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Custom Magic Item: Balance Issues?
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<blockquote data-quote="Worrgrendel" data-source="post: 8046476" data-attributes="member: 6801210"><p>I have been replaying all the old Baldur's Gate games on my Nintendo Switch and came across one of the magic items in the game that gave me a good idea for a custom magic item in one of my campaigns and wanted to get your thoughts on it for balance reasons. So without further ado:</p><p></p><p>The Hydra + 2</p><p></p><p><em>Weapon (flail), very rare (requires attunement)</em></p><p></p><p>The three heads of this flail look like dragon heads, giving the weapon its fearsome name. As the wielder swings the weapon, its heads seem to blur and divide until a mass of hydra heads whips from the end of the chain. When the wielder ceases attacking, the weapon reverts to its original appearance.</p><p></p><p>This weapon contains 7 charges. While holding it, you can use a bonus action to speak its command word and expend 1 or more charges. For the next minute, for each charge spent, an extra flail head grows from the weapon and the wielder takes a cumulative -1 penalty to hit for each charge spent and the weapon does an additional 1d4 piercing damage per charge on a hit.</p><p></p><p>The weapon regains 1d6+1 expended charges daily at dawn. If you expend the weapons last charge, roll a d20. On a 1, the weapon loses all charges and becomes a Flail +2.</p><p></p><p></p><p></p><p>Design notes:</p><p></p><p>The cumulative -1 penalty to hit represents the more heads growing out of the flail, the more unwieldy the weapon becomes. The +1d4 bonus damage per charge spent correlates in a similar manner to the Great Weapon Master feat. The feat is -5 to hit for +10 to damage while The Hydra, if a similar amount of charges are spent for the -5 to hit penalty, will get +5d4 bonus damage which averages out to 12.5 damage. Very close, but slightly better. The trade off is that this weapon takes up one of your attunement slots and there is always the chance of blowing that last charge and losing its special ability forever. Plus, depending on the number of charges spent, this ability will not be available throughout the adventuring day like Great Weapon Master will be as you have a limited number of charges, and depending on your die roll each dawn, you may not have the full allotment of charges available each adventuring day. The change to piercing damage was just flavor of the extra heads biting the target.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Worrgrendel, post: 8046476, member: 6801210"] I have been replaying all the old Baldur's Gate games on my Nintendo Switch and came across one of the magic items in the game that gave me a good idea for a custom magic item in one of my campaigns and wanted to get your thoughts on it for balance reasons. So without further ado: The Hydra + 2 [I]Weapon (flail), very rare (requires attunement)[/I] The three heads of this flail look like dragon heads, giving the weapon its fearsome name. As the wielder swings the weapon, its heads seem to blur and divide until a mass of hydra heads whips from the end of the chain. When the wielder ceases attacking, the weapon reverts to its original appearance. This weapon contains 7 charges. While holding it, you can use a bonus action to speak its command word and expend 1 or more charges. For the next minute, for each charge spent, an extra flail head grows from the weapon and the wielder takes a cumulative -1 penalty to hit for each charge spent and the weapon does an additional 1d4 piercing damage per charge on a hit. The weapon regains 1d6+1 expended charges daily at dawn. If you expend the weapons last charge, roll a d20. On a 1, the weapon loses all charges and becomes a Flail +2. Design notes: The cumulative -1 penalty to hit represents the more heads growing out of the flail, the more unwieldy the weapon becomes. The +1d4 bonus damage per charge spent correlates in a similar manner to the Great Weapon Master feat. The feat is -5 to hit for +10 to damage while The Hydra, if a similar amount of charges are spent for the -5 to hit penalty, will get +5d4 bonus damage which averages out to 12.5 damage. Very close, but slightly better. The trade off is that this weapon takes up one of your attunement slots and there is always the chance of blowing that last charge and losing its special ability forever. Plus, depending on the number of charges spent, this ability will not be available throughout the adventuring day like Great Weapon Master will be as you have a limited number of charges, and depending on your die roll each dawn, you may not have the full allotment of charges available each adventuring day. The change to piercing damage was just flavor of the extra heads biting the target. Thoughts? [/QUOTE]
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