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Special Equipment Details

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Mark S.
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The Spiked Armor is only available to dwarves that take the Path of Battlerager: RESTRICTION: DWARVES ONLY Only dwarves can follow the Path of the Battlerager. BATTLERAGER ARMOR When you choose this path at 3rd level, you gain the ability to use spiked armor (see the "Spiked Armor" sidebar) as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal ld4 piercing damage . You use your Strength modifier for the attack and damage rolls. For anyone else, it would count as an Imrovised Weapon (PHB 147) meaning you would not gain your proficiency bonus to attacks since it is not similar to any other weapons. The 1d4 damage is also the standard for Spiked Armor (see above). You would use strength as the modifier to the attack and damage roll. It would also still retain these statistics as listed in SCAG... SPIKED ARMOR Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. Cost: 75 gp AC: 14 + Dexterity modifier (max 2) Steal th: Disadvantage Weight: 45 lb.
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Mark S.
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Oh... and  this appears to be a "Special Property" of the armor instead of a feature of the path. Even with this, it is hardly worth it unless you are a Dwarven Battlerager and can do it with a bonus action. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.
Regan C. said: would the shield master feat inflict the damage with a spiked shield when shoved? It has no effect. The only thing the shield feat does is let you take half damage from dex save attacks plus letting you trip someone on a bonus action.  Personally I think they just added the spike armor for flavor since they are popular in the setting.  But it's a feat taxing build that is complicated and hard to use in the 5e rules.
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Mark S.
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Just realized that this was actually about the shield and not armor. That is what I get for browsing threads before having my morning coffee. lol I agree with what Mike has said except that the damage for a spiked shield would change from 1d4 bludgeoning to 1d4 piercing according to the improvised weapons rule. A lizardfolk has proficiency with the shield (it is added to its attack value), thus deals the weapon's 1d6 piercing. The Tavern Brawler feat could be taken to gain proficiency with the Spiked Shield thus allowing you to deal its standard 1d6 piercing.  That is the only way I am seeing that it could be done in 5e. Like Mike mentioned, it would be best as a feat taxing build including Shield Mastery and other feats that build on a shield-bearing character. Then there is the unfinished task of finding such a shield.
when you shove someone using the spiked shield and the feat would it not be logical to deal damage?
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Mark S.
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Regan C. said: when you shove someone using the spiked shield and the feat would it not be logical to deal damage? You can't use a weapon to shove a creature.  Page 195 of the PHB outlines how it is handled. Sh o v in g a C r e a t u r e Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one o f them. The target o f your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you. You have to give up attacking with a melee weapon in order to push a creature. You are only proficient with the attack if you are proficient with Athletics or Acrobatics. 
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Mark S.
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Also, a normal shield bash does 1d4 bludgeoning damage normally. The Shield Master feat does not allow you to deal damage with the shield (normal nor spiked) during a push. It only allows you to perform a push as a bonus action. 
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Mark S.
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What you are looking for is the Pushing Attack maneuver of the Fighter class.
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You know this would be good on a dwarven cleric. I was just thinking of when I defend with my shield they get damage when they try to wack me. If we had it made would it be 10g for shield, 150g for master shield then 75g for the spikes? 10+150+75g? I know the armor is for dwarves but could I do a shield? The dwarven armor is made for dwarves but I could use a small shield. Masterwork would make sure the straps fit. Then have it made from mithril? (I'm asking all the crafting questions.) 
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I'm just going to give you a straight forward answer. No they would not take damage. The only way it will deal damage is if you use it as a weapon, which will require an attack action on your part, and will be considered an improvised weapon like a chair or a rock. As such, the spikes will not affect the mechanics in any way.  It will basically be a role play thing. What you are wanting to do is not in the books we are using and therefore, home brew, which isn't allowed in this campaign. That being the case, I doubt you'll want to spend the extra gold on decoration.  I'm sorry.
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If you do want this for decoration, I would say 2-5 gp extra for the spikes and the usual cost for masterwork if you want the added durability.
As per mark anything not inside of 5e at this moment in the campaign should not be added for combat use as we have made some broken characters. It just makes it hard on the DM (i have done this too) when we try to look up what your using in battle.
That's true. I have had to go back and rework a character as well. One thing to remember, is that in the realms, magic is more advanced than technology. So you might pick up a web spell vs using bolas. There are also spells and affects that mimic what you are trying to do with your shield. As a bard, you would have access to a lot of magic. Your look can be helpful on intimidation checks, but might no help you in combat. Anywhere you are trying to use technology, just look and see if there is a spell that does that and if you have access to it.
well even nowadays if magic like this existed our technology would be hard pressed to beat it lol. Unless you dropped a nuke on the wizards and sorcerers. once read a book where a young adult was teleported from our world to a world filled with magic and later traveled back after becoming a powerful sorcerer. his friends were kidnapped as they were thought to be terrorists. He walks into a police station with shield magic up trying not to kill the police unless they refused to release his friends. The situation goes south and he is forced to use magic to dispatch the officers as they bring out snipers, automatics, and rocket launchers. The  police thought he was using tech against them. he proceeds to walk out with his friends and escapes in a car and the police drop a military grade bomb on them, but he uses shields and illusions to make it seem as if they had blown up and then proceeds to create a portal back to his new home in the magic realm. (Probs was at least 15th lvl sorcerer in DnD lingo lol)
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Mark S.
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Not sure if this is the question, but in case you found a spiked shield as a drop from a lizardfolk or other creature, the market value of a spiked shield is probably about 15-20 gp (but really up to the DM in your game). Just to be clear though, there is nothing special about it other than the damage changing from bludgeon to pierce. Unless of course you manage to somehow get proficient with it (I.e. Tavern Brawler) to get it to deal 1d6. Personally, I would not take a feat just to up from 1d4 to 1d6 damage, but the option is there. 
Thanks Guys. Being able to make a request to see what's out there. I am looking at spells to see what's there. But for my bard, I'm digging weapons and other stuff you can use because it's multiuse in one battle. You can run out of spell slots very quickly, and even miss when you fire it off, but a weapon is usuable multi times. I've found in battle. I miss with a weapon it's there to use again.
What class has a web spell?
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Mark S.
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Class Lists start on page 207 of the PHB.
Wizard has it. You may want to consider a rebuild as an arcane fighter or rogue. Or maybe multi class to give you more options
Would it be possible to create a ring of fire breathing? combine the potion into a ring that allows the breathing of the fire once a short rest instead of three times of course and attunable only by fire inclined beings to cut costs? I feel it would make Archaeus even more awesome and fit well in RP and be balanced. The potion is uncommon and seeing as how many restrictions the ring would have how much does one think it would cost to have the ring made by a jeweler, but I provide the potion or spell?
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Mark S.
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The spells you can use in a ring and potion are different because of the way the items work and the different parameters that you can set (rings are more flexible). You have to check the "usable spells" on the Ring Craft handout to see what can be used. It will differ from what can be used in a potion, but a ring is able to hold charges, while potions cannot.
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aww so no breathing fire with a ring? sadness. welp that is just no fun. Now I must submit myself to just shooting it out of my hands and not breathing it lol. Father! I know what I would like my wish to be now! (Wishes to breath fire like a dragon lol).
I am looking for a magic item to craft that would give Archaeus the ability to do some fire based attacks, but be rechargeable and relatively cheap. I was thinking of some sort of ring of fire manipulation. 1 use per short rest and would give Archaeus the ability to do burning hands or something else like it? It does not have to be a ring, but I would prefer it as it is much more difficult to lose than a wand lol.
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Mark S.
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Added to OP: Dungeon Master's Workshop: New or variant items created by a DM that are made available to players (NOT DM characters) must have an associated handout for it that includes the item's name, attunement (required or not) item's type (ring, wondrous, potion, etc...), school of magic (for detect magic ), market value, and the details of all of it effects (put hidden effects in GM Info). Please be sure this information is clear and concise for other DMs.
That should make it a lot easier to keep track of the messes I make :P
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Mark S.
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GunnarB said: That should make it a lot easier to keep track of the messes I make :P LOL Not picking on anyone in particular. Just creating guidelines as necessary. Want to be sure everything is set up well before adding any new players to the group.
Alright: I've added the magical items that were given out my last campaign and have moved them to the players/characters that they belong to. I've included item type, value, magical type, attunement and charges (if applicable). I have also added in hidden effects into the GM notes section of the handout. Hope that helps, sorry if my items have undermined anybodies campaign :( 
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Mark S.
