Ok, so here 's the deal: I have thought about this item. It's a set of magical robes that helps spellcasters concentrate (without giving them advantage and thus making warcaster useless), and allows a 1/day bomb spell. I was thinking of making this a rare item, but I'm not sure it is up to the challenge. Consider this compared to a Ring of Protection: the bonus to saves of the ring is much better (being that it applies to all saves), and the +1 to AC is arguably better than the "bomb" spell 1/day. However, increasing the bonus to concentration to 1d6 or 1d8 makes concentration saves a joke (which is quite annoying as a DM, especially when so many of the casters in the party have 16+Con, Warcaster or Proficiency with Con saves.
What do u think would be a good increase, powerful enough to make it comparable to other Rare items? I was thinking maybe make the moment of clarity usable more than 1/day? Maybe 1/short rest or have 2-3 charges?
Clarity Robes
Woundrous item (robes), rare (requires attunement by a spellcaster)
These white robes are inscribed with magical runes that spiral inwards to a center point in the middle of the chest, which glows very softly of a yellow light. These runes help focus the magical power of the wearer to another level.
While wearing these robes, you can add 1d4 to Constitution saves that you make to maintain concentration on a spell when you take damage.
Moment of Clarity: When you roll damage with a spell, you can spend one of these charges: you can change the damage dice type by 1 category (d4 into d6, d6 into d8, d8 into d10, d10 into d12, d12 into 2d8). After you use this ability, you can’t use it again until you finish a long rest.
There are two ways 2 ways I fixed the robes if you want them stronger for con saves without being too powerful. A 1d4 typically averages 2.5 when rolled, and a 1d6 typically averages 3.5 when rolled, so the increase from a 1d4 to a 1d6 isn't as impressive as it seems at first. If you are worrying about them high rolling a 6 or whatever, you can just make it a 1d4+1 so they can't roll higher then a +5 while still being similar in average to the 1d6. The other one that is a bit stronger is that they can choose to just succeed the save as long as the success roll wasn't more then their maximum possible value (like if they would get a +8, if the roll is a 28 or lower to succeed, they succeed it) and let them use this once per long rest. having something this strong would make it too powerful if you kept the Moment of Clarity ability on top however. If you go with this second effect, I would replace moment of clarity with free mage armor.
Now for Moment of Clarity...It is powerful. What level are your players? The stronger they are the nuttier this ability gets. This is still really powerful at low levels as well. Let's say I cast fireball. Every creature in range of the fire ball takes 8d6 of damage (28 average damage with a range of 6-48) on a failed save and half as much (14) on a success. If you upgraded a level 3 fireball with these robes, the damage would go up to 8d8(36 average damage if they fail with the range of damage going to 8-64). This is pretty strong. The damage comparison is that they just casted that same fireball at a level 6. So one use of this ability jumps fireball from level 3 to level 6. Obviously spells that roll less die are not going to be as powerful with this ability, but it still adds an average of +2 damage per die you roll for an attack, so it's never going to exactly feel bad when you are doing more damage. If you cast the spells at like 5th-9th level, this ability gets out of hand fast cause of how much damage it could represent. It requires a little bit of testing and I could just be skeptical, but it's powerful. If you decide to put it in, I would say once per long rest is more then enough. It lets your wizard (or sorcerer or whatever) go nova for a turn with a bunch of extra free damage. I'm assuming these robes are worn XD you could also change it to have mage armor instead of the moment of clarity ability if moment of clarity proves to be too powerful. If I was a player character wizard though, I would be drooling and doing whatever I could to get my hands on this item though it looks fun, refreshing, and makes things happen when I really just need someone dead.
There are two ways 2 ways I fixed the robes if you want them stronger for con saves without being too powerful. A 1d4 typically averages 2.5 when rolled, and a 1d6 typically averages 3.5 when rolled, so the increase from a 1d4 to a 1d6 isn't as impressive as it seems at first. If you are worrying about them high rolling a 6 or whatever, you can just make it a 1d4+1 so they can't roll higher then a +5 while still being similar in average to the 1d6. The other one that is a bit stronger is that they can choose to just succeed the save as long as the success roll wasn't more then their maximum possible value (like if they would get a +8, if the roll is a 28 or lower to succeed, they succeed it) and let them use this once per long rest. having something this strong would make it too powerful if you kept the Moment of Clarity ability on top however. If you go with this second effect, I would replace moment of clarity with free mage armor.
Now for Moment of Clarity...It is powerful. What level are your players? The stronger they are the nuttier this ability gets. This is still really powerful at low levels as well. Let's say I cast fireball. Every creature in range of the fire ball takes 8d6 of damage (28 average damage with a range of 6-48) on a failed save and half as much (14) on a success. If you upgraded a level 3 fireball with these robes, the damage would go up to 8d8(36 average damage if they fail with the range of damage going to 8-64). This is pretty strong. The damage comparison is that they just casted that same fireball at a level 6. So one use of this ability jumps fireball from level 3 to level 6. Obviously spells that roll less die are not going to be as powerful with this ability, but it still adds an average of +2 damage per die you roll for an attack, so it's never going to exactly feel bad when you are doing more damage. If you cast the spells at like 5th-9th level, this ability gets out of hand fast cause of how much damage it could represent. It requires a little bit of testing and I could just be skeptical, but it's powerful. If you decide to put it in, I would say once per long rest is more then enough. It lets your wizard (or sorcerer or whatever) go nova for a turn with a bunch of extra free damage. I'm assuming these robes are worn XD you could also change it to have mage armor instead of the moment of clarity ability if moment of clarity proves to be too powerful. If I was a player character wizard though, I would be drooling and doing whatever I could to get my hands on this item though it looks fun, refreshing, and makes things happen when I really just need someone dead.
Thanks for the opinion! As for levels, they are now all 7th level, and I don't really know who would use this, because the party is pretty crazy:
black dragon sorcerer, fiend warlock, celestial warlock/druid, bard, forge cleric and paladin. So, really, any of the first 5 could use it (bard only has lightning bolt as a damage spell tho)... i would probably see it used by either the bard (he loves concentration spells), or the sorcerer (a vitriolic sphere would be the best use of the ability increasing d4 to d6).
The cleric could use it well too, because the ability is also pretty powerful with d12 spells, and there is a homebrew lvl 4 spell i have added that does 5d12 damage (it's centered on the caster and it's 1/4 damage on a successful save, it's basically the classic Thor move of hammering the ground real hard creating a shockwave+ lightning arcs ).
Hmmm alright. Are you going to say that you have unarmored AC while wearing it since it's just clothes? The 5d12 move will be a pretty nice boost. it will go up too 10d6 on a hit (33 average damage on a fail) So it's about in line with fireball when you upgrade it too a level 4 spell. A little powerful, but fireball is already above the curve so you aren't breaking the game really. Hope they like the item! Your sorcerer probably has the best spell targets to abuse the damage increase for the item, and the bard has the arguably better concentration spells for the saves, expect them to fight over it XD
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Ok, so here 's the deal: I have thought about this item. It's a set of magical robes that helps spellcasters concentrate (without giving them advantage and thus making warcaster useless), and allows a 1/day bomb spell. I was thinking of making this a rare item, but I'm not sure it is up to the challenge. Consider this compared to a Ring of Protection: the bonus to saves of the ring is much better (being that it applies to all saves), and the +1 to AC is arguably better than the "bomb" spell 1/day. However, increasing the bonus to concentration to 1d6 or 1d8 makes concentration saves a joke (which is quite annoying as a DM, especially when so many of the casters in the party have 16+Con, Warcaster or Proficiency with Con saves.
What do u think would be a good increase, powerful enough to make it comparable to other Rare items? I was thinking maybe make the moment of clarity usable more than 1/day? Maybe 1/short rest or have 2-3 charges?
Clarity Robes
Woundrous item (robes), rare (requires attunement by a spellcaster)
These white robes are inscribed with magical runes that spiral inwards to a center point in the middle of the chest, which glows very softly of a yellow light. These runes help focus the magical power of the wearer to another level.
While wearing these robes, you can add 1d4 to Constitution saves that you make to maintain concentration on a spell when you take damage.
Moment of Clarity: When you roll damage with a spell, you can spend one of these charges: you can change the damage dice type by 1 category (d4 into d6, d6 into d8, d8 into d10, d10 into d12, d12 into 2d8). After you use this ability, you can’t use it again until you finish a long rest.
There are two ways 2 ways I fixed the robes if you want them stronger for con saves without being too powerful. A 1d4 typically averages 2.5 when rolled, and a 1d6 typically averages 3.5 when rolled, so the increase from a 1d4 to a 1d6 isn't as impressive as it seems at first. If you are worrying about them high rolling a 6 or whatever, you can just make it a 1d4+1 so they can't roll higher then a +5 while still being similar in average to the 1d6. The other one that is a bit stronger is that they can choose to just succeed the save as long as the success roll wasn't more then their maximum possible value (like if they would get a +8, if the roll is a 28 or lower to succeed, they succeed it) and let them use this once per long rest. having something this strong would make it too powerful if you kept the Moment of Clarity ability on top however. If you go with this second effect, I would replace moment of clarity with free mage armor.
Now for Moment of Clarity...It is powerful. What level are your players? The stronger they are the nuttier this ability gets. This is still really powerful at low levels as well. Let's say I cast fireball. Every creature in range of the fire ball takes 8d6 of damage (28 average damage with a range of 6-48) on a failed save and half as much (14) on a success. If you upgraded a level 3 fireball with these robes, the damage would go up to 8d8(36 average damage if they fail with the range of damage going to 8-64). This is pretty strong. The damage comparison is that they just casted that same fireball at a level 6. So one use of this ability jumps fireball from level 3 to level 6. Obviously spells that roll less die are not going to be as powerful with this ability, but it still adds an average of +2 damage per die you roll for an attack, so it's never going to exactly feel bad when you are doing more damage. If you cast the spells at like 5th-9th level, this ability gets out of hand fast cause of how much damage it could represent. It requires a little bit of testing and I could just be skeptical, but it's powerful. If you decide to put it in, I would say once per long rest is more then enough. It lets your wizard (or sorcerer or whatever) go nova for a turn with a bunch of extra free damage. I'm assuming these robes are worn XD you could also change it to have mage armor instead of the moment of clarity ability if moment of clarity proves to be too powerful. If I was a player character wizard though, I would be drooling and doing whatever I could to get my hands on this item though it looks fun, refreshing, and makes things happen when I really just need someone dead.
Thanks for the opinion! As for levels, they are now all 7th level, and I don't really know who would use this, because the party is pretty crazy:
black dragon sorcerer, fiend warlock, celestial warlock/druid, bard, forge cleric and paladin. So, really, any of the first 5 could use it (bard only has lightning bolt as a damage spell tho)... i would probably see it used by either the bard (he loves concentration spells), or the sorcerer (a vitriolic sphere would be the best use of the ability increasing d4 to d6).
The cleric could use it well too, because the ability is also pretty powerful with d12 spells, and there is a homebrew lvl 4 spell i have added that does 5d12 damage (it's centered on the caster and it's 1/4 damage on a successful save, it's basically the classic Thor move of hammering the ground real hard creating a shockwave+ lightning arcs ).
Hmmm alright. Are you going to say that you have unarmored AC while wearing it since it's just clothes? The 5d12 move will be a pretty nice boost. it will go up too 10d6 on a hit (33 average damage on a fail) So it's about in line with fireball when you upgrade it too a level 4 spell. A little powerful, but fireball is already above the curve so you aren't breaking the game really. Hope they like the item! Your sorcerer probably has the best spell targets to abuse the damage increase for the item, and the bard has the arguably better concentration spells for the saves, expect them to fight over it XD