I can get an item to be +1 to hit and have it prooerly implememt when equiped, but I can't seem to get it to apply the +1 damage without it being "Bonus-Magic".
Add a normal weapon to the character, customize it to have +1 to hit and damage. That said, a weapon that is crafted to have +1 to attack and damage should probably be considered a magical weapon in 5e as there is no spellcasting requirement to craft magical weapons.
My purpose is to make a "Blacksteel" weapon that is an adamantine composite. The weapons will have other properties as well that I can get to work fine. And I can get the weapon template to show properly with the +1 to hit when equipped by any character. But I can't get the +1 to damage to work
Why does it matter that the underlying framework says "magic" ? AFAIK, this doesn't show up on the weapon description, traits, or anywhere else.
Just give the weapon a name that doesn't imply it's magical, such as "Blacksteel Longsword", give it the +1 to-hit and +1 "magic" bonus to damage, and tell the player getting the sword that it's not a magical sword.
The only problem is behind the curtain here, where the player isn't supposed to look anyway.
Absolutely easy enough to choose the Bonus-Magic modifier and just leave magic out of the description.
I was just curious if there was another way.
Another time this may be relevant is if I ever wanted to create something that say had +2 to hit, +1 damage and needed to separate the two modifiers instead of having a fixed value=1 applied to both.
Fair point, I do not believe this is currently possible with the current status of the homebrew tools.
Ironically, it's extremely easy to do in the character's sheet by having the player click the weapon and select "customize" to add the extra damage.
This solution is clearly deeply unsatisfying though, since the whole point of having homebrew is to avoid putting these kind of settings in the hands of the players, to smooth play. But at least we have a way to do it.
Is there a particular reason you don't want these to be considered magical weapons? Normally in 5e any weapon of high enough quality to have additional properties (beyond the ability to bypass resistance due to materials) is considered magical.
Because they are adamantine composite. They are stronger and lighter than a normal weapon (thus more precise and damaging), but they don't overcome the resistance to non-magical weapons many creatures have.
From an economy point of view It allows me to offer an martial bonus still at the uncommon rarity but at about 1/2 the price of magical weapons
My question is more why you want an item like that. In general, weapons that bypass resistances like that are more common than weapons that provide bonuses to attack and damage, including some common magical weapons.
I can get an item to be +1 to hit and have it prooerly implememt when equiped, but I can't seem to get it to apply the +1 damage without it being "Bonus-Magic".
Any suggestions?
Add a normal weapon to the character, customize it to have +1 to hit and damage. That said, a weapon that is crafted to have +1 to attack and damage should probably be considered a magical weapon in 5e as there is no spellcasting requirement to craft magical weapons.
Congratulations! You have just created the Masterwork weapons found in 3.5.
https://www.dandwiki.com/wiki/SRD:Masterwork_Weapons
Really was trying to Make a weapon item type instead of customizing each one. I have multiple characters in a campaign and multiple campaigns.
Also found in 4e.
My purpose is to make a "Blacksteel" weapon that is an adamantine composite. The weapons will have other properties as well that I can get to work fine. And I can get the weapon template to show properly with the +1 to hit when equipped by any character. But I can't get the +1 to damage to work
Why does it matter that the underlying framework says "magic" ? AFAIK, this doesn't show up on the weapon description, traits, or anywhere else.
Just give the weapon a name that doesn't imply it's magical, such as "Blacksteel Longsword", give it the +1 to-hit and +1 "magic" bonus to damage, and tell the player getting the sword that it's not a magical sword.
The only problem is behind the curtain here, where the player isn't supposed to look anyway.
Click to learn to put cool-looking tooltips in your messages!
For the most part you are correct. I can handwave things easy enough. I was just trying to do this "accurately".
As far as it being a "magic" weapon, It shows up in the item "Notes". Not the biggest thing, but still there.
Blacksteel Handaxe
I believe those notes are only for the benefits of homebrew classification, and should not appear anywhere on the character's sheet.
Click to learn to put cool-looking tooltips in your messages!
Correct.
Absolutely easy enough to choose the Bonus-Magic modifier and just leave magic out of the description.
I was just curious if there was another way.
Another time this may be relevant is if I ever wanted to create something that say had +2 to hit, +1 damage and needed to separate the two modifiers instead of having a fixed value=1 applied to both.
Fair point, I do not believe this is currently possible with the current status of the homebrew tools.
Ironically, it's extremely easy to do in the character's sheet by having the player click the weapon and select "customize" to add the extra damage.
This solution is clearly deeply unsatisfying though, since the whole point of having homebrew is to avoid putting these kind of settings in the hands of the players, to smooth play. But at least we have a way to do it.
Click to learn to put cool-looking tooltips in your messages!
Is there a particular reason you don't want these to be considered magical weapons? Normally in 5e any weapon of high enough quality to have additional properties (beyond the ability to bypass resistance due to materials) is considered magical.
Because they are adamantine composite. They are stronger and lighter than a normal weapon (thus more precise and damaging), but they don't overcome the resistance to non-magical weapons many creatures have.
From an economy point of view It allows me to offer an martial bonus still at the uncommon rarity but at about 1/2 the price of magical weapons
My question is more why you want an item like that. In general, weapons that bypass resistances like that are more common than weapons that provide bonuses to attack and damage, including some common magical weapons.
I would think to fight monsters that are resistance to magical weapons? Aren't there a few like that?
I think there are only monsters resistant to spells, not magic weapons. I may be wrong though.
I write homebrew and don't publish it. (evil, I know)
I fought a few and super annoying. Liches and fiends.
Those are generally resistant to nonmagical weapons, not magical weapons.