This is for a Wild Magic Sorcerer player in my game it's supposed to be found in the same place as the other magic item I made Gauntlets of The Gale so here it is Wand of the Wild
The Gauntlets of the Gale are magical elemental gauntlets that can shoot wind and do a multitude of effects. Attacks you make while wearing these Gauntlets still count as unarmed strikes. While wearing and attuned to these gauntlets you gain the following abilities:
Wind Push/Pull. As a bonus action you can spend 2 Ki to push or pull nearby creatures. Each creature within 30 feet must succeed at a STR saving throw against your Ki Save DC or be moved up to 15 feet either directly toward or away from you. If one of the targets ends within 5 feet of you or one of your allies, you may use your reaction to make a single weapon attack against that creature. Alternatively, you can use this ability to target a single Medium or smaller object that Is not being worn or carried. The object does not move with enough force to cause damage.
Wind Dash. Once per turn, as part of your movement you can spend 2 Ki to teleport up to 25 feet.
Wind Lift. As a bonus action you can spend 1 Ki to raise up to 10 feet off the ground and hover in place until the beginning of your next turn. If you are already higher off the ground than 10 feet, you instead hover in place for the duration.
Wind Fist. As a bonus action you can spend 1 Ki to extend the range of your unarmed strikes by up to 10 feet until the end of your current turn.
Rustling Wind. As an action, you can create a harmless sensory effect within 30 feet using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Blustering Wind. As an action, you can snuff out an unprotected flame within 10 feet such as a candle, torch, or small campfire.
I got nothing for that wand, someone else will have to help you with that. I would never give it to a PC in any campaigns I DM. But I also ban Wild Magic too so.... 🤷♂️
I'm not an expert but that wand seems way overpowered. Giving them almost unlimited access to any spell on the sorcerer list whether they know it or not feels like a game breakingitem. I would give the wand charges and a reset condition and limit the spells it gives access to, making it a set spell list. Vary the number of charges the spells cost based on their level.
So the description would read something like this:
This wand has 6 charges, regaining 1d6-1 charges at dawn. On your turn, you may expend one or more of these charges to cast the following spells:
SPELL LIST
This wand may be used as a spellcasting focus. When you cast a spell using this wand as a focus, roll 1d8. The spell's damage type is replaced with a different type as determined by the table below. Wild Magic sorcerers may expend a sorcery point to re-roll, but must take the new roll.
I think you misunderstood, they don't insta cast the spell they just prepare it (Also it's all 1st level spells) like they still have to use spell slots and stuff
@iamsposta I like the changes mostly but Push/Pull was supposed to be kinda like the flurry of blows of the gauntlets (Wind Dash=Step of the wind Wind Lift=Patient defence) it’s supposed to be a 1 Ki bit of extra damage for a bonus action though you might say “But your ally could use a greataxe to attack and that’s more damage than an unarmed strike and it is but I think the check requirement balances it out EDIT: I posted before complete completing now also why is wind dash a teleport? It’s supposed to be fwoooooshing with the gauntlets like you’re Katsuki Bakugo or something like wind doesn’t teleport this isn’t Zelda’s Up B
You asked for a balance check. That’s what I offered. If you want them to be a 1 Ki bit of damage, then you would have to sacrifice the pulling/pushing everything in range. That kind of pull/push mechanic is way more powerful than a little bit of damage.
It only hits one target though you added the all targets within 30 feet thing in the balance change you did
I went based off of your original wording:
Wind Push/Pull: For 1 Ki point you may push or pull any creature that fails a STR check equal to 8+Proficiency+WIS or object 15 either away from you (Push) or towards you (Pull) and if it gets within 5 feet of an ally or you you may use your reaction to use a singular weapon/cantrip attack(Bonus Action).
You said “any creature that fails....” You didn’t even put a range on it either. 🤷♂️ You wrote it, I just went based off of that.
The gauntlets are difficult to read. Would suggest separating each ability by bullets or different line items. Specify the range on the abilities. For the movement ability, just say you can transport to an area within XX feet. It's up to you if you require seeing the target location. Be more clear about action type. You have some things saying reaction then at the end say bonus action. The move a target free attack ability is quite strong, I would increase the cost to 5 ki points.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Wand should just be attunement required unless there really is something unusual needed to attune it. Do NOT allow re-rolls. Random caster is already random. Making more die rolls is just being bothersome for no reason. If you roll a spell you already have, tough patootie. The list isn't too strong which is ok. The last numbers should be special because rolling a 90+ on %dice should feel cool. Maybe something like + 3 spell to-hit or +3 DC.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Sorry I misworded it I meant to say any one creature within 5 feet of you
No need to apologize to me.
But if a creature is within 5 feet, how can you pull it up to 15 feet towards you?
Hey hey now, be kind. He could easily change the wording to "up to 15 feet".
I was never unkind. In fact, I was the first to offer help. All I’m saying is, if the range is 5 ft., one cannot “pull” anything any closer. The range would have to be at least 20 feet.
I’ll change it to any one creature within 20 feet (and I’ll change wind dash to bonus)
You don't have to make it 20 feet, it could be 60 feet or whatever. The key point is to say something like pull a creature up to 15 feet closer to you. Meaning you can choose whether it is 1 foot or 15 feet so if they are 10 feet away you can still bring them closer to you.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
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This is for a Wild Magic Sorcerer player in my game it's supposed to be found in the same place as the other magic item I made Gauntlets of The Gale so here it is Wand of the Wild
No one answered :[
Please could someone answer I need to know if it's balanced before giving it
Well, let's take a look.
Here are the gauntlets, a bit edited and updated:
I got nothing for that wand, someone else will have to help you with that. I would never give it to a PC in any campaigns I DM. But I also ban Wild Magic too so.... 🤷♂️
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I'm not an expert but that wand seems way overpowered. Giving them almost unlimited access to any spell on the sorcerer list whether they know it or not feels like a game breakingitem. I would give the wand charges and a reset condition and limit the spells it gives access to, making it a set spell list. Vary the number of charges the spells cost based on their level.
So the description would read something like this:
This wand has 6 charges, regaining 1d6-1 charges at dawn. On your turn, you may expend one or more of these charges to cast the following spells:
SPELL LIST
This wand may be used as a spellcasting focus. When you cast a spell using this wand as a focus, roll 1d8. The spell's damage type is replaced with a different type as determined by the table below. Wild Magic sorcerers may expend a sorcery point to re-roll, but must take the new roll.
1 | Acid
2 | Cold
3 | Fire
4 | Force
5 | Lightning
6 | Poison
7 | Psychic
8 | Thunder
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I think you misunderstood, they don't insta cast the spell they just prepare it (Also it's all 1st level spells) like they still have to use spell slots and stuff
@iamsposta I like the changes mostly but Push/Pull was supposed to be kinda like the flurry of blows of the gauntlets (Wind Dash=Step of the wind Wind Lift=Patient defence) it’s supposed to be a 1 Ki bit of extra damage for a bonus action though you might say “But your ally could use a greataxe to attack and that’s more damage than an unarmed strike and it is but I think the check requirement balances it out EDIT: I posted before complete completing now also why is wind dash a teleport? It’s supposed to be fwoooooshing with the gauntlets like you’re Katsuki Bakugo or something like wind doesn’t teleport this isn’t Zelda’s Up B
You asked for a balance check. That’s what I offered. If you want them to be a 1 Ki bit of damage, then you would have to sacrifice the pulling/pushing everything in range. That kind of pull/push mechanic is way more powerful than a little bit of damage.
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It only hits one target though you added the all targets within 30 feet thing in the balance change you did
I went based off of your original wording:
You said “any creature that fails....” You didn’t even put a range on it either. 🤷♂️ You wrote it, I just went based off of that.
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Sorry I misworded it I meant to say any one creature within 5 feet of you
No need to apologize to me.
But if a creature is within 5 feet, how can you pull it up to 15 feet towards you?
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Hey hey now, be kind. He could easily change the wording to "up to 15 feet".
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
The gauntlets are difficult to read. Would suggest separating each ability by bullets or different line items. Specify the range on the abilities. For the movement ability, just say you can transport to an area within XX feet. It's up to you if you require seeing the target location. Be more clear about action type. You have some things saying reaction then at the end say bonus action. The move a target free attack ability is quite strong, I would increase the cost to 5 ki points.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Wand should just be attunement required unless there really is something unusual needed to attune it. Do NOT allow re-rolls. Random caster is already random. Making more die rolls is just being bothersome for no reason. If you roll a spell you already have, tough patootie. The list isn't too strong which is ok. The last numbers should be special because rolling a 90+ on %dice should feel cool. Maybe something like + 3 spell to-hit or +3 DC.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I was never unkind. In fact, I was the first to offer help. All I’m saying is, if the range is 5 ft., one cannot “pull” anything any closer. The range would have to be at least 20 feet.
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I’ll change it to any one creature within 20 feet (and I’ll change wind dash to bonus)
You don't have to make it 20 feet, it could be 60 feet or whatever. The key point is to say something like pull a creature up to 15 feet closer to you. Meaning you can choose whether it is 1 foot or 15 feet so if they are 10 feet away you can still bring them closer to you.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale