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D&D 5E Can YOU Balance this Magic Item??

Shiroiken

Legend
Ability- The sword fits in any sheath (even a dagger sheath) but when you draw it, it takes on it's full length
Does the hilt stay the same size, or does it magically shrink to fit as well? If it shrinks, then you can hide it on your person, making it a stealth weapon. If not, it's comically hilarious (appropriate for the genre), since the hilt would be longer than many sheaths.
Ability Smash- 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.
Str is the more appropriate save. Also, 2 charges and and action to not deal damage isn't very good. I'd probably reduce it to 1 charge, bonus action, or deal some level of damage (half on a save).
Attunement: to attune to this weapon, you must sacrifice a magical weapon which the sword absorbs into itself
Sword regains 1d4+2 charges every long rest. 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.
Depends on how powerful you want to make it. As a DM, I'd probably require sacrificing a magical weapon to gain charges, with the number of charges based on rarity (first sacrifice includes attunement). I'd probably give 4 charges for a common magic item, 8 for an uncommon magic item, 16 for a rare magic item, and 32 for very rare (as this is would be a legendary item, I wouldn't let it eat other legendary items). Obviously this would adjust the value of each charge for ability use.
 

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Stalker0

Legend
So honestly I don't see any big balance issues here. Personally the summon from anywhere is flavorwise very cool but its not all that powerful in most cases (especially considering its an action to use). I think that can be free.

I think people also overvalue that kind of proning effect. You are giving up 2 attacks worth of damage to do no damage, but only have a chance of proning targets in a small radius. At 10th level nothing really special about that, I mean its useful in some circumstances, but I honestly would even allow that "at-will".

So the real money maker is the area effect, so maybe allow that 3/long rest. The dex save is fine for that, though another option is just to make a single attack roll and apply that to the ACs of all the targets, its a quicker way to resolve that kind of area attack when your using an ability that may see a lot of use.
 

Does the hilt stay the same size, or does it magically shrink to fit as well? If it shrinks, then you can hide it on your person, making it a stealth weapon. If not, it's comically hilarious (appropriate for the genre), since the hilt would be longer than many sheaths.

Str is the more appropriate save. Also, 2 charges and and action to not deal damage isn't very good. I'd probably reduce it to 1 charge, bonus action, or deal some level of damage (half on a save).


Depends on how powerful you want to make it. As a DM, I'd probably require sacrificing a magical weapon to gain charges, with the number of charges based on rarity (first sacrifice includes attunement). I'd probably give 4 charges for a common magic item, 8 for an uncommon magic item, 16 for a rare magic item, and 32 for very rare (as this is would be a legendary item, I wouldn't let it eat other legendary items). Obviously this would adjust the value of each charge for ability use.
- The hilt thing is kind of hilarious and the weapon is more about the 'cool' factor than being stealthy. The barbarian is loud and obnoxious and doesn't use stealth at all. He likes the idea of pulling out a massive sword out of no-where like bugs bunny. So, the huge hilt would be a hit with the player.

- A strength save could work.

- Sacrificing magic items feels pretty punitive given the abilities you are getting(a prone attack and a small AoE). I don't know. Especially given that 90% of magic items recharge for free.
So honestly I don't see any big balance issues here. Personally the summon from anywhere is flavorwise very cool but its not all that powerful in most cases (especially considering its an action to use). I think that can be free.

I think people also overvalue that kind of proning effect. You are giving up 2 attacks worth of damage to do no damage, but only have a chance of proning targets in a small radius. At 10th level nothing really special about that, I mean its useful in some circumstances, but I honestly would even allow that "at-will".

So the real money maker is the area effect, so maybe allow that 3/long rest. The dex save is fine for that, though another option is just to make a single attack roll and apply that to the ACs of all the targets, its a quicker way to resolve that kind of area attack when your using an ability that may see a lot of use.
So, that's two votes to add a bit of something to the Prone Effect. I'd definitely suggest it, especially if we add in the need to sacrifice magic items. Then, using charges should have some oomph to it.

The problem with rolling vs AC is it then opens the possibility of crits (and brutal critical). I'm not sure if it makes it too powerful. It certainly makes it easier to adjudicate and limits dice rolls.
 


