add some stuff
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43
homebrew/artifact/GhostOfTheLight.md
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homebrew/artifact/GhostOfTheLight.md
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# Ghost
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- Wonderous Item
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Ghost takes the form of a solid, 5 pound polyhedral of mixed metal alloys about the size of a small coconut, casual examination receals a round solid line of colored circular light centered inside the sphere.
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Ghost has an AC: 20, HP: 20, and resistance to all damage except that of an unholy nature.
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It is considered an worn item as it orbits in your palm
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**Bonded**: Ghost automatically becomes bonded to a sentient player character upon true death, in an method as determined by the DM. Ghost, itself, is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the "Sentient Magic Items" section in chapert 7 of the Dungeon Masters Guide. regartless of its disposition, Ghost has an Intelligence of 18, and Wisdom and Charisma Schores are determined by rolling 3d6 for each ability. Ghost speaks, reads, and understands Common and three other languages as determined by the DM. Ghost can see and hear normally out to a range of 60 feet, with a Darkvision of 60 feet. Unlike most Sentient items, Ghost has no will of its own and can't initiate a conflict without the creature in possesion of it.
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## Non Attunment
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Ghost has an extensive knowledge of four narrow academic subjects as determined by the DM. When making an Intelligence check to recall lore from any of its area's of expertise, Ghost has an +9 bonus to its roll, (including its Intelligence Modifier)
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**Total Charges: 10 (Resets Every Long Rest)**
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By Default, Ghost can do the following at the expense of the respective charge
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**Summon:** At Will, Bonus action. You can summon and dismiss your Ghost into a Pocket Dimension as a bonus action.
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Ghost has an Movement Speed of 10 feet, unless orbiting your hand, in which it cannot move further than 1 feet from you.
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**(1 Charge) Mage Hand:** Cantrip (Action). Range of 5 ft. Does not project a hand rather an cone of light over the object
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**(1 Charge) Light:** Cantrip (Action)
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## Requires Attunment
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**(6 Charges) Back in Action (Action):** If you suffer a true death, roll a d20. On a 10 or greater, you dissolve into an brilliant flash of light (this number increases with each true death incurred), and you and your gear disappear. You appear at a spot of your choosing 1d4 days later on the plane of existence where you died. if you fail the check, Ghost cannot attempt to bring you back in this manner until another means of resurrection is successful.
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- Reincarnation will reduce the check DC by 1
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- Ressurection by 2
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- True Resurrection by 3
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- Revivify will not reduce the check DC
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**(4 Charges) Enduring Fight (Action):** On any turn after you drop to 0 hit points, instead of rolling a Death Saving Throw the player can choose to have Ghost restore 1hp and 10 Temporary HP as an action (only to the dying creature to whom it is **Bonded**), These Temporary hitpoints last for One minute, or until expended
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After the minute lapses, you must roll a Constitution Saving throw (DC15) or gain one level of exhaustion. This is in addition to any other effects that would otherwise apply exhaustion and the effect is cumulative
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**(3 Charges) Knock (Action):** Ghost can cast the Spell Knock, as normal
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*It is rumored that the outer shells can be swapper with other shells to gain other effects*
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44
homebrew/cursed-items/Gloves.md
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homebrew/cursed-items/Gloves.md
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# Cursed Gloves
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A standard pair of finger less leather gloves that can be worn by any humanoid.
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These gloves allow the wearer to cast any spell they want at any level (after GM states what spells that cannot be cast, for example. wish)
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* 3 charges
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* If the wearer knows the spell and can cast it without the gloves, the Wildmagic effects do not apply
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Any Spell cast has a chance for wild magic
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* Starts at 35% chance for a 1st level spell, raises 5% for each level
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* Max percentile chance is 75%
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## The Curse
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* 1d10 chance to increase the curse.
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* 4 curse levels
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1) Gloves are permanately bound to wearers arms
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2) Loose one charge slot.
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3) half max health
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4) Your soul is consumed by the gloves to power it for the next wearer
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(could have a story aspect where the old wearer is able to talk
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after 1st curse level?)
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1st, 2nd, 3rd lv spells take one charge
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4th and 5th lv spells take two charges
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6th, 7th, 8th, 9th lv spells take all three charges
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### ALL BELOW STILL HAVE WILD MAGIC AND CURSE DANGER
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6th lv spells can be cast without danger
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7th lv spells will half the entire party's total gold.
