Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
3 Magic Feats: Magical Weapon, Magic Manipulation, & Cantrip Master
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ro" data-source="post: 7244091" data-attributes="member: 6890747"><p>Great thoughts!</p><p></p><p></p><p></p><p>Yes, my intent would be to create the option rather than eliminate saving throws entirely. Critical hits should be allowed; however, a spell's critical would not roll double dice.</p><p></p><p><strong>Magical Weapon</strong></p><p> Prerequisite: The ability to cast at least one spell</p><p></p><p> When you create a magical effect that targets another creature, you may summon an illusory magical weapon. If your target is within 5 feet of you, it looks like a melee weapon; otherwise it looks like a ranged weapon. Your appearance, including items you are carrying, changes to fit this illusion, but nothing changes about your actual abilities. It is a complete sensory effect, but everyone knows it is a magical illusion. This effect lasts until the end of your turn. You gain the following benefit:</p><p>- When you cast a spell or use another racial or class feature that causes one or more creatures other than you to make a saving throw, you may instead make a spell attack roll for each target. If you hit, the results of failing the saving throw take effect; otherwise, the results of succeeding on the saving throw take effect. A natural 20 roll always hits and a natural 1 always misses, but otherwise there are no benefits or penalties for critical successes or failures.</p><p></p><p></p><p></p><p>When you say "out of line", do you mean too powerful in comparison?</p><p></p><p>My inspirations for this feat were the Lore Master and Theurgy wizard traditions. The Theurgy tradition has Channel Arcana which gives that +2 DC benefit once per rest, scaling like Channel Divinity at 6th and 18th levels. It also gives addition Channel Divinity/Arcana options. That's where I got the rest-recharge mechanic and the DC +2. The Lore Master also has a DC +2 feature at level 6, along with range changing (up to a mile: seemed excessive) and damage increasing. The Lore Master has unlimited damage type change and once per rest save type change at level 1. So, this feat is a mix of these features.</p><p></p><p>I added that attack bonus option: that is new, but it made sense to me that if there is a +2 saving throw benefit, there should be a matching attack benefit.</p><p></p><p>This is metamagic-like; however, only the range change option is an existing metamagic option. All the others would be new benefits for the Sorcerer.</p><p></p><p>How might you improve on this feat?</p></blockquote><p></p>
[QUOTE="ro, post: 7244091, member: 6890747"] Great thoughts! Yes, my intent would be to create the option rather than eliminate saving throws entirely. Critical hits should be allowed; however, a spell's critical would not roll double dice. [B]Magical Weapon[/B] Prerequisite: The ability to cast at least one spell When you create a magical effect that targets another creature, you may summon an illusory magical weapon. If your target is within 5 feet of you, it looks like a melee weapon; otherwise it looks like a ranged weapon. Your appearance, including items you are carrying, changes to fit this illusion, but nothing changes about your actual abilities. It is a complete sensory effect, but everyone knows it is a magical illusion. This effect lasts until the end of your turn. You gain the following benefit: - When you cast a spell or use another racial or class feature that causes one or more creatures other than you to make a saving throw, you may instead make a spell attack roll for each target. If you hit, the results of failing the saving throw take effect; otherwise, the results of succeeding on the saving throw take effect. A natural 20 roll always hits and a natural 1 always misses, but otherwise there are no benefits or penalties for critical successes or failures. When you say "out of line", do you mean too powerful in comparison? My inspirations for this feat were the Lore Master and Theurgy wizard traditions. The Theurgy tradition has Channel Arcana which gives that +2 DC benefit once per rest, scaling like Channel Divinity at 6th and 18th levels. It also gives addition Channel Divinity/Arcana options. That's where I got the rest-recharge mechanic and the DC +2. The Lore Master also has a DC +2 feature at level 6, along with range changing (up to a mile: seemed excessive) and damage increasing. The Lore Master has unlimited damage type change and once per rest save type change at level 1. So, this feat is a mix of these features. I added that attack bonus option: that is new, but it made sense to me that if there is a +2 saving throw benefit, there should be a matching attack benefit. This is metamagic-like; however, only the range change option is an existing metamagic option. All the others would be new benefits for the Sorcerer. How might you improve on this feat? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
3 Magic Feats: Magical Weapon, Magic Manipulation, & Cantrip Master
Top