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.