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Can YOU Balance this Magic Item??
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<blockquote data-quote="TaranTheWanderer" data-source="post: 8255606" data-attributes="member: 15882"><p>Hey, just want to pool the hive mind.</p><p></p><p>One of the players in our game is going to ask the dm for a custom magic item. We are looking to balance it. We are a 10th level party and the group barbarian wants a giant 'anime' sword. I'm not the DM, but the player was asking my opinion before submitting it to the DM. I'm not good at eyeing these things. Nothing seems overly powerful individually but all together, I'm not sure.</p><p></p><p>This is what he's come up with:</p><p>A giant 10-foot long, +1 Great sword <span style="color: rgb(226, 80, 65)">(2 handed, heavy property) This weapon weighs 600lbs</span></p><p></p><p><strong>Ability</strong>- <span style="color: rgb(235, 107, 86)">Because of it's weight and size</span>, If you are not attuned to this weapon you can not <s>lift</s> <span style="color: rgb(226, 80, 65)">weild</span> it. <span style="color: rgb(226, 80, 65)">When attuned, it is considered to have all the properties of a regular Greatsword (weight/damage etc..) and also includes the following:</span></p><p><strong>Ability</strong>- The sword fits in any sheath (even a dagger sheath) but when you draw it, it takes on it's full length</p><p><strong>Ability -</strong> 10-foot reach, <s>one </s><span style="color: rgb(235, 107, 86)">two</span> handed</p><p></p><p>The sword has 12 charges that power the following abilities:</p><p><strong>Ability Summon</strong>- As your action you can expend 1 of your charges to summon the sword to you from any point in the same plain of existence.</p><p><strong>Ability Sweep</strong>- As your attack action you expend 2 charges to spin around attacking everyone within 10-feet range. Anyone caught in the area must make a dex save or take 2d6+ your strength on a failed save, and half on a successful save.</p><p><strong>Ability Smash- </strong>As your attack action you expend 2 charges smashing the ground in front of you, everyone must in a 15-foot cone make a dex save or be knocked prone.</p><p></p><p><span style="color: #eb6b56">Attunement: to attune to this weapon, you must sacrifice a magical weapon which the sword absorbs into itself</span></p><p></p><p>Sword regains 1d4+2 charges every long rest. <span style="color: rgb(235, 107, 86)">Toying with a recharge cost - possibly sacrificing a non-magical weapon. The amount of recharge is equal to the rolled amount of the damage dice of the weapon. Eg: a dagger would recharge 1d4 charges. Only 1 weapon can be sacrificed/day.</span></p><p></p><p><s>To me, the most powerful ability seems to be the ability to wield a heavy property, 10 foot reach great sword in one hand. I think the barbarian is planning to take Great Weapon Master at 12th, so I could see that as being powerful.</s></p><p></p><p>Thanks for your help in advance and any other suggestions are welcome!</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 8255606, member: 15882"] Hey, just want to pool the hive mind. One of the players in our game is going to ask the dm for a custom magic item. We are looking to balance it. We are a 10th level party and the group barbarian wants a giant 'anime' sword. I'm not the DM, but the player was asking my opinion before submitting it to the DM. I'm not good at eyeing these things. Nothing seems overly powerful individually but all together, I'm not sure. This is what he's come up with: A giant 10-foot long, +1 Great sword [COLOR=rgb(226, 80, 65)](2 handed, heavy property) This weapon weighs 600lbs[/COLOR] [B]Ability[/B]- [COLOR=rgb(235, 107, 86)]Because of it's weight and size[/COLOR], If you are not attuned to this weapon you can not [S]lift[/S] [COLOR=rgb(226, 80, 65)]weild[/COLOR] it. [COLOR=rgb(226, 80, 65)]When attuned, it is considered to have all the properties of a regular Greatsword (weight/damage etc..) and also includes the following:[/COLOR] [B]Ability[/B]- The sword fits in any sheath (even a dagger sheath) but when you draw it, it takes on it's full length [B]Ability -[/B] 10-foot reach, [S]one [/S][COLOR=rgb(235, 107, 86)]two[/COLOR] handed The sword has 12 charges that power the following abilities: [B]Ability Summon[/B]- As your action you can expend 1 of your charges to summon the sword to you from any point in the same plain of existence. [B]Ability Sweep[/B]- As your attack action you expend 2 charges to spin around attacking everyone within 10-feet range. Anyone caught in the area must make a dex save or take 2d6+ your strength on a failed save, and half on a successful save. [B]Ability Smash- [/B]As your attack action you expend 2 charges smashing the ground in front of you, everyone must in a 15-foot cone make a dex save or be knocked prone. [COLOR=#eb6b56]Attunement: to attune to this weapon, you must sacrifice a magical weapon which the sword absorbs into itself[/COLOR] Sword regains 1d4+2 charges every long rest. [COLOR=rgb(235, 107, 86)]Toying with a recharge cost - possibly sacrificing a non-magical weapon. The amount of recharge is equal to the rolled amount of the damage dice of the weapon. Eg: a dagger would recharge 1d4 charges. Only 1 weapon can be sacrificed/day.[/COLOR] [S]To me, the most powerful ability seems to be the ability to wield a heavy property, 10 foot reach great sword in one hand. I think the barbarian is planning to take Great Weapon Master at 12th, so I could see that as being powerful.[/S] Thanks for your help in advance and any other suggestions are welcome! [/QUOTE]
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