When adding a spell to homebrew feature I want to be able to override the verbal/somatic/material requirements (set to 'No' or change the material requirements), I know I can do this by making an action instead and copying all the spell details except that, but it would be much easier this way.
I want to create items from scratch and not base them on other items. Let us select the item type and populate the required properties for that type. i.e. weapons must indicate simple or martial, armor must indicate if they cause disadvantage on stealth and if they are light/medium/heavy, etc.
Also common homebrew items should appear under characters' manage equipment add item filter under common, not magical
In the homebrew creator, when we set something as “common” we are setting it as a “common magic item” because we cannot make non-magical items yet. So in reality it would be more accurate to change the filter in Management Equipment to read non-magical.
I'd really like to see an "action" modifier given to items so that it can be added automagically without needing the players to go in and do it manually. Other things like Feats have the action options, it'd be nice if items did too.
*also adding the oversized modifier
*also add the ability to change the Reload modifier of weapons, not just loading.
Usable, custom actions that can be added to magic items. 'Cause as it stands right now, either have to make a custom feat that makes that action, or make a custom action for it on the character sheet.
I know this isn’t a modifier request, but the appropriate obvious thread is locked so I figure I’ll leave this request here and if it belongs somewhere else I trust in Mods (little joke there) to see it finds its destination. Thanks in advance.
It sure would be swell if there were tooltips for more things like [feat], [class], [race], maybe even [classfeature] or [racefeature]. Just putting that out there. Thank you for everything.
I've messed around with the subclass creator a lot and there are a few things that I wish I was able to do differently.
-There should be an option to choose from custom list of proficiencies in the same way that you can choose from a list of spells (such as how a nature domain cleric can choose from animal handling, nature, and survival).
-In the character builder, spell choices show up before your character is high enough level to learn the spell, and learning a spell from one choice doesn’t remove it as an option from the other choices.
As it is, its easier to just make a bunch of class options that teach spells/proficiencies rather than using the spells/modifiers feature - however, doing it this way doesn’t show information on the spell you picked in the character builder, and it takes up an unnecessary amount of space on the information page because you have to name each class feature.
Alternatively, make it possible to include multiple lists of class options within a single class feature.
-The ability to make a chosen option a prerequisite for another option within the same feature.
-The ability to filter a list of spells to choose from by damage type (although this would make it pretty easy to bypass the rule against including spells not from the basic rules.)
-The ability to make a copy of a homebrew subclass to edit separately.
-While choosing a spell, there is an option called “available at character level” which is confusing because it actually only makes the spell available at the specified class level.
I think we all could use a way to make Normal unique items , like treasure items. 10 gp opal , or 50 gold piece necklace, or a 100 gp silver statue. That the DM can pass out in his home content. right now each player has to create it, and these personal items do not share across a champion
I think we all could use a way to make Normal unique items , like treasure items. 10 gp opal , or 50 gold piece necklace, or a 100 gp silver statue. That the DM can pass out in his home content. right now each player has to create it, and these personal items do not share across a champion
I think it'd be great if they also made a "Sell" option like they have the Add and Remove so these could be automagically transitioned to the appropriate currency.
I think we all could use a way to make Normal unique items , like treasure items. 10 gp opal , or 50 gold piece necklace, or a 100 gp silver statue. That the DM can pass out in his home content. right now each player has to create it, and these personal items do not share across a champion
I think it'd be great if they also made a "Sell" option like they have the Add and Remove so these could be automagically transitioned to the appropriate currency.
What is “appropriate” for one DM’s campaign setting might not be for another’s. I one world, the resale value of Rope, Hempen (50 feet) might be 5sp, in another it might be 2sp, or 7sp. 🤷♂️
i've got a big one. inspired by the artificer class. the ability to ask for player input via their character sheet for an item to be augmented. for example, how artificers have infusions. this would be a huge boon for home brew artificer subclasses and others who want to have certain subclasses have special effects on certain items
while I'm on the subject, an "tem" category, like how a feature has a 'creatures' category where you can specify a creature the feature grants access too.
We need to be able to change the range of ranged weapons; bows, thrown daggers, darts and such. I've made some leather bolas but can't change the throwing range, so it's stuck at 5 feet (since I used a net as a template), which makes no sense. I love the item creation feature, but basic things like range and such should be fixed.
Right now we have the ability to create a counter that decreases in value through the "Action" feature. It would be great if we could have a counter that increases in value.
