I've managed something close with Action type spell, limited uses 2, reset on long rest, which gives the two checkboxes. BUT I recreated the feat from scratch, doing what I did before, and it's now worked, which is voodoo. Does the order you add spells or actions to a feat alter how the engine handles the changes?
Edit: my implementation is unable to limit the spell level, it shows me ALL Ranger spells to select from. The 'level divisor' option does nothing. If I remove the Class limit and add a spell level of 1, it appears to give me all level 1 spells from all magic types. But I cannot limit it to 'level 1 Ranger'. Confusing.
Edit Edit: Okay. Now after a lot of back and forth it's behaving, as expected with Ranger AND 1 acting as limiters. BUT I DID THE EXACT SAME SETTINGS. I am not imagining this, I was taking screenshots to check my settings between iterations as I was seeing unpredictable results. My only theory as to why is either differing rule interpretation depending on the order settings are added, or caching of the feat data of some sort that prevented some of my changes from reaching the character sheet as expected. And yes I remembered to save changes both in spells and feat. I'm using Chrome if that matters, no unusual extensions other than DNDBeyond.
Edit edit edit: In sanity checking I added an extra spell set as Wizard with level 1 selected, which gave me all wizard spells in a dropdown (but not actually appearing as castable if selected?). Then I went back to editor, changed that spell list to Paladin, went back to Char sheet, force-reloaded, went to feats, added and removed it a few times for good measure, and guess what, the third dropdown is still all Wizard spells. So there is Something Rum going on with this, profoundlyunhelpful when trying to puzzle through so many options via trial and error.
I've managed something close with Action type spell, limited uses 2, reset on long rest, which gives the two checkboxes. BUT I recreated the feat from scratch, doing what I did before, and it's now worked, which is voodoo. Does the order you add spells or actions to a feat alter how the engine handles the changes?
Edit: my implementation is unable to limit the spell level, it shows me ALL Ranger spells to select from. The 'level divisor' option does nothing. If I remove the Class limit and add a spell level of 1, it appears to give me all level 1 spells from all magic types. But I cannot limit it to 'level 1 Ranger'. Confusing.
Edit Edit: Okay. Now after a lot of back and forth it's behaving, as expected with Ranger AND 1 acting as limiters. BUT I DID THE EXACT SAME SETTINGS. I am not imagining this, I was taking screenshots to check my settings between iterations as I was seeing unpredictable results. My only theory as to why is either differing rule interpretation depending on the order settings are added, or caching of the feat data of some sort that prevented some of my changes from reaching the character sheet as expected. And yes I remembered to save changes both in spells and feat. I'm using Chrome if that matters, no unusual extensions other than DNDBeyond.
Edit edit edit: In sanity checking I added an extra spell set as Wizard with level 1 selected, which gave me all wizard spells in a dropdown (but not actually appearing as castable if selected?). Then I went back to editor, changed that spell list to Paladin, went back to Char sheet, force-reloaded, went to feats, added and removed it a few times for good measure, and guess what, the third dropdown is still all Wizard spells. So there is Something Rum going on with this, profoundlyunhelpful when trying to puzzle through so many options via trial and error.
There are sometimes caching delays. You also have to be sure to do a final save using the save button in the “basic information” section at the top.
I did ensure I saved, I mentioned that. It's probably caching making my testing show invalid results, which is deeply frustrating. That should be mentioned somewhere in the feat editor.
It’s not just the feats, it’s all homebrewing. The cycle can take up to 20ish minutes depending on who knows what. 🤷♂️ Removing the feat, refreshing the page, and reading the feat can sometimes speed things up.
How do I make official racial feats work with homebrew races? I had to create a copy to make it work for one but it only worked with the first one. What do I need to add to make them viable? Do I need to remake the races and how can I do that without breaking one of my players sheets?
How do I make official racial feats work with homebrew races? I had to create a copy to make it work for one but it only worked with the first one. What do I need to add to make them viable? Do I need to remake the races and how can I do that without breaking one of my players sheets?
We cannot currently do that, you have to recreate the feat without the racial prerequisite.
I am confused when it comes to adding cantrips through magic items... I am wanting to add Ray of Frost to the item in two different ways, the first to not consume charges and to be cast as if you were level 1 and the second to consume 1 charge and be cast as if you were level 5 (increasing the damage), how would I go about doing this? I also wanted to ask if it is possible to override the to hit bonus for the spell as well since it is coming from an artifact. Any help/guidance would be much appreciated.
Edit: I also cannot seem to add the spell multiple times to clarify this difference, but also cannot create the feature to be a variable of 0-1 charges as the min-max values, when issued, must be at least 1. Seriously, any help is appreciated.
