Weapon (Longbow), rare, requires attunement by a ranger.
The Nighthunter Longbows were created by elvish rangers who preferred to hunt in low-light and no-light environments. This weapon is popular amongst skilled rangers for its damage output, its ability to turn invisible creatures visible, and the high-quality nightshade tree wood used in crafting these bows. This weapon is made of dark purple wood, and has blue, faintly glowing elvish runes (the glow is too dim to have any mechanical benefit, and is just for flavor).
This weapon gives you a +2 bonus to attack and damage rolls.
If you hit an invisible creature with this weapon, a glow of red, blue, green, white, or purple light (your choice) creates an outline of that creature, causing them to become visible until the end of your next turn.
This weapon has 6 charges in it. You can spend one charge when you make an attack roll with this weapon and do an additional 2d8 Necrotic or Force (your choice) to your target. You can do so only once per turn.
You can also spend 2 charges to outline a visible creature with a glow of red, blue, green, white, or purple light (your choice). This gives you and your allies advantage on attack rolls against that target. This effect ends after the end of your next turn. This effect does not work on invisible creatures. You can do this only once per turn.
You can not spend more than 2 charges in the same turn.
Minor Property. While you are attuned to this bow and are within 50 feet of it, you can read, speak, and write Sylvan.
Variant: Shadehunter Longbow. The Shadehunter Longbow is a slightly less expensive, more common variant of the Nighthunter longbow. It has the same properties as the ordinary Nighthunter longbow, except it has a bonus of +1 instead of +2 to attack and damage rules, and the necrotic/force damage is 1d8 instead of 2d8, and the item is Uncommon instead of rare, and it loses its minor property.
Shortbow Version. The Nighunter Shortbow and Shadehunter Shortbow are shortbow variants of their respective longbow counterparts designed for individuals who prefer a more compact weapon. All stats remain the same, except it uses shortbow, instead of longbow, stats.
What do you guys think of this item? I created it for my party's gloomstalker ranger (though I think any ranger would enjoy this weapon).
Edit 1:
-Added Shortbow option.
Edit 2:
-Charges are now regained at dusk, instead of during a short rest.
-When you choose a damage type, the type no longer auto-switches if the target is immune to the damage type you chose.
-You can now outline a visible creature with light to give you and your allies advantage (2 charges required).
Edit 3:
-You no longer have advantage in dim light or darkness.
Edit 4:
-Grammar and Wording
-Can't spend more than two charges in the same turn.
This is a really cool weapon. I do have a few concerns:
As currently written, this is at least very rare. The variant version should be rare, probably.
Permanent advantage in dim light seems like a bit too powerful. Darkness makes sense, and still may be a bit OP. I would limit this to the first attack each combat, but it's up to you.
I understand turning them visible, but I would have it last until the end of your next turn, just to make it a little less useful.
Nice item, though!
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Please check out my homebrew, I would appreciate feedback:
This is a really cool weapon. I do have a few concerns:
As currently written, this is at least very rare. The variant version should be rare, probably.
Permanent advantage in dim light seems like a bit too powerful. Darkness makes sense, and still may be a bit OP. I would limit this to the first attack each combat, but it's up to you.
I understand turning them visible, but I would have it last until the end of your next turn, just to make it a little less useful.
Nice item, though!
Thank you! Considering your massive number of posts, I appreciate your help, homebrew master. I'll edit the word document that I used to draft this up.
Weapon (Longbow), rare, requires attunement by a ranger.
The Nighthunter Longbows were created by elvish rangers who preferred to hunt in low-light and no-light environments. This weapon is popular amongst skilled rangers for its damage output, its ability to turn invisible creatures visible, and the high-quality nightshade tree wood used in crafting these bows. This weapon is made of dark purple wood, and has blue-glowing elvish runes.
This weapon gives you a +2 bonus to attack and damage rolls.
You have advantage on attack rolls when you use this weapon in dim light and darkness.
If you hit an invisible creature with this weapon, a glow of either red, blue, green, white, or purple light (your choice) creates an outline of that creature, causing them to become visible.
This weapon has 6 charges in it. You can spend one charge when you make an attack roll with this weapon, you can do an additional 2d8 Necrotic or Force (your choice) to your target. If the target has immunity to one of those damage types, you automatically use the damage type that it isn’t immune to. You can spend only one charge per turn, and all spent charges are regained after a long rest.
Minor Property. While you are attuned to this bow and are within 50 feet of it, you can read, speak, and write Sylvan.
Variant: Shadehunter Longbow. The Shadehunter Longbow is a slightly less expensive, more common variant of the Nighthunter longbow. It has the same properties as the ordinary Nighthunter longbow, except it has a bonus of +1 instead of +2 to attack and damage rules, and the necrotic/force damage is 1d8 instead of 2d8, and the item is Uncommon instead of rare, and it loses its minor property.
Shortbow Version. The Nighthunter Shortbow and Shadehunter Shortbow are shortbow variants of their respective longbow counterparts designed for individuals who prefer a more compact weapon. All stats remain the same, except it uses shortbow, instead of longbow, stats.
Agree that the advantage is OP, and at the same time, often redundant. If the ranger can see, and the target can't, you're already in a good spot. If the target works to not be in that situation (either thru character build or situationally), you're negating all that work.
Not a fan of the automatic switch to the "correct" damage type. How does the Ranger or the bow know the target is immune before any damage done (or not done, in this case)? Also, most item charges are restored based on time of day, not on the wielder going horizontal for 8 hours. I suggest having it recharge at dusk, so it's topped off when you head out to make a little mischief.
Have the glow effect work regardless, IMO. Maybe it's the MMO raider in me, but marking a particular creature as special (focus this one down, don't melee that one, this is the one we need to capture, whatever) is a useful tool in parties that coordinate in battle.
For Sylvan: Attuned is good enough. How often are a Ranger's weapons out of arms reach anyway?
Blue-glowing runes... on a sneaky, never-see-me-til-your-dead Ranger weapon... hmmm wait, something doesn't fit here.
Also, ambush the party with a equal number / level of Drow Gloom Stalkers armed with these bows. If the players complain, then the bows are too good. If they don't notice, the bows are need to be buffed. If they notice without quitting or threatening bodily harm, you've hit the sweet spot.
Weapon (Longbow), rare, requires attunement by a ranger.
The Nighthunter Longbows were created by elvish rangers who preferred to hunt in low-light and no-light environments. This weapon is popular amongst skilled rangers for its damage output, its ability to turn invisible creatures visible, and the high-quality nightshade tree wood used in crafting these bows. This weapon is made of dark purple wood, and has blue-glowing elvish runes.
This weapon gives you a +2 bonus to attack and damage rolls.
You have advantage on attack rolls when you use this weapon in dim light and darkness.
If you hit an invisible creature with this weapon, a glow of either red, blue, green, white, or purple light (your choice) creates an outline of that creature, causing them to become visible.
This weapon has 6 charges in it. You can spend one charge when you make an attack roll with this weapon, you can do an additional 2d8 Necrotic or Force (your choice) to your target. If the target has immunity to one of those damage types, you automatically use the damage type that it isn’t immune to. You can spend only one charge per turn, and all spent charges are regained after a long rest.
Minor Property. While you are attuned to this bow and are within 50 feet of it, you can read, speak, and write Sylvan.
Variant: Shadehunter Longbow. The Shadehunter Longbow is a slightly less expensive, more common variant of the Nighthunter longbow. It has the same properties as the ordinary Nighthunter longbow, except it has a bonus of +1 instead of +2 to attack and damage rules, and the necrotic/force damage is 1d8 instead of 2d8, and the item is Uncommon instead of rare, and it loses its minor property.
Shortbow Version. The Nighthunter Shortbow and Shadehunter Shortbow are shortbow variants of their respective longbow counterparts designed for individuals who prefer a more compact weapon. All stats remain the same, except it uses shortbow, instead of longbow, stats.
Agree that the advantage is OP, and at the same time, often redundant. If the ranger can see, and the target can't, you're already in a good spot. If the target works to not be in that situation (either thru character build or situationally), you're negating all that work.
Not a fan of the automatic switch to the "correct" damage type. How does the Ranger or the bow know the target is immune before any damage done (or not done, in this case)? Also, most item charges are restored based on time of day, not on the wielder going horizontal for 8 hours. I suggest having it recharge at dusk, so it's topped off when you head out to make a little mischief.
Have the glow effect work regardless, IMO. Maybe it's the MMO raider in me, but marking a particular creature as special (focus this one down, don't melee that one, this is the one we need to capture, whatever) is a useful tool in parties that coordinate in battle.
For Sylvan: Attuned is good enough. How often are a Ranger's weapons out of arms reach anyway?
Blue-glowing runes... on a sneaky, never-see-me-til-your-dead Ranger weapon... hmmm wait, something doesn't fit here.
Also, ambush the party with a equal number / level of Drow Gloom Stalkers armed with these bows. If the players complain, then the bows are too good. If they don't notice, the bows are need to be buffed. If they notice without quitting or threatening bodily harm, you've hit the sweet spot.
1. I'm thinking of turning the advantage down to work only in darkness. The ranger in question that carries in my party is my dad, so IDK how he'll like his favorite weapon suddenly changing in some (albeit minor) ways. He resisted my last major nerf to the weapon, so I played the "I'm the DM, and I made this item. I can alter it if I want."
2. I figured it would be best to remove the auto switch entirely since I realized that not many creatures are resistant, let alone out right immune, to either force or necrotic, and no monsters are resistant or immune to both at the same time (unless they have a magic item on them that allows that resistance/immunity). I mostly attributed the bow recharging with the character taking a long rest because of the attunement.
3.If I'd make the glow work regardless, I'd require a charge spent for every non-invisible enemy hit. And remember you can expend only one charge a turn.
4. A ranger's weapons are never out of arm's reach. I just added the minor feature for a tad of added flavor.
5. I imagine the runes actually having a dim glow that even a perceptive enemy would notice. I seem to throw a bunch of low-WIS enemies at my party, anyways.
Weapon (Longbow), rare, requires attunement by a ranger.
The Nighthunter Longbows were created by elvish rangers who preferred to hunt in low-light and no-light environments. This weapon is popular amongst skilled rangers for its damage output, its ability to turn invisible creatures visible, and the high-quality nightshade tree wood used in crafting these bows. This weapon is made of dark purple wood, and has blue-glowing elvish runes.
This weapon gives you a +2 bonus to attack and damage rolls.
You have advantage on attack rolls when you use this weapon in dim light and darkness.
If you hit an invisible creature with this weapon, a glow of either red, blue, green, white, or purple light (your choice) creates an outline of that creature, causing them to become visible.
This weapon has 6 charges in it. You can spend one charge when you make an attack roll with this weapon, you can do an additional 2d8 Necrotic or Force (your choice) to your target. If the target has immunity to one of those damage types, you automatically use the damage type that it isn’t immune to. You can spend only one charge per turn, and all spent charges are regained after a long rest.
Minor Property. While you are attuned to this bow and are within 50 feet of it, you can read, speak, and write Sylvan.
Variant: Shadehunter Longbow. The Shadehunter Longbow is a slightly less expensive, more common variant of the Nighthunter longbow. It has the same properties as the ordinary Nighthunter longbow, except it has a bonus of +1 instead of +2 to attack and damage rules, and the necrotic/force damage is 1d8 instead of 2d8, and the item is Uncommon instead of rare, and it loses its minor property.
Shortbow Version. The Nighunter Shortbow and Shadehunter Shortbow are shortbow variants of their respective longbow counterparts designed for individuals who prefer a more compact weapon. All stats remain the same, except it uses shortbow, instead of longbow, stats.
What do you guys think of this item? I created it for my party's gloomstalker ranger (though I think any ranger would enjoy this weapon).
Edit: Added Shortbow option.
For the advantage in darkness, this weapon is made for gloomstalkers...in darkness they're already invisible and would have advantage against enemies unless they have truesight, blindsight, or tremorsense...so I guess it helps negate that, and is very powerful for other ranger subclasses.
You said in a recent message that if you make the glow work regardless, it'd require a charge spent...but in your original post, it doesn't say you need to use a charge to make them glow? just that hitting them makes them glow, might want to reword that if it requires a charge.
Not to mention that you'd be attacking the invisible creature (at least unless you hit it) with disadvantage...which yes, if you're in darkness is a flat roll, eh.
Agreed that the swapping of damage types is...broken. remove that auto switch.
