That's one of the thing you shouldn't be doing though....
That is a modifier required to use the Boon of High Magic listed under Epic Boons in the DMG and DDB has expressly told us to make those as feats since they haven’t implemented them yet.
keyword, haven't implemented them yet. there is nothing stopping you from adding an action that can be used once per day. which means the boon can easily, right now be made. you don't need to add a spell slot, you can just add a 1 use per long rest item that enables you to cast whatever you want. just tick it when its used. there is no need to make it an actual spell slot. this is exactly what i said in my previous post. Honestly i'd preffer they work on adding stuff that we can't do and are much more important, like the ability to modify mundane items.
There is actually even a modifier for adding a spell slot in the homebrewer, there’s just no submodifiers for it so I currently is unusable. But clearly the intent was there or they wouldn't have started it. I would love it. I would homebrew a version of every warlock subclass that granted a single 1ce/LR spell slot. And when the class creator came out, I would scrap those and homebrew a new Warlock class that did it innately and just run two different Warlock classes, one for games I DM, and the original for ones I play in where the DM doesn’t use that house rule.
Of course, I would also use the non-magic item homebrewer a lot too. I’ve had several projects on hold just waiting for it. I'm not saying one is “More Important” with a capital “M” and a capital “I” and everything. I'm not even saying one or the other is more important to me personally. (Heck, my vote is to prioritize a way for me to use the Dice Roller, but completely turn off the animations please!) I don't care one iota about a VTT or an API, but other people find those important. 🤷♂️ Who am I to say their opinions don't matter?
My point is, “You shouldn't do that” is... not constructive. Explaining the downsides or potential problems is constructive. Listing viable interim workarounds is often appreciated, although sometimes not. 🤷♂️ Pointing out that the function already exists in an alternate form is almost universally appreciated. Proposing alternative solutions for open discussion of their various pros & cons is the soul of discourse. “You shouldn't do that” not so much. Kinda comes across like “your fun is wrong” IMHO, and that never helped anybody. Just putting that out there.
Magic items have spells but it does not have all the settings, like how does it know what the spellcasting modifier will be when someone uses it?
It uses the modifier of the user.
but which attribute? and I would like to set it to a particular attribute and/or change the other settings in the way we can in a sub-class or race.
It doesn’t work that way. It uses the Spellcasting ability modifier of the user. That’s why all the official magic items that cast attack spells always require Attunement by a spellcaster except for Wand of Magic Missiles.
That's one of the thing you shouldn't be doing though....
That is a modifier required to use the Boon of High Magic listed under Epic Boons in the DMG and DDB has expressly told us to make those as feats since they haven’t implemented them yet.
keyword, haven't implemented them yet. there is nothing stopping you from adding an action that can be used once per day. which means the boon can easily, right now be made. you don't need to add a spell slot, you can just add a 1 use per long rest item that enables you to cast whatever you want. just tick it when its used. there is no need to make it an actual spell slot. this is exactly what i said in my previous post. Honestly i'd preffer they work on adding stuff that we can't do and are much more important, like the ability to modify mundane items.
There is actually even a modifier for adding a spell slot in the homebrewer, there’s just no submodifiers for it so I currently is unusable. But clearly the intent was there or they wouldn't have started it. I would love it. I would homebrew a version of every warlock subclass that granted a single 1ce/LR spell slot. And when the class creator came out, I would scrap those and homebrew a new Warlock class that did it innately and just run two different Warlock classes, one for games I DM, and the original for ones I play in where the DM doesn’t use that house rule.
Of course, I would also use the non-magic item homebrewer a lot too. I’ve had several projects on hold just waiting for it. I'm not saying one is “More Important” with a capital “M” and a capital “I” and everything. I'm not even saying one or the other is more important to me personally. (Heck, my vote is to prioritize a way for me to use the Dice Roller, but completely turn off the animations please!) I don't care one iota about a VTT or an API, but other people find those important. 🤷♂️ Who am I to say their opinions don't matter?
My point is, “You shouldn't do that” is... not constructive. Explaining the downsides or potential problems is constructive. Listing viable interim workarounds is often appreciated, although sometimes not. 🤷♂️ Pointing out that the function already exists in an alternate form is almost universally appreciated. Proposing alternative solutions for open discussion of their various pros & cons is the soul of discourse. “You shouldn't do that” not so much. Kinda comes across like “your fun is wrong” IMHO, and that never helped anybody. Just putting that out there.
