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4:00 PM
@G.Moylan if you're that worried dont worry about it and Ill find it elsewhere. Thanks though
 
@MageintheBarrel that eventually means you can pop off two 9th-level sells
@Ryan hold on I have an idea
 
good point
 
Seems silly, I'm 100% sure anyone here would print an extra character sheet out to give a friend or new player at the table
 
@MageintheBarrel but it is at the cost of not being able to do anything else for a while. you run into the same issue with spell points
@Ryan what's silly?
 
how much ki does a monk get?
and how does it scale
 
4:02 PM
@G.Moylan I asked in a local meetup and the organizers said they wouldn't give me the file because of copyright concerns. these are the same dms that offered to give copies to people at the table last night
 
nvm just looked it up 1 per level
also don't you need either a long rest or a special ability to restore spell slots
 
thanks!
 
yup
I'll delete that post in a few so there aren't issues
juuuuuuuuuuust in case
 
done for you
 
wait what's the threshold for that? I thought it was diamonds and the poster?
 
4:05 PM
i am diamond
chat is cross all of stack exchange not just the one you're in
a diamond can delete messages in any chatroom on SE
 
AHA! I didn't realize you had a diamond elsewhere
 
im a moderator on Graphic Design though been thinking of stepping down. One of the original members
 
We used to have a chatizen around here--RyanfromGDSE--who also modded there, I think. Do you know them?
(he he he)
 
how exactly do spell slots get restored
long rest?
 
@nitsua60 lol didnt even realize my name got switched. dont remember doing it but guess I did?
 
4:11 PM
@MageintheBarrel typically yes. Warlocks are the notable exception
 
@MageintheBarrel Usually long rest for most classes. Warlocks get them on short rests
 
@G.Moylan sorcerers and wizards also have features that allow them to selectively restore slots
 
so yeah a caster would be useless until a long rest
those features are pretty limited tho
 
@G.Moylan does a land druid have some SR recovery, too...?
 
@MageintheBarrel that's why it's balanced that the spell point system allows you do to that. You're casting 2/3/4 level 8+ spells but at the expense of your usefullness for the remainder of the time
@nitsua60 I'm not sure, I'm not that educated on druids
 
4:13 PM
Yeah, "Natural Recovery."
 
@G.Moylan let me check DDB
@nitsua60 oh nice
 
@nitsua60 I think they get a similar thing to wizard's Arcane Recovery
 
Slots up a total of half your Druid level.
 
2
Q: Is there any effect in D&D 5e that cannot be undone?

finduslI was reading through this question and basically any answer can be undone by most if not all of these things: Wish Fates card out of the Deck of Many Things Divine intervention So I was wondering, is there any effect in official dnd 5e material that can actually not be undone by any of the...

 
(none 6th level or higher, though)
 
4:14 PM
@nitsua60 still, up to 4 5th-level slots isn't bad at all
 
@HotRPGQuestions laughing at a player whose feelings you've hurt.
 
what about the one i came up with
 
@G.Moylan 2!
 
Spiritualism:
Spell slots are replaced by a reasource called orbs orbs restore by 1 per 3 turns and cap at 10 the number orbs required to cast a spell is equal to spell level divided by 2 rounded up.
 
> i mainly hate the idea of being useless until I take a long rest
I think the designers would say "that's what cantrips are for."
 
4:15 PM
@MageintheBarrel I would still use spell points, personally. It's an existing, tested, balanced system that is in the DMG, and some DMs allow some players to use spell points while others use slots at the same table
 
can you point me to spell points?
 
@nitsua60 also this
@MageintheBarrel sec
 
DMG p. mumble mumble mumble
 
Although spell points also recover on a long rest so I don't think that solves your issue with casters
 
@Sdjz it does make them more versatile, though
@G.Moylan but also more easily punished for their decisions
 
4:17 PM
I also find the idea of a magic user having slots of any sort dumb
 
@G.Moylan like "playing a caster"? (he he he)
 
@nitsua60 so real it hurts
 
@MageintheBarrel honest question: why play D&D, then?
 
is there any way I can balance out my spiritualism ability
 
Spell slots are pretty well baked into the guts of almost all editions.
 
