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Custom Magic Item: Balance Issues?
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<blockquote data-quote="Hawk Diesel" data-source="post: 8046885" data-attributes="member: 59848"><p>What about this?</p><p></p><p>The Hydra</p><p></p><p><em>Weapon (flail), very rare (requires attunement)</em></p><p></p><p>At first glance, this flail looks and functions as any normal flail, though the chain and flail head are stylized to look like a sleeping serpent. However, you can use a bonus action to speak a command word, activating the weapon. Doing so causes the flail head to come to life, and sprout two additional heads. The fall's damage changes from bludgeoning to piercing damage due to the flail biting. In addition, the flail deals an additional 2d8 poison damage. This poison is so potent that those normally immune to poison damage still take half the poison damage.</p><p></p><p>If you score a critical hit while wielding this flail, an additional head sprouts, increasing the poison damage by 1d8 for each additional head.</p><p></p><p>These heads remain until you use a bonus action to speak the command word again or you drop or sheath the flail.</p><p></p><p>The number of additional heads the flail sprouts when the command word is spoken resets to two each dawn.</p><p></p><p>Reasoning: This brings it more in comparison with the flame tongue. I chose poison damage because the original myth of the hydra said it was very poisonous. This is also the reason I increased the poison damage die, as it is such a commonly resisted damage type and many are outright immune. But I also thought hydra poison should be more poisonous than normal.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 8046885, member: 59848"] What about this? The Hydra [I]Weapon (flail), very rare (requires attunement)[/I] At first glance, this flail looks and functions as any normal flail, though the chain and flail head are stylized to look like a sleeping serpent. However, you can use a bonus action to speak a command word, activating the weapon. Doing so causes the flail head to come to life, and sprout two additional heads. The fall's damage changes from bludgeoning to piercing damage due to the flail biting. In addition, the flail deals an additional 2d8 poison damage. This poison is so potent that those normally immune to poison damage still take half the poison damage. If you score a critical hit while wielding this flail, an additional head sprouts, increasing the poison damage by 1d8 for each additional head. These heads remain until you use a bonus action to speak the command word again or you drop or sheath the flail. The number of additional heads the flail sprouts when the command word is spoken resets to two each dawn. Reasoning: This brings it more in comparison with the flame tongue. I chose poison damage because the original myth of the hydra said it was very poisonous. This is also the reason I increased the poison damage die, as it is such a commonly resisted damage type and many are outright immune. But I also thought hydra poison should be more poisonous than normal. [/QUOTE]
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Custom Magic Item: Balance Issues?
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