Blue
Ravenous Bugblatter Beast of Traal
We have a 4th level bard with limited damage dealing spells. Very useful, but occasionally straight damage is what we need. He has heat metal, but so many of our opponents are monsters or beasts without metal and I was thinking about how to give the bard a chance to use it more often.
We have two archers in the group and I was thinking abotu barbed metal arrows - something that could be shot into an opponent and then have heat metal cast on it. As a one off, I'm sure the DM would ad hoc something.
If this was a more regular "power stunt" he'd probably want rules, so I'm looking for some to suggest.
I'll share my first thoughts, but please suggest others as well.
Barbed metal arrows would have half the range of a normal arrow, and when the weapon die/dice total is 7 or more (so 1/4 of the time plus slightly more than half the crits) it sticks. Removing it can be done safely with DC 10 medicine check, or it can be ripped out dealing normal arrow damage (d8) again. Cost is x10 normal arrows.
This means that it will probably only stick maybe once or twice a combat, and it may be later which would mean limited utility from heat metal. Only disadvantage is ranged and cost, not sure if that's enough, but it's also trivial to ignore except for the heat metal case.
What are your ideas, either on that mechanic or even better on an alternate one you'd allow at your table?
We have two archers in the group and I was thinking abotu barbed metal arrows - something that could be shot into an opponent and then have heat metal cast on it. As a one off, I'm sure the DM would ad hoc something.
If this was a more regular "power stunt" he'd probably want rules, so I'm looking for some to suggest.
I'll share my first thoughts, but please suggest others as well.
Barbed metal arrows would have half the range of a normal arrow, and when the weapon die/dice total is 7 or more (so 1/4 of the time plus slightly more than half the crits) it sticks. Removing it can be done safely with DC 10 medicine check, or it can be ripped out dealing normal arrow damage (d8) again. Cost is x10 normal arrows.
This means that it will probably only stick maybe once or twice a combat, and it may be later which would mean limited utility from heat metal. Only disadvantage is ranged and cost, not sure if that's enough, but it's also trivial to ignore except for the heat metal case.
What are your ideas, either on that mechanic or even better on an alternate one you'd allow at your table?