So I want to make a custom ammunition homebrew item for my group. I pick Arrow +1 and immediately notice a problem. The base item type is set to weapon, but base weapon is blank, which means I cannot save my custom item.
Making arrow a wondrous item was my next move, but unfortunately I was unable to stack multiple items. My question is now, what is the right process to create a custom ammunition type in dndbeyond or, when are we getting itemization update?
Currently, most folks use custom items created directly on the character sheet.
Yeah, we do that for many things. But since I can make a homebrew item, configure it, add fluff and add art, I try to always make homebrew items instead of custom in-inventory items. But am hitting the limitations of what ddb allows you to make very quickly :P
Same issue just now. Editing an existing arrow item doesn't work because it doesn't have a 'weapon' type attached to it, and there isn't an option for Ammunition in the dropdown menu.
Same issue just now. Editing an existing arrow item doesn't work because it doesn't have a 'weapon' type attached to it, and there isn't an option for Ammunition in the dropdown menu.
Exactly. This is becoming quite an issue as I'm helping my DM make all his custom items on DDB for our campaign. I've pretty much gotten around all the other limitations that I ran into, but without the ability to make custom ammunition, it's becoming a bit of a pain to make custom ammunition directly in the inventory of ALL our players. I would think it's a pretty easy fix on the development side as ammunition already exists in their databases.
Currently, most folks use custom items created directly on the character sheet.
And I think that's the problem. Making homebrew items can sometimes be more of a pain than it's worth at face value. However, doing it properly makes for a more seamless experience when you do it all ahead of time and you can really see the value in making proper homebrew items on DDB.
I feel like they could make a system to guide you through it a little better for people that are new to it, and leave the current system for the experienced users. Either way, I hope the ability to tag weapon items as ammunition is fixed soon.
You’re preaching to the quire. Homebrew’s my jam. (I’m the guy who goes in and updates a magic item to reveal its curse after the session has started so at the right time I can tell a player to refresh their page and look again and suddenly the curse info is there, “appearing as if by magic.” Yeah, I’m a little obsessed with homebrewing.)
You can fake some ammo as potions since they are equipable, and stackable. It’s not ideal, but it’s better than a kick in the danglies.
No work arounds to this yet? Wanted to bring it up again. I tried changing the +1 Arrow and it would not let change anything but the name and what it was made of.
I set the base weapon as darts for arrows in order to make them stackable. However, I still have the problem that I can't adjust the range or truly change the damage :-( (I'm currently trying to do conversions of different Pixie weapons, including arrows, some of which do no actual damage, just have spell-like effects).
So I have noticed that the official "ammunition" in Dndbeyond doesn't work on the character sheet AT ALL for arrows/bolts for hit/dmg modifiers. I haven't tested darts or any other ammunition types yet. Just playing around with arrows/bolts for right now.
My work around was this for ARROWS only:
Make a wonderous item quiver, set your "Bonus - Ranged Attacks" modifier and then set "Damage Longbow or shortbow" modifier. This will correctly show the bonus to Hit/Dmg respectively for longbows or shortbows. You can just get rid of the junk arrows in the inventory at that point or have the player keep count of how many they have on them themself. But at least the rolls and modifiers affect the weapon correctly on the app and character sheet when equipping the "quiver". Hit roll will still affect a crossbow that is also equipped too mind you.
I tried to replicate this for a crossbow, However I could NOT get the dmg modifier to work with anything as of yet cause they do NOT have an option for ANY crossbows at all in the dang drop down menu like they do for longbow/shortbow. If they could at least add crossbow/handcrossbow to the drop down, then I could make bolts work at least to only affect crossbow types. You CAN get the Hit roll to affect it by doing the same as above for arrows, but it affects any ranged weapon/attack.
Hope this helps!!
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So I want to make a custom ammunition homebrew item for my group. I pick Arrow +1 and immediately notice a problem. The base item type is set to weapon, but base weapon is blank, which means I cannot save my custom item.
