So, how would I be able to remove certain classifications from an armor I'm trying to make? I'm in the process of building an upgraded version of Elven Chain, but for Plate Mail, and I need to remove the STR requirement and the Stealth Disadvantage.
I created a paladin subclass. It's my first home-brew subclass that I've made. However, I can't post it because it says:
This homebrew Subclass has data mapped to it that is licensed content or private homebrew. This typically occurs when licensed or private homebrew spells are linked to the Subclass.
I haven't used any home-brew spells for this class. I'm not sure what the problem is
I created a paladin subclass. It's my first home-brew subclass that I've made. However, I can't post it because it says:
This homebrew Subclass has data mapped to it that is licensed content or private homebrew. This typically occurs when licensed or private homebrew spells are linked to the Subclass.
I haven't used any home-brew spells for this class. I'm not sure what the problem is
You probably have the class granting non-free spells (licensed content).
If you want to share it the homebrew cannot have anything not found in Basic Rules or Elemental Evil - i.e. the free stuff.
You don't have to share it publically to use it, and people in the same campaign as you can also use it without you needing to share it publically or anyone needing a sub.
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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.
Quick question i hope someone can help with. I'm trying to create a cleric sub class. I have added the domain spells in the box at the bottom of the builder main page. For some reason in the character sheet the spells show up twice. I noticed that over 1 spell it says cleric and over the other it says domain spell. Does anyone know how to fix this?
Is is possible to make a homebrew item that would change an ability score to go above 20? Or is 20 the max possible? I’m trying to create an item for a homebrew campaign I’m running and the power of a god is imbued in this item.
Is is possible to make a homebrew item that would change an ability score to go above 20? Or is 20 the max possible? I’m trying to create an item for a homebrew campaign I’m running and the power of a god is imbued in this item.
How, does a DM make homebrew available to a campaign. i.e. I have created some homebrew magic, yet one of my campaign characters can not seem to add it. where do I go to find out how to do this?
How, does a DM make homebrew available to a campaign. i.e. I have created some homebrew magic, yet one of my campaign characters can not seem to add it. where do I go to find out how to do this?
-make sure the homebrew in Question is in your collections, not just you creations
-make sure character in question has homebrew turned on
So, how would I be able to remove certain classifications from an armor I'm trying to make? I'm in the process of building an upgraded version of Elven Chain, but for Plate Mail, and I need to remove the STR requirement and the Stealth Disadvantage.
Add a modifier to your item with "Stealth Disadvantage" under Modifier Type and "Remove" under Modifier Subtype. This should remove the automatic disadvantage given from the Plate. If you're still struggling, I'd create a copy of a set of Mithril plate, then add the "Bonus - Armour Class" and "Poficiency - Self" modifiers to the resultant armour.
I'm wondering if anyone can help me; I'm attempting to add a comment to the magic item header, and just wondering if it's possible. (The Notes section tooltip under the Additional Information tab says it will add a note to the Header, but instead adds a notes section to the footer.) Ideally I'd love to add text after the attunement description - if anyone knows if that's possible - but anywhere at the top of an item is ideal.
I'm trying to create a magic weapon called a Flaming Battle Skillet (one of my players is playing a professional chef). I'm trying to design it so it's a +1 to hit and 1d6+1 bludgeoning damage, but I cannot figure out the modifier situation. I've spent about an hour and a half on it so far, and at one point it was giving +10 to hit (for a total of +17) to ALL my weapons on the character sheet PLUS advantage on every ability check, and it's giving 1d6+6 damage. Where am I going wrong here? I've read the tutorial at the beginning of this thread, but it didn't clear it up for me.
I'm trying to create a magic weapon called a Flaming Battle Skillet (one of my players is playing a professional chef). I'm trying to design it so it's a +1 to hit and 1d6+1 bludgeoning damage, but I cannot figure out the modifier situation. I've spent about an hour and a half on it so far, and at one point it was giving +10 to hit (for a total of +17) to ALL my weapons on the character sheet PLUS advantage on every ability check, and it's giving 1d6+6 damage. Where am I going wrong here? I've read the tutorial at the beginning of this thread, but it didn't clear it up for me.