So we're picking specific words in a sentence wihtout the context of the whole post now ? Read my post again, i explained why he shouldn'T do that. also communication wise i said "You shouldn't do that" not "NEVER DO THAT !" meaning its my opinion to him. but then again continu to ignore the rest of the post where i actually go and tell him why he shouldn'T be giving more spell slots to his players.
if you want i could also just tear your last post and pick out certain words you shouldn'T have used in that post. but yeah, i'm not gonna waste my time on that one.
Rollback Post to RevisionRollBack
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)
You call it “picking” but it was quite literally the very first line of the post. Sets a tone, leaves an impression. Like sweaty palms on a handshake.
I’m reminded of a conversation I had with a comedian friend of mine once. His act was really struggling and he came to me afterword and asked what was wrong with his jokes. I told him the jokes were fine, it was his delivery that sucked.
More flys with honey than vinegar and all that.
And I ignored nothing, hence why I included:
Explaining the downsides or potential problems is constructive. Listing viable interim workarounds is often appreciated, although sometimes not. 🤷♂️ Pointing out that the function already exists in an alternate form is almost universally appreciated. Proposing alternative solutions for open discussion of their various pros & cons is the soul of discourse.
That was me acknowledging the rest of your post, and the follow up post as you did mention things like that. That was genuinely helpful.
Magic items have spells but it does not have all the settings, like how does it know what the spellcasting modifier will be when someone uses it?
It uses the modifier of the user.
but which attribute? and I would like to set it to a particular attribute and/or change the other settings in the way we can in a sub-class or race.
It doesn’t work that way. It uses the Spellcasting ability modifier of the user. That’s why all the official magic items that cast attack spells always require Attunement by a spellcaster except for Wand of Magic Missiles.
That's interesting, there are several magic items that can be used by non-spellcasters but they have static modifiers or DC. I guess I was trying to create something that didn't exist, which I still think is interesting and worth while, but I also think I will try to re-tune to conform with what you have pointed out.
Magic items have spells but it does not have all the settings, like how does it know what the spellcasting modifier will be when someone uses it?
It uses the modifier of the user.
but which attribute? and I would like to set it to a particular attribute and/or change the other settings in the way we can in a sub-class or race.
It doesn’t work that way. It uses the Spellcasting ability modifier of the user. That’s why all the official magic items that cast attack spells always require Attunement by a spellcaster except for Wand of Magic Missiles.
That's interesting, there are several magic items that can be used by non-spellcasters but they have static modifiers or DC. I guess I was trying to create something that didn't exist, which I still think is interesting and worth while, but I also think I will try to re-tune to conform with what you have pointed out.
Thanks
I agree, it is cool and worthwhile. But because nothing worked that way it didn’t get programmed that way so we cannot do it. They’re revamping that system so when they’re done we may be able to do that if they add that function, but that’s an “if” and a who knows when? Should probably be a feature/modifier request.
I'd like if they had a collection of 'tools of the trade' or 'trade kits' for selection in modifiers similar to artisan's tools, made up of the following proficiencies:
I'd like if they had a collection of 'tools of the trade' or 'trade kits' for selection in modifiers similar to artisan's tools, made up of the following proficiencies:
So since are tools are rarely used in most games but more importantly used in multiple different ways, and doesn't really have a designated stat like other skills do, they are not on the list (like you can use the herbalism proficiency to discover herbs -- INT, or to create a poultice -- DEX? or administrating it -- here you might not use it on it's own at all but just add an extra prof bonus to a medicine check).
Though that being said, you can add your own customizable skill. On the bottom of the list, it should say 'additional skills'. Press that and it pops out the entire list, on the bottom of that list, there is a dropdown to add a custom skill. Here you can add the name and description, the governing stat, proficiency level and any other misc bonus. (I add Thieve's tool and any other relevant skills to any rogue character I play)
With how flexible tools are, its just simpler this way
I'd like if they had a collection of 'tools of the trade' or 'trade kits' for selection in modifiers similar to artisan's tools, made up of the following proficiencies:
So since are tools are rarely used in most games but more importantly used in multiple different ways, and doesn't really have a designated stat like other skills do, they are not on the list (like you can use the herbalism proficiency to discover herbs -- INT, or to create a poultice -- DEX? or administrating it -- here you might not use it on it's own at all but just add an extra prof bonus to a medicine check).
Though that being said, you can add your own customizable skill. On the bottom of the list, it should say 'additional skills'. Press that and it pops out the entire list, on the bottom of that list, there is a dropdown to add a custom skill. Here you can add the name and description, the governing stat, proficiency level and any other misc bonus. (I add Thieve's tool and any other relevant skills to any rogue character I play)
With how flexible tools are, its just simpler this way
It looks like you're not understanding what I am asking for. When you are creating a homebrew you can add a modifier that grants a proficiency and one of the proficiency options is "Choose an Artisan Tool" which lets the player select from the list of "Artisan Tools", there is also one for "Choose a Musical Instrument" and "Choose a Gaming Set", but these kits do not have a collection.
I created a custom action as part of a homebrew class feature, and I'm trying to have the damage equal class level + ability modifier (in this case, warlock class level + charisma modifier).
The way to do this seems to be using a fixed value of 1 for the base feature (this for some reason gives me the charisma modifier + class level damage I'd like on the action, though I'm not sure where the charisma modifier bonus comes from, and whether I can disable it). Then, add level overrides for fixed value for all 20 levels.
My issue is that the overrides aren't working. For example, at level 2, a warlock with a +3 charisma modifier should have this custom action deal 5 points of damage, but it ends up dealing 4 points of damage.
Not sure if I'm doing something wrong here (or if there is a better way of doing this), but this seems like a bug to me.
I created a custom action as part of a homebrew class feature, and I'm trying to have the damage equal class level + ability modifier (in this case, warlock class level + charisma modifier).
The way to do this seems to be using a fixed value of 1 for the base feature (this for some reason gives me the charisma modifier + class level damage I'd like on the action, though I'm not sure where the charisma modifier bonus comes from, and whether I can disable it). Then, add level overrides for fixed value for all 20 levels.
My issue is that the overrides aren't working. For example, at level 2, a warlock with a +3 charisma modifier should have this custom action deal 5 points of damage, but it ends up dealing 4 points of damage.
Not sure if I'm doing something wrong here (or if there is a better way of doing this), but this seems like a bug to me.
I know it's been said before, but I'd like the ability for feats or items to "add" attunement slots instead of "set" attunement slots. As the DM, I'd like to have the ability to determine if things like this stack instead of having to make a new feat or item for each number of attunement slots I want the PCs to have.
in noting this pop up for items i want to create. the ability to add an action to an item would be nice, like making a special exotic weapon, that with proficiency lets you use a special technique in lieu of a regular attack
in noting this pop up for items i want to create. the ability to add an action to an item would be nice, like making a special exotic weapon, that with proficiency lets you use a special technique in lieu of a regular attack
Apparently DDB thinks so too because they are already planning to do that. (They kinda have to anyway because of stuff like Tentacle Rod and Circlet of Blasting.)
I'd like if they had a collection of 'tools of the trade' or 'trade kits' for selection in modifiers similar to artisan's tools, made up of the following proficiencies:
Magic items have spells but it does not have all the settings, like how does it know what the spellcasting modifier will be when someone uses it?
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
There is actually even a modifier for adding a spell slot in the homebrewer, there’s just no submodifiers for it so I currently is unusable. But clearly the intent was there or they wouldn't have started it. I would love it. I would homebrew a version of every warlock subclass that granted a single 1ce/LR spell slot. And when the class creator came out, I would scrap those and homebrew a new Warlock class that did it innately and just run two different Warlock classes, one for games I DM, and the original for ones I play in where the DM doesn’t use that house rule.
Of course, I would also use the non-magic item homebrewer a lot too. I’ve had several projects on hold just waiting for it. I'm not saying one is “More Important” with a capital “M” and a capital “I” and everything. I'm not even saying one or the other is more important to me personally. (Heck, my vote is to prioritize a way for me to use the Dice Roller, but completely turn off the animations please!) I don't care one iota about a VTT or an API, but other people find those important. 🤷♂️ Who am I to say their opinions don't matter?
My point is, “You shouldn't do that” is... not constructive. Explaining the downsides or potential problems is constructive. Listing viable interim workarounds is often appreciated, although sometimes not. 🤷♂️ Pointing out that the function already exists in an alternate form is almost universally appreciated. Proposing alternative solutions for open discussion of their various pros & cons is the soul of discourse. “You shouldn't do that” not so much. Kinda comes across like “your fun is wrong” IMHO, and that never helped anybody. Just putting that out there.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
It uses the modifier of the user.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
but which attribute? and I would like to set it to a particular attribute and/or change the other settings in the way we can in a sub-class or race.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
It doesn’t work that way. It uses the Spellcasting ability modifier of the user. That’s why all the official magic items that cast attack spells always require Attunement by a spellcaster except for Wand of Magic Missiles.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
So we're picking specific words in a sentence wihtout the context of the whole post now ?
Read my post again, i explained why he shouldn'T do that. also communication wise i said "You shouldn't do that" not "NEVER DO THAT !" meaning its my opinion to him.
but then again continu to ignore the rest of the post where i actually go and tell him why he shouldn'T be giving more spell slots to his players.
if you want i could also just tear your last post and pick out certain words you shouldn'T have used in that post.
but yeah, i'm not gonna waste my time on that one.
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)
You call it “picking” but it was quite literally the very first line of the post. Sets a tone, leaves an impression. Like sweaty palms on a handshake.
I’m reminded of a conversation I had with a comedian friend of mine once. His act was really struggling and he came to me afterword and asked what was wrong with his jokes. I told him the jokes were fine, it was his delivery that sucked.
More flys with honey than vinegar and all that.
And I ignored nothing, hence why I included:
That was me acknowledging the rest of your post, and the follow up post as you did mention things like that. That was genuinely helpful.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
That's interesting, there are several magic items that can be used by non-spellcasters but they have static modifiers or DC. I guess I was trying to create something that didn't exist, which I still think is interesting and worth while, but I also think I will try to re-tune to conform with what you have pointed out.
Thanks
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
I agree, it is cool and worthwhile. But because nothing worked that way it didn’t get programmed that way so we cannot do it. They’re revamping that system so when they’re done we may be able to do that if they add that function, but that’s an “if” and a who knows when? Should probably be a feature/modifier request.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I'd like if they had a collection of 'tools of the trade' or 'trade kits' for selection in modifiers similar to artisan's tools, made up of the following proficiencies:
Disguise Kit
Forgery Kit
Herbalism Kit
Navigator's Tools
Poisoner's Kit
Thieves' Tools
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
So since are tools are rarely used in most games but more importantly used in multiple different ways, and doesn't really have a designated stat like other skills do, they are not on the list (like you can use the herbalism proficiency to discover herbs -- INT, or to create a poultice -- DEX? or administrating it -- here you might not use it on it's own at all but just add an extra prof bonus to a medicine check).
Though that being said, you can add your own customizable skill. On the bottom of the list, it should say 'additional skills'. Press that and it pops out the entire list, on the bottom of that list, there is a dropdown to add a custom skill. Here you can add the name and description, the governing stat, proficiency level and any other misc bonus. (I add Thieve's tool and any other relevant skills to any rogue character I play)
With how flexible tools are, its just simpler this way
It looks like you're not understanding what I am asking for. When you are creating a homebrew you can add a modifier that grants a proficiency and one of the proficiency options is "Choose an Artisan Tool" which lets the player select from the list of "Artisan Tools", there is also one for "Choose a Musical Instrument" and "Choose a Gaming Set", but these kits do not have a collection.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
I created a custom action as part of a homebrew class feature, and I'm trying to have the damage equal class level + ability modifier (in this case, warlock class level + charisma modifier).
The way to do this seems to be using a fixed value of 1 for the base feature (this for some reason gives me the charisma modifier + class level damage I'd like on the action, though I'm not sure where the charisma modifier bonus comes from, and whether I can disable it). Then, add level overrides for fixed value for all 20 levels.
My issue is that the overrides aren't working. For example, at level 2, a warlock with a +3 charisma modifier should have this custom action deal 5 points of damage, but it ends up dealing 4 points of damage.
Not sure if I'm doing something wrong here (or if there is a better way of doing this), but this seems like a bug to me.
https://www.dndbeyond.com/subclasses/344020-the-ashen-wolf
The ability is "Breath of Smoke"
have you checked the how to?
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/25930-using-snippet-codes-in-your-homebrew
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
I know it's been said before, but I'd like the ability for feats or items to "add" attunement slots instead of "set" attunement slots. As the DM, I'd like to have the ability to determine if things like this stack instead of having to make a new feat or item for each number of attunement slots I want the PCs to have.
in noting this pop up for items i want to create. the ability to add an action to an item would be nice, like making a special exotic weapon, that with proficiency lets you use a special technique in lieu of a regular attack
Apparently DDB thinks so too because they are already planning to do that. (They kinda have to anyway because of stuff like Tentacle Rod and Circlet of Blasting.)
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Same for vehicle proficiencies.
please add reload, misfire, ammunition, and explosive to weapon properties (and ignore weapon properties) modifier sub-type list
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
for magic items, it would be nice if the attunement had an enforceable selection similar to the feat prerequisites
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.