Homebrew nonmagical Equipment
I would like to be able to add custom nonmagical Equipment. Then we could more easily create new types of Armor or weapons with different properties and/or special abilities (things like nets for example).
Right now we can only do this with homebrew magic items, which I personally don't like or with the "other possessions" tab in the inventory. This is fine for thing like a compass, but for the above examples, it is just not useful.
We would then be able to share this homebrew content with the community like any other homebrew on DnDBeyond.
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Even just more overrides for certain gear would be good. Changing names of items, damage dice, damage types, range on ranged and thrown weapons, even adding custom properties would be great. The real homebrew mundanes are a good future thing, but more overrides rights now will be good as a functional stand in.
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Yes. Making a common magical item doesn't really work because it has to have a corresponding base item (if it's a weapon). If you pick a similar item things like range, damage, etc. are gonna be all muddled. I agree that further customization of things would be helpful, but in many cases it'd be easier to just make a new one.
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I just joined the forums so I can chime in on the three or four features that I think are absolutely essential. I see the others on my list (i.e. character sheets in the mobile app, encounter tracker for DMs) are already planned so that leaves this one.
I think the ability to create custom, non-magical equipment is sorely lacking and would love to see it added.
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In this case its not the equipment that's magical but rather the ink, which is as much a potion as it is ink. Many higher level inks, stains, and henna can be mixed by the player and are required for various tattoo's, skin stains, and other designs. Each level of tattoo (as spells) requires a higher tier of magical ink, stain, or henna. Of course magical tattoo equipment isn't out of the question either. If your interested in the class as it stands now you can find it under College of Inkslinging on D&D Beyond as a bard subclass. Its not quite what I wanted, but its not bad I think it balances fairly well.
But I'd like to add the equipment as an actual tool set type the same as Calligrapher's Tools and Blacksmith's Tools since it would be a distinctly different set of tools from anything that currently exists. As it stands I'm using the Calligrapher's Tools as a stand-in for the class in my campaign.
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Please make this a feature. The ability to manage home-brewed items is vital to many play sessions. The current feature for custom items is far too lacking in that its a pain to pass items between players or temporarily remove them. They should have the same integration as other items. After spending the money on the legendary pack I'm a bit disappointed that something this important is missing.
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I think a lot of special abilities we could add to armor would already make it qualify as a magic item. But there's some things that could provide legitimate benefits that definitely wouldn't be magical.
E.g. Snow gear. Includes thermal underwear, snow pants, rugged boots, ski mask, and a good winter coat. You may comfortably withstand temperatures as low as X degrees Fahrenheit and have resistance to cold damage. Your walking speed is decreased by 10ft and you have disadvantage on Dexterity (Acrobatics) and Dexterity (Stealth) ability checks.
I'd also love to transfer some more real-world weapons into the game.
E.g. Atlatl (a Native American weapon - other spear/arrow-throwing sticks have appeared in other cultures as well). 1d6 piercing damage (ranged, ammunition) OR 1d4 bludgeoning damage (if you hit them over the head with it).
E.g. Knuckleduster/Brass Knuckles. 1d4 bludgeoning damage. (This one is even mentioned in Volo's Waterdeep Enchridion! Apparently Waterdhavians like to carry these or small knives with them for self defense, as blades 1 foot or longer have hefty sales taxes)
E.g. Spiked Knuckleduster/Brass Knuckles. 1d4 bludgeoning damage + 1 piercing damage.
E.g. The US Mark I Trench Knife. 1d4 slashing damage (knife blade) OR 1d4 piercing damage (knife stabby stabby) OR 1d4 bludgeoning + 1 piercing damage (by using the spiked knuckleduster or "skull cracker" knob at the bottom end of the hilt).
E.g. Triangular knife. 1d4 piercing damage + 1 piercing damage each round for 1d6 rounds. (Fun fact: triangular knives were actually outlawed by the Geneva Convention of 1949, because they caused 'undue suffering' and are incredibly difficult to sew shut, plus you keep bleeding out of them cause they're literally a hole)
These aren't necessarily that amazing of weapons or that much different from preexisting weapons in the game (mechanically speaking), but they'd be pretty cool to include for flavor and culture reasons.
I'd also love to create simple traps in equipment.
E.g. Human Snare. Requires X minutes of set-up. If a medium or small sized creature steps on it, they must make a Dexterity saving throw equal to your 8 + your Intelligence (Sleight of Hand) modifier. Failure means they are suspended upside down with their feet 10 feet in the air. Success means nothing happens to them. For why it's Intelligence (Sleight of Hand), not Dexterity (Sleight of Hand), please see Xanathar's Guide to Everything, section Tying Knots.
E.g. Rabbit Snare. Requires X minutes of set-up. If a Tiny sized creature steps on it, they must make a Dexterity saving throw equal to (Whatever number)
E.g. Freaking Bear Trap. It's a bear trap.
You get the idea. :)
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