So I'm trying to translate the Limbsmith, an Artificer subclass homebrew created by a user named Kybernetes onto the D&D beyond ui (and yes, I plan on giving credit to the original author for doing most of the work). I'm doing this for a couple of reasons, mostly to do with the fact that it's just easier to remember all of the ways a class functions if I don't actually have to keep track of it, but also because I enjoy using game-editor systems like this, and learning how to operate it is fun for me.
Mostly it translates fine. There were a couple things I had to change to make it shareable, such as when you choose the specialization. According to the original author you do so at 1, I changed that to 3. I made other changes like that, but the class still functions the same so far. My next hurdle is 'Integrated Weapons' (see page 1, top right). I'm trying to figure out how I set it so that attacks made with the designated weapons or weapon type would use the intelligence modifier, rather than Strength or Dex. I imagine it would be similar to how the Hexblade lets you use your charisma mod, selecting a specific weapon/weapons to designate as your hex and pact weapon. I tried duping the hexblade to see how they did it for that, but I don't see anything that actually lets you designate a specific weapon, or sets your attack bonuses to one modifier or another.
if anyone had any thoughts on how this could be done, either just by setting the attack modifier as int, rather than strength or dex, or by actually allowing the user to select a weapon to do so, or any other way you can see, I'd be grateful.
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apologies if this isn't in the right spot.
So I'm trying to translate the Limbsmith, an Artificer subclass homebrew created by a user named Kybernetes onto the D&D beyond ui (and yes, I plan on giving credit to the original author for doing most of the work). I'm doing this for a couple of reasons, mostly to do with the fact that it's just easier to remember all of the ways a class functions if I don't actually have to keep track of it, but also because I enjoy using game-editor systems like this, and learning how to operate it is fun for me.
For the sake of clarification, this is what I'm going off of: https://www.gmbinder.com/share/-LewoqmptyPYFKcJmpHx/-LfVeneGbaH6tlPYhHDu
Mostly it translates fine. There were a couple things I had to change to make it shareable, such as when you choose the specialization. According to the original author you do so at 1, I changed that to 3. I made other changes like that, but the class still functions the same so far. My next hurdle is 'Integrated Weapons' (see page 1, top right). I'm trying to figure out how I set it so that attacks made with the designated weapons or weapon type would use the intelligence modifier, rather than Strength or Dex. I imagine it would be similar to how the Hexblade lets you use your charisma mod, selecting a specific weapon/weapons to designate as your hex and pact weapon. I tried duping the hexblade to see how they did it for that, but I don't see anything that actually lets you designate a specific weapon, or sets your attack bonuses to one modifier or another.
if anyone had any thoughts on how this could be done, either just by setting the attack modifier as int, rather than strength or dex, or by actually allowing the user to select a weapon to do so, or any other way you can see, I'd be grateful.