Talk:Staff of Arcane Mastery (5e Equipment)

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Charges[edit]

The idea of this feat seems to be that the constant flow magic coursing through you during a fight reinvigorates your own magic pool. Perhaps all charges should be depleted after completing a rest? There should also probably be a limit on the maximum number of charges you can hold. Coaldstone (talk) 02:52, 21 February 2020 (MST)

The idea of casting spells to build up a "charge" is a neat one, but the end effect seems niche and out of place—especially for something as broadly titled as "Arcane Mastery."
Maybe instead of burning it on a weird version of mage armor, the charge lets you cast a spell using a spell slot one level higher than what you actually used? That seems more versatile; it is useful for spells as disparate as cure wounds, fireball, and fly.
Either way I agree that resetting charges after a rest (specifically a long rest) would be an improvement. - Guy 10:42, 21 February 2020 (MST)
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