Just learned a while ago that you can actually tick a box on a weapon as a pact of blade warlock, and even more thrilling is if you are a hex blade you can tick an additional box to make it your hex weapon. Looked around to see how this is done and unfortuit only done with a specific workaround? I’d love to have a modifier that allows homebrew creators to add something similar, but customized to their needs. For example, if i wanted to grant a class the ability to enchant a weapon to use as their “holy weapon” or some such, and have the benefits of the feature apply only to that weapon they;ve chosen.
TL;DR, add a modifier that lets us imitate the hexblade tick box that hexblade warlocks get to use, one that lets us determine which propertIes the ticked weapon gets, and maye even how many weapons can be affected by the feature,
What do you mean? Like the ability to edit the allotment? Do you mean as part of a subclass or to the monk class in general? Or are you talking about an item or feat?
not OP but also interested in this, being able to adjust Ki Points with items or feats. There's feats that give you superiority dice and sorcery points, why isn't there one that influences Ki? And generally an item modifier for it, there are some interesting homebrew items on paper that raise the Ki capacity but reproducing them in D&DB is yet impossible.
What do you mean? Like the ability to edit the allotment? Do you mean as part of a subclass or to the monk class in general? Or are you talking about an item or feat?
not OP but also interested in this, being able to adjust Ki Points with items or feats. There's feats that give you superiority dice and sorcery points, why isn't there one that influences Ki? And generally an item modifier for it, there are some interesting homebrew items on paper that raise the Ki capacity but reproducing them in D&DB is yet impossible.
You know those feats just use limited usage charges and don't actually add to the class's number of uses right? In that regard, you can actually already add Ki just as easily as anything else.
What do you mean? Like the ability to edit the allotment? Do you mean as part of a subclass or to the monk class in general? Or are you talking about an item or feat?
not OP but also interested in this, being able to adjust Ki Points with items or feats. There's feats that give you superiority dice and sorcery points, why isn't there one that influences Ki? And generally an item modifier for it, there are some interesting homebrew items on paper that raise the Ki capacity but reproducing them in D&DB is yet impossible.
You know those feats just use limited usage charges and don't actually add to the class's number of uses right? In that regard, you can actually already add Ki just as easily as anything else.
They also specifically come with a choice. When you choose Martial Adept or Metamagic Adept, you're choosing a specific maneuver or metamagic. But when it comes to Ki, the monk just gets a suite of options that all cost a point at a time. So any feat needs more than just Ki points. It needs a way to spend them, too.
I'm not sure if it would count as a modifier, but dice roll macros is something that would have me using the Beyond character sheet more often. Currently I do this with spreadsheets, but I mean something like where you create a custom button on your own sheet that does a few rolls at once, for combinations you typically do together. For example, setting up a custom button that does a weapon attack and damage roll, then does another two unarmed attacks and damage rolls, and marks off a ki point.
What do you mean? Like the ability to edit the allotment? Do you mean as part of a subclass or to the monk class in general? Or are you talking about an item or feat?
not OP but also interested in this, being able to adjust Ki Points with items or feats. There's feats that give you superiority dice and sorcery points, why isn't there one that influences Ki? And generally an item modifier for it, there are some interesting homebrew items on paper that raise the Ki capacity but reproducing them in D&DB is yet impossible.
You know those feats just use limited usage charges and don't actually add to the class's number of uses right? In that regard, you can actually already add Ki just as easily as anything else.
They also specifically come with a choice. When you choose Martial Adept or Metamagic Adept, you're choosing a specific maneuver or metamagic. But when it comes to Ki, the monk just gets a suite of options that all cost a point at a time. So any feat needs more than just Ki points. It needs a way to spend them, too.
certainly a thing, could come with wind steps or other Ki-fueled abilities, or like Martial Adept pick some from a list. Just saying that the possibility for making such a feat in the first place is something we still need. it's just about the modifiers here, not whole builds :P and tried to get them displayed onto the char sheet to no effect so far, perhaps I'm just missing something there, though.
