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Fenris447
Senior Member
 
Join Date: Sep 2017
Posts: 600

Old December 31st, 2020, 07:48 AM
With Release 3.0 heading out the door soon, I'm turning my attention to the next release, 3.1, which will include some Spell Adjustments.

What are Spell Adjustments?

Spell Adjustments are what they sound like; adjustments that you add to your character to impose the conditions of a spell. Let's take Shillelagh as an example. You'd add a Shillelagh adjustment, select your class, and select the club or quarterstaff the spell is being cast on. The adjustment would automatically change that weapon's damage to d8, and use the class's spellcasting ability for the attack and damage rolls.

So what are you asking?

What spells do you find yourself wishing you could do this sort of thing for? I can't promise I'll add everything requested, but I'd like to cover our most important bases.

What I'm looking at so far
  • Alter Self (Natural Weapons)
  • Awaken
  • Barkskin
  • Darkvision
  • Elemental Weapon
  • Enhance Ability
  • Enlarge/Reduce
  • Find Steed/Find Greater Steed
  • Guardian of Nature
  • Haste
  • Holy Weapon
  • Mage Armor
  • Magic Stone
  • Magic Weapon
  • Shadow Blade
  • Shield of Faith
  • Shillelagh
  • Skill Empowerment
  • Slow
  • Stoneskin
  • Tasha's Otherworldly Guise
  • Tenser's Transformation

I'm also looking at certain summoning spells. I already fully created the Summon ______ spells from Tasha's to actually summon creatures into the portfolio, so I might do something similar for the various spells that create things like zombies, skeletons, etc. No promises, but we'll see.

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