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.
Channel divinity does use your spell save, but the character sheet just uses snippets to calculate it, changing your spell save won't change the DC displayed on the CD.
And anyway, as Sposta mentioned a month ago, the item they are trying to create doesn't increase spell save, only channel divinity DC.
I think something that would be really helpful would be to allow us to create non-magical items ("other gear" from the Manage Equipment section of the character sheet). Why? There are homebrew items I have created for my campaigns that really aren't magical items, but they are still items which can be found and used by the players.
Another potentially helpful change would be to allow us the ability to toggle the quantity field (on or off) either in the creation of the item or else in the character sheet itself.
As an example, if you select Arrows, it brings up a Quantity button where you can easily change the quantity on hand. The same can be said for rations, torches, waterskins, etc. If you want to two containers of Keoghtom's Ointment, you can easily add multiple quantities from the manage equipment section, BUT it shows up on your character sheet as two seperate items. Likewise, my homebrew item, Smash and Bright Stick, which I plan on making available to players in limited quantities, has one line item for each item added, instead of showing a quantity of 3 (like arrows or healing potions).
Another potentially helpful change would be to allow us the ability to toggle the quantity field (on or off) either in the creation of the item or else in the character sheet itself.
A means to make magic items stackable like arrows would be great.
Another potentially helpful change would be to allow us the ability to toggle the quantity field (on or off) either in the creation of the item or else in the character sheet itself.
A means to make magic items stackable like arrows would be great.
Potions and Scrolls can stack in inventory, but cannot be “equipped.”
Frankly, a means to just make magic ammunition would be great.
Another potentially helpful change would be to allow us the ability to toggle the quantity field (on or off) either in the creation of the item or else in the character sheet itself.
A means to make magic items stackable like arrows would be great.
It would be cool if I could easily add classes to my monster by just choosing a class and how many levels and all there abilities and stuff would appear in the correct ares. It would help with making NPCS a hole lot.
I don’t know if this is impossible or really hard coding but it seems like something that would be cool and helpful.
im kind of imagining like the character maker with being able to choose all sorts of things like a fighting style or a favored enemy or a divine domain. Also being able to add special conditions like “werewolf” “half dragon” “vampire” so that the ability scores would change and they would get the right breath weapon, stuff like that
It would be cool if I could easily add classes to my monster by just choosing a class and how many levels and all there abilities and stuff would appear in the correct ares. It would help with making NPCS a hole lot.
I don’t know if this is impossible or really hard coding but it seems like something that would be cool and helpful.
im kind of imagining like the character maker with being able to choose all sorts of things like a fighting style or a favored enemy or a divine domain. Also being able to add special conditions like “werewolf” “half dragon” “vampire” so that the ability scores would change and they would get the right breath weapon, stuff like that
Not a modifier, but this is planned (to some extent) and will be called the monster builder. Not sure if you will be able to add player class levels specifically.
It would be cool if I could easily add classes to my monster by just choosing a class and how many levels and all there abilities and stuff would appear in the correct ares. It would help with making NPCS a hole lot.
I don’t know if this is impossible or really hard coding but it seems like something that would be cool and helpful.
im kind of imagining like the character maker with being able to choose all sorts of things like a fighting style or a favored enemy or a divine domain. Also being able to add special conditions like “werewolf” “half dragon” “vampire” so that the ability scores would change and they would get the right breath weapon, stuff like that
Not a modifier, but this is planned (to some extent) and will be called the monster builder. Not sure if you will be able to add player class levels specifically.
I literally came here to ask about adding character levels to monsters.
In Curse of Strahd, the "Brides" are Vampire Spawn. I beefed them up in my campaign (quite a bit, as it turns out) by adding 6 class levels to each (one sorcerer, one cleric, one monk). I couldn't find a way to do that in the homebrew monster, although I presume I could update the description section to add a "Spellcasting" block, as in the Vampire Spellcaster, which says "this is a 9the level specllaster with these wizard spells, using Int, spell DC is ..." and so on.
It would be cool if I could easily add classes to my monster by just choosing a class and how many levels and all there abilities and stuff would appear in the correct ares. It would help with making NPCS a hole lot.
I don’t know if this is impossible or really hard coding but it seems like something that would be cool and helpful.
im kind of imagining like the character maker with being able to choose all sorts of things like a fighting style or a favored enemy or a divine domain. Also being able to add special conditions like “werewolf” “half dragon” “vampire” so that the ability scores would change and they would get the right breath weapon, stuff like that
Not a modifier, but this is planned (to some extent) and will be called the monster builder. Not sure if you will be able to add player class levels specifically.
I literally came here to ask about adding character levels to monsters.
