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View Full Version : D&D 5e/Next Elemental Wraps: Magic Item



gavinator154
2018-01-29, 05:22 PM
I've been doing a lot of Homebrew both in the past and recently, and have just been getting stuff up on the site to get other people's opinions. This is for a magic item. Thank you for looking and remember, all constructive criticism is welcome.

Elemental Wraps
Wondrous item, rare (requires attunement by a monk)

These wraps go on both your hands and feet. Their damage counts as magical when calculating resistances and immunities. This magic item has 2 forms, Unbalanced and Balanced. The Balanced form may be unlocked by a powerful monk meditating with them on for 1 full day (24 hours).

Unbalanced Form
These wraps give you +1 to your attack rolls, but not your damage rolls, with unarmed attcks. During a short rest, you may choose one of the following: Flame, Ice, Bolt, Shadow, Ki, Divine, Mind, and Spite. Each form has a different ability based on that choice. These also hold a charge that may be used to activate one of these abilities. This regains 1 charge at a long rest. The DC for all saving throws is your Wisdom modifier.

Flame: Your unarmed attacks deal extra fire damage equal to your proficiency. You also may spend 1 charge after striking an enemy to create a 10-foot cone of fire. Everyone but the person struck (who automatically fails) may make a Dexterity saving throw. This deals 4d6 fire damage on a failed save, and half as much on a successful one.

Ice: Your unarmed attacks deal extra cold damage equal to your proficiency. You also may spend 1 charge after striking an enemy to create a line of ice 15-foot long. Everyone but the person struck (who automatically fails) may make a Constitution saving throw. This deals 2d6 damage and gives disadvantage to all attacks made until the beginning of your next turn on a failed save, and half as much damage and no disadvantage on a successful one.

Bolt: Your unarmed attacks deal extra lightning damage equal to your proficiency. You also may spend 1 charge after striking an enemy to create a storm of lightning in a 10-foot radius, centered on the struck target. Everyone but the person struck (who automatically fails) may make a Dexterity saving throw. This deals 4d6 damage on a failed save, and half as much on a successful one.

Divine: Your unarmed attacks deal extra radiant damage equal to your proficiency. You also may spend 1 charge after striking an enemy to attempt to heal yourself. The target may make a Constitution saving throw. On a failed save, the target takes an extra 2d12 radiant damage, half as much on a success. You then heal this much.

Shadow: Your unarmed attacks deal extra necrotic damage equal to your proficiency. You also may spend 1 charge to attempt to bring an enemy closer to you. Target an enemy within 15 feet of you with an ethereal tether. The target may make a Strength saving throw to resist. On a failed save, you may drag the target any number of spaces closer to you. Until the end of turn, all unarmed attacks you make against this enemy have advantage.

Mind: Your unarmed attacks deal extra psychic damage equal to your proficiency. You also may spend 1 charge to attempt to frighten an enemy. You may choose a target within 30 feet of you that can see and hear you and force them to make a Wisdom saving throw. On a failed save, they take 2d4 psychic damage and are frightened of you. They may attempt to make the saving throw at the end of each of their turns.

Spite: Your unarmed attacks deal extra poison damage equal to your proficiency. You also may spend 1 charge after striking an enemy to attempt to poison your target. The target may make a Constitution saving throw. They take 2d12 poison damage and are poisoned on a fail, and half as much and not being poisoned on a successful saving throw. They may make the saving throw at the end of each turn to rid themselves of the poison.

Ki: Your unarmed attacks deal extra force damage equal to your proficiency. You may also spend 1 charge after striking an enemy to attempt to paralyze the target. They may make a Constitution saving throw. On a failed save, they become Paralyzed. They may attempt the saving throw again at the end of each of their turns.

Balanced Form
Before making an attack roll, you may choose one of the following: Flame, Ice, Bolt, Shadow, Ki, Divine, Mind, and Spite. Each form has a different ability based on that choice. These also hold 3 charges that may be used to activate one of these abilities. You may only use 1 charge per turn. This regains 1d4 charges at a long rest. The DC for all saving throws is your Wisdom modifier.

Flame: Your unarmed attacks do fire damage, as well as granting 1d8 extra fire damage per strike. You also may spend 1 charge after striking an enemy to create a 20-foot cone of fire. Everyone but the person struck (who automatically fails) may make a Dexterity saving throw. This deals 8d6 fire damage on a failed save, and half as much on a successful one.

Ice: Your unarmed attacks do cold damage, as well as granting 1d8 extra cold damage per strike. You also may spend 1 charge after striking an enemy to create a line of ice 30-foot long. Everyone but the person struck (who automatically fails) may make a Constitution saving throw. This deals 3d8 damage and gives disadvantage to all attacks made until the beginning of your next turn on a failed save, and half as much damage and no disadvantage on a successful one.

Bolt: Your unarmed attacks do lightning damage, as well as granting 1d8 extra lightning damage per strike. You also may spend 1 charge after striking an enemy to create a storm of lightning in a 20-foot radius, centered on the struck target. Everyone but the person struck (who automatically fails) may make a Dexterity saving throw. This deals 8d6 damage on a failed save, and half as much on a successful one.

Divine: Your unarmed attacks do radiant damage, as well as granting 1d8 extra radiant damage per strike. You also may spend 1 charge after striking an enemy to attempt to heal yourself. The target may make a Constitution saving throw. On a failed save, the target takes an extra 4d12 radiant damage, half as much on a success. You then heal this much. While this happens, any undead within 30 feet that are under 50 health are immediately turned to dust.

Shadow: Your unarmed attacks do necrotic damage, as well as granting 1d8 extra necrotic damage per strike. You also may spend 1 charge to attempt to bring an enemy closer to you. Target an enemy within 15 feet of you with an ethereal tether. The target may make a Strength saving throw to resist. On a failed save, you may bind the target, restraining them, and dragging them any number of spaces closer to you. Until the end of turn, all unarmed strikes you hit deal max damage.

Mind: Your unarmed attacks do psychic damage, as well as granting 1d8 extra psychic damage per strike. You also may spend 1 charge to attempt to frighten an enemy. You may choose a target within 30 feet of you that can see and hear you and force them to make a Wisdom saving throw. On a failed save, they take 2d6 psychic damage and are frightened of you, blinded, and deafened. They may attempt to make the saving throw at the end of each of their turns. If they cannot shake it off by the end of their third turn, they call unconscious.

Spite: Your unarmed attacks do poison damage, as well as granting 1d8 extra poison damage per strike. You also may spend 1 charge after striking an enemy to attempt to poison your target. The target may make a Constitution saving throw. They take 4d12 poison damage and are poisoned on a fail, and half as much and not being poisoned on a successful saving throw. If the target is already poisoned, they automatically fail and the damage is automatically maxed out.

Ki: Your unarmed attacks do force damage, as well as granting 1d8 extra force damage per strike. You may also spend 1 charge after striking an enemy to attempt to paralyze the target. They may make a Constitution saving throw. On a failed save, they become Paralyzed and take 2 levels of Exhaustion. They may attempt the saving throw again at the end of each of their turns to end the paralysis.

Azgeroth
2018-01-30, 11:34 AM
these are seriously overpowered... as in, never put them in a game..

if i may make a suggestion.

uncommon, +1 attack, +1 damage with monk weapons.

rare, +1 attack, +1 damage with monk weapons.
when you use a monk ability that inflicts damage to a target, you gain a number of d4's, equal to half the amount of ki points spent (to a maximum of 3d4), of the same damage type on all attacks using monk weapons until the end of your next turn.

legendary, +2 attack, +2 damage
when you use a monk ability that inflicts damage to a target, you gain a number of d4's, equal to half the amount of ki points spent (to a maximum of 3d4), of the same damage type on all attacks using monk weapons until the end of your next turn.

in addition, when a target has to make a saving throw against one of you monk's abilities, the DC is increased by 2

gavinator154
2018-01-30, 06:28 PM
these are seriously overpowered... as in, never put them in a game..

if i may make a suggestion.

uncommon, +1 attack, +1 damage with monk weapons.

rare, +1 attack, +1 damage with monk weapons.
when you use a monk ability that inflicts damage to a target, you gain a number of d4's, equal to half the amount of ki points spent (to a maximum of 3d4), of the same damage type on all attacks using monk weapons until the end of your next turn.

legendary, +2 attack, +2 damage
when you use a monk ability that inflicts damage to a target, you gain a number of d4's, equal to half the amount of ki points spent (to a maximum of 3d4), of the same damage type on all attacks using monk weapons until the end of your next turn.

in addition, when a target has to make a saving throw against one of you monk's abilities, the DC is increased by 2

I MAY have put in the older broken version of these XD. These were changed a lot since this version, so I might take this thread down. It does something similar to what you said now. Also, you have to search for more elements.