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8th lv spells would deal damage equal to half the players current health
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* loose a finger
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9th lv spells would increase curse progression by one level.
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* loose a finger
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* take damage equal to half the player max health
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61
homebrew/equipment/MagneticGloves.md
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homebrew/equipment/MagneticGloves.md
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# DND - Gloves of Magnatism
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## Stats
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- No armor bonus
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## Enchantment
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These gloves are capable of emitting a powerful magnetic pull on an object within five feet of the wearer.
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These gloves have multiple abilities
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The only downside is that it requires the object to contain magnetic materials
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1. Latch
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- These Gloves can latch onto an object that the wearer is phsyically touching.
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- If the item is under 5lb in weight, it cannont be removed until the wearer desites
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- If the item is under 10lb in weight, the object can be removed after passing 10 Strength Check. using another object to pry grants a +3 to strength checks
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- If the item is a Person or Creature wearing metal armor, the wearer gets a +5 to grapple
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2. Attract
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- These Gloves can attract an object to the player.
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- Attraction relies upon the weight of the object and the distance of the item in relation to the player.
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- Visual, Somatic, Concentration
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- Max Weight: 10lb (y)
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- Max Distan: 10ft (x)
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- Use this graph to determine strength of pull. DM decides how fast or strong the pull is. When right against the line, it is at its weakest.
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- Red = Standard Strength
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- Blue = Charged Strength
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![Chart](https://i.imgur.com/x7xiVmM.png)
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3. Charged
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- Activating a charged effect requires spending a single spell slot to "Charge" the gloves and granting extra power for 1 hour or until effect is dispelled.
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- Charging Doubles the abilities effectivness.
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## Charged Effects
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1. Latch
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- These Gloves can latch onto an object that the wearer is phsyically touching.
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- If the item is under 10lb in weight, it cannont be removed until the wearer desites
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- If the item is under 20lb in weight, the object can be removed after passing 10 Strength Check. using another object to pry grants a +3 to strength checks
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- If the item is a Person or Creature wearing metal armor, the wearer gets a +10 to grapple
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- IF CHARGED: The User can attach themself to an inanimate metal surface and toggle this effect on/off at will for the next 30 minutes. If any effect is activated, this effect vanishes
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2. Attract
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- These Gloves can attract an object to the player.
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*Attraction relies upon the weight of the object and the distance of the item in relation to the player.
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* Visual, Somatic, Concentration
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*Max Weight: 20lb (y)
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* Max Distan: 20ft (x)
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*Use this graph to determine strength of pull. DM decides how fast or strong the pull is. When right against the line, it is at its weakest.
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* Red = Standard Strength
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* Blue = Charged Strength
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![Chart](https://i.imgur.com/MGAT4Vm.png)
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_______________
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## Uses
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- Grappling an opponet
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- Climbing a Wall using a Charged Latched.
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- Binding an Opponets sword to the back of his hand,
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- Allows Wearer to yank opponets sword
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- Allows Opponet to yank Wearer
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54
homebrew/magic/EnhancedSpellCasting.md
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homebrew/magic/EnhancedSpellCasting.md
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# Enhanced Spell Casting
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This grants the user the ability to "enhance" a spell they cast, by expending an extra spell slot of equal or greater level than the spell cast.
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Spells and cantrips listed are examples of how I intend the powerscaling to be like, DM's can reflavor the scaling as a whole
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Cantrips get the most benifit from such an ability as most spells are able to scale in power simply from being cast a higher level, while cantrips are stuck at one base power level unless impacted by a feat or class architype.
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One can use this ability to alter the damage type of a spell instead. However if you can only change the damage type to one of the same catagory.
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And you can only use a lesser spell slot to affect the current spell's damage type.
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- Damage Types
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- Non-Magical
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- Bludgeoning
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- Piercing
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- Slashing
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- Elemental
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- Fire
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- Cold
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- Force
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- Magical
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- Acid
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- Lightning
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- Thunder
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- Other
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- Poison
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- Psychic
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- Necrotic
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- Radiant
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Here is a list with a few spells and cantrips and how they can be used for this as examples
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- Cantrips
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- Eldritch Blast
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- Base Stats
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- 1d10 force damage
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- 1st Level Boost
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- 2d10 force damace
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- 2nd level boost
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- 3d10 force damage
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- Mage hand
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- Base Stats
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- Range: 30ft
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- Carry: 10lb
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- Cannot Attack
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- 1st level Boost
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- Select One
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- Range: 60ft
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- Carry: 20lb
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- 2nd Level Boost
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- Select One
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- Range: 90ft
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- Carry: 30lb
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72
homebrew/weapons/CantripBlaster.md
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homebrew/weapons/CantripBlaster.md
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# DND - Cantrip Blaster
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## How to Aquire
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An artificier or simular magic based class can craft this item.
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Lesser Quality
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------
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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.
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The infuser is unable to cast that cantrip again or infuse it again until they perform an long rest.
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up to five different cantrips can be infused at one time during crafting
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```
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Catrips Effect
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1 | 1d10 charges.
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2 | 2d5 charges.
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3 | 3d3 charges.
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4 | 4d2 charges.
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5 | 1 charge per cantrip.
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```
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The infused cantrip takes on no bonuses from the caster of the weapon
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each die specifies the amount of charges for each cantrip added,
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example. 2 cantrips mean 1d5 charges per cantrip
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Average Quality
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------
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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.
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The infuser is unable to cast that cantrip again or infuse it again until they perform an long rest.
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up to five different cantrips can be infused at one time during crafting
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```
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Catrips Effect
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1 | 1d20 charges.
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2 | 2d10 charges.
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3 | 3d5 charges.
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4 | 4d3 charges.
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5 | 2 charges per cantrip.
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```
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The infused cantrip takes on the bonuses it would normally get if the caster had the cantrip as a spell
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each die specifies the amount of charges for each cantrip added,
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example. 2 cantrips mean 1d10 charges per cantrip
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Greater Quality
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------
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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.
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The infuser is unable to cast that cantrip again or infuse it again until they perform an long rest.
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up to five different cantrips can be infused at one time during crafting
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```
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Catrips Effect
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1 | 1d40 charges.
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2 | 2d20 charges.
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3 | 3d10 charges.
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4 | 4d5 charges.
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5 | 5 charges per cantrip.
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```
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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
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each die specifies the amount of charges for each cantrip added, example. 2 cantrips mean 1d20 charges per cantrip
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55
homebrew/weapons/SpellRevolver.md
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55
homebrew/weapons/SpellRevolver.md
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# DND - Spell Revolver
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## Weapon
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This item consists of two parts,
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* The Revolver
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* The Rifle
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* The Rounds
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### The Rounds
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Rounds can be purchased in three forms
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* Standard: These rounds have no magical properties
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* Can be used to cast known cantrips
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* Blanks: These rounds are templates which allow the user to cast their own magic, through the bullet
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* Uses a spell slot
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* 5G for 100 bullets
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* Imbued: These rounds come pre-imbued with a specific spell up to level 3
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* LV0: 1G for 50 bullets
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* LV1: 5G for 50 bullets
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* LV2: 10G for 50 bullets
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* LV3: 20G for 50 bullets
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For information on spell limitations, please see this article [Spells](#spells)
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### The Revolver
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The revolver on its own does 1d10 damage on hit, and has a plus 2 to hit its target.
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* HIT: 1d20+2+SpellMod
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* DMG: 1d10
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* MGK: 1d10+Spell Effect
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## Spells
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### Requirements
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These are here to limits to what can be cast by this type of weapon, varients may have other restrictions.
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* If a spell has a certain requirements, they must be met at the time of pulling the trigger
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* Verbal: Must be spoken as trigger is pulled
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* Material: Must be on the Weilder, Within 5-10ft of target, or imbued into the bullet itself
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* Focus: The Weapon is a Magical Focus,
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* Devine Focus: The Weapon can be a Devine Focus, as long as it has had the proper markings and rituals applied to it
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* XP Cost: ***CANNOT BE CAST***
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* Concentration: ***CANNOT BE CAST***
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### One Handed
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* Somatic: Can be cast with this weapon,
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* Requires free hand
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* Disadvantage to hit
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* Logic: Both aiming the weapon, and making to required gestures takes more concentration than most,
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