If the total is supposed to be 1d6+1 bludgeoning then the easiest thing to do is make a magic item using a Mace, +1 and simply rename it. If it is supposed to be 2d6+1 bludgeoning damage then use a Greatsword, +1 as the template and add the following modifier:
Quick question... is there a modifier I can use for damage reduction?
In short, the spell I'm making reduces spell damage by 1d10 but increases the d10 depending on the spell level. There any way of doing this? Currently I'm trying out:
modifier type: damage type -> modifier subtype: additional damage
Not sure if this is the "best" way of doing this, but having a way to show the correct number of dice used for the effect does help my players. Normally if there was a thing I can't do I would just use a scaling of "special: see description", but with the digital dice rolling I would like to try to make it work.
Update: After the homespell spell updated with the modifiers, this method seems to work fine for what I'm trying. It still shows up as "damage" but it works for now, but if you know of a way to make that happen as intended please let me know.
I have residual spells (ones I have deleted) still on my character sheet. I have 'removed from collection" and deleted the brewed spell but they are still lingering. How do I make them go away?
I have residual spells (ones I have deleted) still on my character sheet. I have 'removed from collection" and deleted the brewed spell but they are still lingering. How do I make them go away?
Once something is added to a character sheet, removing it from collection will not automatically remove the homebrew from the character. That is intentional so a DM/Player can make something, add it to a character, and then remove it from their collection so it will not be available to other players in campaigns with them. It’s a very useful design feature.
Either unlearn or unprepare the spell. That should take care of it.
Thank you for the response. I did try to unlearn but somehow one of them is always prepared... And not sure if this matters, i didn't 'share with community' the brewed spells. I would very much like to clean up my character sheet / spell list with a remove option. :-)
I also have a question about spell scaling 'at higher levels'. Can you scale both bonus to hit points with a die modifier and a fixed value modifier on the same line? Or do you have to make 2 individual scaling mods referencing back to the original
I’m not sure about the modifiers you asked about since I’m not exactly sure what you’re going for. If you could include the text for the feature for me to read maybe I can help.
As the the spell being “always prepared” my guess is that this subclass is for a prepared spellcasters (Artificer, Cleric, Druid, or Paladin), am I right? When you made the homebrewed spell, did you add the specific subclass to the list of spell lists? When you do that, it puts that spell specifically on that subclass spell list, and subclass spells for those classes are automatically “always prepared.” You will have to remove the subclass and just put the main class to get rid of that.
So, how would I be able to remove certain classifications from an armor I'm trying to make? I'm in the process of building an upgraded version of Elven Chain, but for Plate Mail, and I need to remove the STR requirement and the Stealth Disadvantage.
This is really helpful
I created a paladin subclass. It's my first home-brew subclass that I've made. However, I can't post it because it says:
I haven't used any home-brew spells for this class. I'm not sure what the problem is
You probably have the class granting non-free spells (licensed content).
If you want to share it the homebrew cannot have anything not found in Basic Rules or Elemental Evil - i.e. the free stuff.
You don't have to share it publically to use it, and people in the same campaign as you can also use it without you needing to share it publically or anyone needing a sub.
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.
Hello,
Quick question i hope someone can help with. I'm trying to create a cleric sub class. I have added the domain spells in the box at the bottom of the builder main page. For some reason in the character sheet the spells show up twice. I noticed that over 1 spell it says cleric and over the other it says domain spell. Does anyone know how to fix this?
Is is possible to make a homebrew item that would change an ability score to go above 20? Or is 20 the max possible? I’m trying to create an item for a homebrew campaign I’m running and the power of a god is imbued in this item.
Never mind, just realized that it worked
How, does a DM make homebrew available to a campaign. i.e. I have created some homebrew magic, yet one of my campaign characters can not seem to add it. where do I go to find out how to do this?
-make sure the homebrew in Question is in your collections, not just you creations
-make sure character in question has homebrew turned on
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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Add a modifier to your item with "Stealth Disadvantage" under Modifier Type and "Remove" under Modifier Subtype. This should remove the automatic disadvantage given from the Plate. If you're still struggling, I'd create a copy of a set of Mithril plate, then add the "Bonus - Armour Class" and "Poficiency - Self" modifiers to the resultant armour.
I'm wondering if anyone can help me; I'm attempting to add a comment to the magic item header, and just wondering if it's possible. (The Notes section tooltip under the Additional Information tab says it will add a note to the Header, but instead adds a notes section to the footer.) Ideally I'd love to add text after the attunement description - if anyone knows if that's possible - but anywhere at the top of an item is ideal.
Thank you
I'm trying to create a magic weapon called a Flaming Battle Skillet (one of my players is playing a professional chef). I'm trying to design it so it's a +1 to hit and 1d6+1 bludgeoning damage, but I cannot figure out the modifier situation. I've spent about an hour and a half on it so far, and at one point it was giving +10 to hit (for a total of +17) to ALL my weapons on the character sheet PLUS advantage on every ability check, and it's giving 1d6+6 damage. Where am I going wrong here? I've read the tutorial at the beginning of this thread, but it didn't clear it up for me.
If the total is supposed to be 1d6+1 bludgeoning then the easiest thing to do is make a magic item using a Mace, +1 and simply rename it. If it is supposed to be 2d6+1 bludgeoning damage then use a Greatsword, +1 as the template and add the following modifier:
Modifier: Replace Damage Type->Subtype: Bludgeoning
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Quick question... is there a modifier I can use for damage reduction?
In short, the spell I'm making reduces spell damage by 1d10 but increases the d10 depending on the spell level. There any way of doing this? Currently I'm trying out:
modifier type: damage type -> modifier subtype: additional damage
Not sure if this is the "best" way of doing this, but having a way to show the correct number of dice used for the effect does help my players. Normally if there was a thing I can't do I would just use a scaling of "special: see description", but with the digital dice rolling I would like to try to make it work.
Update: After the homespell spell updated with the modifiers, this method seems to work fine for what I'm trying. It still shows up as "damage" but it works for now, but if you know of a way to make that happen as intended please let me know.
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I have residual spells (ones I have deleted) still on my character sheet. I have 'removed from collection" and deleted the brewed spell but they are still lingering. How do I make them go away?
Once something is added to a character sheet, removing it from collection will not automatically remove the homebrew from the character. That is intentional so a DM/Player can make something, add it to a character, and then remove it from their collection so it will not be available to other players in campaigns with them. It’s a very useful design feature.
Either unlearn or unprepare the spell. That should take care of it.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Thank you for the response. I did try to unlearn but somehow one of them is always prepared... And not sure if this matters, i didn't 'share with community' the brewed spells. I would very much like to clean up my character sheet / spell list with a remove option. :-)
I also have a question about spell scaling 'at higher levels'. Can you scale both bonus to hit points with a die modifier and a fixed value modifier on the same line? Or do you have to make 2 individual scaling mods referencing back to the original
I’m not sure about the modifiers you asked about since I’m not exactly sure what you’re going for. If you could include the text for the feature for me to read maybe I can help.
As the the spell being “always prepared” my guess is that this subclass is for a prepared spellcasters (Artificer, Cleric, Druid, or Paladin), am I right? When you made the homebrewed spell, did you add the specific subclass to the list of spell lists? When you do that, it puts that spell specifically on that subclass spell list, and subclass spells for those classes are automatically “always prepared.” You will have to remove the subclass and just put the main class to get rid of that.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Okay, so how do I, as the DM, attach it to a character sheet? It doesn't seem to come up in the list of available magic items.