D&D 5E Karakan

Yunru

Banned
Banned
Karakan:
Weapon (longsword), very rare (requires attunement)
While you wield this sword, your attacks with it deal an additional 1d6 necrotic damage. In addition, the weapon ignores resistance to slashing damage.
It also has the following properties while attuned:
Heavy. Small creatures have disadvantage on Attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Bloodthirsty. When you become attuned to or wield Karakan, you must make a Charisma saving throw against a DC of 12 + the number of days Karakan has gone unfed. If you fail, you become overcome by bloodlust, and must attack the nearest creature each turn. You can end the bloodlust by bathing the blade in blood as an action.
Withering. When you deal damage to a creature with Karakan, that creature's maximum hit points are reduced by an equal amount until that creature finishes a long rest.
Vorpal. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Sentience. Karakan is a sentient neutral evil weapon with an Intelligence of 5, a Wisdom of 7, and a Charisma of 12. It has hearing and darkvision out to 120 feet.
The weapon communicates by transmitting emotion telepathically to the creature carrying or wielding it.
Personality. Karakan has a primal hungering for blood. As long as it is fed at least once a day it will willingly cooperate with the creature that fed it.
 
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An interesting blade. I like the Bloodthirsty affix. However it appears to change its name half-way through the description. Karakan to Harakan. Why is the blade only rare?
 

An interesting blade. I like the Bloodthirsty affix. However it appears to change its name half-way through the description. Karakan to Harakan. Why is the blade only rare?
Yeah I don't know how that happened.

It's rare because that's where balance puts it. Thematically it could be only one, or the weapons of long-dead tribes or conquerors, up to you.

You can also always stick +1/+1s on it if you want to bump up the rarity.
 

Looks like it should be Legendary, not Rare.

The Vorpal quality by itself is legendary, and adding negative attributes or removing the +3 attack/damage bonus from the Vorpal quality shouldn't change that.

Besides which it has several other benefits aside from vorpal:

+1d6 necrotic damge.

Ignores Resistance to Slashing damage. This seems to be there solely to kill Barbarians faster. Almost everything else with Resistance to Slashing damage has it negated by magical weapons.

Heavy on a longsword? (presumably so you can use GWM with a 1 handed weapon. :hmm: )

Withering - which should have a Con Save, not be automatic. (I'm pretty sure every other permanent HP reduction allows a con save).

The "curse" is negligible. "Go do something you were going to do anyway." The increasing DC is nearly meaningless - one Remove Curse (3rd level spell) and you can set the weapon aside until you need it.
 
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The Vorpal quality by itself is legendary, and adding negative attributes or removing the +3 attack/damage bonus from the Vorpal quality shouldn't change that.
It really isn't. +3/+3 is very rare, so Vorpal adds a single level of rarity. Leaving us:

+1d6 necrotic damge.
Which is about equivalent to +1/+1, a single level of rarity.

Ignores Resistance to Slashing damage.
Which is a function of Vorpal.

Heavy on a longsword? (presumably so you can use GWM with a 1 handed weapon. :hmm: )
Which is equivalent to Finesse: A minor property that doesn't effect rarity.

Withering - which should have a Con Save, not be automatic. (I'm pretty sure every other permanent HP reduction allows a con save).
Eh, nah. It makes it unnecessarily complex, for little benefit. All it does is stop creatures damage that way for being healed until the end of the day.

The "curse" is negligible. "Go do something you were going to do anyway." The increasing DC is nearly meaningless - one Remove Curse (3rd level spell) and you can set the weapon aside until you need it.
Nope. Look at everything that's cursed. They specifically say if something can be removed via Remove Curse. This isn't a curse, and can't be removed via Remove Curse.

Net result is we have a Rare weapon, with Heavy, Withering and a "curse." Neither Heavy or Withering I consider enough to go up a rarity.
 

It really isn't. +3/+3 is very rare, so Vorpal adds a single level of rarity. Leaving us:

*shrug* I disagree. You simply disagreeing with me doesn't actually change my opinion.

Which is a function of Vorpal.
Ah, missed that. Still - it goes with me saying Vorpal is legendary.

Which is equivalent to Finesse: A minor property that doesn't effect rarity.

Absolutely disagree. It is not equivalent, it is not a "minor properly", and in this case absolutely should be factored into the rarity.

Eh, nah. It makes it unnecessarily complex, for little benefit. All it does is stop creatures damage that way for being healed until the end of the day.

Eh, yeah. Once again, simply disagreeing with my opinion doesn't change my opinion. Every similar effect offers a save, this one should too. If it doesn't, then it is just another reason this would be a legendary weapon.

And what it does is flat out negate any fast healing or regeneration abilities a creature might have. Or healing from allies. That is not trivial.


Nope. Look at everything that's cursed. They specifically say if something can be removed via Remove Curse. This isn't a curse, and can't be removed via Remove Curse.

Walks like a duck, quacks like a duck, I call it a duck. But once again, if you want to break the norms of the game to give it an unremovable "curse-like" effect, then it's a Legendary weapon.

Net result is we have a Rare weapon, with Heavy, Withering and a "curse." Neither Heavy or Withering I consider enough to go up a rarity.

*shrug* I've given you my opinion. Right now it's an OP, minmaxed munchkin weapon. Have fun with it.
 
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*shrug* I disagree. You simply disagreeing with me doesn't actually change my opinion.


Ah, missed that. Still - it goes with me saying Vorpal is legendary.



Absolutely disagree. It is not equivalent, it is not a "minor properly", and in this case absolutely should be factored into the rarity.



Eh, yeah. Once again, simply disagreeing with my opinion doesn't change my opinion. Every similar effect offers a save, this one should too. If it doesn't, then it is just another reason this would be a legendary weapon.



*shrug* I've given you my opinion. Right now it's an OP, minmaxed munchkin weapon. Have fun with it.

Your opinion has been noted. Unfortunately only thing that is balanced based appears to be the amount Heavy contributes, and that opens up far less than Finesse so I simply must disagree with you on that.

Walks like a duck, quacks like a duck, I call it a duck. But once again, if you want to break the norms of the game to give it an unremovable "curse-like" effect, then it's a Legendary weapon.
Exactly. It's a duck, not "an animal with feathers stuck to it."
Wanting to kill things is part of its personality, not a curse.
 

*shrug* You are the one who posted it for public commentary. The fact that you reject any and all criticism of it speaks volumes.

And the fact that it is not a "curse" makes it even more broken. Don't want to deal with while you are between dungeons? Simply unattune to it, and no worries about the DC increasing. :)

Have fun with the munchkin blade. :)
 
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*shrug* You are the one who posted it for public commentary. The fact that you reject any and all criticism of it speaks volumes.
I'm not rejecting criticism, I simply don't agree with you on the majority of your points.

And the fact that it is not a "curse" makes it even more broken. Don't want to deal with while you are between dungeons? Simply unattune to it, and no worries about the DC increasing. :)
And where in the description does it say it doesn't act while unattuned? Also, good luck "simply" attuning to it before combat, given it takes an hour. And with that DC buildup...

Also, are you going to pick a side? When it's a curse, it's broken because it's easily removed. When you realise it's not easily removed, it's broken because it's not a curse.

Have fun with the munchkin blade. :)
You make yourself a lesser person with these attempts at insults.
 

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