Falcon X
2021-03-17, 09:19 PM
Thoughts on if this is a good idea?
So, I know any item that allows a second spell to be concentrated on is frowned upon, but I think I've limited this one enough to be viable.
The goal is to have an item with power just underneath Robe of the Archmagi, ultimately with the goal of giving higher AC and some added fun.
Note: I intend to give specific homebrew spells to enable him to take the form of a wight, were-wolf, and a few other monstrous humanoids.
Cloak of Transfiguration
(wondrous item, robe)
Requires attunement by a Wizard, Sorcerer, Bard, or Warlock
This sentient cloak was created by a master transmuter to enable him to concentrate on other spells while holding his chosen form. The cloak's intelligence, however, proved somewhat unruly.
While donning this robe, if the caster casts a transmutation spell on themself of 7th level or lower, the cloak takes on the concentration of the spell and can hold it indefinitely. If the spell turns the caster into a different type of creature, the caster's HP becomes that of the new creature. However, if the caster's HP reaches 0, they do not revert back to their original form and instead proceeds with death saving throws as if they were in their original form. If the cloak is removed or otherwise dispelled, the caster returns to their original form, and their HP is either the amount the caster had at the time the spell is cast, or the amount the transmuted form had remaining, whichever is lower.
If the spell cast turns the caster into a new form, they must immediately make an intelligence saving throw equal to their own save DC or take on personality traits of the chosen form, to be determined by the Dungeon Master.
Following a round where the caster takes damage, the caster must make an intelligence saving throw against their own save DC. On a failure, the robe's intelligence takes control of their body and acts as it sees fit based on it's personality. The caster may make saving throws at the beginning of each of their turns to regain control. However, each failure increases the save DC by 1. This effect may be ended with a use of Dispel Magic, Remove Curse, or removing the robe from the caster.
So, I know any item that allows a second spell to be concentrated on is frowned upon, but I think I've limited this one enough to be viable.
The goal is to have an item with power just underneath Robe of the Archmagi, ultimately with the goal of giving higher AC and some added fun.
Note: I intend to give specific homebrew spells to enable him to take the form of a wight, were-wolf, and a few other monstrous humanoids.
Cloak of Transfiguration
(wondrous item, robe)
Requires attunement by a Wizard, Sorcerer, Bard, or Warlock
This sentient cloak was created by a master transmuter to enable him to concentrate on other spells while holding his chosen form. The cloak's intelligence, however, proved somewhat unruly.
While donning this robe, if the caster casts a transmutation spell on themself of 7th level or lower, the cloak takes on the concentration of the spell and can hold it indefinitely. If the spell turns the caster into a different type of creature, the caster's HP becomes that of the new creature. However, if the caster's HP reaches 0, they do not revert back to their original form and instead proceeds with death saving throws as if they were in their original form. If the cloak is removed or otherwise dispelled, the caster returns to their original form, and their HP is either the amount the caster had at the time the spell is cast, or the amount the transmuted form had remaining, whichever is lower.
If the spell cast turns the caster into a new form, they must immediately make an intelligence saving throw equal to their own save DC or take on personality traits of the chosen form, to be determined by the Dungeon Master.
Following a round where the caster takes damage, the caster must make an intelligence saving throw against their own save DC. On a failure, the robe's intelligence takes control of their body and acts as it sees fit based on it's personality. The caster may make saving throws at the beginning of each of their turns to regain control. However, each failure increases the save DC by 1. This effect may be ended with a use of Dispel Magic, Remove Curse, or removing the robe from the caster.