For example, If a Rune Knight has a large halberd made for when they change to large size the base damage of that halberd could be 2d10 instead of 1d10. I'd like to either customize or homebrew a halberd to do that base damage.
The Dungeon Master’s Guide provides optional rules for firearms in D&D—including modern and even futuristic weapons. However, this left me in a quandary regarding character defenses. In a typical fantasy setting, adventurers, guards, and other possible combatants are fully expected to wear armor. There are no social penalties when characters are observed in full armor while going about their business. Modern settings are a different animal in this regard.
Using the old d20 Modern Core Rulebook as a guide, and tweaking the math for the fifth edition, I created armor options for my “5e Modern” campaign. Because it can be assumed that most characters operate undercover, incognito, or simply in an unobtrusive manner for at least part of the time, I made sure that those options included concealable armor. More obvious armor—whether riot armor, flak jackets, or Land Warrior mil-spec armor—will likely have an effect on characters’ social ability checks and their ability to move freely in your campaign. By that same token, armor might afford bonuses to Charisma (Intimidation) checks.
The ability to add other class specific variables like the Monk class's Chi and to be able to set requirements like class/subclass, race and alignment requirements/exclusions.
The ability to add other class specific variables like the Monk class's Chi and to be able to set requirements like class/subclass, race and alignment requirements/exclusions.
Requirements exist on feats, and alignment isn’t supposed to give any mechanical changes. I’m not sure what you’re talking about with the Ki.
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Additional submodifiers to the proficiency modifier
Like if I choose proficiency as modifier, I would like to be able to choose which sub modifiers apply. Like skill, simple weapon, martial weapon, tool or armor type.
At the moment you can max choose simple weapon, martial weapon, tool or light armor.
For example, If a Rune Knight has a large halberd made for when they change to large size the base damage of that halberd could be 2d10 instead of 1d10. I'd like to either customize or homebrew a halberd to do that base damage.
The best workaround is create a 'magic item' call it a Large Halberd and then add a modifier for a +1d10 slashing damage to it. [Modifier Type: Damage. Modifier Subtype: Slashing. Dice Count: 1. Die Type: d10]
But, if you're following the rules for size changes this isn't what happens for larger weapons. Rune Knight gets a +1d6 but only once a turn. Enlarge also only does a +1d4. In those cases you could use: [Modifier Type: Damage. Modifier Subtype: Slashing. Dice Count: 1. Die Type: d6] or [Modifier Type: Damage. Modifier Subtype: Slashing. Dice Count: 1. Die Type: d4]. Name one Giant's might Halberd and the other Enlarged Halberd or something.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
If they specifically stated the additional 1d6 damage was from the larger size character and weapon I would take that and move on however they don't. I'm guessing it's from the characters size alone, not the weapon. This is out of the Dungeon Masters Guide; Creating a Monster:
Big monsters typically wield oversized weapons that deal extra dice of damage on a hit. Double the weapon dice if the creature is Large, triple the weapon dice if it’s Huge, and quadruple the weapon dice if it’s Gargantuan. For example, a Huge giant wielding an appropriately sized greataxe deals 3d12 slashing damage (plus its Strength bonus), instead of the normal 1d12.
I'd like to see a modifier added so that the Sun Blade can actually be implemented (and so we can make our own similar items). For those that don't know, the Sun Blade is a longsword that can be wielded using longsword or shortsword proficiency, making it a prized item in theory for Rogues, Monks etc. who are not normally proficient with longswords (it's also just a good weapon).
However currently on D&D Beyond it just doesn't work properly; it has finesse so that it works with either Dexterity or Strength (as a shortsword would), but it does not add the proficiency bonus and has to have that customised onto it in the character sheet.
The modifier I would propose to make this work would be "Alternative Proficiency", which would require a sub-type chosen from any basic item. Ideally there might also be choices for some of the common item categories (simple weapons and martial weapons).
If the character using a magic item is proficient in any of the items (or categories) chosen as alternative proficiencies, then they will be proficient in the magic item as well.
So in the case of the Sun Sword the modifier would be Alternative Proficiency -> Shortsword. Now if a character is only proficient in shortswords, they will be proficient in the Sun Blade as expected, while characters proficient in longswords will also be proficient as normal.
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.
I would like to increase Battlmaster Save DC on maneuvers. I could find a lot of other stuff so I bet this is just not a common ask because increasing spell save DC is listed.
Fully customizable weapon stats for homebrew, like being able to change the damage dice and thrown range for homebrew weapons.
Yes, please. It’s so frustrating having to use a shotgun base to make a melee weapon with 2d8 damage.
I use create a magic longsword that has a bonus d8. But yeah, these odd work arounds are unnecessary if we could just create proper new homebrew weapons.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Fully customizable weapon stats for homebrew, like being able to change the damage dice and thrown range for homebrew weapons.
Yes, please. It’s so frustrating having to use a shotgun base to make a melee weapon with 2d8 damage.
I use create a magic longsword that has a bonus d8. But yeah, these odd work arounds are unnecessary if we could just create proper new homebrew weapons.
The problem with using a bonus is that they don’t roll when you use the app’s dice. Which brings up another thing. Can we please have a button to roll the attack and damage at once, including bonus damage?
Rollback Post to RevisionRollBack
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You can already customize the name of a weapon, really any piece of equipment. Or were you referring to creating your own weapon?
For example, If a Rune Knight has a large halberd made for when they change to large size the base damage of that halberd could be 2d10 instead of 1d10. I'd like to either customize or homebrew a halberd to do that base damage.
There should be a skill that only dwaves get called "beard"
100% not a modifier.
Modern Armor
The Dungeon Master’s Guide provides optional rules for firearms in D&D—including modern and even futuristic weapons. However, this left me in a quandary regarding character defenses. In a typical fantasy setting, adventurers, guards, and other possible combatants are fully expected to wear armor. There are no social penalties when characters are observed in full armor while going about their business. Modern settings are a different animal in this regard.
Using the old d20 Modern Core Rulebook as a guide, and tweaking the math for the fifth edition, I created armor options for my “5e Modern” campaign. Because it can be assumed that most characters operate undercover, incognito, or simply in an unobtrusive manner for at least part of the time, I made sure that those options included concealable armor. More obvious armor—whether riot armor, flak jackets, or Land Warrior mil-spec armor—will likely have an effect on characters’ social ability checks and their ability to move freely in your campaign. By that same token, armor might afford bonuses to Charisma (Intimidation) checks.
https://dnd.wizards.com/articles/features/my-new-d20-modern-campaign?utm_source=twitterfeed&utm_medium=twitter
Modern Armor
Armor
Armor Class (AC)
Strength
Stealth
Properties
Weight
Light Armor
Heavy coat
11 + Dex modifier
—
Disadvantage
—
6 lb.
Leather jacket
11 + Dex modifier
—
—
—
4 lb.
Light undercover shirt
11 + Dex modifier
—
—
DR/2 ballistic
2 lb.
Kevlar-lined coat
12 + Dex modifier
—
—
DR/2 ballistic
8 lb.
Undercover vest
13 + Dex modifier
—
—
DR/2 ballistic
3 lb.
Medium Armor
Concealable vest
13 + Dex modifier (max 2)
—
—
DR/3 ballistic
4 lb.
Light-duty vest
14 + Dex modifier (max 3)
—
—
DR/3 ballistic
8 lb.
Tactical vest
15 + Dex modifier (max 2)
Str 10
Disadvantage
Resistance: ballistic
10 lb.
Heavy Armor
Special response vest
15
Str 10
Disadvantage
Resistance: ballistic
15 lb.
Land Warrior armor
17
Str 13
Disadvantage
DR/5 ballistic/slashing
10 lb.
Forced entry unit
18
Str 13
Disadvantage
Resistance: ballistic/slashing
20 lb.
Ooooh, that what u mean...
I wish you could make homebrew classes.
I probably wouldn't make one, but there would be some MASTERPEICES.
100% also not a modifier.
The ability to add other class specific variables like the Monk class's Chi and to be able to set requirements like class/subclass, race and alignment requirements/exclusions.
Cry HAVOC! and let slip the mustelids of war...
Requirements exist on feats, and alignment isn’t supposed to give any mechanical changes. I’m not sure what you’re talking about with the Ki.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Specifically magic items being powered by a Monk's pool of Chi, sorcerer points etcetera.
Cry HAVOC! and let slip the mustelids of war...
That will not be possible without a lot of work. Just alter the amount they have whenever they use it.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Additional submodifiers to the proficiency modifier
Like if I choose proficiency as modifier, I would like to be able to choose which sub modifiers apply.
Like skill, simple weapon, martial weapon, tool or armor type.
At the moment you can max choose simple weapon, martial weapon, tool or light armor.
Just make one that lets us choose from all,
The best workaround is create a 'magic item' call it a Large Halberd and then add a modifier for a +1d10 slashing damage to it. [Modifier Type: Damage. Modifier Subtype: Slashing. Dice Count: 1. Die Type: d10]
But, if you're following the rules for size changes this isn't what happens for larger weapons. Rune Knight gets a +1d6 but only once a turn. Enlarge also only does a +1d4. In those cases you could use: [Modifier Type: Damage. Modifier Subtype: Slashing. Dice Count: 1. Die Type: d6] or [Modifier Type: Damage. Modifier Subtype: Slashing. Dice Count: 1. Die Type: d4]. Name one Giant's might Halberd and the other Enlarged Halberd or something.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
If they specifically stated the additional 1d6 damage was from the larger size character and weapon I would take that and move on however they don't. I'm guessing it's from the characters size alone, not the weapon. This is out of the Dungeon Masters Guide; Creating a Monster:
Big monsters typically wield oversized weapons that deal extra dice of damage on a hit. Double the weapon dice if the creature is Large, triple the weapon dice if it’s Huge, and quadruple the weapon dice if it’s Gargantuan. For example, a Huge giant wielding an appropriately sized greataxe deals 3d12 slashing damage (plus its Strength bonus), instead of the normal 1d12.
Thank you for the work around. I appreciate it!
I'd like to see a modifier added so that the Sun Blade can actually be implemented (and so we can make our own similar items). For those that don't know, the Sun Blade is a longsword that can be wielded using longsword or shortsword proficiency, making it a prized item in theory for Rogues, Monks etc. who are not normally proficient with longswords (it's also just a good weapon).
However currently on D&D Beyond it just doesn't work properly; it has finesse so that it works with either Dexterity or Strength (as a shortsword would), but it does not add the proficiency bonus and has to have that customised onto it in the character sheet.
The modifier I would propose to make this work would be "Alternative Proficiency", which would require a sub-type chosen from any basic item. Ideally there might also be choices for some of the common item categories (simple weapons and martial weapons).
If the character using a magic item is proficient in any of the items (or categories) chosen as alternative proficiencies, then they will be proficient in the magic item as well.
So in the case of the Sun Sword the modifier would be Alternative Proficiency -> Shortsword. Now if a character is only proficient in shortswords, they will be proficient in the Sun Blade as expected, while characters proficient in longswords will also be proficient as normal.
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.
I would like to increase Battlmaster Save DC on maneuvers. I could find a lot of other stuff so I bet this is just not a common ask because increasing spell save DC is listed.
Fully customizable weapon stats for homebrew, like being able to change the damage dice and thrown range for homebrew weapons.
Sincerely, Non-stop Homebrewer.
Yes, please. It’s so frustrating having to use a shotgun base to make a melee weapon with 2d8 damage.
I use create a magic longsword that has a bonus d8. But yeah, these odd work arounds are unnecessary if we could just create proper new homebrew weapons.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
The problem with using a bonus is that they don’t roll when you use the app’s dice. Which brings up another thing. Can we please have a button to roll the attack and damage at once, including bonus damage?