Today I was perusing homebrew Warlock patrons, and found a few I liked. I tried to mock them up for the GM, and found that there were some mechanical/coding issues. For example, the Asgardian (warlock patron) doesn't actually add the bonus spells it says it should.
I could probably correct this coding issue, but there seems to be no way to edit someone else's homebrew, even if you add it to your collection.
Am I missing something, or just being dense (which is always a danger)?
It's intended because it's not your homebrew - and this prevents people just copying somebody else's homebrew and re-publishing it as their own.
You can just contact the homebrew author about the error.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Recreating it seems like a lot of unnecessary work. It seems like there should be a way to edit it, either to correct coding errors, or to customize it with minor tweaks (altering the spells granted list, for example).
Please note I am NOT interested in publishing anything under my own name, or any of that associated nonsense. I just want a working homebrew, customized for my needs.
On a related note, is there any sort of "show code" function that I cannot see? Some of the things folks have figured out how to do I haven't, so I'd like to learn a but more. Is there a D&D Beyond coding resource that's available?
Homebrew doesn't work through 'coding', it works through selecting variables from drop downs, adding values into specified fields and filling out text boxes. There's no 'code' to see in that sense of things, to fix a broken homebrew you have find out which variable is wrong/missing, and change that in the editor.
Your best bet, as mentioned, is to either contact the author or remake it yourself, which shouldn't be too hard as you'll mainly just be copying text into text boxes and setting variables.
On a related note, is there any sort of "show code" function that I cannot see? Some of the things folks have figured out how to do I haven't, so I'd like to learn a but more. Is there a D&D Beyond coding resource that's available?
Thanks!
Make copies of official content. As far as I know, that is the best way to learn the code (so to speak).
Some of the homebrews (warlock in this case) have spell lists that don't work. The list *looks* fine, but when I tried to mock up the character using the homebrew subclass, the spells were not available to choose.
The "Asgardian" Warlock homebrew (like the Hexblade) substitutes Charisma as your martial stat. I have no idea how to "code" that.
(By "code" I mean use the proper scripting syntax to get the program to recognize the change I wish to make).
I've tried experimenting on changing spellcasting stats and have failed entirely.
Some of the homebrews (warlock in this case) have spell lists that don't work. The list *looks* fine, but when I tried to mock up the character using the homebrew subclass, the spells were not available to choose.
The "Asgardian" Warlock homebrew (like the Hexblade) substitutes Charisma as your martial stat. I have no idea how to "code" that.
(By "code" I mean use the proper scripting syntax to get the program to recognize the change I wish to make).
I've tried experimenting on changing spellcasting stats and have failed entirely.
You do not code anything, there is no scripting or syntaxes involved with homebrewing.
If you're looking to do something similar to hexblade - make a copy of hexblade and see how it does it.
You can enter the spells you want the subclass to add by just specifying them in the relevant box on the homebrew subclass creation page.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Some of the homebrews (warlock in this case) have spell lists that don't work. The list *looks* fine, but when I tried to mock up the character using the homebrew subclass, the spells were not available to choose.
The "Asgardian" Warlock homebrew (like the Hexblade) substitutes Charisma as your martial stat. I have no idea how to "code" that.
(By "code" I mean use the proper scripting syntax to get the program to recognize the change I wish to make).
I've tried experimenting on changing spellcasting stats and have failed entirely.
There are a few exceptions to using modifiers and I think hexblade is one of them. Features that change the way the character sheet UI interacts with them are hard coded without using modifiers.
To make the character recognise and use these features correctly, you have to make a class feature with a specific name the sheet recognises. For example: "spellcasting" "pact magic" "hex warrior"
Today I was perusing homebrew Warlock patrons, and found a few I liked. I tried to mock them up for the GM, and found that there were some mechanical/coding issues. For example, the Asgardian (warlock patron) doesn't actually add the bonus spells it says it should.
I could probably correct this coding issue, but there seems to be no way to edit someone else's homebrew, even if you add it to your collection.
Am I missing something, or just being dense (which is always a danger)?
Any assistance would be appreciated. Thanks!
BR
It's intended because it's not your homebrew - and this prevents people just copying somebody else's homebrew and re-publishing it as their own.
You can just contact the homebrew author about the error.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Or you can remake it from scratch (but please don't publish it).
Recreating it seems like a lot of unnecessary work. It seems like there should be a way to edit it, either to correct coding errors, or to customize it with minor tweaks (altering the spells granted list, for example).
Please note I am NOT interested in publishing anything under my own name, or any of that associated nonsense. I just want a working homebrew, customized for my needs.
On a related note, is there any sort of "show code" function that I cannot see? Some of the things folks have figured out how to do I haven't, so I'd like to learn a but more. Is there a D&D Beyond coding resource that's available?
Thanks!
Homebrew doesn't work through 'coding', it works through selecting variables from drop downs, adding values into specified fields and filling out text boxes. There's no 'code' to see in that sense of things, to fix a broken homebrew you have find out which variable is wrong/missing, and change that in the editor.
Your best bet, as mentioned, is to either contact the author or remake it yourself, which shouldn't be too hard as you'll mainly just be copying text into text boxes and setting variables.
Find my D&D Beyond articles here
Make copies of official content. As far as I know, that is the best way to learn the code (so to speak).
I'll give you a few examples:
Some of the homebrews (warlock in this case) have spell lists that don't work. The list *looks* fine, but when I tried to mock up the character using the homebrew subclass, the spells were not available to choose.
The "Asgardian" Warlock homebrew (like the Hexblade) substitutes Charisma as your martial stat. I have no idea how to "code" that.
(By "code" I mean use the proper scripting syntax to get the program to recognize the change I wish to make).
I've tried experimenting on changing spellcasting stats and have failed entirely.
PS - I appreciate the time you all have taken to respond. :-)
You do not code anything, there is no scripting or syntaxes involved with homebrewing.
If you're looking to do something similar to hexblade - make a copy of hexblade and see how it does it.
You can enter the spells you want the subclass to add by just specifying them in the relevant box on the homebrew subclass creation page.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
There are a few exceptions to using modifiers and I think hexblade is one of them. Features that change the way the character sheet UI interacts with them are hard coded without using modifiers.
To make the character recognise and use these features correctly, you have to make a class feature with a specific name the sheet recognises. For example: "spellcasting" "pact magic" "hex warrior"