What do you mean? Like the ability to edit the allotment? Do you mean as part of a subclass or to the monk class in general? Or are you talking about an item or feat?
not OP but also interested in this, being able to adjust Ki Points with items or feats. There's feats that give you superiority dice and sorcery points, why isn't there one that influences Ki? And generally an item modifier for it, there are some interesting homebrew items on paper that raise the Ki capacity but reproducing them in D&DB is yet impossible.
You know those feats just use limited usage charges and don't actually add to the class's number of uses right? In that regard, you can actually already add Ki just as easily as anything else.
They also specifically come with a choice. When you choose Martial Adept or Metamagic Adept, you're choosing a specific maneuver or metamagic. But when it comes to Ki, the monk just gets a suite of options that all cost a point at a time. So any feat needs more than just Ki points. It needs a way to spend them, too.
certainly a thing, could come with wind steps or other Ki-fueled abilities, or like Martial Adept pick some from a list. Just saying that the possibility for making such a feat in the first place is something we still need. it's just about the modifiers here, not whole builds :P and tried to get them displayed onto the char sheet to no effect so far, perhaps I'm just missing something there, though.
I just explained how to do it. Give the feat/item limited uses/charges for Ki.
What do you mean? Like the ability to edit the allotment? Do you mean as part of a subclass or to the monk class in general? Or are you talking about an item or feat?
not OP but also interested in this, being able to adjust Ki Points with items or feats. There's feats that give you superiority dice and sorcery points, why isn't there one that influences Ki? And generally an item modifier for it, there are some interesting homebrew items on paper that raise the Ki capacity but reproducing them in D&DB is yet impossible.
You know those feats just use limited usage charges and don't actually add to the class's number of uses right? In that regard, you can actually already add Ki just as easily as anything else.
They also specifically come with a choice. When you choose Martial Adept or Metamagic Adept, you're choosing a specific maneuver or metamagic. But when it comes to Ki, the monk just gets a suite of options that all cost a point at a time. So any feat needs more than just Ki points. It needs a way to spend them, too.
certainly a thing, could come with wind steps or other Ki-fueled abilities, or like Martial Adept pick some from a list. Just saying that the possibility for making such a feat in the first place is something we still need. it's just about the modifiers here, not whole builds :P and tried to get them displayed onto the char sheet to no effect so far, perhaps I'm just missing something there, though.
I just explained how to do it. Give the feat/item limited uses/charges for Ki.
Yeah, you have. And it's a pain in the neck. At least with Battle Master Maneuvers and Superiority Dice, the person is choosing something designed to be chosen from as part of a pool. The same can also be said of Metamagic and granting two Sorcery Points that can only be spent on metamagic.
But when it comes it Ki, it's all or nothing. You may as well just give them 2 Ki Points and the standard suite of abilities forever and ever. And...why?
You may as well expand your request to "I want to be able to create custom feats that duplicate entire class features."
I'm not sure if it would count as a modifier, but dice roll macros is something that would have me using the Beyond character sheet more often. Currently I do this with spreadsheets, but I mean something like where you create a custom button on your own sheet that does a few rolls at once, for combinations you typically do together. For example, setting up a custom button that does a weapon attack and damage roll, then does another two unarmed attacks and damage rolls, and marks off a ki point.
What do you mean? Like the ability to edit the allotment? Do you mean as part of a subclass or to the monk class in general? Or are you talking about an item or feat?
not OP but also interested in this, being able to adjust Ki Points with items or feats. There's feats that give you superiority dice and sorcery points, why isn't there one that influences Ki? And generally an item modifier for it, there are some interesting homebrew items on paper that raise the Ki capacity but reproducing them in D&DB is yet impossible.
You know those feats just use limited usage charges and don't actually add to the class's number of uses right? In that regard, you can actually already add Ki just as easily as anything else.
