I'm working on my first homebrew subrace and I am having trouble trying to get something to work. I am making a custom race for a player in my group, and I want to add an ability which he can use to "track" creatures with their blood scent:
Master of the Hunt: Your predatory instinct has evolved to supernatural levels, and you can use a creature's blood-scent to track their location over great distances. When you consume a creature's blood, your hunting senses take over. For one hour, you can determine the cardinal direction of the creature in relation to you within 1 mile of your location, and while you pursue that creature, your move speed increases by 10 and you gain advantage on all Wisdom (Perception) and Wisdom (Survival) skill checks to track that creature.
So, I want to add an Action that enables these modifiers (+10 speed, Advantage on skill checks). What I am finding, however, is that I can add these bonuses as Modifiers, or create an action to use the ability, but I cannot figure out how to pair the two-- that is, to make these Modifiers toggle on and off based on whether or not the Master of the Hunt ability is turned on. What I am ending up with is a character sheet which PERMANENTLY shows +10 movement speed, and advantage on those skill checks all the time, rather than when the action is engaged.
Is there a way to fix this, or do I need to have my players manually adjust their movement speed/advantage rolls when they use the feature, and simply remove the Modifiers?
The players can make a magic item to replicate the effects and toggle them by equipping / unequipping.
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The players can make a magic item to replicate the effects and toggle them by equipping / unequipping.
Well that's very unfortunate. I hope a feature is implemented in the future to enable things like this without having to resort to a workaround. Thanks for the magic item tip, in the meantime.
They’re working on it as I type this. Been for a while, but it’s all behind the scenes and we wind see it until it’s finished. Kind of like a cake, it’s in the oven, but you won’t see it until it’s cooled and decorated.
Hey folks,
I'm working on my first homebrew subrace and I am having trouble trying to get something to work. I am making a custom race for a player in my group, and I want to add an ability which he can use to "track" creatures with their blood scent:
Master of the Hunt:
Your predatory instinct has evolved to supernatural levels, and you can use a creature's blood-scent to track their location over great distances. When you consume a creature's blood, your hunting senses take over. For one hour, you can determine the cardinal direction of the creature in relation to you within 1 mile of your location, and while you pursue that creature, your move speed increases by 10 and you gain advantage on all Wisdom (Perception) and Wisdom (Survival) skill checks to track that creature.
So, I want to add an Action that enables these modifiers (+10 speed, Advantage on skill checks). What I am finding, however, is that I can add these bonuses as Modifiers, or create an action to use the ability, but I cannot figure out how to pair the two-- that is, to make these Modifiers toggle on and off based on whether or not the Master of the Hunt ability is turned on. What I am ending up with is a character sheet which PERMANENTLY shows +10 movement speed, and advantage on those skill checks all the time, rather than when the action is engaged.
Is there a way to fix this, or do I need to have my players manually adjust their movement speed/advantage rolls when they use the feature, and simply remove the Modifiers?
Toggles are not supported.
The players can make a magic item to replicate the effects and toggle them by equipping / unequipping.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Well that's very unfortunate. I hope a feature is implemented in the future to enable things like this without having to resort to a workaround. Thanks for the magic item tip, in the meantime.
They’re working on it as I type this. Been for a while, but it’s all behind the scenes and we wind see it until it’s finished. Kind of like a cake, it’s in the oven, but you won’t see it until it’s cooled and decorated.
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