The Daggers circled in purple are the magical daggers and have had their To Hit overridden and Bonus Damage added to get the #s on the character sheet to be correct, INT instead of STR or DEX. The Dagger in red is a normal nonmagical Dagger for an example.
I'd homebrew copies of each item you're going to infuse or any magical item you receive along your journey. My thread on replacing DEX in AC might point us in the right direction. Let me go smoke and look into this.
Though To Hit modifier is typically Proficiency Bonus dependent and magic items have no level scale ability.
Hmm.. This is complicated. I''m not high enough for this yet, give me a few
Sometime in Fall 2022, I believe his has changed and this method is no longer necessary. Text left here for research purposes..?
It takes a feat
NAME: Artificer Battle Smith Battle Ready subclass feature
DESCRIPTION: Your collection of Items affected by your Artificer Battle Smith Battle Ready subclass feature
SNIPPET: Your collection of Items affected by your Artificer Battle Smith Battle Ready subclass feature
Actions:
ACTION TYPE: Weapon
NAME: Dagger (magical)
ABILITY SCORE TYPE: INT
LEVEL: 3
IS PROFICIENT: checked
ATTACK RANGE: Melee
DICE COUNT: 1
DIE TYPE: d4
DAMAGE TYPE: Piercing
DISPLAY AS ATTACK: Yes
RANGE: 20
LONG RANGE: 60
ACTIVATION TYPE: Action
SNIPPET: Artificer Battle Smith Battle Ready: When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
DESCRIPTION:
Artificer Battle Smith Battle Ready: When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Artificer Battle Smith Battle Ready: When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Artificer Infusion: Enhanced Weapon - This magic weapon grants a +1 bonus to attack* and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class. Artificer Infusion: Returning Weapon - This magic weapon grants a +1 bonus to attack* and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
* You must add this bonus manually to your character sheet. Open the sidebar and customize this item to add 1 or 2 as a To Hit bonus.
DESCRIPTION:
Artificer Battle Smith Battle Ready: When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Artificer Infusion: Enhanced Weapon - This magic weapon grants a +1 bonus to attack* and damage rolls made with it.The bonus increases to +2 when you reach 10th level in this class. Artificer Infusion Returning Weapon - This magic weapon grants a +1 bonus to attack* and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
* You must add this bonus manually to your character sheet. Customize this item to add 1 or 2 as a To Hit bonus, depending on your level. Don't forget to change this when you level up to 10.
LEVEL OVERRIDES:
LEVEL: 10
FIXED VALUE: 2
This gives us:
The To Hit +1 or +2 Bonus a magical infusion gives can't be automated here. But you can add a 1 or 2 Bonus when you customize the Action as seen in the green boxes in my screenshot.
The good thing about this method is it's only 1 Feat to keep track of all of your magical weapons
I'm making a homebrew Artificer subclass and I wanted to put the Battle Ready feature in.
I know that abilities like this are hard coded so I wanted to know if there was an option somewhere to apply those rules to the subclass.
Hmm. A subclass effect I overlooked. Challenge acceptedWait, this is a permanent effect. That's why I never looked into it. But still... Challenge accepted!
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
yeah, I figured since its clearly a functioning mechanic, it would be available for homebrew, but I just can't find it.
Is this what you're trying to do using homebrew?
The Daggers circled in purple are the magical daggers and have had their To Hit overridden and Bonus Damage added to get the #s on the character sheet to be correct, INT instead of STR or DEX. The Dagger in red is a normal nonmagical Dagger for an example.
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
Thats exactly it!
I'd homebrew copies of each item you're going to infuse or any magical item you receive along your journey. My thread on replacing DEX in AC might point us in the right direction. Let me go smoke and look into this.
Though To Hit modifier is typically Proficiency Bonus dependent and magic items have no level scale ability.
Hmm.. This is complicated. I''m not high enough for this yet, give me a few
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
because of course that's not available for homebrew XD
I really hope there's a homebrew overhaul in the works...
UPDATE
Sometime in Fall 2022, I believe his has changed and this method is no longer necessary. Text left here for research purposes..?
It takes a feat
This gives us:
The To Hit +1 or +2 Bonus a magical infusion gives can't be automated here. But you can add a 1 or 2 Bonus when you customize the Action as seen in the green boxes in my screenshot.
The good thing about this method is it's only 1 Feat to keep track of all of your magical weapons
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
thanks! I appreciate the you taking your time for this! :D
I lead a boring life
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)