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Jamie
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When adding a spell to homebrew feature I want to be able to override the verbal/somatic/material requirements (set to 'No' or change the material requirements), I know I can do this by making an action instead and copying all the spell details except that, but it would be much easier this way.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
I want to create items from scratch and not base them on other items. Let us select the item type and populate the required properties for that type. i.e. weapons must indicate simple or martial, armor must indicate if they cause disadvantage on stealth and if they are light/medium/heavy, etc.
Also common homebrew items should appear under characters' manage equipment add item filter under common, not magical
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
In the homebrew creator, when we set something as “common” we are setting it as a “common magic item” because we cannot make non-magical items yet. So in reality it would be more accurate to change the filter in Management Equipment to read non-magical.
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So in reality there is no path to homebrew a non-magical item, then that is an ask.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
They’re already working on that one.
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I'd really like to see an "action" modifier given to items so that it can be added automagically without needing the players to go in and do it manually. Other things like Feats have the action options, it'd be nice if items did too.
*also adding the oversized modifier
*also add the ability to change the Reload modifier of weapons, not just loading.
The ability to add bonus through spell types. Like adding a +1 to thunder damage.
Usable, custom actions that can be added to magic items. 'Cause as it stands right now, either have to make a custom feat that makes that action, or make a custom action for it on the character sheet.
I know this isn’t a modifier request, but the
appropriateobvious thread is locked so I figure I’ll leave this request here and if it belongs somewhere else I trust in Mods (little joke there) to see it finds its destination. Thanks in advance.It sure would be swell if there were tooltips for more things like [feat], [class], [race], maybe even [classfeature] or [racefeature]. Just putting that out there. Thank you for everything.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I've messed around with the subclass creator a lot and there are a few things that I wish I was able to do differently.
-There should be an option to choose from custom list of proficiencies in the same way that you can choose from a list of spells (such as how a nature domain cleric can choose from animal handling, nature, and survival).
-In the character builder, spell choices show up before your character is high enough level to learn the spell, and learning a spell from one choice doesn’t remove it as an option from the other choices.
As it is, its easier to just make a bunch of class options that teach spells/proficiencies rather than using the spells/modifiers feature - however, doing it this way doesn’t show information on the spell you picked in the character builder, and it takes up an unnecessary amount of space on the information page because you have to name each class feature.
Alternatively, make it possible to include multiple lists of class options within a single class feature.
-The ability to make a chosen option a prerequisite for another option within the same feature.
-The ability to filter a list of spells to choose from by damage type (although this would make it pretty easy to bypass the rule against including spells not from the basic rules.)
-The ability to make a copy of a homebrew subclass to edit separately.
-While choosing a spell, there is an option called “available at character level” which is confusing because it actually only makes the spell available at the specified class level.
I think we all could use a way to make Normal unique items , like treasure items. 10 gp opal , or 50 gold piece necklace, or a 100 gp silver statue. That the DM can pass out in his home content. right now each player has to create it, and these personal items do not share across a champion
The ability to add additional spell slots like from a Ring of Spell Storing, but from an ability or other item.
I think it'd be great if they also made a "Sell" option like they have the Add and Remove so these could be automagically transitioned to the appropriate currency.
What is “appropriate” for one DM’s campaign setting might not be for another’s. I one world, the resale value of Rope, Hempen (50 feet) might be 5sp, in another it might be 2sp, or 7sp. 🤷♂️
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
The ability to extend the reach of an item (like a whip with a 15ft reach).
Please check out my homebrew and give me feedback!
Subclasses | Races | Spells | Magic Items | Monsters | Feats | Backgrounds
i've got a big one. inspired by the artificer class. the ability to ask for player input via their character sheet for an item to be augmented. for example, how artificers have infusions. this would be a huge boon for home brew artificer subclasses and others who want to have certain subclasses have special effects on certain items
while I'm on the subject, an "tem" category, like how a feature has a 'creatures' category where you can specify a creature the feature grants access too.
I would like the ability to make your own conditions (such as burning or shocked) or ability scores (such and sanity and honor)
We need to be able to change the range of ranged weapons; bows, thrown daggers, darts and such.
I've made some leather bolas but can't change the throwing range, so it's stuck at 5 feet (since I used a net as a template), which makes no sense.
I love the item creation feature, but basic things like range and such should be fixed.
Yes that is true
Right now we have the ability to create a counter that decreases in value through the "Action" feature. It would be great if we could have a counter that increases in value.