They also specifically come with a choice. When you choose Martial Adept or Metamagic Adept, you're choosing a specific maneuver or metamagic. But when it comes to Ki, the monk just gets a suite of options that all cost a point at a time. So any feat needs more than just Ki points. It needs a way to spend them, too.
certainly a thing, could come with wind steps or other Ki-fueled abilities, or like Martial Adept pick some from a list. Just saying that the possibility for making such a feat in the first place is something we still need. it's just about the modifiers here, not whole builds :P and tried to get them displayed onto the char sheet to no effect so far, perhaps I'm just missing something there, though.
I just explained how to do it. Give the feat/item limited uses/charges for Ki.
What do you mean? Like the ability to edit the allotment? Do you mean as part of a subclass or to the monk class in general? Or are you talking about an item or feat?
not OP but also interested in this, being able to adjust Ki Points with items or feats. There's feats that give you superiority dice and sorcery points, why isn't there one that influences Ki? And generally an item modifier for it, there are some interesting homebrew items on paper that raise the Ki capacity but reproducing them in D&DB is yet impossible.
You know those feats just use limited usage charges and don't actually add to the class's number of uses right? In that regard, you can actually already add Ki just as easily as anything else.
They also specifically come with a choice. When you choose Martial Adept or Metamagic Adept, you're choosing a specific maneuver or metamagic. But when it comes to Ki, the monk just gets a suite of options that all cost a point at a time. So any feat needs more than just Ki points. It needs a way to spend them, too.
certainly a thing, could come with wind steps or other Ki-fueled abilities, or like Martial Adept pick some from a list. Just saying that the possibility for making such a feat in the first place is something we still need. it's just about the modifiers here, not whole builds :P and tried to get them displayed onto the char sheet to no effect so far, perhaps I'm just missing something there, though.
I just explained how to do it. Give the feat/item limited uses/charges for Ki.
Yeah, you have. And it's a pain in the neck. At least with Battle Master Maneuvers and Superiority Dice, the person is choosing something designed to be chosen from as part of a pool. The same can also be said of Metamagic and granting two Sorcery Points that can only be spent on metamagic.
But when it comes it Ki, it's all or nothing. You may as well just give them 2 Ki Points and the standard suite of abilities forever and ever. And...why?
You may as well expand your request to "I want to be able to create custom feats that duplicate entire class features."
None of this has to do with new Modifiers/Modifier Subtypes being added to the Content Creation platform.
Another one I thought of was adding a number of uses tied to proficiency bonus, it's a great balancing mechanic. But as far as I am aware it is not something available in homebrew.
One modifier I'd like to see added is the ability to add additional types of Monk Weapon for Monks, so that weapon types can benefit from the Martials Arts dice when it is better. Currently the only way to do this is by copying the Kensei sub-class, but this limits you to the layout of that class (one melee one ranged at 3rd, free choices at 6th, 11th and 17th and you're stuck with the restrictions given) as the modifier cannot be changed except to remove it.
While enabling that modifier for all Monk sub-classes could be an option, what I would prefer to see is a new modifier "Monk Weapon" with sub-types for all basic weapons as well as some weapon categories (ranged, martial, all without heavy or special etc.), as well as some "Choose X" options with the same weapon categories so that the user can pick their own monk weapons. Something like this will be needed to implement dedicated weapon if it hasn't already been.
Also, not necessarily a new modifier, but currently if you add a Weapon Property modifier to a class, feat or race feature (or a magic item that isn't a weapon) it doesn't do anything. I'd like to see it instead apply the specified weapon property to all weapons, as this would allow us to do some interesting things like add the finesse or reach property to all weapons.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Another one I thought of was adding a number of uses tied to proficiency bonus, it's a great balancing mechanic. But as far as I am aware it is not something available in homebrew.
That already exists.
That isn’t a “modifier,” it’s just limited use data attached to an Action.
Just learned a while ago that you can actually tick a box on a weapon as a pact of blade warlock, and even more thrilling is if you are a hex blade you can tick an additional box to make it your hex weapon. Looked around to see how this is done and unfortuit only done with a specific workaround? I’d love to have a modifier that allows homebrew creators to add something similar, but customized to their needs. For example, if i wanted to grant a class the ability to enchant a weapon to use as their “holy weapon” or some such, and have the benefits of the feature apply only to that weapon they;ve chosen.
