D&D 5E Weapon attuned to Mechanis trouble sector

ElterAgo

Explorer
Ok, got a wierd question here.

So apparently there is some stranger artificer / steampunk-esque plane called Mechanis. One of the characters in my game has hired an experienced weapon master artificer to design then build a versatile form changing weapon tied and attuned to the plane of Mechanis. Specifically some specific sector that causes trouble by obeying the letter of the law to extremis I think. I forget what he called it. Waiting on clarification on that.

Our campaign has literally nothing to do with Mechanis, this is for character development reasons. He's trying to get out from under the thumb of some unknown god. I think the PC plans to either use this to help him become associated with that plane instead of the god or to escape to that plane away from the god's power. Not sure which yet (not sure he has actually decided yet). The character is an 8th level Tiefling bard 4 / sorcerer (divine) 4

So I'm looking for ideas.
First off, I know nothing about Mechanis. When the character began speaking with the artificer was quite literally the first time I had ever heard of it. So any links to some background info or a quick summary would be extremely helpful.
Second, ideas on a weapon appropriate to the future level, effort, and wealth put into getting it. During the bargaining; he mentioned some kind of bracer claw blade that could change into a hammer type weapon, a hidden spring blade that also be launched, shoot fire/lightning, or a weapon that could be changed into some kind of force spell shield. He is giving the artificer (me the DM) a lot of leeway to see what I can come up with. I don't think he has anything in particular in mind. He just wants something really unique.
Third, the PC will (of course) need to procure some rare/unique resource to build such a weapon and ensure it is attuned to the specific sector of Mechanis. Any ideas on what he should have to find? I don't think he will be at all upset if this takes him a good while (several levels) just to get the stuff. Let alone crafting time.

Thanks in advance.
 
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Mechanus, the lawful neutral plane in the Great Wheel cosmology, is the home of the modrons. It was originally 'known' as Nirvana.

While I'm not sure off the top of my head what particular weapon type would be most fitting for it, I think it'd be a hoot if it always did a predictable and average amount of damage - rather than 2d6+2 or 1d8 or whatever, it always does exactly 11 points of damage.
 

jgsugden

Legend
First suggestion: Talk to the player more, outside the game time, to understand what they're interested in doing. There has been a lot published in D&D lore, and some of it contradicts, so understanding where the player is coming from and wants to go is important. If they have drawn inspiration from something, give that something a 5 minute google search.

Second suggestion: Don't give them exectly what they seek, but instead look for a fun way to put a spin on it that will be interesting for them to explore.

Here is how I might approach the situation based only on what you've posted above: The PC is 12th level and this is going to be an iconic piece of equipment for them, so I would say something on par with a very rare or legendary weapon might be very appropriate. I would make it hard to obtain, but very useful once obtained. To that end, I might draw inspiration from a Steam Punk Rod of Lordly Might.

Button 1: +3 Warhammer.
Button 2: +3 Bracer Claw (as dagger, but can't be dropped and perhaps does extra damage against a type of creature like Slaads)
Button 3: +3 Spring Blade (As Heavy Crossbow or short sword)
Button 4: A dish shaped object that shoots 4d8 fire or lighting damage blasts as an action at a range of 90 feet.
Button 5: A tower shield that grants him 3/4 cover in one direction (decided when used) until he moves (at which time it folds up).
Button 6: The rod resumes normal form and can be used as an implement granting +2 bonus to spell attacks.

I'd then make it an intelligent weapon with a Lawful Neutral alignment. It would be a former higher level Modron that was twisted into this form. It would have a goal that it would push the PC to achieve - and once that goal is achieved, the item would cease to exhibit its intelligence having completed the task it was assigned to do.
 

Mechanus is a plane devoted to order and balance. It has no real artificer/steampunk connection: the closest its gets to that are the turning cogs that are a representation of Order in it. Inventing (creating something new) an item that changes its form seems pretty anti ethical to Mechanus.
If you want a weird and wonderful morphing weapon, and your campaign is set within the Forgotten Reams, maybe some worshipper of Gond would be a better idea.

If you want to stick with mechanus and go ahead with the item, you could make it fit better by making the transformations very predictable. (A different one every round, but always the same sequence) perhaps?
Ersetzphil's suggestion of dealing a set amount of damage rather than rolling any dice is a good idea
 

ElterAgo

Explorer
First suggestion: Talk to the player more, outside the game time, to understand what they're interested in doing. There has been a lot published in D&D lore, and some of it contradicts, so understanding where the player is coming from and wants to go is important. If they have drawn inspiration from something, give that something a 5 minute google search.
Player happened to call me a short while ago and we discussed some more. He has been playing up the fact that he doesn't like be 'chained' to the goddess Everlight. He has decided death will be the only freedom. If he is resurrected, that is still done by the divine and the bond will still probably be there. So he is going to have a wizard grow him a clone. He will have the artificer weapon lodged in the compartment so the clone 'grows' with it close. The PC believes that will break the connection. Then when he dies and moves into the new weapon, he will have an attachment to Mechanis. (Effectively changing from a divine sorcerer to a clockwork sorcerer.) I love the effort he is going to with this PC background.
 

