In my subclass I have a feature that allows you to create a magical object, but it's limited to two, then three, then four similar to artificer infusions.
Is there a way to have a clickable indicator similar to like 'Fighting Spirit' from the Samurai subclass?
Also to create the item you have to succeed on a DC INT (Arcana) check, is there a way to build that into a rollable attribute in the player page?
If you have access to the Samurai on DDB, make a fighter subclass using that as the template so you can dissect it to see how it was programmed.
The ability to roll an Intelligence (Arcana) check already exists on the character sheet under the section labeled “Skills.” I understand that you are asking how to attach it directly to that feature, but that is not currently possible since there is no way to tell the character sheet to adjust the bonus based on whether or not the PC has proficiency in Arcana, or to what degree. Besides, no other class/subclass feature behaves that way. Why reinvent the wheel?
To create limited use features you usually want to create an Action; once you've saved it you should see a Limited Use section where you can set how many uses you get, either tied to an ability score modifier, or changing at different levels, and when they reset (short rest or long rest usually).
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To create limited use features you usually want to create an Action; once you've saved it you should see a Limited Use section where you can set how many uses you get, either tied to an ability score modifier, or changing at different levels, and when they reset (short rest or long rest usually).
Thank you! I figured this out right before hand, but I appreciate the answer none the less.
I noticed you have a Gunslinger Class as one of your threads... you might really like the subclass I'm working on then!
Is there a way to have an ability give your character speed? I didn't see it listed in the Modifiers section
That’s because it isn’t a modifier, but instead there are individual Modifier Subtypes for the various different movement speeds under the (I think) “Bonus” and “Set” modifiers.
Do you have to base a weapon off of another existing weapon? Cuz I have a unique weapon that exists for this class and doesn't follow any other weapons' stats...
Do you have to base a weapon off of another existing weapon? Cuz I have a unique weapon that exists for this class and doesn't follow any other weapons' stats...
Yes, currently we cannot create mundane weapons, only Magic ones which must be enchanted on an existing weapon.
What is it you are trying to make, maybe I can help you get close.
Sorry, I don’t click external links if I don’t have to. Been burned before. Just copy/paste the relevant bit. However, this may be something better built as an Action attached to that subclass feature rather than a separate item.
Yeah.... uh.... okay. I wasn’t expecting all of that. So... uh....
Lemme think on that a while and come back. I will say though that this will either end up being a bunch of items and most likely a number of them are technically not possible yet. It really is unfortunate, but, yeah.... I am kinda at a loss for what to say.
I’m never at a loss for words. When other people are at a loss for words, it’s usually because I saw their words just sitting there and just took them for my own personal use. I have all the words. Quite literally, the most common adjective used to describe me is “verbose/talkative” and I must say that I’m not really sure what to say because I was not expecting all of that. When you said “there’s a bit to it” I did not realize at the time that you were one of the world’s reigning champions at competitive understatement. I must have somehow missed that wall of trophies behind you there. If you had needed more words to convey your point I would have gladly given you some as I typically have extra.
Honestly, no. Some of those things are really just going to need weapons I think, but those weapons cannot be made at this time. I thought you had something roughly in the ballpark of that runeterra fighter where they could swap between a sniper rifle or pistols. You have so many choices that each do their own things.... Concievably it could be done with actions and tagged to Options but there were a wackton of guns to do that way... and sometimes options get fuzzy.
For example, creating a feature which grants two options, and having those options each represent one of the conduits based on metal, totally doable. You could even represent the Arcane Charges using Limited Uses set for actions attached to those options. You could even set up that parent feature with the table of 12 Arcane Surge results and a d12 roll built in as “damage” for an action so the player could roll that directly on their character sheet. No problemo.
You could have another feature with a number of options representing the various Arcane Arms (Is that the same as “arcane armament?” It seems so, but I wasn’t 100% positive.), each with their own Action to represent the attacks. It’s totally doable to even build in the level restrictions you have listed as well. But there’s no way to have anything here deduct the correct number of charges, nor is there any practical way to connect any specific Arcane Arm to a specific Conduit. (There is a way, recreate every arm 5 times each as separate options that each have a prerequisite of on of the five Conduit types, but that is far from what I would call “practical.”)
But there would be absolutely no way to actually apply those weapon properties to anything, they would exist as plain text. So would most of the rest of it. All it would really “do” mechanically is display attack and damage rolls and present the rest of the information as text. So “Automatic” or “Scattergun” would just be words, the player would still have to know what any of that meant to understand what to do. You might have to specifically include that. But there are tricks on where to include it so that it only shows up when it’s actually applicable and not the rest of the time.
Setting up the “rune charged” part would also not be difficult, it would also just exist completely independently from the original conduits.
So, yeah, it’s doable up to a point, and it’ll require a good amount of work on your end coding it, and then more after that playtesting and troubleshooting it all to make sure everything works correctly. Even those little tricks I mentioned have to checked, not because they won’t work, but just because you’re gonna hafta do so many that user error becomes increasingly likely.
Hello,
In my subclass I have a feature that allows you to create a magical object, but it's limited to two, then three, then four similar to artificer infusions.
Is there a way to have a clickable indicator similar to like 'Fighting Spirit' from the Samurai subclass?
Also to create the item you have to succeed on a DC INT (Arcana) check, is there a way to build that into a rollable attribute in the player page?
If you have access to the Samurai on DDB, make a fighter subclass using that as the template so you can dissect it to see how it was programmed.
The ability to roll an Intelligence (Arcana) check already exists on the character sheet under the section labeled “Skills.” I understand that you are asking how to attach it directly to that feature, but that is not currently possible since there is no way to tell the character sheet to adjust the bonus based on whether or not the PC has proficiency in Arcana, or to what degree. Besides, no other class/subclass feature behaves that way. Why reinvent the wheel?
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To create limited use features you usually want to create an Action; once you've saved it you should see a Limited Use section where you can set how many uses you get, either tied to an ability score modifier, or changing at different levels, and when they reset (short rest or long rest usually).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Thank you! I figured this out right before hand, but I appreciate the answer none the less.
I noticed you have a Gunslinger Class as one of your threads... you might really like the subclass I'm working on then!
Is there a way to have an ability give your character speed? I didn't see it listed in the Modifiers section
That’s because it isn’t a modifier, but instead there are individual Modifier Subtypes for the various different movement speeds under the (I think) “Bonus” and “Set” modifiers.
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Is there a way to create a hyperlink pop up to certain spells in the descriptions of abilities and such? I know the site can do it but... can we?
Do you mean like Fireball? Those are called “tooltips” and you can learn all about them here:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/9811-how-to-add-tooltips
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YES! Just like that! Thank you!
Do you have to base a weapon off of another existing weapon? Cuz I have a unique weapon that exists for this class and doesn't follow any other weapons' stats...
Yes, currently we cannot create mundane weapons, only Magic ones which must be enchanted on an existing weapon.
What is it you are trying to make, maybe I can help you get close.
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In my subclass there is a arcane focus that you use to project an ethereal gun and it is used for ranged combat, spellcasting, etc.
Here's the Subclass for some better understanding I guess. Arcane Gunslinger
Sorry, I don’t click external links if I don’t have to. Been burned before. Just copy/paste the relevant bit. However, this may be something better built as an Action attached to that subclass feature rather than a separate item.
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It was to my Homebrewery Doc, but here it is in D&D Beyond, theres a bit too it... so...
https://www.dndbeyond.com/subclasses/332355-arcane-gunslinger
Yeah.... uh.... okay. I wasn’t expecting all of that. So... uh....
Lemme think on that a while and come back. I will say though that this will either end up being a bunch of items and most likely a number of them are technically not possible yet. It really is unfortunate, but, yeah.... I am kinda at a loss for what to say.
I’m never at a loss for words. When other people are at a loss for words, it’s usually because I saw their words just sitting there and just took them for my own personal use. I have all the words. Quite literally, the most common adjective used to describe me is “verbose/talkative” and I must say that I’m not really sure what to say because I was not expecting all of that. When you said “there’s a bit to it” I did not realize at the time that you were one of the world’s reigning champions at competitive understatement. I must have somehow missed that wall of trophies behind you there. If you had needed more words to convey your point I would have gladly given you some as I typically have extra.
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I can't tell if that's a good thing or bad thing... Also my wife thoroughly enjoyed your comment.
YOu think of anything?
Honestly, no. Some of those things are really just going to need weapons I think, but those weapons cannot be made at this time. I thought you had something roughly in the ballpark of that runeterra fighter where they could swap between a sniper rifle or pistols. You have so many choices that each do their own things.... Concievably it could be done with actions and tagged to Options but there were a wackton of guns to do that way... and sometimes options get fuzzy.
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For example, creating a feature which grants two options, and having those options each represent one of the conduits based on metal, totally doable. You could even represent the Arcane Charges using Limited Uses set for actions attached to those options. You could even set up that parent feature with the table of 12 Arcane Surge results and a d12 roll built in as “damage” for an action so the player could roll that directly on their character sheet. No problemo.
You could have another feature with a number of options representing the various Arcane Arms (Is that the same as “arcane armament?” It seems so, but I wasn’t 100% positive.), each with their own Action to represent the attacks. It’s totally doable to even build in the level restrictions you have listed as well. But there’s no way to have anything here deduct the correct number of charges, nor is there any practical way to connect any specific Arcane Arm to a specific Conduit. (There is a way, recreate every arm 5 times each as separate options that each have a prerequisite of on of the five Conduit types, but that is far from what I would call “practical.”)
But there would be absolutely no way to actually apply those weapon properties to anything, they would exist as plain text. So would most of the rest of it. All it would really “do” mechanically is display attack and damage rolls and present the rest of the information as text. So “Automatic” or “Scattergun” would just be words, the player would still have to know what any of that meant to understand what to do. You might have to specifically include that. But there are tricks on where to include it so that it only shows up when it’s actually applicable and not the rest of the time.
Setting up the “rune charged” part would also not be difficult, it would also just exist completely independently from the original conduits.
So, yeah, it’s doable up to a point, and it’ll require a good amount of work on your end coding it, and then more after that playtesting and troubleshooting it all to make sure everything works correctly. Even those little tricks I mentioned have to checked, not because they won’t work, but just because you’re gonna hafta do so many that user error becomes increasingly likely.
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So yeah, I guess I did think of some things. It is doable, mostly, if you’re okay with the way it would have to be done.
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