Is there anyway you could make one for Bloodhunter Lycans??
Which feature(s) in particular?
The activation of Hybrid form. So that way I don't have to keep going into the character settings to flip the switch and jump back out -.-
I haven't really messed with that because there is that option to make those changes and it's the "official" method of doing so. I believe I looked into it and the only way to bypass that method would be to use a Feat because a Feat gives access to Actions whereas Magic Items do not.
In theory, couldn't this also be used to apply the creature stats gained from Wild Shape, instead of messing with feats like in your other post?
It could, but Wild Shape should add Actions, which items can't do. Check this post about how to do it with feats, which does have the ability to add Actions.
Well I know you can do it with feats, which is why I said "with feats like in your other post". I just figured an item would be easier to turn on and off than a feat would be. You can also create your own actions in the "other" tab
In theory, couldn't this also be used to apply the creature stats gained from Wild Shape, instead of messing with feats like in your other post?
It could, but Wild Shape should add Actions, which items can't do. Check this post about how to do it with feats, which does have the ability to add Actions.
Better yet, combine the two. Create the feat for the shape and then create an item that applies the feat as well as the HP change and you can then toggle it on and off.
In theory, couldn't this also be used to apply the creature stats gained from Wild Shape, instead of messing with feats like in your other post?
It could, but Wild Shape should add Actions, which items can't do. Check this post about how to do it with feats, which does have the ability to add Actions.
Better yet, combine the two. Create the feat for the shape and then create an item that applies the feat as well as the HP change and you can then toggle it on and off.
It is not currently possible for a homebrewed item to grant a homebrewed feat.
In theory, couldn't this also be used to apply the creature stats gained from Wild Shape, instead of messing with feats like in your other post?
It could, but Wild Shape should add Actions, which items can't do. Check this post about how to do it with feats, which does have the ability to add Actions.
Better yet, combine the two. Create the feat for the shape and then create an item that applies the feat as well as the HP change and you can then toggle it on and off.
It is not currently possible for a homebrewed item to grant a homebrewed feat.
In theory, couldn't this also be used to apply the creature stats gained from Wild Shape, instead of messing with feats like in your other post?
It could, but Wild Shape should add Actions, which items can't do. Check this post about how to do it with feats, which does have the ability to add Actions.
Better yet, combine the two. Create the feat for the shape and then create an item that applies the feat as well as the HP change and you can then toggle it on and off.
It is not currently possible for a homebrewed item to grant a homebrewed feat.
/sigh Of course.
there is a work around - you can have the item state it adds X feat, and manually add the feat under "features & traits" "Feats" section click "manage feats" find the feat in question and add it manually, it's not automatic, but it's an option The Feat can be removed in that same way, it's clunky but /shrug.
Thanks for this work. I've used the Rage item you created and have been wondering if a toggle could be created foe Great Weapon Master/Sharpshooter to automatically adjust the rolls to hit and damage.
I've tried figuring it out but haven't had success.
Thanks for this work. I've used the Rage item you created and have been wondering if a toggle could be created foe Great Weapon Master/Sharpshooter to automatically adjust the rolls to hit and damage.
I've tried figuring it out but haven't had success.
Add a second copy of the weapon to your character sheet and customize the attack and damage rolls to reflect the feat. Then stick it in an unequpped container labeled “🚫 Convenience Hacks 🚫”
I am having trouble to get basic thing like bless to work here.. Is it working for someone?
This is what I can only see (I am having this bless enabled and my own homebrew) and its not giving me any bonuses to saving throws or anywhere else...
I am having trouble to get basic thing like bless to work here.. Is it working for someone?
This is what I can only see (I am having this bless enabled and my own homebrew) and its not giving me any bonuses to saving throws or anywhere else...
You only need 1 modifier on the item for Bless and it should be set up like this:
Modifier Type: Bonus
Modifier Subtype: Saving Throws
Dice Count: 1
Die Type: d4
Details: +1d4 on saving throws
I included bonuses for attacks in that comment as well but those do not display or are included in the dice rolling function on dndbeyond so as of now, and are not necessary. You'll just have to remember to manually add a d4 to attacks.
I have spent all morning to come to this same conclusion. I have got a module that sends dice rolls to Foundry VTT and I wanted Bless to add the d4 to the relevant rolls. But the D4 wasn't being added. I spent time creating magic item buffs and came to the same realisation that it is just a reminder. :-(
Correct. the only place I have seen something automatically add that would be in Beyond20 and even then, you have to specify it with a hotkey or in the settings.
Thanks to OP. Lots of cool info here! Here is how I did Astral Monk items after finding this post.
Add Class Features for Astral Monk
Add Class Effect: Arms of the Astral Self
Basic Information:
Name: Add Class Effect: Arms of the Astral Self
Rarity: Artifact
Base Item Type: Item
Magic Item Type: Wondrous Item
Description:
This item is to replicate the effects of the Monk class feature: Arms of the Astral Self
Simply equip it when you summon your Arms of the Astral Self and unequip it when it ends.
3rd-level Way of the Astral Self feature
Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits:
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
You can use the spectral arms to make unarmed strikes.
When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
Arms of the Astral Self: Summon: 1 Bonus Action
Arms of the Astral Self (WIS): 1 Action
Arms of the Astral Self (DEX/STR): 1 Action
Modifiers:
Modifier Type: Bonus
Modifier Subtype: Strength Saving Throws
Fixed Value: “X”
Details: You can use your WIS modifier in place of your STR modifier when making STR checks/saving throws.
Duration Interval: 10 | Minute
Modifier Type: Bonus
Modifier Subtype: Athletics
Fixed Value: “X”
Details: You can use your WIS modifier in place of your STR modifier when making STR checks/saving throws.
