Simple question. Do any of you recall if there are any magic items with charges or a similar mechanic with which the recharge condition is something other than time (dawn/long rest/etc.)? I'm looking for something that might recharge based on a behavior, like killing an enemy or performing some sort of magic.
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
If it's a weapon, I cannot recall any items that does this, but similar to the gunslinger with it's grit points. You might be able to do something where when the user lands a crit they regain 1 charge.
If it's a weapon, I cannot recall any items that does this, but similar to the gunslinger with it's grit points. You might be able to do something where when the user lands a crit they regain 1 charge.
That's helpful. The context is my Lantern of Souls. I'm trying to get the wording right on having the lantern recharge when a soul is captured, but I'm also trying to work out if it's balanced, because aside from the curse, a player could kill any number of people and recharge the thing endlessly. It is an artifact though...
Edit: I'm talking about a newer draft. The existing published entry fixes this issue by limiting the player to one soul capture per day in a clunky way.
Hi all,
Simple question. Do any of you recall if there are any magic items with charges or a similar mechanic with which the recharge condition is something other than time (dawn/long rest/etc.)? I'm looking for something that might recharge based on a behavior, like killing an enemy or performing some sort of magic.
Thanks!
I can't recall any magic items with charges that work that way, but the Wizard subclass: War Magic from Xanathar's Guide to Everything has a feature that works like that. At 6th level War Mages get the following:
Power Surge
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
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That's super helpful, thanks!
If it's a weapon, I cannot recall any items that does this, but similar to the gunslinger with it's grit points. You might be able to do something where when the user lands a crit they regain 1 charge.
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That's helpful. The context is my Lantern of Souls. I'm trying to get the wording right on having the lantern recharge when a soul is captured, but I'm also trying to work out if it's balanced, because aside from the curse, a player could kill any number of people and recharge the thing endlessly. It is an artifact though...
Edit: I'm talking about a newer draft. The existing published entry fixes this issue by limiting the player to one soul capture per day in a clunky way.