What about custom backgrounds and custom background features? Or custom classes? I'd very much like to be able to run some unearthed arcana stuff in my campaigns :)
What about custom backgrounds and custom background features? Or custom classes? I'd very much like to be able to run some unearthed arcana stuff in my campaigns :)
For now, homebrew is limited to Monsters, Spells & Magical Items. The staff development team are continuing to work to bring more content and tools to D&D Beyond and expansion of Homebrew is part of that. In short, no for now, but this will be possible in the future.
I, too, would like to be able to create custom backgrounds. Very few of my characters use stock backgrounds and as a result I really can't really make my characters. Backgrounds are one of the only areas where a player has wiggle room for customization. It is also one of the only areas in Adventurers League where players can customize their character. Please consider adding this. Thanks.
I, too, would like to be able to create custom backgrounds. Very few of my characters use stock backgrounds and as a result I really can't really make my characters. Backgrounds are one of the only areas where a player has wiggle room for customization. It is also one of the only areas in Adventurers League where players can customize their character. Please consider adding this. Thanks.
Badeye has said here backgrounds are the very next thing they are tackling!
D&D Beyond offers the ability to link certain aspects on the forum in mouse-over triggered tooltips, such as magic items, monsters or combat actions - examples being Adult Black Dragon and dash. To create tooltips in this way as these, use the appropriate [tag][/tag] around the desired subject.
Example: [ magicitem]sunblade[/ magicitem] (Without spaces within the [ ] brackets.)
Use the following within the [ ][/ ] bracket system:
action - an action taken in combat - e.g. dodge, search and ready
I know it has been said by others already, but add one more vote for quickly rolling out custom classes, subclasses, races, and backgrounds. I run a weekly D&D game and 3 of my 6 players can't create characters on this platform because they use non-standard races, subclasses, and/or backgrounds. So there is zero chance of me talking them into investing in the platform if they can't even create their characters.
I know it has been said by others already, but add one more vote for quickly rolling out custom classes, subclasses, races, and backgrounds. I run a weekly D&D game and 3 of my 6 players can't create characters on this platform because they use non-standard races, subclasses, and/or backgrounds. So there is zero chance of me talking them into investing in the platform if they can't even create their characters.
Only a fairly small percentage of D&D players use homebrew classes & races, so while adding homebrew sub-classes & races is on the list of things to look at, the priority is going to be on developing functionality and content that the majority of players will use.
Additionally, it's not something that could be quickly rolled out - there's a LOT of complexity behind the homebrew system. Introducing homebrew subclasses & races and having the system work really badly would not be a good experience for those users who do want them.
Only a fairly small percentage of D&D players use homebrew classes & races [...]
While I agree with most of the rest of what you said, I strongly disagree with this part. I highly doubt that the players who use the hundreds of backgrounds, races, subraces, classes, and subclasses presented in the many excellent (and sometimes not-so-excellent) non-WotC D&D 5e-compatible sourcebooks represents a fairly small percentage.
Only a fairly small percentage of D&D players use homebrew classes & races [...]
While I agree with most of the rest of what you said, I strongly disagree with this part. I highly doubt that the players who use the hundreds of backgrounds, races, subraces, classes, and subclasses presented in the many excellent (and sometimes not-so-excellent) non-WotC D&D 5e-compatible sourcebooks represents a fairly small percentage.
No I think he's right, I've had 20 players go through my campaign in the past three years and none of them used 3PP just some UA. It's probably a small percentage.
I do understand the need to prioritize based on the needs of the many outweighing the needs of the few, really, I do. But I will still add my voice to the minority choir here. UA content sooner than later, and homebrew subclasses, at least. I can accept the difficulties in coding full classes and work around those. See? Compromise! :-)
No I think he's right, I've had 20 players go through my campaign in the past three years and none of them used 3PP just some UA. It's probably a small percentage.
I would hardly consider a sampling of 20 players to be exhaustive research. And at this time, even using UA material would preclude someone from completely making their character on this platform.
The thing that makes D&D so great is how malleable it is, since you're not constrained by the rules written in stone in some game code. The ability to customize classes and backgrounds (and even ability scores, like the sanity score from the DMG) is essential to the D&D experience.
I know it has been said by others already, but add one more vote for quickly rolling out custom classes, subclasses, races, and backgrounds. I run a weekly D&D game and 3 of my 6 players can't create characters on this platform because they use non-standard races, subclasses, and/or backgrounds. So there is zero chance of me talking them into investing in the platform if they can't even create their characters.
