Trit One-Ear
Explorer
Hey all,
My party's wizard has ended up with a mark connecting him to the Elemental Plane of Water due to a magical experiment. I'm hoping to treat it as a magic item, and have been looking at what kind of bonuses make sense.
With the new caster items in Tasha's I feel like using one of those as an template makes sense, but I also want to dip into Sorcerer abilities since that thematically makes sense (part of his magic now comes from within, not from his studies.)I'm curious if my current idea feels balanced to y'all. I've taken the Curse of the Sea ability from the Sea Sorcerer (UA) and added a +1 bonus to DC's and attack rolls.
Here is my current idea:
Best,
Trit
My party's wizard has ended up with a mark connecting him to the Elemental Plane of Water due to a magical experiment. I'm hoping to treat it as a magic item, and have been looking at what kind of bonuses make sense.
With the new caster items in Tasha's I feel like using one of those as an template makes sense, but I also want to dip into Sorcerer abilities since that thematically makes sense (part of his magic now comes from within, not from his studies.)I'm curious if my current idea feels balanced to y'all. I've taken the Curse of the Sea ability from the Sea Sorcerer (UA) and added a +1 bonus to DC's and attack rolls.
Here is my current idea:
Any thoughts? If this feels like a good magic item, what rarity would y'all think it is? Currently leaning towards rare but I'll be honest I'm not sure on things like this.Water Mark Tattoo
While this mark is on your skin, you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells (for this item the bonus is +1).
When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.
Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):
Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater. This effect does not work with spells that have their damage type changed through Order of Scribe abilities.
Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.
Best,
Trit