What do you guys and gals think? Feedback is appreciated. I matched the die roll to the CR. If anyone has better suggestions to replace my picks, I am open to them.
- The amulet doesn't have any limitation, you could spam it all day long. This should probably work off of charges, or even be a 1/day type of thing.
- Having monsters with legendary ability seems like a bad idea. I would either say that the new form doesn't have those, or switch to a different creature (applies to Unicorn)
- I get the relation between the result of the D10 and the creature, but being able to summon a CR10 creature seems too powerful to me. Looking at summon spells, like Conjure Fey; Conjure Elemental; or Summon Greater Demon, no spell can conjure above CR6, and it's a 6th level spell (so PC should be at least lv11). This basically amount to "I conjure a new party member that I control".
- I don't find the curse all that interesting. Per the DMG, identifying the properties of a magic item basically requires only to focus on it for ~1 hour (no attunement required), and there's no reason for anyone without a familiar to attune to it. If someone attuned to it loses their familiar, since the spell is a ritual, they can probably just instantly resummon it (barring some rare cases, like a wizard losing their spellbook at the same time). If you want a curse, maybe it should react to the death of the familiar instead.
- Actually, I just realised, a wizard can't really attune to this, can they ? They don't really "know" their spells, they prepare them... Maybe the restriction should simply be "has a familiar" or "is able to cast the find familiar spell".
- If a familiar reverts form due to damage, should the excess damage apply to their regular form ? This probably mean they will die, since familiar are usually pretty squishy. The item doesn't say what happens for now, although we can infer it works as wild shape.
I like the idea of a magic item that works to help your familiar though !
It has a once per day for ten minutes stipulation. It recharges at dawn.
I like your curse idea
I could see the cr10 being op, ive gotten very attached to the idea though if I'm honest. A dm could use this against the party for an intense surprise or a mild inconvince depending on the roll. But they would have to be prepared for a crafty party member to get there hand on this. Alternatively a dm could say use a d6 and only make the first 6 options available without inherently changing the item...... now i see this as an evolving item that starts with a d4 and as you progress with this character you gain access to the d6, d8 and d10. That way it can be in the game earlier without breaking the game and the dm can decide when the campaign can handle the power jump. Maybe even saving d10 for lol 18-20 play if it goes that long.
The point on legendary actions is well taken. I will most likely change the cr 5
I don't intend for the familiar to take the excess damage but I would consider it
I want wizards to be able to use it so I will change the wording
What do you guys and gals think? Feedback is appreciated. I matched the die roll to the CR. If anyone has better suggestions to replace my picks, I am open to them.
Would you kindly link to it here? I'd be happy to take a look.
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How do I link homebrew items
I've got you. A simple hyperlink will do.
Amulet of the Well
I'll take a look soon!
A few thoughts, on the top of my head:
- The amulet doesn't have any limitation, you could spam it all day long. This should probably work off of charges, or even be a 1/day type of thing.
- Having monsters with legendary ability seems like a bad idea. I would either say that the new form doesn't have those, or switch to a different creature (applies to Unicorn)
- I get the relation between the result of the D10 and the creature, but being able to summon a CR10 creature seems too powerful to me. Looking at summon spells, like Conjure Fey; Conjure Elemental; or Summon Greater Demon, no spell can conjure above CR6, and it's a 6th level spell (so PC should be at least lv11). This basically amount to "I conjure a new party member that I control".
- I don't find the curse all that interesting. Per the DMG, identifying the properties of a magic item basically requires only to focus on it for ~1 hour (no attunement required), and there's no reason for anyone without a familiar to attune to it. If someone attuned to it loses their familiar, since the spell is a ritual, they can probably just instantly resummon it (barring some rare cases, like a wizard losing their spellbook at the same time). If you want a curse, maybe it should react to the death of the familiar instead.
- Actually, I just realised, a wizard can't really attune to this, can they ? They don't really "know" their spells, they prepare them... Maybe the restriction should simply be "has a familiar" or "is able to cast the find familiar spell".
- If a familiar reverts form due to damage, should the excess damage apply to their regular form ? This probably mean they will die, since familiar are usually pretty squishy. The item doesn't say what happens for now, although we can infer it works as wild shape.
I like the idea of a magic item that works to help your familiar though !
Click to learn to put cool-looking tooltips in your messages!
It has a once per day for ten minutes stipulation. It recharges at dawn.
I like your curse idea
I could see the cr10 being op, ive gotten very attached to the idea though if I'm honest. A dm could use this against the party for an intense surprise or a mild inconvince depending on the roll. But they would have to be prepared for a crafty party member to get there hand on this. Alternatively a dm could say use a d6 and only make the first 6 options available without inherently changing the item...... now i see this as an evolving item that starts with a d4 and as you progress with this character you gain access to the d6, d8 and d10. That way it can be in the game earlier without breaking the game and the dm can decide when the campaign can handle the power jump. Maybe even saving d10 for lol 18-20 play if it goes that long.
The point on legendary actions is well taken. I will most likely change the cr 5
I don't intend for the familiar to take the excess damage but I would consider it
I want wizards to be able to use it so I will change the wording
Thank you for your feedback!
Thank you!