I'm looking for a way to show a damage value based on the monks Martial Arts die. A homebrew ability that allows a grapple based on Dex will have a feature that on a successful grapple, the player can deal damage to the target equal to their Martial Arts Die + Dex mod (I.E an unarmed attack). {{scaledvalue+modifier:dex}} doesn't work, and I can't find a snippet for the specific class feature for Martial Arts.
I'd configure scaling damage for the feature and then reference that with the scalevalue snippet.
Well i hope you are going for a feature for a monk subclass, in that case it would be:
1d{{ (classlevel + 1 / 6) @rounddown * 2 + 4}} is your martial arts die you deal {{ (classlevel + 1 / 6) @rounddown * 2 + 4 + modifier:dex}} damage
If you want to do this with a feat it would be the following, although it only works for pure monks, but if you just want progression with monk martial arts die for the level this is it:
1d{{ (characterlevel + 1 / 6) @rounddown * 2 + 4}} is your martial arts die you deal {{ (characterlevel + 1 / 6) @rounddown * 2 + 4 + modifier:dex}} damage
This gives me a +7 on the character sheet, reading 1d+7 when its in the snippet for a level 3 monk.
I'm looking for a way to show a damage value based on the monks Martial Arts die. A homebrew ability that allows a grapple based on Dex will have a feature that on a successful grapple, the player can deal damage to the target equal to their Martial Arts Die + Dex mod (I.E an unarmed attack). {{scaledvalue+modifier:dex}} doesn't work, and I can't find a snippet for the specific class feature for Martial Arts.
I'd configure scaling damage for the feature and then reference that with the scalevalue snippet.
Your problem with the +7 i don't quite understand, you should only get that if you use the {{ ((classlevel + 1) / 6) @rounddown * 2 + 4 + modifier:dex}} snippet, which is meant for the extra damage you deal, as written in the sentence, so it sould be like: When Grappeling your attack does (+X) damage, but if you want it to just be like When you Grapple you deal (X) damage you just add #unsigned to the end of the snippet
{{ ((classlevel + 1 )/ 6) @rounddown * 2 + 4 + modifier:dex #unsigned}} , but this is not for the martial arts dice view, there you should not get the +X because there is nothing that adds a [+] to the expression, but if you just want to be thourough you can also put the #unsigned there that would be This attack deals 1d{{ ((classlevel + 1 )/ 6) @rounddown * 2 + 4 #unsigned}} (scales with martial arts die)
Oh and the nippet for the scalevalue, would be after inputting the values from the table above: This attack deals 1d{{scalevalue #unsigned}} (scales with martial arts die) When you Grapple your attack deal {{ scalevalue + modifier:dex #unsigned}} bonus damage. When you Grapple you deal {{ scalevalue + modifier:dex #unsigned}} damage.
I am trying to add a limited use feature to a custom action on a character sheet. But each rendition of {{limiteduse}} I’ve done has resulted in the error limiteduse - no limited use data available. How do I edit this to allow it to recharge on a short rest or even a long rest? I’ve tried researching it and cannot find the answer.
Hey Betrayer, the limited use snippet only works in the action itself, so if you are trying to show it in the feature, you will have to do that by snippet coding with the level in mind. And for the reset type, it is the ' Reset Type ' drop down, and there you just select short or long rest. The {{limiteduse}} snippet does not show the current uses remaining, but the total number of uses. If you need something more specific, like what to write for the code depending on the level, just write the specifics and i could try and find something that could work.
How might I use these code things to give something a negative equal to an abilityscore's modifier, IE to make a cursed feat of some kind, or to remove the dex mod from AC to calculate it with another stat instead with a feat? Or would these types of things be done some other way?
For this you use the feat modifier, there you go to bonus and the score/ability you want to impact and just add -X in the Fixed Value tab, for the initiative i had made a feat/class option that let you choose what your dex score is and then i stated that you gained a bonus to initiative according to for the mage was intelligence, so he chose in the options he had a +4 modifier in dex and then it subtracted 4 from his initiative and added intelligence to it.
And you just do this for a dex score for up to 6 and -4 just so you have all your bases covered ;D.
Yeah the snippets are only for visualization, they don't do anything themselves. They are just a nice way of showing stuff to your players if some things are modular. And your Idea is very nice, just have to watch out for the ones with a negative dex score.
