Is there any way to create a homebrew weapon and change its base damage type and die? I'm trying to create a semi-steampunk/magic-type rifle and the base rifle stats I have to base it off of are a bit different from what I want it to be, as well as the properties.
Hey, so am I able to override weapon damage? I want to make a "great war hammer" with a d10 one-handed or a d12 two-handed, but when I go to the Replace Damage Type and set it, it doesn't actually override anything.
this isn't (currently) possible and isn't something that's planned either - the D&D Beyond team have worked closely with Wizards of the Coast to understand the design principles of 5th edition D&D and the selection of weapons already in the game are designed to represent a balanced set of options.
The idea is that any weapon a character could want to use, it's possible to just pick an existing weapon and change the name.
Hi! Trying to convert my campaign and my players characters to DnD beyond! But in doing so means creating alot of magic/custom items which is proving tedious.
My current biggest struggle is that I gave my Monk a slightly better quarterstaff than baseline. It is a quarterstaff, however, it was made with reinforced metal by a specialist Smith as a reward for something the party did. I changed the quarterstaff to a d8 at all times. and both bludgeoning and piercing damage (one end of the staff has the end shaped similarly to a spear, per request of the player). Was all that necessary? Probably not, but he loves it and earned it, I just don't understand how the modifiers work, or if it would be easier overall to just make the item be baseline a greatclub when creating it, but name it "Quarterstaff of the Lightning Hammer Guild"?
P.S: also anyone familar with homebrewing subclasses I have a question about modifying normally baseline things/amounts like the amount superiority dice, or ki, or rages per rest so that they are represented properly.
D&D 5th edition has a selection of weapons that were designed to be balanced in play. The guidance from the designers of the game is that anyone wanting to create a new weapon should just select an existing weapon and rename it.
D&D Beyond has taken this guidance from Wizards of the Coast and currently there are no plans to allow homebrew of base weapons.
What your player CAN do though is just add custom attacks to their character sheet to represent whatever you as the DM choose to allow.
I can't seem to see any of the items I make on any characters I have let alone change the items descriptions from the original. The item creation needs a producer and a full rework.
I can't seem to see any of the items I make on any characters I have let alone change the items descriptions from the original. The item creation needs a producer and a full rework.
You may have "homebrew" toggled off for the character.
So I was trying to make myself an Antimatter Pistol. In the Basic Information section you have to pick a Base Weapon[x]. Which would be fine, if you could remove aspects of the base weapon from the homebrewed one. However as far as I know, you can't. I've been fiddling around with this for a bit, but no matter what the weapon shows me the damage from the Base Weapon and the damage I want it to do[x][x].
Although I'm pretty new to this website. So maybe there's a way to fix this... But I've been working on it way too long now. So I'm not sure
Base Weapons probably don't need to be mandatory though. I don't think that's really helping anything.
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(Stormknight):
This post merged to this thread as they are the same topic
D&D 5th edition has a selection of weapons that were designed to be balanced in play. The guidance from the designers of the game is that anyone wanting to create a new weapon should just select an existing weapon and rename it.
D&D Beyond has taken this guidance from Wizards of the Coast and currently there are no plans to allow homebrew of base weapons.
What your player CAN do though is just add custom attacks to their character sheet to represent whatever you as the DM choose to allow.
Meh. I realize this isn't your fault, but that's lousy logic. Plenty of homebrew magic weapons are broken by RAW, but we're allowed to make them anyway. I can post a homebrew flaming raging poisoning sword of doom and nobody bats an eyelash. But I can't make a spiked chain? Anyway, I think it would be better all around if a) we were able to make homebrew equipment/base weapons, and b) we were privy to the "points system" that WotC uses to balance weapons. Just my two gp.
I mean... If you're adding homebrew to your game, you have to inherently know things might not be balanced. You're making that decision and you've got to be okay with it. Forcing the homebrew system on this website to be that way makes no sense... People are just going to ignore it anyway. I know I am. So, all it effectively does is make it annoying to use the website.
Ehh, nbd. I don't use homebrew weapons much anyway. Mostly just homebrew magical items or races. It's still gonna annoy the hell out of me every time I use that pistol now tho xD
By saying that "the game already has balanced features" ignores the core reason people want to adjust weaponry. I don't want a 1d8 Warhammer when I'm trying to make a custom hammer that deals 2d6 damage and confuse my players by having it retain its "greatsword" item property. This feature needs to be implemented, you already have the Replace Damage Type modifier, it really isn't that big a deal to make an override. 2 years later and this is still broken. So much for a polished product that's made for the consumer.
I would also like this feature. I have a magic sword that scales its damage die as it becomes more powerful. As it stands now, I have to build a chart in the weapon's description. That gets the job done, but it ends up showing outdated damage info on the character sheet. While I don't take the same tone as the poster above me, I will echo their interest in seeing this feature added.
Yeah that not being there for private homebrew is annoying, I'm not even trying to make a magic weapon, I'm trying to make a different type of spear I'm going to have to instead make a longsword/warhammer or something and name it a spear to make it do what I want. I mean if I could make my own mundane items it would solve that easily, but not there either.
By saying that "the game already has balanced features" ignores the core reason people want to adjust weaponry. I don't want a 1d8 Warhammer when I'm trying to make a custom hammer that deals 2d6 damage and confuse my players by having it retain its "greatsword" item property. This feature needs to be implemented, you already have the Replace Damage Type modifier, it really isn't that big a deal to make an override. 2 years later and this is still broken. So much for a polished product that's made for the consumer.