In Curse of Strahd, the "Brides" are Vampire Spawn. I beefed them up in my campaign (quite a bit, as it turns out) by adding 6 class levels to each (one sorcerer, one cleric, one monk). I couldn't find a way to do that in the homebrew monster, although I presume I could update the description section to add a "Spellcasting" block, as in the Vampire Spellcaster, which says "this is a 9the level specllaster with these wizard spells, using Int, spell DC is ..." and so on.
Monster Builder is on its way as was mentionned in previous dev updates. yes the monster builder is literally just you building a monster by nitpicking other monsters abilities and adding class levels to the monster. it sliterally something that builds monsters for you. no estimates as to when they will actually have time to work on it, but they do intend to give the users a monster leveler program.
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 cool if I could easily add classes to my monster by just choosing a class and how many levels and all there abilities and stuff would appear in the correct ares. It would help with making NPCS a hole lot.
I don’t know if this is impossible or really hard coding but it seems like something that would be cool and helpful.
im kind of imagining like the character maker with being able to choose all sorts of things like a fighting style or a favored enemy or a divine domain. Also being able to add special conditions like “werewolf” “half dragon” “vampire” so that the ability scores would change and they would get the right breath weapon, stuff like that
Not a modifier, but this is planned (to some extent) and will be called the monster builder. Not sure if you will be able to add player class levels specifically.
I literally came here to ask about adding character levels to monsters.
In Curse of Strahd, the "Brides" are Vampire Spawn. I beefed them up in my campaign (quite a bit, as it turns out) by adding 6 class levels to each (one sorcerer, one cleric, one monk). I couldn't find a way to do that in the homebrew monster, although I presume I could update the description section to add a "Spellcasting" block, as in the Vampire Spellcaster, which says "this is a 9the level specllaster with these wizard spells, using Int, spell DC is ..." and so on.
Monster Builder is on its way as was mentionned in previous dev updates. yes the monster builder is literally just you building a monster by nitpicking other monsters abilities and adding class levels to the monster. it sliterally something that builds monsters for you. no estimates as to when they will actually have time to work on it, but they do intend to give the users a monster leveler program.
This is what I need just a simple way to make monsters!
It would be cool if I could easily add classes to my monster by just choosing a class and how many levels and all there abilities and stuff would appear in the correct ares. It would help with making NPCS a hole lot.
I don’t know if this is impossible or really hard coding but it seems like something that would be cool and helpful.
im kind of imagining like the character maker with being able to choose all sorts of things like a fighting style or a favored enemy or a divine domain. Also being able to add special conditions like “werewolf” “half dragon” “vampire” so that the ability scores would change and they would get the right breath weapon, stuff like that
Not a modifier, but this is planned (to some extent) and will be called the monster builder. Not sure if you will be able to add player class levels specifically.
I literally came here to ask about adding character levels to monsters.
In Curse of Strahd, the "Brides" are Vampire Spawn. I beefed them up in my campaign (quite a bit, as it turns out) by adding 6 class levels to each (one sorcerer, one cleric, one monk). I couldn't find a way to do that in the homebrew monster, although I presume I could update the description section to add a "Spellcasting" block, as in the Vampire Spellcaster, which says "this is a 9the level specllaster with these wizard spells, using Int, spell DC is ..." and so on.
Monster Builder is on its way as was mentionned in previous dev updates. yes the monster builder is literally just you building a monster by nitpicking other monsters abilities and adding class levels to the monster. it sliterally something that builds monsters for you. no estimates as to when they will actually have time to work on it, but they do intend to give the users a monster leveler program.
This is what I need just a simple way to make monsters!
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.
Magic items should be able to grant the player actions with the same complexity as found in the Races and Subclasses homebrew. Through with we could allow spell effects with restrictions like self only, etc. Unlike the current option that just lets us select a spell.
for now, i'm just copy pasting from other monsters, works fine and its quite fast. the only time it takes me more then 1 hour to make a monster would be if i decide to just make a monster ability that doesn't exists.
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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)
Would like to see the new beastmaster companions from Tasha's added for templates to choose from when creating a monster. We've homebrewed a beast for my nephew's ranger companion with some extras and it would be nice to be able to add those to the official stat block so they're all in one place. I've got a homebrew beast but the stats are all off because the existing system doesn't allow for things like AC being "13 + your proficiency bonus" or indicate the # of hit dice is equal to your ranger level.
I would like the ability to create new spendable points in the flavor of ki points and sorcery points. This would allow you to create new subclasses with abilities that use a limited pool of power then create the special abilities and cost of use. Essentially it's just the ability to clone and reskin the existing power pools. Then the ability to add the cost to abilities.
Oh look, someone already said it.
Race/Subclass features that need a point resource are seemingly impossible to recreate, and I don't see why, as things like Sorcery points seemingly don't have a complex backend, as you do have to manually track them. I'm really not sure why this isn't a feature already.