Only a fairly small percentage of D&D players use homebrew classes & races, so while adding homebrew sub-classes & races is on the list of things to look at, the priority is going to be on developing functionality and content that the majority of players will use.
I'd like to see some real numbers on that, but you could be right. However, in my experience, everyone uses SOME houserules, whether it be an extra feat or skill or something else. And, more often than not, this is a thing that goes on the character sheet.
Additionally, it's not something that could be quickly rolled out - there's a LOT of complexity behind the homebrew system. Introducing homebrew subclasses & races and having the system work really badly would not be a good experience for those users who do want them.
This is absolutely correct, and cannot be emphasized enough. Unless, that is, you just allow people to enter non-integrated, custom text on the character sheet. You could even allow folks to use the forum tagging system without too much work, I think.
Only a fairly small percentage of D&D players use homebrew classes & races, so while adding homebrew sub-classes & races is on the list of things to look at, the priority is going to be on developing functionality and content that the majority of players will use.
Eh.... Yes and no. IME, since 1E, the rate of usage for truly homebrew classes and races isn't particularly large. A lot of time, they're created academically or for a single player and then never used again. No particularly big loss, there. More common is the use of material from Dragon or 3PP. These aren't ubiquitous, but there's usually at least one in every second campaign. Often, they cluster.
The critical piece isn't completely homebrew classes and races, it's the tweaks that occur to fit certain concepts. Things like allowing a Paladin of the Silver Flame to take the archery fighting style or a Ranger to take great weapon style rather than multiclass to barbarian.
The absolutely horrid level of support for any setting beyond the Realms makes this a particularly sore point. Take Eberron, for example. I need:
Dragonmarks -- Really, there's no way to do this besides feats. They are critical to the setting, so I either need the UA content included or the ability to create my own feats. Flat out cannot play the setting without this.
Artificer -- Again, integral to the setting. I don't mind creating it, myself, but it needs to exist. In this case, I don't think most Eberron fans consider the UA class to be appropriate to Eberron w/o at least some flavor tweaks.
Races -- Eberron has four races that are unique to it and important. Even the old UA article didn't cover them all, IIRC.
Psionics -- The Kalashtar are psionic. There are some major organizations/foes that use psionics. It's part of the setting. For myself (only), I'm fine using a tweaked version of the Sorcerer, but I need to be able to tweak it, which amounts to a custom class.
Action Points -- At the most basic, this could be handled by giving everyone access to the Lucky feat (not perfect, but close enough). What I did, and have heard others do, is to give a bonus feat at 1st level that could only be used for either Lucky/custom AP feat or a Dragonmark feat. I could do that as a "house rule" in a campaign. I could do it as a "one-off" DM fiat. I could do it as a feature of a custom race (Eberron elf, etc.). I could do it as a feature for a class (Eberron Fighter, etc.). I don't care. I just need to be able to do it.
Dark Sun is similar:
Psionics -- Every character is psionic. Even if we just convert the Magic Initiate feat and Sorcerer to handle psionics, we'd still need the same sort of bonus feat setup as with Eberron and action points.
Races -- Again, we've got muls, thri-kreen, and half-giants.
Defilers/Preservers -- Maybe these would be fine with the sub-classes. Maybe not. I haven't really dug into it.
Templars -- Clerics are different. At the very least, we'd need to have alternate domains for the Cleric class.
I understand that WotC's setting negligence is outside the control of Curse. Even if the WotC numbers show that the Realms is the only setting with enough adoption to be profitable, those same numbers show that home brew settings overwhelm the Realms by an even greater margin than the Realms overwhelm the other published settings.
That means that just supporting Realms-as-written is not a fully viable product. It's a niche product.
Right now, for the most vanilla game of 5E I'll probably ever run, there's a PC who can't be built, at all, using DDB because my group swapped out the PHB Ranger for the UA Ranger. After we finish Curse of Strahd, we're going to either go to a home brew world or Eberron. I'm not going to subscribe until sharing the rules with my players actually allows them all to use the character builder. I'm way, way, way more interested in being able to add my own content than I am in getting Volo's Guide to Monsters or Xylophone's Guide to Everything content.
I picked up the sale bundle and will probably get the CoS adventure because I want to try just taking my Surface to the table and running from that. After we get done with CoS, we'll see what happens.
Is there a list that explain what all the modifiers do exactly for Magic Items? I am not that well versed in them and would like to be sure that i get the effect i explained to my players.
Hate to cross post this into a different thread, but this actually seems like the better thread for it, now that I've been thinking on it.
How do I go about adding in just bonus damage to a homebrew weapon? Using Bonus - Magic adds it to attack roll and damage roll, while using Damage - <Damage Type> doesn't even reflect it. And the opposite for that matter, Attack rolls but not Damage rolls. Bonus - Melee Weapon Attacks gives it to all weapons.
Bonus damage is pretty easy to add to a weapon. Check out the Flame Tongue weapon as an example of adding 2d6 fire damage to attacks with the weapon.
Modifier Type: Damage
Modifier subtype: (pick one like fire)
Dice count & die type: in this case, 2 d6
You can also use the "Fixed value" field if, instead, you want to add a static amount of damage to the item.
Note that if you choose a damage type of "melee attacks" then it will increase the damage of all weapons your character has equipped (incorrectly I believe, but the staff may know otherwise). Also, note that adding 2d6 flame damage or even +6 flame damage, doesn't show as increased damage on the character sheet.
I was trying to figure this out. Is there a reason why a weapon that adds, for example, 1d6 fire damage to every attack doesn't display it in the character sheet?
I don't see the point in adding all the modifiers if the only thing that draws attention to these features is the text?
So how long would a homebrew take for it to get past moderation. I submitted yesterday.
I created a weapon that deals an extra 1d6 fire damage on a hit. Added it to my character sheet and yet there is nothing to state it does the 1d6 fire which I added. The only sign of the 1d6 fire is that I also added it in the Notes/Description.
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What about custom backgrounds and custom background features? Or custom classes? I'd very much like to be able to run some unearthed arcana stuff in my campaigns :)
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I, too, would like to be able to create custom backgrounds. Very few of my characters use stock backgrounds and as a result I really can't really make my characters. Backgrounds are one of the only areas where a player has wiggle room for customization. It is also one of the only areas in Adventurers League where players can customize their character. Please consider adding this. Thanks.
Mega Threads - Staff Quotes - Useful Resources - Homebrew FAQ - Pricing FAQ
Is there a list of markup tags that can be used in homebrew content somewhere?
You can't create tooltips to homebrew items/spells/monsters (yet).
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I know it has been said by others already, but add one more vote for quickly rolling out custom classes, subclasses, races, and backgrounds. I run a weekly D&D game and 3 of my 6 players can't create characters on this platform because they use non-standard races, subclasses, and/or backgrounds. So there is zero chance of me talking them into investing in the platform if they can't even create their characters.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I do understand the need to prioritize based on the needs of the many outweighing the needs of the few, really, I do. But I will still add my voice to the minority choir here. UA content sooner than later, and homebrew subclasses, at least. I can accept the difficulties in coding full classes and work around those. See? Compromise! :-)
The thing that makes D&D so great is how malleable it is, since you're not constrained by the rules written in stone in some game code. The ability to customize classes and backgrounds (and even ability scores, like the sanity score from the DMG) is essential to the D&D experience.
My 5e Houserule Considerations. Please comment freely.
Dark Sun is similar:
I understand that WotC's setting negligence is outside the control of Curse. Even if the WotC numbers show that the Realms is the only setting with enough adoption to be profitable, those same numbers show that home brew settings overwhelm the Realms by an even greater margin than the Realms overwhelm the other published settings.
That means that just supporting Realms-as-written is not a fully viable product. It's a niche product.
Right now, for the most vanilla game of 5E I'll probably ever run, there's a PC who can't be built, at all, using DDB because my group swapped out the PHB Ranger for the UA Ranger. After we finish Curse of Strahd, we're going to either go to a home brew world or Eberron. I'm not going to subscribe until sharing the rules with my players actually allows them all to use the character builder. I'm way, way, way more interested in being able to add my own content than I am in getting Volo's Guide to Monsters or Xylophone's Guide to Everything content.
I picked up the sale bundle and will probably get the CoS adventure because I want to try just taking my Surface to the table and running from that. After we get done with CoS, we'll see what happens.
Is there a list that explain what all the modifiers do exactly for Magic Items? I am not that well versed in them and would like to be sure that i get the effect i explained to my players.
Can't seem to get custom cantrips to scale. Mimicking setup for Sacred Flame, but no scaling is happening.
Check out the upcoming full 3D VTT, TaleSpire! [official website] [subreddit] [discord]
So how long would a homebrew take for it to get past moderation. I submitted yesterday.
I created a weapon that deals an extra 1d6 fire damage on a hit. Added it to my character sheet and yet there is nothing to state it does the 1d6 fire which I added. The only sign of the 1d6 fire is that I also added it in the Notes/Description.