TL;DR, add a modifier that lets us imitate the hexblade tick box that hexblade warlocks get to use, one that lets us determine which propertIes the ticked weapon gets, and maye even how many weapons can be affected by the feature,
One modifier I'd like to see added is the ability to add additional types of Monk Weapon for Monks, so that weapon types can benefit from the Martials Arts dice when it is better. Currently the only way to do this is by copying the Kensei sub-class, but this limits you to the layout of that class (one melee one ranged at 3rd, free choices at 6th, 11th and 17th and you're stuck with the restrictions given) as the modifier cannot be changed except to remove it.
While enabling that modifier for all Monk sub-classes could be an option, what I would prefer to see is a new modifier "Monk Weapon" with sub-types for all basic weapons as well as some weapon categories (ranged, martial, all without heavy or special etc.), as well as some "Choose X" options with the same weapon categories so that the user can pick their own monk weapons. Something like this will be needed to implement dedicated weapon if it hasn't already been.
Sounds like you are asking for a modifier to make the dedicated weapon optional feature from TCoE.
Sounds like you are asking for a modifier to make the dedicated weapon optional feature from TCoE.
Has that actually been implemented yet? I've tried enabling it on characters and it never seems to work.
Though what I want is to be able to add more than just a single choice; I'd like to be able to specify as many new Monk Weapons as I can, so I could have a Monk sub-class that exclusively uses polearms (glaive, halberd or pike), or for example I've posted a WIP homebrew sub-class Way of the Weapon Master which makes all weapons Monk Weapons, but currently isn't possible on DDB, the closest I could do would be to copy Kensei and keep its Kensei weapons features, but that still won't allow all weapons, so you'll still end up having to customise attacks or add custom actions on the sheet.
If Dedicated Weapon hasn't been implemented yet then it'll need a modifier anyway, so it'd be nice if they added it as something a lot more flexible than just "pick one without heavy or special". And if they have added it (and it's just a bit buggy) then it'd be nice to see the modifier expanded in what it can do.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Sounds like you are asking for a modifier to make the dedicated weapon optional feature from TCoE.
Has that actually been implemented yet? I've tried enabling it on characters and it never seems to work.
Though what I want is to be able to add more than just a single choice; I'd like to be able to specify as many new Monk Weapons as I can, so I could have a Monk sub-class that exclusively uses polearms (glaive, halberd or pike), or for example I've posted a WIP homebrew sub-class Way of the Weapon Master which makes all weapons Monk Weapons, but currently isn't possible on DDB, the closest I could do would be to copy Kensei and keep its Kensei weapons features, but that still won't allow all weapons, so you'll still end up having to customise attacks or add custom actions on the sheet.
If Dedicated Weapon hasn't been implemented yet then it'll need a modifier anyway, so it'd be nice if they added it as something a lot more flexible than just "pick one without heavy or special". And if they have added it (and it's just a bit buggy) then it'd be nice to see the modifier expanded in what it can do.
Dedicated Weapon has been implemented, but not as a modifier: it's as a checkbox on weapons in the Monk's inventory. It does only show up on weapons without Heavy or Special, and the character must have proficiency.
Dedicated Weapon has been implemented, but not as a modifier: it's as a checkbox on weapons in the Monk's inventory. It does only show up on weapons without Heavy or Special, and the character must have proficiency.
Ah in that case no it wouldn't be suitable; I'd need a modifier I can actually put on a Monk sub-class.
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Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Sounds like you are asking for a modifier to make the dedicated weapon optional feature from TCoE.
Has that actually been implemented yet? I've tried enabling it on characters and it never seems to work.
