Can or Will DNDbeyond make homebrew menus to customize items?
for example, in my game i got a thunderbolt rifle with these stats (3d8 lightning, action to reload unless proficient, roll a d100 to see if it misfires or fires, range 40-240 ft). I was trying to make the item in homebrew and there are no menus to set all the aspects of the weapon. Why is that?
Firearms aren't an inherent part of the PHB and because of that, the Beyond homebrew system handles firearms somewhat poorly. You'll have to pick a pre-existing item for a template that is as close to the one you want to make as possible. After that, you'll have to edit the damage and range under "modifiers". As for the reload- or misfire properties, I'd just write them in the item description as there are no way of setting those as far as I know.
Thanks, I tried that but i still cannot change damage and range. i added the modifer but it still shows the original damage
We can't currently edit the base damage of weapons, we can only change the damage type (Replace Damage Type modifier) or add additional damage (Damage modifier). Changing the base damage of a weapon would really require us to be able to create new basic weapons, which has been a much requested feature ever since I signed up to the site and no sign of it being provided yet. Likewise with changing range as there's no modifier for setting it, and this again would probably be easier if we could just edit a basic weapon.
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.
Sorry - I should have elaborated on what Haravikk thankfully explained.
Basically, find something as close as possible to the damage and range you want, because there's no way of actually setting that. You can use the "Damage" modifier, to add a note next to the roll button of what damage to add, but what's shown in the roll button is as Haravikk exaplained unchangeable.
I'd like to be able to add advantage to all ranged attacks and have it show up on the sheet. I can add it as a modifier but it doesn't show up on the sheet on on my rolls. I have to do it manually and I'd like for it to be automatic.
I just realized that the feature "Replacement" selection only works for races species and not for sub-classes (even though it's there to be selected when adding a feature to a sub-class). It'd be nice if that worked...
I just realized that the feature "Replacement" selection only works for races species and not for sub-classes (even though it's there to be selected when adding a feature to a sub-class). It'd be nice if that worked...
The feature “Replacement” does work. I know because I have created subclasses that use that functionality and they work. You have to activate “Optional Class Features” on the home tab of the character builder for Optional Class Features to work. You cannot replace base class features however, only subclass features.
That being said, there are very few reasons to create a subclass feature that replaces another subclass feature since class feature Options exist. Remember, Optional Class Features are not the same thing as Class Feature Options (confusing, I know). Most users will want to create “Granted” features almost 100% of the time.
I did notice while working on something that we can replace features that are part of the sub-class itself. My confusion was that in species we can replace the base features, but as you pointed out we cannot replace base class features (and so that would be the crux of my request).
Where in that 15 page long post is this information? I tried searching "Ki" on each page and didn't find this info. I'd love to stop creating dummy feats for this.
Edit: Come to think of it, why can you not just create a dummy feat that simply says it is Extra, eg 1st level slots and just has check boxes? That seems like it'd be...well, tolerable.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I did notice while working on something that we can replace features that are part of the sub-class itself. My confusion was that in species we can replace the base features, but as you pointed out we cannot replace base class features (and so that would be the crux of my request).
Well, you technically can replace a base class feature, you just have to give the subclass feature the exact same name as the base class feature.
As I said, in the “Homebrew Subclasses & Species FAQ,” question #4:
All of the FAQs are in the very first post. All you have to do is open the spoilers and read.
Ah, ok. So you cannot actually modify the KI or SP totals, you can just add a second pool of checkboxes. So, this can be used for spell slots too.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Theoretically you could use them as spell slots, but it’ll be less than ideal since they will appear on the Features & Traits tab and the Actions tab, but not the Spells tab where one would need them. (Hence the answer I gave in #16 of that same FAQ.)
Those FAQs really do cover most of the most common questions. And I maintain it so it stays updated as things change, or as I come up with better answers.
Theoretically you could use them as spell slots, but it’ll be less than ideal since they will appear on the Features & Traits tab and the Actions tab, but not the Spells tab where one would need them. (Hence the answer I gave in #16 of that same FAQ.)
Those FAQs really do cover most of the most common questions. And I maintain it so it stays updated as things change, or as I come up with better answers.
Roughly the same place that feats that grant free castings are located isn't it?
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Not sure if this has been covered, as there are SEVERAL posts to go through...
But I'd like to be able to have an item grant a bonus to initiative. Example: I have a legendary weapon that grants a 1d10 bonus to initiative, but it does not function in homebrew...unless I am doing something wrong.
Not sure if this has been covered, as there are SEVERAL posts to go through...
But I'd like to be able to have an item grant a bonus to initiative. Example: I have a legendary weapon that grants a 1d10 bonus to initiative, but it does not function in homebrew...unless I am doing something wrong.
You can specify the bonus, but I don't think the rollables support any added dice anywhere on the character sheet yet so this isn't really unique to Initiative; only fixed bonuses currently work as these are the ones that are used by official content.
