From 34620ecf18289e8bf37409b4cf9750e5b9650ef4 Mon Sep 17 00:00:00 2001 From: cptn-cosmo Date: Sun, 31 Aug 2025 18:06:47 +0200 Subject: [PATCH] filled missing sections with text --- Homebrew-Guide.md | 407 +++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 404 insertions(+), 3 deletions(-) diff --git a/Homebrew-Guide.md b/Homebrew-Guide.md index fcdff15..a5c8c69 100644 --- a/Homebrew-Guide.md +++ b/Homebrew-Guide.md @@ -1,5 +1,7 @@ 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. @@ -82,20 +84,419 @@ And lastly you can set up any actions and effects in their respective tabs. Plea # 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 -## Features +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. -## Effects +# Actions -# Homebrew Settings \ No newline at end of file +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 + +- 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 + +- 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 + +- 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 + +See `Domain Cards` above. + +## 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. \ No newline at end of file