I'm homebrewing a magic item from a 3rd party adventure. It is a glove that does 1 damage on a hit (unarmed melee attack). I haven't done very much homebrewing recently, and never did a lot with magic items. Is there a way to do this?
It also requires a saving throw to avoid an additional effect, but I'm guessing this just needs to be in the description.
Try the modifier Bonus - Unarmed Attacks, fixed value: 1
That would add one additional damage to the character’s normal Unarmed Strike damage.
If the item is instead supposed to do 1 single damage as its separate attack would require some... creativity. (And it would require basing it on either a blowgun or a net instead of a wondrous item.
It does only 1 point of lightning damage; the saving throw is to avoid the Stunned effect.
I wondered if I would need to use a weapon instead, but I couldn't figure out which one, as all the ones I could think of use dice for damage. It's a melee attack, so blowgun doesn't work unless I can change that.
It does only 1 point of lightning damage; the saving throw is to avoid the Stunned effect.
I wondered if I would need to use a weapon instead, but I couldn't figure out which one, as all the ones I could think of use dice for damage. It's a melee attack, so blowgun doesn't work unless I can change that.
I think this will work: Modifier: Ignore Weapon Property->Subtype: Ranged
Although, I will say that if it was me I would either:
Make it as text and let the player do it with custom actions.
Make the damage & condition on a custom cantrip (set for a spellcasting barbarian subclass that exist nowhere anyone can find it.) Then I would just add that Cantrip to the Wondrous Item and call it a cheat.
As #1, but with a separate Feat to cover the two actions.
#1 Is IMO, the easiest because most likely this is the only character who will ever use it I imagine, so why do the extra work when it can be handled on the sheet?
I tried the ignore weapon property idea, but I don't think it's working, although it could be a server caching issue, so I will check back later. I also can't "ignore" the Ammunition property, even if the other "ignores" work. And it also shows more than 1 damage (it is adding in the Dex bonus currently). I'm curious if there's a way to fix that, although I think you are right that a custom attack is the best way to go.
I'm homebrewing a magic item from a 3rd party adventure. It is a glove that does 1 damage on a hit (unarmed melee attack). I haven't done very much homebrewing recently, and never did a lot with magic items. Is there a way to do this?
It also requires a saving throw to avoid an additional effect, but I'm guessing this just needs to be in the description.
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Try the modifier Bonus - Unarmed Attacks, fixed value: 1
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Does it do a single damage or does it add a single damage to their Unarmed Strike?
What’s the other effect?
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That would add one additional damage to the character’s normal Unarmed Strike damage.
If the item is instead supposed to do 1 single damage as its separate attack would require some... creativity. (And it would require basing it on either a blowgun or a net instead of a wondrous item.
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It does only 1 point of lightning damage; the saving throw is to avoid the Stunned effect.
I wondered if I would need to use a weapon instead, but I couldn't figure out which one, as all the ones I could think of use dice for damage. It's a melee attack, so blowgun doesn't work unless I can change that.
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I think this will work: Modifier: Ignore Weapon Property->Subtype: Ranged
Although, I will say that if it was me I would either:
#1 Is IMO, the easiest because most likely this is the only character who will ever use it I imagine, so why do the extra work when it can be handled on the sheet?
#2 is if I wanted to show off.
#3 Is if I wanted proof of concept.
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I tried the ignore weapon property idea, but I don't think it's working, although it could be a server caching issue, so I will check back later. I also can't "ignore" the Ammunition property, even if the other "ignores" work. And it also shows more than 1 damage (it is adding in the Dex bonus currently). I'm curious if there's a way to fix that, although I think you are right that a custom attack is the best way to go.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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When you make the item, add a modifier. Chose "melee weapon attack" as the modifier type, and lightning as he subtype. Then make the fixed value one.
"You have to be odd to be number one"
Dr. Seuss
This Should work.
"You have to be odd to be number one"
Dr. Seuss
No, it will not. Wondrous Items do not already do damage and Actions still cannot be added to magic items.
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