Hey, folks. I'm a newbie to D&D Beyond but I've been playing RPGs for years. I come from a Pathfinder background, but 5E intrigues me and my son wants to run a campaign, so I decided to jump in. I appreciate your feedback and patience.
I want to play a tabaxi wizard sage researcher who is paralyzed from the waist down, so I am homebrewing a wheelchair. It is a wondrous artifact that was bequeathed to me by a friend who help support me during my lengthy recovery from an accident. I want it to be more defensive than a combat oriented. I have given it resistance to bludgeoning damage and added a charm person and a cure spell that use charges. It requires attunement every day at dawn. I have also included wind ward as a helpful defensive measure.
We are doing the Candlekeep adventure, so I don't expect too much difficult terrain, but I want to be prepared for anything (my son is evil). Besides telekinesis, is there a spell that would make my chair imitate a motorized wheelchair that can assist travelling long distances over a long period of time? I don't want to have a character push me around. I can handle short distances using my own strength, but other travel may prove difficult.
I would also want to make DEX, especially stealth checks, more difficult.
Any suggestions? I've played around with the item quite a bit and I'm happy with what I have. It just needs some pro tweaking. I appreciate your help and look forward to a fun and informative discussion.
I have experience with homebrewing 5e materiel. Not only do you need to come up with sufficient trait ideas in addition to realistic power levels, you also have to code it into a working item/monster/subrace/race/subclass on the website itself. At the top of the homebrew page, there should be pinned articles and videos on how to use snipit codes, etc. Having learned from trial and error, it makes homebrewing that much easier. If you need any help on a particular thing, I will be happy to oblige.
Second, the Magic item itself.
So, I am assuming wheelchair has a base speed of 30 feet. You also said you can cast spells like charm person, cure wounds, and wind wall. For defense, I recommend the chair letting the user cast mage armor at will (for base AC). In addition, the chair could also offer a number of charges equal to the player's proficiency bonus. One charge can be used to cast shield (targeting the attuned), one can be used to cast expeditious retreat (targeting the attuned), one can be used to cast disguise self (targeting the attuned), one can be used to cast feather fall (targeting the attuned), one can be used to cast mending (repairing any damage to the chair itself) two can be used to cast cure wounds (targeting the attuned), and three can be used to cast wind wall. It also adds resistance to bludgeoning, piercing, and slashing damage. It should also include dexterity checks and saving throws are made with disadvantage.
Good stuff, my friend. Thank you. I actually decreased my speed to 20 imposed by the chair and gave myself disadvantage on Stealth rolls. It has 6 charges and two spells attached, Cure Wounds and a homebrew one that adds an extra-dimensional armrest to store library materials. It was so much fun to make. Aaaaand, it has itss own conveyor spell for long trips over most terrain types. The whole outfit is a hoot and a tribute to a dear friend.
Is there a way I could share these with you so I could get a fresh set of eyes on them? Your suggestions and insights would be appreciated and valued.
Hey, folks. I'm a newbie to D&D Beyond but I've been playing RPGs for years. I come from a Pathfinder background, but 5E intrigues me and my son wants to run a campaign, so I decided to jump in. I appreciate your feedback and patience.
I want to play a tabaxi wizard sage researcher who is paralyzed from the waist down, so I am homebrewing a wheelchair. It is a wondrous artifact that was bequeathed to me by a friend who help support me during my lengthy recovery from an accident. I want it to be more defensive than a combat oriented. I have given it resistance to bludgeoning damage and added a charm person and a cure spell that use charges. It requires attunement every day at dawn. I have also included wind ward as a helpful defensive measure.
We are doing the Candlekeep adventure, so I don't expect too much difficult terrain, but I want to be prepared for anything (my son is evil). Besides telekinesis, is there a spell that would make my chair imitate a motorized wheelchair that can assist travelling long distances over a long period of time? I don't want to have a character push me around. I can handle short distances using my own strength, but other travel may prove difficult.
I would also want to make DEX, especially stealth checks, more difficult.
Any suggestions? I've played around with the item quite a bit and I'm happy with what I have. It just needs some pro tweaking. I appreciate your help and look forward to a fun and informative discussion.
First, homebrewing.
I have experience with homebrewing 5e materiel. Not only do you need to come up with sufficient trait ideas in addition to realistic power levels, you also have to code it into a working item/monster/subrace/race/subclass on the website itself. At the top of the homebrew page, there should be pinned articles and videos on how to use snipit codes, etc. Having learned from trial and error, it makes homebrewing that much easier. If you need any help on a particular thing, I will be happy to oblige.
Second, the Magic item itself.
So, I am assuming wheelchair has a base speed of 30 feet. You also said you can cast spells like charm person, cure wounds, and wind wall. For defense, I recommend the chair letting the user cast mage armor at will (for base AC). In addition, the chair could also offer a number of charges equal to the player's proficiency bonus. One charge can be used to cast shield (targeting the attuned), one can be used to cast expeditious retreat (targeting the attuned), one can be used to cast disguise self (targeting the attuned), one can be used to cast feather fall (targeting the attuned), one can be used to cast mending (repairing any damage to the chair itself) two can be used to cast cure wounds (targeting the attuned), and three can be used to cast wind wall. It also adds resistance to bludgeoning, piercing, and slashing damage. It should also include dexterity checks and saving throws are made with disadvantage.
I hoped you like my opinion!
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
Good stuff, my friend. Thank you. I actually decreased my speed to 20 imposed by the chair and gave myself disadvantage on Stealth rolls. It has 6 charges and two spells attached, Cure Wounds and a homebrew one that adds an extra-dimensional armrest to store library materials. It was so much fun to make. Aaaaand, it has itss own conveyor spell for long trips over most terrain types. The whole outfit is a hoot and a tribute to a dear friend.
Is there a way I could share these with you so I could get a fresh set of eyes on them? Your suggestions and insights would be appreciated and valued.