What is the rarity of this homebrew magic staff, “Blackthorn”?What Should Be The Rarity Rating Of This Homebrew Item?Is this homebrew hûthvír-like weapon balanced?Is this homebrew paralysing dagger balanced?Is this homebrew elemental spear balanced?Does a wand user know how many charges remain?Which spell casting level do you use when casting spells with a Staff of Power?Can the Staff of Magi explode when it recharges?Staff of Defense total AC and Shield StackingWhat rarity would the Staff of Defense be?Is the charge cost of Wall of Ice an error in the description of the Staff of Frost?
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What is the rarity of this homebrew magic staff, “Blackthorn”?
What Should Be The Rarity Rating Of This Homebrew Item?Is this homebrew hûthvír-like weapon balanced?Is this homebrew paralysing dagger balanced?Is this homebrew elemental spear balanced?Does a wand user know how many charges remain?Which spell casting level do you use when casting spells with a Staff of Power?Can the Staff of Magi explode when it recharges?Staff of Defense total AC and Shield StackingWhat rarity would the Staff of Defense be?Is the charge cost of Wall of Ice an error in the description of the Staff of Frost?
$begingroup$
I’m working on a magic staff based on lore of the Hawthorn Tree. The staff has 3 properties which the users controls through the staff’s thorny hand. Effectively, the user can use charges to:
- Grapple and deal bonus damage on subsequent rounds (1 charge)
- Deliver necrotic damage and regain Hit Points, once per day (3 charges)
- Use the staff as the Mage Hand cantrip (0 charges)
Blackthorn
Requires attunement by a cleric, druid, or warlock
This staff can be wielded as a magic quarterstaff that grants a +2
bonus to attack and damage rolls made with it. While holding it, you
have a +2 bonus to spell attack rolls. This staff deals piercing
damage rather than bludgeoning damage, but otherwise retains the normal
properties of a quarterstaff.
The staff has 10 charges that can be used for the following abilities.
Once per turn, the user can take 1 of the following actions while
holding the staff:
Thorny Grasp. When you hit with a melee attack using the staff, you
can expend 1 charge to grapple a target. On a successful hit, the
tangle of thorny branches at the end of the staff forms a large hand
and grasps the target. If the target is large or smaller, it is
grapped (escape DC 17) and restrained until the grapple ends. On
subsequent turns, while restraining the target with at least one hand
holding the staff, you can use a bonus action to deal 1d6 piercing
damage. Until this restraint ends, the user can't use the staff on
another target.
Death’s Touch. When you hit a creature with a melee attack using the
staff, you can expend 3 charges to force the target to
make a DC 17 Constitution saving throw. On a failure, the target takes
an extra 4d6 necrotic damage, and you regain a number of Hit Points
equal to half that necrotic damage. This property can't be used again
until the next dawn.
Helpful Hand. You can use your action to control the hand and perform
simple tasks with a reach of 10 feet. The hand can't wield a weapon,
activate magical items, or carry more than 30 pounds. This maneuver
does not use any charges.
The staff regains 1d6 + 4 expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, the staff becomes a
nonmagical quarterstaff.
Based on items in the DMG, this staff seems to fall somewhere between a Staff of Withering (rare) and Staff of Power (Very Rare). Is my estimation correct? Would lowering the DC to 15 from 17 also lower the rarity?
dnd-5e magic-items homebrew
New contributor
$endgroup$
add a comment |
$begingroup$
I’m working on a magic staff based on lore of the Hawthorn Tree. The staff has 3 properties which the users controls through the staff’s thorny hand. Effectively, the user can use charges to:
- Grapple and deal bonus damage on subsequent rounds (1 charge)
- Deliver necrotic damage and regain Hit Points, once per day (3 charges)
- Use the staff as the Mage Hand cantrip (0 charges)
Blackthorn
Requires attunement by a cleric, druid, or warlock
This staff can be wielded as a magic quarterstaff that grants a +2
bonus to attack and damage rolls made with it. While holding it, you
have a +2 bonus to spell attack rolls. This staff deals piercing
damage rather than bludgeoning damage, but otherwise retains the normal
properties of a quarterstaff.
