What does everyone think of magical gloves that require attunement that have multiple rarities like magical weapons that turn weapons wielded by the user magical temporily?
I ask because I find magic weapons overly limited and restricting. There are many character types that would use various weapons and such, not to mention wanting to use thrown weapons without the silly returning property. Like say a lizardfolk that likes the rp of crafting darts and javelins from foes not being screwed for the choice.
Would such an item be acceptable or does it break some kind of balance? I don't like the way magic items force specialization or might result in characters needing to give up the weapon the picture in thier head cause they found a different type that's magical.
I love the idea and don’t think it would effect balance at all. I rarely assume characters are switching weapons, instead they’re sticking with their one magical weapon.
"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
Basically just a pair of attuned gloves that say, "While wearing these gloves, any weapon wielded is considered magical for the purpose of Damage resistance/immunity?" I think that's more than fair. It requires attunement, for one, which most magical weapons already do anyway. I think there would have to be some wording on ranged weapons... like, "A weapon used as a ranged attack loses the Magical property after your turn completes", just so a player couldn't spend their turn tossing a bunch of junk on the ground and letting everyone pick it up and use it for magical attacks.
Standard +1 weapons don't require attunement only those with specials. These gloves can be plus one through plus three. The applying to any weapon held (until the end of your turn) if it leaves your hand. Is it's special. So the basic uncommon is still +1.
The advantage of a normal plus one weapon is lack of requiring attunement.
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What does everyone think of magical gloves that require attunement that have multiple rarities like magical weapons that turn weapons wielded by the user magical temporily?
I ask because I find magic weapons overly limited and restricting. There are many character types that would use various weapons and such, not to mention wanting to use thrown weapons without the silly returning property. Like say a lizardfolk that likes the rp of crafting darts and javelins from foes not being screwed for the choice.
Would such an item be acceptable or does it break some kind of balance? I don't like the way magic items force specialization or might result in characters needing to give up the weapon the picture in thier head cause they found a different type that's magical.
I love the idea and don’t think it would effect balance at all. I rarely assume characters are switching weapons, instead they’re sticking with their one magical weapon.
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"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
Basically just a pair of attuned gloves that say, "While wearing these gloves, any weapon wielded is considered magical for the purpose of Damage resistance/immunity?" I think that's more than fair. It requires attunement, for one, which most magical weapons already do anyway. I think there would have to be some wording on ranged weapons... like, "A weapon used as a ranged attack loses the Magical property after your turn completes", just so a player couldn't spend their turn tossing a bunch of junk on the ground and letting everyone pick it up and use it for magical attacks.
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Yeah thus my reason for it. Not every archetype uses a single specific weapon but the game tends to enforce such a limited playstyle.
Standard +1 weapons don't require attunement only those with specials. These gloves can be plus one through plus three. The applying to any weapon held (until the end of your turn) if it leaves your hand. Is it's special. So the basic uncommon is still +1.
The advantage of a normal plus one weapon is lack of requiring attunement.