Though what I want is to be able to add more than just a single choice; I'd like to be able to specify as many new Monk Weapons as I can, so I could have a Monk sub-class that exclusively uses polearms (glaive, halberd or pike), or for example I've posted a WIP homebrew sub-class Way of the Weapon Master which makes all weapons Monk Weapons, but currently isn't possible on DDB, the closest I could do would be to copy Kensei and keep its Kensei weapons features, but that still won't allow all weapons, so you'll still end up having to customise attacks or add custom actions on the sheet.
If Dedicated Weapon hasn't been implemented yet then it'll need a modifier anyway, so it'd be nice if they added it as something a lot more flexible than just "pick one without heavy or special". And if they have added it (and it's just a bit buggy) then it'd be nice to see the modifier expanded in what it can do.
Make new magic items as weapons, just make the weapons and add (monk) for the name. then just give weapon proficiency and the weapon itself and then click on "affected by Martial Arts. This will make the monk able to use the wepaon and then have it change based on its level for weapon damage."
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)
I was recently given an item from my DM, which has three levels of awakening. Dormant, Awakened and Exalted - gets stronger over time if it meets certain conditions
I would like to add Advantage on Saving throws which can track with these varied states. the effects the item gives change at each state, from advantage(first stage) to immunity(second stage) to being able to cast a spell at its final stage. But neither DM or I can see how to edit the item, its modifiers in such a way as to apply these changing effects. so for now, its all tracked by text, and remembering as none of it updates the character sheet directly. I know its possible to create an item with a one time advantage on saving throws e.g. on a wonderous item. but if the item goes through multiple stages of development, seems theres no tracking it.
so:
1: Add varying states for items
2: add conditions to the varied states
3: have a way for a character to update an item(checkbox maybe for the achieved item state)
4: reflect effects on character sheet linked to the conditions of the item state
i hope this makes sense
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Just learned a while ago that you can actually tick a box on a weapon as a pact of blade warlock, and even more thrilling is if you are a hex blade you can tick an additional box to make it your hex weapon. Looked around to see how this is done and unfortuit only done with a specific workaround? I’d love to have a modifier that allows homebrew creators to add something similar, but customized to their needs. For example, if i wanted to grant a class the ability to enchant a weapon to use as their “holy weapon” or some such, and have the benefits of the feature apply only to that weapon they;ve chosen.
TL;DR, add a modifier that lets us imitate the hexblade tick box that hexblade warlocks get to use, one that lets us determine which propertIes the ticked weapon gets, and maye even how many weapons can be affected by the feature,
not OP but also interested in this, being able to adjust Ki Points with items or feats. There's feats that give you superiority dice and sorcery points, why isn't there one that influences Ki? And generally an item modifier for it, there are some interesting homebrew items on paper that raise the Ki capacity but reproducing them in D&DB is yet impossible.
You know those feats just use limited usage charges and don't actually add to the class's number of uses right? In that regard, you can actually already add Ki just as easily as anything else.
They also specifically come with a choice. When you choose Martial Adept or Metamagic Adept, you're choosing a specific maneuver or metamagic. But when it comes to Ki, the monk just gets a suite of options that all cost a point at a time. So any feat needs more than just Ki points. It needs a way to spend them, too.
I'm not sure if it would count as a modifier, but dice roll macros is something that would have me using the Beyond character sheet more often. Currently I do this with spreadsheets, but I mean something like where you create a custom button on your own sheet that does a few rolls at once, for combinations you typically do together. For example, setting up a custom button that does a weapon attack and damage roll, then does another two unarmed attacks and damage rolls, and marks off a ki point.
certainly a thing, could come with wind steps or other Ki-fueled abilities, or like Martial Adept pick some from a list. Just saying that the possibility for making such a feat in the first place is something we still need. it's just about the modifiers here, not whole builds :P and tried to get them displayed onto the char sheet to no effect so far, perhaps I'm just missing something there, though.
I just explained how to do it. Give the feat/item limited uses/charges for Ki.
Yeah, you have. And it's a pain in the neck. At least with Battle Master Maneuvers and Superiority Dice, the person is choosing something designed to be chosen from as part of a pool. The same can also be said of Metamagic and granting two Sorcery Points that can only be spent on metamagic.
