Being able to individually adjust weapon properties like damage dice, reach, range, etc. in the homebrew builder would be very nice.
I have been trying to make a magic weapon based on a whip with a melee reach of 30-feet. The only way I can make it work is “modifier” = “bonus” + “modifier subtype” = “melee reach” + “fixed value” = “20.” That seems to work until a character equips the item, but then all of their melee attacks get +20 ft. reach. While a character with a 25-foot reach on their unarmed strikes is cool, it’s not exactly what I’m going for here.
Absolutely understandable. He’s translating to/from Spanish, so I think it’s quite literally a matter of “lost in translation” which is equally understandable.
Absolutely understandable. He’s translating to/from Spanish, so I think it’s quite literally a matter of “lost in translation” which is equally understandable.
Ah. Damn translation. Why can't the whole planet just pick 1 language to learn and phase out all the others? In just the lifespan of the average human (what like 80 years?) 99% of the planet would no longer need translations. (Actually, it hasn't been 80 years since the advent of global communication... This idea is probably already underway.)
It is, most European schools teach english as a second language. Slovenia borders Italy, and many Italians vacation there. The last time I was in Slovenia (less than a year ago) it was easier for everyone to simply converse in English because everyone spoke the language, whereas Italian and Slovenian (the native languages of both nations) were more difficult to converse in because over half of the people only spoke one or the other. English will eventually become Terran (earth) Common. Kind of sad since many other languages are both prettier and easier to learn.
I'm sure I'm echoing stuff already said in here but creating feats with options and not having to create a separate version of the feat for each option. Being able to set two or more spells to a feat or magic item or something else all with the same pool of uses. (i.e. you get access the three spells but only can cast one of them per short/long rest so there'd be one check box to say you've used this feature until you rest again. as is they all get their own box.)
Lets roll this back over to the topic - which additional modifiers would users like to see?
my apologies.
Number of/type of Damage dice. Property- range, short/range, long. Weapon Property- simple/martial/improvised. Ignore Weapon Property- simple/martial/improvised. Spellcasting focus. Ammunition.
Custom skills/abilities. Like a custom background/subclass with a feature: choose x skills from the following list (say you specifically want to have medicine, stealth, & arcana.. but you can't unless that's already a class feature where you can select "choose arcana domain skill" or what not). Am I clear?
This works with picking stat boosts too, you specifically need to pick the groups that are provided (and not every combination is), skills, tools, etc.
Maybe I shouldn't admit this but I didn't buy Volo's and so made the lizardfolk homebrew. Hunter's Lore let's you pick 2 skills from a specific pool. I wasn't able to create an option to pick from that pool so had to have it 'choose from ANY skills' and just be aware to (RAW) pick only what's meant to be taken.
Lets roll this back over to the topic - which additional modifiers would users like to see?
my apologies.
Number of/type of Damage dice. Property- range, short/range, long. Weapon Property- simple/martial/improvised. Ignore Weapon Property- simple/martial/improvised. Spellcasting focus. Ammunition.
Custom skills/abilities. Like a custom background/subclass with a feature: choose x skills from the following list (say you specifically want to have medicine, stealth, & arcana.. but you can't unless that's already a class feature where you can select "choose arcana domain skill" or what not). Am I clear?
This works with picking stat boosts too, you specifically need to pick the groups that are provided (and not every combination is), skills, tools, etc.
Maybe I shouldn't admit this but I didn't buy Volo's and so made the lizardfolk homebrew. Hunter's Lore let's you pick 2 skills from a specific pool. I wasn't able to create an option to pick from that pool so had to have it 'choose from ANY skills' and just be aware to (RAW) pick only what's meant to be taken.
you create a set of options, one for each skill that is allowed, it's not as clean but does work.
i'd love to see the burst fire modifier subtype for firearms added. its one one or two Weapons and i'd love to be able to make other items with them. the ability to make base (non magic items would be nice as well.
The ability to change weapon properties- i.e. A longbow with increased range, replacing the base damage dice of a weapon, changing the category (simple, martial)
Currently, under the “Damage Modifier” Longbow, Shortbow, Unarmed Attacks, and Melee Weapon Attacks all have “Modifier Subtypes.” It would be fantastic if “Ranged Weapon Attacks” would get added to that list! Thank you.
Currently, when I give spells to a character as a subclass feature it gives me the option the set “Minimum/Maximum Charges,” but there is currently no way to add those charges to the character. Without that ability, there is no way to give characters multiple spells that all draw from the same pool of uses. If I want a character to be able to cast spells “X” and “Y” and have the character able to cast them a combined total of times equal to characters ability modifier I have to put it into a magic item instead which makes designing subclass features a bit clangy. If there were a “Modifier = Bonus,” “Modifier Subtype = Charges” that could solve the problem. Thank you!
Currently, when I give spells to a character as a subclass feature it gives me the option the set “Minimum/Maximum Charges,” but there is currently no way to add those charges to the character. Without that ability, there is no way to give characters multiple spells that all draw from the same pool of uses. If I want a character to be able to cast spells “X” and “Y” and have the character able to cast them a combined total of times equal to characters ability modifier I have to put it into a magic item instead which makes designing subclass features a bit clangy. If there were a “Modifier = Bonus,” “Modifier Subtype = Charges” that could solve the problem. Thank you!
I had an idea, if the ability to add “charges” to a class feature is too big of a pain, maybe just some way to specifically link those spells to the Action to cast them included in the feature. That way it could just use the “Limited Uses” mechanic already there? I case I was unclear, lemme give an example:
Being able to individually adjust weapon properties like damage dice, reach, range, etc. in the homebrew builder would be very nice.
I have been trying to make a magic weapon based on a whip with a melee reach of 30-feet. The only way I can make it work is “modifier” = “bonus” + “modifier subtype” = “melee reach” + “fixed value” = “20.” That seems to work until a character equips the item, but then all of their melee attacks get +20 ft. reach. While a character with a 25-foot reach on their unarmed strikes is cool, it’s not exactly what I’m going for here.
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I would like to see a skill that could involve CON saving throw, because this stat don't have any........... Swimming ability.... or Hold Breath ....
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
This exists. Every poison effect is CON save, and some barbarian features and dragonborns use CON to calculate save DC.
He means skill checks, not saving throws.
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This also exists. You can make custom skills on character sheet without homebrew.
So it isn't about homebrew modifiers at all. My bad, I thought the comment pertained to the topic of the thread. You can see how I made that mistake.
Absolutely understandable. He’s translating to/from Spanish, so I think it’s quite literally a matter of “lost in translation” which is equally understandable.
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Ah. Damn translation. Why can't the whole planet just pick 1 language to learn and phase out all the others? In just the lifespan of the average human (what like 80 years?) 99% of the planet would no longer need translations. (Actually, it hasn't been 80 years since the advent of global communication... This idea is probably already underway.)
It is, most European schools teach english as a second language. Slovenia borders Italy, and many Italians vacation there. The last time I was in Slovenia (less than a year ago) it was easier for everyone to simply converse in English because everyone spoke the language, whereas Italian and Slovenian (the native languages of both nations) were more difficult to converse in because over half of the people only spoke one or the other. English will eventually become Terran (earth) Common. Kind of sad since many other languages are both prettier and easier to learn.
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Lets roll this back over to the topic - which additional modifiers would users like to see?
I'm sure I'm echoing stuff already said in here but creating feats with options and not having to create a separate version of the feat for each option. Being able to set two or more spells to a feat or magic item or something else all with the same pool of uses. (i.e. you get access the three spells but only can cast one of them per short/long rest so there'd be one check box to say you've used this feature until you rest again. as is they all get their own box.)
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
my apologies.
Number of/type of Damage dice.
Property- range, short/range, long.
Weapon Property- simple/martial/improvised.
Ignore Weapon Property- simple/martial/improvised.
Spellcasting focus. Ammunition.
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Custom skills/abilities. Like a custom background/subclass with a feature: choose x skills from the following list (say you specifically want to have medicine, stealth, & arcana.. but you can't unless that's already a class feature where you can select "choose arcana domain skill" or what not). Am I clear?
This works with picking stat boosts too, you specifically need to pick the groups that are provided (and not every combination is), skills, tools, etc.
Maybe I shouldn't admit this but I didn't buy Volo's and so made the lizardfolk homebrew. Hunter's Lore let's you pick 2 skills from a specific pool. I wasn't able to create an option to pick from that pool so had to have it 'choose from ANY skills' and just be aware to (RAW) pick only what's meant to be taken.
A "Various " base weapon option for magic items
you create a set of options, one for each skill that is allowed, it's not as clean but does work.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
i'd love to see the burst fire modifier subtype for firearms added. its one one or two Weapons and i'd love to be able to make other items with them. the ability to make base (non magic items would be nice as well.
For subclass feature, feat, and other applicable “Add Action”
Modifier: Bonus
Modifier Subtype requests:
Modifier: unarmed/natural-weapon properties
Modifier Subtype requests:
Modifier: Damage
Modifier Subtype requests:
For weapons:
modifier: weapon property
modifier subtype: reach
request: “fixed value” other than 10 ft.
(if I use modifier: bonus; subtype: reach it affects everything. I just want to one weapon.)
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The ability to change weapon properties- i.e. A longbow with increased range, replacing the base damage dice of a weapon, changing the category (simple, martial)
Currently, under the “Damage Modifier” Longbow, Shortbow, Unarmed Attacks, and Melee Weapon Attacks all have “Modifier Subtypes.” It would be fantastic if “Ranged Weapon Attacks” would get added to that list! Thank you.
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Currently, when I give spells to a character as a subclass feature it gives me the option the set “Minimum/Maximum Charges,” but there is currently no way to add those charges to the character. Without that ability, there is no way to give characters multiple spells that all draw from the same pool of uses. If I want a character to be able to cast spells “X” and “Y” and have the character able to cast them a combined total of times equal to characters ability modifier I have to put it into a magic item instead which makes designing subclass features a bit clangy. If there were a “Modifier = Bonus,” “Modifier Subtype = Charges” that could solve the problem. Thank you!
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I had an idea, if the ability to add “charges” to a class feature is too big of a pain, maybe just some way to specifically link those spells to the Action to cast them included in the feature. That way it could just use the “Limited Uses” mechanic already there? I case I was unclear, lemme give an example:
Then that Total uses by Int mod could create that shared pool of uses for the character to mix and match those each day. Wadaya say?
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