I wasn't able to find this anywhere, but is there a way to create a Magic Item that would act normally for anyone to use, but if Attuned to by a specific Subclass, then have the magical properties? For example a dagger that anyone could use, but when wielded by an Assassin would give +2 to attack/damage as well as a few side effects?
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Dungeon Master- Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
There a lot of magic items that are class specific. You personally as a DM can make them subclass specific or even create new items that are now subclass specific. You are the rules and the narrator of the world whatever you want to have happen can happen.
I'd expect that on DDB you wont be able to make it. However an alternative would be to make 2 versions of the magic item, one for if the specific subclass attunes to it while another for any other character does so.
Mechanically the attunement requirements aren't built into the tool. However it does appear that if you use D&D being character sheet. Whatever modifier that requires attunement if applied to the character sheet when player sets the attuned option in the character sheet. So it's up to you and the player to make sure the requirement is met to attune, for them to select attuned on their sheet on D&D beyond. This appears to be the most natural transposition from pure pen and paper. I'm sure technically the creation tool could be more complex to check requirements but it's also possible that such a complexity could also lack possibilities players could come up with.
With that said I assume you simply check requires attunement and give the item the +2 bonuses. And then it will change the info in the stats for the weapon if attuned is set on the sheet or not. I also believe from looking at things that side effects are also meant to be dealt with outside like determining attunement requirements.
Also the example item has bonus dice for necrotic damage that differs if attuned that I don't see reflected on the digital sheet outside of the description details for the item. Not sure if that is an error in the items creation or if like attunement requirements they left certain aspects to that natural transposition from pen and paper to manually handle.
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I wasn't able to find this anywhere, but is there a way to create a Magic Item that would act normally for anyone to use, but if Attuned to by a specific Subclass, then have the magical properties? For example a dagger that anyone could use, but when wielded by an Assassin would give +2 to attack/damage as well as a few side effects?
Dungeon Master - Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
I am not sure. You can require the class/subclass for attunment. Try making a copy of hazirawn. It has 2 different bonuses depending on attunment.
I can't look at that one, I don't have the Hoard of the Dragon Queen books in DDB.
Dungeon Master - Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
There a lot of magic items that are class specific. You personally as a DM can make them subclass specific or even create new items that are now subclass specific. You are the rules and the narrator of the world whatever you want to have happen can happen.
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But I can't figure out how to do that on DDB. Do you know how to do that, or point me in the right direction?
Dungeon Master - Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
I'd expect that on DDB you wont be able to make it.
However an alternative would be to make 2 versions of the magic item, one for if the specific subclass attunes to it while another for any other character does so.
- Loswaith
Mechanically the attunement requirements aren't built into the tool. However it does appear that if you use D&D being character sheet. Whatever modifier that requires attunement if applied to the character sheet when player sets the attuned option in the character sheet. So it's up to you and the player to make sure the requirement is met to attune, for them to select attuned on their sheet on D&D beyond. This appears to be the most natural transposition from pure pen and paper. I'm sure technically the creation tool could be more complex to check requirements but it's also possible that such a complexity could also lack possibilities players could come up with.
With that said I assume you simply check requires attunement and give the item the +2 bonuses. And then it will change the info in the stats for the weapon if attuned is set on the sheet or not. I also believe from looking at things that side effects are also meant to be dealt with outside like determining attunement requirements.
Also the example item has bonus dice for necrotic damage that differs if attuned that I don't see reflected on the digital sheet outside of the description details for the item. Not sure if that is an error in the items creation or if like attunement requirements they left certain aspects to that natural transposition from pen and paper to manually handle.