Does anyone know if there are any plans or why we can't currently homebrew whole classes or use unearthed arcana stuff in DnD Beyond. There are several homebrew classes I would like to try (WBN Witch class) and, I would also love to be able to get the new UA for the Artificer class either as a homebrewed class or available to playtest digitally as I plan to port my current campaign over to the new 2024 rules however would be unable to do this for my Artificer player. I know DnD Beyond used to do this and I think they stopped because of WoTC but as they are now one and the same and WoTC keep talking about how they love digital play I don't understand why homebrewing/playtesting UA is so hard for those of us who play online despite using the official WoTC system??? Any advice or knowledge about something I've missed would be greatly appreciated x
They never allowed homebrewing full classes. It’s unlikely they will as the tools to do so would be far too open ended. It would involve letting people do literally anything, from scratch.
As far as the UA. Yes, back under the previous ownership of dndbeyond they used to add UA to the builder. It was also under the previous ownership that they stopped adding UA to the builder. At the time, they noted it took a lot of resources to add in the UA content, and the vast majority of it never actually got published, or at least didn’t get published in the same state.
So the old owner got tired of paying people to create new subclasses and features that would be up for a couple months at best and then thrown in the trash. WotC has continued that practice.
Editing a current class at least would be nice even if it's not a full homebrew of a class it would allow DMs to tweak certain class features to fit their games/homerules
Editing a current class at least would be nice even if it's not a full homebrew of a class it would allow DMs to tweak certain class features to fit their games/homerules
From a technical perspective there is probably not a whole lot of difference between letting you modify an existing class and letting you create a whole new class.
Editing a current class at least would be nice even if it's not a full homebrew of a class it would allow DMs to tweak certain class features to fit their games/homerules
From a technical perspective there is probably not a whole lot of difference between letting you modify an existing class and letting you create a whole new class.
That depends on how they code the attachment of subclasses to the classes. Just allowing someone to homebrew a class, may have the unintended consequence of no subclass being able to attach to it. Just as the character builder will prevent you from selecting a fighter's subclass onto a wizard class, the homebrew class would be seen as a completely different class with no subclasses defined for it.
Does anyone know if there are any plans or why we can't currently homebrew whole classes or use unearthed arcana stuff in DnD Beyond.
There are several homebrew classes I would like to try (WBN Witch class) and, I would also love to be able to get the new UA for the Artificer class either as a homebrewed class or available to playtest digitally as I plan to port my current campaign over to the new 2024 rules however would be unable to do this for my Artificer player.
I know DnD Beyond used to do this and I think they stopped because of WoTC but as they are now one and the same and WoTC keep talking about how they love digital play I don't understand why homebrewing/playtesting UA is so hard for those of us who play online despite using the official WoTC system???
Any advice or knowledge about something I've missed would be greatly appreciated x
it would be nice.
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
They never allowed homebrewing full classes. It’s unlikely they will as the tools to do so would be far too open ended. It would involve letting people do literally anything, from scratch.
As far as the UA. Yes, back under the previous ownership of dndbeyond they used to add UA to the builder. It was also under the previous ownership that they stopped adding UA to the builder. At the time, they noted it took a lot of resources to add in the UA content, and the vast majority of it never actually got published, or at least didn’t get published in the same state.
So the old owner got tired of paying people to create new subclasses and features that would be up for a couple months at best and then thrown in the trash. WotC has continued that practice.
Editing a current class at least would be nice even if it's not a full homebrew of a class it would allow DMs to tweak certain class features to fit their games/homerules
From a technical perspective there is probably not a whole lot of difference between letting you modify an existing class and letting you create a whole new class.
pronouns: he/she/they
That depends on how they code the attachment of subclasses to the classes. Just allowing someone to homebrew a class, may have the unintended consequence of no subclass being able to attach to it. Just as the character builder will prevent you from selecting a fighter's subclass onto a wizard class, the homebrew class would be seen as a completely different class with no subclasses defined for it.
Playing D&D since 1982
Have played every version of the game since Basic (Red Box Set), except that abomination sometimes called 4e.