Making arrow a wondrous item was my next move, but unfortunately I was unable to stack multiple items. My question is now, what is the right process to create a custom ammunition type in dndbeyond or, when are we getting itemization update?
Currently, most folks use custom items created directly on the character sheet.
Creating Epic Boons on DDB
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I just created a copy of +1 ammunition and it saved fine???
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Try to edit it and re-save and see what happens.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
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Did you even read what I wrote?
My point exactly.
Yeah, we do that for many things. But since I can make a homebrew item, configure it, add fluff and add art, I try to always make homebrew items instead of custom in-inventory items. But am hitting the limitations of what ddb allows you to make very quickly :P
Same issue just now. Editing an existing arrow item doesn't work because it doesn't have a 'weapon' type attached to it, and there isn't an option for Ammunition in the dropdown menu.
Exactly. This is becoming quite an issue as I'm helping my DM make all his custom items on DDB for our campaign. I've pretty much gotten around all the other limitations that I ran into, but without the ability to make custom ammunition, it's becoming a bit of a pain to make custom ammunition directly in the inventory of ALL our players. I would think it's a pretty easy fix on the development side as ammunition already exists in their databases.
And I think that's the problem. Making homebrew items can sometimes be more of a pain than it's worth at face value. However, doing it properly makes for a more seamless experience when you do it all ahead of time and you can really see the value in making proper homebrew items on DDB.
I feel like they could make a system to guide you through it a little better for people that are new to it, and leave the current system for the experienced users. Either way, I hope the ability to tag weapon items as ammunition is fixed soon.
You’re preaching to the quire. Homebrew’s my jam. (I’m the guy who goes in and updates a magic item to reveal its curse after the session has started so at the right time I can tell a player to refresh their page and look again and suddenly the curse info is there, “appearing as if by magic.” Yeah, I’m a little obsessed with homebrewing.)
You can fake some ammo as potions since they are equipable, and stackable. It’s not ideal, but it’s better than a kick in the danglies.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I'm having the same issue. Homebrewed a new firearm, but can't make custom ammunition for it; for the story it is supposed to be "proprietary".
No work arounds to this yet? Wanted to bring it up again. I tried changing the +1 Arrow and it would not let change anything but the name and what it was made of.
Some folks fake ammo with wonders items, I however, I prefer to fake them with potions because they are stackable on the character sheet.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Thanks. What I did was just make it look like the crossbow its self. Hopefully one day we can make ammo.
I set the base weapon as darts for arrows in order to make them stackable. However, I still have the problem that I can't adjust the range or truly change the damage :-( (I'm currently trying to do conversions of different Pixie weapons, including arrows, some of which do no actual damage, just have spell-like effects).
how is this still a problem 6 years later!?!
gimmie a break...
So I have noticed that the official "ammunition" in Dndbeyond doesn't work on the character sheet AT ALL for arrows/bolts for hit/dmg modifiers. I haven't tested darts or any other ammunition types yet. Just playing around with arrows/bolts for right now.
My work around was this for ARROWS only:
Make a wonderous item quiver, set your "Bonus - Ranged Attacks" modifier and then set "Damage Longbow or shortbow" modifier. This will correctly show the bonus to Hit/Dmg respectively for longbows or shortbows. You can just get rid of the junk arrows in the inventory at that point or have the player keep count of how many they have on them themself. But at least the rolls and modifiers affect the weapon correctly on the app and character sheet when equipping the "quiver". Hit roll will still affect a crossbow that is also equipped too mind you.
I tried to replicate this for a crossbow, However I could NOT get the dmg modifier to work with anything as of yet cause they do NOT have an option for ANY crossbows at all in the dang drop down menu like they do for longbow/shortbow. If they could at least add crossbow/handcrossbow to the drop down, then I could make bolts work at least to only affect crossbow types. You CAN get the Hit roll to affect it by doing the same as above for arrows, but it affects any ranged weapon/attack.
Hope this helps!!