I am currently creating a homebrew spell that allows the character to store weapons and armour in a pocket dimension and then equip them as and when needed.
The spell starts as a level 2 spell and becomes progressively more powerful as the character acquires higher level magic.
I want to set specific items that are equipped by the spell and want those items to be level dependant.
Just as an example: When casting the spell using a level 2 spell slot, you equip basic light armour and and longsword. When using a level 3 spell slot you get basic medium armour, shield and longsword.
Equipping weapons and armour in this way bypasses any class limitations. You are automatically proficient in any weapons or armour that you equip using this spell - for the duration of the spell.
Things like that.
Where I realise I can't have the spell change the person's actual equipment, want to have it give them the stats of the equipment that they equip, using this spell - slot level dependant of course.
I also want to make it so that they do whatever type or increased amount of weapon damage they would do if they actually had that particular weapon equipped
This means altering the players AC and type and amount of damage dealt.
Is this something that I can do with a homebrew spell?
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A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
No, what you describe here is a temporary effect, the character sheet does not currently work with temporary effects.
Other temporary effect examples, for context: You can't click Mage Armor and have your AC automatically change; you can't turn Rage on and have your damage and resistances change; casting Cure Wounds doesn't let you pick a character to automatically heal.
This is why I was having problems with it. It was easy for me to create this spell and it's s various on paper and write in the temp AC or type/amount of damage
I couldn't figure out how to do this on DDB though, but this explains it.
These types of spells don't automatically apply to the character sheet. Similar to what mellie said, it doesnt automatically apply but similar to how the Artificer works, these things now give you 'permission' to add it to your character via 'regular' means.... unlike spells granted via class features, magic items & feats which automatically add to your spell list, your recommended to simply just add it to your inventory or stay sheet. I.E. when you cast mage armor, if you want to add it to the sheet just click your AC then add +3 where it says magical effects then type in mage armor for source. When an artificer creates dark vision goggles, it doesnt automatically add it to your inventory but just search for it & add it normally.
Same thing with you, once casting the spell go grab the gear that your granted from the inventory but only equip it when the spell allows you to because for all intents & purposes it is a standard item.
As a matter of fact you wouldn't even add anything to the spell to allow you to grab the gear, just literally take it. The only thing you would add is the proficiency which is modifier > proficiency > xxx weapon/armor.
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Hi everyone,
I am currently creating a homebrew spell that allows the character to store weapons and armour in a pocket dimension and then equip them as and when needed.
The spell starts as a level 2 spell and becomes progressively more powerful as the character acquires higher level magic.
I want to set specific items that are equipped by the spell and want those items to be level dependant.
Just as an example: When casting the spell using a level 2 spell slot, you equip basic light armour and and longsword. When using a level 3 spell slot you get basic medium armour, shield and longsword.
Equipping weapons and armour in this way bypasses any class limitations. You are automatically proficient in any weapons or armour that you equip using this spell - for the duration of the spell.
Things like that.
Where I realise I can't have the spell change the person's actual equipment, want to have it give them the stats of the equipment that they equip, using this spell - slot level dependant of course.
I also want to make it so that they do whatever type or increased amount of weapon damage they would do if they actually had that particular weapon equipped
This means altering the players AC and type and amount of damage dealt.
Is this something that I can do with a homebrew spell?
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
No, what you describe here is a temporary effect, the character sheet does not currently work with temporary effects.
Other temporary effect examples, for context: You can't click Mage Armor and have your AC automatically change; you can't turn Rage on and have your damage and resistances change; casting Cure Wounds doesn't let you pick a character to automatically heal.
Ah thanks
This is why I was having problems with it. It was easy for me to create this spell and it's s various on paper and write in the temp AC or type/amount of damage
I couldn't figure out how to do this on DDB though, but this explains it.
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
These types of spells don't automatically apply to the character sheet. Similar to what mellie said, it doesnt automatically apply but similar to how the Artificer works, these things now give you 'permission' to add it to your character via 'regular' means.... unlike spells granted via class features, magic items & feats which automatically add to your spell list, your recommended to simply just add it to your inventory or stay sheet. I.E. when you cast mage armor, if you want to add it to the sheet just click your AC then add +3 where it says magical effects then type in mage armor for source. When an artificer creates dark vision goggles, it doesnt automatically add it to your inventory but just search for it & add it normally.
Same thing with you, once casting the spell go grab the gear that your granted from the inventory but only equip it when the spell allows you to because for all intents & purposes it is a standard item.
As a matter of fact you wouldn't even add anything to the spell to allow you to grab the gear, just literally take it. The only thing you would add is the proficiency which is modifier > proficiency > xxx weapon/armor.