You can already do that. Spells like Hex and Hunter’s Mark use it.
It appears those don't have actual modifiers for duration, and simply have a placeholder in the "At Higher Levels" to "(See Description)." A proper modifier could actually update the duration when a person chooses a higher level to cast at.
You can already do that. Spells like Hex and Hunter’s Mark use it.
It appears those don't have actual modifiers for duration, and simply have a placeholder in the "At Higher Levels" to "(See Description)." A proper modifier could actually update the duration when a person chooses a higher level to cast at.
I have made quite a number of spells that have durations that increase with spell level. The initially listed during does not change, but whatever you write in the “description” field attached to the “at higher levels” will list the change in duration.
To be clear, your initial request was to have the capacity for upcasting to increase duration. You did not mention specifically wanting it to be accomplished via a modifier. For all of the official published spells it was done the same way Hex was implemented. So, there is a way to do what you want, it just isn’t the way you expected it to be done.
You can already do that. Spells like Hex and Hunter’s Mark use it.
It appears those don't have actual modifiers for duration, and simply have a placeholder in the "At Higher Levels" to "(See Description)." A proper modifier could actually update the duration when a person chooses a higher level to cast at.
I have made quite a number of spells that have durations that increase with spell level. The initially listed during does not change, but whatever you write in the “description” field attached to the “at higher levels” will list the change in duration.
To be clear, your initial request was to have the capacity for upcasting to increase duration. You did not mention specifically wanting it to be accomplished via a modifier. For all of the official published spells it was done the same way Hex was implemented. So, there is a way to do what you want, it just isn’t the way you expected it to be done.
I can't see Hex, unfortunately. Maybe it was done differently from Hunter's Mark?
I will specifically draw your attention to “Axii, Enhanced” and “Quen (Active Shield).” At their base levels the change isn’t indicated, but if you hit the + to indicate an upcast you will see the note become visible.
I would also like to be able to add bonus to range to weapons - specifically through a feat, but I'd be fine just editing it on individual items too. Also more specifically I want to increase the range of thrown weapons (like daggers).
An option to hide all homebrew content from your players in a campaign :)
some of them i make specifically for villains and don't want them to chose or even know about them
i'm for that, we need another filtering option. you know how we have public, published we should have Owner only. i have been making tons of monsters and tons of stuff, my players at this point do not een know how to differentiate anything from that. so if they check magical items they just see the surprises i wanted to give them. i have no problem them seeing it once its revealed but before that i don't want them to see it.
i really believe there should be a "Owner Only" option too.
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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
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An option to hide all homebrew content from your players in a campaign :)
some of them i make specifically for villains and don't want them to chose or even know about them
i'm for that, we need another filtering option. you know how we have public, published we should have Owner only. i have been making tons of monsters and tons of stuff, my players at this point do not een know how to differentiate anything from that. so if they check magical items they just see the surprises i wanted to give them. i have no problem them seeing it once its revealed but before that i don't want them to see it.
i really believe there should be a "Owner Only" option too.
Please refer to the first sentence of my reply from 2 days ago. There already is an "owner only" option. I use it all the time.
An option to hide all homebrew content from your players in a campaign :)
some of them i make specifically for villains and don't want them to chose or even know about them
i'm for that, we need another filtering option. you know how we have public, published we should have Owner only. i have been making tons of monsters and tons of stuff, my players at this point do not een know how to differentiate anything from that. so if they check magical items they just see the surprises i wanted to give them. i have no problem them seeing it once its revealed but before that i don't want them to see it.
i really believe there should be a "Owner Only" option too.
Please refer to the first sentence of my reply from 2 days ago. There already is an "owner only" option. I use it all the time.
The owner only was definitely not thought out, because it meant my own stuff only, but i meant everything in my collection, not just what i made. that is my mistake and i am sorry for the confusion. so let's call it "DM Only" option then.
the option to remove from collection is a temporary fix at best. much like how they requires us to make magical items for boons instead of just making them up. i understand that it works if you do that and that's fine, but thats not how it should be working. Also, if i take something in the homebrew that is not mine, i have to put it into my collection just to keep it viewable by me without having to go check the homebrew browser everytimes, what you are telling me is that i can't even keep things in my own collection if i don't want to share with my player. your method, while working for what i design myself works, it doesn't for what i don't design which is counter intuitive. the reality is, we should be able to share what we wanna share from that collection without having to resort to some weird method of sharing.
