the entire class and flavor it with subclasses. For instance if I want a psionic character I want it to use actual psionics...Not just psionic-like spells or abilities. and I want them psionic right out of the gate...not further down the road after I get the subclass.
I understand that I can just say that's what's going on...but it would be cool if I could build in here and share it.
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“The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown” ― H.P. Lovecraft, Supernatural Horror in Literature
Another thing I would love to have is making artificer infusions. Maybe this already exists, but I couldn’t find it, and would love some sort of customizability to the artificer.
Something I really want to see in homebrew is a toggle for things that are active prior to attunement and what becomes available after you are attuned. So you can make an item that seems like a simple magic item (i.e. gives a +1 bonus) but if you can meet the attunement conditions it becomes far better with various bonuses.
It would open the door to innumerable new homebrew options.
the possibility to have multiple damage type in a single action or attack !
I'll use an example to try and be more clear, one of my player is cursed, and slowly transforming into a snake, therefore he gained a bite attack, the bite attack deal 1d6+str piercing damage AND 1d6 poison damage
the possibility to have multiple damage type in a single action or attack !
I'll use an example to try and be more clear, one of my player is cursed, and slowly transforming into a snake, therefore he gained a bite attack, the bite attack deal 1d6+str piercing damage AND 1d6 poison damage
That’s totally doable. It absolutely works with magic weapons lIke Flame Tongue Swords as an example. And it works for spells too, I know because I wrote one that does both Radiant and Force damage are the same time. I don’t know if it would work by adding the action to a feat, it should, but if it doesn’t you can make it as a Magic weapon as a work around.
i know it work for magic item, but to make it work with magic item, you use a modifier, and as the weapon as it's original damage, it write both. but for action included in a feat for example (I use feat to represent my curses effect) you can't have multiple damage type in an action, at least i don't know how.
i know it work for magic item, but to make it work with magic item, you use a modifier, and as the weapon as it's original damage, it write both. but for action included in a feat for example (I use feat to represent my curses effect) you can't have multiple damage type in an action, at least i don't know how.
That’s true. But as a temporary workaround I would just make it a magic weapon to fill the requirement for the action field on the character sheet. It’s not perfect, but it works. I was just suggesting a way to do what you need with what is currently available. I 100% agree that we need more modifiers and a modifier subtypes for altering Unarmed Strikes and Natural Weapons.
But we’ve gotten a bit off topic here. So for everyone else’s sake, if you’d like to discuss it further you should either PM me or start a new thread.
Multiple options for attunement Must/may(certain benefits apply)/non-attunable/and autoattune(cursed)
A pop window that let's you know if something you've added to your build triggers the license flag.
I'm not sure if the following falls under this category but I'm gonna say it anyway.
On character sheet equipment: I do not like the "remove" button. In standard American English when you remove an item you stop wearing it, you don't discard it. Button should be tagged delete. I'd also like a button to transfer an item to another party member in the same campaign, a button to sell an item and on the item search screen for buy. (With auto currency adjustment for buy/sell.)
This might be a bit off-topic, I want to be able to add spells to a wizard or ritual spellbook beyond what is normal;
"You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library." - Ref: Wizard class
"If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book." - Ref: Ritual Caster feat
"On your adventures, you can add other ritual spells to your Book of Shadows." - Ref: Warlock class Book of Ancient Secrets Eldritch Invocation
As of now, the easiest way to add these is with a homebrew feat specific to the character.
This might be a bit off-topic, I want to be able to add spells to a wizard or ritual spellbook beyond what is normal;
"You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library." - Ref: Wizard class
"If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book." - Ref: Ritual Caster feat
"On your adventures, you can add other ritual spells to your Book of Shadows." - Ref: Warlock class Book of Ancient Secrets Eldritch Invocation
As of now, the easiest way to add these is with a homebrew feat specific to the character.
At least with the Wizard class, you can continue to add spells beyond what your normal capability would be even at first level as long as the spell is of a level you can cast. Not sure about the others as I haven't played with them on DnDBeyond yet.