4:19 PM
becuase I want to be able to be creative
 
(Though you shouldn't feel alone: that particular complaint about D&D has existed about a day less than D&D itself has existed.)
@MageintheBarrel But there are plenty of other RPGs that have much more flexible, or even strict but not slot-based magic systems.
 
honestly it's just the name more than anything
I refuse to have a mage use something that sounds mechanical
it doesn't sound magical is the problem
 
Okay. Got it. Well, please know that there are thousands of RPGs, D&D may not be right for everyone, and even if one sticks to playing D&D as one's "main" game I believe that game benefits when other systems are explored.
 
I honeslty think spell points fixes the slot problem. It functions much more like mana or "magic energy" and makes more sense thematically. I jsut can't find the stinking page...
 
DMG 288-289
 
4:23 PM
lol i don't have that book
can someone give me an excerpt
 
@nitsua60 darn I had JUST found it
 
1st=2
2nd=3
3rd=5
4th=6
5th=7
6th=9
7th=10
8th=11
9th=13

Points at level are equal to what the full casters' slots would be, converted to points. Max level castable at each level is same as a full caster would be.
Can't create more than 1 6th or higher per LR.
 
@nitsua60 and it doesn't restrict the slots you have. if you WANT to upcast verything to "5th-level equivalent" you can, but you're going to run out of points quickly. Conversely, you can get a TON of casts by only casting lower-level spells
 
how is that different than spell slots
 
@MageintheBarrel from what I just said
 
4:27 PM
It's much more flexible in the number and level of spells that can be cast, below 6th. It's not at all different in that it's a resource-management system to limit casters from blowing up everything they see all day.
 
it works more like mana or "spell power" though, so it's a more familiar system for many people
 
so the list above is how much points it costs or how much you get
 
both
 
How much each costs.
The number you get at each level I didn't feel like listing, since it's what you get if you look at a caster's table and convert the slots they do get to points using the table I did copy.
 
so if i had 1 4th spell slot and 2 first spell slot i'd have 6 points?
 
4:29 PM
yeah there's another table that spells (ha) out how many points you get at each level
 
basically in the spell point variant system you have a pool of spell points, which you automatically mechanically convert to a spell slot to cast a spell (or use an ability powered by spell slots)
 
Sounds more like 10 points.
6 points for the 4th, 2 each for the 1sts.
 
you get enough spell points that you'd be able to cast as many spells of the same level as a caster using the normal system. You can just distribute them more flexibly.
 
which I really enjoy. I've written an "unorthodox" magical academy into the setting I'm working on that uses the point variant (mechanically)
alongside a "traditionalist" academy that uses the slots system
 
I worry you're a bit too hung up about the terminology of abstract mechanics, though
 
4:31 PM
Let's say you're a 7th-level Wizard. With slots you'd get 4/3/3/1 slots. With this you get 38 points. So you could cast six 4th-level spells and a 1st, rather than being limited to 1 4th.
 
really at the end of the day, casters need a limit to how much they can cast, so you're bound to resources one way or the other
 
^^
 
yeah but having something close to mp is easier to me
 
then talk to your DM about points! it really is a neat system
@G.Moylan especially with sorcerers
 
Though I'll push back on that being bound to resources necessarily. I agree that casters need a limit; in some games that limit is group veto, or stress you're willing to incur, or rolling against the fate you're tempting....
 
4:33 PM
@nitsua60 true. "Some kind of check" would probably be a better phrase
 
D&D, though, has certainly always used resource-management as a way to do that. (Possible exception for my ignorance of 4e.)
Gotta run--have a good day, everyone!
 
@nitsua60 o/
 
4e is resource-management, but rather different to other D&D editions - everything is split into "at-will", "encounter" and "daily" use categories
so at-wills you can do all day every day, encounter powers once per fight, dailies once per rest
 
Ben
Touched base with @daze413! He's okay, still (subliminally) active, voting, occasionally commenting, and had a vote in the recent mod election :) should hopefully see him again soon!
 
Well, it's not RPG-SE if you're not getting random downvotes on perfectly good answers for no reason. *sigh*
 
4:43 PM
oh yea?
what answer?
 
oh hey the most obvious case for yesterdays discussion was right in front of me. Going to level my Wizard who hit 2 last night and Potent Cantrip is a perfect counter example
> Starting at 6th level, your damaging cantrips affect even creatures that avoid...
 
@Ryan nice! that's pretty clear-cut
 
@goodguy5 Well, I'm particularly whining about the "how many dice" one, where my answer is based on experience and has references. But really, I see other people's perfectly good answers downvoted all the time for who knows what reasons.
 
Ah, yea. People love downvoting. But, brightside, upvotes are worth lots more
 
cant decide Transmutation or Evocation school. Maybe Ill multiclass Wizard to do both lol
 
5:02 PM
Can you multiclass the same class with itself in 5E?
 
@MikeQ nope!
Presumably you want to double up on class paths?
 
No, and I thought not. Was responding to @Ryan.
 
76
Q: Can you multiclass the same class twice for different class features?

wax eagleThe way that 5e works, each class has a sub class that dictates a heap of class features. The question here is generally, can a character of a specific class take levels in that same class in order to gain access to the low level features of another sub-class. The best example of this would eith...

 
Nothing like playing blind mans bluff with an aging server of questionable provenance and shaky infrastructure to lend a certain frisson to your job.
 
House rule territory: I think if I had a player who really wanted to take two wizard schools, I'd allow it.
Wizard doesn't get anything significant at first level. Arcane recovery wouldn't double. I guess maybe you'd get more cantrips.
I think, though, I'd bring back the idea of "opposed schools" if you do this...
 
5:10 PM
How would that work with highest level spell slots? If they're Wizard 3 / Wizard 2, that means they have the slots of a 5th level caster, but can only prepare what a 3rd level Wizard has access to
 
yep.
so it's a pretty big price to pay really
 
And it's not like they're getting an expanded spell list, or new class features. The earliest benefit is copying some spells more quickly. Doesn't seem worth the loss of class level progression.
 
@mattdm That seems like it would be almost crippling, and not really help the party. Esp at higher party levels.
 
this is why most wizards specialize :)
 
@mattdm If I were allowing this, I'd only allow the Wizard to take two School features, gaining them at half the rate. So like you'd get one level 2 feature at level 2, the other at level 4, then one level 6 feature at level 8, then the other level 6 feature at level 12, then level 10 at 16, then the other at level 20.
 
5:11 PM
@Xirema That's basically what he's suggesting. It's like multiclassing
 
Yeah, exactly. And John, yeah, it might be too underpowered.
 
(you progress in one subclass at a time)
@mattdm Most multiclass builds are underpowered until they hit their synergy power spikes
 
@DavidCoffron It seemed like they were also issuing the Wizard features twice, like Cantrips/etc.
 
@Xirema Cantrips would just be totaled in the same was as if you mc'd wizard and cleric or whatever. I don't think I'd duplicate anything else.
 
@mattdm Possible implementation: Wizard chooses a secondary school and an opposed school. The time and $ to add new spells is halved for their secondary school, and doubled for their opposed school.
The tradeoffs are built-in, so you wouldn't have to sacrifice levels or class features this way.
Beyond that, letting a character double-up on archetypes could get iffy
 
5:25 PM
Yeah, it's generally gonna be pretty unbalanced.
 
@MikeQ you wouldn't have slots of a 5th level either
but yeah its not really a good idea. Me just wishing I didnt have to pick
 
@MikeQ any restriction on gaining restricted spells on levelup?
 
@goodguy5 I wouldn't write it that way. Seems unnecessary, and it pokes into the territory of trying to offset major benefits with major penalties, which 5E usually avoids
@Ryan Suggestion - Look at the stuff they get at 2nd and 6th level, since those are the more defining features of the archetypes. Then narrow down to whichever fits the playstyle you want.
 
@MikeQ yeah that doesnt help. I love both. I like Transmutation Spells a bit more but I plan to take the Flames of Phlegethos feat at level 4 and that kinda makes me think I should go all in on Evocation
 
@Ryan You could ask your GM to allow for feats to get some of the other school's features. Sacrificing ASIs could balance it out
 
5:35 PM
@DavidCoffron nope. this is being played in Adventurer's League not Homebrew
 
@Ryan ah.
@Ryan There's no real reason to go Evocation to benefit from Flames of Phlegethos. Any wizard can cast fire spells and utilize the Elemental Adept and wreath of fire benefits.
In fact an evoker is no better at using Flames of Phlegethos except for the cheaper acquisition of new evocation spells that deal fire damage.
 
really?
 
(other than the secondary benefit of being able to sculpt your fire spells)
 
exactly! I have control flame cantrip but cant use that at the time of casting. Sculpting the Fire Spells is pretty nice
plus thematically you're going to self-immolate and then say you're from the school of transmutation??
no, if you self-immolate you're evocation. there's not much way around that thematically
 
Evocation is a good choice if you intend to use a lot of AOE evocations, and want to utilize Sculpt Spells. The archetype's other features are nice damage bonuses, but they don't really affect or depend on playstyle.
 
5:39 PM
BEHOLD AS I TURN MYSELF INTO FIRE
 
I 100% plan on singing Arthur Brown every time I use it
 
bizarre
 
@DavidCoffron Ok, I was wrong. Potent Cantrip means you will ahve slightly more damage rolls to utilize:
> When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
 
@Ryan Unlike the evocation archetype, which depends more on casting evocation spells, the transmuter archetype doesn't really require you to rely on transmutation spells
 
in that same vein I can use transmutation spells equally well without the transmutation school while evocation spells get better
so i guess the biggest question is do I want to be able to change stone into wood
 
5:47 PM
@Ryan Valid. But the Transmuter's Stone is real nice
 
or raise the dead
 
Transmuters Stone wouldnt be that great IMO for Adventurers League. The 8 hour cast is prohibitive
Its the higher level Transmutation thats a lot better than the higher level Evocation
Master Transmuter is god tier, Overchannel is comparatively junk tier
 
idk, overchannel is fun, imo
 
Master Transmuter can turn their enemies into children, adopt them, and then spend their inheritence money to get more spells
 
There's so much the Master Transmuter can do its kinda ridiculous
I guess if you had a way to make yourself immune to Necrotic Damage for a little while you could get stupid with Overchannel but otherwise its basically one nuke a day
 
6:01 PM
how to balance this? Spiritualism: Spirit Infusion

Inject your spiritual power into your weapon and transfer it into your target creating death marks. After Stacking Death Marks up to 10 times with your basic attack you can use the action 5 fingered death to hit an enemy with a palm strike which deals 1d4 force damage at level 1 2d4 at level 5, 3d4 at level 15, and 4d4 at level 20 per stack. Due to the strain this technique places on the users spirit can only use it once per long rest.
 
@Ryan Is it really? I always expected GMs would just assume you'd used it in a previous adventure. Are familiars also a problem for AL since brass braziers aren't easy to come by?
@Ryan Nah even the necrotic immunity wouldn't work:
> This damage ignores resistance and immunity.
 
@DavidCoffron not sure about the familiars but you have to spend downtime points for things like the transmuters stone
 
But you could just take the necrotic damage, especially if you have someone in your party with one of the ridiculous out of combat healing options (meaning all that necrotic damage is moot as long as you don't die)
@Ryan Haven't looked at AL at all since season 7. I have no idea how it works now
It started to look a bit too far away from how I like to play D&D for my tastes
All the talk of treasure points and stuff...
 
@MageintheBarrel Interesting idea. Depends on what qualifies as "basic attack", and which classes/archetypes can use this feature.
 
@MageintheBarrel What game?
 
6:05 PM
I dont like it either @DavidCoffron but its a lot easier to find groups for it around here. Not quite sure why they dont just all play Homebrew and not worry so much about it
 
@Ryan In season 7 and before it was basically D&D with like 5 house rules to make play a bit more balanced assuming people are jumping from table to table (like not stacking up ridiculous amounts of magic items on familiars, and preventing permanent effects from transferring), but with season 8 it's a whole new game
@Ryan Or if you like the adventure modules, just play regular D&D with an honor code
 
yeah my last group was supposedly Adventurers League but we quickly deviated though she (the DM) still tried to implement in at times
 
I get the idea of AL with total strangers (like online and at cons), but if you see these people relatively regularly, it doesn't make sense to me
 
5e
I’m okay with altering the damage but not the mechanics.
 
@MageintheBarrel An action to do 1d4 -> 4d4 damage seems very weak, what is the benefit of this?
 
