This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Rare, I would say. +1 weapons are uncommon, and extra abilities aren't powerful enough to make it very rare.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Rare, I would say. +1 weapons are uncommon, and extra abilities aren't powerful enough to make it very rare.
Thanks...pretty much in line with what I thought. That is an Infusion that a 6th level Artificer. I have a potential player wanting to play an Artificer in my low magic game. That is just one of many infusions that allows a 6th level Artificer to create 3 items of at least Rare level. That will strengthen my reasons for saying no.
Artificers are just characters who create temporary magic items, instead of being full casters like wizards
To give perspective, in my low magic game, my 7th/8th level players have a single Rare item amongst the entire party. And that item is actually a key plot moving Artifact the players only of know a tiny bit of the capabilities of said Artifact). So having a character suddenly have 3 Rare items is game-breaking. Yes, I recognize the class is a 1/3 casting class, and these Infused Items are key to the functionality of the class. But Artificer was designed for a high volume magic setting, specifically Eberron. It does not work in a low magic setting.
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This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Rare, I would say. +1 weapons are uncommon, and extra abilities aren't powerful enough to make it very rare.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Thanks...pretty much in line with what I thought. That is an Infusion that a 6th level Artificer. I have a potential player wanting to play an Artificer in my low magic game. That is just one of many infusions that allows a 6th level Artificer to create 3 items of at least Rare level. That will strengthen my reasons for saying no.
I don't see a reason to say no to that?
Artificers are just characters who create temporary magic items, instead of being full casters like wizards
To give perspective, in my low magic game, my 7th/8th level players have a single Rare item amongst the entire party. And that item is actually a key plot moving Artifact the players only of know a tiny bit of the capabilities of said Artifact). So having a character suddenly have 3 Rare items is game-breaking. Yes, I recognize the class is a 1/3 casting class, and these Infused Items are key to the functionality of the class. But Artificer was designed for a high volume magic setting, specifically Eberron. It does not work in a low magic setting.