Hello again, I'm trying to figure out how to input a homebrewed subclass and I'm getting confused a tad bit. I manage to reach a certain point with it, but I may have goofed somewhere and one of the features has a option there instead of just information on what that feature entails. This feature also grows in two ways, Offensively and Defensively, yet I don't know how to add the defensive aspect as it grow WITH the offensive part. Everything else seems to be working just fine, I just need some help, also this subclass is being made from scratch as I don't have access to the Artificer class one my own account.
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(Davyd):
Moved to Homebrew & House Rules
Ok, there's a Feature of this class that has to parts to it. The player can chose to use either one of each of the feature's effect or just use one aspect of it twice. The thing is, instead of showing the two effects of this feature, it shows them as options … Here's the information on the subclass
Magical Brander: Through experimentations and knowledge gained in both scientific and Arcane arts, you've grasped the know-how to bind the magical elements into non-magical and magical weapons and armors as brands. In so doing without interfering with the innate nature of the piece of equipment in question. Often times mistaken for proper enchanters due to half gathered information and rumors about them many knights flocked to practitioners of this art expected the effect to be permanent only to find that it falls short of what they had badgered on about without listening to any reason given by the Brander. Thusly most have falsely giving these Branders the name of swindlers and con-artists.
You can place an elemental brand (Fire, Cold, Acid, Lightning, or Thunder) onto a piece of equipment after a long rest, but only if said piece of equipment does not have an extra effect of similar nature innately. For example you can place Acid or Thunder type brands onto a Longsword +3, but you can't place the same brands onto a Frost Brand Longsword.
You gain proficiencies in Smith's Tools, Leatherworkers Tools, and Wood Carver's Tools.
Offensive Brand: You can brand a weapon with an attribute, but not the ammunition. As a bonus action, you can change the damage type, but it does not gain that type as additional damage.
Defensive Brand: You can brand a piece of armor with an attribute and become resistant to that type.(Can be placed on Rings, Gloves, and Cloaks as well as Light, Medium, and Heavy Armor)
You can't place a brand of a similar type onto 2 pieces of equipment. For example; you can't place a Brand of Fire onto a weapon and armor at the same time.
Set spells: 3rd: Bane, Gift of Alacrity 5th: Aganazzan's Scorcher, Darkvision 9th: Bestow Curse, Mass Healing Word 13th: Stone Skin, Fabricate 17th: Bigby's Hand, Conjure Volley
At 5th level your brands have increased effects, and can chose to place two more types of brands onto equipment.
Offensive Brands: The branded weapon keep's it's original damage type plus gains an extra 1d6 worth of damage.
Defensive Brands: The active brand grants advantage on saving throws against the selected attribute.
Branded Target: Place a magical brand on one target in view. The target must make a CHA saving throw or be marked. The next creature to attack the marked target gets advantage to that roll. The brand dispels after that. Can be used equal to INT modifier plus 1 (minimum of 1) after a long rest.
9th: Your brands have increased in effects, and can place two more brands onto equipment and two brands onto one weapon and or armor.
Offensive Brands: The active brand now deals a bonus 2d6 worth of extra damage.
Defensive Brands: The active brand reduces the damage from the selected type by 5 on top of the resistance and advantage. After a short rest you can set the armor to resist the selected attribute.
New Brand: You gain 1 additional damage type (Force, Psychic, Poison, Radiant, or Necrotic) <- (This is the only part that the player would chose from)
15th: Copied Brand: You can copy an active brand and use it on another piece of equipment.
Shared Brand: Share the effects of either the offensive or defensive brands you have with another creature within 15 feet of you once a day after a long rest.
Aside from the language issues, and a few technical points (like, for example does Branded Target use an Action or a Bonus Action or what?), what exactly seems to be the issue?
What precisely do you mean by “one of the features has a option there instead of just information on what that feature entails?”
Do you mean that the player has to choose between X or Y when they level up?
Or do you mean that things are not getting added together automatically and are being presented as two different things?
Those are two very separate things requiring two very different solutions.
If you mean the first thing, then you probably added them as “Options” as part of the feature. In that case, it is doing exactly what you told it to do. That’s an actual function for a lot of subclasses, so if that’s what you did, and it’s not what you want, then you’re gonna hafta reprogram it without using the “Options” portion of the feature. Or you will at least have to tell it to automatically grant both options which can be done.
