Quick little idea I had for something that could be a Feat for spellcasting PCs, or a power for NPCs.
Imbue Weapon - As an action the caster imbues one weapon, or one piece of ammunition for a ranged weapon, with a spell that has a range of Touch. The spell can be held in the weapon for 1 minute, with concentration, or until used. On the next successful hit made with that weapon, the spell is delivered to the target in addition to any normal damage done by that type of weapon. Weapons that are already magical cannot be imbued in this way.
So, for example, I have an NPC conjurer who has throwing daggers. On her action she can imbue one of her throwing daggers with a Touch spell, like Shocking Grasp. On her next action she can throw that dagger, and if she successfully hits, in addition to normal piercing damage, it also delivers the Shocking Grasp spell.
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"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing) You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
I don't like it, but it is for a reason that I don't think most would assume is why someone doesn't like it:
It costs 2 actions and concentration to do what can normally be done with 2 actions and potentially not concentration. So the only time that it isn't a drawback to use this option rather than just cast a spell and make a weapon attack is when a spell that is given higher damage due to its severely short range (i.e. inflict wounds) is infused onto a ranged weapon.
And I don't think there is room to tweak things so that it doesn't feel like either a waste, or like getting a huge bonus without any kind of drawback. The most similar thing to this ability is the option to cast a spell through a familiar, and this ability doesn't have anything like the familiar being able to get hit by an enemy to shut down the combo.
It costs 2 actions and concentration to do what can normally be done with 2 actions and potentially not concentration.
I agree. I think that if it was a bonus action and did not require concentration, it would be better. However that would result in it being at least 2nd level.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
It costs 2 actions and concentration to do what can normally be done with 2 actions and potentially not concentration.
I agree. I think that if it was a bonus action and did not require concentration, it would be better. However that would result in it being at least 2nd level.
There's not that much difference between a 1st-level spell and a 2nd-level spell. Make it 3rd level.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
If it's a feat.... why not instead of costing an action to do this, instead your character has learned how to cast spells into vessels such as weapons. Whatever the requirements of the spell, it still needs to be cast, but then is stored until used (maybe for up to a minute/lvl or something). If you have any bonus action or reaction options, you may be able to pull off imbuing and using an object in a single turn. If you can't, and then if someone notices, disarms you, and takes it, then you may potentially face your own spell being used against you.
I think this might be a bit more fun to play around with. Maybe you want to imbue your own stuff to be a spell slinger. Maybe you're a utility, and you want to imbue an ally's weapon for a minute. Strengths that can be used in an action sequence combo if you build it right, weakness to be used against you if you use it poorly.
I think you could treat is like a hex or hunter mark. So lvl 1 spell for 1 bonus action and it will use concentration. Pick element you want to give to your weapon and add 1d6. 1d6 extra for every level above. Maybe add the use off diamond like cromatic lantern. Or if you want to limit the elements pick one of the elements you know a spell off.
Concentration also makes sense and if you can keep it up it will make it worth while to also actually use it. While make a great addition to melee/magic combo's.
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Quick little idea I had for something that could be a Feat for spellcasting PCs, or a power for NPCs.
Imbue Weapon - As an action the caster imbues one weapon, or one piece of ammunition for a ranged weapon, with a spell that has a range of Touch. The spell can be held in the weapon for 1 minute, with concentration, or until used. On the next successful hit made with that weapon, the spell is delivered to the target in addition to any normal damage done by that type of weapon. Weapons that are already magical cannot be imbued in this way.
So, for example, I have an NPC conjurer who has throwing daggers. On her action she can imbue one of her throwing daggers with a Touch spell, like Shocking Grasp. On her next action she can throw that dagger, and if she successfully hits, in addition to normal piercing damage, it also delivers the Shocking Grasp spell.
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing)
You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
I like it. Seems balanced. Maybe a 1st-level spell and you can only infuse a spell of the same level as the spell slot used or lower?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I don't like it, but it is for a reason that I don't think most would assume is why someone doesn't like it:
It costs 2 actions and concentration to do what can normally be done with 2 actions and potentially not concentration. So the only time that it isn't a drawback to use this option rather than just cast a spell and make a weapon attack is when a spell that is given higher damage due to its severely short range (i.e. inflict wounds) is infused onto a ranged weapon.
And I don't think there is room to tweak things so that it doesn't feel like either a waste, or like getting a huge bonus without any kind of drawback. The most similar thing to this ability is the option to cast a spell through a familiar, and this ability doesn't have anything like the familiar being able to get hit by an enemy to shut down the combo.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
If it's a feat.... why not instead of costing an action to do this, instead your character has learned how to cast spells into vessels such as weapons. Whatever the requirements of the spell, it still needs to be cast, but then is stored until used (maybe for up to a minute/lvl or something). If you have any bonus action or reaction options, you may be able to pull off imbuing and using an object in a single turn. If you can't, and then if someone notices, disarms you, and takes it, then you may potentially face your own spell being used against you.
I think this might be a bit more fun to play around with. Maybe you want to imbue your own stuff to be a spell slinger. Maybe you're a utility, and you want to imbue an ally's weapon for a minute. Strengths that can be used in an action sequence combo if you build it right, weakness to be used against you if you use it poorly.
I think you could treat is like a hex or hunter mark. So lvl 1 spell for 1 bonus action and it will use concentration. Pick element you want to give to your weapon and add 1d6. 1d6 extra for every level above. Maybe add the use off diamond like cromatic lantern. Or if you want to limit the elements pick one of the elements you know a spell off.
Concentration also makes sense and if you can keep it up it will make it worth while to also actually use it. While make a great addition to melee/magic combo's.