exemple... i have added to my collection a few magical items that i wish to give my players from homebrews others made... i would like to share those items only as i reveal them to the my players. an easy, checkmark to activate would be easy to do.
your solution is to remove the said items from my collection, but doing so forces me to go into the browser selection of homebrew and remember by heart about 20+ items or monsters that i liked just to see them, while its just easier for any DMs out there to just add it to their collection and make the search from that point. one has to wonder what's the point of collections if its not to use them ? now with things i created myself its a bit easier since there is already two collections, one for what i created and one for whats in overall collection. but again, what's the point of having a collection if i can't just use it for what i want to use it for ? so you are saying that my only choice is, remake every items from homebrew as my own and then remove it from my collection that way people wont see the items. it shouldn't work like that cause its more work in the end, the goal is to make it simpler, not quirkier.
what's fun with databases is that you can easily add stuff to it. i'm sure they already have a private or public setting on every items/monsters/subclasses/etc... so adding one more item to that wouldn'T be a great thing to do. no what would be a bit harder to do would be adding stuff to the interface when it came to filtering from the perspective of the players. i think thi sis more like quality of life then it is hard to make.
again, we're not talking system that do not exist like boons, we're talking about a filtering system that is clearly already there, just adding one more otpion to it.
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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)
It would be nice to change the base damage of a weapon. For example, I’d like a specific bow I created, to deal 2d8 instead of 1d8, as of no I habe not found a way to implement this change, so it’ll work with the digital dice :/
(fully customisable weapons would be super neat tho :D)
It would be nice to change the base damage of a weapon. For example, I’d like a specific bow I created, to deal 2d8 instead of 1d8, as of no I habe not found a way to implement this change, so it’ll work with the digital dice :/
(fully customisable weapons would be super neat tho :D)
I just ran into this in a game, and it was extremely frustrating. Our current fix is to use a feat that grants the appropriate attack, but it is a bit clunky. Not to hijack your idea, but let me flesh out what "fully customizable weapons" means to me.
For those who have played Elder Scrolls, imagine the spell, "Bound Blade": The spell spell summons a weapon for it's duration, after which, it disappears back from whence it came.
I would love to be able to attach a summoned weapon to a spell so that when I press "cast" on my character sheet, the weapon is added. Then, depending on what I've assigned the weapon, when my character next takes, let's say a short or long rest, the weapon is again removed from my equipment. In theory, this would simply mean being able to add a duration to any item, and making it so that you can summon items with spells. Honestly, between mage armor and find familiar, I'm a little disappointed that this isn't already a thing. Bonus points if you can add options so a pop-up box shows up upon casting. (I'm looking at you, find familiar)
More than a modifier, but homebrew equipment (nonmagical armor, weapons, poisons, etc.) would be very desirable.
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All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
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.
isn't the channel divinity save dc the same as the actual spell save dc of the cleric or paladin ? if so then yes the modifier already exists. my bad on ring of protection i meant the one that boost your spell dc by 2 or 1. i don't remember that one. i think its the warlock rod of the pact who does this. so the bonus do exist.
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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)
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You can already do that. Spells like Hex and Hunter’s Mark use it.
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Thank you! I'll check out how they did it.
It appears those don't have actual modifiers for duration, and simply have a placeholder in the "At Higher Levels" to "(See Description)." A proper modifier could actually update the duration when a person chooses a higher level to cast at.
I have made quite a number of spells that have durations that increase with spell level. The initially listed during does not change, but whatever you write in the “description” field attached to the “at higher levels” will list the change in duration.
To be clear, your initial request was to have the capacity for upcasting to increase duration. You did not mention specifically wanting it to be accomplished via a modifier. For all of the official published spells it was done the same way Hex was implemented. So, there is a way to do what you want, it just isn’t the way you expected it to be done.
Creating Epic Boons on DDB
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I can't see Hex, unfortunately. Maybe it was done differently from Hunter's Mark?
No, they’re the same. Hold on, if you look through the spells on this character you can see what it looks like on the sheet if done properly:
https://www.dndbeyond.com/profile/IamSposta/characters/36974604
I will specifically draw your attention to “Axii, Enhanced” and “Quen (Active Shield).” At their base levels the change isn’t indicated, but if you hit the + to indicate an upcast you will see the note become visible.
I hope that helps.
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Languages.
Alignment restrictions.
I would also like to be able to add bonus to range to weapons - specifically through a feat, but I'd be fine just editing it on individual items too. Also more specifically I want to increase the range of thrown weapons (like daggers).
Agreed! Adding the ability to make fully custom weapons at that point.
An option to hide all homebrew content from your players in a campaign :)
some of them i make specifically for villains and don't want them to chose or even know about them
Only stuff in your collection is shared. So just remove the stuff you don't want to share from your collection.
Though something like this is still kind of needed for sharing different homebrew with different campaigns.
Of course, none of this has to do with homebrew modifiers either.
i'm for that, we need another filtering option. you know how we have public, published we should have Owner only.
i have been making tons of monsters and tons of stuff, my players at this point do not een know how to differentiate anything from that. so if they check magical items they just see the surprises i wanted to give them. i have no problem them seeing it once its revealed but before that i don't want them to see it.
i really believe there should be a "Owner Only" option too.
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)
Please refer to the first sentence of my reply from 2 days ago. There already is an "owner only" option. I use it all the time.
The owner only was definitely not thought out, because it meant my own stuff only, but i meant everything in my collection, not just what i made. that is my mistake and i am sorry for the confusion. so let's call it "DM Only" option then.
the option to remove from collection is a temporary fix at best. much like how they requires us to make magical items for boons instead of just making them up.
i understand that it works if you do that and that's fine, but thats not how it should be working. Also, if i take something in the homebrew that is not mine, i have to put it into my collection just to keep it viewable by me without having to go check the homebrew browser everytimes, what you are telling me is that i can't even keep things in my own collection if i don't want to share with my player. your method, while working for what i design myself works, it doesn't for what i don't design which is counter intuitive. the reality is, we should be able to share what we wanna share from that collection without having to resort to some weird method of sharing.
exemple...
i have added to my collection a few magical items that i wish to give my players from homebrews others made... i would like to share those items only as i reveal them to the my players. an easy, checkmark to activate would be easy to do.
your solution is to remove the said items from my collection, but doing so forces me to go into the browser selection of homebrew and remember by heart about 20+ items or monsters that i liked just to see them, while its just easier for any DMs out there to just add it to their collection and make the search from that point. one has to wonder what's the point of collections if its not to use them ? now with things i created myself its a bit easier since there is already two collections, one for what i created and one for whats in overall collection. but again, what's the point of having a collection if i can't just use it for what i want to use it for ? so you are saying that my only choice is, remake every items from homebrew as my own and then remove it from my collection that way people wont see the items. it shouldn't work like that cause its more work in the end, the goal is to make it simpler, not quirkier.
what's fun with databases is that you can easily add stuff to it.
i'm sure they already have a private or public setting on every items/monsters/subclasses/etc... so adding one more item to that wouldn'T be a great thing to do.
no what would be a bit harder to do would be adding stuff to the interface when it came to filtering from the perspective of the players. i think thi sis more like quality of life then it is hard to make.
again, we're not talking system that do not exist like boons, we're talking about a filtering system that is clearly already there, just adding one more otpion 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)
It would be nice to change the base damage of a weapon. For example, I’d like a specific bow I created, to deal 2d8 instead of 1d8, as of no I habe not found a way to implement this change, so it’ll work with the digital dice :/
(fully customisable weapons would be super neat tho :D)
I just ran into this in a game, and it was extremely frustrating. Our current fix is to use a feat that grants the appropriate attack, but it is a bit clunky. Not to hijack your idea, but let me flesh out what "fully customizable weapons" means to me.
For those who have played Elder Scrolls, imagine the spell, "Bound Blade": The spell spell summons a weapon for it's duration, after which, it disappears back from whence it came.
I would love to be able to attach a summoned weapon to a spell so that when I press "cast" on my character sheet, the weapon is added. Then, depending on what I've assigned the weapon, when my character next takes, let's say a short or long rest, the weapon is again removed from my equipment. In theory, this would simply mean being able to add a duration to any item, and making it so that you can summon items with spells. Honestly, between mage armor and find familiar, I'm a little disappointed that this isn't already a thing. Bonus points if you can add options so a pop-up box shows up upon casting. (I'm looking at you, find familiar)
ability to add: Tool, skill, simple weapon, or martial weapon prof as a choice
More than a modifier, but homebrew equipment (nonmagical armor, weapons, poisons, etc.) would be very desirable.
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
Yes. Good. Very good. Extremely good.
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
isn't the channel divinity save dc the same as the actual spell save dc of the cleric or paladin ? if so then yes the modifier already exists. my bad on ring of protection i meant the one that boost your spell dc by 2 or 1. i don't remember that one. i think its the warlock rod of the pact who does this. so the bonus do exist.
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)