This may have been mentioned before, and I also just posted something similar in another thread, but this seems like a suitable place, so I'll put it here too...
I think it would be neat if we could have a custom arbitrary counter, similar to exhaustion, that we could put in as a race or subclass feature, and then define some events or triggers that set, increase, or decrease the counter. Kind of like charges too, I guess, just not on a magic item.
I don't know how difficult that would be to implement, and it's not really a high priority request, even for me, but it would be a nice small feature, and I do have at least one place where I could make good use of something like that.
I think it would be neat if we could have a custom arbitrary counter, similar to exhaustion, that we could put in as a race or subclass feature, and then define some events or triggers that set, increase, or decrease the counter. Kind of like charges too, I guess, just not on a magic item.
You can set a limited number of uses on Actions, and define how they reset (though only short-rest/long-rest do anything automatic), this is how things like Rage, Bardic Inspiration etc. are implemented. Do you envision something different to that?
Rollback Post to RevisionRollBack
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.
You can set a limited number of uses on Actions, and define how they reset (though only short-rest/long-rest do anything automatic), this is how things like Rage, Bardic Inspiration etc. are implemented. Do you envision something different to that?
Yeah, to implement my current idea, I'd need basically a custom exhaustion counter. Certain actions or inactions can add a level to the counter, and certain actions can reduce the level of the counter. There may be some hacky workaround way I could use, but I'd rather keep things as tidy as possible and just let theoretical players keep track of it on their own for now.
I've been frustrated by trying to give a homebrew subclasse spell slots when the base class doesn't get slots. (Similar to the eldritch knight and arcane trickster.)
(please, no tips here, after weeks of trying I've concluded it can't be done with the system I am currently using as my only access to DDB if at all.)
One thing that might make the process easier is if you could select parent class in the subclass editor.
If you're creating a subrace, there's a dropdown allowing you to change parent race. I'd like to see the same thing for class edit. This would allow me to slip those spell slots in there by just changing the EK/AT copy to the new class and editing the subclass features.
Speaking of subrace parent race selelector, why can't I choose my own published race for which to make subraces? (This was the 1st problem I had with homebrew when I first came to DDB 6 months ago.)
For pretty much all options in homebrew creation, it's useful for a 'copy' function available. We have that for races, subraces and variants, but it would be useful for modifiers and all the other sub-sections. For example, if I have a homebrew subclass and that subclass gives them a choice for three options from a list, as it stands I have to create three identical class features. If there was a copy option I would make that feature once and just hit copy twice.
For pretty much all options in homebrew creation, it's useful for a 'copy' function available. We have that for races, subraces and variants, but it would be useful for modifiers and all the other sub-sections. For example, if I have a homebrew subclass and that subclass gives them a choice for three options from a list, as it stands I have to create three identical class features. If there was a copy option I would make that feature once and just hit copy twice.
Its a little hacky but ive done this for modifiers (say resistance to all but need to add each individually) as I press save, I just quickly spam it like a bunch of times and it duplicates them then go and modify each one
As many have said, being able to add additional spell slots as a modifier (say increasing the number of spells you can cast by 1 for each level you can cast) is something that I would greatly appreciate and would allow for increased epic level functionality.
Note: There is an epic boon that already does this as an optional rule in 5th edition, this being the boon of high magic which grants 1 additional 9th level spell slot.
Separate to this but with similar motivation would be allowing the creation of 10th level spells and spell slots. This would allow for greater compatibility with something like pathfinder 1e/2e (10th level spells) or D&D 3.5e (Epic Magic), as well as allowing for more flexibility and potential for advancement when it comes to epic levels of play.
Taking this idea to the extreme, allowing for spells of up to 13th or 15th level would allow for even the most powerful spells mentioned in lore to be fully recreatable as homebrew, such as Karsus' Avatar, Mavin's Worldweave, or even some high magic rituals such as "At War With the Weave".