But when it comes it Ki, it's all or nothing. You may as well just give them 2 Ki Points and the standard suite of abilities forever and ever. And...why?
You may as well expand your request to "I want to be able to create custom feats that duplicate entire class features."
No, this is not a “Modifier.”
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
None of this has to do with new Modifiers/Modifier Subtypes being added to the Content Creation platform.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Another one I thought of was adding a number of uses tied to proficiency bonus, it's a great balancing mechanic. But as far as I am aware it is not something available in homebrew.
One modifier I'd like to see added is the ability to add additional types of Monk Weapon for Monks, so that weapon types can benefit from the Martials Arts dice when it is better. Currently the only way to do this is by copying the Kensei sub-class, but this limits you to the layout of that class (one melee one ranged at 3rd, free choices at 6th, 11th and 17th and you're stuck with the restrictions given) as the modifier cannot be changed except to remove it.
While enabling that modifier for all Monk sub-classes could be an option, what I would prefer to see is a new modifier "Monk Weapon" with sub-types for all basic weapons as well as some weapon categories (ranged, martial, all without heavy or special etc.), as well as some "Choose X" options with the same weapon categories so that the user can pick their own monk weapons. Something like this will be needed to implement dedicated weapon if it hasn't already been.
Also, not necessarily a new modifier, but currently if you add a Weapon Property modifier to a class, feat or race feature (or a magic item that isn't a weapon) it doesn't do anything. I'd like to see it instead apply the specified weapon property to all weapons, as this would allow us to do some interesting things like add the finesse or reach property to all weapons.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
This.
Sounds like you are asking for a modifier to make the dedicated weapon optional feature from TCoE.
Has that actually been implemented yet? I've tried enabling it on characters and it never seems to work.
Though what I want is to be able to add more than just a single choice; I'd like to be able to specify as many new Monk Weapons as I can, so I could have a Monk sub-class that exclusively uses polearms (glaive, halberd or pike), or for example I've posted a WIP homebrew sub-class Way of the Weapon Master which makes all weapons Monk Weapons, but currently isn't possible on DDB, the closest I could do would be to copy Kensei and keep its Kensei weapons features, but that still won't allow all weapons, so you'll still end up having to customise attacks or add custom actions on the sheet.
If Dedicated Weapon hasn't been implemented yet then it'll need a modifier anyway, so it'd be nice if they added it as something a lot more flexible than just "pick one without heavy or special". And if they have added it (and it's just a bit buggy) then it'd be nice to see the modifier expanded in what it can do.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Dedicated Weapon has been implemented, but not as a modifier: it's as a checkbox on weapons in the Monk's inventory. It does only show up on weapons without Heavy or Special, and the character must have proficiency.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Ah in that case no it wouldn't be suitable; I'd need a modifier I can actually put on a Monk sub-class.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Make new magic items as weapons, just make the weapons and add (monk) for the name.
then just give weapon proficiency and the weapon itself and then click on "affected by Martial Arts.
This will make the monk able to use the wepaon and then have it change based on its level for weapon damage."
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)
I was recently given an item from my DM, which has three levels of awakening. Dormant, Awakened and Exalted - gets stronger over time if it meets certain conditions
I would like to add Advantage on Saving throws which can track with these varied states. the effects the item gives change at each state, from advantage(first stage) to immunity(second stage) to being able to cast a spell at its final stage. But neither DM or I can see how to edit the item, its modifiers in such a way as to apply these changing effects. so for now, its all tracked by text, and remembering as none of it updates the character sheet directly. I know its possible to create an item with a one time advantage on saving throws e.g. on a wonderous item. but if the item goes through multiple stages of development, seems theres no tracking it.
so:
1: Add varying states for items
2: add conditions to the varied states
3: have a way for a character to update an item(checkbox maybe for the achieved item state)
4: reflect effects on character sheet linked to the conditions of the item state
i hope this makes sense