Would anyone have an idea on how to create an Acid Spray Gun in DDB? The magic item home-brew system is a bit confusing.
My players got the weapon after an encounter
against two hobgoblins at the end of chapter 2 of Acquisitions Inc.
and I would like to create the object properly (not just as note in the equipment section) to make sure that the weapon appears in the list of Actions.
Here is the description of the weapon:
Acid Spray Gun (Recharge 5–6). This Dran Enterprises device sprays acid in a 10-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. The spray gun has a tank that can be filled with ten standard vials of acid mixed with water, allowing it to be used five times.
You would have to create the acid spray attack as a spell, then attach that spell to the item. The homebrew editor doesn't currently allow you to attach custom actions to items, which is kind of moose piss but what can you do?
Alternatively, you could build a feat called "Dran Enterprises Spray Gun", and whoever's carrying the gun can add the feat to their character. Feats can contain custom actions, which makes them super useful for plugging the innumerable holes in the current homebrew editor. it's a little janky for the item to be a feat, but in this case you sorta have to pick your jank - does the thing cast a spell that will also show up in your campaign's homebrew spell listings, or does it qualify as a temporary superpower for whoever's holding the doohickus?
"Homebrew Overhaul" is one of the big roadmap/focus items for DDB, to the best of my understanding. If I've got all my half-rumors and third-party hearsay correctly, the original toolset was built somewhat haphazardly in something of a hurry to meet demand. They never expected it to get the sort of pounding DDB's success has exposed it to; it's basically a giant heap of workarounds, slap patches, and hotfixes that "works" primarily because the people using it are used to doing what raw text tells them to do anyways and you don't technically need anything but a text blurb telling people how the item works.
They'd really like to burn it all down, clear out the flab, and rebuild it properly, but doing that without killing everybody's existing homebrew is a chore and a half, and requires a great deal more work than building it properly in the first place. It'll happen sometime, but until it does, remember - feats are your best friend in DDB homebrew terms, they can do damn near anything you need them to and aren't nearly as fiddly as spells, items or - shudders - subclasses.
Hi,
Would anyone have an idea on how to create an Acid Spray Gun in DDB? The magic item home-brew system is a bit confusing.
My players got the weapon after an encounter
against two hobgoblins at the end of chapter 2 of Acquisitions Inc.
and I would like to create the object properly (not just as note in the equipment section) to make sure that the weapon appears in the list of Actions.
Here is the description of the weapon:
Acid Spray Gun (Recharge 5–6). This Dran Enterprises device sprays acid in a 10-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. The spray gun has a tank that can be filled with ten standard vials of acid mixed with water, allowing it to be used five times.
You would have to create the acid spray attack as a spell, then attach that spell to the item. The homebrew editor doesn't currently allow you to attach custom actions to items, which is kind of moose piss but what can you do?
Alternatively, you could build a feat called "Dran Enterprises Spray Gun", and whoever's carrying the gun can add the feat to their character. Feats can contain custom actions, which makes them super useful for plugging the innumerable holes in the current homebrew editor. it's a little janky for the item to be a feat, but in this case you sorta have to pick your jank - does the thing cast a spell that will also show up in your campaign's homebrew spell listings, or does it qualify as a temporary superpower for whoever's holding the doohickus?
Please do not contact or message me.
Thanks a lot for the suggestions, I didn't know about the feat workaround.
The other method is something I already dealt with (sort of) for one of my players who runs an artificer, but I felt it ended up being very clunky.
"Moose piss" indeed :D
I hope this gets improved down the line.
"Homebrew Overhaul" is one of the big roadmap/focus items for DDB, to the best of my understanding. If I've got all my half-rumors and third-party hearsay correctly, the original toolset was built somewhat haphazardly in something of a hurry to meet demand. They never expected it to get the sort of pounding DDB's success has exposed it to; it's basically a giant heap of workarounds, slap patches, and hotfixes that "works" primarily because the people using it are used to doing what raw text tells them to do anyways and you don't technically need anything but a text blurb telling people how the item works.
They'd really like to burn it all down, clear out the flab, and rebuild it properly, but doing that without killing everybody's existing homebrew is a chore and a half, and requires a great deal more work than building it properly in the first place. It'll happen sometime, but until it does, remember - feats are your best friend in DDB homebrew terms, they can do damn near anything you need them to and aren't nearly as fiddly as spells, items or - shudders - subclasses.
Please do not contact or message me.
Having been a software dev in a previous life, I can only imagine the span of this overhaul project...
I will definitely make good use of your advice regarding feats!