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Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Rare variants of spells that don't have them
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<blockquote data-quote="Tessarael" data-source="post: 9868971" data-attributes="member: 12909"><p>I think this is fairly balanced vs. a spell like Shillelagh, particularly if it still takes an action to cast, rather than the bonus action rare variant that I suggested for Arcane Muscles. However, I would not allow this in campaigns where there are Adepts/Monks, as it could overshadow their unarmed capability.</p><p></p><p>An equivalent of the 2nd level spell <a href="https://a5e.tools/spell/magic-weapon" target="_blank">Magic Weapon</a> for unarmed attacks would be good, something that does benefit Adepts/Monks without overshadowing them. So let's just make a rare variant of that spell:</p><h3>Improved Magic Weapon - rare variant</h3><p>2nd level (transmutation; arcane, enhancement, transformation, weaponry)</p><p>Classes: artificer, herald, wizard</p><p>Casting Time: 1 bonus action</p><p>Range: touch</p><p>Target: one unarmed attack method, natural weapon, or nonmagical weapon</p><p>Components: V,S</p><p>Duration: 1 hour</p><p> </p><p>Until the spell ends, the target unarmed attack method (e.g., kick or punch), natural weapon (e.g., claw or bite), or nonmagical weapon becomes +1, i.e., gaining +1 to attack and +1 to damage. This doesn't stack with any other sources of magical attack/damage bonus.</p><p> </p><p><strong>Cast at Higher Levels:</strong> The bonus increases by +1 for every 2 slot levels above 2nd (maximum +3).</p><p></p><p>And this is the sort of spell variant that also really belongs on the Druid's spell list to boost their wild shape attacks.</p><p></p><p><strong>Edit: </strong>Ignoring balance issues vs. the Magic Weapon spell, I'd also be tempted to just make the rare version of the Arcane Muscles cantrip work like this: +1 attack/damage to unarmed attacks and natural weapons at level 5, +2 at level 11, and +3 at level 17. In that case, it is mostly better than the Magic Weapon spell, except that Arcane Muscles has casting time of an action, whereas it is a bonus action for Magic Weapon. However, Magic Weapon has duration concentration (1 hour), which is why I would almost never cast it, unless the party didn't have magic weapons and desperately needed them for an encounter that it was worth preparing the spell for.</p></blockquote><p></p>
[QUOTE="Tessarael, post: 9868971, member: 12909"] I think this is fairly balanced vs. a spell like Shillelagh, particularly if it still takes an action to cast, rather than the bonus action rare variant that I suggested for Arcane Muscles. However, I would not allow this in campaigns where there are Adepts/Monks, as it could overshadow their unarmed capability. An equivalent of the 2nd level spell [URL='https://a5e.tools/spell/magic-weapon']Magic Weapon[/URL] for unarmed attacks would be good, something that does benefit Adepts/Monks without overshadowing them. So let's just make a rare variant of that spell: [HEADING=2]Improved Magic Weapon - rare variant[/HEADING] 2nd level (transmutation; arcane, enhancement, transformation, weaponry) Classes: artificer, herald, wizard Casting Time: 1 bonus action Range: touch Target: one unarmed attack method, natural weapon, or nonmagical weapon Components: V,S Duration: 1 hour Until the spell ends, the target unarmed attack method (e.g., kick or punch), natural weapon (e.g., claw or bite), or nonmagical weapon becomes +1, i.e., gaining +1 to attack and +1 to damage. This doesn't stack with any other sources of magical attack/damage bonus. [B]Cast at Higher Levels:[/B] The bonus increases by +1 for every 2 slot levels above 2nd (maximum +3). And this is the sort of spell variant that also really belongs on the Druid's spell list to boost their wild shape attacks. [B]Edit: [/B]Ignoring balance issues vs. the Magic Weapon spell, I'd also be tempted to just make the rare version of the Arcane Muscles cantrip work like this: +1 attack/damage to unarmed attacks and natural weapons at level 5, +2 at level 11, and +3 at level 17. In that case, it is mostly better than the Magic Weapon spell, except that Arcane Muscles has casting time of an action, whereas it is a bonus action for Magic Weapon. However, Magic Weapon has duration concentration (1 hour), which is why I would almost never cast it, unless the party didn't have magic weapons and desperately needed them for an encounter that it was worth preparing the spell for. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Rare variants of spells that don't have them
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