So I play a homebrew world campaign and because of that, there is a ton of homebrew items. We love dndbeyond, but making homebrew creations seems to either be very confusing or very glitchy. So I'm wondering if there is a person that wouldn't mind adding me to discord and giving us 30 minutes of there time to help us create these homebrew items. Thank you so much!!!
It'd take a whole lot more than thirty minutes to explain how DDB's singularly awful homebrew tools work. The sad fact is that a lot of cool custom items just don't work in this system. What sort of items are you having trouble with? A few folks around here have a solid grip on how to bludgeon the system into functioning, but sadly there are limits.
Well we have created a lot of them already and some work just fine. There is maybe 4 of them that don't, so I figured 30 minutes would be enough. One of them we are having issues with adding a 1d6+2 bludgeoning damage, but we had to use magic instead. There is 1 that won't use a spell slot for the spell, it just has "at will." 2 others won't add the additional HP for them.
Well we have created a lot of them already and some work just fine. There is maybe 4 of them that don't, so I figured 30 minutes would be enough. One of them we are having issues with adding a 1d6+2 bludgeoning damage, but we had to use magic instead. There is 1 that won't use a spell slot for the spell, it just has "at will." 2 others won't add the additional HP for them.
The HP can only be added in multiples of the character level. The modifier you are probably using is for healing spells and don’t work that way. This would be plain txt and can be added by the player directly on the character sheet.
Magic Items never grant spells that use Spell Slots, only charges built in directly to the magic item itself. They are just not designed to work that way, which means the tools for us to design them that way do not exist yet. This would have to be plain txt and tracked manually by the player.
The 1d6 will not be rollable at this time. It will have to be done separately and manually, but they are working on an upgrade that will add that stuff soon. The “fixed value: 2” might not work, they are not designed to have a +2 damage without the corresponding +2 to Attack, but that can be added manually on the character sheet by the player by customizing the weapon’s attack.
So I play a homebrew world campaign and because of that, there is a ton of homebrew items. We love dndbeyond, but making homebrew creations seems to either be very confusing or very glitchy. So I'm wondering if there is a person that wouldn't mind adding me to discord and giving us 30 minutes of there time to help us create these homebrew items. Thank you so much!!!
It'd take a whole lot more than thirty minutes to explain how DDB's singularly awful homebrew tools work. The sad fact is that a lot of cool custom items just don't work in this system. What sort of items are you having trouble with? A few folks around here have a solid grip on how to bludgeon the system into functioning, but sadly there are limits.
Please do not contact or message me.
I can help. I don’t Discord, but I can help via the forums or PM.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Well we have created a lot of them already and some work just fine. There is maybe 4 of them that don't, so I figured 30 minutes would be enough. One of them we are having issues with adding a 1d6+2 bludgeoning damage, but we had to use magic instead. There is 1 that won't use a spell slot for the spell, it just has "at will." 2 others won't add the additional HP for them.
The HP can only be added in multiples of the character level. The modifier you are probably using is for healing spells and don’t work that way. This would be plain txt and can be added by the player directly on the character sheet.
Magic Items never grant spells that use Spell Slots, only charges built in directly to the magic item itself. They are just not designed to work that way, which means the tools for us to design them that way do not exist yet. This would have to be plain txt and tracked manually by the player.
To add the Bludgeoning damage, do this:
Modifier: Additional Damage->Subtype: Bludgeoning->Dice Count: 1->Die Type: d6->Fixed Value: 2
Then resave the whole magic item.
The 1d6 will not be rollable at this time. It will have to be done separately and manually, but they are working on an upgrade that will add that stuff soon. The “fixed value: 2” might not work, they are not designed to have a +2 damage without the corresponding +2 to Attack, but that can be added manually on the character sheet by the player by customizing the weapon’s attack.
I hope this helps.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting