I was thinking about an Item, where you can chose it's effect and want to hear what you think about it and if you'd like to see that functionality for future homebrew items.
Neckless of Opportunities
This Neckless has 3 charges. While wearing it, you can use an action to expend 1 of its charges and benefit from one of it's effects. 1: You get a +3 to your AC for the next Minute 2: Your movement speed becomes 50ft for the next minute. 3: You gain advantage on dex saving throws. 4: For your next attack you get a +5 bonus to hit (ontop of your normal hit bonus)
You can't benefit from more than one of these effects at a time.
The wand regains all charges at dawn.
When you choose AC you AC goes up in your Character Sheet, if you choose movement, your movment goes up and so on. As far as I know, there is now way of building an item like that, so that the effects can be applied as you wish.
What do you think could a function like this be fun? I like stuff that gives you a choice, bringing in more tactics and stuff.
Items with charges and options are always a fun thing in game, as you have already mentioned. The trick here is to look at what you're giving the players versus what they're going up against at the time. That necklace is a seriously good item, very late game item, but I feel there's a hiccup in numbers.
I've not seen artifacts, the most powerful of all items per se, get beyond a +4 bonus to something, so a +5 to hit is pretty much godly. Then you have a +3 AC which is late game standard bonus. What's the point in the AC if I get to hit significantly more often?
The other two options have their uses, the necklace seems themed, I could see any of the melee classes taking advantage of this.
Oh okay yeah I kinda see the problem, let me explain, what I thought here :)
I had an Item in mind, that would be used by classes, that do not want to get into meele with another creature, and if they happen to, have a chance of "surviving".
That's why I choose to have that AC bonus up for 1 minute, so that they were harder to hit. The movment should help them to stay out of range of harms way or get into range to melt some faces The DEX Save was to help against AoE based damage taken from any source (which should only be for 1 minute too) The +5 to hit (only for your next attack) was there to really hit when you want you spell to hit, when it needs to hit.
I hoped that the "no overlapping" rule and that you need to spend an action would counter the effects to some degree. But yeah there could be some missuse by other classes I guess, would you recommend to lower some of the numbers or to change some of thoses effects?
To provide an incentive to run away, you need to make the effect help there, but also make it so other shenanigans are mitigated.
+3 AC on next successful attack. 50ft Movement for 1 minute Advantage on next Dex Saving throw, and any subsequent saving throws for that spell or effect. +3 to your next spell attack
Increase the charges to 5, have the charges recover at 2 per day, and when all charges are spent have them roll on a d20 and on a 1 the item turns into an 800gp diamond necklace.
I nerfed the heck out of the necklace, but at the same time you did want it to be an oh *&% button.
I think I can live with those changes, I'm not completly sure if I like the possibility of it becoming "useless" on a 1, but I dislike most items with that mechanic :D
Could you explain, what you exactly meant with "and any subsequent saving throws for that spell or effect." Unfortunately english isn't not my mother tongue and from time to time I don't get things like that so easily ^^'
Spells like Grease or Stinking Cloud may have a player roll more than one saving throw for the spell if they are affected by the spell for more than one round.
This charge would let them keep advantage for any turn that they are in the spells effect after the first.
---
As to the "useless" mechanic, I used something that was common with charge based items. I can understand not liking it, and changing the mechanic doesn't break anything if you wanted to change it.
Ohh now I get it, I have not thought about these kind of spells.
Maybe I'll make something like, on a 1 it turns to a 800gp diamond necklace for 1d4/6 days before regaining 1 charge. So that they can't use it for a while at least. Nor sure if I like this idea more or not, but I'll figure it out :D
Now I hope DndBeyond implement mechanics to build such an item, that automatically changes the values on the charactersheet :D
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Hey there folks,
I was thinking about an Item, where you can chose it's effect and want to hear what you think about it and if you'd like to see that functionality for future homebrew items.
Neckless of Opportunities
This Neckless has 3 charges. While wearing it, you can use an action to expend 1 of its charges and benefit from one of it's effects.
1: You get a +3 to your AC for the next Minute
2: Your movement speed becomes 50ft for the next minute.
3: You gain advantage on dex saving throws.
4: For your next attack you get a +5 bonus to hit (ontop of your normal hit bonus)
You can't benefit from more than one of these effects at a time.
The wand regains all charges at dawn.
When you choose AC you AC goes up in your Character Sheet, if you choose movement, your movment goes up and so on.
As far as I know, there is now way of building an item like that, so that the effects can be applied as you wish.
What do you think could a function like this be fun? I like stuff that gives you a choice, bringing in more tactics and stuff.
Items with charges and options are always a fun thing in game, as you have already mentioned. The trick here is to look at what you're giving the players versus what they're going up against at the time. That necklace is a seriously good item, very late game item, but I feel there's a hiccup in numbers.
I've not seen artifacts, the most powerful of all items per se, get beyond a +4 bonus to something, so a +5 to hit is pretty much godly. Then you have a +3 AC which is late game standard bonus. What's the point in the AC if I get to hit significantly more often?
The other two options have their uses, the necklace seems themed, I could see any of the melee classes taking advantage of this.
Oh okay yeah I kinda see the problem, let me explain, what I thought here :)
I had an Item in mind, that would be used by classes, that do not want to get into meele with another creature, and if they happen to, have a chance of "surviving".
That's why I choose to have that AC bonus up for 1 minute, so that they were harder to hit.
The movment should help them to stay out of range of harms way or get into range to melt some faces
The DEX Save was to help against AoE based damage taken from any source (which should only be for 1 minute too)
The +5 to hit (only for your next attack) was there to really hit when you want you spell to hit, when it needs to hit.
I hoped that the "no overlapping" rule and that you need to spend an action would counter the effects to some degree.
But yeah there could be some missuse by other classes I guess, would you recommend to lower some of the numbers or to change some of thoses effects?
To provide an incentive to run away, you need to make the effect help there, but also make it so other shenanigans are mitigated.
+3 AC on next successful attack.
50ft Movement for 1 minute
Advantage on next Dex Saving throw, and any subsequent saving throws for that spell or effect.
+3 to your next spell attack
Increase the charges to 5, have the charges recover at 2 per day, and when all charges are spent have them roll on a d20 and on a 1 the item turns into an 800gp diamond necklace.
I nerfed the heck out of the necklace, but at the same time you did want it to be an oh *&% button.
I think I can live with those changes, I'm not completly sure if I like the possibility of it becoming "useless" on a 1, but I dislike most items with that mechanic :D
Could you explain, what you exactly meant with "and any subsequent saving throws for that spell or effect." Unfortunately english isn't not my mother tongue and from time to time I don't get things like that so easily ^^'
Spells like Grease or Stinking Cloud may have a player roll more than one saving throw for the spell if they are affected by the spell for more than one round.
This charge would let them keep advantage for any turn that they are in the spells effect after the first.
---
As to the "useless" mechanic, I used something that was common with charge based items. I can understand not liking it, and changing the mechanic doesn't break anything if you wanted to change it.
Ohh now I get it, I have not thought about these kind of spells.
Maybe I'll make something like, on a 1 it turns to a 800gp diamond necklace for 1d4/6 days before regaining 1 charge. So that they can't use it for a while at least. Nor sure if I like this idea more or not, but I'll figure it out :D
Now I hope DndBeyond implement mechanics to build such an item, that automatically changes the values on the charactersheet :D