I have been playing around with a Warforge Barbarian Berserker idea that uses Magical Boxing Gloves as an attuned item. My first question is do you think that would still be consider a melee weapon so the frenzy attack would work or would you consider it more of a magical bracers? Secondly, do you think 1d8 would be to much or to little as the base bludgeoning Damage? I am wanting there to be either a randomly rolled elemental Damage effect to be attached with the bludgeoning damage or something that can be casted on it give that spells element for temporary time. So I was thinking this:
Flat 1d8 + Strength Modifier
And either roll 1d8 to figure out element then 1d8 for Damage output.
Or
after having a magic user cast a elemental spell onto glove/s to give it that specific elemental Damage out put. A cantrip through level 2 last 8 hours and 1d6 Damage. A level 3 through level 5 last 24 hours and 2d6 Damage. A level 6 or hightler last 48 hours and 3d6 Damage.
Tell me what you think, please! Also, do you think a round cool down period is adequate or unnecessary?
I have been playing around with a Warforge Barbarian Berserker idea that uses Magical Boxing Gloves as an attuned item. My first question is do you think that would still be consider a melee weapon so the frenzy attack would work or would you consider it more of a magical bracers? Secondly, do you think 1d8 would be to much or to little as the base bludgeoning Damage? I am wanting there to be either a randomly rolled elemental Damage effect to be attached with the bludgeoning damage or something that can be casted on it give that spells element for temporary time. So I was thinking this:
Flat 1d8 + Strength Modifier
And either roll 1d8 to figure out element then 1d8 for Damage output.
Or
after having a magic user cast a elemental spell onto glove/s to give it that specific elemental Damage out put. A cantrip through level 2 last 8 hours and 1d6 Damage. A level 3 through level 5 last 24 hours and 2d6 Damage. A level 6 or hightler last 48 hours and 3d6 Damage.
Tell me what you think, please! Also, do you think a round cool down period is adequate or unnecessary?
The magical boxing gloves could be considered a melee weapon for the purpose of the Barbarian Berserker's Frenzy attack, but it ultimately depends on the DM's ruling.
1d8 damage seems appropriate for a magical boxing glove. The addition of elemental damage is a good idea, but the mechanics of how it works would depend on the DM's preference.
The cool-down period would depend on the DM's preference and the balance of the game.
1: Regarding base damage, I tend to simply consider "Can this be done with a normal weapon". You're considering these as a pair of weapons I assume, so asume the user will say "I want to attack with my off-hand", which is a reasonable request. The basic weapons which can be used dual-wielded (I believe) top out at 1d6 damage, though with Dual Wielder as a feat (or was it a fighting style?) you can use non-heavy weapons. So consider them a pair of weapons with the Light trait and which deal 1d6 if you want them to emulate the most powerful non-magical equivalent, or if you want them to be more powerful, go to 1d8. It adds 1 to the average damage, so it's not going to break the game, and Thunder Gauntlets from the Armourer Artificer do 1d8 damage.
2: Regarding elemental damage output, the question is how powerful do you want the item, and that means what level character do you want it balanced for? You could have it have a pool of 10d12 which you can pull from, but that would be a legendary item, and not fit for a level 3 character! To my mind, the question really is: What do you want these to be? Are they arcane boxing gloves of spell storage, allowing spells to be punched into the enemy? Are they crackling portals to the outer planes, cycling through the elements at random? Are they well-made pieces of artificery kit which have been designed to hold a number of charges, to be used by the wielder whenever they choose?
Once you know the flavour you want for the item, then you can try to make the mechanic. And once you've made the mechanic, you can usually scale it to suit the tier of play. EG:
"I want crackling portals to the outer planes, that you punch with":
"These boxing gloves deal 1d8 damage. Roll on (table of damage types) each time you hit with an attack with this weapon - this is the type of damage they deal."
"Ok, but I want it to be for higher tiers of play":
"These boxing gloves are considered light weapons which deal 1d8 bludgeoning damage, plus 2d8 damage of the type rolled on the following table (table of damage types)."
"Ok, but I want the player to make more decisions, and them to be for barbarians only"
"Requires attunement by a Barbarian. These boxing gloves are light weapons that deal 1d8 bludgeoning damage. They have 5 charges, and regain a charge each time you rage whilst attuned to them. Each time you hit with an attack, you may expend one or more charges, and add a number of d8's to the damage roll equal to the number of charges expended. Roll on the following table to determine the damage type of this additional damage.
Curse: If these boxing gloves ever run out of charge, then the creature wearing them is incapable of removing them until they return to their full 5 charges. Whilst wearing the gloves, they cannot use their proficiency bonus when wielding other weapons, and cannot perform any dextrus tasks requiring fingers, or cast spells with a somatic component."
You just have to build these things up to where they seem right, then double check the rightness!
I’m inclined to agree with ThorukDuckSlayer about the base damage, 1d6 seems more appropriate if each glove will count as its own weapon, but if the pair of gloves will count as a two-handed weapon, then 1d8 (like a spear/quarterstaff) or even as high as 1d12 (like a greataxe) should be fine.
For the elemental damage, I would restrict it to the more basic damage types (acid, cold, fire, lightning, poison, thunder), so it would only require a d6 to determine damage type. However, if it were me I would just pick a single damage type that fits the theme, like thunder damage and just go with that. 1d8 should be reasonable for the elemental damage. As for the number of uses, that all depends on how powerful you want them to be. I would think maybe 6 uses per day would be good for a decent item, especially if the gloves do something cool like regenerating a charge whenever you get a critical hit with them.
I wonder if you could do something like Chaos Bolt, where instead of having a separate roll to determine the elemental damage, instead just having the initial damage roll determine what the secondary elemental damage would be.
I have been playing around with a Warforge Barbarian Berserker idea that uses Magical Boxing Gloves as an attuned item. My first question is do you think that would still be consider a melee weapon so the frenzy attack would work or would you consider it more of a magical bracers? Secondly, do you think 1d8 would be to much or to little as the base bludgeoning Damage? I am wanting there to be either a randomly rolled elemental Damage effect to be attached with the bludgeoning damage or something that can be casted on it give that spells element for temporary time. So I was thinking this:
Flat 1d8 + Strength Modifier
And either roll 1d8 to figure out element then 1d8 for Damage output.
Or
after having a magic user cast a elemental spell onto glove/s to give it that specific elemental Damage out put. A cantrip through level 2 last 8 hours and 1d6 Damage. A level 3 through level 5 last 24 hours and 2d6 Damage. A level 6 or hightler last 48 hours and 3d6 Damage.
Tell me what you think, please! Also, do you think a round cool down period is adequate or unnecessary?
The magical boxing gloves could be considered a melee weapon for the purpose of the Barbarian Berserker's Frenzy attack, but it ultimately depends on the DM's ruling.
1d8 damage seems appropriate for a magical boxing glove. The addition of elemental damage is a good idea, but the mechanics of how it works would depend on the DM's preference.
The cool-down period would depend on the DM's preference and the balance of the game.
1: Regarding base damage, I tend to simply consider "Can this be done with a normal weapon". You're considering these as a pair of weapons I assume, so asume the user will say "I want to attack with my off-hand", which is a reasonable request. The basic weapons which can be used dual-wielded (I believe) top out at 1d6 damage, though with Dual Wielder as a feat (or was it a fighting style?) you can use non-heavy weapons. So consider them a pair of weapons with the Light trait and which deal 1d6 if you want them to emulate the most powerful non-magical equivalent, or if you want them to be more powerful, go to 1d8. It adds 1 to the average damage, so it's not going to break the game, and Thunder Gauntlets from the Armourer Artificer do 1d8 damage.
2: Regarding elemental damage output, the question is how powerful do you want the item, and that means what level character do you want it balanced for? You could have it have a pool of 10d12 which you can pull from, but that would be a legendary item, and not fit for a level 3 character! To my mind, the question really is: What do you want these to be? Are they arcane boxing gloves of spell storage, allowing spells to be punched into the enemy? Are they crackling portals to the outer planes, cycling through the elements at random? Are they well-made pieces of artificery kit which have been designed to hold a number of charges, to be used by the wielder whenever they choose?
Once you know the flavour you want for the item, then you can try to make the mechanic. And once you've made the mechanic, you can usually scale it to suit the tier of play. EG:
"I want crackling portals to the outer planes, that you punch with":
"These boxing gloves deal 1d8 damage. Roll on (table of damage types) each time you hit with an attack with this weapon - this is the type of damage they deal."
"Ok, but I want it to be for higher tiers of play":
"These boxing gloves are considered light weapons which deal 1d8 bludgeoning damage, plus 2d8 damage of the type rolled on the following table (table of damage types)."
"Ok, but I want the player to make more decisions, and them to be for barbarians only"
"Requires attunement by a Barbarian. These boxing gloves are light weapons that deal 1d8 bludgeoning damage. They have 5 charges, and regain a charge each time you rage whilst attuned to them. Each time you hit with an attack, you may expend one or more charges, and add a number of d8's to the damage roll equal to the number of charges expended. Roll on the following table to determine the damage type of this additional damage.
Curse: If these boxing gloves ever run out of charge, then the creature wearing them is incapable of removing them until they return to their full 5 charges. Whilst wearing the gloves, they cannot use their proficiency bonus when wielding other weapons, and cannot perform any dextrus tasks requiring fingers, or cast spells with a somatic component."
You just have to build these things up to where they seem right, then double check the rightness!
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I’m inclined to agree with ThorukDuckSlayer about the base damage, 1d6 seems more appropriate if each glove will count as its own weapon, but if the pair of gloves will count as a two-handed weapon, then 1d8 (like a spear/quarterstaff) or even as high as 1d12 (like a greataxe) should be fine.
For the elemental damage, I would restrict it to the more basic damage types (acid, cold, fire, lightning, poison, thunder), so it would only require a d6 to determine damage type. However, if it were me I would just pick a single damage type that fits the theme, like thunder damage and just go with that. 1d8 should be reasonable for the elemental damage. As for the number of uses, that all depends on how powerful you want them to be. I would think maybe 6 uses per day would be good for a decent item, especially if the gloves do something cool like regenerating a charge whenever you get a critical hit with them.
That’s my 2 cp anyway.
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I wonder if you could do something like Chaos Bolt, where instead of having a separate roll to determine the elemental damage, instead just having the initial damage roll determine what the secondary elemental damage would be.
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