6:08 PM
I kept telling her Im not sure why you're bothering with the AL but she insisted on doing it that way even though we had a consistent group of 6 players for 4 months
maybe longer? probably was
we did the entire Curse of Strahd module
 
@Ryan Training wheels, maybe?
it's a decent framework to start out in since it covers so many bases
 
It stacks so if 10 stacks you’d deal 4d4 ten times
 
@MageintheBarrel oh gotcha
 
I could change the damage depending on the number of stacks
 
It would be +10d4 force damage on the 11th hit, which must be an unarmed attack
 
6:10 PM
Yeah
You can ignite it in advance
 
Probably abut the same balance as Kensei Shot:
 
But it only gives damage based on the number of stacks
 
> You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
but just delaying the 1d4 until one big attack at the end
 
@DavidCoffron Yes, the math works out that way, on average. Like I said, it depends who gets access to this ability, and what qualifies as "basic attack".
 
@MikeQ And, at later levels it might get a hair ridiculous, but it's once per day (so you could compare it to spells like meteor storm and see that it is not that bad)
Definitely depends on who gets it
(and what it is replacing)
 
6:14 PM
How would you say I should handle the damage
 
@MageintheBarrel What do you mean?
 
Like how much damage would a once per day attack do
 
The stacks thing seems fine (although I highly doubt you are ever going to get mileage out of 10 stacks, very few things survive ten attacks from a party).
 
It’s basically meant as a boss killer
 
@DavidCoffron so RAW I earned 10 downtime days in a typical session. A transmuters stone would take 1 full day. Copying spells takes 1 full day, and it says youre supposed to do with the DM present. Trading a magic item takes 15 downtime days
 
6:15 PM
@DavidCoffron I think AL is excellent at "get people introduced to the game, to other players, and now go run your own home table with some of the friends you've made." Unfortunately it tries to do both that and "drop-in ability for experienced players who travel around a lot" and "ongoing campaign for established play-groups."
@MageintheBarrel However much a paladin does if they blow all their smiting.
 
Which is?
 
I dunno. Away from books right now. Shouldn't be too hard to figure out.
 
It could be a lot. Depends on level. Also remember that damage dice are doubled on a crit.
 
@nitsua60 Speaking as a veteran Paladin player, it's a lot less than you think it'll do.
 
@nitsua60 exactly how I feel
 
6:19 PM
I've got a player who's going to play paladin for the first time in my next group, and first thing I had to tell him was "don't bother with divine smite, it's a trap ability". Yeah, you'll find situations, especially early in the game, where you blow a spell slot on it and you get a nice crit, but those situations are so few and far between.
 
I’m on my phone rn so I can’t google it
 
@MageintheBarrel Trouble is, it is not quite a once per day ability. It is a once per day ability that is contingent on getting in a lot of hits first. I'd estimate (completely out the back) that you usually get it off with 4-6 stacks.
 
@DavidCoffron If it's one mark per hit, then a monk or fighter could stack them faster.
 
@MikeQ That's why I said 4-6. You aren't usually in 4-5 rounds to where you can rack up 10 hits
Especially with the whole party focusing on one enemy
(and if it's multiple enemies, they usually won't survive 10 hits)
@Xirema I don't know about that. I feel like it is always a "save them for when you do crit" situation
You choose to use it after you hit
> When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target,
 
Maybe if I should go back to my original idea
 
6:23 PM
@MageintheBarrel My main question is what is your goal with this homebrew. What does it provide that existing character options don't?
 
@DavidCoffron True. It's a cute gimmick mechanic, but it doesn't synergize much with party tactics (which is generally assumed). Could be difficult to anticipate when you should trigger the extra damage.
 
@MikeQ Yeah, you could save it up, and then the monster is brought really low, and you realize you should have just blown it last turn, as now you are wasting a ton of damage
 
A few hours ago I referenced blaze a skill in a video game that launches an enemy and when they land it makes an explosion
Small one but explosion nonetheless
 
@MageintheBarrel If you want a once per day massive nuke as an unarmed strike, the monk Way of the Long Death has Touch of the Long Death
> Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
@MageintheBarrel So a combination of a push effect and a mini-fireball?
 
I’m trying to make a race centered around spiritualism so I wanted to give them something spiritual for both melee and magic classes
 
6:27 PM
@MageintheBarrel Well, the nuke you suggested scales way too much to be a racial feature. The only racial trait that scales past level 5 in the base game is the Dragonborn Breath Weapon
 
@DavidCoffron Using an enemy as an exploding projectile could be a fun homebrew feature or spell
 
Trying to come up with something for melee classes.
 
