How would I make something like the Superiority Dice and link them to the Maneuvers like the Battle Master has?
You would create a feature and attach to that feature an Action with limited uses to track the number of “dice” and a damage roll with no damage type to act as those dice. Then you would add Options to that feature to represent the various “maneuvers” (or whatever you’re calling them). You can learn all about adding limited uses to an Action and adding Options to a subclass feature (or species trait) in the Homebrew Subclasses & Species FAQ, questions #s 4 & 1 respectively: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq#HomebrewSubclasses&SpeciesFAQ).
I know they're doing a lot of site maintenance lately. Have they added a way to homebrew containers yet? Still waiting on that promise from back when Fandom owned DDB.
A topic of thought, or request for a change, regarding creating magical items in Homebrew. I am making some high-level magical items for a more advanced campaign. As they are high-level items they have multiple magical effects including the potential of granting multiple different spell castings or other limited-use effects. It would be nice if the charges portion of the homebrew builder was moved to the spells and modifiers section of the build options. This way each modifier or spell can have its charge set rather than one charge set for the entire item.
If there is a way to do this already please feel free to comment and provide the steps to do this.
I am trying to create a custom weapon that has its own damage dice and "to hit" modifier. Seems simple but I see no way to do it.
The item is a plasma gun from the future the party found, and I want it to have just a set value for its attack bonus and damage rolls regardless of who is shooting it. It's also supposed to be comically powerful, like +40 to hit and 12d12 damage or something like that. Is it possible to make something like this? Not seeing how to do this.
How do I set the ASI's for the 2024 Backgrounds? I wanted to change the abilities for the Sailor Background, so I copied the original one from the core rules but other than the description at the top I don't see a place to configure the abilities. So I didn't changed anything but when I selected the copied background in character creation I couldn't choose if I wanted the +1/+2 or +1/+1/+1-option. What am I missing?
I am trying to add a feat to a magic item, I can see the feat as a modifier on the weapon, but when I add the item to a character the feat is not showing up. I am not sure what I did wrong, if anyone has insight it would appreciated. As a reference I am trying to add Mobile to a special homebrew spear. I can add a speed increase as a bonus, but Mobile doesn't seem to work.
I am trying to add a feat to a magic item, I can see the feat as a modifier on the weapon, but when I add the item to a character the feat is not showing up. I am not sure what I did wrong, if anyone has insight it would appreciated. As a reference I am trying to add Mobile to a special homebrew spear. I can add a speed increase as a bonus, but Mobile doesn't seem to work.
What you're trying to do is not supported. Also feats should not be granted by items - the purpose of a feat is to represent abilities they have learned. If an item is to grant abilities it should be granted directly by the item, not by giving feats.
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There are Origin and Epic Boon feats for 2024. Is that what you mean?
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
There are Origin and Epic Boon feats for 2024. Is that what you mean?
This is a thread on Homebrew. I checked, and you still can't create a new Homebrew feat that functions as an Origin Feat, selectable in the Origin Feats list at creation, or an Epic Boon that can be selected as the Epic Boon. Or a Fighting Style that can be selected from the list of Fighting Styles. Every homebrew feat is considered a General Feat.
Everything can be slapped on later, as a custom selected one, but that's a crutch because they haven't provided the ability to categorize your homebrew feats yet.
Specifically, you can't define a Homebrew feat that will appear here:
That's disappointing. I kinda liked the idea of creating alternative Origin Feats for things like the Sailor Background that were specifically themed around aquatic campaigns.
So does anyone have any idea why we can add weapon masteries but not remove them? Or am I just missing something?
Weapon masteries are a new standard for D&D. It is easier for DMs just to say "we are not using weapon masteries in our game" and players ignore the text (which has no mechanical effect on the sheet) than it is to code up an entire system to separate 2014 weapons from 2024 weapons or a method of removing weapon masteries. They're busy enough as it is.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Is there a way to modify tooltips so that the 2024 rules are used? [ spell]Thaumaturgy[/ spell] for example just takes me to the 2014 version of the spell Thaumaturgy.
Is there a way to modify tooltips so that the 2024 rules are used? [ spell]Thaumaturgy[/ spell] for example just takes me to the 2014 version of the spell Thaumaturgy.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I'm not worried about '14 vs. '24. I wanted to change a weapon's mastery, but I couldn't see a way to remove one, only to add a second one. It's not a problem now cause I figured the existing mastery is a better fit anyway but I was asking for future reference if there was a way to remove a weapon mastery that I wasn't seeing or if I was misunderstanding how the modifier worked.
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How would I make something like the Superiority Dice and link them to the Maneuvers like the Battle Master has?
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You would create a feature and attach to that feature an Action with limited uses to track the number of “dice” and a damage roll with no damage type to act as those dice. Then you would add Options to that feature to represent the various “maneuvers” (or whatever you’re calling them). You can learn all about adding limited uses to an Action and adding Options to a subclass feature (or species trait) in the Homebrew Subclasses & Species FAQ, questions #s 4 & 1 respectively: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq#HomebrewSubclasses&SpeciesFAQ).
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I know they're doing a lot of site maintenance lately. Have they added a way to homebrew containers yet? Still waiting on that promise from back when Fandom owned DDB.
A topic of thought, or request for a change, regarding creating magical items in Homebrew. I am making some high-level magical items for a more advanced campaign. As they are high-level items they have multiple magical effects including the potential of granting multiple different spell castings or other limited-use effects. It would be nice if the charges portion of the homebrew builder was moved to the spells and modifiers section of the build options. This way each modifier or spell can have its charge set rather than one charge set for the entire item.
If there is a way to do this already please feel free to comment and provide the steps to do this.
I am trying to create a custom weapon that has its own damage dice and "to hit" modifier. Seems simple but I see no way to do it.
The item is a plasma gun from the future the party found, and I want it to have just a set value for its attack bonus and damage rolls regardless of who is shooting it. It's also supposed to be comically powerful, like +40 to hit and 12d12 damage or something like that. Is it possible to make something like this? Not seeing how to do this.
I was also trying to add a custom range to the weapon which seems to not be possible?
How do I set the ASI's for the 2024 Backgrounds? I wanted to change the abilities for the Sailor Background, so I copied the original one from the core rules but other than the description at the top I don't see a place to configure the abilities. So I didn't changed anything but when I selected the copied background in character creation I couldn't choose if I wanted the +1/+2 or +1/+1/+1-option. What am I missing?
I am trying to add a feat to a magic item, I can see the feat as a modifier on the weapon, but when I add the item to a character the feat is not showing up. I am not sure what I did wrong, if anyone has insight it would appreciated. As a reference I am trying to add Mobile to a special homebrew spear. I can add a speed increase as a bonus, but Mobile doesn't seem to work.
What you're trying to do is not supported. Also feats should not be granted by items - the purpose of a feat is to represent abilities they have learned. If an item is to grant abilities it should be granted directly by the item, not by giving feats.
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.
Do they support Origin Feats and Epic Boons as a category yet?
I don't know what you by "as a category".
There are Origin and Epic Boon feats for 2024. Is that what you mean?
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.
This is a thread on Homebrew. I checked, and you still can't create a new Homebrew feat that functions as an Origin Feat, selectable in the Origin Feats list at creation, or an Epic Boon that can be selected as the Epic Boon. Or a Fighting Style that can be selected from the list of Fighting Styles. Every homebrew feat is considered a General Feat.
Everything can be slapped on later, as a custom selected one, but that's a crutch because they haven't provided the ability to categorize your homebrew feats yet.
Specifically, you can't define a Homebrew feat that will appear here:

or here:
or here:
That's disappointing. I kinda liked the idea of creating alternative Origin Feats for things like the Sailor Background that were specifically themed around aquatic campaigns.
Hopefully they'll get around to it.
Hi. I would like to make feature that grant charges per level but those charges are to be filled by the player and not per "day" .
In other words the charges start at 0 (zero) and can be increased by specific actions.
Thanks for help. 😊
So does anyone have any idea why we can add weapon masteries but not remove them? Or am I just missing something?
Weapon masteries are a new standard for D&D. It is easier for DMs just to say "we are not using weapon masteries in our game" and players ignore the text (which has no mechanical effect on the sheet) than it is to code up an entire system to separate 2014 weapons from 2024 weapons or a method of removing weapon masteries. They're busy enough as it is.
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.
Is there a way to modify tooltips so that the 2024 rules are used? [ spell]Thaumaturgy[/ spell] for example just takes me to the 2014 version of the spell Thaumaturgy.
Just give it a charges and instead of "using" em U are "adding" em.
Yes, this thread will have the details in post 1: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/25930-using-snippet-codes-in-your-homebrew
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.
I'm not worried about '14 vs. '24. I wanted to change a weapon's mastery, but I couldn't see a way to remove one, only to add a second one. It's not a problem now cause I figured the existing mastery is a better fit anyway but I was asking for future reference if there was a way to remove a weapon mastery that I wasn't seeing or if I was misunderstanding how the modifier worked.