Would it be at all possible to add a feature that would allow you to add a Stat modifier to the attack and/or damage rolls of a magic item? E.g. a warhammer that added your CON modifier to attack and damage rolls, or a rapier that added your INT modifier to attack rolls I think that this would allow for some very interesting magic weapons and/or armour if you included a way to add the same thing for AC or a Stat halved to any of these three
Would it be at all possible to add a feature that would allow you to add a Stat modifier to the attack and/or damage rolls of a magic item? E.g. a warhammer that added your CON modifier to attack and damage rolls, or a rapier that added your INT modifier to attack rolls I think that this would allow for some very interesting magic weapons and/or armour if you included a way to add the same thing for AC or a Stat halved to any of these three
In theory they shouldn't need a new modifier for this; you can already set the primary ability for a Magic or Damage modifier, it just currently doesn't do anything, if they had it add the modifier as the extra hit/damage bonus then it should do what you want?
Rollback Post to RevisionRollBack
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.
Would it be at all possible to add a feature that would allow you to add a Stat modifier to the attack and/or damage rolls of a magic item? E.g. a warhammer that added your CON modifier to attack and damage rolls, or a rapier that added your INT modifier to attack rolls I think that this would allow for some very interesting magic weapons and/or armour if you included a way to add the same thing for AC or a Stat halved to any of these three
In theory they shouldn't need a new modifier for this; you can already set the primary ability for a Magic or Damage modifier, it just currently doesn't do anything, if they had it add the modifier as the extra hit/damage bonus then it should do what you want?
I've been trying to do this for a while with different combinations of settings on the magic item, I eventually gave up, but haven't tried again since the character sheet update. What I know you can do is create a custom action on the character and select the attribute, this does work.
My DM adjusted the mace of disruption to increase Channel Divinity's DC. Can that modifier be added? Thank you!
"While you are attuned to this weapon, the save DC for your Channel Divinity ability is increased by +1 and your hit-point maximum cannot be decreased."
yes it can be added since ring of protection does that. you just add bonus, then choose set spell dc and then set the fixed value to +1. and then it should add the +1 to your spell dc. i'm not very precise cause i would need to check it on, but that should get you pretty close to it.
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)
yes it can be added since ring of protection does that. you just add bonus, then choose set spell dc and then set the fixed value to +1. and then it should add the +1 to your spell dc. i'm not very precise cause i would need to check it on, but that should get you pretty close to it.
That would be inaccurate in this instance. They did not say that the item raises their Spell Save DC, only their Channel Divinity DC. While those are the same number usually, in this instance the DM gave them something that apparently only raises the one, and not the other. Unfortunately, there are no modifiers to adjust the one they raised, Channel Divinity, only to adjust the other.
yes it can be added since ring of protection does that. you just add bonus, then choose set spell dc and then set the fixed value to +1. and then it should add the +1 to your spell dc. i'm not very precise cause i would need to check it on, but that should get you pretty close to it.
Also, ring of protection increases your save bonus, not your spellsave DC. Robe of the magi and some staffs do though, so that modifier exists.
There isn't anything for channel divinity though. I'm not even sure if CD DC is stored anywhere or if it is just a snippet formula.
This may have been mentioned before, and I also just posted something similar in another thread, but this seems like a suitable place, so I'll put it here too...
I think it would be neat if we could have a custom arbitrary counter, similar to exhaustion, that we could put in as a race or subclass feature, and then define some events or triggers that set, increase, or decrease the counter. Kind of like charges too, I guess, just not on a magic item.
I don't know how difficult that would be to implement, and it's not really a high priority request, even for me, but it would be a nice small feature, and I do have at least one place where I could make good use of something like that.
I made a few homebrew things: backgrounds, feats, magic items, monsters, races, spells, subclasses.
You can set a limited number of uses on Actions, and define how they reset (though only short-rest/long-rest do anything automatic), this is how things like Rage, Bardic Inspiration etc. are implemented. Do you envision something different to that?
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.
Yeah, to implement my current idea, I'd need basically a custom exhaustion counter. Certain actions or inactions can add a level to the counter, and certain actions can reduce the level of the counter. There may be some hacky workaround way I could use, but I'd rather keep things as tidy as possible and just let theoretical players keep track of it on their own for now.
I made a few homebrew things: backgrounds, feats, magic items, monsters, races, spells, subclasses.
Currently in need of a way to customize a class's DC for their abilities, like a monk's Ki Save DC
I've been frustrated by trying to give a homebrew subclasse spell slots when the base class doesn't get slots. (Similar to the eldritch knight and arcane trickster.)
(please, no tips here, after weeks of trying I've concluded it can't be done with the system I am currently using as my only access to DDB if at all.)
One thing that might make the process easier is if you could select parent class in the subclass editor.
If you're creating a subrace, there's a dropdown allowing you to change parent race. I'd like to see the same thing for class edit. This would allow me to slip those spell slots in there by just changing the EK/AT copy to the new class and editing the subclass features.
Speaking of subrace parent race selelector, why can't I choose my own published race for which to make subraces? (This was the 1st problem I had with homebrew when I first came to DDB 6 months ago.)
Would like to be able to change the range increment on a homebrew item, and not be forced to choose a "base weapon" for it to be modeled after.
For pretty much all options in homebrew creation, it's useful for a 'copy' function available. We have that for races, subraces and variants, but it would be useful for modifiers and all the other sub-sections. For example, if I have a homebrew subclass and that subclass gives them a choice for three options from a list, as it stands I have to create three identical class features. If there was a copy option I would make that feature once and just hit copy twice.
Its a little hacky but ive done this for modifiers (say resistance to all but need to add each individually) as I press save, I just quickly spam it like a bunch of times and it duplicates them then go and modify each one
As many have said, being able to add additional spell slots as a modifier (say increasing the number of spells you can cast by 1 for each level you can cast) is something that I would greatly appreciate and would allow for increased epic level functionality.
Note: There is an epic boon that already does this as an optional rule in 5th edition, this being the boon of high magic which grants 1 additional 9th level spell slot.
Separate to this but with similar motivation would be allowing the creation of 10th level spells and spell slots. This would allow for greater compatibility with something like pathfinder 1e/2e (10th level spells) or D&D 3.5e (Epic Magic), as well as allowing for more flexibility and potential for advancement when it comes to epic levels of play.
Taking this idea to the extreme, allowing for spells of up to 13th or 15th level would allow for even the most powerful spells mentioned in lore to be fully recreatable as homebrew, such as Karsus' Avatar, Mavin's Worldweave, or even some high magic rituals such as "At War With the Weave".
Would it be at all possible to add a feature that would allow you to add a Stat modifier to the attack and/or damage rolls of a magic item? E.g. a warhammer that added your CON modifier to attack and damage rolls, or a rapier that added your INT modifier to attack rolls I think that this would allow for some very interesting magic weapons and/or armour if you included a way to add the same thing for AC or a Stat halved to any of these three
In theory they shouldn't need a new modifier for this; you can already set the primary ability for a Magic or Damage modifier, it just currently doesn't do anything, if they had it add the modifier as the extra hit/damage bonus then it should do what you want?
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've been trying to do this for a while with different combinations of settings on the magic item, I eventually gave up, but haven't tried again since the character sheet update. What I know you can do is create a custom action on the character and select the attribute, this does work.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
My DM adjusted the mace of disruption to increase Channel Divinity's DC. Can that modifier be added? Thank you!
"While you are attuned to this weapon, the save DC for your Channel Divinity ability is increased by +1 and your hit-point maximum cannot be decreased."
yes it can be added since ring of protection does that. you just add bonus, then choose set spell dc and then set the fixed value to +1.
and then it should add the +1 to your spell dc. i'm not very precise cause i would need to check it on, but that should get you pretty close to it.
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)
That would be inaccurate in this instance. They did not say that the item raises their Spell Save DC, only their Channel Divinity DC. While those are the same number usually, in this instance the DM gave them something that apparently only raises the one, and not the other. Unfortunately, there are no modifiers to adjust the one they raised, Channel Divinity, only to adjust the other.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Also, ring of protection increases your save bonus, not your spellsave DC. Robe of the magi and some staffs do though, so that modifier exists.
There isn't anything for channel divinity though. I'm not even sure if CD DC is stored anywhere or if it is just a snippet formula.
I’m pretty sure it’s just a snippet that has an identical calculation as spell save DC.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I would like the ability to edit the ranges of weapons in my homebrew creations
Spell Duration, for spells that have a duration that scales at higher levels.
For example: https://www.dndbeyond.com/spells/723816-unocs-transcribe-manuscript