For a campaign I'm starting, I'm trying to implement homebrew character creation rules that involve replacing race-based ASIs with culture-based ASIs. This necessitates creating homebrew variant races.
The first one I'm trying to create is a variant gnome. When I created the homebrew variant race, I created a trait called "Ability Score Increase" and tagged it as a replacement for the base "Ability Score Increase" trait; I did the same with Languages, replacing Common + Gnomish with Gnomish + Elvish.
Two things I'm noticing when I try to test-run the variant race by creating a character: First, on the Race tab, the racial traits it lists are those of the unmodified base race, not the variant race. Second, when I get to the Abilities tab, none of the ability score bonuses are being applied, nor are the new language proficiencies.
Ok, first thing is, on the edit page for the character, check that you have the following on the Home tab.
Optional Features Allow or restrict optional features for this character
Customize Your Origin
If you dont have the above one switched on it wont show Origin Manager on the Race page when you have your Gnome Variant selected, where you then click the box to activate those options.
That didn't have any effect. To be clear, I'm not using custom lineages; that rule from Tasha's doesn't support what I'm doing here. This is a system of my own creation in which ASIs are tied to a new attribute, Culture, that exists alongside race and background.
In this instance, specifically: Gnomes have Darkvision, Gnome Cunning and Natural Illusionist (not just forest gnomes, but all gnomes); rock gnomes have a new trait called Insatiable Curiosity; and the Artisanal Culture, which any race can have, confers an ASI (Dex +2, Int +1) and a trait called Journeyman.
Since D&D Beyond doesn't recognize this system, I have to create "Artisanal Rock Gnome" as an entire, distinct variant race of gnome. Making it a subrace isn't enough, because it would still get Int +2 ASI from the base race. I have to override that, which is why I chose to make this a variant race. But what's happening is that I'm ending up with no ASI at all.
That didn't have any effect. To be clear, I'm not using custom lineages; that rule from Tasha's doesn't support what I'm doing here. This is a system of my own creation in which ASIs are tied to a new attribute, Culture, that exists alongside race and background.
In this instance, specifically: Gnomes have Darkvision, Gnome Cunning and Natural Illusionist (not just forest gnomes, but all gnomes); rock gnomes have a new trait called Insatiable Curiosity; and the Artisanal Culture, which any race can have, confers an ASI (Dex +2, Int +1) and a trait called Journeyman.
Since D&D Beyond doesn't recognize this system, I have to create "Artisanal Rock Gnome" as an entire, distinct variant race of gnome. Making it a subrace isn't enough, because it would still get Int +2 ASI from the base race. I have to override that, which is why I chose to make this a variant race. But what's happening is that I'm ending up with no ASI at all.
The 'Replacement' option ONLY APPEARS if you have Customize Your Origin switch on. That is where those replacement options appear. Tasha's has ZERO to do with that when it comes to homebrew.
However for what you are wanting to do you have to do it from scratch, best bet is to create a new race using the Gnome as a template and make changes from there
Which is what I'd hoped to avoid by making it a variant of the gnome race instead. Oh, well.
You dont have to make it a variant of the Gnome race, you can place it under whatever race you like even none within the builder, if you create it as a new race. If it shares some similarities with the Gnome, then you just copy the Gnome race in the drop down and edit all that needs to be changed, change the write up within the description and all and give it a new name.
Yep. I've got it down now. The way I was avoiding was the simplest way all along: Copy the base race, alter as needed, add the traits of the subrace to the new race, then make the Culture a subrace of it. It even displays the way I want it to in the character builder.
For a campaign I'm starting, I'm trying to implement homebrew character creation rules that involve replacing race-based ASIs with culture-based ASIs. This necessitates creating homebrew variant races.
The first one I'm trying to create is a variant gnome. When I created the homebrew variant race, I created a trait called "Ability Score Increase" and tagged it as a replacement for the base "Ability Score Increase" trait; I did the same with Languages, replacing Common + Gnomish with Gnomish + Elvish.
Two things I'm noticing when I try to test-run the variant race by creating a character: First, on the Race tab, the racial traits it lists are those of the unmodified base race, not the variant race. Second, when I get to the Abilities tab, none of the ability score bonuses are being applied, nor are the new language proficiencies.
What am I doing wrong?
Author of The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters, MOAR! Monsters Know What They're Doing, How to Defend Your Lair and Making Enemies: Monster Design Inspiration for Tabletop Roleplaying Games.
Ok, first thing is, on the edit page for the character, check that you have the following on the Home tab.
Optional Features
Allow or restrict optional features for this character
That didn't have any effect. To be clear, I'm not using custom lineages; that rule from Tasha's doesn't support what I'm doing here. This is a system of my own creation in which ASIs are tied to a new attribute, Culture, that exists alongside race and background.
In this instance, specifically: Gnomes have Darkvision, Gnome Cunning and Natural Illusionist (not just forest gnomes, but all gnomes); rock gnomes have a new trait called Insatiable Curiosity; and the Artisanal Culture, which any race can have, confers an ASI (Dex +2, Int +1) and a trait called Journeyman.
Since D&D Beyond doesn't recognize this system, I have to create "Artisanal Rock Gnome" as an entire, distinct variant race of gnome. Making it a subrace isn't enough, because it would still get Int +2 ASI from the base race. I have to override that, which is why I chose to make this a variant race. But what's happening is that I'm ending up with no ASI at all.
Author of The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters, MOAR! Monsters Know What They're Doing, How to Defend Your Lair and Making Enemies: Monster Design Inspiration for Tabletop Roleplaying Games.
The 'Replacement' option ONLY APPEARS if you have Customize Your Origin switch on. That is where those replacement options appear. Tasha's has ZERO to do with that when it comes to homebrew.
However for what you are wanting to do you have to do it from scratch, best bet is to create a new race using the Gnome as a template and make changes from there
Which is what I'd hoped to avoid by making it a variant of the gnome race instead. Oh, well.
Author of The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters, MOAR! Monsters Know What They're Doing, How to Defend Your Lair and Making Enemies: Monster Design Inspiration for Tabletop Roleplaying Games.
You dont have to make it a variant of the Gnome race, you can place it under whatever race you like even none within the builder, if you create it as a new race. If it shares some similarities with the Gnome, then you just copy the Gnome race in the drop down and edit all that needs to be changed, change the write up within the description and all and give it a new name.
Yep. I've got it down now. The way I was avoiding was the simplest way all along: Copy the base race, alter as needed, add the traits of the subrace to the new race, then make the Culture a subrace of it. It even displays the way I want it to in the character builder.
Author of The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters, MOAR! Monsters Know What They're Doing, How to Defend Your Lair and Making Enemies: Monster Design Inspiration for Tabletop Roleplaying Games.