Our artificer was wanting to create a pseudo Gatling gun using wands as the source of fire power. Could I get some feedback on this? Party is 5th level.
So I'm thinking about it like this when you fire max amount of damage possible being is the bolts that are fired and the damage taken are the ones that hit.
Staff of Wands (Its 3 wands taped to a staff)
This staff channels the power of multiple wands into a barrage of blasts dealing 3d4 +3 damage. The creature must succeed on a saving throw(DC13) or suffer additional effects based on the types of wands used in the creation of the staff.
Cold:The creature is slowed by -5 until the end of its next turn. (Constitution) Fire:The creature takes +1d4 fire damage. (Dexterity) Poison:The creature is poisoned and takes 1 point of poison damage on the start of each turn for 1 minute. (Constitution) Acid: If the creature is holding a metal or wood weapon it suffers a permanent -1 penalty to damage rolls. (Dexterity) Psychic: The creature has disadvantage on it's next attack roll. (Intelligence) Necrotic: 1/4 the damage done by the initial attack is returned as health. (None) Radiant: Deals +1d6 damage vs undead. (Constitution) Force: The target is knocked back 5 feet. (Strength) Thunder: The creature is deafened for 1 minute. (Constitution) Lightning: If the target is wearing metal armor it takes +1d6 lightning damage. (None)
Charges: The staff has 4 charges and recharges 1d4 -1 at dawn.
Creation: A Staff or large stick, 3 Wands,and 1000 gold for research and assorted materials.
With only two charges, it seems fine. I’d tighten up the descriptions for the secondary effects. How long does the slow last? What does the “up to” part of the deafening mean? Are these effects endable by a saving throw (they probably should be)?
On second thought, two charges might even be a little bit low. 3d4+3 damage is just a 1st-level magic missile, and a Wand of Magic Missiles has seven charges. The secondary effects definitely make it better than the magic missile, but I could see it getting three or four charges.
Additionally, the wands are already arcane foci, and the staff might be as well, so requiring ANOTHER focus for creation seems like overkill.
75gp is way too low. The Wand of Magic Missiles is uncommon, setting its creation cost at at least 500gp. I’m not sure the secondary effects are enough to bump your item up to rare (which starts at 5000gp), but I’d still require a few thousand, maybe 2000 or 3000gp.
Our artificer was wanting to create a pseudo Gatling gun using wands as the source of fire power. Could I get some feedback on this?
Party is 5th level.
So I'm thinking about it like this when you fire max amount of damage possible being is the bolts that are fired and the damage taken are the ones that hit.
Staff of Wands (Its 3 wands taped to a staff)
This staff channels the power of multiple wands into a barrage of blasts dealing 3d4 +3 damage.
The creature must succeed on a saving throw(DC13) or suffer additional effects based on the types of wands used in the creation of the staff.
Cold: The creature is slowed by -5 until the end of its next turn. (Constitution)
Fire: The creature takes +1d4 fire damage. (Dexterity)
Poison: The creature is poisoned and takes 1 point of poison damage on the start of each turn for 1 minute. (Constitution)
Acid: If the creature is holding a metal or wood weapon it suffers a permanent -1 penalty to damage rolls. (Dexterity)
Psychic: The creature has disadvantage on it's next attack roll. (Intelligence)
Necrotic: 1/4 the damage done by the initial attack is returned as health. (None)
Radiant: Deals +1d6 damage vs undead. (Constitution)
Force: The target is knocked back 5 feet. (Strength)
Thunder: The creature is deafened for 1 minute. (Constitution)
Lightning: If the target is wearing metal armor it takes +1d6 lightning damage. (None)
Charges: The staff has 4 charges and recharges 1d4 -1 at dawn.
Creation: A Staff or large stick, 3 Wands,and 1000 gold for research and assorted materials.
With only two charges, it seems fine. I’d tighten up the descriptions for the secondary effects. How long does the slow last? What does the “up to” part of the deafening mean? Are these effects endable by a saving throw (they probably should be)?
On second thought, two charges might even be a little bit low. 3d4+3 damage is just a 1st-level magic missile, and a Wand of Magic Missiles has seven charges. The secondary effects definitely make it better than the magic missile, but I could see it getting three or four charges.
Additionally, the wands are already arcane foci, and the staff might be as well, so requiring ANOTHER focus for creation seems like overkill.
75gp is way too low. The Wand of Magic Missiles is uncommon, setting its creation cost at at least 500gp. I’m not sure the secondary effects are enough to bump your item up to rare (which starts at 5000gp), but I’d still require a few thousand, maybe 2000 or 3000gp.
I updated it based on your awesome feedback.
TY.
The radiant damage should effect fiends as well and not have a save.
Most magic items have the potential to fully recharge in 1 day. I suggest removing the -1 from recharge roll.
An odd item, but I suppose that is the point. I like it.