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Shatterspike in 5E: breaking an enemy's weapon
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<blockquote data-quote="Goober4473" data-source="post: 7072136" data-attributes="member: 6675240"><p>In my own conversion of this adventure a while back, this is what I came up with for Shatterspike, since there's no standard "sunder" option.</p><p></p><p><strong>Shatterspike (Rare).</strong> Taken from a dead paladin in the Sunless Citadel, Shatterspike is an heirloom of another age. It a +1 longsword, and on a hit, the wielder can choose to break an item instead of dealing damage. On a critical hit, the wielder can choose to both deal damage and break an item. The item must be held or obviously worn. Armor and large pieces of clothing cannot be targeted in this way. A non-magical item or a common magic item is automatically destroyed. A magic item that is Uncommon or higher gets a DC 10 Charisma save to resist. If it is not intelligent, it uses its wielder's Charisma bonus (if positive). Rare items get +2 to this save, Very Rare get +4, Legendary get +6, and Artifacts are immune.</p><p></p><p>It worked out quite well. One player kept it through level 20, ultimately exchanging it for a scimitar of speed found in Nightfang Spire, but keeping it for utility purposes like smashing locks. It was a lot of fun.</p></blockquote><p></p>
[QUOTE="Goober4473, post: 7072136, member: 6675240"] In my own conversion of this adventure a while back, this is what I came up with for Shatterspike, since there's no standard "sunder" option. [B]Shatterspike (Rare).[/B] Taken from a dead paladin in the Sunless Citadel, Shatterspike is an heirloom of another age. It a +1 longsword, and on a hit, the wielder can choose to break an item instead of dealing damage. On a critical hit, the wielder can choose to both deal damage and break an item. The item must be held or obviously worn. Armor and large pieces of clothing cannot be targeted in this way. A non-magical item or a common magic item is automatically destroyed. A magic item that is Uncommon or higher gets a DC 10 Charisma save to resist. If it is not intelligent, it uses its wielder's Charisma bonus (if positive). Rare items get +2 to this save, Very Rare get +4, Legendary get +6, and Artifacts are immune. It worked out quite well. One player kept it through level 20, ultimately exchanging it for a scimitar of speed found in Nightfang Spire, but keeping it for utility purposes like smashing locks. It was a lot of fun. [/QUOTE]
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