Wait so I would write it out as "Your flying speed is {{1.5*speed}}"? Or is there still something im not getting?
Wanted to followup on this a little, but in what context are you providing the flying speed?
If you're doing it as part of a race then you know what the base speed is so you shouldn't need a calculation, as if the base speed is 30 feet, you can just put Set -> Innate Speed (Flying) to 45 feet. It won't multiply features that boost speed, like a Monk's Unarmored Movement, but that's usually a good thing otherwise the bonuses will become ridiculous quickly if you multiply by them.
For anything else, the standard is for flight to either grant a fixed speed (e.g- 60 feet, as in the fly spell, legacy Aarakocra etc.) or to have a flying speed equal to your walking speed (Set -> Innate Speed (Flying) but don't enter a fixed value).
If having the flying speed be some factor of the base walking speed is critical to what you want to do, then you'll just have to describe it as there's no snippet for speed(s), you would put something like "Your flying speed is equal to 1.5 times your walking speed". But it's a very unusual way to do this, and it will only raise questions about how it interacts with races that already have a flying speed etc.
Doubt anyone will read this, but just as a heads up, if you want a snippet to have both a min or a max and be unsigned, you type the @min first, then parentheses, then the #unsigned, like this:
{{(modifier:con@min:1)#unsigned}}
If you type it with #unsigned first, it displays a syntax error.
You actually don't need the parenthesis in this case, simply doing {{modifier:con@min:1#unsigned}} is sufficient, the important part is that the modifiers starting with a # sign always have to come last. While the parse errors are no help at all, the easiest way to think about it is that #modifiers only affect the final output, so you only ever need one, and it's the last thing to be done so should be last in the order, whereas @functions may be part of a calculation (and are often a pain to position correctly).
Usually you only need parenthesis when calculating something with addition, subtraction etc., though the exact rules for what will and will not parse correctly becomes confusing as hell when you start mixing in the @functions. This is why it's good to test your snippets as custom actions on a character sheet first as you get the immediate feedback while trying every possible combination you can think of until it finally works (just remember that some snippets don't work in custom actions, so you'll need to swap for something else or put a fixed number while testing, e.g- you can swap classlevel for characterlevel, or just enter a level so you try several). 😂
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Doubt anyone will read this, but just as a heads up, if you want a snippet to have both a min or a max and be unsigned, you type the @min first, then parentheses, then the #unsigned, like this:
{{(modifier:con@min:1)#unsigned}}
If you type it with #unsigned first, it displays a syntax error.
To do you one better, you could even use something like this if you need to: {{modifier:con@min:1,max:3#unsigned}}
Hey I’m working on homebrewed race and having trouble with get chooseable subraces and feats could snippet code help or do I need something else?
Snippets are just for displaying dynamic text on the character sheet (e.g- inserting the correct save DC, proficiency bonus etc.).
For selectable sub-races you either need to create a base race and then sub-races or, depending upon how complex your sub-races are, you can use racial trait options (I made a guide for doing this, though you probably want to try building your base race first to get a feel for the homebrew system).
Feats are tricky, depends what you mean exactly; there is a Feat modifier that you can set to "Choose a Feat" to allow a free choice like Variant Human does, but otherwise the selection is limited. If you want to offer a choice of specific feats you may need to use a racial trait with options for each, and re-implement each feat as an option. Either that or just describe the choices in text and rely on the player to do it themselves via the Manage Feats button on the character sheet (less work for you).
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.
is there a snippet for a specific subclass, I'm trying to make it so if you are a Drakewarden or a dragon adjacent species you can still control the Hydra you hatch?
is there a snippet for a specific subclass, I'm trying to make it so if you are a Drakewarden or a dragon adjacent species you can still control the Hydra you hatch?
None of that is something a snippet code could be used for. Think of snippet codes as a variable you can use to calculate a particular number based on your stats.
(Ik it'll end in {{modifier:str}} since that adds the str modifier, but idk the rest)
Depends where you're getting the die type from, if it's just a fixed dice you can simple do:
<strong>d10</strong>{{modifier:str}}
i.e- put the dice in strong tags (so it'll appear bold to match the modifier). Note you don't need to put a plus since the modifier always includes the sign by default (and you can control this if you need to by using the #signed or #unsigned options at the end of a snippet).
If your die size changes with level though you will need something more complex; if you're creating a snippet for a class feature you might use the Level Scaling section of the feature to set the correct dice size and/or quantity, in which case you should be able to use {{scalevalue}} in the snippet like so:
{{scalevalue}}{{modifier:str}}
However IIRC this only works for the class feature itself, it won't work on actions, though I could be wrong. If you want to do something similar elsewhere you may end up having to work out how to calculate the correct value for each level, which gets a lot more complicated. If scalevalue won't work for you, we'll need to know what your die sizes are (and at which levels).
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.
