
Even for weapon-focused builds like Eldritch Knight or your Ranger it's pretty much a self-countering choice. True Strike is usually considered trap choice (for in-combat use, ie 99% of the time it should be useful) in pnp, as far as I know, for pretty much the reason you said - it doesn't really do you any good. Sometimes I see people saying it should be a Bonus Action to cast it but in my mind that makes it too powerful to be a cantrip for everyone who's any decent at attacks (your stereotypical wizard would be less broken with that because they mostly suck at non-spell combat anyway ). I often see suggestion to deal with this and give it a bit more of an actual impact, like (I want to add that I have no actual experience playing with any of these supposed fixes myself), iirc, either having it last (with concentration) for two turns or two attacks after you cast it, or just straight having it last (still with Concentration of course) last until the next time you hit. In fact I think it's mathematically negative (but please do not quote me on this I hate math and probabilitology makes my treeskull hurt) because I think you are trading two attacks (two possible hits) for getting two chances on one attack (can only result in one hit), meaning that the chance of one attack hitting is the same in either case, but if you don't cast True Strike you still have the possibility of both attacks hitting and thus doubling your damage potential. Use this technique to build fun and unique items in your own campaign and watch your players smile as their characters wield them in their adventures.True Strike is usually considered trap choice (for in-combat use, ie 99% of the time it should be useful) in pnp, as far as I know, for pretty much the reason you said - it doesn't really do you any good. It takes hardly any effort to make magic items like this yet such items add a tremendous amount of flavor to the game and go well beyond a typical and boring +1 weapon or piece of armor. The blade regains this feature at the next dawn. When attuned, the character wielding the blade can use an action to cast the spell Moonbeam once with a DC of 13. Moon's Sliver is a +1 rapier forged from beams of moonlight by the drow bladesmiths. Our heroic rogue finds the blade in the priestess's coffin as her mummified body hands it to him, knowing he is worthy of the blade. This is a rapier wielded by the drow swordmage priestess at the Temple of the Moon.
#TRUE STRIKE 5E FOR FREE#
Many spells aren't ideal when compared to the others in their spell level but when they can be cast for free on an item they suddenly become useful again.įinally, give the item a cool name so it feels epic and unique in the world.Īs an example item, we have "Moon's Sliver". You can also use this opportunity to choose spells that characters often don't take the time to prepare or cast.


Perhaps someone finds a knight's sword that can cast true strike as a bonus action instead of an action. Likewise, to change things up, you can change what type of action is required to cast the spell. Or, instead, choose a spell from the or any other 5e resource you trust that fits the item.Ĭhoose a DC or spell attack bonus that fits the power of the item somewhere between +4 and +8 for the spell attack or DC 12 to 16 for the DC. If you want to choose randomly, page 14 of the Lazy DM's Workbook has a table of 50 random spells you can roll on. They can do so once and the ability recharges on the next dawn. If the characters are above 10th level you might consider +2 or even +3 if you're very generous.įourth, give the item the ability to let the character attuned to it cast a spell they can't otherwise cast. Third, if it's a weapon or piece of armor, give it a +1 bonus. Who built it? Where did it come from? You can use the tables on page 142 of the Dungeon Master's Guide or pages 13 and 14 of the Lazy DM's Workbook to fill in a history and creator of the item but often it works best if it's tied to the history and creators that make sense in your adventures and campaign world.

Second, think about the history of that item. Often this will be a weapon or piece of armor but it could be something else if it fits your goal. Here's a simple and lazy way to create unique magic items that fit well into the story, act as great vehicles for secrets and clues, excite players, and matter to characters.įirst, choose an item. New to Sly Flourish? Start Here! Lazy Magic Items