The staff has 10 charges that can be used for the following abilities.
Once per turn, the user can take 1 of the following actions while
holding the staff:
Thorny Grasp. When you hit with a melee attack using the staff, you
can expend 1 charge to grapple a target. On a successful hit, the
tangle of thorny branches at the end of the staff forms a large hand
and grasps the target. If the target is large or smaller, it is
grapped (escape DC 17) and restrained until the grapple ends. On
subsequent turns, while restraining the target with at least one hand
holding the staff, you can use a bonus action to deal 1d6 piercing
damage. Until this restraint ends, the user can't use the staff on
another target.
Death’s Touch. When you hit a creature with a melee attack using the
staff, you can expend 3 charges to force the target to
make a DC 17 Constitution saving throw. On a failure, the target takes
an extra 4d6 necrotic damage, and you regain a number of Hit Points
equal to half that necrotic damage. This property can't be used again
until the next dawn.
Helpful Hand. You can use your action to control the hand and perform
simple tasks with a reach of 10 feet. The hand can't wield a weapon,
activate magical items, or carry more than 30 pounds. This maneuver
does not use any charges.
The staff regains 1d6 + 4 expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, the staff becomes a
nonmagical quarterstaff.
Based on items in the DMG, this staff seems to fall somewhere between a Staff of Withering (rare) and Staff of Power (Very Rare). Is my estimation correct? Would lowering the DC to 15 from 17 also lower the rarity?
dnd-5e magic-items homebrew
New contributor
$endgroup$
1
$begingroup$
Hello and welcome! Not that I am seeing anything wrong with the question but just so you know there is a meta post that helps with creating homebrew evaluation questions. Thank you for participating and happy gaming!
$endgroup$
– Sdjz
8 hours ago
$begingroup$
"Would lowering the DC to 15 from 17 also lower the rarity?" - Is this part of the question asking about the DC of both Thorny Grasp and Death's Touch?
$endgroup$
– V2Blast
17 mins ago
add a comment |
$begingroup$
I’m working on a magic staff based on lore of the Hawthorn Tree. The staff has 3 properties which the users controls through the staff’s thorny hand. Effectively, the user can use charges to:
- Grapple and deal bonus damage on subsequent rounds (1 charge)
- Deliver necrotic damage and regain Hit Points, once per day (3 charges)
- Use the staff as the Mage Hand cantrip (0 charges)
Blackthorn
Requires attunement by a cleric, druid, or warlock
This staff can be wielded as a magic quarterstaff that grants a +2
bonus to attack and damage rolls made with it. While holding it, you
have a +2 bonus to spell attack rolls. This staff deals piercing
damage rather than bludgeoning damage, but otherwise retains the normal
properties of a quarterstaff.
The staff has 10 charges that can be used for the following abilities.
Once per turn, the user can take 1 of the following actions while
holding the staff:
Thorny Grasp. When you hit with a melee attack using the staff, you
can expend 1 charge to grapple a target. On a successful hit, the
tangle of thorny branches at the end of the staff forms a large hand
and grasps the target. If the target is large or smaller, it is
grapped (escape DC 17) and restrained until the grapple ends. On
subsequent turns, while restraining the target with at least one hand
holding the staff, you can use a bonus action to deal 1d6 piercing
damage. Until this restraint ends, the user can't use the staff on
another target.
Death’s Touch. When you hit a creature with a melee attack using the
staff, you can expend 3 charges to force the target to
make a DC 17 Constitution saving throw. On a failure, the target takes
an extra 4d6 necrotic damage, and you regain a number of Hit Points
equal to half that necrotic damage. This property can't be used again
until the next dawn.
Helpful Hand. You can use your action to control the hand and perform
simple tasks with a reach of 10 feet. The hand can't wield a weapon,
activate magical items, or carry more than 30 pounds. This maneuver
does not use any charges.
The staff regains 1d6 + 4 expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, the staff becomes a
nonmagical quarterstaff.
Based on items in the DMG, this staff seems to fall somewhere between a Staff of Withering (rare) and Staff of Power (Very Rare). Is my estimation correct? Would lowering the DC to 15 from 17 also lower the rarity?
dnd-5e magic-items homebrew
New contributor
$endgroup$
I’m working on a magic staff based on lore of the Hawthorn Tree. The staff has 3 properties which the users controls through the staff’s thorny hand. Effectively, the user can use charges to:
- Grapple and deal bonus damage on subsequent rounds (1 charge)
- Deliver necrotic damage and regain Hit Points, once per day (3 charges)
- Use the staff as the Mage Hand cantrip (0 charges)
Blackthorn
Requires attunement by a cleric, druid, or warlock
This staff can be wielded as a magic quarterstaff that grants a +2
bonus to attack and damage rolls made with it. While holding it, you
have a +2 bonus to spell attack rolls. This staff deals piercing
damage rather than bludgeoning damage, but otherwise retains the normal
properties of a quarterstaff.
The staff has 10 charges that can be used for the following abilities.
Once per turn, the user can take 1 of the following actions while
holding the staff:
Thorny Grasp. When you hit with a melee attack using the staff, you
can expend 1 charge to grapple a target. On a successful hit, the
tangle of thorny branches at the end of the staff forms a large hand
and grasps the target. If the target is large or smaller, it is
grapped (escape DC 17) and restrained until the grapple ends. On
subsequent turns, while restraining the target with at least one hand
holding the staff, you can use a bonus action to deal 1d6 piercing
damage. Until this restraint ends, the user can't use the staff on
another target.
Death’s Touch. When you hit a creature with a melee attack using the
staff, you can expend 3 charges to force the target to
make a DC 17 Constitution saving throw. On a failure, the target takes
an extra 4d6 necrotic damage, and you regain a number of Hit Points
equal to half that necrotic damage. This property can't be used again
until the next dawn.
Helpful Hand. You can use your action to control the hand and perform
simple tasks with a reach of 10 feet. The hand can't wield a weapon,
activate magical items, or carry more than 30 pounds. This maneuver
does not use any charges.
The staff regains 1d6 + 4 expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, the staff becomes a
nonmagical quarterstaff.
Based on items in the DMG, this staff seems to fall somewhere between a Staff of Withering (rare) and Staff of Power (Very Rare). Is my estimation correct? Would lowering the DC to 15 from 17 also lower the rarity?
dnd-5e magic-items homebrew
dnd-5e magic-items homebrew
New contributor
New contributor
edited 17 mins ago
V2Blast
24.6k383155
24.6k383155
New contributor
asked 8 hours ago
Unaligned OozeUnaligned Ooze
212
212
New contributor
New contributor
1
$begingroup$
Hello and welcome! Not that I am seeing anything wrong with the question but just so you know there is a meta post that helps with creating homebrew evaluation questions. Thank you for participating and happy gaming!
$endgroup$
– Sdjz
8 hours ago
$begingroup$
"Would lowering the DC to 15 from 17 also lower the rarity?" - Is this part of the question asking about the DC of both Thorny Grasp and Death's Touch?
$endgroup$
– V2Blast
17 mins ago
add a comment |
1
$begingroup$
Hello and welcome! Not that I am seeing anything wrong with the question but just so you know there is a meta post that helps with creating homebrew evaluation questions. Thank you for participating and happy gaming!
$endgroup$
– Sdjz
8 hours ago
$begingroup$
"Would lowering the DC to 15 from 17 also lower the rarity?" - Is this part of the question asking about the DC of both Thorny Grasp and Death's Touch?
$endgroup$
– V2Blast
17 mins ago
1
1
$begingroup$
Hello and welcome! Not that I am seeing anything wrong with the question but just so you know there is a meta post that helps with creating homebrew evaluation questions. Thank you for participating and happy gaming!
$endgroup$
– Sdjz
8 hours ago
$begingroup$
Hello and welcome! Not that I am seeing anything wrong with the question but just so you know there is a meta post that helps with creating homebrew evaluation questions. Thank you for participating and happy gaming!
$endgroup$
– Sdjz
8 hours ago
$begingroup$
"Would lowering the DC to 15 from 17 also lower the rarity?" - Is this part of the question asking about the DC of both Thorny Grasp and Death's Touch?
$endgroup$
– V2Blast
17 mins ago
$begingroup$
"Would lowering the DC to 15 from 17 also lower the rarity?" - Is this part of the question asking about the DC of both Thorny Grasp and Death's Touch?
$endgroup$
– V2Blast
17 mins ago
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
Very Rare
There are a lot of similarities of this staff to staves like the Staff of Fire (Very Rare) and that of the Staff of Power (Very Rare).
The Staff of Power provides the +2 to attack/damage/Spell rolls that yours does as well as additional casting capabilities that are quite powerful. The Staff of Fire doesn't have the +2, but it does have a similar option of delivering additional damage on a strike.
The next level up would be a Legendary staff like the Staff of the Magi. The biggest uptick in power here is in the number of charges (50) and breadth of available casting options. Yours does not have this.
Comparing the Very Rare to Legendary options, yours fits quite nicely in Very Rare.
Lowering the DC
I'm not sure if lowering the DC would be the impactful, but you may want to consider dropping the built-in DC and use the spellcaster's DC instead like the standard magical staves of this level do.
$endgroup$
2
$begingroup$
I like the idea of using spellcaster's DC but I was under the impression that staves used the spellcaster's DC for spells (i.e. Staff of the Magi) and a static DC for other spell-like abilities (i.e. Staff of Thunder and Lightning).
$endgroup$
– Unaligned Ooze
6 hours ago
add a comment |
Your Answer
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votes
$begingroup$
Very Rare
There are a lot of similarities of this staff to staves like the Staff of Fire (Very Rare) and that of the Staff of Power (Very Rare).
The Staff of Power provides the +2 to attack/damage/Spell rolls that yours does as well as additional casting capabilities that are quite powerful. The Staff of Fire doesn't have the +2, but it does have a similar option of delivering additional damage on a strike.
The next level up would be a Legendary staff like the Staff of the Magi. The biggest uptick in power here is in the number of charges (50) and breadth of available casting options. Yours does not have this.
Comparing the Very Rare to Legendary options, yours fits quite nicely in Very Rare.
Lowering the DC
I'm not sure if lowering the DC would be the impactful, but you may want to consider dropping the built-in DC and use the spellcaster's DC instead like the standard magical staves of this level do.
$endgroup$
2
$begingroup$
I like the idea of using spellcaster's DC but I was under the impression that staves used the spellcaster's DC for spells (i.e. Staff of the Magi) and a static DC for other spell-like abilities (i.e. Staff of Thunder and Lightning).
$endgroup$
– Unaligned Ooze
6 hours ago
add a comment |
$begingroup$
Very Rare
There are a lot of similarities of this staff to staves like the Staff of Fire (Very Rare) and that of the Staff of Power (Very Rare).
The Staff of Power provides the +2 to attack/damage/Spell rolls that yours does as well as additional casting capabilities that are quite powerful. The Staff of Fire doesn't have the +2, but it does have a similar option of delivering additional damage on a strike.
The next level up would be a Legendary staff like the Staff of the Magi. The biggest uptick in power here is in the number of charges (50) and breadth of available casting options. Yours does not have this.
Comparing the Very Rare to Legendary options, yours fits quite nicely in Very Rare.
Lowering the DC
I'm not sure if lowering the DC would be the impactful, but you may want to consider dropping the built-in DC and use the spellcaster's DC instead like the standard magical staves of this level do.
$endgroup$
2
$begingroup$
I like the idea of using spellcaster's DC but I was under the impression that staves used the spellcaster's DC for spells (i.e. Staff of the Magi) and a static DC for other spell-like abilities (i.e. Staff of Thunder and Lightning).
$endgroup$
– Unaligned Ooze
6 hours ago
add a comment |
$begingroup$
Very Rare
There are a lot of similarities of this staff to staves like the Staff of Fire (Very Rare) and that of the Staff of Power (Very Rare).
The Staff of Power provides the +2 to attack/damage/Spell rolls that yours does as well as additional casting capabilities that are quite powerful. The Staff of Fire doesn't have the +2, but it does have a similar option of delivering additional damage on a strike.
The next level up would be a Legendary staff like the Staff of the Magi. The biggest uptick in power here is in the number of charges (50) and breadth of available casting options. Yours does not have this.
Comparing the Very Rare to Legendary options, yours fits quite nicely in Very Rare.
Lowering the DC
I'm not sure if lowering the DC would be the impactful, but you may want to consider dropping the built-in DC and use the spellcaster's DC instead like the standard magical staves of this level do.
$endgroup$
Very Rare
There are a lot of similarities of this staff to staves like the Staff of Fire (Very Rare) and that of the Staff of Power (Very Rare).
The Staff of Power provides the +2 to attack/damage/Spell rolls that yours does as well as additional casting capabilities that are quite powerful. The Staff of Fire doesn't have the +2, but it does have a similar option of delivering additional damage on a strike.
The next level up would be a Legendary staff like the Staff of the Magi. The biggest uptick in power here is in the number of charges (50) and breadth of available casting options. Yours does not have this.
Comparing the Very Rare to Legendary options, yours fits quite nicely in Very Rare.
Lowering the DC
I'm not sure if lowering the DC would be the impactful, but you may want to consider dropping the built-in DC and use the spellcaster's DC instead like the standard magical staves of this level do.
edited 16 mins ago
V2Blast
24.6k383155
24.6k383155
answered 8 hours ago
NautArchNautArch
59.7k8214398
59.7k8214398
2
$begingroup$
I like the idea of using spellcaster's DC but I was under the impression that staves used the spellcaster's DC for spells (i.e. Staff of the Magi) and a static DC for other spell-like abilities (i.e. Staff of Thunder and Lightning).
$endgroup$
– Unaligned Ooze
6 hours ago
add a comment |
2
$begingroup$
I like the idea of using spellcaster's DC but I was under the impression that staves used the spellcaster's DC for spells (i.e. Staff of the Magi) and a static DC for other spell-like abilities (i.e. Staff of Thunder and Lightning).
$endgroup$
– Unaligned Ooze
6 hours ago
2
2
$begingroup$
I like the idea of using spellcaster's DC but I was under the impression that staves used the spellcaster's DC for spells (i.e. Staff of the Magi) and a static DC for other spell-like abilities (i.e. Staff of Thunder and Lightning).
$endgroup$
– Unaligned Ooze
6 hours ago
$begingroup$
I like the idea of using spellcaster's DC but I was under the impression that staves used the spellcaster's DC for spells (i.e. Staff of the Magi) and a static DC for other spell-like abilities (i.e. Staff of Thunder and Lightning).
$endgroup$
– Unaligned Ooze
6 hours ago
add a comment |
Unaligned Ooze is a new contributor. Be nice, and check out our Code of Conduct.
Unaligned Ooze is a new contributor. Be nice, and check out our Code of Conduct.
Unaligned Ooze is a new contributor. Be nice, and check out our Code of Conduct.
Unaligned Ooze is a new contributor. Be nice, and check out our Code of Conduct.
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Hello and welcome! Not that I am seeing anything wrong with the question but just so you know there is a meta post that helps with creating homebrew evaluation questions. Thank you for participating and happy gaming!
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– Sdjz
8 hours ago
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"Would lowering the DC to 15 from 17 also lower the rarity?" - Is this part of the question asking about the DC of both Thorny Grasp and Death's Touch?
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– V2Blast
17 mins ago