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Specialized anti-monster weapons

chronoplasm

First Post
Abberant Slayer
Lvl 3 +1
Lvl 8 +2
Lvl 13 +3
Lvl 18 +4
Lvl 23 +5
Lvl 28 +6
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, or +1d10 damage if the the target is an abberant creature.
Power (Encounter): Minor action. You are no longer dazed.

Elemental Slayer
Lvl 5 +1
Lvl 10 +2
Lvl 15 +3
Lvl 20 +4
Lvl 25 +5
Lvl 30 +6
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, or +1d10 damage if the target is an elemental creature.
Power (At-Will. Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the weapon to normal.
Power (At-Will. Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the weapon to normal.
Power (At-Will. Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the weapon to normal.

Shadow Slayer
Lvl 3 +1
Lvl 8 +2
Lvl 13 +3
Lvl 18 +4
Lvl 23 +5
Lvl 28 +6
Weapon: Any
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 radiant damage per plus, or +1d10 radiant damage per plus if the target is a shadow creature.
Power (Daily): Free Action. Target invisible creature becomes visible until the end of the encounter.
 

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Starfox

Hero
I'm not too keen on the idea itself. Specialized weapons can make certain creatures into pushovers and others too powerful. When I saw the title, I was afraid you'd make these über against their designated foes and useless against everything else. Reading them, I think you managed this pretty well, so they should work.
 

Lakoda

First Post
Nice stuff. Seems balanced OK, just some minor comments.

Power (Encounter): Minor action. You are no longer dazed.
Make this an immediate reaction otherwise you have to wait a whole round to use it.

Elemental Slayer
The needs something that says you can't have more the one of the minor actions active at the same time. Maybe even limit them to using one type per encounter.

Power (Daily): Free Action. Target invisible creature becomes visible until the end of the encounter.
You can't target invisible creatures so this is kind of tricky to use. Maybe use language like the wielder can see invisible creatures for the encounter. Another option would be use change it entirely to until the end of the encounter the wielder can hit insubstantial creatures without a penalty.
 

chronoplasm

First Post
Yeah, I tried to make it so that they'd still be useful against any type of enemy, but they would be even more useful against certain types of enemies.

How do these fixes look?

Abberant Slayer
Lvl 3 +1
Lvl 8 +2
Lvl 13 +3
Lvl 18 +4
Lvl 23 +5
Lvl 28 +6
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, or +1d10 damage if the the target is an abberant creature.
Power (At-Will): Immediate-Reaction. You are no longer dazed.

Elemental Slayer
Lvl 5 +1
Lvl 10 +2
Lvl 15 +3
Lvl 20 +4
Lvl 25 +5
Lvl 30 +6
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, or +1d10 damage if the target is an elemental creature.
Power (At-WIll. Fire): Free Action. All damage dealt by this weapon becomes your choice of fire, cold, or lightning damage. Another free action returns the weapon to normal.

Shadow Slayer
Lvl 3 +1
Lvl 8 +2
Lvl 13 +3
Lvl 18 +4
Lvl 23 +5
Lvl 28 +6
Weapon: Any
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 radiant damage per plus, or +1d10 radiant damage per plus if the target is a shadow creature.
Power (Daily): Free Action. You can see invisible creatures until the end of the encounter.
 

shinobi_guyver

First Post
Perhaps it would be a good idea to require the wielder to return the weapon to normal before changing damage types. Also, since the only limit to Free Actions is the one placed by the DM, limiting the number of changes per turn (or encounter) might be good.
 

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