Homebrew nonmagical Equipment

Comments

70 comments

  • Avatar
    Steven S

    This is the single thing I want most.

    33
    Comment actions Permalink
  • Avatar
    Justin Swank

    I want this just make different types of herbs, ores and various other craft able materials so it's easier for my players to keep track. Like dragon hearts, dragon scales, dragon teeth.....

    19
    Comment actions Permalink
  • Avatar
    David McCallum

    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.

    15
    Comment actions Permalink
  • Avatar
    Iheartzombies87

    Yeah or just a sharper dagger that does 1d6 damage or something. I would just like to fully homebrew a weapon.

    13
    Comment actions Permalink
  • Avatar
    Rui M Almeida

    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.

    12
    Comment actions Permalink
  • Avatar
    Josh LaBrie

    I agree I would like to see this change more than any other.  Full custom homebrew of all weapons/items.  If it's classified as a weapon we should be able to pick and choose our damage dice and how bonuses apply.

    11
    Comment actions Permalink
  • Avatar
    Andrew Dunne

    This would be great for Urban Fantasy campaigns, where one wants to add more modern equipment!

    9
    Comment actions Permalink
  • Avatar
    Erik Z Jensen

    This would also be super useful for homebrew settings that add new basic items similar to how eberron or CR adds new equipment. Or new kinds of packs or kits. Like a pack of items unique to a specific faction or type of soldier.

    9
    Comment actions Permalink
  • Avatar
    Caleb R. Joyce

    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. 

    9
    Comment actions Permalink
  • Avatar
    Draco Druid

    Custom non-magic armor and weapons is the one thing I want the most at the moment.

    Though I guess that, at least for weapons, getting proficiency work correctly might be a bit of an issue.

    9
    Comment actions Permalink
  • Avatar
    Andrew Welker

    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. :)

    9
    Comment actions Permalink
  • Avatar
    Daniel E. Dean

    100% Need this. I need to make tools for my new tattoo artist caster class as no tattoo equipment exists currently.

    8
    Comment actions Permalink
  • Avatar
    Ryan Clement

    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.

    8
    Comment actions Permalink
  • Avatar
    Chrswhln245

    I would love this. so i can make items and keep track of for my tinkerer Gnome who loves making items such as crossbow bolts with an acid vial tip.

    7
    Comment actions Permalink
  • Avatar
    Mark Owens

    They've claimed that friffery silliness like colorful dice doesn't impact the game's feature development, but they could still have done this kind of feature development INSTEAD of dice and gotten it done, so that's nonsense. 

    7
    Comment actions Permalink
  • Avatar
    Michael Fay

    Yeah, bump this. I'd like the ability to add homebrew weapons because there's all sorts of real world weapons that aren't represented on here. 

    6
    Comment actions Permalink
  • Avatar
    Fiendish

    Bump. Please do this, it'd be a great addition.

    6
    Comment actions Permalink
  • Avatar
    Michael Makes Everything

    With the Artificer Class being able to create custom non-magical items that can then be infused would be so useful!

    6
    Comment actions Permalink
  • Avatar
    Cannibalpizzatv

    I feel like homebrewing non-magical items is very necessary for some campaign settings and would be a very welcome feature to D&D Beyond.

    6
    Comment actions Permalink
  • Avatar
    Mark Owens

    Making a nonmagical item just for one character is ABSOLUTELY not good enough.

    As a DM, I need to create non-magical items that I can give to my players on their sheets.

    The answer to 'Please add this extremely useful and basic feature that there can be no possible good excuse for not having put in on DAY ONE is never "Oh, we have a text box" That's nonsense. 

    6
    Comment actions Permalink
  • Avatar
    Matthew Burns

    I understand we could use the magic items part of the website but it feels like it would fall short. You seem to have the capability to do this hopefully it will be integrated sometime soon.

    5
    Comment actions Permalink
  • Avatar
    Stephen Gros

    I would really appreciate this functionality as well. I'd like to be able to make customized versions of guns for example and adjust their range statistics and other stats.

    5
    Comment actions Permalink
  • Avatar
    Eveliina Sallinen

    I have add my voice to this! I can't even add such a simple thing as a hammock to my equipment. It's very disheartening when I'm trying to transfer all my data to d&d beyond and I can't add some simple stuff and have to keep a separate list on paper for stuff like that.

    5
    Comment actions Permalink
  • Avatar
    Zika_Kai

    Please make this happen developers!

    5
    Comment actions Permalink
  • Avatar
    Lucas Corvinius

    I want to be able to create clothes, bags, pouches, legal documents, contracts, weapons, armor etc.

    I was kinda stunned when i looked around and finally realized common items can't be homebrewed. And i couldn't figure out why. It makes no sense.

    5
    Comment actions Permalink
  • Avatar
    Justin Swank

    I am always finding myself in these positions to need this feature as well.  I make alot of mundane item for my players to use.  It would be nice to have them as a base so they can just select it and i dont have to tell them it weights x it costs x.  Everytime i ask this im told just make it in the magic items section.  That isn't the best.  Also have been told oh just use the custom item section.  That works but then my players are like what is this thing.

    5
    Comment actions Permalink
  • Avatar
    Justin Swank

    With the announcement about some functions that have been highly requested i thought this would be one of those coming.  I am a desperate need for this for my games.  I am doing a major crafting style game. That involves finding ore, herbs, and other items that aren't typically found in dnd.  i want to make them for my players but they are not magical items.

    5
    Comment actions Permalink
  • Avatar
    CherubAgent1440

    Mark, yes, I agree with you. Colourful dice are a completely useless feature, whereas mundane weapons (which could be done as a "non-magical" rarity and a "change weapon base damage" modifier) would actually be game-changing for many campaigns that feature weapons that aren't in D&D

    5
    Comment actions Permalink
  • Avatar
    Matt Bitner

    PLEASE ADD THIS.

    5
    Comment actions Permalink
  • Avatar
    Ryan Clement

    I'm glad to see so many of you on the same page.  Maybe now that Beyond is in the hands of more capable management we can get some movement on this.  Given how much money I give this product annually its really a shame that 90% of their development has been about getting me to buy virtual dice I dont need instead of actual features like this that are, imo, utterly necessary for a proper campaign.

    The question is now, how do we get an official response to this instead of just yelling into the void, as you can see this post is now 3 years old and they've never so much as commented on such a simple feature.  Its quite clear that despite sending people to this forum for exactly this purpose that they dont actually care to read anything in here.

    5
    Comment actions Permalink

Please sign in to leave a comment.