Mastering the Art of Witchcraft in Dungeons and Dragons 5th Edition on DnDBeyond

By admin

Witch Bolt is a spell in the 5th edition of Dungeons & Dragons, found on DnDBeyond. It is a spell that allows spellcasters to unleash a bolt of crackling lightning at a target. This bolt of energy can then continue to arc towards another target within 30 feet if it hits the initial target successfully. The spell requires concentration and creates a direct line of lightning that links the caster to the target, creating a visible tether between the two. This tether can be broken if the target moves out of range, breaks the caster's line of sight, or if the caster fails to maintain concentration on the spell. Witch Bolt provides versatility in combat situations as it doesn't require additional actions to maintain its effect.



Thread: Sane Magic Item Prices Loot Generator

Does anyone know of a random magic items treasure table that uses the Sane Magic Item Prices?

If so could you point me towards it.

  • Site Areas
  • Profile
  • Private Messages
  • Subscriptions
  • Who's Online
  • Search Forums
  • Forums Home
  • Forums
  • General
    1. City Hall
    2. The Tavern
    3. The Commons
  • Support Forums
    1. The House of Healing - Fantasy Grounds
    2. The House of Healing - Forge
    3. The Laboratory
  • Find a Game
    1. Fantasy Grounds Game Days
    2. Conventions
      1. FG Con � Fantasy Grounds Virtual Convention
      2. FGDaze
    3. D&D Adventurer's League Games
    4. LFG - Looking for Group
      1. Paid Games
      2. One-Shot Games
    5. Pathfinder Society Games
    6. Starfinder Society Games
  • Game Systems
    1. Barbarians of Lemuria
    2. Call of Cthulhu
      1. 6th Edition
      2. 7th Edition
    3. Castles & Crusades
    4. Cyberpunk RED
    5. Dune 2d20
    6. Dungeons & Dragons
      1. Classic D&D (1E/2E, AD&D, OSRIC)
      2. 3.5E
      3. 4E
      4. 5E
    7. Fallout RPG
    8. Pathfinder Roleplaying Games
      1. Pathfinder 1st Edition
      2. Pathfinder 2.0
    9. Savage Worlds
    10. Star Trek Adventures 2d20
    11. Starfinder
    12. Traveller
    13. World of Darkness (VTM/Werewolf/Hunter)
    14. Other Game Systems
      1. 13th Age
      2. Advanced Fighting Fantasy
      3. Against The Darkmaster
      4. Alien RPG
      5. Basic Roleplaying (BRP)
      6. Conan 2d20 RPG
      7. CoreRPG (Generic Ruleset)
      8. Cypher System
      9. DCC
      10. GURPS
      11. ICONS
      12. Index Card RPG
      13. MoreCore Rulesets
      14. Mutants & Masterminds
      15. Old School Essentials
      16. Rolemaster Classic
      17. Shadow of the Demon Lord
      18. Symbaroum RPG
      19. Vaesen
      20. W.O.I.N.
      21. White Box OSR
  • Create and Share
    1. Armory (campaigns, modules, rulesets, maps and tokens)
      1. Extensions
      2. Maps
      3. Rulesets
      4. Tokens
      5. Paid Creations
    2. The Workshop
    3. The Gallery
  • Archived
    1. The House of Healing - Classic
« Previous Thread | Next Thread »

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Magic Item Generator Power Levels

Hey folks! You may have noticed that I’ve recently made several big changes to the magic item generator. One feature I added was the ability to select the power level of the magical effects that are generated. You may have also noticed that I chose not to use DnD 5e’s built-in categories for item rarity. Instead, I opted to use a custom power level categorization system that I think makes more sense for this particular tool. I am not suggesting that these power levels should replace the default DnD item rarity system in your own games (although that system could certainly use some improvements). I simply designed them as a way to express the relative power of items created using this magic item generator. It is not a perfect system, but I hope that it will at least be consistent. My goal is that when you select a specific power level, the resulting items are exactly what you’d expect them to be based on the descriptions provided below.

  • Mundane: Purely cosmetic and/or provide no clear mechanical benefit to the user (change item’s color, item attracts insects, etc.).
  • Low: Provides a small or situationally useful mechanical benefit to the user (change eye color, erase footprints, etc.).
  • Medium: Provides a clearly useful mechanical benefit but is still relatively niche and/or has limited uses (walk on water, once-per-day advantage, etc.).
  • High: Provides a broad, powerful mechanical benefit that is “always on” (permanent advantage on a skill check, damage resistance, etc.). These items may require attunement.
  • Curse: Any effect that is clearly negative or detrimental to the user (plagued by nightmares, damage vulnerability, etc.).

Trying to categorize magic items based on power level is more of an art than a science, especially when it comes to homebrew. The DnD 5e Dungeon Master’s Guide gives us categories based on rarity (common, uncommon, rare, very rare, legendary) and tells us that an item’s rarity can also be used to determine its relative power. It also provides very rough guidelines on what level PCs should be at to receive items of each rarity as well as rough price estimates. There is no guidance on how to rank homebrewed items within this categorization scheme. Hell, there’s not even a rule of thumb to tell you whether or not an item should require attunement. The best method I’ve found is to simply compare your homebrew item to officially published items (which vary wildly, even within the same rarity) to try and identify its rarity. This lack of official guidance means that deciding the rarity of homebrew items is a highly subjective practice.

I’ve been making homebrew items for my games for years, and I like to think that I’ve gotten pretty good at guesstimating the rarity of my items. So, when I sat down to categorize the effects of this random item generator, it quickly became clear that the standard DnD rarity categorization was not going to work for this tool. The vast majority of these magic effects would likely be classified as either ‘common’ or ‘uncommon’ using that method. That wouldn’t make this a very useful feature if you could essentially only select from two rarities when generating an item. As a result, I decided to go with my own classification system which I’m calling ‘power levels’ (I also always hated that DnD 5e used the term rarity to refer to power when it comes to magic items, but that’s a rant for another day).

Power levels are divided into four categories (plus curses): mundane, low, medium, and high. A brief explanation on how I determine which category a magical effect fits into is included above, so I won’t repeat that here. As I mentioned before, most of the effects in this generator are relatively low power compared to many traditional DnD items. This is by design. I want the focus of this generator to be on simple magical items with descriptions that are only about 1-3 sentences, and that can stand on their own without needing to reference external spells or other sources. Most powerful magical items require a full paragraph or two to explain all the cool abilities they grant the user. Maybe one day in the future I’ll add more powerful, robust magic effects to this generator, but, until then, even the items in the ‘high’ power level are only roughly equivalent to ‘rare’ items in DnD’s standard categorization system.

Power levels are simply a way to express an item’s power relative to other items created using this generator. This system isn’t perfect, but I hope it at least allows you to narrow the focus of the items you generate so you get something in the realm of what you’re looking for. In the spirit of DnD 5e, I leave it up to you as the GM to determine the item’s final rarity. Afterall, each party/game/setting is different, and the same item that is underpowered for one GM’s situation could be overpowered for another. As always, if you have feedback on this system or any suggestions, feel free to reach out and share them with me. Happy looting!

What are the rankings of magic items/artifacts?

\$\begingroup\$ Just to get perfect clarity, you're asking for the ranking of these in terms of level of power, right? Like, what category of item is the more powerful? Otherwise, I think we definitely need to get a description of what kind of ranking you're after. \$\endgroup\$

Mar 25, 2023 at 19:48 Mar 25, 2023 at 19:49

\$\begingroup\$ @TheDragonOfFlame Your comment seems to be a good answer, would you mind making it one? That is, answering the question rather than commenting on it. \$\endgroup\$

Mar 25, 2023 at 20:03 Apr 10, 2023 at 3:16

Witch Bolt provides versatility in combat situations as it doesn't require additional actions to maintain its effect. On subsequent turns, the caster can use their action to automatically deal damage to the target, without needing to make an attack roll. This can be useful for dealing continuous damage over multiple rounds.

2 Answers 2

Sorted by: Reset to default \$\begingroup\$
Witch vplt 5e dndbeyond

However, Witch Bolt has its limitations. It can only target a single creature at a time and requires an initial successful attack roll during the casting of the spell. If the attack roll fails, the bolt of lightning doesn't connect, and the spell ends. While Witch Bolt can be a powerful spell, it also has drawbacks. Its damage output doesn't scale well with higher spell levels, making it less effective against stronger enemies. Additionally, it requires concentration, which limits a caster's ability to maintain other spells that also require concentration. In conclusion, Witch Bolt is a spell available in 5th edition Dungeons & Dragons through DnDBeyond. It offers spellcasters the ability to unleash a bolt of lightning at a target, with the potential to continuously damage them over subsequent turns. However, it has limitations and drawbacks that should be considered when choosing it for spellcasting strategies..

Reviews for "Role-playing Tips for Bringing Your Witch Character to Life in DnDBeyond's 5e"

1. Kyle - 2/5 - I was really disappointed with Witch vplt 5e dndbeyond. The graphics were lackluster and the gameplay was repetitive and boring. I was expecting a more immersive and engaging experience, but it fell short of my expectations. Additionally, the controls were clunky and unresponsive, making it frustrating to play. Overall, I wouldn't recommend this game to anyone looking for a truly enjoyable gaming experience.
2. Sarah - 1/5 - Witch vplt 5e dndbeyond was a complete waste of my time and money. The game had numerous bugs and glitches that made it almost unplayable. The developers clearly didn't put enough effort into testing and polishing the game before releasing it. The storyline was also cliché and uninspiring, leaving me uninterested in the game's plot. Save your money and find a better game to play.
3. Michael - 2/5 - I found Witch vplt 5e dndbeyond to be extremely repetitive and monotonous. The gameplay loop was incredibly dull, with little variation or excitement. The lack of challenge made it feel like a mindless grind rather than an enjoyable gaming experience. Additionally, the in-game purchases and microtransactions were excessive and pushed me away from the game even further. Overall, I was thoroughly disappointed and regretted spending my time on this game.

Exploring the Dark Side: Playing an Evil Witch in DnDBeyond's 5e

Witchcraft Across Cultures: Adapting Your Witch Character for Different Settings in DnDBeyond's 5e