I'm needing some assistance in figuring out if a Feat Concept is something I should really start trying to figure out. Clearly it's a homebrew concept, sticking with a homebrew world. I won't get too much into the fluff of it but... anime trope galore I suppose.
Concept: "Summon-able" weapon that does Force damage. I'd love for it to grow over time, either becoming more powerful (bonus to attack and/or damage), or more versatile (damage types, reach, range)
I keep running into thoughts that either make it too powerful (by high levels you've got a free +3 weapon? SURE!), or not interesting enough (oh cool, I've got a d6 force weapon... )
Looking for input / challenges / if there's anything already out there that fits this concept?
"You may cast Spiritual Weapon once per day as a second level spell. [X] is your spell casing ability for this spell. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."
Or, if you want a handheld weapon, look at Shadow Blade. You can change the damage type from psychic to force, and scale the damage up the same way I did above (following the cantrip progression). So, it would would do 3d8 at 5th, 4d8 at 11th, and 5d8 at 17th.
I dig this idea. It's got the spirit of it, keeps with some game mechanics, etc. Originally I wanted something that would kind of appear as more of a at-will concept (something like the Eldritch Knight's unique ability) but then just having a weapon you're proficient in isn't interesting, so scaling the ability became the problem.
Spirit Weapon would probably fit the best, as it isn't a concentration. In your opinion, if I was trying to make this as accessible to all classes, what would be the best spell casting ability?
Depends on how you're flavoring it, I guess. I see Spiritual Weapon as being a Green Lantern type, will power-based thing, so I'd be inclined to leave it as Wisdom. Another option would be to treat it as a finesse weapon and let the caster choose to use strength or dexterity as the modifier.
I would go with 1d6 force damage that scales like a cantrip (2d6 at level 5, 3d6 at level 11, 4d6 at level 17). Action to summon it. Strength or dexterity modifier to hit, but not added to damage.
I appreciate the thought on that. Why would you make it more of a homebrew cantrip?
It already has a spell-like effect (creating a magic weapon), it scales to character level (as cantrips do), and I assume you wanted it to be at-will (as cantrips are).
You can create it as a cantrip, then make a feat that grants it. The only potential problem is a homebrew spell must be assigned to a spell list.
Would a "at will cantrip" being granted by a feat be too... OP? Or with it scaling along Cantrip lines basically make it a choice of "Warrior Class: Multi-Attack or OneShot Attack / Wizard Cantrip use vs Cantrip use."
Magic Initiate already grants two cantrips and a first level spell, so no, it wouldn't be overpowered (and indeed would be underpowered if the feat only granted a single cantrip). However, the Spiritual Weapon version I proposed above is far too powerful to be at will.
Dx's proposal seems like it's a little overpowered for a cantrip to me - compare the only current "create weapon" type cantrip, Shillelagh. It creates a magic weapon and gives you a modifier option. Damage does not scale and is simple bludgeoning damage. Here, you're creating a magic weapon that deals one of the least-resisted damage types, increases in damage, and maybe gives you a modifier option. That seems like too much to me.
Would a "at will cantrip" being granted by a feat be too... OP? Or with it scaling along Cantrip lines basically make it a choice of "Warrior Class: Multi-Attack or OneShot Attack / Wizard Cantrip use vs Cantrip use."
I am not sure what your second question is asking. There are already 2 feats that grant cantrips (spell sniper and magic initiate [edit: Ninja'd]). And all cantrips are "at will" as opposed to limited times per day.
That said, it is a bit powerful due to extra attack, if you are fine with that, just make it duration 1 minute with concentration. If not, make it a bonus action and make the spell end early after the weapon deals damage (damage, duration, and concentration stay the same).
[Edit] I actually really like the solution I came up with, so I thought I'd list out all details in one place:
Spell level: cantrip
Spell school: conjuration (evocation?)
Cast time: bonus action
Duration: 1 minute concentration
Effect: create a weapon with finesse it deals 1d6 force damage plus an additional 1d6 of force damage at level 5, 11, and 17. The weapon disappears after it deals damage.
Things I always forget... what critters resist and how options to get around that impact the game.
I'm still liking a scaling idea, if it be "Cantrip" ish, or scaling & limited spirit weapon / shadowblade.
If Cantrip(ish), maybe dropping "Force" into standard elemental concept (Lightning / Fire / Acid / Frost). No ability modifier to damage. Would that help to scale it back down and more in line?
Things I always forget... what critters resist and how options to get around that impact the game.
I'm still liking a scaling idea, if it be "Cantrip" ish, or scaling & limited spirit weapon / shadowblade.
If Cantrip(ish), maybe dropping "Force" into standard elemental concept (Lightning / Fire / Acid / Frost). No ability modifier to damage. Would that help to scale it back down and more in line?
The force damage is fine. Sure only 1 creature is resistant to it, but even fewer are vulnerable to it.
I dont think it should have a damage modifier.
What do you think of the edit I made to my last post?
I didn't see the edit, so I appreciate you bringing that up.
