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<blockquote data-quote="Chaosmancer" data-source="post: 7877721" data-attributes="member: 6801228"><p>Technically, this idea has been bumping around my head since the Eberron UA from last year. It was pointed out that there is no difference or reason to buy and use different Foci or a component pouch. </p><p></p><p>What has been more surprising to me is that I can't even find homebrew rules for this. Sure, I can find magical focuses, but no rules for them in general. (So if anyone knows where I can find some it would be appreciated)</p><p></p><p>So, here is an attempt by me to put something together. Using some rules I've been using for a while and adding some new rules. Oh, and this is not just Arcane foci. I don't know why no one talks about druidic foci, like at all, but I'd like to. </p><p></p><p>Arcane: Staff, Wand, Rod, Crystal, Orb</p><p>Bard: Instrument</p><p>Druid: Staff, Wand, Sprig of Mistletoe, Totem</p><p>Holy: Amulet, Emblem, Reliquary</p><p></p><p>Ok, first things first. The rule that actually exists in the game. </p><p></p><p><strong>Emblems</strong> can be put on a shield, turning the shield into a focus. </p><p></p><p>And now my most common houserule in this regard.</p><p></p><p><strong>Staves</strong> count as quarterstaffs and can be used in melee. </p><p></p><p>Of course, this leads me to a problem. In the Eberron UA sidebar, they said using a focus with two hands increases your range by 50% and staffs are always two-handed. Well, can't give them two benefits, so I need to rethink that.</p><p></p><p>So, let us think of magic like a liquid. Focusing it to a smaller point allows more distance. So...</p><p></p><p><strong>Wands</strong> increase the range of spells by 25%. (I think 50% might be too much, but we'll see, this might be too small)</p><p></p><p>Now, <strong>Crystals and Orbs</strong> I think I just make them the same thing. Material-wise they are essentially identical, Crystal just gives more aesthetic choices, like rings, brooches, ect. And here, I think I steal from Eberron. I'll let the crystal or orb be attuned to an energy type. When struck by that type, you can use a reaction to reduce tge damage by 1d4. (Pretty minor honestly, Eberron has this cost attunement, but I think that is too much. It will be the first thing dropped and defensively the other classes have some powerful options.)</p><p></p><p>Along those lines, I think <strong>Reliquary snd Musical Instrument</strong> should have the same rule. Not because they are similar, but because I have a similar image. As an action while you are concentrating on a spell, you can (sing/play/pray) and focus entirely on the spell. You gain advantage on concentration checks to maintain that spell, and the DC of that spell increases by 1 until the start of your next turn. (Now, this might seem like a lot, but I doubt it. It's a full action, I'll require both hands, and they could have dodged instead which is probably better for keeping the spell up. But the visual is awesome and it helps keep a successful spell succcessful which feels beneficial)</p><p></p><p>Now for the last few. Rods, Totems, sprigs of mistletoe and amulets. </p><p></p><p>I'm tempted to make amulets defensive, but that triples down for holy characters so I want something else. A buff makes sense, since they tend to be buffing classes. How about...</p><p></p><p><strong>Amulets</strong> <strong>and Living Plants </strong>(I don't see why it has to be just Mistletoe, It'd be fun to let Druids channel through flowers and trees) allow the caster to give the target of their spell 2 temporary hitpoints. Makes their healing and beneficial spells just a little bit more. </p><p></p><p>I feel like I'm running out of good ideas, so, should the last two just be basic? </p><p></p><p><strong>Rods and Totems</strong> give +1 damage on spells? I'm not a fan, but I'm just not sure what else I could do here. </p><p></p><p>Any other ideas, thoughts, comments?</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7877721, member: 6801228"] Technically, this idea has been bumping around my head since the Eberron UA from last year. It was pointed out that there is no difference or reason to buy and use different Foci or a component pouch. What has been more surprising to me is that I can't even find homebrew rules for this. Sure, I can find magical focuses, but no rules for them in general. (So if anyone knows where I can find some it would be appreciated) So, here is an attempt by me to put something together. Using some rules I've been using for a while and adding some new rules. Oh, and this is not just Arcane foci. I don't know why no one talks about druidic foci, like at all, but I'd like to. Arcane: Staff, Wand, Rod, Crystal, Orb Bard: Instrument Druid: Staff, Wand, Sprig of Mistletoe, Totem Holy: Amulet, Emblem, Reliquary Ok, first things first. The rule that actually exists in the game. [B]Emblems[/B] can be put on a shield, turning the shield into a focus. And now my most common houserule in this regard. [B]Staves[/B] count as quarterstaffs and can be used in melee. Of course, this leads me to a problem. In the Eberron UA sidebar, they said using a focus with two hands increases your range by 50% and staffs are always two-handed. Well, can't give them two benefits, so I need to rethink that. So, let us think of magic like a liquid. Focusing it to a smaller point allows more distance. So... [B]Wands[/B] increase the range of spells by 25%. (I think 50% might be too much, but we'll see, this might be too small) Now, [B]Crystals and Orbs[/B] I think I just make them the same thing. Material-wise they are essentially identical, Crystal just gives more aesthetic choices, like rings, brooches, ect. And here, I think I steal from Eberron. I'll let the crystal or orb be attuned to an energy type. When struck by that type, you can use a reaction to reduce tge damage by 1d4. (Pretty minor honestly, Eberron has this cost attunement, but I think that is too much. It will be the first thing dropped and defensively the other classes have some powerful options.) Along those lines, I think [B]Reliquary snd Musical Instrument[/B] should have the same rule. Not because they are similar, but because I have a similar image. As an action while you are concentrating on a spell, you can (sing/play/pray) and focus entirely on the spell. You gain advantage on concentration checks to maintain that spell, and the DC of that spell increases by 1 until the start of your next turn. (Now, this might seem like a lot, but I doubt it. It's a full action, I'll require both hands, and they could have dodged instead which is probably better for keeping the spell up. But the visual is awesome and it helps keep a successful spell succcessful which feels beneficial) Now for the last few. Rods, Totems, sprigs of mistletoe and amulets. I'm tempted to make amulets defensive, but that triples down for holy characters so I want something else. A buff makes sense, since they tend to be buffing classes. How about... [B]Amulets[/B] [B]and Living Plants [/B](I don't see why it has to be just Mistletoe, It'd be fun to let Druids channel through flowers and trees) allow the caster to give the target of their spell 2 temporary hitpoints. Makes their healing and beneficial spells just a little bit more. I feel like I'm running out of good ideas, so, should the last two just be basic? [B]Rods and Totems[/B] give +1 damage on spells? I'm not a fan, but I'm just not sure what else I could do here. Any other ideas, thoughts, comments? [/QUOTE]
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