This might be a bit off-topic, I want to be able to add spells to a wizard or ritual spellbook beyond what is normal;
"You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library." - Ref: Wizard class
"If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book." - Ref: Ritual Caster feat
"On your adventures, you can add other ritual spells to your Book of Shadows." - Ref: Warlock class Book of Ancient Secrets Eldritch Invocation
As of now, the easiest way to add these is with a homebrew feat specific to the character.
You can add spells to your Wizard spellbook directly on your character sheet. Under Manage Spells, then click/tap “Add Spells.”
You can add spells to your Ritual Caster book and to your Book of Ancient secrets in the editor for the character directly where you add those at level-up.
For the Ritual Caster feat, you can also add spells to the feat under “manage feats” in the Feats portion of the Features and Traits section of the character sheet.
This might be a bit off-topic, I want to be able to add spells to a wizard or ritual spellbook beyond what is normal;
"You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library." - Ref: Wizard class
"If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book." - Ref: Ritual Caster feat
"On your adventures, you can add other ritual spells to your Book of Shadows." - Ref: Warlock class Book of Ancient Secrets Eldritch Invocation
As of now, the easiest way to add these is with a homebrew feat specific to the character.
You can add spells to your Wizard spellbook directly on your character sheet. Under Manage Spells, then click/tap “Add Spells.”
You can add spells to your Ritual Caster book and to your Book of Ancient secrets in the editor for the character directly where you add those at level-up.
For the Ritual Caster feat, you can also add spells to the feat under “manage feats” in the Feats portion of the Features and Traits section of the character sheet.
in the wizard spellbook you can only add wizard spells and even if you learn a spell that is in the wizard list written down by a sorcerer then the rules say the modifier for casting it ends up being charisma not int...
for warlock... ah, the problem was that I was trying to add a spell that was higher level than half the character's level rounded down.
ritual caster will only allow you to select rituals from the class of the caster type you select
I want to be able to delete things I've published (that are not added by anyone, I recreated some stuff in order to change the base type of homebrew object and don't want to see the other one in my creations list anymore)
You can add spells to your Wizard spellbook directly on your character sheet. Under Manage Spells, then click/tap “Add Spells.”
in the wizard spellbook you can only add wizard spells and even if you learn a spell that is in the wizard list written down by a sorcerer then the rules say the modifier for casting it ends up being charisma not int...
That is incorrect. If it appears on the Wizard List you can add it to your spellbook. It does not matter who wrote it. The only spells you cannot add are spells that do not appear on the Wizard spell list.
I'm not sure if it's been said already, but adding a +x damage to spell attacks would be really nice. To my knowledge, I can only increase the bonus on spell attack rolls.
I would like if the portait avatar for a homebrew race/subrace/variant were suggested for character portraits, the race group or parent race should also guide portrait suggestions.
It'd also be convenient if I could upload a couple more portraits to be available.
I'm trying to figure out how to make an action show the area type with a save DC. It seems to only show the area if I set the 'attack range', but then it shows a hit modifier instead of the save DC. Also, no matter what combination of settings I use it doesn't show the area in the notes like it does for spells. There also seems to be a bug where a general action has a range value it shows in the action range column but the detailed range/area shows "--".
Can I just home brew an entire class? Subclass is cool for different flavor. But I want to make the entire class and flavor it with subclasses. For instance if I want a psionic character I want it to use actual psionics...Not just psionic-like spells or abilities. and I want them psionic right out of the gate...not further down the road after I get the subclass.
I understand that I can just say that's what's going on...but it would be cool if I could build in here and share it.
“The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown”
― H.P. Lovecraft, Supernatural Horror in Literature
Another thing I would love to have is making artificer infusions. Maybe this already exists, but I couldn’t find it, and would love some sort of customizability to the artificer.
Hi there!
Something I really want to see in homebrew is a toggle for things that are active prior to attunement and what becomes available after you are attuned. So you can make an item that seems like a simple magic item (i.e. gives a +1 bonus) but if you can meet the attunement conditions it becomes far better with various bonuses.
It would open the door to innumerable new homebrew options.
the possibility to have multiple damage type in a single action or attack !
I'll use an example to try and be more clear, one of my player is cursed, and slowly transforming into a snake, therefore he gained a bite attack, the bite attack deal 1d6+str piercing damage AND 1d6 poison damage
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
That’s totally doable. It absolutely works with magic weapons lIke Flame Tongue Swords as an example. And it works for spells too, I know because I wrote one that does both Radiant and Force damage are the same time. I don’t know if it would work by adding the action to a feat, it should, but if it doesn’t you can make it as a Magic weapon as a work around.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
i know it work for magic item, but to make it work with magic item, you use a modifier, and as the weapon as it's original damage, it write both. but for action included in a feat for example (I use feat to represent my curses effect) you can't have multiple damage type in an action, at least i don't know how.
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
That’s true. But as a temporary workaround I would just make it a magic weapon to fill the requirement for the action field on the character sheet. It’s not perfect, but it works. I was just suggesting a way to do what you need with what is currently available. I 100% agree that we need more modifiers and a modifier subtypes for altering Unarmed Strikes and Natural Weapons.
But we’ve gotten a bit off topic here. So for everyone else’s sake, if you’d like to discuss it further you should either PM me or start a new thread.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Things I'd like to see:
Class homebrew
Action button on items
Trigger options on items
Multiple options for attunement Must/may(certain benefits apply)/non-attunable/and autoattune(cursed)
A pop window that let's you know if something you've added to your build triggers the license flag.
I'm not sure if the following falls under this category but I'm gonna say it anyway.
On character sheet equipment: I do not like the "remove" button. In standard American English when you remove an item you stop wearing it, you don't discard it. Button should be tagged delete. I'd also like a button to transfer an item to another party member in the same campaign, a button to sell an item and on the item search screen for buy. (With auto currency adjustment for buy/sell.)
I want to see subraces and variants in the homebrew race search
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
This might be a bit off-topic, I want to be able to add spells to a wizard or ritual spellbook beyond what is normal;
"You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library." - Ref: Wizard class
"If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book." - Ref: Ritual Caster feat
"On your adventures, you can add other ritual spells to your Book of Shadows." - Ref: Warlock class Book of Ancient Secrets Eldritch Invocation
As of now, the easiest way to add these is with a homebrew feat specific to the character.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
At least with the Wizard class, you can continue to add spells beyond what your normal capability would be even at first level as long as the spell is of a level you can cast. Not sure about the others as I haven't played with them on DnDBeyond yet.
You can add spells to your Wizard spellbook directly on your character sheet. Under Manage Spells, then click/tap “Add Spells.”
You can add spells to your Ritual Caster book and to your Book of Ancient secrets in the editor for the character directly where you add those at level-up.
For the Ritual Caster feat, you can also add spells to the feat under “manage feats” in the Feats portion of the Features and Traits section of the character sheet.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I would like to be able to change the range on homebrew weapons please.
in the wizard spellbook you can only add wizard spells and even if you learn a spell that is in the wizard list written down by a sorcerer then the rules say the modifier for casting it ends up being charisma not int...
for warlock... ah, the problem was that I was trying to add a spell that was higher level than half the character's level rounded down.
ritual caster will only allow you to select rituals from the class of the caster type you select
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
I want to be able to delete things I've published (that are not added by anyone, I recreated some stuff in order to change the base type of homebrew object and don't want to see the other one in my creations list anymore)
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
That is incorrect. If it appears on the Wizard List you can add it to your spellbook. It does not matter who wrote it. The only spells you cannot add are spells that do not appear on the Wizard spell list.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
damn, now I'm not sure where I got that in my head from.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
I'm not sure if it's been said already, but adding a +x damage to spell attacks would be really nice. To my knowledge, I can only increase the bonus on spell attack rolls.
I would like if the portait avatar for a homebrew race/subrace/variant were suggested for character portraits, the race group or parent race should also guide portrait suggestions.
It'd also be convenient if I could upload a couple more portraits to be available.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
I'm trying to figure out how to make an action show the area type with a save DC. It seems to only show the area if I set the 'attack range', but then it shows a hit modifier instead of the save DC. Also, no matter what combination of settings I use it doesn't show the area in the notes like it does for spells. There also seems to be a bug where a general action has a range value it shows in the action range column but the detailed range/area shows "--".
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.