ogre
First Post
I created 2 artifacts specifically for 2 players I GM for. (If you are one of them, go away! ;-)
I was hoping to get some feedback here, on if you think they are equally balanced. I can't seem to look at them objectively. I guess that's because I made them, and they break the normal rules for building magic weapons and I can't effectively apply a point system.
Assuming you had the perfect character that could use one or the other of these, is there one you think would be more powerful or better than the other?
Tempest
+5 Long Sword: Enhancement bonus to hit and damage
Keen: This weapon doubles its threat range. (17-20)
“FURY” Upon utterance of the command word this weapon is sheathed in fire, acid and electricity
1) The fire does not hurt its wielder, but deals +1d6 points of bonus fire damage to opponents.
2) The acid does not hurt its wielder, but deals +1d6 points of bonus acid damage to opponents.
3) The electricity does not hurt its wielder, but deals +1d6 points of bonus electricity damage to opponents.
Enhanced Thundering : Upon a successful critical hit a thundering sonic blast erupts from the blade. This affect functions the same as the spell Sound Burst (pg 254 PHB) 10’r, 1d8 damage, WILL save DC 14 + CHA mod of wielder. This power does not affect the wielder.
“TEMPEST STORM” Once per day the wielder can invoke the Tempest Storm. Range: 100ft. +10ft./level, Area: 30’x30’ cube, Save: Ref half DC20, Duration: 3 rounds
Everything within the Storm takes 4d6 damage from each: fire, electrical and acid.
Bow of Ehlonna
The thin yew arch of this sleek bow is misleading, as it is mighty enough to accommodate a Str bonus of up to +6.
+5 Mighty Long Bow: Enhancement bonus to hit and damage.
“SHINE” Upon utterance of the command word this weapon glows in a white radiance, which sheds light in a 40’ radius. The following functions will be available while the Bow of Ehlonna is in Shine mode.
1) Searing Burst:
Arrows fired from the Bow of Ehlonna glow like the sun.
An arrow deals +1d8 points of bonus damage to opponents.
Undead creatures take +2d6 points
Undead creatures particularly vulnerable to sunlight, such as vampires take +2d8 points and can now be struck with a critical hit! (Any effects other than HP damage may not apply, subject to the DMs discretion)
Constructs and other similar objects/creatures take +1d6 points.
2) Sunbeam:
Once per day the wielder can call forth a dazzling beam of intensely hot light. One beam per round for one round + 1 round per point of the wielders Cha mod. Same as the spell Sunbeam. Pg 261 PHB
“THORNS” Upon utterance of the command word this weapon becomes rough and dark, resembling a thick thorny vine. The following functions will be available while the Bow of Ehlonna is in Thorns mode.
3) Piercing Thorns:
Arrows fired from the Bow of Ehlonna become long, sharp thorns that fly through the air without making even a whisper of sound.
All arrows are considered keen.
Natures poison: Terinav Root- The poison does not hurt its wielder, but deals 1d6 points of Dex damage, DC16 Fort save. (No secondary damage). The poison can only affect a creature so much in a given round. Increase the DC by +2 for every addition hit, rolling one saving throw after all hits are rolled and hit point damage is applied.
Critical hits do +1d6 points of Dex damage each and add +4 to the save DC.
4) BowEant:
Once per day the wielder can transmute the bow into a Treant of Gargantuan size.
HD: 20, HP 200, AC 22, 2 Slam attacks +17 for 2d8+13
Fort: 14, Ref: 2, Will: 7, Str: 37, Dex: 8, Con: 25, Int: 15, Wis: 15, Cha: 15.
See spell Changestaff (Pg 183 PHB) for activation and limitations with the following exceptions: It is alive and intelligent, but otherwise obeys. If reduced to 0 hit points the bow will fall inert of ALL functions (retains +5 though) until the following dawn. When it is exposed to the morning sunlight it regains ALL functions once again.
edit- included pic of Tempest, clarified intent
I was hoping to get some feedback here, on if you think they are equally balanced. I can't seem to look at them objectively. I guess that's because I made them, and they break the normal rules for building magic weapons and I can't effectively apply a point system.
Assuming you had the perfect character that could use one or the other of these, is there one you think would be more powerful or better than the other?
Tempest
+5 Long Sword: Enhancement bonus to hit and damage
Keen: This weapon doubles its threat range. (17-20)
“FURY” Upon utterance of the command word this weapon is sheathed in fire, acid and electricity
1) The fire does not hurt its wielder, but deals +1d6 points of bonus fire damage to opponents.
2) The acid does not hurt its wielder, but deals +1d6 points of bonus acid damage to opponents.
3) The electricity does not hurt its wielder, but deals +1d6 points of bonus electricity damage to opponents.
Enhanced Thundering : Upon a successful critical hit a thundering sonic blast erupts from the blade. This affect functions the same as the spell Sound Burst (pg 254 PHB) 10’r, 1d8 damage, WILL save DC 14 + CHA mod of wielder. This power does not affect the wielder.
“TEMPEST STORM” Once per day the wielder can invoke the Tempest Storm. Range: 100ft. +10ft./level, Area: 30’x30’ cube, Save: Ref half DC20, Duration: 3 rounds
Everything within the Storm takes 4d6 damage from each: fire, electrical and acid.

Bow of Ehlonna
The thin yew arch of this sleek bow is misleading, as it is mighty enough to accommodate a Str bonus of up to +6.
+5 Mighty Long Bow: Enhancement bonus to hit and damage.
“SHINE” Upon utterance of the command word this weapon glows in a white radiance, which sheds light in a 40’ radius. The following functions will be available while the Bow of Ehlonna is in Shine mode.
1) Searing Burst:
Arrows fired from the Bow of Ehlonna glow like the sun.
An arrow deals +1d8 points of bonus damage to opponents.
Undead creatures take +2d6 points
Undead creatures particularly vulnerable to sunlight, such as vampires take +2d8 points and can now be struck with a critical hit! (Any effects other than HP damage may not apply, subject to the DMs discretion)
Constructs and other similar objects/creatures take +1d6 points.
2) Sunbeam:
Once per day the wielder can call forth a dazzling beam of intensely hot light. One beam per round for one round + 1 round per point of the wielders Cha mod. Same as the spell Sunbeam. Pg 261 PHB
“THORNS” Upon utterance of the command word this weapon becomes rough and dark, resembling a thick thorny vine. The following functions will be available while the Bow of Ehlonna is in Thorns mode.
3) Piercing Thorns:
Arrows fired from the Bow of Ehlonna become long, sharp thorns that fly through the air without making even a whisper of sound.
All arrows are considered keen.
Natures poison: Terinav Root- The poison does not hurt its wielder, but deals 1d6 points of Dex damage, DC16 Fort save. (No secondary damage). The poison can only affect a creature so much in a given round. Increase the DC by +2 for every addition hit, rolling one saving throw after all hits are rolled and hit point damage is applied.
Critical hits do +1d6 points of Dex damage each and add +4 to the save DC.
4) BowEant:
Once per day the wielder can transmute the bow into a Treant of Gargantuan size.
HD: 20, HP 200, AC 22, 2 Slam attacks +17 for 2d8+13
Fort: 14, Ref: 2, Will: 7, Str: 37, Dex: 8, Con: 25, Int: 15, Wis: 15, Cha: 15.
See spell Changestaff (Pg 183 PHB) for activation and limitations with the following exceptions: It is alive and intelligent, but otherwise obeys. If reduced to 0 hit points the bow will fall inert of ALL functions (retains +5 though) until the following dawn. When it is exposed to the morning sunlight it regains ALL functions once again.
edit- included pic of Tempest, clarified intent
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