Duration Interval: 10 | Minute
X=the difference between the WIS and STR numbers
Add Class Effect: Visage of the Astral Self
Basic Information:
Name: Add Class Effect: Visage of the Astral Self
Rarity: Artifact
Base Item Type: Item
Magic Item Type: Wondrous Item
Description:
This item is to replicate the effects of the Monk class feature: Visage of the Astral Self
Simply equip it when you summon your Visage of the Astral Self and unequip it when it ends.
Class feature details:
6th-level Way of the Astral Self feature
You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits.
Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
Visage of the Astral Self: 1 Bonus Action
Modifiers:
Modifier Type: Advantage
Modifier Subtype: Insight
Details: Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Duration Interval: 10 | Minute
Modifier Type: Advantage
Modifier Subtype: Intimidation
Details: Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Duration Interval: 10 | Minute
Modifier Type: Set Base
Modifier Subtype: Blindsight
Fixed Value: 120
Details: Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Duration Interval: 10 | Minute
Add Class Effect: Awakened Astral Self
Basic Information:
NAME: Add Class Effect: Awakened Astral Self
Rarity: Artifact
Base Item Type: Item
Magic Item Type: Wondrous Item
Description:
This item is to replicate the effects of the Monk class feature: Awakened Astral Self
Simply equip it when you summon your Awakened Astral Self and unequip it when it ends.
Class feature details:
17th-level Way of the Astral Self feature Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die. While your astral self is awakened, you gain the following benefits.
Armor of the Spirit. You gain a +2 bonus to Armor Class.
Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.
Awakened Astral Self: 1 Bonus Action
Modifiers:
All the above plus
Modifier Type: Bonus
Modifier Subtype: Armor Class
Fixed Value: 2
Details: Armor of the Spirit. You gain a +2 bonus to Armor Class.
Duration Interval: 10 | Minute
Modifier Type: Set
Modifier Subtype: Extra Attacks
Fixed Value: 2
Details: Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.
Duration Interval: 10 | Minute
I should note that these will stack so don't have the arms and awakened equipped at the same time for example. The alternate would to have the awakened only have the 2 additional I listed and then you could equip all 3. I made it one so when I'm at 17 I can just equip the awakened and get all the benefits when applicable.
The activation of Hybrid form. So that way I don't have to keep going into the character settings to flip the switch and jump back out -.-
I haven't really messed with that because there is that option to make those changes and it's the "official" method of doing so. I believe I looked into it and the only way to bypass that method would be to use a Feat because a Feat gives access to Actions whereas Magic Items do not.
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (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
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
Made some quick videos that show how this can be used
Add an Alms box and change it to Class & Spell effects
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (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
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
In theory, couldn't this also be used to apply the creature stats gained from Wild Shape, instead of messing with feats like in your other post?
It could, but Wild Shape should add Actions, which items can't do. Check this post about how to do it with feats, which does have the ability to add Actions.
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (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
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
Well I know you can do it with feats, which is why I said "with feats like in your other post". I just figured an item would be easier to turn on and off than a feat would be. You can also create your own actions in the "other" tab
Better yet, combine the two. Create the feat for the shape and then create an item that applies the feat as well as the HP change and you can then toggle it on and off.
It is not currently possible for a homebrewed item to grant a homebrewed feat.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
/sigh Of course.
there is a work around - you can have the item state it adds X feat, and manually add the feat under "features & traits" "Feats" section click "manage feats" find the feat in question and add it manually, it's not automatic, but it's an option The Feat can be removed in that same way, it's clunky but /shrug.
Thanks for this work. I've used the Rage item you created and have been wondering if a toggle could be created foe Great Weapon Master/Sharpshooter to automatically adjust the rolls to hit and damage.
I've tried figuring it out but haven't had success.
Add a second copy of the weapon to your character sheet and customize the attack and damage rolls to reflect the feat. Then stick it in an unequpped container labeled “🚫 Convenience Hacks 🚫”
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Hello.
I am having trouble to get basic thing like bless to work here.. Is it working for someone?
This is what I can only see (I am having this bless enabled and my own homebrew) and its not giving me any bonuses to saving throws or anywhere else...
You only need 1 modifier on the item for Bless and it should be set up like this:
I included bonuses for attacks in that comment as well but those do not display or are included in the dice rolling function on dndbeyond so as of now, and are not necessary. You'll just have to remember to manually add a d4 to attacks.
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (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
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
Yes so its basically not working at all and its just "reminder"
Yes. Dndbeyond does not have the ability to add supplemental dice to any roll which is what Bless does.
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (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
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
I have spent all morning to come to this same conclusion. I have got a module that sends dice rolls to Foundry VTT and I wanted Bless to add the d4 to the relevant rolls. But the D4 wasn't being added. I spent time creating magic item buffs and came to the same realisation that it is just a reminder. :-(
Correct. the only place I have seen something automatically add that would be in Beyond20 and even then, you have to specify it with a hotkey or in the settings.
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (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
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
Thanks to OP. Lots of cool info here! Here is how I did Astral Monk items after finding this post.
Add Class Features for Astral Monk
Add Class Effect: Arms of the Astral Self
Basic Information:
Description:
Modifiers:
X=the difference between the WIS and STR numbers
Add Class Effect: Visage of the Astral Self
Basic Information:
Description:
Modifiers:
Add Class Effect: Awakened Astral Self
Basic Information:
Description:
Modifiers:
All the above plus
I should note that these will stack so don't have the arms and awakened equipped at the same time for example. The alternate would to have the awakened only have the 2 additional I listed and then you could equip all 3. I made it one so when I'm at 17 I can just equip the awakened and get all the benefits when applicable.
Does the bless item work? I have added custom items from several folks and created one myself and none of them actaully add the d4 to rolls.