My biggest issue with this item, looking at it, is there are too many charges. (I think he's suggesting 12). I don't think you should be able to spam the AoE every round. But maybe I'm over-estimating the power of the AoE?
 

jgsugden

Legend
This might be simpler. It would be the equivalent of a very rare weapon in my game. I would also make it an intelligent weapon.

  • +1 Greatsword
  • 10' Reach
  • Cast Sword Burst at will, 10' radius. Strength is your ability for this spell.
  • Cast Thunderwave at 1st level twice per short rest. Strength is your ability for this spell.
  • When attuned, this blade disappears if the weapon is more than 5 feet away from you for 1 minute or more. It also disappears if you dismiss the blade (no action required). The hilt remains when the blade disappears. You may use a bonus action on your turn to summon the blade from the extradimensional space, and it also returns one minute after you end attunement to the blade, you become (and stay) incapacitated, or you die.
 

Quickleaf

Legend
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 (2 handed, heavy property) This weapon weighs 600lbs
So, the push/drag/lift limit in 5e is usually 30 times Strength score. So to even physically lift this blade we're talking 20 Strength is the minimum required.

According to the core books, when dealing with weapons sized for Large creatures, you suffer disadvantage on your attack rolls. I'd say a 10-foot giant sword doesn't have a compelling reason to forgo that limitation.

Ability- Because of it's weight and size, If you are not attuned to this weapon you can not lift weild it. When attuned, it is considered to have all the properties of a regular Greatsword (weight/damage etc..) and also includes the following:
Ability- The sword fits in any sheath (even a dagger sheath) but when you draw it, it takes on it's full length
Ability - 10-foot reach, one two handed
Sounds to me like – if this was submitted to you by a player – they're thinking that replacing the above limitations I pointed out with "requires attunement" is somehow balancing it out. Frankly, it's not. Not even a little bit.

Not sure what's going on with the one/two-handedness, but this is a two-handed weapon. Period. No ifs ands or buts.

The sword has 12 charges that power the following abilities:
Ability Summon- 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.
Ability Sweep- 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.
Ability Smash- 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.
Hmm. That's a lot of charges. Most magic items have less. But let's see how powerful these abilities are...

Summon is essentially a Pact Blade boon. That's fine.

Sweep can potentially hit up to 24 frickin' targets!!! On top of that, it's circumventing AC to target DEX saves, which is usually a winning proposition for PCs, particularly against the sorts of weaker horde monsters that this ability is optimized against. At least it appears to potentially include friendly fire, but compare this to the 10th level barbarians 2-3 attacks per round, and it's a huuuuge uptick in their damage output in situations involving lots of foes. 12 damage per foe, more if Rage applies to this (language "as your attack action" suggests the intention is that bonus Rage damage would apply) and he can basically clear the field of guards, cultists, goblins, etc. And do it several times a day. I'd strongly suggest reworking this one.

Ability Smash is well balanced against gust of wind, which happens to be a 2nd level spell, so 2 charges is on point.

Attunement: to attune to this weapon, you must sacrifice a magical weapon which the sword absorbs into itself

Sword regains 1d4+2 charges every long rest. 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.

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.

Thanks for your help in advance and any other suggestions are welcome!
Interesting. With that recharge amount, I'd expect it to have 6 charges. That would be more consistent with what's in the DMG.

The "must sacrifice a weapon" stipulation to the recharge is something I'd be careful with, as it's just the sort of think I can see a player wanting to flex to (a) sunder enemies' weapons, and/or (b) destroy a McGuffin weapon. It's an interesting idea, but the narrative feels 'thin' around why and what does that look that.
 

This might be simpler. It would be the equivalent of a very rare weapon in my game. I would also make it an intelligent weapon.

  • +1 Greatsword
  • 10' Reach
  • Cast Sword Burst at will, 10' radius. Strength is your ability for this spell.
  • Cast Thunderwave at 1st level twice per short rest. Strength is your ability for this spell.
  • When attuned, this blade disappears if the weapon is more than 5 feet away from you for 1 minute or more. It also disappears if you dismiss the blade (no action required). The hilt remains when the blade disappears. You may use a bonus action on your turn to summon the blade from the extradimensional space, and it also returns one minute after you end attunement to the blade, you become (and stay) incapacitated, or you die.
Hm...this is good. I like it. The last point is a bit confusing...but I think it's more the wording than the intent.
So, the push/drag/lift limit in 5e is usually 30 times Strength score. So to even physically lift this blade we're talking 20 Strength is the minimum required.