Well, feat options for some reason don't allow adding modifiers for me currently, so I found a different way to do this. I just set the modifier of "AC max dex" or something like that to 0, and that seemed to work. I was thinking I'd have to do some funky stuff with snippet codes but I guess not lol
I attempted to search so I apologize if this is found elsewhere:
I would like to create a class feature modifier that has a duration of rounds equal to that of an ability modifier. I attempted using the {{modifier:}} snippet with the corresponding ability code, but got back that the value "is not a valid number."
Hey so i guess you mean something along the lines of. [this takes the dex modifier]
This lasts for {{modifier:dex@min:1#unsigned}} rounds (at least 1 round).
This is only for show though, so it will not change anything regarding settings and values of the ability, it is just simply for your own aesthetics. But hey for those, this thread was made.
If you have any more specific questions feel free to message me, i will be here for a while.
Making a homebrew race, one of the actions they can take is a kind of limited shapeshifting. I originally had written "To see your true nature, others must succeed an investigation check with a DC of 10 + your deception modifier", but none of the snippet codes actually accept specific skill modifiers. I could easily write it in as {{savedc:cha}}, but that doesn't apply a proficiency bonus to anyone with proficiency in deception. Similarly I could just write {{savedc:cha+proficiency}} to get that result, but that obviously doesnt work for characters without a deception proficiency.
Is there a way to get the intended behaviour from a snippet? Or if not, is there just a more universally accepted way to contest an ability like that? If not, I might just end up making the race proficient in the shapeshifting itself, considering it should be something natural for them, and go with the latter option of just charisma+proficiency.
The framework rework changed the way snippet code is read through the site, and as such some of your older codes will no longer work or come up as invalid. In my case it was mostly regarding space bars, as i wanted my code to look nice while i go through it and not cramped, but the new system does not like it very much. In addition the code has gone from a left to right logic to a math logic, meaning the left most cell does no longer hold the most weight, but the mathematically more prevalent sign ( * > + ). So you might have to alter your calculating snippet codes again. Good fortune to you, this will be a long night.
I know this is an old post, but I was wondering if you could list the various tags available for the homebrew editor (e.g., [Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found], etc.), as well as point me to where I can determine what is associated with each tag (e.g., for conditions: grappled, restrained, frightened, etc.).
I'd configure scaling damage for the feature and then reference that with the scalevalue snippet.
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!"🔊
This gives me a +7 on the character sheet, reading 1d+7 when its in the snippet for a level 3 monk.
I am unsure how to do that :(
For the Scalevalue, you would have to just put it into the level scaling tab, so it lookes like this:
Your problem with the +7 i don't quite understand, you should only get that if you use the {{ ((classlevel + 1) / 6) @rounddown * 2 + 4 + modifier:dex}} snippet, which is meant for the extra damage you deal, as written in the sentence, so it sould be like:
When Grappeling your attack does (+X) damage, but if you want it to just be like
When you Grapple you deal (X) damage you just add #unsigned to the end of the snippet
{{ ((classlevel + 1 )/ 6) @rounddown * 2 + 4 + modifier:dex #unsigned}} , but this is not for the martial arts dice view, there you should not get the +X because there is nothing that adds a [+] to the expression, but if you just want to be thourough you can also put the #unsigned there that would be
This attack deals 1d{{ ((classlevel + 1 )/ 6) @rounddown * 2 + 4 #unsigned}} (scales with martial arts die)
Oh and the nippet for the scalevalue, would be after inputting the values from the table above:
This attack deals 1d{{scalevalue #unsigned}} (scales with martial arts die)
When you Grapple your attack deal {{ scalevalue + modifier:dex #unsigned}} bonus damage.
When you Grapple you deal {{ scalevalue + modifier:dex #unsigned}} damage.
Thanks for this, fixed it.
Rather than do fixed value of 4 with 1d{{scalevalue #unsigned}} you can set the scaling damage to 1d4 and just use {{scalevalue}}
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 am trying to add a limited use feature to a custom action on a character sheet. But each rendition of {{limiteduse}} I’ve done has resulted in the error limiteduse - no limited use data available. How do I edit this to allow it to recharge on a short rest or even a long rest? I’ve tried researching it and cannot find the answer.