Personally, I'd remove the one charge per turn limit. It's only 6 charges, that's really not that much. a simple flame tongue weapon will outpace this weapon easily and it's not even a +1 or +2 damage. It's just the fact that it can always get the +2d6 damage on each hit.
Agreed on the change from long rest to at dusk for regaining of charges.
Also, the top paragraph, not sure if that's in the item description, but personally, I would remove the damage output as while it's a magical bow, even +X weapons don't say hey we're stronger!
Instead of granting advantage, maybe have it nullify Disadvantage in total darkness? It would still be a great boon, but would also tone it down a bit.
If you drop the Necrotic and just go strait Force, it would simplify things since there is only one Monster in 5e that is immune to Force damage (and, like, 2 more in specific adventures) and the only thing in all of 5e with resistance to Force Damage is a Bear Totem Barbarian. And Magic Items are not actually supposed to refresh “charges” on a short or long rest. That is for items with “uses” instead of “charges” and is all DDB’s fault that it’s even possible. Switch it to Dusk (instead of Dawn) and it will be more accurate 5e, and for the nighttime theme of the weapon (and subclass) better.
If you make it so that the glow only lasts until the end of your next turn, and can only be activated once/turn, then you could expand it past only working on Invisible Creatures without requiring charges to function. Just change the description to specify that if the target is invisible or becomes invisible while they are glowing that they don’t get the benefits until after the glow fades.
Keep the feature, just drop the 50-foot requirement.
You’re imagining that video game glow that looks cool but is invisible to enemies and never gives away your position. You might make it so that they provide 5 feet of dim light that is only visible to the wielder of the bow.
Instead of granting advantage, maybe have it nullify Disadvantage in total darkness? It would still be a great boon, but would also tone it down a bit.
If you drop the Necrotic and just go strait Force, it would simplify things since there is only one Monster in 5e that is immune to Force damage (and, like, 2 more in specific adventures) and the only thing in all of 5e with resistance to Force Damage is a Bear Totem Barbarian. And Magic Items are not actually supposed to refresh “charges” on a short or long rest. That is for items with “uses” instead of “charges” and is all DDB’s fault that it’s even possible. Switch it to Dusk (instead of Dawn) and it will be more accurate 5e, and for the nighttime theme of the weapon (and subclass) better.
If you make it so that the glow only lasts until the end of your next turn, and can only be activated once/turn, then you could expand it past only working on Invisible Creatures without requiring charges to function. Just change the description to specify that if the target is invisible or becomes invisible while they are glowing that they don’t get the benefits until after the glow fades.
Keep the feature, just drop the 50-foot requirement.
You’re imagining that video game glow that looks cool but is invisible to enemies and never gives away your position. You might make it so that they provide 5 feet of dim light that is only visible to the wielder of the bow.
For the 5th one, if they're gloomstalker (invisible in darkness) wouldn't you technically be nerfing that subclass because they would be considered in dim light? even if it's only visible to them, as written, it would mean they're not in darkness, so aren't invisible.
That's how I'm reading it, even if it's not intended for that effect.
Instead of granting advantage, maybe have it nullify Disadvantage in total darkness? It would still be a great boon, but would also tone it down a bit.
If you drop the Necrotic and just go strait Force, it would simplify things since there is only one Monster in 5e that is immune to Force damage (and, like, 2 more in specific adventures) and the only thing in all of 5e with resistance to Force Damage is a Bear Totem Barbarian. And Magic Items are not actually supposed to refresh “charges” on a short or long rest. That is for items with “uses” instead of “charges” and is all DDB’s fault that it’s even possible. Switch it to Dusk (instead of Dawn) and it will be more accurate 5e, and for the nighttime theme of the weapon (and subclass) better.
If you make it so that the glow only lasts until the end of your next turn, and can only be activated once/turn, then you could expand it past only working on Invisible Creatures without requiring charges to function. Just change the description to specify that if the target is invisible or becomes invisible while they are glowing that they don’t get the benefits until after the glow fades.
Keep the feature, just drop the 50-foot requirement.
You’re imagining that video game glow that looks cool but is invisible to enemies and never gives away your position. You might make it so that they provide 5 feet of dim light that is only visible to the wielder of the bow.
For the 5th one, if they're gloomstalker (invisible in darkness) wouldn't you technically be nerfing that subclass because they would be considered in dim light? even if it's only visible to them, as written, it would mean they're not in darkness, so aren't invisible.
That's how I'm reading it, even if it's not intended for that effect.
Weapon (Longbow), rare, requires attunement by a ranger.
The Nighthunter Longbows were created by elvish rangers who preferred to hunt in low-light and no-light environments. This weapon is popular amongst skilled rangers for its damage output, its ability to turn invisible creatures visible, and the high-quality nightshade tree wood used in crafting these bows. This weapon is made of dark purple wood, and has blue-glowing elvish runes.
This weapon gives you a +2 bonus to attack and damage rolls.
You have advantage on attack rolls when you use this weapon in dim light and darkness.
If you hit an invisible creature with this weapon, a glow of either red, blue, green, white, or purple light (your choice) creates an outline of that creature, causing them to become visible.
This weapon has 6 charges in it. You can spend one charge when you make an attack roll with this weapon, you can do an additional 2d8 Necrotic or Force (your choice) to your target. If the target has immunity to one of those damage types, you automatically use the damage type that it isn’t immune to. You can spend only one charge per turn, and all spent charges are regained after a long rest.
Minor Property. While you are attuned to this bow and are within 50 feet of it, you can read, speak, and write Sylvan.
Variant: Shadehunter Longbow. The Shadehunter Longbow is a slightly less expensive, more common variant of the Nighthunter longbow. It has the same properties as the ordinary Nighthunter longbow, except it has a bonus of +1 instead of +2 to attack and damage rules, and the necrotic/force damage is 1d8 instead of 2d8, and the item is Uncommon instead of rare, and it loses its minor property.
Shortbow Version. The Nighunter Shortbow and Shadehunter Shortbow are shortbow variants of their respective longbow counterparts designed for individuals who prefer a more compact weapon. All stats remain the same, except it uses shortbow, instead of longbow, stats.
What do you guys think of this item? I created it for my party's gloomstalker ranger (though I think any ranger would enjoy this weapon).
Edit: Added Shortbow option.
You said in a recent message that if you make the glow work regardless, it'd require a charge spent...but in your original post, it doesn't say you need to use a charge to make them glow?
I have not edited my original post yet, since I am still looking over the comments and reading everybody's recommendations. Please be patient as I read the comments and consider which changes I want incorporated into my magic item.
Nighthunter Longbow
Weapon (Longbow), rare, requires attunement by a ranger.
The Nighthunter Longbows were created by elvish rangers who preferred to hunt in low-light and no-light environments. This weapon is popular amongst skilled rangers for its damage output, its ability to turn invisible creatures visible, and the high-quality nightshade tree wood used in crafting these bows. This weapon is made of dark purple wood, and has blue, faintly glowing elvish runes (the glow is too dim to have any mechanical benefit, and is just for flavor).
Minor Property. While you are attuned to this bow and are within 50 feet of it, you can read, speak, and write Sylvan.
Variant: Shadehunter Longbow. The Shadehunter Longbow is a slightly less expensive, more common variant of the Nighthunter longbow. It has the same properties as the ordinary Nighthunter longbow, except it has a bonus of +1 instead of +2 to attack and damage rules, and the necrotic/force damage is 1d8 instead of 2d8, and the item is Uncommon instead of rare, and it loses its minor property.
Shortbow Version. The Nighunter Shortbow and Shadehunter Shortbow are shortbow variants of their respective longbow counterparts designed for individuals who prefer a more compact weapon. All stats remain the same, except it uses shortbow, instead of longbow, stats.
What do you guys think of this item? I created it for my party's gloomstalker ranger (though I think any ranger would enjoy this weapon).
Edit 1:
-Added Shortbow option.
Edit 2:
-Charges are now regained at dusk, instead of during a short rest.
-When you choose a damage type, the type no longer auto-switches if the target is immune to the damage type you chose.
-You can now outline a visible creature with light to give you and your allies advantage (2 charges required).
Edit 3:
-You no longer have advantage in dim light or darkness.
Edit 4:
-Grammar and Wording
-Can't spend more than two charges in the same turn.
This is a really cool weapon. I do have a few concerns:
Nice item, though!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Thank you! Considering your massive number of posts, I appreciate your help, homebrew master. I'll edit the word document that I used to draft this up.
Agree that the advantage is OP, and at the same time, often redundant. If the ranger can see, and the target can't, you're already in a good spot. If the target works to not be in that situation (either thru character build or situationally), you're negating all that work.
Not a fan of the automatic switch to the "correct" damage type. How does the Ranger or the bow know the target is immune before any damage done (or not done, in this case)? Also, most item charges are restored based on time of day, not on the wielder going horizontal for 8 hours. I suggest having it recharge at dusk, so it's topped off when you head out to make a little mischief.
Have the glow effect work regardless, IMO. Maybe it's the MMO raider in me, but marking a particular creature as special (focus this one down, don't melee that one, this is the one we need to capture, whatever) is a useful tool in parties that coordinate in battle.
For Sylvan: Attuned is good enough. How often are a Ranger's weapons out of arms reach anyway?
Blue-glowing runes... on a sneaky, never-see-me-til-your-dead Ranger weapon... hmmm wait, something doesn't fit here.
Also, ambush the party with a equal number / level of Drow Gloom Stalkers armed with these bows. If the players complain, then the bows are too good. If they don't notice, the bows are need to be buffed. If they notice without quitting or threatening bodily harm, you've hit the sweet spot.
1. I'm thinking of turning the advantage down to work only in darkness. The ranger in question that carries in my party is my dad, so IDK how he'll like his favorite weapon suddenly changing in some (albeit minor) ways. He resisted my last major nerf to the weapon, so I played the "I'm the DM, and I made this item. I can alter it if I want."
2. I figured it would be best to remove the auto switch entirely since I realized that not many creatures are resistant, let alone out right immune, to either force or necrotic, and no monsters are resistant or immune to both at the same time (unless they have a magic item on them that allows that resistance/immunity). I mostly attributed the bow recharging with the character taking a long rest because of the attunement.
3.If I'd make the glow work regardless, I'd require a charge spent for every non-invisible enemy hit. And remember you can expend only one charge a turn.
4. A ranger's weapons are never out of arm's reach. I just added the minor feature for a tad of added flavor.
5. I imagine the runes actually having a dim glow that even a perceptive enemy would notice. I seem to throw a bunch of low-WIS enemies at my party, anyways.
For the advantage in darkness, this weapon is made for gloomstalkers...in darkness they're already invisible and would have advantage against enemies unless they have truesight, blindsight, or tremorsense...so I guess it helps negate that, and is very powerful for other ranger subclasses.
You said in a recent message that if you make the glow work regardless, it'd require a charge spent...but in your original post, it doesn't say you need to use a charge to make them glow?
just that hitting them makes them glow, might want to reword that if it requires a charge.
Not to mention that you'd be attacking the invisible creature (at least unless you hit it) with disadvantage...which yes, if you're in darkness is a flat roll, eh.
Agreed that the swapping of damage types is...broken. remove that auto switch.
Personally, I'd remove the one charge per turn limit. It's only 6 charges, that's really not that much. a simple flame tongue weapon will outpace this weapon easily and it's not even a +1 or +2 damage. It's just the fact that it can always get the +2d6 damage on each hit.
Agreed on the change from long rest to at dusk for regaining of charges.
Also, the top paragraph, not sure if that's in the item description, but personally, I would remove the damage output as while it's a magical bow, even +X weapons don't say hey we're stronger!
And Magic Items are not actually supposed to refresh “charges” on a short or long rest. That is for items with “uses” instead of “charges” and is all DDB’s fault that it’s even possible. Switch it to Dusk (instead of Dawn) and it will be more accurate 5e, and for the nighttime theme of the weapon (and subclass) better.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
For the 5th one, if they're gloomstalker (invisible in darkness) wouldn't you technically be nerfing that subclass because they would be considered in dim light? even if it's only visible to them, as written, it would mean they're not in darkness, so aren't invisible.
That's how I'm reading it, even if it's not intended for that effect.
Okay, then drop that part. 🤷♂️
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I have not edited my original post yet, since I am still looking over the comments and reading everybody's recommendations. Please be patient as I read the comments and consider which changes I want incorporated into my magic item.
I have updated my original post, and will be adding it to the homebrew system over here.