D&D 5E MAGIC ITEM: First Betrayer's Tail

Keaggan

Game Master
Hello everyone. Need some feedback on this magic item I made for one of my players. I make unique items (legendary relic level) that grow with each player through the campaign. A bit of background on the PC that is getting is a Sorcerer that had to permanently sacrifice 4 spell slots to acquire the item. I also don't allow multiclassing so they won't be going into a martial class. I'd love to hear your thoughts on the item.

Betrayer's Tail: (requires attunement) A leathery black whip with small barbs running down its length before splitting into three small tendrils. The handle has red fur covering the bottom along with four runes written in Abyssal that siphon power. Each one can trap an essence in it. The Betrayer's Tail moves and dances with your current emotional state like an animal's tail. Finesse Weapon, Reach Weapon, Crits on 19-20

Damage: 2d6 Slashing + 1d6+Cha Fire

Spiteful Snap: On a critical hit cast any cantrip that requires an attack roll. The target doesn't have to be the one you hit, it can be anything within range.

The Embrace: Once per day use your action to sense a target's abilities and activate The Embrace ritual to steal a spell or spell-like ability from a living target within 120ft. As you concentrate, the whip binds your soul to a single target. (Concentration) While bound as an Action you may use the spell/spell-like ability you are attempting to drain. Upon the target's death, a piece of their essence is ripped out along with the power and stored within one of the four Abyssal runes on the whip. At the end of each of your turns, you take 1d10+5 Necro damage. This can't be reduced and does not break your concentration. You cannot be healed while bound.

Whip Cast:
As an action spend a charge to cast a spell. You start every day (either a long rest OR every 24 hours) with 4 charges.

Sacrificial Power: Permanently sacrifice a spell slot to increase a single rune's capacity to two. Each rune demands increasingly more to be sacrificed. Spell Slots: 1st, 2nd, 4th, 6th.
 

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neogod22

Explorer
Hello everyone. Need some feedback on this magic item I made for one of my players. I make unique items (legendary relic level) that grow with each player through the campaign. A bit of background on the PC that is getting is a Sorcerer that had to permanently sacrifice 4 spell slots to acquire the item. I also don't allow multiclassing so they won't be going into a martial class. I'd love to hear your thoughts on the item.

Betrayer's Tail: (requires attunement) A leathery black whip with small barbs running down its length before splitting into three small tendrils. The handle has red fur covering the bottom along with four runes written in Abyssal that siphon power. Each one can trap an essence in it. The Betrayer's Tail moves and dances with your current emotional state like an animal's tail. Finesse Weapon, Reach Weapon, Crits on 19-20

Damage: 2d6 Slashing + 1d6+Cha Fire

Spiteful Snap: On a critical hit cast any cantrip that requires an attack roll. The target doesn't have to be the one you hit, it can be anything within range.

The Embrace: Once per day use your action to sense a target's abilities and activate The Embrace ritual to steal a spell or spell-like ability from a living target within 120ft. As you concentrate, the whip binds your soul to a single target. (Concentration) While bound as an Action you may use the spell/spell-like ability you are attempting to drain. Upon the target's death, a piece of their essence is ripped out along with the power and stored within one of the four Abyssal runes on the whip. At the end of each of your turns, you take 1d10+5 Necro damage. This can't be reduced and does not break your concentration. You cannot be healed while bound.

Whip Cast:
As an action spend a charge to cast a spell. You start every day (either a long rest OR every 24 hours) with 4 charges.

Sacrificial Power: Permanently sacrifice a spell slot to increase a single rune's capacity to two. Each rune demands increasingly more to be sacrificed. Spell Slots: 1st, 2nd, 4th, 6th.

So the issue is when people make magic items they make them too powerful. When making magic items, here are a few questions you should ask; Who is this item for? What abilities will they already have when they get the item? Will it break the game? Will it give the weilder an unfair advantage compared to the other player?

Who is this item for? It looks like a warlock, sorcerer, or bard would really get the most out of it but, most spell casters can't use martial weapons.

Is the damage too high? This weapon does 3d6+STR or DEX+CHA. Not to mention it crits on a 19-20 and it casts an attack cantrip. In the hands of warlocks, that's up to 4d10 more + CHA×4. The damage is way too high.

The Embrace ability is too powerful and poorly worded. If I were to fix it it probably should be on a successful melee attack, and make it a bonus action to activate the ability. It should only be able to steal an active spell casting ability the opponent is using, not "let's scroll through the list of abilities a creature has and choose one," and they should be able to get a saving throw. It doesn't mention what happens when a creature dies, (I think the spell should end), and with the damage the caster takes, they might not use it at all.

Whip Cast - poorly worded, should have a list of spells the whip can cast, and probably should cost a different amount of points like staves and wands do, with a spell DC for the item. And the spells should never go above 5th level.

Sacrificial Power - no one will ever use this. Sacrificing permanent spell slots is too costly for any caster.
 


jgsugden

Legend
So, if you use the Embrace ability on a target, you can't be healed and take ~10 damage per round. That will kill the PC pretty quickly if an enemy flees (teleportation, goes in a room, etc...)

I'm unclear on what they can cast with Whip Cast. Any spell they've stolen? So if they get someone with Wish, they can just cast wish four times? Or do you have to give up your 9th level slot to be able to store the 9th level spell?
 

Keaggan

Game Master
Thank you all for the awesome feedback. I've made some revisions, cleaned up some wording, and got rid of a few bits.


Betrayer's Tail: (requires attunement) A leathery black whip with small barbs running down its length before splitting into three small tendrils. The handle has red fur covering the bottom along with four runes written in Abyssal that siphon power. Each one can trap an essence in it. The Betrayer's Tail moves and dances with your current emotional state like an animal's tail. Finesse Weapon, Reach Weapon, Crits on 19-20

Damage: 2d6 Slashing + 1d6+Cha Fire

Spiteful Snap: On a critical hit cast any cantrip that requires an attack roll. The target doesn't have to be the one you hit, it can be anything within range.

Traitorous Embrace: Once per day use your action to sense a target's abilities and activate The Embrace ritual to steal a spell or spell-like ability from a living target within 120ft. As you concentrate, the whip binds your soul to a single target. (Concentration) While bound as an Action you may use the spell/spell-like ability you are attempting to drain. Upon the target's death, a piece of their essence is ripped out along with the power and stored within one of the four Abyssal runes on the whip. At the end of each of your turns, you take 1d10+5 Necro damage. This can't be reduced and does not break your concentration. You cannot be healed while bound.

Whip Cast:
As an action spend a charge to cast a spell/ability stored in the whip. You start every day (either a long rest OR every 24 hours) with 4 charges.

Sacrificial Power: Permanently sacrifice a spell slot to increase a single rune's capacity to two. Each rune demands increasingly more to be sacrificed. Spell Slots: 1st, 2nd, 4th, 6th.
 

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