Hi, I'm new to DMing and I want to create a sword for my campaign. Ideally I would like it to drain the user of health in exchange for power. PLEASE HELP!!!
For an enemy I created an item based on the Wraps of Unarmed Prowess from the book of many things. Now a player wants to use the item, but I don't see Wraps of U.P listed on beyond's homebrew. Do I need to own the digital version, or are some items unavailable on the homebrew list? I was hoping to just customize the base version of the wraps.
For an enemy I created an item based on the Wraps of Unarmed Prowess from the book of many things. Now a player wants to use the item, but I don't see Wraps of U.P listed on beyond's homebrew. Do I need to own the digital version, or are some items unavailable on the homebrew list? I was hoping to just customize the base version of the wraps.
You shouldn't see it on the homebrew list because it is against site rules (and possibly the law) to publicly share content from official books.
You need to have purchased the digital version on D&D Beyond to use it as a template. If you have not done so, then you need to create it from scratch. Again, do not share publicly - you can use it privately without doing so and it will be automatically shared for those in the same campaign as you (no subs needed).
Rollback Post to RevisionRollBack
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.
Appreciate the reply. I guess I need the digital version of the book of many things. I didn't want to purchase the book unless I was going to have access to all the items.
Hey folks. I don't know if this is a quick question, but I feel like maybe not.
I am trying to create a feat that allows my players characters have a pact weapon that gives a bonus based on wisdom. Ide.ally I'd like to make it not have to be a warlock.
What I'm trying to do is find a way to make the Zen Archery feat from the 'Sword and Fist' sourcebook work mechanically here. If you don't know what it is, the feat grants the person a +1 to thier wisdom, and lets them use ranged weapons with their wisdom modifiers instead of their dexterity modifier.
I found the possibility of using the modifiers: Enable Feature (gives choice of Pact Weapon or hex weapon) but it doesn't seem to give a character who has it the option of making a weapon a pact weapon. I figure if I can get the pact weapon thing to work, I should be able to switch the applicable stat to wisdom.
I'm trying to make a species with species options but whenever I go into the character builder the options are all listed as separate species instead of as a dropdown menu, how would I fix this?
How can i make a dice roll of 2d6+1d10 roll together in a snippet?
rollable only works for monster sheets
You can't.
Rollback Post to RevisionRollBack
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 know this post is ancient but i must know. if i want to make a magic item with a +3 to attack rolls and damage rolls do i just select a +3 that already exists?
i know this post is ancient but i must know. if i want to make a magic item with a +3 to attack rolls and damage rolls do i just select a +3 that already exists?
Or just make a modifier.
Type: Bonus Subtype: Magic Fixed Value: 3.
Rollback Post to RevisionRollBack
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 have an issue trying to homebrew a "Species" that needs to choose Medium or Small from scratch, but it wouldn't allow me in the Modifiers to do it. Please help me
Use Options. One option for Small, another for Medium.
Rollback Post to RevisionRollBack
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.
Can you do a tutorial for a homebrew weapon? It's not the most intuitive or well described system, but I've been banging my head against it for ages now, so I'm pretty sure it's actually just bugged as opposed to me getting it wrong every time (but who knows?).
Main issue: No matter what I do, I cannot get the base damage roll/amount to change in the actual player action screen. Eg: I've used a spear as the base but want to change it from 1d6 damage to 1d4+1 (with Dex mod because it's a finesse weapon). Sometimes, but inexplicably only sometimes, the 1d4+1 does show in the weapon notes, but the actual player action damage roller stays stuck to 1d6. To make it even more crazy, ALL of my melee weapons now add DOUBLE the DEX modifier to damage! Eh!?
There definitely are some bugs though: after changing weapon properties, the changes are not correctly reflected on the "manage inventory" "catalogue".
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.
This Subclass cannot be shared with the community for the following reasons:
This homebrew Subclass does not have the necessary class features with the correct required levels.
This homebrew Subclass has a name that is too similar to licensed fifth edition content.
Remember, private homebrew is automatically shared with other users in your campaigns and does not need to be shared with the community for players to access.
Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.
Light Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity - Radiance of the Dawn
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Corona of Light
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
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.
Your skills are coming at completely wrong levels, if the description is correct. Cleric 2024 has skills at 3rd (when you get the subclass), 6th, and 17th. Anything else fails. Your subclass is based on 2024, but using Cleric 2014's subclass tiers, 1st, 2nd, 6th, 8th, 17th.
