Thanks in advance for taking the time to read and offer assistance.
I had an idea for a versatile magic item. Then it grew to become the corner stone to a whole adventure/quest... but the basic item is:
A mantel (cape or short cloak, shoulder piece and clasp) that would be adorned by 7 gem settings (found most likely with the gems absent).
More below the description:
The description of the item would read:
This small hooded cape has settings for 7 gemstones. One at the clasp, 3 each equally spaced from the neckline to the shoulders along the front edge. When properly fitted with stones, these gemstones keep the weight of the cape properly balanced and laying both comfortably and fashionably.
The Mantel requires attunement but grants an additional attunement slot to the wearer.
After attunement by wearing the mantel for a long rest or an entire work day, the wearer is proficient with Jewelers tools, including gemology and appraisal.
The wearer understands:
That the mantel collects ambient magic and uses it to charge any gem properly fixed in one of the 7 fittings.
Exactly how to fit a gemstone in each of the seven slots.
What type of enchantment each stone will gain and after how long.
How to detach a charged gemstone and install it in another piece of jewelry.
The type of gemstone determines the exact nature of the enchantment.
All gemstones gain power according to how long they are installed in the mantel fixture.
After 1 day, it provides your proficiency bonus to saves vs. a type of damage determined by the type of gemstone.
After 1 week, it provides double proficiency in place of proficiency (expertise) to saves vs. a type of damage determined by the type of gemstone.
After 1 month, in addition to the saving throw bonus above, the enchantment grants resistance to damage vs. a type of damage determined by the type of gemstone.
After 6 months, it provides immunity in place of resistance to damage vs. a type of damage determined by the type of gemstone.
After 6 months no additional enchantments are added to the stone.
Any stone removed after gaining an enchantment keeps that level of enchantment if fitted into another piece of jewelry within 1 day and attuned by a wearer within one week.
Additional stones of the same type do not stack effects.
Additional stones of different types follow their own time tables but apply the effects of up to 7 types of damage.
Ruby: Fire
Emerald: Psychic
Sapphire: Lightning
Aquamarine: Thunder
Topaz: Necrotic
Crystal: Radiant
Amber: Acid
Diamond: Magic
Hematite: Poison
Aquamarine: Slashing
Amethyst: Force
Opal: Bludgeoning
Pearl: Cold
Agate: Piercing
Other stones may work at the DMs discretion.
So, basically, the item creates more magic items over time... Which I thought would be a very cool concept. All it really does is provide bonuses to saving throws... and on the mantel itself, while it is enchanting the items, it would have some level against up to 7 damage types. Which could range from proficiency bonus all the way to immunity. And the wearer could choose which seven types to have before a given encounter assuming he had the necessary gemstones available and a long rest to swap out the stones. Mind you, once a stone is removed fully charged, it needs to be installed and attuned within a week or it will loose it's enchantment and would start over in the mantel....
From here there was a whole other layer that after the wearer gave away enough of the charged stones in different pieces of jewelry, each with an invulnerability or less if he removed them at an earlier stage) to a single type of damage... the mantel's true powers would be revealed and he would start having dreams where he was in a great hall sitting at a council chamber and could sense the whereabouts of each of the attuned. He would know there general health and could see what they were seeing, hear the environment they were in and could even give them advice which they might "hear" subconsciously... mechanics to be worked out... If they were asleep, he could call them into the dream and they could communicate directly.
Thus the name became The Spymaster's Mantel....
In anycase... the fundamental issue I have is coding this for Beyond. I thought I go do something like they had for Dragonborn breathweapons... but the options tab doesn't seem to exist for magic items the way it does in races. Is there a way to put the chart in and have a drop down for which gemstone is installed into the settings? Or a way to set the timeline for each of the settings, or any kind of on off setting that can be ticked on the character sheets the way charges are used and resets are played?
Or
Is the only way to do this, to literally code each combination as a separate magic item? (which would make this time prohibitive.)
Oh - for right now, I'm just looking for a way to see if this is even possible to do and use in beyond. I'm not looking to discuss power levels or game balance at this juncture. I'm sure the idea needs balancing - however, I want to see if this can even be done in this system, then we can see if making it would break the game and how to balance it so it doesn't....
…Is there a way to put the chart in and have a drop down for which gemstone is installed into the settings? Or a way to set the timeline for each of the settings, or any kind of on off setting that can be ticked on the character sheets the way charges are used and resets are played?
Or
Is the only way to do this, to literally code each combination as a separate magic item? (which would make this time prohibitive.)
Thanks in advance for taking the time to read and offer assistance.
I had an idea for a versatile magic item. Then it grew to become the corner stone to a whole adventure/quest... but the basic item is:
A mantel (cape or short cloak, shoulder piece and clasp) that would be adorned by 7 gem settings (found most likely with the gems absent).
More below the description:
The description of the item would read:
This small hooded cape has settings for 7 gemstones. One at the clasp, 3 each equally spaced from the neckline to the shoulders along the front edge. When properly fitted with stones, these gemstones keep the weight of the cape properly balanced and laying both comfortably and fashionably.
The Mantel requires attunement but grants an additional attunement slot to the wearer.
After attunement by wearing the mantel for a long rest or an entire work day, the wearer is proficient with Jewelers tools, including gemology and appraisal.
The wearer understands:
That the mantel collects ambient magic and uses it to charge any gem properly fixed in one of the 7 fittings.
Exactly how to fit a gemstone in each of the seven slots.
What type of enchantment each stone will gain and after how long.
How to detach a charged gemstone and install it in another piece of jewelry.
The type of gemstone determines the exact nature of the enchantment.
All gemstones gain power according to how long they are installed in the mantel fixture.
After 1 day, it provides your proficiency bonus to saves vs. a type of damage determined by the type of gemstone.
After 1 week, it provides double proficiency in place of proficiency (expertise) to saves vs. a type of damage determined by the type of gemstone.
After 1 month, in addition to the saving throw bonus above, the enchantment grants resistance to damage vs. a type of damage determined by the type of gemstone.
After 6 months, it provides immunity in place of resistance to damage vs. a type of damage determined by the type of gemstone.
After 6 months no additional enchantments are added to the stone.
Any stone removed after gaining an enchantment keeps that level of enchantment if fitted into another piece of jewelry within 1 day and attuned by a wearer within one week.
Additional stones of the same type do not stack effects.
Additional stones of different types follow their own time tables but apply the effects of up to 7 types of damage.
Ruby: Fire
Emerald: Psychic
Sapphire: Lightning
Aquamarine: Thunder
Topaz: Necrotic
Crystal: Radiant
Amber: Acid
Diamond: Magic
Hematite: Poison
Aquamarine: Slashing
Amethyst: Force
Opal: Bludgeoning
Pearl: Cold
Agate: Piercing
Other stones may work at the DMs discretion.
So, basically, the item creates more magic items over time... Which I thought would be a very cool concept. All it really does is provide bonuses to saving throws... and on the mantel itself, while it is enchanting the items, it would have some level against up to 7 damage types. Which could range from proficiency bonus all the way to immunity. And the wearer could choose which seven types to have before a given encounter assuming he had the necessary gemstones available and a long rest to swap out the stones. Mind you, once a stone is removed fully charged, it needs to be installed and attuned within a week or it will loose it's enchantment and would start over in the mantel....
From here there was a whole other layer that after the wearer gave away enough of the charged stones in different pieces of jewelry, each with an invulnerability or less if he removed them at an earlier stage) to a single type of damage... the mantel's true powers would be revealed and he would start having dreams where he was in a great hall sitting at a council chamber and could sense the whereabouts of each of the attuned. He would know there general health and could see what they were seeing, hear the environment they were in and could even give them advice which they might "hear" subconsciously... mechanics to be worked out... If they were asleep, he could call them into the dream and they could communicate directly.
Thus the name became The Spymaster's Mantel....
In anycase... the fundamental issue I have is coding this for Beyond. I thought I go do something like they had for Dragonborn breathweapons... but the options tab doesn't seem to exist for magic items the way it does in races. Is there a way to put the chart in and have a drop down for which gemstone is installed into the settings? Or a way to set the timeline for each of the settings, or any kind of on off setting that can be ticked on the character sheets the way charges are used and resets are played?
Or
Is the only way to do this, to literally code each combination as a separate magic item? (which would make this time prohibitive.)
Oh - for right now, I'm just looking for a way to see if this is even possible to do and use in beyond. I'm not looking to discuss power levels or game balance at this juncture. I'm sure the idea needs balancing - however, I want to see if this can even be done in this system, then we can see if making it would break the game and how to balance it so it doesn't....
Thanks again for taking the time...
No
And
Yes
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