NotAYakk

Legend
Mechanus is a plane of order and clockwork.

I like the view of them as a bunch of increasingly complex mechanical golems, ruled by the prime. Traditionally they dwallers are shape based, with more sides = higher complexity.

A cute bit of lore I like is that they tried to tame limbo by planting a self-replicating creature of order there, and the result was the Slaad, a self replicating form-locked infection agent that is extremely dangerous.

...

Stealing from girl genius, a sword called "Archimedes Lever" or a mace called "The Platonic Solid" would be fun.

...

Another fun bit of lore might be that the Prime sees the advantage of independent thought, but also its danger. The experiment with the Slaad shows how using biological technology can backfire when exposed to chaos. So maybe attempting to make biologicals use mechanus golem technology?

I'm thinking an artificial arm. With maybe a few settings that project an object made out of force

0 is a hand
1 is a staff
2 is a whip
3 is a shield

The number is the number of 'pieces' the force extension is made out of. The shield is a triangle, the whip bends at both the hand and half way along it, and the staff is a rigid line.
 

pukunui

Legend
I think it'd be a hoot if it always did a predictable and average amount of damage - rather than 2d6+2 or 1d8 or whatever, it always does exactly 11 points of damage.
Ersetzphil's suggestion of dealing a set amount of damage rather than rolling any dice is a good idea
I had the same thought, and there is some precedent for it. For instance, there's the Law of Averages optional rule from the DMG for the plane of Mechanus that states "While on Mechanus, creatures always use the average damage result for attacks and spells. For example, an attack that normally deals 1d10 + 5 damage always deals 10 damage on Mechanus."

There's also the clockwork amulet from Xanathar's, which is "powered by magic from Mechanus, a plane of clockwork predicability." The amulet is a common magic item lets you "take 10" on an attack roll once per day.

Player happened to call me a short while ago and we discussed some more. He has been playing up the fact that he doesn't like be 'chained' to the goddess Everlight. He has decided death will be the only freedom. If he is resurrected, that is still done by the divine and the bond will still probably be there. So he is going to have a wizard grow him a clone. He will have the artificer weapon lodged in the compartment so the clone 'grows' with it close. The PC believes that will break the connection. Then when he dies and moves into the new weapon, he will have an attachment to Mechanis. (Effectively changing from a divine sorcerer to a clockwork sorcerer.) I love the effort he is going to with this PC background.
I can appreciate the effort the player is going to in order to create an in-game justification for wanting to switch his sorcerer subclass from divine soul to clockwork. Very cool. However, I'm not really seeing why he needs to also have a powerful magic item on top of that. That said, you're the DM, so if you're cool with it, then don't let me stop you!

I do agree with the poster above who says that a changeable magic item doesn't fit the theme of Mechanus.

Might I suggest having a look at the various modron abilities and seeing if perhaps you could come up with a magic item that duplicates one of their traits? Perhaps it's even a piece of a broken modron.
 

Might I suggest having a look at the various modron abilities and seeing if perhaps you could come up with a magic item that duplicates one of their traits? Perhaps it's even a piece of a broken modron.
Oh, that’s a neat idea - maybe a +1 shield made from half of a monodrone that gives you:

“Axiomatic Mind: The bearer can’t be compelled to act in a manner contrary to its nature or its instructions.”
 

ElterAgo

Explorer
Ok, I'm liking a lot of this.

  • I agree not random morphing, but I do like the set sequence. Something like when activated is shoots a spike. Then next round as a bonus action it shoots a cone of fire, Then on the third round as a bonus action is casts a shield spell. Something like that. When not activated is just an adamantine fist/club. That seems very clockwork-esque.
  • Similarly, I like the constant damage for the special powers.
  • I also like the basing the abilities on the type of Modron it is infused with.
  • I think it could used the body of a modron but be even more powerful/intelligent if he can get a modron to agree with merging into the weapon. But then yes, it would have some task it desires to perform.
  • I will check with him about replacing a body part. If I was player, I would love that. I don't know if he would find that too ickky or not.
  • I will have to think about a bonus to a specific type of chaotic creature. If I pick something that doesn't hardly ever show up in that campaign (currently zero Sladdi), it would be a waste. If it is something that is too common it might be too powerful.
 
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ElterAgo

Explorer
...
I can appreciate the effort the player is going to in order to create an in-game justification for wanting to switch his sorcerer subclass from divine soul to clockwork. Very cool. However, I'm not really seeing why he needs to also have a powerful magic item on top of that. ...
Each of the PC's has something special/unique they are working with or working toward.
One of them has a ancient semi-artifact blade that is slowly waking up. As he gains levels, it is gaining more powers. But it is also trying to get him to do things.
The third PC is trying to get his PC turned into some kind of undead that is still functional as a party member and not under the control of the undead that created him.
 

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