Additionally, the Light Domain Cleric Subclass exists in both the 2014 and the 2024 Players Handbook, so duplicating it isn't allowed to get around purchasing requirements.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi, I'm new to DMing and I want to create a sword for my campaign. Ideally I would like it to drain the user of health in exchange for power. PLEASE HELP!!!
For an enemy I created an item based on the Wraps of Unarmed Prowess from the book of many things. Now a player wants to use the item, but I don't see Wraps of U.P listed on beyond's homebrew. Do I need to own the digital version, or are some items unavailable on the homebrew list? I was hoping to just customize the base version of the wraps.
You shouldn't see it on the homebrew list because it is against site rules (and possibly the law) to publicly share content from official books.
You need to have purchased the digital version on D&D Beyond to use it as a template. If you have not done so, then you need to create it from scratch. Again, do not share publicly - you can use it privately without doing so and it will be automatically shared for those in the same campaign as you (no subs needed).
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.
Appreciate the reply. I guess I need the digital version of the book of many things. I didn't want to purchase the book unless I was going to have access to all the items.
Posting so I can find this in my threads later now that I've subscribed to it
Drink water. Take a nap. Pray about it.
Hey folks. I don't know if this is a quick question, but I feel like maybe not.
I am trying to create a feat that allows my players characters have a pact weapon that gives a bonus based on wisdom. Ide.ally I'd like to make it not have to be a warlock.
What I'm trying to do is find a way to make the Zen Archery feat from the 'Sword and Fist' sourcebook work mechanically here. If you don't know what it is, the feat grants the person a +1 to thier wisdom, and lets them use ranged weapons with their wisdom modifiers instead of their dexterity modifier.
I found the possibility of using the modifiers: Enable Feature (gives choice of Pact Weapon or hex weapon) but it doesn't seem to give a character who has it the option of making a weapon a pact weapon. I figure if I can get the pact weapon thing to work, I should be able to switch the applicable stat to wisdom.
Anyone have any thoughts or advice?
I'm trying to make a species with species options but whenever I go into the character builder the options are all listed as separate species instead of as a dropdown menu, how would I fix this?
How can i make a dice roll of 2d6+1d10 roll together in a snippet?
rollable only works for monster sheets
You can't.
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 know this post is ancient but i must know. if i want to make a magic item with a +3 to attack rolls and damage rolls do i just select a +3 that already exists?
im dumb
Or just make a modifier.
Type: Bonus
Subtype: Magic
Fixed Value: 3.
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.
Use Options. One option for Small, another for Medium.
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.
TL/DR: Really need a homebrew weapon tutorial.
Can you do a tutorial for a homebrew weapon? It's not the most intuitive or well described system, but I've been banging my head against it for ages now, so I'm pretty sure it's actually just bugged as opposed to me getting it wrong every time (but who knows?).
Main issue: No matter what I do, I cannot get the base damage roll/amount to change in the actual player action screen. Eg: I've used a spear as the base but want to change it from 1d6 damage to 1d4+1 (with Dex mod because it's a finesse weapon). Sometimes, but inexplicably only sometimes, the 1d4+1 does show in the weapon notes, but the actual player action damage roller stays stuck to 1d6. To make it even more crazy, ALL of my melee weapons now add DOUBLE the DEX modifier to damage! Eh!?
There definitely are some bugs though: after changing weapon properties, the changes are not correctly reflected on the "manage inventory" "catalogue".
Thanks.
There is no way to change the weapon base damage.
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 struggling with completing a personal version of the cleric light domain. Could the forum please provide some assistance?
Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.
Light Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
Light Domain Spells
1st
3rd
5th
7th
9th
burning hands, faerie fire
flaming sphere, scorching ray
daylight, fireball
guardian of faith, wall of fire
flame strike, scrying
Bonus Cantrip
When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity - Radiance of the Dawn
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Corona of Light
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
What help do you need?
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.
Your skills are coming at completely wrong levels, if the description is correct. Cleric 2024 has skills at 3rd (when you get the subclass), 6th, and 17th. Anything else fails. Your subclass is based on 2024, but using Cleric 2014's subclass tiers, 1st, 2nd, 6th, 8th, 17th.
Additionally, the Light Domain Cleric Subclass exists in both the 2014 and the 2024 Players Handbook, so duplicating it isn't allowed to get around purchasing requirements.