I wanted to get some feedback on this simple magic item I'm trying to create for a friend who really likes Spirit Guardians but doesn't want to play a Cleric or Bard again. It's simple, but it's also my first Homebrew Magic Item on D&D Beyond so I'm not sure If there's something I need to pay attention to when creating it. I know I need to add the spell under the "Spells" option, but not sure what else I need to do to have it implemented properly. Also I'm not sure how to link to the 2024 version of the spell, not the 2014 version.
Warriors of an ancient battle used to wear these metal identification tags on the battlefield. Those on the bodies that were never given proper burials have become haunted by the spirits of these warriors. These tags can be used to call on these spirits for aid in battle.
While attuned to this item you learn the Spirit Guardians spell and always have it prepared. You can cast it without expending a spell slot. Once you cast the spell in this way, you can’t cast it in this way again until you finish a Long Rest. You can also cast the spell using spell slots you have of the appropriate level. The spell uses your highest ability as the spells’ spellcasting ability.
Each time you cast the spell because of this item roll a d20. If you roll a 1 you take 2d20 Necrotic damage and this item disintegrates.
So, easy stuff first: to link to the 2024 version of a spell in the text, use [ spells ] instead of [ spell ].
As for actually implementing the item: the D&D Beyond homebrew system is mostly designed to emulate the behavior of official items, which don't generally do this kind of thing (i.e., add a spell to the user's prepared spells). Spells cast from official items generally expend charges from the item and use a fixed save DC and/or attack bonus rather than using the user's stats. So, there isn't currently a way to do exactly what you're talking about with a homebrew magic item using D&D Beyond.
You could implement it as an item with one charge for the spell. This will not add a "cast" button for the spell like your other prepared spells, but it'll at least put the spell on your list.
Alternatively, you could implement it as a homebrew feat, which can add prepared spells. However, the part about using your highest ability score as the spellcasting ability will not be possible, as the homebrew system doesn't support that (again, because that's not a thing in any of the official materials).
What about implementing the disintegration mechanic? I know the Wand of Magic Missiles has a similar mechanic "If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed." Is there a way to add that to the item other than just having the text say it?
I want the item to essentially grant the player a spell they normally would not have access to, but come at a cost. Not as expensive as a Feat, those are too precious and build defining, but I reasoned that taking up an attunement slot with a chance of permanent loss would be enough to balance the power.
I'm not opposed to giving it a set number of charges everyday like the Wand of Magic Missiles, but is there any way to achieve the desired intent with the item?
What about implementing the disintegration mechanic? I know the Wand of Magic Missiles has a similar mechanic "If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed." Is there a way to add that to the item other than just having the text say it?
I want the item to essentially grant the player a spell they normally would not have access to, but come at a cost. Not as expensive as a Feat, those are too precious and build defining, but I reasoned that taking up an attunement slot with a chance of permanent loss would be enough to balance the power.
I'm not opposed to giving it a set number of charges everyday like the Wand of Magic Missiles, but is there any way to achieve the desired intent with the item?
As far as I know there's no way of implementing the disintegration mechanic. The official items that have that mechanic don't have any special functionality for it on D&D Beyond.
I realize I may have said something misleading about the feat thing — I'm not suggesting you actually make it a feat in in-game terms, just that you use the homebrew feat system as a workaround to get the character sheet to do what you want. (You can use the "Manage Feats" button on the character sheet to give a character a feat, including a homebrew one, outside of the normal feat progression.)
I wanted to get some feedback on this simple magic item I'm trying to create for a friend who really likes Spirit Guardians but doesn't want to play a Cleric or Bard again. It's simple, but it's also my first Homebrew Magic Item on D&D Beyond so I'm not sure If there's something I need to pay attention to when creating it. I know I need to add the spell under the "Spells" option, but not sure what else I need to do to have it implemented properly. Also I'm not sure how to link to the 2024 version of the spell, not the 2014 version.
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Wondrous Item, rare (requires attunement)
Warriors of an ancient battle used to wear these metal identification tags on the battlefield. Those on the bodies that were never given proper burials have become haunted by the spirits of these warriors. These tags can be used to call on these spirits for aid in battle.
While attuned to this item you learn the Spirit Guardians spell and always have it prepared. You can cast it without expending a spell slot. Once you cast the spell in this way, you can’t cast it in this way again until you finish a Long Rest. You can also cast the spell using spell slots you have of the appropriate level. The spell uses your highest ability as the spells’ spellcasting ability.
Each time you cast the spell because of this item roll a d20. If you roll a 1 you take 2d20 Necrotic damage and this item disintegrates.
So, easy stuff first: to link to the 2024 version of a spell in the text, use [ spells ] instead of [ spell ].
As for actually implementing the item: the D&D Beyond homebrew system is mostly designed to emulate the behavior of official items, which don't generally do this kind of thing (i.e., add a spell to the user's prepared spells). Spells cast from official items generally expend charges from the item and use a fixed save DC and/or attack bonus rather than using the user's stats. So, there isn't currently a way to do exactly what you're talking about with a homebrew magic item using D&D Beyond.
You could implement it as an item with one charge for the spell. This will not add a "cast" button for the spell like your other prepared spells, but it'll at least put the spell on your list.
Alternatively, you could implement it as a homebrew feat, which can add prepared spells. However, the part about using your highest ability score as the spellcasting ability will not be possible, as the homebrew system doesn't support that (again, because that's not a thing in any of the official materials).
pronouns: he/she/they
I see. Yeah I figured that might be the case.
What about implementing the disintegration mechanic? I know the Wand of Magic Missiles has a similar mechanic "If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed." Is there a way to add that to the item other than just having the text say it?
I want the item to essentially grant the player a spell they normally would not have access to, but come at a cost. Not as expensive as a Feat, those are too precious and build defining, but I reasoned that taking up an attunement slot with a chance of permanent loss would be enough to balance the power.
I'm not opposed to giving it a set number of charges everyday like the Wand of Magic Missiles, but is there any way to achieve the desired intent with the item?
As far as I know there's no way of implementing the disintegration mechanic. The official items that have that mechanic don't have any special functionality for it on D&D Beyond.
I realize I may have said something misleading about the feat thing — I'm not suggesting you actually make it a feat in in-game terms, just that you use the homebrew feat system as a workaround to get the character sheet to do what you want. (You can use the "Manage Feats" button on the character sheet to give a character a feat, including a homebrew one, outside of the normal feat progression.)
pronouns: he/she/they
This is what I landed on. I figured, why fix what already works?
It's basically a combination of the Necklace of Fireballs and the Wand of Magic Missiles.
https://www.dndbeyond.com/magic-items/10200325-haunted-dog-tags
I feel like this accomplishes the goal somewhat, but with a greater cost than just requiring attunement.