@MageintheBarrel Have you considered taking the subrace approach, one is melee, one is magic (like they did with the gith)
@MikeQ You could get that pretty easily with a warlock Invocation. Something that turns an eldritch blast beam into a small AOE. Then your first beam is Repelling Blast and your second beam is the AOE, and you just narrate it as that blaze skill
 
Good idea in my racial description I did say there were two tribes with differing views.
Wouldn’t be surprising for them to be suited for different stuff
 
@MageintheBarrel Do you have access to Mordenkainen's Tome of Foes. You could definitely get some inspiration for how they handled the Gith.
 
6:31 PM
@DavidCoffron Maybe. Does anything happen if you use Repelling Blast to knock one creature into another?
 
@MikeQ Not RAW
 
No but I know someone who has a copy of it.
They’ll probably let me borrow it.
What about making the spirit infusion be a way to convert physical damage into force
When used with a weapon
Like in one piece
Same concept but being able to hit intangible enemies would be op
So not doing that
Similar to that cleric feature
Basically it would be togglable like the changling shapeshift feature and when activated it would convert the damage type of a weapon to force damage
Since according to roll 20 spiritual damage falls under force
 
@MageintheBarrel Horizon Walker rangers (found in Xanathar's Guide to Everything) have a feature that does exactly that
> As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
 
So it’s fine to give as a racial passive skill
As in it’s always on not a bonus action
 
It might be a hair too strong as a racial trait. Problem there is no resistance to force damage, and one of the most common resistances is to weapon damages
 
6:42 PM
What if it stacked on top as a bonus instead of converting
 
@MageintheBarrel So it did like an extra 1d4 force damage with weapon attacks?
 
It would work like the life whatever cleric ability
 
The Divine Strike?
> you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8
 
@DavidCoffron Notice that that's limited to once per turn, so you can't use it with something like Volley that lets you make a ton of attacks
 
6:45 PM
@MarkWells although Volley is apparently one attack:
21
Q: Is the Hunter ranger's Volley feature considered a single attack or multiple attacks?

David CoffronThe Hunter ranger's 11th-level Multiattack feature has two options. One of them is Volley: You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and...

@MarkWells (still can only apply the extra damage once)
 
Yeah I’m pretty sure constantly stuffing your spiritual power into a weapon would have a nasty side effect
So once per turn would make more sense
 
@MageintheBarrel And for the experts who want to do it more often, maybe they become clerics and use divine strike as a way to do the same thing twice in a turn (you can reflavor it as the divine portion of their spiritual energy that they can tap in to thanks to their domain).
Although, I'm not sure how balanced it is as a racial trait. Even at a d4 it is stronger than features like cat's claws (which are limited to unarmed strikes) for everyone but monks
 
so How much damage bonus would you say is fair.
Does 5e have once per battle?
 
Longtooth shifters get bonus action 1d6 while shifted (which is 1 minute per short rest)
So that's kind of what we are working with
 
@MageintheBarrel No, but you can approximate it with per-minute, per-hour, or per-short-rest
 
6:50 PM
interesting so I could use that
Plus it would fit with the idea that using spiritual power places a heavy strain
 
Perhaps once per short rest you can bestow spiritual energy into your weapon; then you can use a bonus action on your turn to cause the next weapon attacks to deal an extra 1d6 force damage
 
Not a 1d6 bonus for 1 minute like longtooth
 
You could do like a proficiency bonus number of uses per long rest (2 at early levels, up to 6 at the latest levels). Then you can be a bit more liberal with the damage
 
Hmm good idea I like that
What proficiency should I base it off
 
@MageintheBarrel The Proficiency Bonus that's tied to character level. I wouldn't mess with ability scores as it ties it down to particular classes.
 
6:56 PM
Yeah makes sense
 
Then you are looking at a damage range like the first verison of Breath Weapon of Dragonborn (who probably get 2-3 uses daily, and damage scaling up, whereas you get uses scaling up)
 
So the amount of uses per short rest is equal to your proficiency bonus. How should I handle the damage
 
@MageintheBarrel Wait, per short rest or long rest?
If it is per short rest, you are still looking at 1d4 levels of damage if not less
 
long Then
 

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