Hey Betrayer, the limited use snippet only works in the action itself, so if you are trying to show it in the feature, you will have to do that by snippet coding with the level in mind. And for the reset type, it is the ' Reset Type ' drop down, and there you just select short or long rest. The {{limiteduse}} snippet does not show the current uses remaining, but the total number of uses. If you need something more specific, like what to write for the code depending on the level, just write the specifics and i could try and find something that could work.
How might I use these code things to give something a negative equal to an abilityscore's modifier, IE to make a cursed feat of some kind, or to remove the dex mod from AC to calculate it with another stat instead with a feat? Or would these types of things be done some other way?
For this you use the feat modifier, there you go to bonus and the score/ability you want to impact and just add -X in the Fixed Value tab, for the initiative i had made a feat/class option that let you choose what your dex score is and then i stated that you gained a bonus to initiative according to for the mage was intelligence, so he chose in the options he had a +4 modifier in dex and then it subtracted 4 from his initiative and added intelligence to it.
This was the option for Dex mod: 1
And you just do this for a dex score for up to 6 and -4 just so you have all your bases covered ;D.
Yeah the snippets are only for visualization, they don't do anything themselves. They are just a nice way of showing stuff to your players if some things are modular. And your Idea is very nice, just have to watch out for the ones with a negative dex score.
Well, feat options for some reason don't allow adding modifiers for me currently, so I found a different way to do this. I just set the modifier of "AC max dex" or something like that to 0, and that seemed to work. I was thinking I'd have to do some funky stuff with snippet codes but I guess not lol
I attempted to search so I apologize if this is found elsewhere:
I would like to create a class feature modifier that has a duration of rounds equal to that of an ability modifier. I attempted using the {{modifier:}} snippet with the corresponding ability code, but got back that the value "is not a valid number."
Any assistance on this would be great!
Hey so i guess you mean something along the lines of. [this takes the dex modifier]
This lasts for {{modifier:dex@min:1#unsigned}} rounds (at least 1 round).
This is only for show though, so it will not change anything regarding settings and values of the ability, it is just simply for your own aesthetics. But hey for those, this thread was made.
If you have any more specific questions feel free to message me, i will be here for a while.
Is there a way to round to the nearest interval? For example: I want it to display only every 5ft. but it shows up as 23ft.
Divide by 5 , round down and then multiply by 5. this you only get a higher score each interval of 5.
For example: Every {{ characterlevel / 5 @rounddown * 5 }} ft. you can ... .
Short question;
Making a homebrew race, one of the actions they can take is a kind of limited shapeshifting. I originally had written "To see your true nature, others must succeed an investigation check with a DC of 10 + your deception modifier", but none of the snippet codes actually accept specific skill modifiers. I could easily write it in as {{savedc:cha}}, but that doesn't apply a proficiency bonus to anyone with proficiency in deception. Similarly I could just write {{savedc:cha+proficiency}} to get that result, but that obviously doesnt work for characters without a deception proficiency.
Is there a way to get the intended behaviour from a snippet? Or if not, is there just a more universally accepted way to contest an ability like that? If not, I might just end up making the race proficient in the shapeshifting itself, considering it should be something natural for them, and go with the latter option of just charisma+proficiency.
There isn't currently a way to do that with snippets (to specify a particular skill total).
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!"🔊
The framework rework changed the way snippet code is read through the site, and as such some of your older codes will no longer work or come up as invalid. In my case it was mostly regarding space bars, as i wanted my code to look nice while i go through it and not cramped, but the new system does not like it very much. In addition the code has gone from a left to right logic to a math logic, meaning the left most cell does no longer hold the most weight, but the mathematically more prevalent sign ( * > + ). So you might have to alter your calculating snippet codes again.
Good fortune to you, this will be a long night.
Vital information missing from top post: How to chain them together.
{{((attribute:con)+classlevel)#unsigned}} says hi.
You mean like dodge, frightened or Spear?
Then it would be on the fourth page of this thread Apoptosis ( https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/25930-using-snippet-codes-in-your-homebrew?page=4 ).
But be aware that the tooltips do not work for homebrewed items or spells, not that you can't put them in, but you can not reference homebrew through snippets. Those you will have to link manually with an external link.
Those are not “snippets” they are called “tooltips” andthere is a separate thread for those here: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/9811-how-to-add-tooltips
Those are not “snippets” they are called “tooltips” and there is a separate thread for those here: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/9811-how-to-add-tooltips
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting