This is one of the things about 5e that bugs me the most: ASI/feats gated as class features rather than as character features. Why? Multi-classing.
The #1 aspect of the 5e design philosophy is simplification, and this is oh so very not simple. Yes, MCs inherently make everything more difficult, and I absolutely understand that the current system is one way to discourage cheesy MC abuse. However, I feel that the current system overly punishes those that choose to MC in general, and particularly those that are playing a MC character starting from low level (progression permanently delayed; earliest ASI/feat at level 5, possibly not getting any ASI or feats until level 7+).
Is this a huge deal for players that either start their campaign at a higher level, or those that only MC farther into the campaign? Not really, no. Is it going to matter for the Fighter/Wizard starting from scratch? Yeah, that's a pretty big deal. Further, this makes planning a character complicated. Which class(es) does my character need to bring the concept "online"? How many levels of each class do I absolutely need? Which class am I going to take at each level up from 1-20? Am I going to significantly under-perform until a particular level? Am I going to have 6 levels of no appreciable growth, a huge burst for 2 levels, and then back to stagnation for (x) levels?
I would really like to see an option to have ASI/Feat progression be based on character level (like proficiency bonus) for the standard ASI that every class gets at 4/8/12/16/19. Leave the extra ASIs that Fighters & Rogues can get as class features; these ones are literally class features that are rewards for taking a specific class to a specific level. Make the option a character/campaign option that can be toggled like how encumbrance, coin weight, CR/UA/Homebrew content, etc.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
This is one of the things about 5e that bugs me the most: ASI/feats gated as class features rather than as character features. Why? Multi-classing.
The #1 aspect of the 5e design philosophy is simplification, and this is oh so very not simple. Yes, MCs inherently make everything more difficult, and I absolutely understand that the current system is one way to discourage cheesy MC abuse. However, I feel that the current system overly punishes those that choose to MC in general, and particularly those that are playing a MC character starting from low level (progression permanently delayed; earliest ASI/feat at level 5, possibly not getting any ASI or feats until level 7+).
Is this a huge deal for players that either start their campaign at a higher level, or those that only MC farther into the campaign? Not really, no. Is it going to matter for the Fighter/Wizard starting from scratch? Yeah, that's a pretty big deal. Further, this makes planning a character complicated. Which class(es) does my character need to bring the concept "online"? How many levels of each class do I absolutely need? Which class am I going to take at each level up from 1-20? Am I going to significantly under-perform until a particular level? Am I going to have 6 levels of no appreciable growth, a huge burst for 2 levels, and then back to stagnation for (x) levels?
I would really like to see an option to have ASI/Feat progression be based on character level (like proficiency bonus) for the standard ASI that every class gets at 4/8/12/16/19. Leave the extra ASIs that Fighters & Rogues can get as class features; these ones are literally class features that are rewards for taking a specific class to a specific level. Make the option a character/campaign option that can be toggled like how encumbrance, coin weight, CR/UA/Homebrew content, etc.
That isn't a modifier. You should make a separate feedback thread for that.
I doubt this will ever be done though. DDB has already stated how they feel about house rule campaign options that don't have a precident in the rules.
You can do that pretty easily. Just tell your players to take no ASI or Feats from the class progression in the character builder. And just award Feats manually at whatever level you want using the Feats section on the character sheet. If they take ASI at whatever level you want then they can stick bonuses on their stats right on the character sheet. You can either use bonus to the stat or stat override (whichever floats your boat).
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I would really like to see an option to have ASI/Feat progression be based on character level (like proficiency bonus) for the standard ASI that every class gets at 4/8/12/16/19. Leave the extra ASIs that Fighters & Rogues can get as class features; these ones are literally class features that are rewards for taking a specific class to a specific level. Make the option a character/campaign option that can be toggled like how encumbrance, coin weight, CR/UA/Homebrew content, etc.
That isn't a modifier. You should make a separate feedback thread for that.
I doubt this will ever be done though. DDB has already stated how they feel about house rule campaign options that don't have a precident in the rules.