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.
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Can or Will DNDbeyond make homebrew menus to customize items?
for example, in my game i got a thunderbolt rifle with these stats (3d8 lightning, action to reload unless proficient, roll a d100 to see if it misfires or fires, range 40-240 ft). I was trying to make the item in homebrew and there are no menus to set all the aspects of the weapon. Why is that?
I can actually help with that one.
Firearms aren't an inherent part of the PHB and because of that, the Beyond homebrew system handles firearms somewhat poorly. You'll have to pick a pre-existing item for a template that is as close to the one you want to make as possible. After that, you'll have to edit the damage and range under "modifiers". As for the reload- or misfire properties, I'd just write them in the item description as there are no way of setting those as far as I know.
Worlds within worlds were created, and Jesus wept!
Thanks, I tried that but i still cannot change damage and range. i added the modifer but it still shows the original damage
We can't currently edit the base damage of weapons, we can only change the damage type (Replace Damage Type modifier) or add additional damage (Damage modifier). Changing the base damage of a weapon would really require us to be able to create new basic weapons, which has been a much requested feature ever since I signed up to the site and no sign of it being provided yet. Likewise with changing range as there's no modifier for setting it, and this again would probably be easier if we could just edit a basic weapon.
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.
Sorry - I should have elaborated on what Haravikk thankfully explained.
Basically, find something as close as possible to the damage and range you want, because there's no way of actually setting that. You can use the "Damage" modifier, to add a note next to the roll button of what damage to add, but what's shown in the roll button is as Haravikk exaplained unchangeable.
Worlds within worlds were created, and Jesus wept!
I'd like to be able to add advantage to all ranged attacks and have it show up on the sheet. I can add it as a modifier but it doesn't show up on the sheet on on my rolls. I have to do it manually and I'd like for it to be automatic.
It would be great if you can add spell slots or way to add class specific points. Like adding sorcerery or ki points.
I just realized that the feature "Replacement" selection only works for
racesspecies and not for sub-classes (even though it's there to be selected when adding a feature to a sub-class). It'd be nice if that worked...Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
The feature “Replacement” does work. I know because I have created subclasses that use that functionality and they work. You have to activate “Optional Class Features” on the home tab of the character builder for Optional Class Features to work. You cannot replace base class features however, only subclass features.
That being said, there are very few reasons to create a subclass feature that replaces another subclass feature since class feature Options exist. Remember, Optional Class Features are not the same thing as Class Feature Options (confusing, I know). Most users will want to create “Granted” features almost 100% of the time.
For more info about Optional Class Features and Class Feature Options, please see the Homebrew Subclasses & Species FAQ #s 3 & 1 respectively: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
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You cannot add spell slots, but you can add subclass specific points like sorcery points or Ki. Please see the Homebrew Subclasses & Species FAQ #4 for information as to how: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
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I did notice while working on something that we can replace features that are part of the sub-class itself. My confusion was that in species we can replace the base features, but as you pointed out we cannot replace base class features (and so that would be the crux of my request).
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
Where in that 15 page long post is this information? I tried searching "Ki" on each page and didn't find this info. I'd love to stop creating dummy feats for this.
Edit: Come to think of it, why can you not just create a dummy feat that simply says it is Extra, eg 1st level slots and just has check boxes? That seems like it'd be...well, tolerable.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Ravnodaus,
As I said, in the “Homebrew Subclasses & Species FAQ,” question #4:
All of the FAQs are in the very first post. All you have to do is open the spoilers and read.
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Well, you technically can replace a base class feature, you just have to give the subclass feature the exact same name as the base class feature.
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Ah, ok. So you cannot actually modify the KI or SP totals, you can just add a second pool of checkboxes. So, this can be used for spell slots too.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Correct (see #6 of that same FAQ).
Theoretically you could use them as spell slots, but it’ll be less than ideal since they will appear on the Features & Traits tab and the Actions tab, but not the Spells tab where one would need them. (Hence the answer I gave in #16 of that same FAQ.)
Those FAQs really do cover most of the most common questions. And I maintain it so it stays updated as things change, or as I come up with better answers.
Creating Epic Boons on DDB
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Roughly the same place that feats that grant free castings are located isn't it?
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Yes, but a feat would at least add a [USE] button on the Spells tab too.
Creating Epic Boons on DDB
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Not sure if this has been covered, as there are SEVERAL posts to go through...
But I'd like to be able to have an item grant a bonus to initiative. Example: I have a legendary weapon that grants a 1d10 bonus to initiative, but it does not function in homebrew...unless I am doing something wrong.
You can specify the bonus, but I don't think the rollables support any added dice anywhere on the character sheet yet so this isn't really unique to Initiative; only fixed bonuses currently work as these are the ones that are used by official content.
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.