I am confused when it comes to adding cantrips through magic items... I am wanting to add Ray of Frost to the item in two different ways, the first to not consume charges and to be cast as if you were level 1 and the second to consume 1 charge and be cast as if you were level 5 (increasing the damage), how would I go about doing this? I also wanted to ask if it is possible to override the to hit bonus for the spell as well since it is coming from an artifact. Any help/guidance would be much appreciated.
Edit: I also cannot seem to add the spell multiple times to clarify this difference, but also cannot create the feature to be a variable of 0-1 charges as the min-max values, when issued, must be at least 1. Seriously, any help is appreciated.
I don't think this is possible because cantrips aren't designed to work this way. They always scale off character level.
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I am confused when it comes to adding cantrips through magic items... I am wanting to add Ray of Frost to the item in two different ways, the first to not consume charges and to be cast as if you were level 1 and the second to consume 1 charge and be cast as if you were level 5 (increasing the damage), how would I go about doing this? I also wanted to ask if it is possible to override the to hit bonus for the spell as well since it is coming from an artifact. Any help/guidance would be much appreciated.
Edit: I also cannot seem to add the spell multiple times to clarify this difference, but also cannot create the feature to be a variable of 0-1 charges as the min-max values, when issued, must be at least 1. Seriously, any help is appreciated.
You would have to make two custome versions of the cantrip, one for the single d8, and the other for the 2d8, and then attach those to the item.
Set the 1d8 version to not use charges. Then when the 2d8 version is attached set that one to require a single charge.
I am playing a bard in my DMs own world, where magic is unknown and people calmly follow a "doctrin of the monolith". It disallows creativity to strife only for perfect imitation of what already is. And despite abundand evidence of a time before the Monolith, even just curiosity is so rare that the "correction bureau" (which really is a thought police) is about as dangerous as social services.
So naturally, my bard is all about creation, mythos, existentialism, the meaning of life and how to conduct yourself as a concious being. My DM said that I should take the school of lore, and I should use wisdom as my primary spellcasting ability. How would you go about implementing this change as a homebrew rule?
TLDR: can I change my primary spellcasting abillity?
edit: writing this down made me realise the solution: modify a subclass.
I am playing a bard in my DMs own world, where magic is unknown and people calmly follow a "doctrin of the monolith". It disallows creativity to strife only for perfect imitation of what already is. And despite abundand evidence of a time before the Monolith, even just curiosity is so rare that the "correction bureau" (which really is a thought police) is about as dangerous as social services.
So naturally, my bard is all about creation, mythos, existentialism, the meaning of life and how to conduct yourself as a concious being. My DM said that I should take the school of lore, and I should use wisdom as my primary spellcasting ability. How would you go about implementing this change as a homebrew rule?
TLDR: can I change my primary spellcasting abillity?
edit: writing this down made me realise the solution: modify a subclass.
If the thought police is like social services then they sound awesome. Nothing to be afraid of.
If that's your bard's schtick, I would go with College of Creation instead.
I've gotten part way through inputting the information, but hit a wall when I got to the Tier 3 Subscription that's granted at Level 10 - I'm struggling to determine how I provide advantage on some of the options - like Charm - also was confused by how I would setup the ability to absorb opponent's HP/heal damage dealt against the opponent.
Any insights on how to accomplish this would be appreciated. Thankfully we're early in the campaign, so this functionality isn't needed immediately. It would be nice to figure out how it's done though!
Very new to the forums, somewhat new to D&D Beyond. I've been working a lot with the homebrewed content. There are some things that I am just not certain how they work. The tutorials are great (though I didn't see them until today!) and the articles are good too, but I'm wondering if there is a complete list of what the different options do when working with item modifiers somewhere. Many of them seem very intuitive, but when I actually go to use them they don't seem to do anything. For example, "bonus" for modifier type, "magic" for the modifier subtype seems to work perfectly with a fixed value, but ignores dice count and type (as far as I can tell anyway - I'm pretty sure I've waited long enough for caching not to be the issue). It would be great to know if there are certain things that simply don't work together, or to know more about which properties on a character sheet are impacted by which modifiers without scanning the entire sheet looking for where you *think* a modifier might show up.
If anyone knows of anything like this, I'd truly appreciate a link! I did a search on this forum for "complete" and a couple of other key words and phrases I thought might yield something if something like this had already been posted, but I didn't see anything. I did see that there are release notes - but without a link, there are a LOT of those to go through and I don't think they are targeted at item creation. If that's still my best bet, please let me know, and I'll do my best to wade through the info there.
Thanks in advance for anyone who is able to point me in the right direction (or tell me that nothing like this is out there)!
Very new to the forums, somewhat new to D&D Beyond. I've been working a lot with the homebrewed content. There are some things that I am just not certain how they work. The tutorials are great (though I didn't see them until today!) and the articles are good too, but I'm wondering if there is a complete list of what the different options do when working with item modifiers somewhere. Many of them seem very intuitive, but when I actually go to use them they don't seem to do anything. For example, "bonus" for modifier type, "magic" for the modifier subtype seems to work perfectly with a fixed value, but ignores dice count and type (as far as I can tell anyway - I'm pretty sure I've waited long enough for caching not to be the issue). It would be great to know if there are certain things that simply don't work together, or to know more about which properties on a character sheet are impacted by which modifiers without scanning the entire sheet looking for where you *think* a modifier might show up.
If anyone knows of anything like this, I'd truly appreciate a link! I did a search on this forum for "complete" and a couple of other key words and phrases I thought might yield something if something like this had already been posted, but I didn't see anything. I did see that there are release notes - but without a link, there are a LOT of those to go through and I don't think they are targeted at item creation. If that's still my best bet, please let me know, and I'll do my best to wade through the info there.
Thanks in advance for anyone who is able to point me in the right direction (or tell me that nothing like this is out there)!
There’s not a complete list, unfortunately. They plan to do a major overhaul of the homebrew system at some point and don’t want to spend time on documentation/help files now when it’s all going to be redone what we have now is essentially the same system the devs use for official content, and there are definitely limitations and quirks to it. But much of the early community here said we’d rather have “quick and dirty” homebrew tools rather than wait for better ones, so they released what we have now given the number of other tasks on their plate and the way WOTC has been throwing hp ew mechanics at them, I think a homebrew revamp, is likely a long time down the road.
Arwen's Daughter - thank you very much for the quick response! This is pretty much what I expected to hear, but it's really good to get a sanity check. I appreciate the reply very much.
I'm new to all this homebrewing stuff and I was wondering what would be a best way to make a weapon like the Nightbringer mace from Legends of Krynn?
I want it to cause blindness when hit, but only when activated with the command word "Midnight". I don't want unlimited charges to this feat, but perhaps 6 per day at max. It seems I can only use charges with spells, but I don't want to simply put a blindness spell to the weapon, because it shows up in the character's spell list (right?) and that's not where I want it.
Should I make a copy of some smite and attach that to the weapon as a spell?
Noted, thanks.
I've managed something close with Action type spell, limited uses 2, reset on long rest, which gives the two checkboxes. BUT I recreated the feat from scratch, doing what I did before, and it's now worked, which is voodoo. Does the order you add spells or actions to a feat alter how the engine handles the changes?
Edit: my implementation is unable to limit the spell level, it shows me ALL Ranger spells to select from. The 'level divisor' option does nothing. If I remove the Class limit and add a spell level of 1, it appears to give me all level 1 spells from all magic types. But I cannot limit it to 'level 1 Ranger'. Confusing.
Edit Edit: Okay. Now after a lot of back and forth it's behaving, as expected with Ranger AND 1 acting as limiters. BUT I DID THE EXACT SAME SETTINGS. I am not imagining this, I was taking screenshots to check my settings between iterations as I was seeing unpredictable results. My only theory as to why is either differing rule interpretation depending on the order settings are added, or caching of the feat data of some sort that prevented some of my changes from reaching the character sheet as expected. And yes I remembered to save changes both in spells and feat. I'm using Chrome if that matters, no unusual extensions other than DNDBeyond.
Edit edit edit: In sanity checking I added an extra spell set as Wizard with level 1 selected, which gave me all wizard spells in a dropdown (but not actually appearing as castable if selected?). Then I went back to editor, changed that spell list to Paladin, went back to Char sheet, force-reloaded, went to feats, added and removed it a few times for good measure, and guess what, the third dropdown is still all Wizard spells. So there is Something Rum going on with this, profoundly unhelpful when trying to puzzle through so many options via trial and error.
There are sometimes caching delays. You also have to be sure to do a final save using the save button in the “basic information” section at the top.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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I did ensure I saved, I mentioned that. It's probably caching making my testing show invalid results, which is deeply frustrating. That should be mentioned somewhere in the feat editor.
It’s not just the feats, it’s all homebrewing. The cycle can take up to 20ish minutes depending on who knows what. 🤷♂️ Removing the feat, refreshing the page, and reading the feat can sometimes speed things up.
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That's ... not good. Definitely would save massive frustration for people to know that up front.
