TL;DR: How can I apply a +1 Bonus to an Action's Attack and Damage Rolls?
Hey, Homebrew newb here. I'm playing in Tomb of Annihilation, we're level 5 and my Aarakocra Sun Soul Monk just died to a Gelatinous Cube. Fortunately, he died near Mbala so I've got access to the revival from the wise woman on the plateau which works somewhat differently from most forms of revival (it actually functions during the Death Curse). However, my DM informs me that RAW this isn't a permanent thing and my character would die again pretty rapidly: 38 HP and losing 1D4 max HP per day probably wouldn't even get us to the final dungeon before he conked out again. My DM is very much playing the campaign as a more easygoing sightseeing tour of Chult than the legendary meatgrinder it's supposed to be (largely because three of his players are newbs), so he's decided that this is going to be a more permanent solution and has given me a mandate to design a subclass that has flavourful features that match the ritual but have a way of counteracting it. So, with that in mind, I came up with these features:
Necrosis (lvl 3): The Necromantic energy which sustains your existence is unstable and constantly drains away. Every day, roll one of your martial arts dice and decrease your maximum HP by the amount rolled. You can only return to your Initial Maximum HP (the HP you had when you chose this subclass, plus any subsequent level up bonuses gained) by utilising the Touched by Death class feature. You are unaffected by all effects that would restore your HP other than spending hit dice and Touched by Death.
Touched by Death: Starting from when you choose this feature at 3rd level, whenever you reduce a creature within 5ft of you to 0 Hit Points, you can gain Hit Points equal to your Wisdom modifier+your monk level. This is the only way of healing the maximum HP reduction from the Necrosis class feature.
Additionally, when not in combat, you can spend five minutes performing a ritual to draw energy from a corpse in order to achieve the same effect, providing you have not used this class feature to gain HP from that corpse before.
Evading the Chill of the Grave: Starting at 6th level, your knowledge of what awaits you beyond death allows you to add your Wisdom modifier to death saving throws. On your third success, you recover 1HP and can act as normal. On your third failure, the character is dead and their soul is permanently entrapped within the Soulmonger, unable to be revived or contacted under any circumstances until the Soulmonger is destroyed.
Wraith Blade: Starting at level 11, you learn how to summon a wraith blade. Any time you are at your initial maximum HP, the wraith blade appears immediately. The Wraith Blade is a Magic Weapon with which you are proficient that does damage equal to your Martial Arts Dice, gives a +1 bonus to attack and damage rolls with this weapon and makes you immune to the Necrosis class feature while it is summoned. It can be sheathed or unsheathed with a thought (no action required). While it is sheathed, the Necrotic energy of the blade swirls around your dominant arm giving off a dim purple light that is not bright enough to see by. While unsheathed, the blade gives off pale purple light that provides dim light in a fifteen foot radius. The moment you go below your Initial Maximum HP for any reason, the blade disappears.
At level 17 the bonus to attack and damage rolls increases to +2.
Necrotic Burst: When you hit an opponent with an attack using your wraith blade, you can expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one. You cannot use this feature again until you complete a short or long rest.
I don't think anything here is too OP (the Death Saving Throw thing is probably the strongest). Necrotic Burst and Touched by Death are *hemhem* inspired by abilities from the Way of the Long Death with a couple of minor changes so they should be fine numerically.
My actual question is this: how can I get the +1/+2 modifiers to attack and damage rolls to apply to the Wraith Blade? I've set it up as a weapon action that works off DEX; adds Proficiency; has a Fixed Value of 1; is a Melee weapon with the Natural Weapon Subtype that does Necrotic damage; Displays as an Attack; is effected by Martial Arts; and has the Action activation type. Words in bold are choices made in the relevant sections of the Action design sheet. It's working just the way I want it to, except that the fixed value doesn't apply. If I increase the fixed value to ridiculous amounts it seems to work, but finding the exact values given how slowly homebrew stuff seems to update is a ballache so tell me, citizens of DNDB: how do I make this work with a +1 bonus to attack and damage rolls?
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TL;DR: How can I apply a +1 Bonus to an Action's Attack and Damage Rolls?
Hey, Homebrew newb here. I'm playing in Tomb of Annihilation, we're level 5 and my Aarakocra Sun Soul Monk just died to a Gelatinous Cube. Fortunately, he died near Mbala so I've got access to the revival from the wise woman on the plateau which works somewhat differently from most forms of revival (it actually functions during the Death Curse). However, my DM informs me that RAW this isn't a permanent thing and my character would die again pretty rapidly: 38 HP and losing 1D4 max HP per day probably wouldn't even get us to the final dungeon before he conked out again. My DM is very much playing the campaign as a more easygoing sightseeing tour of Chult than the legendary meatgrinder it's supposed to be (largely because three of his players are newbs), so he's decided that this is going to be a more permanent solution and has given me a mandate to design a subclass that has flavourful features that match the ritual but have a way of counteracting it. So, with that in mind, I came up with these features:
Necrosis (lvl 3): The Necromantic energy which sustains your existence is unstable and constantly drains away. Every day, roll one of your martial arts dice and decrease your maximum HP by the amount rolled. You can only return to your Initial Maximum HP (the HP you had when you chose this subclass, plus any subsequent level up bonuses gained) by utilising the Touched by Death class feature. You are unaffected by all effects that would restore your HP other than spending hit dice and Touched by Death.
Touched by Death: Starting from when you choose this feature at 3rd level, whenever you reduce a creature within 5ft of you to 0 Hit Points, you can gain Hit Points equal to your Wisdom modifier+your monk level. This is the only way of healing the maximum HP reduction from the Necrosis class feature.
Additionally, when not in combat, you can spend five minutes performing a ritual to draw energy from a corpse in order to achieve the same effect, providing you have not used this class feature to gain HP from that corpse before.
Evading the Chill of the Grave: Starting at 6th level, your knowledge of what awaits you beyond death allows you to add your Wisdom modifier to death saving throws. On your third success, you recover 1HP and can act as normal. On your third failure, the character is dead and their soul is permanently entrapped within the Soulmonger, unable to be revived or contacted under any circumstances until the Soulmonger is destroyed.
Wraith Blade: Starting at level 11, you learn how to summon a wraith blade. Any time you are at your initial maximum HP, the wraith blade appears immediately. The Wraith Blade is a Magic Weapon with which you are proficient that does damage equal to your Martial Arts Dice, gives a +1 bonus to attack and damage rolls with this weapon and makes you immune to the Necrosis class feature while it is summoned. It can be sheathed or unsheathed with a thought (no action required). While it is sheathed, the Necrotic energy of the blade swirls around your dominant arm giving off a dim purple light that is not bright enough to see by. While unsheathed, the blade gives off pale purple light that provides dim light in a fifteen foot radius. The moment you go below your Initial Maximum HP for any reason, the blade disappears.
At level 17 the bonus to attack and damage rolls increases to +2.
Necrotic Burst: When you hit an opponent with an attack using your wraith blade, you can expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one. You cannot use this feature again until you complete a short or long rest.
I don't think anything here is too OP (the Death Saving Throw thing is probably the strongest). Necrotic Burst and Touched by Death are *hemhem* inspired by abilities from the Way of the Long Death with a couple of minor changes so they should be fine numerically.
My actual question is this: how can I get the +1/+2 modifiers to attack and damage rolls to apply to the Wraith Blade? I've set it up as a weapon action that works off DEX; adds Proficiency; has a Fixed Value of 1; is a Melee weapon with the Natural Weapon Subtype that does Necrotic damage; Displays as an Attack; is effected by Martial Arts; and has the Action activation type. Words in bold are choices made in the relevant sections of the Action design sheet. It's working just the way I want it to, except that the fixed value doesn't apply. If I increase the fixed value to ridiculous amounts it seems to work, but finding the exact values given how slowly homebrew stuff seems to update is a ballache so tell me, citizens of DNDB: how do I make this work with a +1 bonus to attack and damage rolls?