I am having trouble creating a custom weapon that can cast spells.
I'm trying to run a Kingdom Hearts inspired game and want to create keyblades. I would like for the keyblade to have different spells on it and potentially use the players highest of either Wisdom, Intelligence or Charisma to cast with.
At the moment I have them setup with a spell and then in Modifiers I have a Bonus for Spell Attacks and Spell Save DC and manually chose what ability score it uses. This has caused me to make a keyblade that uses wisdom, one that uses intelligence and one that uses charisma. Not necessarily a bad thing. That is until I tried to add them to a character that already has one of those as a spellcasting mod and essentially doubles it.
The test character I'm using has a +5 in all stats and is a Level 1 Barbarian. If I equip him with one keyblade at level 1 he has a +7 spell attack. Cool, this is expected. If I equip all 3 he has a +17, obviously because its setup as a bonus. To test further I added a level of wizard into into it and now he has a +22 to hit with spells.
What options should I be looking at? I guess I could make it charges and have a static attack and DC, but I kind of wanted the item to reflect the users own abilities with magic, not just give them a fixed value.
Don’t set any Ability Scores at all, it will automatically use the PC’s Spellcasting Ability. That’s why some magic items have “Spellcaster” as an Attunement requirement, so the system doesn’t go wonky if a Barbarian attuned it (since they can’t).
Don’t set up any bonuses at all unless you want the item to grant a bonus in addition to the PC’s Spell Attack/Save DC. (Like the bloodwell vial does.)
Thank you so much! That gets me alot closer to what I'm trying to do.
Now in the case that I'm giving it to someone who doesn't have spellcasting, what can I do? Testing it on my barbarian I made a weapon with just acid arrow on it. The test barbarian has +5 to all stats, but my spell attack was only the +2 proficiency bonus since barbarians don't have spellcasting. I don't know if there is a option for and/or when adding things to items
There is not. That’s because any official magic items that can cast spells requiring the PC’s Spellcasting ability all carry the restriction of only being attunable by spellcasters. The magic items that can cast spells and still be used by anyone, either don’t require an attack or saving throw (like a wand of magic missiles or a ring of obscuring), or have a fixed Save DC (which you can do too). The only exception I am aware of is the circlet of blasting and that doesn’t work correctly on DDB currently.
I am having trouble creating a custom weapon that can cast spells.
I'm trying to run a Kingdom Hearts inspired game and want to create keyblades. I would like for the keyblade to have different spells on it and potentially use the players highest of either Wisdom, Intelligence or Charisma to cast with.
At the moment I have them setup with a spell and then in Modifiers I have a Bonus for Spell Attacks and Spell Save DC and manually chose what ability score it uses. This has caused me to make a keyblade that uses wisdom, one that uses intelligence and one that uses charisma. Not necessarily a bad thing. That is until I tried to add them to a character that already has one of those as a spellcasting mod and essentially doubles it.
The test character I'm using has a +5 in all stats and is a Level 1 Barbarian. If I equip him with one keyblade at level 1 he has a +7 spell attack. Cool, this is expected. If I equip all 3 he has a +17, obviously because its setup as a bonus. To test further I added a level of wizard into into it and now he has a +22 to hit with spells.
What options should I be looking at? I guess I could make it charges and have a static attack and DC, but I kind of wanted the item to reflect the users own abilities with magic, not just give them a fixed value.
Don’t set any Ability Scores at all, it will automatically use the PC’s Spellcasting Ability. That’s why some magic items have “Spellcaster” as an Attunement requirement, so the system doesn’t go wonky if a Barbarian attuned it (since they can’t).
Don’t set up any bonuses at all unless you want the item to grant a bonus in addition to the PC’s Spell Attack/Save DC. (Like the bloodwell vial does.)
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Thank you so much! That gets me alot closer to what I'm trying to do.
Now in the case that I'm giving it to someone who doesn't have spellcasting, what can I do? Testing it on my barbarian I made a weapon with just acid arrow on it. The test barbarian has +5 to all stats, but my spell attack was only the +2 proficiency bonus since barbarians don't have spellcasting. I don't know if there is a option for and/or when adding things to items
There is not. That’s because any official magic items that can cast spells requiring the PC’s Spellcasting ability all carry the restriction of only being attunable by spellcasters. The magic items that can cast spells and still be used by anyone, either don’t require an attack or saving throw (like a wand of magic missiles or a ring of obscuring), or have a fixed Save DC (which you can do too). The only exception I am aware of is the circlet of blasting and that doesn’t work correctly on DDB currently.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Understood, thank you for all the information!