How do I make official racial feats work with homebrew races? I had to create a copy to make it work for one but it only worked with the first one. What do I need to add to make them viable? Do I need to remake the races and how can I do that without breaking one of my players sheets?
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We cannot currently do that, you have to recreate the feat without the racial prerequisite.
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Ah, ok fair enough.
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I am confused when it comes to adding cantrips through magic items... I am wanting to add Ray of Frost to the item in two different ways, the first to not consume charges and to be cast as if you were level 1 and the second to consume 1 charge and be cast as if you were level 5 (increasing the damage), how would I go about doing this? I also wanted to ask if it is possible to override the to hit bonus for the spell as well since it is coming from an artifact. Any help/guidance would be much appreciated.
Edit: I also cannot seem to add the spell multiple times to clarify this difference, but also cannot create the feature to be a variable of 0-1 charges as the min-max values, when issued, must be at least 1. Seriously, any help is appreciated.
Be Just, Fear Not
I don't think this is possible because cantrips aren't designed to work this way. They always scale off character level.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
You would have to make two custome versions of the cantrip, one for the single d8, and the other for the 2d8, and then attach those to the item.
Set the 1d8 version to not use charges. Then when the 2d8 version is attached set that one to require a single charge.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Hi all,
I am playing a bard in my DMs own world, where magic is unknown and people calmly follow a "doctrin of the monolith". It disallows creativity to strife only for perfect imitation of what already is. And despite abundand evidence of a time before the Monolith, even just curiosity is so rare that the "correction bureau" (which really is a thought police) is about as dangerous as social services.
So naturally, my bard is all about creation, mythos, existentialism, the meaning of life and how to conduct yourself as a concious being.
My DM said that I should take the school of lore, and I should use wisdom as my primary spellcasting ability. How would you go about implementing this change as a homebrew rule?
TLDR: can I change my primary spellcasting abillity?
edit: writing this down made me realise the solution: modify a subclass.
If the thought police is like social services then they sound awesome. Nothing to be afraid of.
If that's your bard's schtick, I would go with College of Creation instead.
And yes, what you said.
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anyone? Bueller?
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Hi all,
Very new to the forums, somewhat new to D&D Beyond. I've been working a lot with the homebrewed content. There are some things that I am just not certain how they work. The tutorials are great (though I didn't see them until today!) and the articles are good too, but I'm wondering if there is a complete list of what the different options do when working with item modifiers somewhere. Many of them seem very intuitive, but when I actually go to use them they don't seem to do anything. For example, "bonus" for modifier type, "magic" for the modifier subtype seems to work perfectly with a fixed value, but ignores dice count and type (as far as I can tell anyway - I'm pretty sure I've waited long enough for caching not to be the issue). It would be great to know if there are certain things that simply don't work together, or to know more about which properties on a character sheet are impacted by which modifiers without scanning the entire sheet looking for where you *think* a modifier might show up.
If anyone knows of anything like this, I'd truly appreciate a link! I did a search on this forum for "complete" and a couple of other key words and phrases I thought might yield something if something like this had already been posted, but I didn't see anything. I did see that there are release notes - but without a link, there are a LOT of those to go through and I don't think they are targeted at item creation. If that's still my best bet, please let me know, and I'll do my best to wade through the info there.
Thanks in advance for anyone who is able to point me in the right direction (or tell me that nothing like this is out there)!
There’s not a complete list, unfortunately. They plan to do a major overhaul of the homebrew system at some point and don’t want to spend time on documentation/help files now when it’s all going to be redone what we have now is essentially the same system the devs use for official content, and there are definitely limitations and quirks to it. But much of the early community here said we’d rather have “quick and dirty” homebrew tools rather than wait for better ones, so they released what we have now given the number of other tasks on their plate and the way WOTC has been throwing hp ew mechanics at them, I think a homebrew revamp, is likely a long time down the road.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
Arwen's Daughter - thank you very much for the quick response! This is pretty much what I expected to hear, but it's really good to get a sanity check. I appreciate the reply very much.
what are "Adds"?
Hello all
I'm new to all this homebrewing stuff and I was wondering what would be a best way to make a weapon like the Nightbringer mace from Legends of Krynn?
I want it to cause blindness when hit, but only when activated with the command word "Midnight". I don't want unlimited charges to this feat, but perhaps 6 per day at max. It seems I can only use charges with spells, but I don't want to simply put a blindness spell to the weapon, because it shows up in the character's spell list (right?) and that's not where I want it.
Should I make a copy of some smite and attach that to the weapon as a spell?
will there be more customization options like adjusting the range of weapons and spells like making reach farther distances or making them shorter??