I would love to have the ability to add a negative skill modifier to monsters. I currently have a monster that benefits from jack of all trades but requires a -1 modifier that cannot be applied due to syntax errors
I'd like to see Tooltips work with homebrew spells, monsters, etc. for those with access to them. Currently I get [Tooltip Not Found] when I try to point one to my own homebrew element.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Restrictions in modifiers actually restricting that item. I've homebrewed an item that has a set of bonuses applicable only to dwarves. I can put "dwarf only" in the details box and it shows in the Restrictions column of the modifier, but it does not actually limit those bonuses to only dwarves. (I added the item to my elf character and it still added those proficiencies despite her not being a dwarf.) Short of manually deleting those modifiers out should someone not a dwarf use the helmet, there is no easy way of restricting this at this time. Or if there is I'm not seeing it.
Agreed. If the "Requires Attunement" feature were more than a text field, that would solve this one. As it is, it doesn't seem to matter what's in that field as far as functionality on the site is concerned. It would be nice to see that work with options for class, race, and alignment (at least). That way you could set your helm's restrictions tightly (to work only for a dwarf fighter of good alignment, for example) or as loosely as any dwarf. Good post.
I want to create a dagger that is not weighted for throwing (remove the throwing property), I see we can add weapon attributes (essentially true/false, but can only set true) if they are inherited true it would be nice to have a way to set them false (remove them).
I would like to give ritual casting to a class that does not have ritual casting, like warlock or paladin. Currently the only way to do this is to give a spell they have to cast as a ritual.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
i'd like for the 'remove' modifier to have more sub modifiers. for example. a feat that removes the heavy property from battles axes, or something to that effect.
Don't know if anyone has said this yet, but I'd like separate charge counters.
For example, let's say the item has 3 charges and let's you cast spells using them (e.g. 1 charge and you can cast Misty Step.
The item might have another feature that can only be used once, and resets on a long rest. Right now (so far as I know) there's no way to track this ability separately since most items like this have a hidden charge of 1.
For magic items, I would like modifiers that disable proficiency for the item, and separate bonus modifiers for attack and damage rolls (not just 'magic' which effects both).
For subrace, a modifier to set player size would be nice (override the parent race)
When creating magic items, I'd like to be able to include information for DMs only and the ability to make that same information available to players who have discovered the secrets, but I haven't found a way to do that.
Here's an odd thing. I'm trying to create "special" ammunition for my homebrew campaign. The odd thing is that we have Ammunition, +1, etc. but I can't use that as the base item to create my special ammo. When I try to create the ammunition from scratch, I'm required to choose weapon type or a magic item type. The weapon type automatically inputs notes about proficiency with the weapon, and designating it a potion or whatever is going to be confusing.
The ability to set "Unarmed Damage Die". It shows up as a modifier if I copy the Tavern Brawler feat. That feat has a modifier that sets it, but if I create a feat or class feature, I can't select "Unarmed Damage Die".
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I would love to have the ability to add a negative skill modifier to monsters. I currently have a monster that benefits from jack of all trades but requires a -1 modifier that cannot be applied due to syntax errors
Ability Damage is a condition, right? Still weird it doesn't show.
Dark mode please !
I'd like to see Tooltips work with homebrew spells, monsters, etc. for those with access to them. Currently I get [Tooltip Not Found] when I try to point one to my own homebrew element.
Recently returned to D&D after 20+ years.
Unapologetic.
I would like to create a subclass like Circle of the Land without having to create several different subclasses with different spell lists.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Ritual casting works as intended. If you go back to your feat selection later you can add additional ritual spells you have learned.
Restrictions in modifiers actually restricting that item. I've homebrewed an item that has a set of bonuses applicable only to dwarves. I can put "dwarf only" in the details box and it shows in the Restrictions column of the modifier, but it does not actually limit those bonuses to only dwarves. (I added the item to my elf character and it still added those proficiencies despite her not being a dwarf.) Short of manually deleting those modifiers out should someone not a dwarf use the helmet, there is no easy way of restricting this at this time. Or if there is I'm not seeing it.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
Agreed. If the "Requires Attunement" feature were more than a text field, that would solve this one. As it is, it doesn't seem to matter what's in that field as far as functionality on the site is concerned. It would be nice to see that work with options for class, race, and alignment (at least). That way you could set your helm's restrictions tightly (to work only for a dwarf fighter of good alignment, for example) or as loosely as any dwarf. Good post.
Recently returned to D&D after 20+ years.
Unapologetic.
I want to create a dagger that is not weighted for throwing (remove the throwing property), I see we can add weapon attributes (essentially true/false, but can only set true) if they are inherited true it would be nice to have a way to set them false (remove them).
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
The ability to add a spell that is "always prepared" but is cast with normal spell slots either with a feat or a magic item.
I would like to give ritual casting to a class that does not have ritual casting, like warlock or paladin. Currently the only way to do this is to give a spell they have to cast as a ritual.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
i'd like for the 'remove' modifier to have more sub modifiers. for example. a feat that removes the heavy property from battles axes, or something to that effect.
Don't know if anyone has said this yet, but I'd like separate charge counters.
For example, let's say the item has 3 charges and let's you cast spells using them (e.g. 1 charge and you can cast Misty Step.
The item might have another feature that can only be used once, and resets on a long rest. Right now (so far as I know) there's no way to track this ability separately since most items like this have a hidden charge of 1.
Being able to set a modifier's value to a custom formula would have made adding a homebrew spell I made today much, much easier.
Modifiers for attacks with individual weapon types.
For example, +2 to all attacks made with daggers.
Thanks.
For magic items, I would like modifiers that disable proficiency for the item, and separate bonus modifiers for attack and damage rolls (not just 'magic' which effects both).
For subrace, a modifier to set player size would be nice (override the parent race)
When creating magic items, I'd like to be able to include information for DMs only and the ability to make that same information available to players who have discovered the secrets, but I haven't found a way to do that.
Recently returned to D&D after 20+ years.
Unapologetic.
Here's an odd thing. I'm trying to create "special" ammunition for my homebrew campaign. The odd thing is that we have Ammunition, +1, etc. but I can't use that as the base item to create my special ammo. When I try to create the ammunition from scratch, I'm required to choose weapon type or a magic item type. The weapon type automatically inputs notes about proficiency with the weapon, and designating it a potion or whatever is going to be confusing.
Any ideas?
Recently returned to D&D after 20+ years.
Unapologetic.
I would like to be able to add an attunement slot using certain homebrew feats or items.
The ability to set "Unarmed Damage Die". It shows up as a modifier if I copy the Tavern Brawler feat. That feat has a modifier that sets it, but if I create a feat or class feature, I can't select "Unarmed Damage Die".