There is a particular effect I’m trying to achieve on a homebrew item.
I can’t actually think of an existing default item that has a similar effect to copy, and I haven’t been able to work out how to do it through the tutorials so I’m checking here if somebody has resolved this issue/determined it’s not possible.
I want to create a damage bonus that is situational - i.e. it only occurs after something happens.
The first example of this I was trying to create is a +1 rapier that the first time it draws blood on a day draws in that blood to power bonus damage for the rest of the day. An additional 1D6 necrotic in this instance.
I’m not sure the character sheet UX in DNDB will support this, but I’m wondering how people have approached this type of situation before?
The character sheet does not yet support effects that only work some of the time. Normally I would tell you to set it to Attunement and just tell them to attune it after that first blood, and then unattune it at the end of the day. But that won’t work for you because it would also lock the Magic +1 behind the attunement too. All I can think of would be to make two versions, call one “dormant” and the other “awakened” or something like that, and then swap weapons after that first blood of the day, and then switch back at night.
The Dwarven Thrower has 'Damage - Additional' (with 'additional' being in the Modifier Subtype dropdown). I'm creating a weapon based on a +1 Mace, and I can't get the 'Additional' to show up for me. Is 'Additional' one of the options known to be locked for staff use only, or is there some other property I have to have on the mace for this to appear? I can still make the weapon and redo it based on the Thrower, so I'm mostly interested in if this is a known issue or a bug.
Hi,
There is a particular effect I’m trying to achieve on a homebrew item.
I can’t actually think of an existing default item that has a similar effect to copy, and I haven’t been able to work out how to do it through the tutorials so I’m checking here if somebody has resolved this issue/determined it’s not possible.
I want to create a damage bonus that is situational - i.e. it only occurs after something happens.
The first example of this I was trying to create is a +1 rapier that the first time it draws blood on a day draws in that blood to power bonus damage for the rest of the day. An additional 1D6 necrotic in this instance.
I’m not sure the character sheet UX in DNDB will support this, but I’m wondering how people have approached this type of situation before?
Many Thanks
The character sheet does not yet support effects that only work some of the time. Normally I would tell you to set it to Attunement and just tell them to attune it after that first blood, and then unattune it at the end of the day. But that won’t work for you because it would also lock the Magic +1 behind the attunement too. All I can think of would be to make two versions, call one “dormant” and the other “awakened” or something like that, and then swap weapons after that first blood of the day, and then switch back at night.
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Situational stuff can be added to homebrew, but it'll list on the sheet only when you click on the attack.
Make a copy of Dwarven Thrower for an example of how to write it up.
The Dwarven Thrower has 'Damage - Additional' (with 'additional' being in the Modifier Subtype dropdown). I'm creating a weapon based on a +1 Mace, and I can't get the 'Additional' to show up for me. Is 'Additional' one of the options known to be locked for staff use only, or is there some other property I have to have on the mace for this to appear? I can still make the weapon and redo it based on the Thrower, so I'm mostly interested in if this is a known issue or a bug.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep