The Homebrew Creation tools are impressive. I am having fun figuring them out. At times I am figuring out workarounds, when trying to translate concept into available options.
I have several questions about how to do certain things. For example.
I want to customize the weapons that are available in my campaign. How do I translate the following stats into items that my character sheet can inventory and wield?
That is the approach I eventually discovered. I am having some technical issues at the moment. But reusing the magic item creation to create mundane weapons seems like a useful workaround.
Just out of curiosity, if you use the create magic item to make a mundane item, specifically a weapon, outlined above, would that interfere with how Encounter builder or combat tracker or a third party VTT (none of which I'm familiar with yet) handles damage against beings that have resistance to non magical weapons? I don't know if anything in DDB or the Beyond20 port automatically factors in resistance to non magical weapons, but if something is coded as "magic" that might be an accidental boon to these mudance items.
Also very much in the camp that "create magic item" should be "create item" with a "magic" toggle being one of the first switch you need to check.
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Jander Sunstar is the thinking person's Drizzt, fight me.
Just out of curiosity, if you use the create magic item to make a mundane item, specifically a weapon, outlined above, would that interfere with how Encounter builder or combat tracker or a third party VTT (none of which I'm familiar with yet) handles damage against beings that have resistance to non magical weapons? I don't know if anything in DDB or the Beyond20 port automatically factors in resistance to non magical weapons, but if something is coded as "magic" that might be an accidental boon to these mudance items.
I don't believe any of those things can take specific resistances into account when rolling damage and I don't believe they should. It's the DM or the PC you're attacking's responsibility to keep track of their own HP and apply the appropriate number from your damage roll.
But the tool is named "Create magic item", not create item. You can't create base items, you just make a magic item that masquerades as a normal item
You go ahead and create your non-magical magic items. I'm comfortable creating my items.
Those “non-Magic” items you create are considered “magic Items” as far as the system is concerned, that’s why they are ineligible for Artificer Infusions, etc.
So using Create a Magic Item, I have been able to do most of the things necessary for the weapons in the weapons table.
One thing I havent been able to figure out how to do, is to change the base damage of a standard weapon. For example, to create the finesse Sword, I couldnt use a Shortsword and change its d6 damage to a d8. Instead, I had to use the Longsword that is normally d8, and tell it to "Remove Weapon Property: Versatile", then to add "Weapon Property: Finesse". The agile Sword (corresponding to viking sword, spatha, knightly sword, etcetera) works fine with longsword as the base to start from.
How do I create a weapon that has two different kinds of attacks to choose from? For example, a polearm with a hammer (bludgeon) and a spike (piercing)?
Likewise, I want • the Longsword to deal 1d8 damage one-handed but deal 1d12 two-handed. • the Greatsword to deal 2d6 slashing if in reach, but deal 1d6 piercing if adjacent.
Currently, the idea is to Create two different weapons. For example, one weapon called "Longsword (one-handed)" and an other weapon called "Longsword (two-handed)". This is acceptable. But is there a way to do this using the same weapon?
By the way, Creating a Magic Item is fun, and powerful. Between tweaking a standard weapon, and creating a Wondrous Item, there are already so many things one can do. And there is much more! Note that the custom modifications to a standard weapon dont appear in the list to choose from for Manage Equipment. But the modifications do appear after you select it and it is on your character sheet. So the character sheet works properly. Also, if you create or especially if you update the description for a custom item, it can take a few minutes (upto about 20 minutes) before the change to the description shows up in the character sheet. But it will show up.
Also, it is even possible to include a picture of the item that you are creating. For certain items, especially if a specific kind of reallife medieval object, a picture is worth a thousand word. One could go on and on trying to describe the object in words, and still remain unclear, while a single picture makes it instantly obvious what one is talking about.
Unfortunately, to include an image in the description makes it unpublishable (not sure why). So, the item remains private and can only be used for ones own campaign. But for certain items, the image is worth having. The image also communicates flavor.
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he / him
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The Homebrew Creation tools are impressive. I am having fun figuring them out. At times I am figuring out workarounds, when trying to translate concept into available options.
I have several questions about how to do certain things. For example.
I want to customize the weapons that are available in my campaign. How do I translate the following stats into items that my character sheet can inventory and wield?
Weapon
Knife 1d4 piercing (finesse, light, throw 30)
Seax 1d6 slashing (finesse, light)
Katana 1d6 slashing (finesse, versatile 1d10)
Sword 1d8 slashing (finesse)
Longsword 1d8 slashing (versatile 1d12)
Greatsword 1d12 slashing (two-handed only if reach) / 1d6 piercing (halfswording)
The most important at the moment are Sword and Longsword, making Sword finesse and Longsword better when two-handed.
he / him
You can't homebrew base weapons. You can make a Common Magic weapon, and change the properties to be effectively the same
That is the approach I eventually discovered. I am having some technical issues at the moment. But reusing the magic item creation to create mundane weapons seems like a useful workaround.
he / him
A magic item without any magic is just an item. I think calling it Create a Magic Item confuses people to think you can't make nonmagical items.
Like check these Pink Socks I made.
How to: Replace DEX in AC | Jump & Suffocation stats | 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
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
If you haven't dug that far into the forums, there's an entire section dedicated to home-brew including some guides from the community as well as DDB writers.
Just out of curiosity, if you use the create magic item to make a mundane item, specifically a weapon, outlined above, would that interfere with how Encounter builder or combat tracker or a third party VTT (none of which I'm familiar with yet) handles damage against beings that have resistance to non magical weapons? I don't know if anything in DDB or the Beyond20 port automatically factors in resistance to non magical weapons, but if something is coded as "magic" that might be an accidental boon to these mudance items.
Also very much in the camp that "create magic item" should be "create item" with a "magic" toggle being one of the first switch you need to check.
Jander Sunstar is the thinking person's Drizzt, fight me.
But the tool is named "Create magic item", not create item. You can't create base items, you just make a magic item that masquerades as a normal item
I don't believe any of those things can take specific resistances into account when rolling damage and I don't believe they should. It's the DM or the PC you're attacking's responsibility to keep track of their own HP and apply the appropriate number from your damage roll.
How to: Replace DEX in AC | Jump & Suffocation stats | 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
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
You go ahead and create your non-magical magic items. I'm comfortable creating my items.
How to: Replace DEX in AC | Jump & Suffocation stats | 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
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
Those “non-Magic” items you create are considered “magic Items” as far as the system is concerned, that’s why they are ineligible for Artificer Infusions, etc.
Correct.
No, currently there are no homebrew tools to create non-Magic items. A homebrew tool for non-magical items is planned, but there are no ETAs.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
So using Create a Magic Item, I have been able to do most of the things necessary for the weapons in the weapons table.
One thing I havent been able to figure out how to do, is to change the base damage of a standard weapon. For example, to create the finesse Sword, I couldnt use a Shortsword and change its d6 damage to a d8. Instead, I had to use the Longsword that is normally d8, and tell it to "Remove Weapon Property: Versatile", then to add "Weapon Property: Finesse". The agile Sword (corresponding to viking sword, spatha, knightly sword, etcetera) works fine with longsword as the base to start from.
How do I create a weapon that has two different kinds of attacks to choose from? For example, a polearm with a hammer (bludgeon) and a spike (piercing)?
Likewise, I want
• the Longsword to deal 1d8 damage one-handed but deal 1d12 two-handed.
• the Greatsword to deal 2d6 slashing if in reach, but deal 1d6 piercing if adjacent.
Currently, the idea is to Create two different weapons. For example, one weapon called "Longsword (one-handed)" and an other weapon called "Longsword (two-handed)". This is acceptable. But is there a way to do this using the same weapon?
By the way, Creating a Magic Item is fun, and powerful. Between tweaking a standard weapon, and creating a Wondrous Item, there are already so many things one can do. And there is much more! Note that the custom modifications to a standard weapon dont appear in the list to choose from for Manage Equipment. But the modifications do appear after you select it and it is on your character sheet. So the character sheet works properly. Also, if you create or especially if you update the description for a custom item, it can take a few minutes (upto about 20 minutes) before the change to the description shows up in the character sheet. But it will show up.
he / him
Also, it is even possible to include a picture of the item that you are creating. For certain items, especially if a specific kind of reallife medieval object, a picture is worth a thousand word. One could go on and on trying to describe the object in words, and still remain unclear, while a single picture makes it instantly obvious what one is talking about.
Unfortunately, to include an image in the description makes it unpublishable (not sure why). So, the item remains private and can only be used for ones own campaign. But for certain items, the image is worth having. The image also communicates flavor.
he / him