Is it possible to use an item (in my case a dagger) as a base, but change the weapons damage die (in this case the dagger is supposed to be so sharp, that it dies 1D8 insted of its usual 1D4)?
Is it possible to use an item (in my case a dagger) as a base, but change the weapons damage die (in this case the dagger is supposed to be so sharp, that it dies 1D8 insted of its usual 1D4)?
No. You would have to base it off of something like a Rapier, add the light property to it and reskin it as a dagger.
Is it possible to use an item (in my case a dagger) as a base, but change the weapons damage die (in this case the dagger is supposed to be so sharp, that it dies 1D8 insted of its usual 1D4)?
Currently (by that I mean for many years now) it is unfortunately not possible to change the damage die of a weapon. The only solutions are either to add 1d4 piercing damage to the damage of a dagger (Modifiers -> Damage -> Piercing -> 1 -> d4), or to use a rapier and add the light and thrown property as suggested by IamSposta.
The first option results in higher average damage (base dmg. range: 2-8; avg. base dmg.: 5), the second option causes a conflict with weapon proficiencies, as PCs who are not proficient with rapiers cannot add their proficiency bonus to the attack roll.
There is also a possible third option. You could simply customize a normal dagger in the character sheet and give it a static damage bonus of 2. This makes it very reliable in dealing at least a base damage of 3, but the maximum base damage is 6.
I'm trying to create a modifier in a feat that gives advantage on ranged weapon and spell attacks. It's not doing it for either. I've been able to do what I think is correct as far as adding it however it isn't functioning. This is my first time creating anything homebrew so this may be a simple fix. I'm just not sure what's happening. I've chosen "Advantage" as Modifier Type, "Ranged Attacks" as Modifier Subtype and given it an interval of 10000000 days. Any help would be appreciated!
They are currently upgrading their content creation engine to make it more robust, in part to prepare for 1DD. That’s what’s eating up their development time:
I'm going to acknowledge being lazy here.. There, that wasn't so hard.
DM question: What I'm looking for is whether or not there's some code that I need to put on homebrew items for my players to be able to add them to their sheets AND then attune to them? Here's one example that I'm struggling with at the moment: https://www.dndbeyond.com/magic-items/5931084-horizon-longbow
I'm going to acknowledge being lazy here.. There, that wasn't so hard.
DM question: What I'm looking for is whether or not there's some code that I need to put on homebrew items for my players to be able to add them to their sheets AND then attune to them? Here's one example that I'm struggling with at the moment: https://www.dndbeyond.com/magic-items/5931084-horizon-longbow
As for your query regarding that value for damage, you would use a “snippet” to automatically calculate that value and display it for the player. It won’t show up as a regular damage roll since there’s nothing to actually roll, but it will display the correct number in the general description that appears on the character sheet. For example, you would put something like this in the “Description” field of the subclass feature:
“On a hit, the attack deals an amount of [Damage Type] damage equal to half of your your class level (rounded down).”
Or, if it’s for a race or feat:
”On a hit, the attack deals an amount of [Damage Type] damage equal to half of your your character level (rounded down).”
Then in the “Snippet” field under the Description you would put this:
On a hit, the attack deals {{(classlevel/2)@rounddown}} [Damage Type] damage.
Or if it’s for a race or feat:
On a hit, the attack deals {{(characterlevel/2)@rounddown}} [Damage Type] damage.
Then you would create a “General” Action attached to the feature/trait/feat and use the same snippet in the snippet field for that too.
Is it possible to use an item (in my case a dagger) as a base, but change the weapons damage die (in this case the dagger is supposed to be so sharp, that it dies 1D8 insted of its usual 1D4)?
No. You would have to base it off of something like a Rapier, add the light property to it and reskin it as a dagger.
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Currently (by that I mean for many years now) it is unfortunately not possible to change the damage die of a weapon. The only solutions are either to add 1d4 piercing damage to the damage of a dagger (Modifiers -> Damage -> Piercing -> 1 -> d4), or to use a rapier and add the light and thrown property as suggested by IamSposta.
The first option results in higher average damage (base dmg. range: 2-8; avg. base dmg.: 5), the second option causes a conflict with weapon proficiencies, as PCs who are not proficient with rapiers cannot add their proficiency bonus to the attack roll.
There is also a possible third option. You could simply customize a normal dagger in the character sheet and give it a static damage bonus of 2. This makes it very reliable in dealing at least a base damage of 3, but the maximum base damage is 6.
How do i change the actual range increments on a magic item?
Please see the Items & Equipment FAQ #1: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
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I'm trying to create a modifier in a feat that gives advantage on ranged weapon and spell attacks. It's not doing it for either. I've been able to do what I think is correct as far as adding it however it isn't functioning. This is my first time creating anything homebrew so this may be a simple fix. I'm just not sure what's happening. I've chosen "Advantage" as Modifier Type, "Ranged Attacks" as Modifier Subtype and given it an interval of 10000000 days. Any help would be appreciated!
Skip the interval, it’s wholly unnecessary. At the current time neither Advantage nor Disadvantage display on attacks of any kind.
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Thanks!
Have there been any updates on development for Homebrew Classes?
Looks like most of the posts on this topic a few years old.
Makes my wonder if this is a scrapped feature development.
I wonder if ONE D&D is causing them to put off new feature development.
I suspect you are correct, that or the new VTT they are working on.
They are currently upgrading their content creation engine to make it more robust, in part to prepare for 1DD. That’s what’s eating up their development time:
https://www.dndbeyond.com/forums/d-d-beyond-general/d-d-beyond-feedback/152738-thank-you-ddb-devs
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I'm going to acknowledge being lazy here.. There, that wasn't so hard.
DM question: What I'm looking for is whether or not there's some code that I need to put on homebrew items for my players to be able to add them to their sheets AND then attune to them? Here's one example that I'm struggling with at the moment: https://www.dndbeyond.com/magic-items/5931084-horizon-longbow
Any help would be great
You need to check the box next to the “Requires Attunement” when creating the item. After that please see the General Homebrew FAQ #s 5, 6, & 6-B: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
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Thanks! #5 fixed the problem. Much love for helping me in my frustration and laziness.
How do I make an attack that uses half your level rounded down?
That depends on what you mean? Do you mean for the damage or something else?
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Yeah, for damage
It's fine. I don't understand most of it so I'm just going to keep away from creating homebrew on DnD beyond
Creating homebrew on DDB isn’t that complicated once you get the hang of it. There is a convenient FAQ that can help: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
As for your query regarding that value for damage, you would use a “snippet” to automatically calculate that value and display it for the player. It won’t show up as a regular damage roll since there’s nothing to actually roll, but it will display the correct number in the general description that appears on the character sheet. For example, you would put something like this in the “Description” field of the subclass feature:
Or, if it’s for a race or feat:
Then in the “Snippet” field under the Description you would put this:
Or if it’s for a race or feat:
Then you would create a “General” Action attached to the feature/trait/feat and use the same snippet in the snippet field for that too.
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