I know that this is often considered game breaking ... but here is what im thinking...
A circlet that allows the user to maintain two concentration (the same or different) spells. While concentrating on two spells, the player has a movement speed of zero, and can take no action or bonus actions that are not related to the spells Any spell that requires the use of a bonus action to use such as Spiritual Weapon, could be used with a Bonus Action or Action. while concentration you have disadvantage on all saving throws including those to maintain concentration. All attacks against the caster are at advantage.
Potions are already items that effectively allow multiple concentration spells at once. If you want a non-consumable item that does the same, you could limit it in ways that are reminiscent of potions. It could be usable once per long rest to prevent it from being used constantly. It could also be limited by spell level or school. Perhaps it only works on abjuration spells, or perhaps it only works on 1st level spells. Maybe it only works on spells that target the caster (mimicking how potions generally only work on the imbiber). It could also give the user a level of exhaustion either when it is used or after the effect it is holding has ended to represent the mental strain it imposes on the user. It could also take an action to transfer the concentration to the item, thereby presenting some action economy problems for people who want to use this in combat, or alternatively, perhaps the spell it is going to hold has to be precast into it, kind of turning it into a rechargeable potion.
I like the idea of concentration saves having disadvantage when this item is used to concentrate on multiple spells. I don't like the idea of using nebulous language such as "the user can take no action or bonus actions that are not related to the spells" because that could lead to subjective interpretations. IME it's better to avoid that type of thing for a clear definition of limitations. Disadvantage is a very well-defined game term and concept, whereas determining what is related to something is not.
And, while it almost goes without saying, it should probably require attunement so that whoever is using it is giving up a valuable attunement slot to be able to make use of this ability.
This seems like an awesome way to let spellcasters multitask, but I have one question: Why are there so many disadvantages?! I think that the no movement one and the one that makes it harder to concentrate when you're taking damage, but the thing about attacks having advantage? Coupled with the disadvantage on concentration, it seems like you'd effectively be maintaining your concentration for one or two turns before losing concentration. But it's a great idea, and I'm probably wrong anyway, so go ahead!
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"Halt your wagging and wag your halters, for I am mastercryomancer!"
And, while it almost goes without saying, it should probably require attunement so that whoever is using it is giving up a valuable attunement slot to be able to make use of this ability.
I second that
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"Halt your wagging and wag your halters, for I am mastercryomancer!"
It will obviously require attunement ... almost all my home brew magic items do. The two main examples of this technique I see happening is the parties sorcerer casts both haste and enlarge on the parties barbarian. The Barbarian's combat effectiveness greatly increases, and in exchange the the sorcerer's combat effectiveness greatly decreases. The other example would be a cleric creating two spiritual weapons at the same time ... which is why you would need to be able to do the functionality of the spiritual weapons that normally requires a bonus action .... as an action so on one turn you could attack with both weapons.
I know that this is often considered game breaking ... but here is what im thinking...
A circlet that allows the user to maintain two concentration (the same or different) spells. While concentrating on two spells, the player has a movement speed of zero, and can take no action or bonus actions that are not related to the spells Any spell that requires the use of a bonus action to use such as Spiritual Weapon, could be used with a Bonus Action or Action. while concentration you have disadvantage on all saving throws including those to maintain concentration. All attacks against the caster are at advantage.
Thoughts?
Potions are already items that effectively allow multiple concentration spells at once. If you want a non-consumable item that does the same, you could limit it in ways that are reminiscent of potions. It could be usable once per long rest to prevent it from being used constantly. It could also be limited by spell level or school. Perhaps it only works on abjuration spells, or perhaps it only works on 1st level spells. Maybe it only works on spells that target the caster (mimicking how potions generally only work on the imbiber). It could also give the user a level of exhaustion either when it is used or after the effect it is holding has ended to represent the mental strain it imposes on the user. It could also take an action to transfer the concentration to the item, thereby presenting some action economy problems for people who want to use this in combat, or alternatively, perhaps the spell it is going to hold has to be precast into it, kind of turning it into a rechargeable potion.
I like the idea of concentration saves having disadvantage when this item is used to concentrate on multiple spells. I don't like the idea of using nebulous language such as "the user can take no action or bonus actions that are not related to the spells" because that could lead to subjective interpretations. IME it's better to avoid that type of thing for a clear definition of limitations. Disadvantage is a very well-defined game term and concept, whereas determining what is related to something is not.
And, while it almost goes without saying, it should probably require attunement so that whoever is using it is giving up a valuable attunement slot to be able to make use of this ability.
This seems like an awesome way to let spellcasters multitask, but I have one question: Why are there so many disadvantages?! I think that the no movement one and the one that makes it harder to concentrate when you're taking damage, but the thing about attacks having advantage? Coupled with the disadvantage on concentration, it seems like you'd effectively be maintaining your concentration for one or two turns before losing concentration. But it's a great idea, and I'm probably wrong anyway, so go ahead!
"Halt your wagging and wag your halters, for I am mastercryomancer!"
Check out my Expanded Signature
I second that
"Halt your wagging and wag your halters, for I am mastercryomancer!"
Check out my Expanded Signature
It will obviously require attunement ... almost all my home brew magic items do. The two main examples of this technique I see happening is the parties sorcerer casts both haste and enlarge on the parties barbarian. The Barbarian's combat effectiveness greatly increases, and in exchange the the sorcerer's combat effectiveness greatly decreases. The other example would be a cleric creating two spiritual weapons at the same time ... which is why you would need to be able to do the functionality of the spiritual weapons that normally requires a bonus action .... as an action so on one turn you could attack with both weapons.
Didn't the first Critical Role campaign have a circlet that allowed 2 concentration spells,