If you mean the second thing, then that’s probably because you built them as separate class features. In that case, it is doing exactly what you told it to do. If instead you just want the one feature to automatically improve as they level up, then instead you will have to program it all as part of the same earlier feature with a function that improves at the specific higher level. That can also be done.
So, which exact feature or features are not behaving as intended, and in what way are they not behaving as intended?
The Branded Target is a bonus action type like Hunter's Mark for instance and
"2. Or do you mean that things are not getting added together automatically and are being presented as two different things?"
"2.If you mean the second thing, then that’s probably because you built them as separate class features. In that case, it is doing exactly what you told it to do. If instead you just want the one feature to automatically improve as they level up, then instead you will have to program it all as part of the same earlier feature with a function that improves at the specific higher level. That can also be done."
The feature that's having this problem is Branding they get at level 3. they can use either the Offensive or Defensive Brands, they the player has to chose is which Brand Type they want to use at this time. and I'm very sorry for this I'm greener than a Green Dragon's hide to all of this...
It’s okay. I homebrew a lot and don’t mind helping out (as long as I can and have time.)
I’m still not 100% sure I understand, but I think I do. Lemme make sure I have this correct: the PC gets both the Offensive and Defensive options, but can only use one of them at a time and only once per day. But the character sheet is presenting it as if they can do both in the same day. Do I have that right?
yea what they can do is use a total of 2 brands a day, they can chose to use either 1 Offensive Brand and a Defensive Brand, or 2 of each on separate weapons or armors. Also they can use any of the 5 options Fire, Cold, Acid, Lightning, and Thunder, but can only place one brands on a single item they can place two brands onto a single item at 9th level.
Okay, I think I get it now. So, what I’m guessing you did was set up each of those as a separate action and set the limited uses for both to 2, so now each of those has two checkboxes and it looks like they can do both twice per day, totaling 4 applications. Am I warm?
In that case, don’t make them both as two separate actions. Make one action total called “Place Brand” or “Brand Item” or something to represent the total number of uses.
If that doesn’t answer your question, then please post a link to a character sheet with this homebrewed subclass so I can see for myself.
You're about there. Here's the link: https://www.dndbeyond.com/classes/artificer/subclass/613725/edit I hope this helps, Branding has two forms of it's features so what you just said Might help, but the effect of the Brand depends directly on what is being branded. On a Weapon it changes the weapons damage type as a bonus action during combat, whereas on a piece of armor it grants resistance to that element. the growth of each brand is exactly as it said on the information I posted to you.
If you need to you may "add" this to your Homebrewed collection to get a better idea, again this is meant for the Artificer class.
Another way to put it is to think of these abilities as infusions but on the elemental aspect, and at 9th level they can pick only one of the other half of the special damage types, Force, Psychic, Poison, Radiant, and Necrotic, but ONLY one.
You're about there. Here's the link: https://www.dndbeyond.com/classes/artificer/subclass/613725/edit I hope this helps, Branding has two forms of it's features so what you just said Might help, but the effect of the Brand depends directly on what is being branded. On a Weapon it changes the weapons damage type as a bonus action during combat, whereas on a piece of armor it grants resistance to that element. the growth of each brand is exactly as it said on the information I posted to you.
If you need to you may "add" this to your Homebrewed collection to get a better idea, again this is meant for the Artificer class.
First of all, I can neither see nor add that subclass as it is not published. DON’T PUBLISH IT!!! If you publish it you can’t fix it without a hassle. I asked you to link a Character Sheet for a character with that subclass attached. That way I can see how it looks on the actual character sheet itself since that’s the “User Interface” for your program.
Second, the DDB character sheets don’t support any features that only work some of the time. Whatever you programmed for either feature, all of it is always on all the time, so it makes no difference what they do. The sheet isn’t selective like that, it just tracks stuff for us.
Third, whatever modifiers you program into a Subclass get applied to the character, not their equipment. There is nothing you can program into a subclass that will actually alter the equipment itself, only how that specific character interacts with the equipment. So your modifiers will automatically apply to all of the appropriate equipment on that character, not just one specific piece.
What you might need to do is something kinda convoluted and have the Offense and Defense each built as two “Options” (so 4 total, 2 for each Offense and Defense) and tell it to let the player pick 2 of the 4 Options at 3rd level. The player would have to change which two options they pick in the character builder (not on the character sheet itself) so that it only ever gives them 2 of the 4 choices at a time, but the player can still switch it up every day as they wish. But that way it would only apply the correct bonuses depending on what they picked, either Offense twice, Defense twice, or one of each.
oh NOW, it's counting the two brands as I wanted #%$^&! https://ddb.ac/characters/35904628/KWqqlD I hope this is what you meant, before i placed this post it was showing the Branding effects as like the drop down options when it wasn't supposed to... Sorry for wasting your time....
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Hello again, I'm trying to figure out how to input a homebrewed subclass and I'm getting confused a tad bit. I manage to reach a certain point with it, but I may have goofed somewhere and one of the features has a option there instead of just information on what that feature entails. This feature also grows in two ways, Offensively and Defensively, yet I don't know how to add the defensive aspect as it grow WITH the offensive part. Everything else seems to be working just fine, I just need some help, also this subclass is being made from scratch as I don't have access to the Artificer class one my own account.
You’re gonna hafta share a few more details about exactly what you’re tryin’a do or I won’t be able to tell you how to do it (or if it can’t be done).
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Ok, there's a Feature of this class that has to parts to it. The player can chose to use either one of each of the feature's effect or just use one aspect of it twice. The thing is, instead of showing the two effects of this feature, it shows them as options … Here's the information on the subclass
Magical Brander: Through experimentations and knowledge gained in both scientific and Arcane arts, you've grasped the know-how to bind the magical elements into non-magical and magical weapons and armors as brands. In so doing without interfering with the innate nature of the piece of equipment in question. Often times mistaken for proper enchanters due to half gathered information and rumors about them many knights flocked to practitioners of this art expected the effect to be permanent only to find that it falls short of what they had badgered on about without listening to any reason given by the Brander. Thusly most have falsely giving these Branders the name of swindlers and con-artists.
You can place an elemental brand (Fire, Cold, Acid, Lightning, or Thunder) onto a piece of equipment after a long rest, but only if said piece of equipment does not have an extra effect of similar nature innately. For example you can place Acid or Thunder type brands onto a Longsword +3, but you can't place the same brands onto a Frost Brand Longsword.
You gain proficiencies in Smith's Tools, Leatherworkers Tools, and Wood Carver's Tools.
Offensive Brand: You can brand a weapon with an attribute, but not the ammunition. As a bonus action, you can change the damage type, but it does not gain that type as additional damage.
Defensive Brand: You can brand a piece of armor with an attribute and become resistant to that type.(Can be placed on Rings, Gloves, and Cloaks as well as Light, Medium, and Heavy Armor)
You can't place a brand of a similar type onto 2 pieces of equipment. For example; you can't place a Brand of Fire onto a weapon and armor at the same time.
Set spells:
3rd: Bane, Gift of Alacrity
5th: Aganazzan's Scorcher, Darkvision
9th: Bestow Curse, Mass Healing Word
13th: Stone Skin, Fabricate
17th: Bigby's Hand, Conjure Volley
At 5th level your brands have increased effects, and can chose to place two more types of brands onto equipment.
Offensive Brands: The branded weapon keep's it's original damage type plus gains an extra 1d6 worth of damage.
Defensive Brands: The active brand grants advantage on saving throws against the selected attribute.
Branded Target: Place a magical brand on one target in view. The target must make a CHA saving throw or be marked. The next creature to attack the marked target gets advantage to that roll. The brand dispels after that. Can be used equal to INT modifier plus 1 (minimum of 1) after a long rest.
9th: Your brands have increased in effects, and can place two more brands onto equipment and two brands onto one weapon and or armor.
Offensive Brands: The active brand now deals a bonus 2d6 worth of extra damage.
Defensive Brands: The active brand reduces the damage from the selected type by 5 on top of the resistance and advantage. After a short rest you can set the armor to resist the selected attribute.
New Brand: You gain 1 additional damage type (Force, Psychic, Poison, Radiant, or Necrotic) <- (This is the only part that the player would chose from)
15th: Copied Brand: You can copy an active brand and use it on another piece of equipment.
Shared Brand: Share the effects of either the offensive or defensive brands you have with another creature within 15 feet of you once a day after a long rest.
Aside from the language issues, and a few technical points (like, for example does Branded Target use an Action or a Bonus Action or what?), what exactly seems to be the issue?
What precisely do you mean by “one of the features has a option there instead of just information on what that feature entails?”
Those are two very separate things requiring two very different solutions.
So, which exact feature or features are not behaving as intended, and in what way are they not behaving as intended?
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The Branded Target is a bonus action type like Hunter's Mark for instance and
"2. Or do you mean that things are not getting added together automatically and are being presented as two different things?"
"2.If you mean the second thing, then that’s probably because you built them as separate class features. In that case, it is doing exactly what you told it to do. If instead you just want the one feature to automatically improve as they level up, then instead you will have to program it all as part of the same earlier feature with a function that improves at the specific higher level. That can also be done."
The feature that's having this problem is Branding they get at level 3. they can use either the Offensive or Defensive Brands, they the player has to chose is which Brand Type they want to use at this time. and I'm very sorry for this I'm greener than a Green Dragon's hide to all of this...
It’s okay. I homebrew a lot and don’t mind helping out (as long as I can and have time.)
I’m still not 100% sure I understand, but I think I do. Lemme make sure I have this correct: the PC gets both the Offensive and Defensive options, but can only use one of them at a time and only once per day. But the character sheet is presenting it as if they can do both in the same day. Do I have that right?
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yea what they can do is use a total of 2 brands a day, they can chose to use either 1 Offensive Brand and a Defensive Brand, or 2 of each on separate weapons or armors. Also they can use any of the 5 options Fire, Cold, Acid, Lightning, and Thunder, but can only place one brands on a single item they can place two brands onto a single item at 9th level.
Okay, I think I get it now. So, what I’m guessing you did was set up each of those as a separate action and set the limited uses for both to 2, so now each of those has two checkboxes and it looks like they can do both twice per day, totaling 4 applications. Am I warm?
In that case, don’t make them both as two separate actions. Make one action total called “Place Brand” or “Brand Item” or something to represent the total number of uses.
If that doesn’t answer your question, then please post a link to a character sheet with this homebrewed subclass so I can see for myself.
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You're about there. Here's the link: https://www.dndbeyond.com/classes/artificer/subclass/613725/edit I hope this helps, Branding has two forms of it's features so what you just said Might help, but the effect of the Brand depends directly on what is being branded. On a Weapon it changes the weapons damage type as a bonus action during combat, whereas on a piece of armor it grants resistance to that element. the growth of each brand is exactly as it said on the information I posted to you.
If you need to you may "add" this to your Homebrewed collection to get a better idea, again this is meant for the Artificer class.
Another way to put it is to think of these abilities as infusions but on the elemental aspect, and at 9th level they can pick only one of the other half of the special damage types, Force, Psychic, Poison, Radiant, and Necrotic, but ONLY one.
First of all, I can neither see nor add that subclass as it is not published. DON’T PUBLISH IT!!! If you publish it you can’t fix it without a hassle. I asked you to link a Character Sheet for a character with that subclass attached. That way I can see how it looks on the actual character sheet itself since that’s the “User Interface” for your program.
Second, the DDB character sheets don’t support any features that only work some of the time. Whatever you programmed for either feature, all of it is always on all the time, so it makes no difference what they do. The sheet isn’t selective like that, it just tracks stuff for us.
Third, whatever modifiers you program into a Subclass get applied to the character, not their equipment. There is nothing you can program into a subclass that will actually alter the equipment itself, only how that specific character interacts with the equipment. So your modifiers will automatically apply to all of the appropriate equipment on that character, not just one specific piece.
What you might need to do is something kinda convoluted and have the Offense and Defense each built as two “Options” (so 4 total, 2 for each Offense and Defense) and tell it to let the player pick 2 of the 4 Options at 3rd level. The player would have to change which two options they pick in the character builder (not on the character sheet itself) so that it only ever gives them 2 of the 4 choices at a time, but the player can still switch it up every day as they wish. But that way it would only apply the correct bonuses depending on what they picked, either Offense twice, Defense twice, or one of each.
I explain more about programming Options here: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/67361-subclass-help?comment=4
Did that make sense?
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oh NOW, it's counting the two brands as I wanted #%$^&! https://ddb.ac/characters/35904628/KWqqlD I hope this is what you meant, before i placed this post it was showing the Branding effects as like the drop down options when it wasn't supposed to... Sorry for wasting your time....