I have a magic weapon (that only rouges can attune too) that can cast steel wind strike. But the spell attack bonus is currently a measly three. How do I increase that without having my character multiclass into a spellcasting class and/or go Arcane Trickster subclass (I want to use the weapon on a Swashbuckler).
Is this a home brew item? Does the description say what ability score to use for casting the spell? The attack bonus is spellcasting modifier + Proficiency Bonus.
If the spell is listed on the DDB character sheet you can customize it by clicking on it and from the fly out description there should be a customize drop down where you can override to hit or give a boost to hit.
Is this a home brew item? Does the description say what ability score to use for casting the spell? The attack bonus is spellcasting modifier + Proficiency Bonus.
If the spell is listed on the DDB character sheet you can customize it by clicking on it and from the fly out description there should be a customize drop down where you can override to hit or give a boost to hit.
Yes, it is homebrew, but magic items don't usually have ability scores listed. Oh, and I expend charges to cast the spell. Not to mention I don't see that customize tab.
So without being a class that actually has a proper spell casting modifer? You probably don't. Assuming it's casting based off INT the DM would have to adjust the item so that it uses your proficeny bonus as you're attuned to the item. If it's already using your prof bonus and your INT is a 10? Well, now you need items that raise your INT.
Giving a 5th level spell to a rogue is powerful, one that attacks multiple enemies and allows teleportation. With you saying you're a rogue but you don't have a subclass, it sounds like you're level 1 or 2. This might have been the DMs way of balancing it.
So without being a class that actually has a proper spell casting modifer? You probably don't. Assuming it's casting based off INT the DM would have to adjust the item so that it uses your proficeny bonus as you're attuned to the item. If it's already using your prof bonus and your INT is a 10? Well, now you need items that raise your INT.
Giving a 5th level spell to a rogue is powerful, one that attacks multiple enemies and allows teleportation. With you saying you're a rogue but you don't have a subclass, it sounds like you're level 1 or 2. This might have been the DMs way of balancing it.
Well, the item is artifact level. And I plan on using CHA instead.
Usually, you use your spellcasting attack bonus, on top of which it would add +3. That's actually a pretty powerful weapon, usually +3s are very rare and therefore for level 11+ (I might be slightly off, that's from memory). If you don't have a spell attack bonus (because your ability is just too low), then that sucks, but the item isn't intended for you. It would be like giving a warhammer to a Wizard - it was never intended for use by that character.
You can either find a way to raise your spellcasting ability modifier, or accept that the item wasn't really meant to be used by your pirate, just like that awesome warhammer wasn't meant to be used by the Wizard.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Usually, you use your spellcasting attack bonus, on top of which it would add +3. That's actually a pretty powerful weapon, usually +3s are very rare and therefore for level 11+ (I might be slightly off, that's from memory). If you don't have a spell attack bonus (because your ability is just too low), then that sucks, but the item isn't intended for you. It would be like giving a warhammer to a Wizard - it was never intended for use by that character.
You can either find a way to raise your spellcasting ability modifier, or accept that the item wasn't really meant to be used by your pirate, just like that awesome warhammer wasn't meant to be used by the Wizard.
Since they are a class without a spellcasting feature, they have no spellcasting bonus listed on the sheet. Which makes sense. That being said, +3 sounds wrong in this case. If you don't have a spellcasting stat but you're attuned to an item, it just gives your proficieny bonus + whatever bonuses it confers. I had to look the rules up to figure that one out. If you're not level 3 or mutliclassed yet, your prof bonus should be a +2. If the DM is giving prof bonus + SOMETHING, they're doing it wrong/housed ruled it because you don't have a spellcasting modifier. Maybe they're giving it a +3 because its an artifact? If so, then you'd still add the + from your prof bonus as well.
Well guess you need to figure out a way to mutliclass into a bard then.
sorry, no multiclass
Enjoy your weapon as it was given then. Unless the DM decides to adjust it to give the spell a default plus to hit, like some items do with Saving Throws(Spider Staff is an example, it has Web as a constant DC 15 Dex), then given your limitations you aren't going to be able to do what you want.
Since they are a class without a spellcasting feature, they have no spellcasting bonus listed on the sheet. Which makes sense. That being said, +3 sounds wrong in this case. If you don't have a spellcasting stat but you're attuned to an item, it just gives your proficieny bonus + whatever bonuses it confers. I had to look the rules up to figure that one out. If you're not level 3 or mutliclassed yet, your prof bonus should be a +2. If the DM is giving prof bonus + SOMETHING, they're doing it wrong/housed ruled it because you don't have a spellcasting modifier. Maybe they're giving it a +3 because its an artifact? If so, then you'd still add the + from your prof bonus as well.
I believe the +3 comes from the "+3 to attack and damage rolls"
Usually, you use your spellcasting attack bonus, on top of which it would add +3. That's actually a pretty powerful weapon, usually +3s are very rare and therefore for level 11+ (I might be slightly off, that's from memory). If you don't have a spell attack bonus (because your ability is just too low), then that sucks, but the item isn't intended for you. It would be like giving a warhammer to a Wizard - it was never intended for use by that character.
You can either find a way to raise your spellcasting ability modifier, or accept that the item wasn't really meant to be used by your pirate, just like that awesome warhammer wasn't meant to be used by the Wizard.
the idea was a rapier with some built in spells and other benefits. Rouges can easily use rapiers.
Usually, you use your spellcasting attack bonus, on top of which it would add +3. That's actually a pretty powerful weapon, usually +3s are very rare and therefore for level 11+ (I might be slightly off, that's from memory). If you don't have a spell attack bonus (because your ability is just too low), then that sucks, but the item isn't intended for you. It would be like giving a warhammer to a Wizard - it was never intended for use by that character.
You can either find a way to raise your spellcasting ability modifier, or accept that the item wasn't really meant to be used by your pirate, just like that awesome warhammer wasn't meant to be used by the Wizard.
the idea was a rapier with some built in spells and other benefits. Rouges can easily use rapiers.
And that's why several folks said you need to talk to your DM about the weapon, specifically since it is home brewed and therefore the rules are up to him.
As others have stated, as it is currently written (or at least being explained to us) the weapon isn't usable (at least it's special effects) without going trickster subclass or multi-classing (and at that point you're probably better going trickster so to not nerf sneak attack damage).
Items that provide spells will be done in one of two ways:
1. It will have a specific ability, bonus and/or DC set into it.
2. No stats are set so if you are a spellcaster it will use the best spellcasting ability you have available. If you are not a spellcaster, it assumes a spellcasting ability of 10, meaning a 0 modifier.
-
This will be up to the DM to decide which method. If they decide it uses method 2 - then you be shit outta luck. If it is 1, then the item will need to be edited and modifiers adjusted.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
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I have a magic weapon (that only rouges can attune too) that can cast steel wind strike. But the spell attack bonus is currently a measly three. How do I increase that without having my character multiclass into a spellcasting class and/or go Arcane Trickster subclass (I want to use the weapon on a Swashbuckler).
Is this a home brew item? Does the description say what ability score to use for casting the spell? The attack bonus is spellcasting modifier + Proficiency Bonus.
If the spell is listed on the DDB character sheet you can customize it by clicking on it and from the fly out description there should be a customize drop down where you can override to hit or give a boost to hit.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Yes, it is homebrew, but magic items don't usually have ability scores listed. Oh, and I expend charges to cast the spell. Not to mention I don't see that customize tab.
So without being a class that actually has a proper spell casting modifer? You probably don't. Assuming it's casting based off INT the DM would have to adjust the item so that it uses your proficeny bonus as you're attuned to the item. If it's already using your prof bonus and your INT is a 10? Well, now you need items that raise your INT.
Giving a 5th level spell to a rogue is powerful, one that attacks multiple enemies and allows teleportation. With you saying you're a rogue but you don't have a subclass, it sounds like you're level 1 or 2. This might have been the DMs way of balancing it.
Well, the item is artifact level. And I plan on using CHA instead.
Well guess you need to figure out a way to mutliclass into a bard then.
Usually, you use your spellcasting attack bonus, on top of which it would add +3. That's actually a pretty powerful weapon, usually +3s are very rare and therefore for level 11+ (I might be slightly off, that's from memory). If you don't have a spell attack bonus (because your ability is just too low), then that sucks, but the item isn't intended for you. It would be like giving a warhammer to a Wizard - it was never intended for use by that character.
You can either find a way to raise your spellcasting ability modifier, or accept that the item wasn't really meant to be used by your pirate, just like that awesome warhammer wasn't meant to be used by the Wizard.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
sorry, no multiclass
Since they are a class without a spellcasting feature, they have no spellcasting bonus listed on the sheet. Which makes sense. That being said, +3 sounds wrong in this case. If you don't have a spellcasting stat but you're attuned to an item, it just gives your proficieny bonus + whatever bonuses it confers. I had to look the rules up to figure that one out. If you're not level 3 or mutliclassed yet, your prof bonus should be a +2. If the DM is giving prof bonus + SOMETHING, they're doing it wrong/housed ruled it because you don't have a spellcasting modifier. Maybe they're giving it a +3 because its an artifact? If so, then you'd still add the + from your prof bonus as well.
Enjoy your weapon as it was given then. Unless the DM decides to adjust it to give the spell a default plus to hit, like some items do with Saving Throws(Spider Staff is an example, it has Web as a constant DC 15 Dex), then given your limitations you aren't going to be able to do what you want.
I believe the +3 comes from the "+3 to attack and damage rolls"
the idea was a rapier with some built in spells and other benefits. Rouges can easily use rapiers.
And that's why several folks said you need to talk to your DM about the weapon, specifically since it is home brewed and therefore the rules are up to him.
As others have stated, as it is currently written (or at least being explained to us) the weapon isn't usable (at least it's special effects) without going trickster subclass or multi-classing (and at that point you're probably better going trickster so to not nerf sneak attack damage).
Items that provide spells will be done in one of two ways:
1. It will have a specific ability, bonus and/or DC set into it.
2. No stats are set so if you are a spellcaster it will use the best spellcasting ability you have available. If you are not a spellcaster, it assumes a spellcasting ability of 10, meaning a 0 modifier.
-
This will be up to the DM to decide which method. If they decide it uses method 2 - then you be shit outta luck. If it is 1, then the item will need to be edited and modifiers adjusted.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.