Homebrew nonmagical Equipment

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54 comments

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    Steven S

    This is the single thing I want most.

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    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.....

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    Iheartzombies87

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

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    Andrew Dunne

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

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    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.

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    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.

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    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.

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    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. 

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    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.

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    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.

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    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.

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    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.

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    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. 

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    Fiendish

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

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    Daniel E. Dean

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

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    Mark McCollum

    I'm all for this change, but @Daniel... woudn't a tattoo artist caster use magical tattoo equipment?

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    Daniel E. Dean

    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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    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.

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    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.

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    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.

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    Benjamin Schnarre

    What I want is the ability to just fix a few weapons which Wizards of the Coast have royally screwed up. Such as the War pick not having the reach property even though a War pick is a pole arm just like a halberd.

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    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. :)

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    Zika_Kai

    Please make this happen developers!

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    Michael Makes Everything

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

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    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.

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    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.

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    SJP

    Seriously, this seems like a fairly obvious oversight. Is there a plan to implement this function?

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    August Harris-Early

    This is my top request, the amount of difficulty this causes now that I've integrated my campaign into DnDBeyond is very frustrating.

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    Matthew Zigrest

    Ill chime in and say this would be great for my artificer.

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    Tolmdomi

    I continually find myself in a position where I need this feature. Please consider implementing this

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