I haven't found a thread on this topic, but if I missed it please feel free to point me at it.
I have a homebrew magic item that recharges its own spell slots (not the player's) based on a dice roll, like how some monster recharge their abilities (like an Ettercap's Web ability). Roll a 4 and get level 1 back, roll a 5 and get levels 1 and 2, roll a 6 and get levels 1, 2, and 3. Anyway to handle this in DnD beyond?
If not, can players manually manage recharging after using a charge?
As I'm sure you have seen, when creating a Magic Item, there is a section for "Has Charges". I would suggest that you use that for your Item Spell Slots.
Once you tick the box, it opens up the following sections:
Number of Charges
Charge Reset Condition (drop-down)
Charge Reset Description
However many Spell Slots it has, you would put that in the Number of Charges section, then in the Charge Reset Condition, I'd choose 'Other', and finally, in the Charge Reset Description, I'd enter the information on what die is rolled, what needs to be rolled for reset of slots, etc.
The rest of the development and instructions should be handled in the item description like it is for monsters in their action descriptions.
Hope this helps :)
Cheers!
Rollback Post to RevisionRollBack
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty. Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers; Sing too of Chromatic Tiamat, painting all over the infinite canvas. Partnered, they woke in the darkness; partnered, they labored in acts of creation.
Thanks! I had used the "has charges" button, but I'm still working on getting this item to function correctly. I've described it poorly, I think.
The item contains three spells: Earthbind, Transmute Rock, and Flesh to Stone. You may cast each of these spells once. After a long rest, you roll a d6 in an attempt to recharge any spells you may have cast.
On a roll of 4 or more, if you've previously cast Earthbind, you get that spell back. On a roll of 5 or more, if you previously cast Transmute Rock, you get that spell back. And on a roll of 6 or more, if you previously cast Flesh to Stone, you get that spell back.
So I think what I need are three charges, where each charge is associated solely with one particular spell, and can be recharged on a single dice roll (a roll of six can recharge all three spells, assuming they were all cast the previous day).
I'm playing around with just making this three separate items, though I also want to require attunement (which I suppose I can just put on one of the three items). I'm open to other suggestions, if the forum has them.
Thank you for the clarification on the item you are trying to create and how you intend for it to work.
The description I posted before are for non spell specific charges.
For what you are trying to do, you want one charge for each spell which the current system is capable of handling... Follow along :)
The lowest section of creating a Magic Item is the Spells section, on the right side of that, click on the blue Add a Spell button. (You will need to do this three times total, one for each spell)
In the Add a Spell screen, select the spell you want to use in the Spell Name drop down (type to jump to it).
In the Min-Max Spell Charges boxes, enter 1 in both of them as you want a minimum of 1 and a maximum of 1.
Click Save and you are done adding that spell and the single charge to your item.
Once you do this for all three spells, they will display on your character's sheet under spells and opposed to the red button saying 'Cast', it will now say '1 C' as it only has 1 Charge showing that you can only use it once.
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty. Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers; Sing too of Chromatic Tiamat, painting all over the infinite canvas. Partnered, they woke in the darkness; partnered, they labored in acts of creation.
To post a comment, please login or register a new account.
I haven't found a thread on this topic, but if I missed it please feel free to point me at it.
I have a homebrew magic item that recharges its own spell slots (not the player's) based on a dice roll, like how some monster recharge their abilities (like an Ettercap's Web ability). Roll a 4 and get level 1 back, roll a 5 and get levels 1 and 2, roll a 6 and get levels 1, 2, and 3. Anyway to handle this in DnD beyond?
If not, can players manually manage recharging after using a charge?
Thanks!
Greetings Roland_Xavier,
As I'm sure you have seen, when creating a Magic Item, there is a section for "Has Charges".
I would suggest that you use that for your Item Spell Slots.
Once you tick the box, it opens up the following sections:
However many Spell Slots it has, you would put that in the Number of Charges section, then in the Charge Reset Condition, I'd choose 'Other', and finally, in the Charge Reset Description, I'd enter the information on what die is rolled, what needs to be rolled for reset of slots, etc.
The rest of the development and instructions should be handled in the item description like it is for monsters in their action descriptions.
Hope this helps :)
Cheers!
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty.
Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers;
Sing too of Chromatic Tiamat, painting all over the infinite canvas.
Partnered, they woke in the darkness; partnered, they labored in acts of creation.
Thanks! I had used the "has charges" button, but I'm still working on getting this item to function correctly. I've described it poorly, I think.
The item contains three spells: Earthbind, Transmute Rock, and Flesh to Stone. You may cast each of these spells once. After a long rest, you roll a d6 in an attempt to recharge any spells you may have cast.
On a roll of 4 or more, if you've previously cast Earthbind, you get that spell back. On a roll of 5 or more, if you previously cast Transmute Rock, you get that spell back. And on a roll of 6 or more, if you previously cast Flesh to Stone, you get that spell back.
So I think what I need are three charges, where each charge is associated solely with one particular spell, and can be recharged on a single dice roll (a roll of six can recharge all three spells, assuming they were all cast the previous day).
I'm playing around with just making this three separate items, though I also want to require attunement (which I suppose I can just put on one of the three items). I'm open to other suggestions, if the forum has them.
Thanks!
Greetings Roland_Xavier,
Thank you for the clarification on the item you are trying to create and how you intend for it to work.
The description I posted before are for non spell specific charges.
For what you are trying to do, you want one charge for each spell which the current system is capable of handling... Follow along :)
The lowest section of creating a Magic Item is the Spells section, on the right side of that, click on the blue Add a Spell button.
(You will need to do this three times total, one for each spell)
Once you do this for all three spells, they will display on your character's sheet under spells and opposed to the red button saying 'Cast', it will now say '1 C' as it only has 1 Charge showing that you can only use it once.
Hope this helps :)
Cheers!
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty.
Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers;
Sing too of Chromatic Tiamat, painting all over the infinite canvas.
Partnered, they woke in the darkness; partnered, they labored in acts of creation.