13 Homebrew Guide
CPTN_Cosmo edited this page 2025-08-31 18:25:10 +02:00

We generally recommend to create a custom compendium or folder to store your creations in. After linking different features and classes/subclasses they should no longer be moved as that might break things.

Options marked in bold are mandatory (though they usually get a default value)

Ancestries

For custom Ancestries, create a new Ancestry Type Item.

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Click on the default Icon to change the Artwork for it.

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Enter the Description and click the + on Primary Feature and Secondary Feature to create new Features. Then click on the Feature to configure it. (You can also create the Feature Items in advance and simply drag them into the slots from your custom compendium.

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As with all Features you can add a resource, actions and effects. Please see below on Features for more Info.

Communities

To create a custom community first create a new Community item.

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Click the placeholder Art to replace it.

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You can now add the Description, Features and Effects to the community. For Features and Effects please see their entries below.

Domain Cards

In order to create a new Domain please see the Domains section below.

Now you can create a new Card for your Custom Domain. First create a new Domain Card Item.

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Then you can Enter the description as well as replace the default artwork for it.

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In the Settings Tab you can select your new domain, as well as the type, level, and recall cost.

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And lastly you can set up any actions and effects in their respective tabs. Please see below for details on actions and effects.

Classes

A Class Item has the following properties:

  • Name
  • Icon
  • Domains
  • Description
    • Description
  • Features
    • Hope Features
    • Class Features
    • Subclasses
  • Settings
    • Settings
      • Hit Points
      • Evasion
    • Traits
      • Agility
      • Strength
      • Finesse
      • Instinct
      • Presence
      • Knowledge
    • Suggested Equipment
      • Primary Weapon
      • Secondary Weapon
      • Armor
    • Inventory
      • Take
      • Then Choose Between
      • And Either
  • Effects

Please make sure to create the Features and Items first, then drag them into the Feature and Item slots on the Class Items. Please note that moving the Feature/Item or Class Item to a different folder or Compendium will break the link, and you have to re-add them.

Subclasses

A Subclass Item has these properties:

  • Name
  • Icon
  • Description
    • Description
  • Features
    • Foundation
    • Specialization
    • Mastery
  • Settings
    • Spellcasting Trait
  • Effects

Please make sure to create the Features first, then drag them into the Feature slots on the Subclass Items. Please note that moving the Feature or Subclass Item to a different folder or Compendium will break the link, and you have to re-add them.

Weapons

When creating a new Weapon type item, you can set

  • Name
  • Picture
  • Description
  • Settings
    • Settings
      • Tier
      • Primary or Secondary Weapon
      • Trait
      • Range
      • Burden
    • Damage
      • Die
      • Bonus
      • Type
    • Feature
  • Actions
  • Effects

Armor

When creating a new Armor type item, you can set

  • Name
  • Picture
  • Description
  • Settings
    • Tier
    • Base Score
    • Feature
    • Base Thresholds
  • Actions
  • Effects

Items

Consumables

When creating a new Consumables type Item you can set a name, Picture, Description text, Quantity (Settings), Consume on Use (Settings), as well as add Actions and Effects to if.

Loot

When creating a new Loot type Item you can set a name, Picture, Description text, Quantity (Settings), as well as add Actions and Effects to if.

Actions

Actions are used for spells and abilities, and are usually used for Domain Cards, Ancestries, Classes, Subclasses, Communities, but also some Items, Consumables and Weapons.

Attack Action

The Attack Action should be used for Weapon- or Spell Attacks, or basically anything that requires an Attack Roll and then deals damage to a resource.

  • Base
    • Identity
      • Name
      • Icon
      • Type
      • Display in Chat
    • Description
  • Configuration
    • Uses
      • Spent
      • Max
      • Recovery
    • Cost
      • Scalable
      • Resource
      • Amount
      • Step
    • Range & Target
      • Range
      • Amount
      • Target
  • Effect
    • Roll
      • Type
      • Trait
      • Difficulty
      • Advantage State
    • Save
      • Trait
      • Difficulty
      • Damage on Save
    • Damage
      • Formula
        • Custom Formula
        • Multiplier
        • Dice
        • Bonus
      • Targeted Resource
      • Type
    • Effects

Healing Action

The Healing Action should be used whenever you want to restore or clear Hope, Stress, HP, Fear, Armor Slots...

  • Base
    • Identity
      • Name
      • Icon
      • Type
      • Display in Chat
    • Description
  • Configuration
    • Uses
      • Spent
      • Max
      • Recovery
    • Cost
      • Scalable
      • Resource
      • Amount
      • Step
    • Range & Target
      • Range
      • Amount
      • Target
  • Effect
    • Roll
      • Type
      • Trait
      • Difficulty
      • Advantage State
    • Healing
      • Formula
        • Custom Formula
        • Multiplier
        • Dice
        • Bonus
      • Targeted Resource
    • Effects

Damage Action

The Damage Action should be used if you want to immediately deal damage to a resource (without an attack roll).

  • Base
    • Identity
      • Name
      • Icon
      • Type
      • Display in Chat
    • Description
  • Configuration
    • Uses
      • Spent
      • Max
      • Recovery
    • Cost
      • Scalable
      • Resource
      • Amount
      • Step
    • Range & Target
      • Range
      • Amount
      • Target
  • Effect
    • Damage
      • Formula
        • Custom Formula
        • Multiplier
        • Dice
        • Bonus
      • Targeted Resource
      • Type
    • Effects

Beastform Action

  • Base
    • Identity
      • Name
      • Icon
      • Type
      • Display in Chat
    • Description
  • Configuration
    • Uses
      • Spent
      • Max
      • Recovery
    • Cost
      • Scalable
      • Resource
      • Amount
      • Step
    • Range
      • Range
      • Amount
      • Target
  • Effect
    • Beastform

Summon Action

  • Base
    • Identity
      • Name
      • Icon
      • Type
      • Display in Chat
    • Description
  • Configuration
    • Uses
      • Spent
      • Max
      • Recovery
    • Cost
      • Scalable
      • Resource
      • Amount
      • Step
    • Range & Target
      • Range
      • Amount
      • Target
  • Effect

Summon Actions are not currently implemented.

Generic Action

  • Base
    • Identity
      • Name
      • Icon
      • Type
      • Display in Chat
    • Description
  • Configuration
    • Uses
      • Spent
      • Max
      • Recovery
    • Cost
      • Scalable
      • Resource
      • Amount
      • Step
    • Range & Target
      • Range
      • Amount
      • Target
  • Effect
    • Effects

Macro Action

  • Base
    • Identity
      • Name
      • Icon
      • Type
      • Display in Chat
    • Description
  • Configuration
    • Uses
      • Spent
      • Max
      • Recovery
    • Cost
      • Scalable
      • Resource
      • Amount
      • Step
    • Range
      • Range
      • Amount
      • Target
    • Effect
      • Macro

Features

Features are used as part of a lot of other items. Often it is best to first create the Feature items first and then link them in the (for example) Subclass item. Please note that all Items should be created in the correct folders first, then linked together. If any item or feature is moved after linking them the linking will break.

Feature items have the following settings:

  • Name
  • Picture
  • Description
  • Settings
    • Resource
      • Type
      • Recovery
      • Progression
      • Value
      • Max
      • Icon
  • Actions
  • Effects

Effects

There are active and inactive effects. Active effects are applied immediately, while inactive effects do nothing when applied, until they get activated. Active effects can be deactivated, which makes them inactive effects. Both active and inactive effects can be deleted from an actor, which disables their effects.

Effects can have:

  • Name
  • Icon
  • Details
    • Icon Tint Color
    • Effect Description
    • Effect Suspended (make it inactive)
    • Apply Effect to Actor
    • Status Conditions
  • Settings
    • Range Dependence*
      • Enabled*
      • Type*
      • Target*
      • Range*
    • Effect Duration*
    • Effect Start Time*
    • Effect Duration (Combat)*
    • Effect Start*
  • Changes
    • Attribute Key
    • Change Mode
    • Value
    • Priority
  • These are Default Settings for Effect items from Foundry, they do not really work in Daggerheart, because of how these things are handled in the system.

Changes are where you will most likely add anything the effect does, like modify or overwrite any values. You can use the Attribute Key dropdown to find available system keys (like Hit Points, Stress, Evasion, etc.) You can add, multiply, downgrade, upgrade or overwrite any values.

Homebrew Settings

Go to Game Settings -> Configure Settings -> Daggerheart -> Configure Homebrew

Settings

Max Fear

Changes the Fear Tracker maximum fear value (Default: 12).

Max Class Domains

Changes the maximum of Domains a Class can have (Default: 2).

Max Cards In Loadout

Changes how many cards can ever be active in the Loadout at once (Default: 5).

Initial Trait Modifiers

Changes the available trait modifiers available at character creation. The default is 2, 1, 1, 0, 0, -1

Currency Overrides

You can enable the Currency Override and then rename any of the currencies.

Domains

In order to set up a custom domain please go to the System Settings:

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Game Settings > Configure Settings > Daggerheart > Configure Homebrew

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Go to the Domains Tab and click the + Icon next to Homebrew Domains

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Enter a name for your new Domain (The Name can not be changed later!)

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The new Domain is selected and you can change the default Icon and enter a description.

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Downtime

Here you can set up the available Downtime moves. You can remove or modify existing ones, as well as add new ones. Currently all downtime moves are shown to all players, but there are plans to have custom permissions on downtime moves to only show them to specific players.