^ I agree
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Hey all,
Is there any way to create a homebrew weapon and change its base damage type and die? I'm trying to create a semi-steampunk/magic-type rifle and the base rifle stats I have to base it off of are a bit different from what I want it to be, as well as the properties.
Not yet. Keep bugging them and maybe they'll add it.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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If you can describe what you're wanting, maybe there are ways to work around and get what you're wanting?
Published Subclasses
Bump. Trying to accomplish the same thing.
Hey, so am I able to override weapon damage? I want to make a "great war hammer" with a d10 one-handed or a d12 two-handed, but when I go to the Replace Damage Type and set it, it doesn't actually override anything.
Here is the link: https://www.dndbeyond.com/magic-items/263003-bahamuts-wrath
Hi there Lanthaous,
this isn't (currently) possible and isn't something that's planned either - the D&D Beyond team have worked closely with Wizards of the Coast to understand the design principles of 5th edition D&D and the selection of weapons already in the game are designed to represent a balanced set of options.
The idea is that any weapon a character could want to use, it's possible to just pick an existing weapon and change the name.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Ok thank you!
Hi! Trying to convert my campaign and my players characters to DnD beyond! But in doing so means creating alot of magic/custom items which is proving tedious.
My current biggest struggle is that I gave my Monk a slightly better quarterstaff than baseline. It is a quarterstaff, however, it was made with reinforced metal by a specialist Smith as a reward for something the party did. I changed the quarterstaff to a d8 at all times. and both bludgeoning and piercing damage (one end of the staff has the end shaped similarly to a spear, per request of the player). Was all that necessary? Probably not, but he loves it and earned it, I just don't understand how the modifiers work, or if it would be easier overall to just make the item be baseline a greatclub when creating it, but name it "Quarterstaff of the Lightning Hammer Guild"?
P.S: also anyone familar with homebrewing subclasses I have a question about modifying normally baseline things/amounts like the amount superiority dice, or ki, or rages per rest so that they are represented properly.
Hi there,
D&D 5th edition has a selection of weapons that were designed to be balanced in play. The guidance from the designers of the game is that anyone wanting to create a new weapon should just select an existing weapon and rename it.
D&D Beyond has taken this guidance from Wizards of the Coast and currently there are no plans to allow homebrew of base weapons.
What your player CAN do though is just add custom attacks to their character sheet to represent whatever you as the DM choose to allow.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I can't seem to see any of the items I make on any characters I have let alone change the items descriptions from the original. The item creation needs a producer and a full rework.
I've merged three threads on the same subject here.
You may have "homebrew" toggled off for the character.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
So I was trying to make myself an Antimatter Pistol. In the Basic Information section you have to pick a Base Weapon[x]. Which would be fine, if you could remove aspects of the base weapon from the homebrewed one. However as far as I know, you can't.
I've been fiddling around with this for a bit, but no matter what the weapon shows me the damage from the Base Weapon and the damage I want it to do[x][x].
Although I'm pretty new to this website. So maybe there's a way to fix this... But I've been working on it way too long now. So I'm not sure
Base Weapons probably don't need to be mandatory though. I don't think that's really helping anything.
Meh. I realize this isn't your fault, but that's lousy logic. Plenty of homebrew magic weapons are broken by RAW, but we're allowed to make them anyway. I can post a homebrew flaming raging poisoning sword of doom and nobody bats an eyelash. But I can't make a spiked chain? Anyway, I think it would be better all around if a) we were able to make homebrew equipment/base weapons, and b) we were privy to the "points system" that WotC uses to balance weapons. Just my two gp.
I mean... If you're adding homebrew to your game, you have to inherently know things might not be balanced. You're making that decision and you've got to be okay with it.
Forcing the homebrew system on this website to be that way makes no sense... People are just going to ignore it anyway. I know I am. So, all it effectively does is make it annoying to use the website.
Ehh, nbd. I don't use homebrew weapons much anyway. Mostly just homebrew magical items or races. It's still gonna annoy the hell out of me every time I use that pistol now tho xD
By saying that "the game already has balanced features" ignores the core reason people want to adjust weaponry. I don't want a 1d8 Warhammer when I'm trying to make a custom hammer that deals 2d6 damage and confuse my players by having it retain its "greatsword" item property. This feature needs to be implemented, you already have the Replace Damage Type modifier, it really isn't that big a deal to make an override. 2 years later and this is still broken. So much for a polished product that's made for the consumer.
I would also like this feature. I have a magic sword that scales its damage die as it becomes more powerful. As it stands now, I have to build a chart in the weapon's description. That gets the job done, but it ends up showing outdated damage info on the character sheet. While I don't take the same tone as the poster above me, I will echo their interest in seeing this feature added.
"Not all those who wander are lost"
Please bring this subject up here.
And also here.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yeah that not being there for private homebrew is annoying, I'm not even trying to make a magic weapon, I'm trying to make a different type of spear I'm going to have to instead make a longsword/warhammer or something and name it a spear to make it do what I want. I mean if I could make my own mundane items it would solve that easily, but not there either.
I will no longer be active here due to the current ogl trend from WotC.
I don't think you can
^ I agree