According to the core books, when dealing with weapons sized for Large creatures, you suffer disadvantage on your attack rolls. I'd say a 10-foot giant sword doesn't have a compelling reason to forgo that limitation.


Sounds to me like – if this was submitted to you by a player – they're thinking that replacing the above limitations I pointed out with "requires attunement" is somehow balancing it out. Frankly, it's not. Not even a little bit.

Not sure what's going on with the one/two-handedness, but this is a two-handed weapon. Period. No ifs ands or buts.


Hmm. That's a lot of charges. Most magic items have less. But let's see how powerful these abilities are...

Summon is essentially a Pact Blade boon. That's fine.

Sweep can potentially hit up to 24 frickin' targets!!! On top of that, it's circumventing AC to target DEX saves, which is usually a winning proposition for PCs, particularly against the sorts of weaker horde monsters that this ability is optimized against. At least it appears to potentially include friendly fire, but compare this to the 10th level barbarians 2-3 attacks per round, and it's a huuuuge uptick in their damage output in situations involving lots of foes. 12 damage per foe, more if Rage applies to this (language "as your attack action" suggests the intention is that bonus Rage damage would apply) and he can basically clear the field of guards, cultists, goblins, etc. And do it several times a day. I'd strongly suggest reworking this one.

Ability Smash is well balanced against gust of wind, which happens to be a 2nd level spell, so 2 charges is on point.


Interesting. With that recharge amount, I'd expect it to have 6 charges. That would be more consistent with what's in the DMG.

The "must sacrifice a weapon" stipulation to the recharge is something I'd be careful with, as it's just the sort of think I can see a player wanting to flex to (a) sunder enemies' weapons, and/or (b) destroy a McGuffin weapon. It's an interesting idea, but the narrative feels 'thin' around why and what does that look that.
Regarding your push/lift limit: the point of the 10 foot long sword is for looks. The point of making it weigh 600lbs is to make sure it doesn't work like an immovable rod(only attuned people may use it). It's essentially a polearm that does 2d6 damage with the fluff that it's a giant anime sword. So, if there's a way to word it as such, that's what the intent is. Not being attuned to it makes it unwieldly because it's supposed to be a hilariously, ridiculously sized sword.

Sweep is supposed to be your action. So you can't attack in the same round, or use rage or multiple attacks. It's the same as casting a spell. the damage is 2d6+str. If dex is too strong, then we can use STR as suggested above. Or AC as suggested above but I was afraid of having to deal with crits and I don't want this ability to crit.

I thought it was too many charges too. 12 seems weird.(and too many) 6 to 10 feels more reasonable. Especially if using abilities take 2 charges, you could use each ability once or twice before needing to recharge it. I'd suggested an 'x per long rest' idea instead.
 

NotAYakk

Legend
Here is my rewording and a slight tweak or two:

A giant 10-foot long, +1 Great sword (2 handed, heavy property).

This weapon weighs 600lbs

Because of it's weight and size, if you are not attuned to this weapon you can not wield it. When attuned, it is no heavier or harder to wield than a standard Greatsword to you.

The sword fits in any sheath (even a dagger sheath) but when you draw it, it takes on it's full length. On your turn it has an additional 5 feet of reach.

The sword has 6 charges, and at both midnight and noon regains 1d4 charges. You can expend 1 charge to summon the sword from anywhere in the plain of existence to your hand as an action. In addition, once on your turn when you take the attack action, you can expend 2 charges to replace one attack with either of these two options:
  • You swing the sword in a wild sweep. All creatures within 10' of you take 2d6+strength slashing damage unless they make a dexterity save.
  • You smash the ground and generate a shockwave in a 15' cone. Every creature in the cone must make a dexterity save or be knocked prone.
The DC for these saves is equal to 8 plus your proficiency and strength bonus.

If you expend the last charge, the weapon regains it full weight until recharged.
 

Shiroiken

Legend
- Sacrificing magic items feels pretty punitive given the abilities you are getting(a prone attack and a small AoE). I don't know. Especially given that 90% of magic items recharge for free.
As I said, it depends on how powerful you want this to be. As is, it really doesn't need a sacrifice at all, except for the initial attunement (and maybe not even then).
 

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