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Add a new attack option in D&D 5E weapon with 2024 Jumpgate game

I have a Plus account, and I am a DM for a Jumpgate 2024 D&D 5E game. I would like to add a custom weapon that does either magic damage, or melee damage.  A longsword with the option to effectively cast dragon's breath. This interface doesn't seem to allow me to do this, although I know I set this up a few months ago for my ranger who did additional swarmkeeper damage. In this case, it is not additional damage, but either melee attack or magic attack damage. How can I do this? Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Versatile Mastery: Sap Weight: 3 This longsword has a thick blade, just as useful for smashing as for cutting. It has a deep fuller, ending in a guard now covered in a thick, but still solid layer of rust. The grip shows signs of many decades of use, and black as obsidian. The weapon has 6 charges of Guuthal’s power, and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The wielder can choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to emit a 15-foot cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. I would expect to see "Add Attack" instead of just edit attack.
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Edited 1754877439
I had trouble getting the original post to include the image. Here is what I can see.
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Gauss
Forum Champion
My suggestion, make two different attacks since it seems like this weapon has a unique attack option that is not a melee attack. Create an item with charges, make that the spell attack. Then create a melee attack for the regular attack. 
Gauss said: My suggestion, make two different attacks since it seems like this weapon has a unique attack option that is not a melee attack. Create an item with charges, make that the spell attack. Then create a melee attack for the regular attack.  Yes, I agree. I would like to make it two separate attacks. I was hoping to do that in the weapon. Are you suggesting I just give him another custom "weapon" or "spell attack" instead? I would like to make it an additional attack, but the interface I have screen captured above doesn't appear to have that as an option.
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Edited 1755392499
Let me ask the same thing another way. I would like to create a "Wand of Dragon's Breath". Here is the "New Item" interface. I do not see any way to create a magic wand, or create anything that can take a magic action. Is there another way to create something like this?
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Edited 1755405927
Gauss
Forum Champion
I suggest taking a look at "Staff of Fire". Add it to a character, then edit it to see how it is constructed. It might give you some pointers on how to do this. ( Also check the spells section after you add the Staff of Fire.) If you cannot create an item like it from scratch (because not everything is available on 2024 in the menus) then I suggest using an existing item and reworking it so that it matches what you want to do.
Thanks. I tried this earlier with a Wand of Fireball, to no success. I just tried it with a Staff of Fire as recommended. Rather than paste a bunch of screenshots, I will just summarize and say that this does not appear to contain any editable characteristics surrounding the magic action/magic damage. Yes, if the character is attuned then the spells and combat attacks appear in the Combat list. The Staff of Fire works as expected, but it provides no opportunities to customize this to match the characteristics I am looking for. I looked through the compendium to see if there was a comparable staff, but was not surprised to find there is no "Staff of Dragon's Breath". For now, I just added a custom "Feature". This enabled me to add an entry under the Combat tab, where we can keep track of the charges. While the player will still just be doing a manual dice roll, at least it is clear and we won't forget what is going on. Adding a custom feature: Now, in the Combat tab, we have this Action option:
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Gauss
Forum Champion
I think I see the disconnect.  As an experiment, I took the Staff of Fire and changed it to a Longsword.  Set up it's stats as a Longsword, reduced the number of charges to 6 and the number of charges it gets back, redid the text sections (name, description, etc).  Set up the attacks as a Longsword.  Then I redid the spells. Dropped the existing spells, manually (not drag/drop since that would include upcasting) added the Dragon's Breath spell, then set that up as linked to the "Staff of Fire" (now Guuthal's Aegis).  I set the spell to permanently prepared.  It does not use a spell slot, but neither does it use the Guuthal's Aegis resources.  So you still have to deduct a resource manually when you use the spell. But then you roll damage from the Combat section rather than via typing it out. 
Thanks for reviewing this. I tried to follow along with your recommendations, but I was unable to do anything at "Then I redid the spells." I do not have any options in my interface to change the spells. Here is a screen capture of what I see. I don't see any options for editing the magic attacks. How did you remove existing spells?
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Edited 1755467236
Gauss
Forum Champion
Spells are not in the item, they are on the spells page.  Click Spells next to combat. Then you can edit/remove each spell via the "info" bubble.  You can also click the 4way arrow to get to the spells only modal.  Option #1: Search for Dragon's Breath in the Compendium. Drag it to the Character then modify it (click the info bubble).  You can change "Spellcasting" to the item.  Also checkmark "Always Prepared" so it does not take a preparation slot. Make any other alterations you wish. Option #2: Click Manage then click Add Spell Set the various options as desired.  Again, make sure Spellcasting is set to the item and Always Prepared is checkmarked.  After the spell is set up re-edit it, edit the Attack, then add damage. (For some reason damage isn't an option for spells that aren't attacks when it is first created. Difference between the two options:  Option 1 is more 'completed up front' but will always ask you if you want to upcast. Even though you cannot.  Option 2 requires a lot of setup, but will not always ask you to upcast.
Ok, I'm trying this out. I do not seem to get the option to set the spellcasting to the item. I think I want to just go with a fixed DC14, so it might not matter. That way the DC doesn't increase as he levels up, he needs to find a new/improve his sword. From a lore standpoint the sword enables this power, not his own magic. The target rolls a saving throw, then the Paladin wielding the sword just rolls damage. Is it fair to just set it to (None)? from the chat: