I am attempting to make a wizard subclass that has a feature where the AC equals 12 + your Intelligence modifier. Your base AC increases by 1 when you reach the 6th level (13 + Int), 10th level (14 + Int), and 14th level (15 + Int). I can't get the homebrew to just put this ac on there it leaves the unarmored ac on there. I've tried several combinations and I just can't get it to work.
I'm sure I'm missing something ridiculously simple, but I'm about to throw my PC across the room.
Create a 2nd level subclass feature and at the bottom of the feature you see a big field called “multiclass description.” Right underneath that you should see:
Required Class Level —>2nd
Display Order —> 1
Has Options —>✅
Class Levels Where Options Know —> “2,6,10,14”
Hide in Builder
Hide in Sheet
[Create/SAVE]
Required Class Level should be 2nd Has Options is a checkbox (that should be checked) Class Levels Where Options Know. This should list the levels for the subclasses.
***
Create 4 options. I will describe the first one here:
At the bottom of each option you see a big field called “multiclass description.” Right underneath that you should see:
Is Granted —> ✅
Required Class Level —> 2nd
Prerequisite Class Feature
Prerequisite Text
[Create Option/SAVE]
Is Granted is a checkbox. that should be checked. Required Class Level should be 2nd.
Create a Modifier for the action.
Modifier—>Set
Modifier Subtype—>Unarmored Armor Class
Primary Stat—>Int
Fixed Value—>2
After that make the second option, Required Class Level should be 6th.
Modifier—>Set
Modifier Subtype—>Unarmored Armor Class
Primary Stat—>Int
Fixed Value—>3
After that just rinse and repeat. When they’re all done, re-save the whole class! Any time you add/change anything, re-save the whole class!
You seem to be very knowledgeable in homebrewing things.
next item I’m stuck on - I’m trying to set up a reaction that has 3 uses/long rest. I figured out how to set up the reaction itself. I would like them to be able to mark off each use. Is there a way to do that?
Yes, there is. In the feature where you set up the “action” (the reaction ability) if you edit the action and scroll all the way to the bottom you can set up “limited uses” there. That will put the checkboxes on the character sheet for you. Re-save the action, re-save the feature, re-save the subclass. And then just be patient. (It might take a while to push the changes through to the character sheet.
I am working on a Swordmage Artificer subclass. I am having trouble figuring out how to make a feature affect the character's AC. It is inspired by the Soul of Artificer feature and Eldritch Knight bonded weapons, and as such interacts with the number of items attuned. I am still working out what is balanced and what DnDBeyond will let me do.
Feature description: While wielding your swordbond weapon in both hands and not wearing heavy armor or a shield, you have a +1 bonus to AC per magic item you are currently attuned to.
or
Feature description: While wielding your swordbond weapon in both hands and not wearing heavy armor or a shield, you have a +3 bonus to AC if you are currently attuned to a magic item.
If the other options are not possible for any reason my final option is:
While wielding your swordbond weapon in both hands and not wearing heavy armor or a shield, you have a +2 bonus to AC.
The problem is, the character sheet can’t do stuff that only happens sometimes. So you can put in the modifier to have it on all the time, that the weapon is equipped and attuned, but that’s it, and that’s only if you put it on the weapon, not the subclass.
As a subclass feature, you can have it on all the time, and the player has to remember to keep manually adjusting down, and then clearing it.
Or, you can leave it as plain text and the player can remember to increase up when appropriate, and clear the manual AC adjustment when it is supposed to be normal. (Or attach it to a magic item weapon to make things simpler.)
I would do 2, because they are working on a system update that should hopefully handle that kinda stuff. This way you can keep playtesting and editing for balance and language, and when the system update happens, you can just add that stuff then.
The problem is, the character sheet can’t do stuff that only happens sometimes. So you can put in the modifier to have it on all the time, that the weapon is equipped and attuned, but that’s it, and that’s only if you put it on the weapon, not the subclass.
As a subclass feature, you can have it on all the time, and the player has to remember to keep manually adjusting down, and then clearing it.
Or, you can leave it as plain text and the player can remember to increase up when appropriate, and clear the manual AC adjustment when it is supposed to be normal. (Or attach it to a magic item weapon to make things simpler.)
I would do 2, because they are working on a system update that should hopefully handle that kinda stuff. This way you can keep playtesting and editing for balance and language, and when the system update happens, you can just add that stuff then.
Though I can see this method getting very complicated with things that change at a moment's notice. I would only recommend this method for features that last longer than a turn.
The problem is, the character sheet can’t do stuff that only happens sometimes. So you can put in the modifier to have it on all the time, that the weapon is equipped and attuned, but that’s it, and that’s only if you put it on the weapon, not the subclass.
As a subclass feature, you can have it on all the time, and the player has to remember to keep manually adjusting down, and then clearing it.
Or, you can leave it as plain text and the player can remember to increase up when appropriate, and clear the manual AC adjustment when it is supposed to be normal. (Or attach it to a magic item weapon to make things simpler.)
I would do 2, because they are working on a system update that should hopefully handle that kinda stuff. This way you can keep playtesting and editing for balance and language, and when the system update happens, you can just add that stuff then.
Though I can see this method getting very complicated with things that change at a moment's notice. I would only recommend this method for features that last longer than a turn.
A lot of modifiers don’t work on magic items the way they work on features.
Okay I have a different sort of issue. I am making a Forgemaster patron for the Warlock and I want add the proficiency bonus to the character's AC while wearing armor. However, if I put down to add the Charisma modifier. While wearing half plate, with a Dexterity mod of 2, instead of being 21 with Charisma mod of 4, I get 24 as if both the Proficiency and Charisma modifiers are being added. If I just try to add the proficiency bonus in the additional bonus types it doesn't calculate.
I am attempting to make a wizard subclass that has a feature where the AC equals 12 + your Intelligence modifier. Your base AC increases by 1 when you reach the 6th level (13 + Int), 10th level (14 + Int), and 14th level (15 + Int). I can't get the homebrew to just put this ac on there it leaves the unarmored ac on there. I've tried several combinations and I just can't get it to work.
I'm sure I'm missing something ridiculously simple, but I'm about to throw my PC across the room.
Create a 2nd level subclass feature and at the bottom of the feature you see a big field called “multiclass description.” Right underneath that you should see:
Required Class Level should be 2nd
Has Options is a checkbox (that should be checked)
Class Levels Where Options Know. This should list the levels for the subclasses.
***
Create 4 options. I will describe the first one here:
At the bottom of each option you see a big field called “multiclass description.” Right underneath that you should see:
Is Granted is a checkbox. that should be checked.
Required Class Level should be 2nd.
Create a Modifier for the action.
After that make the second option, Required Class Level should be 6th.
After that just rinse and repeat. When they’re all done, re-save the whole class! Any time you add/change anything, re-save the whole class!
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So, I did all of that and it is still showing the AC as 10 nothing added to it.
Re-save the whole subclass feature again, and then the whole subclass again. Start a new character and see if the new one picks up the changes.
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Did that. No change. Tried deleting it and starting over. Still nothing.
Okay, change “Has Options” to yes and under “class levels where options known” put “2,6,10,14”
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Success!
Happy to help.
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You seem to be very knowledgeable in homebrewing things.
next item I’m stuck on - I’m trying to set up a reaction that has 3 uses/long rest. I figured out how to set up the reaction itself. I would like them to be able to mark off each use. Is there a way to do that?
Thank you.
Yes, there is. In the feature where you set up the “action” (the reaction ability) if you edit the action and scroll all the way to the bottom you can set up “limited uses” there. That will put the checkboxes on the character sheet for you. Re-save the action, re-save the feature, re-save the subclass. And then just be patient. (It might take a while to push the changes through to the character sheet.
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Found it. Thanks again
I am working on a Swordmage Artificer subclass. I am having trouble figuring out how to make a feature affect the character's AC. It is inspired by the Soul of Artificer feature and Eldritch Knight bonded weapons, and as such interacts with the number of items attuned. I am still working out what is balanced and what DnDBeyond will let me do.
Feature description: While wielding your swordbond weapon in both hands and not wearing heavy armor or a shield, you have a +1 bonus to AC per magic item you are currently attuned to.
or
Feature description: While wielding your swordbond weapon in both hands and not wearing heavy armor or a shield, you have a +3 bonus to AC if you are currently attuned to a magic item.
If the other options are not possible for any reason my final option is:
While wielding your swordbond weapon in both hands and not wearing heavy armor or a shield, you have a +2 bonus to AC.
Any help is appreciated, thank you.
The problem is, the character sheet can’t do stuff that only happens sometimes. So you can put in the modifier to have it on all the time, that the weapon is equipped and attuned, but that’s it, and that’s only if you put it on the weapon, not the subclass.
I would do 2, because they are working on a system update that should hopefully handle that kinda stuff. This way you can keep playtesting and editing for balance and language, and when the system update happens, you can just add that stuff then.
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Another option would be to create a Wonderous item that makes all the changes wanted that you can turn on and turn off with a single mouse click by equipping or unequipping the item. See https://www.dndbeyond.com/magic-items/1935017-add-effects-haste-spell-30-walking-speed-1-attack as an example.
Though I can see this method getting very complicated with things that change at a moment's notice. I would only recommend this method for features that last longer than a turn.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
Thank you for your feedback. I'll play around and see which options works best for what I'm going for.
A lot of modifiers don’t work on magic items the way they work on features.
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Okay I have a different sort of issue. I am making a Forgemaster patron for the Warlock and I want add the proficiency bonus to the character's AC while wearing armor. However, if I put down to add the Charisma modifier. While wearing half plate, with a Dexterity mod of 2, instead of being 21 with Charisma mod of 4, I get 24 as if both the Proficiency and Charisma modifiers are being added. If I just try to add the proficiency bonus in the additional bonus types it doesn't calculate.
Nevermind i figured out what was oging on. it was mostly just the app being screwy