Honestly, yes. I like it so far. Feels solid, and seems to fit the concept I'm thinking of. Conjuration I think fits the mechanic (with it being a summoned "part of a thing from elsewhere" in the fluff, compared to creating something damaging.)
I'm needing some assistance in figuring out if a Feat Concept is something I should really start trying to figure out. Clearly it's a homebrew concept, sticking with a homebrew world. I won't get too much into the fluff of it but... anime trope galore I suppose.
Concept: "Summon-able" weapon that does Force damage. I'd love for it to grow over time, either becoming more powerful (bonus to attack and/or damage), or more versatile (damage types, reach, range)
I keep running into thoughts that either make it too powerful (by high levels you've got a free +3 weapon? SURE!), or not interesting enough (oh cool, I've got a d6 force weapon... )
Looking for input / challenges / if there's anything already out there that fits this concept?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Maybe look at Spiritual Weapon? Something like:
"You may cast Spiritual Weapon once per day as a second level spell. [X] is your spell casing ability for this spell. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."
Or, if you want a handheld weapon, look at Shadow Blade. You can change the damage type from psychic to force, and scale the damage up the same way I did above (following the cantrip progression). So, it would would do 3d8 at 5th, 4d8 at 11th, and 5d8 at 17th.
I dig this idea. It's got the spirit of it, keeps with some game mechanics, etc. Originally I wanted something that would kind of appear as more of a at-will concept (something like the Eldritch Knight's unique ability) but then just having a weapon you're proficient in isn't interesting, so scaling the ability became the problem.
Spirit Weapon would probably fit the best, as it isn't a concentration. In your opinion, if I was trying to make this as accessible to all classes, what would be the best spell casting ability?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Depends on how you're flavoring it, I guess. I see Spiritual Weapon as being a Green Lantern type, will power-based thing, so I'd be inclined to leave it as Wisdom. Another option would be to treat it as a finesse weapon and let the caster choose to use strength or dexterity as the modifier.
I would go with 1d6 force damage that scales like a cantrip (2d6 at level 5, 3d6 at level 11, 4d6 at level 17). Action to summon it. Strength or dexterity modifier to hit, but not added to damage.
Might be easiest to just make a homebrew cantrip.
I appreciate the thought on that. Why would you make it more of a homebrew cantrip?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
It already has a spell-like effect (creating a magic weapon), it scales to character level (as cantrips do), and I assume you wanted it to be at-will (as cantrips are).
You can create it as a cantrip, then make a feat that grants it. The only potential problem is a homebrew spell must be assigned to a spell list.
Would a "at will cantrip" being granted by a feat be too... OP? Or with it scaling along Cantrip lines basically make it a choice of "Warrior Class: Multi-Attack or OneShot Attack / Wizard Cantrip use vs Cantrip use."
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Magic Initiate already grants two cantrips and a first level spell, so no, it wouldn't be overpowered (and indeed would be underpowered if the feat only granted a single cantrip). However, the Spiritual Weapon version I proposed above is far too powerful to be at will.
Dx's proposal seems like it's a little overpowered for a cantrip to me - compare the only current "create weapon" type cantrip, Shillelagh. It creates a magic weapon and gives you a modifier option. Damage does not scale and is simple bludgeoning damage. Here, you're creating a magic weapon that deals one of the least-resisted damage types, increases in damage, and maybe gives you a modifier option. That seems like too much to me.
I am not sure what your second question is asking. There are already 2 feats that grant cantrips (spell sniper and magic initiate [edit: Ninja'd]). And all cantrips are "at will" as opposed to limited times per day.
That said, it is a bit powerful due to extra attack, if you are fine with that, just make it duration 1 minute with concentration. If not, make it a bonus action and make the spell end early after the weapon deals damage (damage, duration, and concentration stay the same).
[Edit] I actually really like the solution I came up with, so I thought I'd list out all details in one place:
Spell level: cantrip
Spell school: conjuration (evocation?)
Cast time: bonus action
Duration: 1 minute concentration
Effect: create a weapon with finesse it deals 1d6 force damage plus an additional 1d6 of force damage at level 5, 11, and 17. The weapon disappears after it deals damage.
Things I always forget... what critters resist and how options to get around that impact the game.
I'm still liking a scaling idea, if it be "Cantrip" ish, or scaling & limited spirit weapon / shadowblade.
If Cantrip(ish), maybe dropping "Force" into standard elemental concept (Lightning / Fire / Acid / Frost). No ability modifier to damage. Would that help to scale it back down and more in line?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
The force damage is fine. Sure only 1 creature is resistant to it, but even fewer are vulnerable to it.
I dont think it should have a damage modifier.
What do you think of the edit I made to my last post?
I didn't see the edit, so I appreciate you bringing that up.
Honestly, yes. I like it so far. Feels solid, and seems to fit the concept I'm thinking of. Conjuration I think fits the mechanic (with it being a summoned "part of a thing from elsewhere" in the fluff, compared to creating something damaging.)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour