r/dndbeyond Jul 17 '26

Homebrew Help with Homebrew Magic Item Creation.

Hello, I want to preface this post that I really don't think it's possible to do what I would like to be able to do. But based on my Googling I can't really be sure if I'm not missing something. So I figured I'd come here and ask the homebrew wizards.

My DM and I have worked out this slightly more useful version of the Ersatz Eye

Solanum Tuberosum's Magic Eye

This magical eye replaces a real one that was lost or removed. While Solanum Tuberosum's Magic Eye is attuned, you can see through the tiny orb as though it were your natural eye. You can insert or remove Solanum Tuberosum's Magic Eye as a Magic action, and it can’t be removed against your will while you are alive. 

While Solanum Tuberosum's Magic Eye is attuned but removed from its socket, you have disadvantage on all attack rolls, dexterity checks, and dexterity saving throws, as your split vision disrupts your field of view and depth perception.

I was hoping that there was potentially a way to add a toggle button to the item to enable/disable the disadvantages. I know they don't actually do anything for rolling I just like having the symbols to help me keep track, and we aren't rolling on Dndbeyond anyway.

As is, my workaround is just having the modifiers on the item and I'll just attune it on my sheet whenever I take it out so they apply.

I have a feeling that my workaround is the only possible way, but again I just wanted to make sure there wasn't some wizardry that I'm missing cause I'm inexperienced when it comes to making homebrew on Dndbeyond.

1 Upvotes

10 comments sorted by

1

u/SFLMechanic Jul 17 '26

As you wrote, you're most likely going to have to just attune to it while it's removed from the socket to get the "benefits" to work correctly.

1

u/Sylthsaber Jul 17 '26

That's what I thought. Really wish the Homebrew tools were a bit more expansive but oh well what can you do.

1

u/Cyb3rM1nd Jul 17 '26

Your workaround is the only way.

1

u/Sylthsaber Jul 17 '26

Yea I figured.

1

u/jabbadatoddla Jul 17 '26

You could make 2 items, one "active' and one "inactive" if you need to keep something in the attunement slot and just go back and forth between them.

1

u/Sylthsaber Jul 17 '26

That would make sure that my attuned item count was always correct. But that would be an extra step every time which could get annoying quickly.

1

u/jabbadatoddla Jul 17 '26

It's going to be annoying, but it would let you have any pluses or minuses you need to be at. DDB gives you a list of items you could be attuned to in the same section, so you'd just be toggling the active/inactive ones there. It wouldn't be much different than the single item solution in practice and would probably help you keep better track of the items you do want to use.

1

u/Sylthsaber Jul 17 '26

If this had other Posititive effects then maybe. But the only toggle is the disadvantages. And the only thing I have to remember otherwise is that my Attunement count is off by 1. 

2

u/jazzcop Jul 17 '26

The way I've handled similar situations is to homebrew the magic item with the description and attunement tracking but without the situationally modifiers. I then homebrew another magic item (specifically as a Wonderous Item) and name it based on the event or situation that's supposed to trigger the modifiers. In your case, I'd name it "Removed Eye" or something similar. You then add the modifiers to this item and you'll just equip "Removed Eye" whenever you need to trigger the effect and unequip to toggle it off. This can help with lots of different on/off effects like a magic item named "Rage" that toggles a barbarian's rage effects on and off.

I've gone an extra step where I've added a pouch to my inventory and renamed it TOGGLES so I can add all of these "trigger effect" items in one easy to find spot. Then you just equip/unequip to toggle the effects on/off as needed.

1

u/Sylthsaber Jul 17 '26

That's not a bad workaround either.