Rollback Post to RevisionRollBack
is it maybe that I'm being too ambitious? Perhaps I'm Just tired of not having a group?
No... It's the Builders that are wrong.
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Channel divinity does use your spell save, but the character sheet just uses snippets to calculate it, changing your spell save won't change the DC displayed on the CD.
And anyway, as Sposta mentioned a month ago, the item they are trying to create doesn't increase spell save, only channel divinity DC.
I think something that would be really helpful would be to allow us to create non-magical items ("other gear" from the Manage Equipment section of the character sheet). Why? There are homebrew items I have created for my campaigns that really aren't magical items, but they are still items which can be found and used by the players.
Another potentially helpful change would be to allow us the ability to toggle the quantity field (on or off) either in the creation of the item or else in the character sheet itself.
As an example, if you select Arrows, it brings up a Quantity button where you can easily change the quantity on hand. The same can be said for rations, torches, waterskins, etc. If you want to two containers of Keoghtom's Ointment, you can easily add multiple quantities from the manage equipment section, BUT it shows up on your character sheet as two seperate items. Likewise, my homebrew item, Smash and Bright Stick, which I plan on making available to players in limited quantities, has one line item for each item added, instead of showing a quantity of 3 (like arrows or healing potions).
A means to make magic items stackable like arrows would be great.
There are many, and to list them all off the top of my head would be difficult, but i trust others will have the same thoughts as me.
Instead, i will request that existing "hidden" modifiers (like the "Kensei" modifier) be made available for regular use.
Potions and Scrolls can stack in inventory, but cannot be “equipped.”
Frankly, a means to just make magic ammunition would be great.
Creating Epic Boons on DDB
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Hardcovers, DDB & You
Content Troubleshooting
"Stackable" - perfect!
I would like to be able to add ability modifiers to backgrounds
It would be cool if I could easily add classes to my monster by just choosing a class and how many levels and all there abilities and stuff would appear in the correct ares. It would help with making NPCS a hole lot.
I don’t know if this is impossible or really hard coding but it seems like something that would be cool and helpful.
im kind of imagining like the character maker with being able to choose all sorts of things like a fighting style or a favored enemy or a divine domain. Also being able to add special conditions like “werewolf” “half dragon” “vampire” so that the ability scores would change and they would get the right breath weapon, stuff like that
Not a modifier, but this is planned (to some extent) and will be called the monster builder. Not sure if you will be able to add player class levels specifically.
I literally came here to ask about adding character levels to monsters.
In Curse of Strahd, the "Brides" are Vampire Spawn. I beefed them up in my campaign (quite a bit, as it turns out) by adding 6 class levels to each (one sorcerer, one cleric, one monk). I couldn't find a way to do that in the homebrew monster, although I presume I could update the description section to add a "Spellcasting" block, as in the Vampire Spellcaster, which says "this is a 9the level specllaster with these wizard spells, using Int, spell DC is ..." and so on.
Monster Builder is on its way as was mentionned in previous dev updates.
yes the monster builder is literally just you building a monster by nitpicking other monsters abilities and adding class levels to the monster. it sliterally something that builds monsters for you.
no estimates as to when they will actually have time to work on it, but they do intend to give the users a monster leveler program.
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)
This is what I need just a simple way to make monsters!
And that would allow you to make sidekicks too!
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
Magic items should be able to grant the player actions with the same complexity as found in the Races and Subclasses homebrew. Through with we could allow spell effects with restrictions like self only, etc. Unlike the current option that just lets us select a spell.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
for now, i'm just copy pasting from other monsters, works fine and its quite fast. the only time it takes me more then 1 hour to make a monster would be if i decide to just make a monster ability that doesn't exists.
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)
There doesn't seem to be any way to add additional Spell Slots either as feats, items or class?
I know there's a spell slot Modifier Type but that has no sub-types and sub-type is a required field, so it can't be saved!
I would love to be able to add spell slots in homebrew subclasses as well...
If you mean like arcane trickster or eldritch knight, you can.
If you meant like adding a 5th level 1 slot or custom number of slots to subclasses, then no.
Would like to see the new beastmaster companions from Tasha's added for templates to choose from when creating a monster. We've homebrewed a beast for my nephew's ranger companion with some extras and it would be nice to be able to add those to the official stat block so they're all in one place. I've got a homebrew beast but the stats are all off because the existing system doesn't allow for things like AC being "13 + your proficiency bonus" or indicate the # of hit dice is equal to your ranger level.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
Oh look, someone already said it.
Race/Subclass features that need a point resource are seemingly impossible to recreate, and I don't see why, as things like Sorcery points seemingly don't have a complex backend, as you do have to manually track them. I'm really not sure why this isn't a feature already.
is it maybe that I'm being too ambitious? Perhaps I'm Just tired of not having a group?No... It's the Builders that are wrong.