In Mythological Figures & Maleficent Monsters, we also include some important magical artifacts. Here's THE magical artifact.
Max dice actually maintains balance better. It's more damage on average of course, but it doesn't push the numbers into a weird place by way of sheer luck. Remember that the wielder of this sword is likely to be making 3 or 4 attacks per round, increasing the chances of unusual results. If the True King of Britain is a champion fighter half orc, extra dice starts to get really wonky.Also max dice? Just make it deal an extra 1d8 (1d10 if two handed). Who wants to roll fewer dice!
If your sword deals +1d8 slashing damage, that extra dice doesn't get added by the half orc feature.Max dice actually maintains balance better. It's more damage on average of course, but it doesn't push the numbers into a weird place by way of sheer luck. Remember that the wielder of this sword is likely to be making 3 or 4 attacks per round, increasing the chances of unusual results. If the True King of Britain is a champion fighter half orc, extra dice starts to get really wonky.
Maybe so. Maybe not.Any stats for watery tarts?
The sword has three charges when it is found. The wielder may expend a charge to cast one of the following spells:
At the start of each day, Excalibur will recharge 1d4 charges until it has 3 charges again. Should the player roll more than 3, then sword will regain only enough charges until it has 3, and three is the number of charges it will have.
- Detect Coconuts in Temperate Climate
- Repress the Masses (or Mass Repression)
- Defy the French
Thou shalt not count 2 charges, unless you are in the process of continuing to count to 3, which is the specified number. Once the sword has three charges, do not bother proceeding to 4.
5 is completely out of the question, as it is much higher than 3, being the holiest of numbers...
It's very much the Holy Grail of magic swords.
Is speaking the command word a free action? Guess so, but doesn't specify.
I think you should run your manuscript through and catch all such unclarities
If your sword deals +1d8 slashing damage, that extra dice doesn't get added by the half orc feature.
It does get multiplied on a critical. But 1d8 maximized on a critical is 2d8 maximized, which is 16; 2d8 critical is 4d8 with is 18, pretty much the same.
Fixed damage is great for minor monsters, but give players (and DMs on boss monsters) dice to roll. Because rolling dice is fun.
Just say no to +4 items.
It is easy, boring, and mechanically stronger than other less boring choices. You can make crazy items that are still bounded by +3.
Oh, we have Mjolnir!I think it makes sense for truly legendary items - like Excalibur. I'd even consider doing +5 for god-like items, like Mjolnir.
I mean, why not? This is fantasy.
You can make it legendary without that.I think it makes sense for truly legendary items - like Excalibur. I'd even consider doing +5 for god-like items, like Mjolnir.
I mean, why not? This is fantasy.
You can make it legendary without that.
A +3 to hit weapon that deals +2d8 slashing is ridiculously awesome, but doesn't break the +3 accuracy cap.
Vs AC 30 at level 20 with 29 str and +6 prof (+15 to hit, +13+2(duelist) to damage), a longsword +4 does 1d8+19 damage per hit (23.5), +1d8(4.5) from crit, hits 30% crits 5% for 7.3 damage per swing.
A +3 to hit +2d8 damage sword is +14 to hit, 3d8+15 (28.5) damage per swing, +3d8 (13.5) on crit. Hits 25% crits 5% for 7.8 damage per swing.
Replacing +1 to hit +4 to damage with +2d8 slashing on a long sword barely moved the DPR (0.5 per swing).
In some situations the damage will be better, in others the accuracy. But by accepting the rule that +3 is as high as it goes, you don't break a core assumption of 5e. Why do so needlessly? There are so many more fun ways to make a legendary weapon awesome.