Have a horrifying monster you’ve solely managed to scribble down? You possibly can carry it to life utilizing D&D Past’s homebrew creation instruments—after which throw them into fight utilizing Encounters! On this introduction to constructing monsters, we’ll take you step-by-step to making a creature on D&D Past. Click on beneath to get began:
Step one in constructing a monster is navigating to the instruments. From anyplace on D&D Past, you’ll be able to start making a monster by the mega menu by hovering over “Collections” and selecting “Create Monster” underneath the Homebrew part.
If you happen to occur to be shopping official monsters, you may discover a helpful “+ Create a Monster” button within the high proper of the web page:
Equally, yow will discover a shortcut menu for all method of homebrew instantly in your Creations web page, the place you’ll be able to choose “Create a… Monster.”
Create a monster utilizing a template or from scratch
Earlier than diving into homebrew monster creation, you may have to determine whether or not you may construct the creature totally from scratch or use an current monster as a template.
Working from a template is a superb possibility when current materials already accomplishes a portion of what you purpose to construct. It may also be a useful useful resource for studying how official content material is constructed! This may also turn out to be useful when creating rollable expressions (see below), which permit for cube rolling on monster stat blocks within the fight tracker of the Encounters software. (Unsure how one can use D&D Past’s encounter builder and fight tracker? See our tutorial right here!)
We’ll be making a variant season of the eladrin, which might usually be extra simply achieved by beginning with a template. We’re nonetheless going to decide on to “Create from Scratch,” nonetheless. This can be a 101 course, in any case!
While you land on the “Create a Monster” web page, you may see a bit for getting into primary info in your monster. The vast majority of the monster stat block will probably be entered right here. After creating the monster, you can add extra related particulars, similar to senses, languages identified, and motion speeds.
Fields with a purple asterisk are required, with three exceptions: it’s not essential to add a small or a big avatar nor to offer info for Armor Class Kind. Each area additionally has assist textual content that explains its perform. Attempting hovering a area identify or adjoining assist textual content icon ().
Right here is the place we fill in probably the most primary monster info: its identify, sort, measurement, problem ranking (CR), and so forth. A lot of this info can be utilized to filter by homebrew monsters. For the sake of this tutorial, we’ll be making a spooky season variant of the eladrin.
Particular traits description
This textual content area and others prefer it include pattern textual content, displaying the suitable formatting and examples of what would possibly belong in every field. Particular traits contain any monster traits not explicitly grouped underneath a selected motion and usually embrace passive traits and spellcasting. For instance, listed below are particular traits for our spooky season eladrin.
Right here, you may discover two various kinds of markup. The primary, seen within the Fey Step trait, known as a rollable expression. It’s a knowledge construction wrapped within the rollable tag. This tag lets you roll cube instantly from the monster stat block within the fight tracker of the Encounters software. If this seems to be daunting, don’t fret: now we have a information for including rollable expressions within the D&D Past boards. Additional, you are not required to make use of rollable expressions, particularly when the monster is in your personal private use!
The remaining less complicated units of let you create mouse-over tooltips. A full information to their use could be discovered right here!
This textual content area comprises all the particulars in your monster’s actions. Be aware that reactions and bonus actions have their very own separate fields.
Simply as within the above actions description field, that is the place your monster’s reactions are outlined. Our homebrew eladrin does not have any reactions, so we’ve deleted the pattern textual content discovered right here and left the sphere clean.
Monster traits description
That is the place all the non-mechanical descriptions of the monster ought to be positioned, together with taste textual content.
Bonus actions description
See the part above on the actions description field. Our instance monster does not have any bonus actions, so we’ve emptied this area of the pattern textual content and left it clean.
Legendary actions description
In case your monster is known, checking the “Is known?” field won’t solely give it the legendary icon () but additionally unlock the “Legendary actions description” area.
If you happen to’re homebrewing a monster that does not have legendary actions, examine the “Is known?” field and take away the pattern textual content. Then, uncheck the field. In any other case, your monster can have the pattern textual content in its stat block. Our monster is not legendary, so now we have eliminated this textual content and left the “Legendary actions description” area clean.
Mythic actions description
Much like the above part, checking the “Is mythic?” field will unlock the “mythic actions description” area, permitting you to enter the main points of your monster’s mythic actions, if it has any.
If you happen to’re homebrewing a monster that does not have mythic actions, examine the “Is mythic?” field to take away the pattern textual content, then uncheck the field. In any other case, your monster can have the pattern textual content in its stat block. Our monster is not mythic, so now we have eliminated this textual content and left the “Mythic actions description” area clean.
Lair and lair actions description
In case your monster has a lair or lair actions, this part will let you designate that truth and embrace an outline of the monster’s lair actions.
If you happen to’re homebrewing a monster that does not have a lair or lair actions, examine the “Has lair?” field to take away the pattern textual content, then uncheck the field. In any other case, your monster can have the pattern textual content in its stat block. Our monster does not have a lair, so now we have eliminated this textual content and left the “Lair and lair actions description” area clean.
All the non-action traits and statistics of your monster belong right here, together with skill scores, hit factors and Hit Cube, Armor Class, and so forth. Right here you may as well point out by which environments the creature is perhaps discovered, in addition to give it particular tags that can be utilized when filtering monster listings. It’s also possible to add avatars that may show customized monster photographs when in your assortment.
Once we’ve ensured that each required area is crammed in (keep in mind that the Armor Class Kind and each Small and Giant Avatar will not be required), hit the next “Create monster” button!
As soon as now we have created our monster, we’re in a position so as to add metadata for languages, senses, expertise, and motion.
For every language your monster understands or can communicate, click on “Add a language” and fill within the applicable language and any notes that is perhaps related to it.
Add any particular senses your monster would possibly possess utilizing the “Add a way” button. Keep in mind to incorporate info such because the vary of the sense within the “Monster sense observe” area!
In case your monster has proficiency in any expertise (or every other forms of proficiency or extra bonuses), add that info right here with the “Add a ability” button. Be aware that the bottom worth is usually the sum of the related ability skill modifier and the monster proficiency bonus. Any extra bonuses (constructive or unfavourable) belong within the “Extra bonus” area.
Any motion speeds your monster possesses belong right here. For every sort of motion pace, choose the “Add a motion” button.
After saving all of our adjustments, we wish to see the completed product! There are just a few methods to do that. Straight from the monster modifying web page, we will click on on the identify of the monster because it follows Homebrew > Creations within the navigation bar:
We are able to additionally discover it from anyplace on D&D Past by navigating within the mega menu to Collections > My Homebrew Creations.
Et voilà! Our masterpiece, the spooky season eladrin!
Spooky Season Eladrin
Medium fey (elf), chaotic impartial
Armor Class 19 (pure armor)
Hit Factors 127 (17d8 + 51)
Velocity 30 ft.
Abilities Intimidation +8, Efficiency +8
Injury Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical assaults
Situation Immunities frightened
Senses darkvision 120 ft., Passive Notion 13
Languages Widespread, Elvish, Sylvan
Problem 10 (5,900 XP) Proficiency Bonus +4
Fey Step (Recharge 4–6). As a bonus motion, the eladrin can teleport as much as 30 ft to an unoccupied house it will probably see.
Innate Spellcasting. The eladrin’s innate spellcasting skill is Charisma (spell save DC 16). It might probably innately solid the next spells, requiring no materials elements:
At will: chill contact, fog cloud, thaumaturgy
3/day every: animate lifeless, darkness, communicate with lifeless
1/day every: eyebite, mislead, phantasmal killer
Magic Resistance. The eladrin has benefit on saving throws in opposition to spells and different magical results.
Spooky Presence. Any non-eladrin creature that begins its flip inside 60 ft of the eladrin should make a DC 16 Knowledge saving throw. On a failed save, the creature turns into scared of the eladrin for 1 minute. A creature can repeat the saving throw on the finish of every of its turns, ending the impact on itself on successful. If a creature’s saving throw is profitable or the impact ends for it, the creature is resistant to any eladrin’s Spooky Presence for the following 24 hours.
Multiattack. The eladrin makes two weapon assaults. The eladrin can solid one spell rather than one among these assaults.
Longsword. Melee Weapon Assault: +7 to hit, attain 5 ft., one goal. Hit: 7 (1d8 + 3) slashing harm, or 8 (1d10 + 3) slashing harm if used with two arms, plus 9 (2d8) psychic harm.
Longbow. Ranged Weapon Assault: +7 to hit, vary 150/600 ft., one goal. Hit: 7 (1d8 + 3) piercing harm plus 9 (2d8) psychic harm.
After including our primary Info, languages, senses, expertise, and motion, our monster is full! Time to share it with the world! However wait—Should we? Publishing public homebrew is simply crucial if you need different D&D Past customers who aren’t in any shared campaigns with you to have the ability to view your work and add it to their assortment.
When you’ve got proofread your work, are happy that it has been totally examined, and—most significantly—you may have learn the Homebrew Guidelines & Tips, then click on the “Share with group” hyperlink in your distinctive homebrew creation!
Fastidiously learn the textual content field that seems, and if you’re prepared for the world to see your work, smash that Submit button! Keep in mind: Revealed homebrew can’t be edited or unpublished! You possibly can all the time create an up to date model, however publishing is everlasting.
Want extra assist? The Homebrew & Home Guidelines D&D Past subforum not solely has an unimaginable group of fellow homebrewers keen to assist with any questions, it additionally has homebrew guides pinned for straightforward reference.
Cameron (@CameronRPowell) is a Discord moderator for D&D Past. He’s a real-life bard who unintentionally dumped Charisma, and has performed Purloque the loxodon cleric on Cube, Digicam, Motion!. When he’s not behind the DM’s display screen, he enjoys mountain climbing Icelandic volcanoes, knitting, and creating his hundredth unused character on D&D Past.