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Hey fellow dnd nerds, I’m creating a special character item and want some advice. The character is a monk. The item is the training wrist bands like what Goku wears in #DBZ

So I thought the properties would be:

when wearing the wrist bands (cause they’re heavy and slow you down) all your critical hits count as normal & you can not have advantage against an enemy. HOWEVER, every time you get a critical hit with them on, you save it as a ‘charge’. Unlimited charges.

When you take off the wrist-bands, you can expend the charges on a hit, converting it into a critical hit.

🤔🤷‍♂️too powerful? Too weak? Can’t quite tell. Haven’t play tested it, so may just adjust with some gameplay. But what do you all think?

I wondered about offering that the charge can be used to gain advantage until the beginning of your next turn OR critical hit: player’s choice… or charges only give advantage…lot’s of ways this could go…

🙏

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Discussion

So, leaning towards: while wearing, critical hits count as normal. But each critical hit creates a charge.

When you take the bands off: when you take the attack action, you can spend 1 charge to gain advantage until the END of your NEXT turn.

How does that sound?

Sounds reasonable to me. Effectively trading the ability to increase your odds of critting (by losing advantage) in exchange for choosing when to use that crit makes sense.

If it’s OP you could change the item so the character always has *disadvantage* while wearing the item - which would pull your average a bit closer to the middle of that bell curve and avoid too many crits.

You could also allow advantage while wearing the item, but force disadvantage any time they use the ability, which would also rebalance the ability a little differently, possibly reducing the sting of that disadvantage a little bit.

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