I've been trying to understand the Replace Damage Type Modifier. How would I say that the player has an option that when they make an attack with an unarmed strike, you can choose to deal slashing or cold damage instead of the bludgeoning damage normally associated with them?
That modifier doesn’t work that way. You would have to create new unarmed strike attack actions for them. You can do that directly on the character sheet by adding a custom action
That modifier doesn’t work that way. You would have to create new unarmed strike attack actions for them. You can do that directly on the character sheet by adding a custom action
Thx! Also, how do I create an action that heals. When I say I want the spell, it only talks about if the spell is an attack. Is there a button that says it is a healing spell
That modifier doesn’t work that way. You would have to create new unarmed strike attack actions for them. You can do that directly on the character sheet by adding a custom action
Thx! Also, how do I create an action that heals. When I say I want the spell, it only talks about if the spell is an attack. Is there a button that says it is a healing spell
Happy to help. There’s no button, you just set it up to roll the damage without making an attack and put the healing in the description. There’s no “healing” damage type.
It's good that the OP got the answer they were looking for, but I'm still curious myself what the "replace damage type" option actually does. I've been playing around with different modifiers trying to see if you can change the type of damage or even the dice amount it does by default, but it doesn't seem to make any discernable difference. What then is the point of the modifier as an option in the first place?
After you save the modifier, then change the name and description and then re-save the whole item. Sometimes it takes a few minutes to push the updated info to the character sheet.
So I have been trying to build a Ninja Katana on home-brew with 1d6 slashing, 1d6 piercing, and 1d8 two-handed. I started with the rapier base because it's finesse, hence the 1d6. Can you or someone walk me through it please? It's not coming out right. No magic bonuses needed.
You can’t. Haven’t you noticed that there isn’t a single weapon in the game that does that? Just stick with piercing. Or, just stick with slashing. 🤷♂️ It really doesn’t matter this edition all that much, there’s, like, maybe half a dozen creatures in the whole game that care. Slashing is bad to use against a couple of Oozes, piercing sucks against trees, bludgeoning is good against skeletons, and I think that’s it.
Besides the character sheet doesn’t actually interact with anything but the player, the player tells the DM, and the DM tracks it again here.It’s really just like using a paper sheet, because that’s exactly what I was designed to be:
DDB -> Player -> DM -> Paper
Now they’ve got it so it can finally go: DDB -> Player -> DM -> DDB
They still can’t get it to go: DDB <-> DDB yet. (Maybe by 5.5, maybe…? 🤷♂️)
If you start with a Rapier I wouldn’t start with a d6, it would be a d8 because a rapier is d8. I told you in the other thread^ to start with a [item]Shortsword[/item], and add the versatile] property.
Start with a Shortsword and add the following modifier:
Morifier: Weapon Property->Subtype: Versatile | [SAVE] the Modifier
Change the name to “Ninjatō” | [SAVE CHANGES] on the whole weapon.
Ok cool, but if it becomes versatile, can I change the dmg to 1d8? so that one handed it does 1d6 and with two hands it does 1d8. I was trying but it wasn't working.
So in case you're interested. I took longsword and added finesse property, Added Piercing DMG, and then further customized it to -2 bonus dmg to not be OP.
So in case you're interested. I took longsword and added finesse property, Added Piercing DMG, and then further customized it to -2 bonus dmg to not be OP.
Ok cool, but if it becomes versatile, can I change the dmg to 1d8? so that one handed it does 1d6 and with two hands it does 1d8. I was trying but it wasn't working.
Adding [wprop]Versatile[/worop] does that automatically. That’s what it means.
I'm trying to change damage on a greataxe from 1d12 to 2d8, I'm halfway there. But the sheet still shows the 1d12 for damage but also the 2d8. What am I doing wrong?
I tried this with a Pike +1 to change the damage from piercing to acid but it doesn't seem to want to work. When changing the damage type do you have to set anything besides "replace damage type" then select acid for the subtype?
After you save the modifier, then change the name and description and then re-save the whole item. Sometimes it takes a few minutes to push the updated info to the character sheet.
Please ignore the previous reply, I forgot to quote this first.
I tried this with a Pike +1 to change the damage from piercing to acid but it doesn't seem to want to work. When changing the damage type do you have to set anything besides "replace damage type" then select acid for the subtype? I wasn't sure if you need to also include the dice amount and dice type.
I've been trying to understand the Replace Damage Type Modifier. How would I say that the player has an option that when they make an attack with an unarmed strike, you can choose to deal slashing or cold damage instead of the bludgeoning damage normally associated with them?
That modifier doesn’t work that way. You would have to create new unarmed strike attack actions for them. You can do that directly on the character sheet by adding a custom action
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Thx! Also, how do I create an action that heals. When I say I want the spell, it only talks about if the spell is an attack. Is there a button that says it is a healing spell
Happy to help. There’s no button, you just set it up to roll the damage without making an attack and put the healing in the description. There’s no “healing” damage type.
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It's good that the OP got the answer they were looking for, but I'm still curious myself what the "replace damage type" option actually does. I've been playing around with different modifiers trying to see if you can change the type of damage or even the dice amount it does by default, but it doesn't seem to make any discernable difference. What then is the point of the modifier as an option in the first place?
It’s for magic items:
Turns a Rapier, +1 into this for example:
https://www.dndbeyond.com/magic-items/1271954-saber-1
After you save the modifier, then change the name and description and then re-save the whole item. Sometimes it takes a few minutes to push the updated info to the character sheet.
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So I have been trying to build a Ninja Katana on home-brew with 1d6 slashing, 1d6 piercing, and 1d8 two-handed. I started with the rapier base because it's finesse, hence the 1d6. Can you or someone walk me through it please? It's not coming out right. No magic bonuses needed.
You can’t. Haven’t you noticed that there isn’t a single weapon in the game that does that? Just stick with piercing. Or, just stick with slashing. 🤷♂️ It really doesn’t matter this edition all that much, there’s, like, maybe half a dozen creatures in the whole game that care. Slashing is bad to use against a couple of Oozes, piercing sucks against trees, bludgeoning is good against skeletons, and I think that’s it.
Besides the character sheet doesn’t actually interact with anything but the player, the player tells the DM, and the DM tracks it again here.It’s really just like using a paper sheet, because that’s exactly what I was designed to be:
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If you start with a Rapier I wouldn’t start with a d6, it would be a d8 because a rapier is d8. I told you in the other thread^ to start with a [item
]Shortsword[/item], and add the versatile] property.^(https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/69394-can-be-considered-a-katana-longsword-finesse-or#c13)
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Ok cool, but if it becomes versatile, can I change the dmg to 1d8? so that one handed it does 1d6 and with two hands it does 1d8. I was trying but it wasn't working.
Ok, I figured out the Homebrew. TY for your help. Greatly appreciated.
So in case you're interested. I took longsword and added finesse property, Added Piercing DMG, and then further customized it to -2 bonus dmg to not be OP.
Adding [wprop]Versatile[/worop] does that automatically. That’s what it means.
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Yes I realized that when I did it thank you so much.
I'm trying to change damage on a greataxe from 1d12 to 2d8, I'm halfway there. But the sheet still shows the 1d12 for damage but also the 2d8. What am I doing wrong?
Please see the Items & Equipment FAQ #1: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
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I tried this with a Pike +1 to change the damage from piercing to acid but it doesn't seem to want to work. When changing the damage type do you have to set anything besides "replace damage type" then select acid for the subtype?
Please ignore the previous reply, I forgot to quote this first.
I tried this with a Pike +1 to change the damage from piercing to acid but it doesn't seem to want to work. When changing the damage type do you have to set anything besides "replace damage type" then select acid for the subtype? I wasn't sure if you need to also include the dice amount and dice type.
Please see the General FAQ #6 & 6-B: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
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Thank you.