My mistake, I thought I posted to the general feature request thread. Side note: there is precedent as it's how 3e & 4e were structured by default, and it wasn't really relevant in AD&D (thac0... ugh).
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
All possible combinations of add 1 to this or that ability score. For instance, there isn't currently a way to create a feat that gives a +1 to wisdom or charisma. It would be nice to have all combinations of 2 ability scores and 3 ability scores.
In the campaign notes, instead of one blob I would like to have multiple blobs. It would be roughly the same amount of content, but much better organized if I could title them with the session number or some other descriptor instead of lumping it all together.
It would also be nice to be able to share notes with a specific player in the party instead of only DM (private note to self) or public (all), but I realize that is significantly more complicated.
In the campaign notes, instead of one blob I would like to have multiple blobs. It would be roughly the same amount of content, but much better organized if I could title them with the session number or some other descriptor instead of lumping it all together.
It would also be nice to be able to share notes with a specific player in the party instead of only DM (private note to self) or public (all), but I realize that is significantly more complicated.
Both are good suggestions. Neither are homebrew modifiers.
I'm currently trying to make a few firearm homebrew things. Specifically right now i'm trying to make a feat that gives proficiency with one gun and a trickshot from the critical role gunslinger archetype and i got the second part down easily but i can't find a way to get dndbeyond to let players choose a gun to become proficient with. Also I tried to make a copy of bracers of archery specific to firearms and i can't find a way to add +2 damage to anything but longbow, shortbow, or piercing damage.
Dunno if it has been said but I didn't see it, but a way to modify the amount of Hit Dice available to use during a short rest...have a lot of ideas on ways to use those hit dice as a resource and as such having a simple way to increase the maximum in your unspent pool would be nice.
I'd like to be able to add additional weapon properties to magic weapons I create. For example, I've created a knobkierie, an African knobbed club that can be used as a melee weapon and a ranged weapon, but I can find no way to add the "thrown" property other than adding text to the item description.
being able to change the hit die would be extremely helpful for me and my group since we sometimes change a classes hit die depending on the subclass.
Also is there a way to add custom properties to items... for ex. to make an item with the ranged property to be strength instead of dex?
You can just to manual HP and roll whatever hit dice you want. As for changing the hit dice on the character sheet, it is a base class feature and will need homebrew base classes (which are planned) to change.
You can give weapons different properties, finesse will let you use STR or DEX.
There's already an "Add weapon property" and "Ignore weapon property" option in the modifiers, which is pretty great.
What I seems to be missing is the Reload property. I'm kicking off a weird west campaign today and am looking to allow them to acquire a six-shooter along the way, and was hoping to simply modify the hand crossbow to swap Loading for Reload 6 rather than give the standard 2d8 revolver.
I'd like to see additional spell tags or (better yet) open season on spell tags. I'd like to be able to tag homebrew spells as "act of horrendous evil" or "act of purest good" and the like and would be pretty happy if I could simply tag them "evil" or "good." Maybe do a poll for suggested additional tags? (I just created a really, really heinous necromancer spell, and the only tag that fit was "utility." "This is so vile it may condemn your character's soul to the abyss" would have been the appropriate tag.)
Oh, and it would be great if tooltips pointed to homebrew content.
Would like to make a homebrew item that adds an extra Channel Divinity checkbox (under 'Actions' as well as 'Features and Traits' on the character sheet) every 5 cleric levels
Currently I don't see any way to add additional channel divinity checkboxes using an item, would be fine with manually adjusting the modifier every 5 levels.
To be able to make Base weapons from scratch or just manually override the base statistics. (If this is already a feature I apologize but I have spent several hours on this and have yet to figure it out) My DM allows us as players to craft custom weapons and armors that have entirely different statistics than any of the base items. An example of this is the Javelin Thrower. A Giant bow that fires Javelin-like-arrows. It is a Strength bow that does 1d10 Piercing damage and has a range of 30-100 feet. I tried to make it using the sling as a base since it has the same range but I cannot find a way to override the base damage roll. It would be so much easier to just have a space in the start of the creator for magic Items labeled "Damage Die Override" and "Range Override" like what you have for weight and cost.
Some things I've encountered as lacking while homebrewing things of late:
Ability to add advantage on saving throws to the saving throw section of the monster stat block. (par exemple: Homebrewing the missing Wyrmspeakers from Tyranny of Dragons, their masks give them advantage on CHA saves against that type of dragon but the only place I can add this is in their special features. Would be nice to be able to also add it as a modifier to their saving throws section so it appears next to their other STs.)
Ability to have multiple items listed with the same check box. (Example would be my Harper feat that I had to create to accompany the homebrewed Harper Agent background I created. The background lets the character cast one of 3 spells once per long rest. But in order to add all 3 spells to the feat, they each get their own check box, making it look like the character can cast all 3 once per long rest.)
This is one of the things about 5e that bugs me the most: ASI/feats gated as class features rather than as character features. Why? Multi-classing.
The #1 aspect of the 5e design philosophy is simplification, and this is oh so very not simple. Yes, MCs inherently make everything more difficult, and I absolutely understand that the current system is one way to discourage cheesy MC abuse. However, I feel that the current system overly punishes those that choose to MC in general, and particularly those that are playing a MC character starting from low level (progression permanently delayed; earliest ASI/feat at level 5, possibly not getting any ASI or feats until level 7+).
Is this a huge deal for players that either start their campaign at a higher level, or those that only MC farther into the campaign? Not really, no. Is it going to matter for the Fighter/Wizard starting from scratch? Yeah, that's a pretty big deal. Further, this makes planning a character complicated. Which class(es) does my character need to bring the concept "online"? How many levels of each class do I absolutely need? Which class am I going to take at each level up from 1-20? Am I going to significantly under-perform until a particular level? Am I going to have 6 levels of no appreciable growth, a huge burst for 2 levels, and then back to stagnation for (x) levels?
I would really like to see an option to have ASI/Feat progression be based on character level (like proficiency bonus) for the standard ASI that every class gets at 4/8/12/16/19. Leave the extra ASIs that Fighters & Rogues can get as class features; these ones are literally class features that are rewards for taking a specific class to a specific level. Make the option a character/campaign option that can be toggled like how encumbrance, coin weight, CR/UA/Homebrew content, etc.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
That isn't a modifier. You should make a separate feedback thread for that.
I doubt this will ever be done though. DDB has already stated how they feel about house rule campaign options that don't have a precident in the rules.
You can do that pretty easily. Just tell your players to take no ASI or Feats from the class progression in the character builder. And just award Feats manually at whatever level you want using the Feats section on the character sheet. If they take ASI at whatever level you want then they can stick bonuses on their stats right on the character sheet. You can either use bonus to the stat or stat override (whichever floats your boat).
Want to see Virtual Table Top like no other before it built within DnDBeyond.com? Upvote the feature request. It's 2nd highest voted so far:
https://dndbeyond.zendesk.com/hc/en-us/community/posts/115008597088-Virtual-Tabletop-Gameboard
NOTE: You will need to setup a zendesk account (which is not your DnDBeyond.com account, the team uses this 3rd party software). It's easy to do and your votes are needed!
My mistake, I thought I posted to the general feature request thread. Side note: there is precedent as it's how 3e & 4e were structured by default, and it wasn't really relevant in AD&D (thac0... ugh).
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
All possible combinations of add 1 to this or that ability score. For instance, there isn't currently a way to create a feat that gives a +1 to wisdom or charisma. It would be nice to have all combinations of 2 ability scores and 3 ability scores.
In the campaign notes, instead of one blob I would like to have multiple blobs. It would be roughly the same amount of content, but much better organized if I could title them with the session number or some other descriptor instead of lumping it all together.
It would also be nice to be able to share notes with a specific player in the party instead of only DM (private note to self) or public (all), but I realize that is significantly more complicated.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
Both are good suggestions. Neither are homebrew modifiers.
I'm currently trying to make a few firearm homebrew things. Specifically right now i'm trying to make a feat that gives proficiency with one gun and a trickshot from the critical role gunslinger archetype and i got the second part down easily but i can't find a way to get dndbeyond to let players choose a gun to become proficient with. Also I tried to make a copy of bracers of archery specific to firearms and i can't find a way to add +2 damage to anything but longbow, shortbow, or piercing damage.
Dunno if it has been said but I didn't see it, but a way to modify the amount of Hit Dice available to use during a short rest...have a lot of ideas on ways to use those hit dice as a resource and as such having a simple way to increase the maximum in your unspent pool would be nice.
I'd like to be able to add additional weapon properties to magic weapons I create. For example, I've created a knobkierie, an African knobbed club that can be used as a melee weapon and a ranged weapon, but I can find no way to add the "thrown" property other than adding text to the item description.
Recently returned to D&D after 20+ years.
Unapologetic.
I’d like a “wisdom or charisma” option for making feats
being able to change the hit die would be extremely helpful for me and my group since we sometimes change a classes hit die depending on the subclass.
Also is there a way to add custom properties to items... for ex. to make an item with the ranged property to be strength instead of dex?
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Most Popular Homebrew: Nephilim (Aasimar-Tielfling) - Race
Newest Homebrew: Image Distortion - 1st-Level Illusion Spell
You can just to manual HP and roll whatever hit dice you want. As for changing the hit dice on the character sheet, it is a base class feature and will need homebrew base classes (which are planned) to change.
You can give weapons different properties, finesse will let you use STR or DEX.
There's already an "Add weapon property" and "Ignore weapon property" option in the modifiers, which is pretty great.
What I seems to be missing is the Reload property. I'm kicking off a weird west campaign today and am looking to allow them to acquire a six-shooter along the way, and was hoping to simply modify the hand crossbow to swap Loading for Reload 6 rather than give the standard 2d8 revolver.
I'd like to see additional spell tags or (better yet) open season on spell tags. I'd like to be able to tag homebrew spells as "act of horrendous evil" or "act of purest good" and the like and would be pretty happy if I could simply tag them "evil" or "good." Maybe do a poll for suggested additional tags? (I just created a really, really heinous necromancer spell, and the only tag that fit was "utility." "This is so vile it may condemn your character's soul to the abyss" would have been the appropriate tag.)
Oh, and it would be great if tooltips pointed to homebrew content.
Recently returned to D&D after 20+ years.
Unapologetic.
Adding / Creating new languages. Would help a lot in homebrew worlds where there is more than one human tongue and more than one elven tongue
You can add custom languages to character sheets. There is currently no way/need to support homebrew languages in the builder.
Would like to make a homebrew item that adds an extra Channel Divinity checkbox (under 'Actions' as well as 'Features and Traits' on the character sheet) every 5 cleric levels
Currently I don't see any way to add additional channel divinity checkboxes using an item, would be fine with manually adjusting the modifier every 5 levels.
To be able to make Base weapons from scratch or just manually override the base statistics. (If this is already a feature I apologize but I have spent several hours on this and have yet to figure it out) My DM allows us as players to craft custom weapons and armors that have entirely different statistics than any of the base items. An example of this is the Javelin Thrower. A Giant bow that fires Javelin-like-arrows. It is a Strength bow that does 1d10 Piercing damage and has a range of 30-100 feet. I tried to make it using the sling as a base since it has the same range but I cannot find a way to override the base damage roll. It would be so much easier to just have a space in the start of the creator for magic Items labeled "Damage Die Override" and "Range Override" like what you have for weight and cost.
Some things I've encountered as lacking while homebrewing things of late:
Ability to add advantage on saving throws to the saving throw section of the monster stat block. (par exemple: Homebrewing the missing Wyrmspeakers from Tyranny of Dragons, their masks give them advantage on CHA saves against that type of dragon but the only place I can add this is in their special features. Would be nice to be able to also add it as a modifier to their saving throws section so it appears next to their other STs.)
Ability to have multiple items listed with the same check box. (Example would be my Harper feat that I had to create to accompany the homebrewed Harper Agent background I created. The background lets the character cast one of 3 spells once per long rest. But in order to add all 3 spells to the feat, they each get their own check box, making it look like the character can cast all 3 once per long rest.)
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