So I figured I'd mess around with a potential homebrew campaign with all this free time. Found out you can't homebrew new classes, only subclasses, which is kind of a bummer. Is there any way to limit spell options within subclasses? I would like to homebrew spells and make casters that are restricted to only spells of a single element, like a sorcerer that only has a list of fire spells, or water spells, etc.
Also, is there any way to alter a class's hit die, saving throw proficiencies, or things like that? The less stats the party has to manually edit the better.
You cannot prevent spellcasting classes taking spells off their spell list for normal spellcasting.
There is no way to affect main class features - you cannot change the hit die or base proficiencies.
The subclass can only affect subclass features. There is no way at this time to edit main class features.
The only exception is that for spellcasters you can have the subclass change the spellcasting ability modifier - although this will not change the text of the main spellcasting feature.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Been having trouble naming special spells for the homebrew section. It is requiring that I pick a name that already exist but won't let me type a new one in. Not sure if anyone else is having this problem or if it is just me.
Been having trouble naming special spells for the homebrew section. It is requiring that I pick a name that already exist but won't let me type a new one in. Not sure if anyone else is having this problem or if it is just me.
You mean you have to select a spell that exists to attach it to a subclass?!? Of course. If you want tot pick a spell name that doesn’t exist yet you need to write that spell first. When you are attaching spells to a subclass you aren’t just “picking names,” you are picking actual spells. If you want to invent a new spell with a new name and attach that, you need to invent that spells first.
So I figured I'd mess around with a potential homebrew campaign with all this free time. Found out you can't homebrew new classes, only subclasses, which is kind of a bummer. Is there any way to limit spell options within subclasses? I would like to homebrew spells and make casters that are restricted to only spells of a single element, like a sorcerer that only has a list of fire spells, or water spells, etc.
Also, is there any way to alter a class's hit die, saving throw proficiencies, or things like that? The less stats the party has to manually edit the better.
You cannot prevent spellcasting classes taking spells off their spell list for normal spellcasting.
There is no way to affect main class features - you cannot change the hit die or base proficiencies.
The subclass can only affect subclass features. There is no way at this time to edit main class features.
The only exception is that for spellcasters you can have the subclass change the spellcasting ability modifier - although this will not change the text of the main spellcasting feature.
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 a damn shame, why is dndbeyond so limiting in their homebrew stuff? Really being a buzzkill on my creativity
I guess I can manually add spells to each subclass for different levels and just tell the party to not actually add any known spells themselves.
Been having trouble naming special spells for the homebrew section. It is requiring that I pick a name that already exist but won't let me type a new one in. Not sure if anyone else is having this problem or if it is just me.
You mean you have to select a spell that exists to attach it to a subclass?!? Of course. If you want tot pick a spell name that doesn’t exist yet you need to write that spell first. When you are attaching spells to a subclass you aren’t just “picking names,” you are picking actual spells. If you want to invent a new spell with a new name and attach that, you need to invent that spells first.
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