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GunnarB said: Alright: I've added the magical items that were given out my last campaign and have moved them to the players/characters that they belong to. I've included item type, value, magical type, attunement and charges (if applicable). I have also added in hidden effects into the GM notes section of the handout. Hope that helps, sorry if my items have undermined anybodies campaign :(  Awesome man! Thanks. For the record, I don't know that to be the case for anyone. These are just all preventive measures. I appreciate what your creativity brings to the campaign and your cooperation to keeping it simple for everyone. :)
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I just found this in the wiki about Firbolgs. "Firbolgs see the wearing of armor as cowardly, and thus; do not wear armor. They are the most intelligent of the giant-kin. A Firbolg is usually lawful good in alignment, although they are seen as evil creatures by other giants (Most of which are evil lol). The firbolgs have rejected the ordning , the customary social order amongst giants and giant-kin, preferring to exercise free will and using a system called "the code". This was conceived thousands of years ago although its exact origins have been lost, [7] and a written copy is usually required to be carried by all firbolgs, [9] but the exact implementation varies from one community to the next. It promotes the idea that the society is the most important aspect and supercedes the individual. Actions are more important than relatives or heritage. If "the code" is breached, a firbolg might be enslaved within her own tribe, [7] or banished completely, although transgressions are uncommon. [9] The implications of "the code" mean that the firbolgs treat all intelligent creatures as equals, and do not have the same superior attitude that other giants and giant-kin display." So basically they are a collectivist culture with a high sense of honor and wisdom among the other giants especially, but if a member is extremely selfish they will be punished severely resulting in banishment, slavery( seeing as how they act I am betting they are very kind to their slave brethren), or some other equally terrible punishment. As a Cleric of God Cilarnen is like-minded about the harshness of slavery, but accepts that it can be a form of punishment if they are not abused and treated well while working off the punishment. He detests the form of slavery he has seen out in the rest of the world with its unnecessary harshness. However he has one problem "Firbolgs see the wearing of armor as cowardly, and thus; do not wear armor." Cilarnen does wear armor and I did this before I realized this lol. Also it said Firbolg are related to the fey so does that mean that the more shy fey would be more comfortable around me?
I love the picture of the vermin staff. When it says on the second half of effects about the animal friendship and other things about targeting a rodent does it mean only the rodent category of animals? If so I can control squirrels and hamsters as well lol. The power is overwhelming!!!
Rodent: any of an order (Rodentia) of relatively small gnawing mammals (such as a mouse, squirrel, or beaver) that have in both jaws a single pair of incisors with a chisel-shaped edge. If so, and you allow the second half of effects to do the entire rodent kingdom, I will raise an army of beavers and level forests lol. I realize that the effects would run out before I could raise an army, but I will have to settle with my hedgehog (also a rodent by the definition) pet that will be my buddy forever and always lol. Not much more powerful by any means.
Problem is, Animal Friendship only charms the creature, it says nothing about the creature following your commands. So no, no army of beavers. Only non-angry beavers that don't mind being around you. Dominate Beast is the spell that lets you command a creature to do something, and you can only use that once per long rest on a rodent.
K so if I were to cast it every long rest I could effectively have a rodent pet?
If you can find a rodent, yes.
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FYI: The description for firbolg that you pulled up probably applies to previous editions. They were like giant Scottish Highlanders. They uhave radically changed them for 5.0. Make sure you google volos guide or 5e firbolg. When I get home, I'll send you a link
this is the one that you need to look for
To me the look like something straight off of Grimm
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would fey be more comfortable around me since we are related? It says as humanoids related to the fey under age.
Regan C. said: would fey be more comfortable around me since we are related? It says as humanoids related to the fey under age. Probably. Watch this&nbsp;<a href="https://www.youtube.com/watch?v=QbaXCIpB2SE" rel="nofollow">https://www.youtube.com/watch?v=QbaXCIpB2SE</a> when you have time.
are spells from SCAG allowed?
yes
are spellcasters able to formulate new spells to use? It would make sense as the PHB spells had to be created by others? A bard creates&nbsp; a new spell that causes&nbsp; the target to humiliate themselves for example.
I believe this was asked before, and I've brought up a similar topic. It can take decades to develop spells, up to 50 years for a 9th level spell I believe.&nbsp;
GunnarB said: I believe this was asked before, and I've brought up a similar topic. It can take decades to develop spells, up to 50 years for a 9th level spell I believe.&nbsp; Correction: Mark brought this up a few days ago in my Flavored/Augmented Spells topic. Might look into down time activity for creating new spells.&nbsp;
Maybe not 9th level yet, but enough to allow for the creation of what could be hilariously fun spells lol.
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Mark S.
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I never added it to downtime activity mainly because it takes a long time and is very taxing on a DM to approve new spells. There is a LOT of math involved. I could look into developing a system for the campaign it if there is a large number of people interested in it though. There would have to be some very strict parameters to be sure that we didn't upset the system. For example, variants of a spell should never be allowed at lower levels of the spell as these commonly ruin adventures. Since it would take a LOT of downtime, it might not be so bad on a DM. A PC researching spells is not really a thing in 5e though as far as I know. Most of the wizards that develop new spells never have the time to go on adventures. They spend their lives being hermits in towers or teaching at academies. A DM releasing new spells via a scroll found in a wizard's lab or other treasure is usually how they are introduced by the DM using the Dungeon Master's Workshop. THIS is a LOT of work though and because there is no actual system other than doing comps with other spells, this also leaves a lot of room for error. A DM would probably want to be VERY familiar with the dynamics of the system before attempting this. This is definitely not something I would recommend for anyone other than very experienced players. IF you were able to find a DM that would allow the researching of a new spell, you would have to use the Dungeon Master's Workshop and then expect to rewrite it a number of times before it got approved. I will look into seeing if there is anything available on this for 5e and what the downtime required would be for achieving such a feat.
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Mark S.
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P.S. If anyone else can find anything relevant to this, let me know as my next project is making Crafting procedures easier to follow. I start a new job tomorrow that requires long days so my time will be limited for the next two months.
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To be blunt, there is so much material available to use, that I am unwilling to devote the time necessary to this project. I don't have a lot of time and I would rather devote it to researching realm history, developing realistic NPCs, and storyline. Developing spells was always a time consuming and expensive process. In earlier expansions you couldn't attempt it until high levels. If another DM is drawn to this and has a better mind than mine for logistics, then by all means, he or she will have my full support. Personally, I would like to encourage new players to explore the material at hand and the richness of realm lore.
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Incinerate (Sorcerer, Warlock, Wizard) 3rd Level Evocation Casting Time: 1 Action Range: 60 Feet Components: V Duration: Instantaneous Choose one creature you can see within range. White-hot flames engulf the target, which must make a Constitution saving throw. On a failure, it takes 4d10+10 Fire damage. On a successful save the target takes half damage. If this damage reduces the target to 0 hit points, it is incinerated. An incinerated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine black ash. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically incinerates a Large or smaller creature if it dies to Incinerate. If the target is a Huge or larger, this spell incinerates a 10-foot-cube portion of it. A magic item is unaffected by this spell. Creatures without corporeal bodies cannot be incinerated (Limitation). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the damage by 1d10+5 per spell level Example fire spell for Archaeus. I used the general spell creation table for the damage (DMG 284) and although nothing is better than fireball (lol) it would be decent single target damage. Note this is just an example spell for if spell creation becomes a thing.
Inferno (Sorcerer, Warlock, Wizard) 5th Level Evocation Casting Time: 1 Action Range: 30 Feet Components: V, S, M (ash and candle or torch) Duration: Instantaneous Choose one creature you can see within range. A gout of scorching flames envelops the target. The target must make a Constitution saving throw. On a failure, the target takes 10d6+10 fire damage. The flames persist every turn until it ends. At the beginning of each of the target's turn it takes 2d6 fire damage and it then may make a Constitution saving throw to end the burning flames, otherwise the flames end when the targets hp is reduced to 0 or the flames are doused with water. On a success the target takes half the damage and the flames do not persist every turn. If a creature dies from either the initial flames or the continual flames afterwards, it is incinerated. An incinerated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine black ash. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically incinerates a Large or smaller creature if it dies to Incinerate. If the target is a Huge or larger, this spell incinerates a 10-foot-cube portion of it. A magic item is unaffected by this spell. Creatures without corporeal bodies cannot be incinerated (Limitation). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the initial damage by 1d6+5 and the persistent damage by 1d6 per spell level. (Example 2)