However IIRC this only works for the class feature itself, it won't work on actions, though I could be wrong. If you want to do something similar elsewhere you may end up having to work out how to calculate the correct value for each level, which gets a lot more complicated. If scalevalue won't work for you, we'll need to know what your die sizes are (and at which levels).
Wanted to followup on this a little, but in what context are you providing the flying speed?
If you're doing it as part of a race then you know what the base speed is so you shouldn't need a calculation, as if the base speed is 30 feet, you can just put Set -> Innate Speed (Flying) to 45 feet. It won't multiply features that boost speed, like a Monk's Unarmored Movement, but that's usually a good thing otherwise the bonuses will become ridiculous quickly if you multiply by them.
For anything else, the standard is for flight to either grant a fixed speed (e.g- 60 feet, as in the fly spell, legacy Aarakocra etc.) or to have a flying speed equal to your walking speed (Set -> Innate Speed (Flying) but don't enter a fixed value).
If having the flying speed be some factor of the base walking speed is critical to what you want to do, then you'll just have to describe it as there's no snippet for speed(s), you would put something like "Your flying speed is equal to 1.5 times your walking speed". But it's a very unusual way to do this, and it will only raise questions about how it interacts with races that already have a flying speed etc.
You actually don't need the parenthesis in this case, simply doing {{modifier:con@min:1#unsigned}} is sufficient, the important part is that the modifiers starting with a # sign always have to come last. While the parse errors are no help at all, the easiest way to think about it is that #modifiers only affect the final output, so you only ever need one, and it's the last thing to be done so should be last in the order, whereas @functions may be part of a calculation (and are often a pain to position correctly).
Usually you only need parenthesis when calculating something with addition, subtraction etc., though the exact rules for what will and will not parse correctly becomes confusing as hell when you start mixing in the @functions. This is why it's good to test your snippets as custom actions on a character sheet first as you get the immediate feedback while trying every possible combination you can think of until it finally works (just remember that some snippets don't work in custom actions, so you'll need to swap for something else or put a fixed number while testing, e.g- you can swap classlevel for characterlevel, or just enter a level so you try several). 😂
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.
To do you one better, you could even use something like this if you need to: {{modifier:con@min:1,max:3#unsigned}}
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Thank you so muh for this! I neber knew the right syntakses for those
Hey I’m working on homebrewed race and having trouble with get chooseable subraces and feats could snippet code help or do I need something else?
Snippets are just for displaying dynamic text on the character sheet (e.g- inserting the correct save DC, proficiency bonus etc.).
For selectable sub-races you either need to create a base race and then sub-races or, depending upon how complex your sub-races are, you can use racial trait options (I made a guide for doing this, though you probably want to try building your base race first to get a feel for the homebrew system).
Feats are tricky, depends what you mean exactly; there is a Feat modifier that you can set to "Choose a Feat" to allow a free choice like Variant Human does, but otherwise the selection is limited. If you want to offer a choice of specific feats you may need to use a racial trait with options for each, and re-implement each feat as an option. Either that or just describe the choices in text and rely on the player to do it themselves via the Manage Feats button on the character sheet (less work for you).
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.
is there a snippet for a specific subclass, I'm trying to make it so if you are a Drakewarden or a dragon adjacent species you can still control the Hydra you hatch?
None of that is something a snippet code could be used for. Think of snippet codes as a variable you can use to calculate a particular number based on your stats.
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
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Thank you.
What's the code for "Die Type +str Modifier" ?
(Ik it'll end in {{modifier:str}} since that adds the str modifier, but idk the rest)
Depends where you're getting the die type from, if it's just a fixed dice you can simple do:
i.e- put the dice in strong tags (so it'll appear bold to match the modifier). Note you don't need to put a plus since the modifier always includes the sign by default (and you can control this if you need to by using the #signed or #unsigned options at the end of a snippet).
If your die size changes with level though you will need something more complex; if you're creating a snippet for a class feature you might use the Level Scaling section of the feature to set the correct dice size and/or quantity, in which case you should be able to use {{scalevalue}} in the snippet like so:
However IIRC this only works for the class feature itself, it won't work on actions, though I could be wrong. If you want to do something similar elsewhere you may end up having to work out how to calculate the correct value for each level, which gets a lot more complicated. If scalevalue won't work for you, we'll need to know what your die sizes are (and at which levels).
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.
But not impossible.
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
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Just updated a few things into the OP for clarification,
It's still missing a bunch of things, like discussion of using basic html formatting, but hopefully it helps!
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Thanks for the update.
YOU. ARE. AWESOME!
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
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How would I do a 1d10 or 10+Ability Score modifier+Proficiency modifier
That would be either:
1d10 + {{modifier:X+proficiency}}
Or
{{10+modifier:X+proficiency}}
Just replace X with str, int, wis, etc. depending on which ability score.
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What would an example of an attack snippet look like
Such as a bite attack that does a d4+ str. Modifier?