I am looking to add a homebrew Meteor hammer. Using club as base damage, no magical bonus. range 10 feet. But has the ability to cast Ward Away spell twice a day. On a successful hit. I would greatly appreciate it. Somehow contact me with a link to the item if you can. I tried to make it and failed lol.
There is no way to change the base range of the weapon. The closest is "Bonus - Melee Reach" but this will increase the reach for ALL melee weapons on the character.
There is no automatic "on hit" so the player needs to remember to expend the charge.
It cannot be "made for you" or shared because it will use non-free content (Wardaway).
Beyond that, you can make magic item, type Weapon, base weapon Club. Add your description. Create Item. Under Additional Info set charges to 2 and reset to whatever you want. Add Spells > Wardaway > Min and Max charges at 1 > Enter the Save DC for the spell. If you leave the Save DC blank and the character does not have a spellcasting or pact magic feature then the Save DC will be calculated as 8 + their proficiency bonus. If they do have a spellcasting feature or pact magic feature it will be calculated as 8 + their proficiency bonus + their highest spellcasting ability modifier.
Save.
You are done. When the item is equipped it will add the Wardaway spell and when the player hits a target and wants to use it they can click "Use" next to the spell in the Spells tab to use a charge.
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The thing about this, is you have to manually apply the wepon property. As the base controls don't allow for that kind of control. So the magic property is written out. I usually make Meteor hammers from flails BTW, by you want a d4 not the d8 weapon.
I am looking to add a homebrew Meteor hammer. Using club as base damage, no magical bonus. range 10 feet. But has the ability to cast Ward Away spell twice a day. On a successful hit. I would greatly appreciate it. Somehow contact me with a link to the item if you can. I tried to make it and failed lol.
There is no way to change the base range of the weapon. The closest is "Bonus - Melee Reach" but this will increase the reach for ALL melee weapons on the character.
There is no automatic "on hit" so the player needs to remember to expend the charge.
It cannot be "made for you" or shared because it will use non-free content (Wardaway).
Beyond that, you can make magic item, type Weapon, base weapon Club. Add your description. Create Item. Under Additional Info set charges to 2 and reset to whatever you want. Add Spells > Wardaway > Min and Max charges at 1 > Enter the Save DC for the spell. If you leave the Save DC blank and the character does not have a spellcasting or pact magic feature then the Save DC will be calculated as 8 + their proficiency bonus. If they do have a spellcasting feature or pact magic feature it will be calculated as 8 + their proficiency bonus + their highest spellcasting ability modifier.
Save.
You are done. When the item is equipped it will add the Wardaway spell and when the player hits a target and wants to use it they can click "Use" next to the spell in the Spells tab to use a charge.
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.
ok:
Meteor-hammer-of-wardaway
The thing about this, is you have to manually apply the wepon property. As the base controls don't allow for that kind of control. So the magic property is written out. I usually make Meteor hammers from flails BTW, by you want a d4 not the d8 weapon.
See: Meteor-hammer or meteor-hammer-double-headed