add some stuff

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Merith-TK 2023-01-14 11:36:56 -08:00
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# DND - Cantrip Blaster
## How to Aquire
An artificier or simular magic based class can craft this item.
Lesser Quality
------
When crafted, the item can be infused with an cantrip for 1d10 charges and will need to be reinfused with a cantrip after these charges are spent.
The infuser is unable to cast that cantrip again or infuse it again until they perform an long rest.
up to five different cantrips can be infused at one time during crafting
```
Catrips Effect
1 | 1d10 charges.
2 | 2d5 charges.
3 | 3d3 charges.
4 | 4d2 charges.
5 | 1 charge per cantrip.
```
The infused cantrip takes on no bonuses from the caster of the weapon
each die specifies the amount of charges for each cantrip added,
example. 2 cantrips mean 1d5 charges per cantrip
Average Quality
------
When crafted, the item can be infused with an cantrip for 1d20 charges and will need to be reinfused with a cantrip after these charges are spent.
The infuser is unable to cast that cantrip again or infuse it again until they perform an long rest.
up to five different cantrips can be infused at one time during crafting
```
Catrips Effect
1 | 1d20 charges.
2 | 2d10 charges.
3 | 3d5 charges.
4 | 4d3 charges.
5 | 2 charges per cantrip.
```
The infused cantrip takes on the bonuses it would normally get if the caster had the cantrip as a spell
each die specifies the amount of charges for each cantrip added,
example. 2 cantrips mean 1d10 charges per cantrip
Greater Quality
------
When crafted, the item can be infused with an cantrip for 1d40 charges and will need to be reinfused with a cantrip after these charges are spent.
The infuser is unable to cast that cantrip again or infuse it again until they perform an long rest.
up to five different cantrips can be infused at one time during crafting
```
Catrips Effect
1 | 1d40 charges.
2 | 2d20 charges.
3 | 3d10 charges.
4 | 4d5 charges.
5 | 5 charges per cantrip.
```
The infused cantrip takes on the bonuses from both the caster, and the infuser. If they are the same person, only one effect is active
each die specifies the amount of charges for each cantrip added, example. 2 cantrips mean 1d20 charges per cantrip

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# DND - Spell Revolver
## Weapon
This item consists of two parts,
* The Revolver
* The Rifle
* The Rounds
### The Rounds
Rounds can be purchased in three forms
* Standard: These rounds have no magical properties
* Can be used to cast known cantrips
* Blanks: These rounds are templates which allow the user to cast their own magic, through the bullet
* Uses a spell slot
* 5G for 100 bullets
* Imbued: These rounds come pre-imbued with a specific spell up to level 3
* LV0: 1G for 50 bullets
* LV1: 5G for 50 bullets
* LV2: 10G for 50 bullets
* LV3: 20G for 50 bullets
For information on spell limitations, please see this article [Spells](#spells)
### The Revolver
The revolver on its own does 1d10 damage on hit, and has a plus 2 to hit its target.
* HIT: 1d20+2+SpellMod
* DMG: 1d10
* MGK: 1d10+Spell Effect
## Spells
### Requirements
These are here to limits to what can be cast by this type of weapon, varients may have other restrictions.
* If a spell has a certain requirements, they must be met at the time of pulling the trigger
* Verbal: Must be spoken as trigger is pulled
* Material: Must be on the Weilder, Within 5-10ft of target, or imbued into the bullet itself
* Focus: The Weapon is a Magical Focus,
* Devine Focus: The Weapon can be a Devine Focus, as long as it has had the proper markings and rituals applied to it
* XP Cost: ***CANNOT BE CAST***
* Concentration: ***CANNOT BE CAST***
### One Handed
* Somatic: Can be cast with this weapon,
* Requires free hand
* Disadvantage to hit
* Logic: Both aiming the weapon, and making to required gestures takes more concentration than most,