BRKNdevil
2014-09-14, 08:00 AM
That i will introduce to the players at around level 3 and 4 and i want some more input. They are all based around attunement and i was wondering if they are too powerful for what they do or to weak for the fact that they cost an attunement slot. I was also slowly going to let them grow in power as the characters in question level up. The weapons are for a rogue, a barbarian, and a monk
Vulkoor’s Stinger
Artifact Rapier
2d4/P Light, Finesse
At First glance it’s a well-made rapier with a plain guard of drow make that is covered in something that dulls the color and shine of the blade. Even the Magic Aura seems faint when looked at with magic
A holy relic to some evil elves, supposedly made from a part of Vulkoor and gains powers by his blessings. Expect adherents to do ANYTHING for it
Grows in power with the User’s Character Level
Attuned
You gain Dueling, Defense, Two-Weapon Fighting
D u e l in g
When you are wielding a melee w eapon in one hand and
no other w eapons, you gain a +2 bonus to damage rolls
with that weapon.
T w o -W e a p o n F ig h t in g
When you engage in two-weapon fighting, you can add
your ability modifier to the damage o f the second attack.
All the following can be done in any combination as a bonus action:
By sacrificing one of regenerating hit dice you can apply a poison made of shadow to the blade for 10 minutes. The poison’s DC grows by 1 with each consecutive strike that the target succeeds till failure.
On Hit, the target of the attack rolls a CON saves with a DC of 10+Prof. Bonus. On a Failed save the target gains poisoned status
By sacrificing one of regenerating hit dice you can add 1d6/per hit dice sacrificed Sneak Attack Dice to your attack as a rogue for up to 10 minutes.
Arbiter
Artifact Axe
A wicked looking axe made of odd looking materials. If you listen closely you think you hear whispers
An Axe made of demons and devils. Made as a judger of evil, the materials of the axe corrupt the users. When it bathes in blood of powerful beings, it gains properties.
3d4 Heavy, Two-Handed, Thrown (10/30)
Grows in power with the user
Requires Attunement
Grants Great Weapon Fighting
G r e a t W e a p o n F ig h t in g
When you roll a 1 or 2 on a damage die for an attack you
make with a melee w eapon that you are wielding with
two hands, you can reroll the die and must use the new
roll, even if the new roll is a 1 or a 2. The weapon must
have the two-handed or versatile property for you to gain
this benefit.
Sacrifice a Regenerative Hit Dice to start rage if you already have the ability to.
Sacrifice a Regenerative Hit Dice to Return this axe to the attuned user’s hands. If the user’s hands are currently full, then it drops to the user’s feet.
Ifrit
A detailed set of gauntlets with the imagery of a burning demon with cloth that looks of flame.
When you put it on the gauntlet’s cloth turns to flames but you can will the flames to dissipate.
Made from an Evil Efreeti that was tricked into a process able form, its power is released depending on the user of the weapon. A bloodthirsty weapon that fuels its fires on the souls of the dying, it has odd side effects for its use.
Magic Item
Attuned
It improves Martial Arts Damage by advancing the die damage by one die size as according to the Monk Advancement chart on page 77 of the PHB until level 11 Monk. At level 11 Monk, the Weapon Damage Dice is 2d4 and at level 17 Monk, its 3d4
If the attuned user scores a critical hit or performs the killing blow, they may choose to sacrifice 1 regenerative hit dice to regenerate half their Ki Pool in Ki Points rounded down.
The user can use Produce Flame Cantrip using Wisdom for its save and attack bonus
The user can use Fire Bolt Cantrip using Wisdom for its save and attack bonus
Vulkoor’s Stinger
Artifact Rapier
2d4/P Light, Finesse
At First glance it’s a well-made rapier with a plain guard of drow make that is covered in something that dulls the color and shine of the blade. Even the Magic Aura seems faint when looked at with magic
A holy relic to some evil elves, supposedly made from a part of Vulkoor and gains powers by his blessings. Expect adherents to do ANYTHING for it
Grows in power with the User’s Character Level
Attuned
You gain Dueling, Defense, Two-Weapon Fighting
D u e l in g
When you are wielding a melee w eapon in one hand and
no other w eapons, you gain a +2 bonus to damage rolls
with that weapon.
T w o -W e a p o n F ig h t in g
When you engage in two-weapon fighting, you can add
your ability modifier to the damage o f the second attack.
All the following can be done in any combination as a bonus action:
By sacrificing one of regenerating hit dice you can apply a poison made of shadow to the blade for 10 minutes. The poison’s DC grows by 1 with each consecutive strike that the target succeeds till failure.
On Hit, the target of the attack rolls a CON saves with a DC of 10+Prof. Bonus. On a Failed save the target gains poisoned status
By sacrificing one of regenerating hit dice you can add 1d6/per hit dice sacrificed Sneak Attack Dice to your attack as a rogue for up to 10 minutes.
Arbiter
Artifact Axe
A wicked looking axe made of odd looking materials. If you listen closely you think you hear whispers
An Axe made of demons and devils. Made as a judger of evil, the materials of the axe corrupt the users. When it bathes in blood of powerful beings, it gains properties.
3d4 Heavy, Two-Handed, Thrown (10/30)
Grows in power with the user
Requires Attunement
Grants Great Weapon Fighting
G r e a t W e a p o n F ig h t in g
When you roll a 1 or 2 on a damage die for an attack you
make with a melee w eapon that you are wielding with
two hands, you can reroll the die and must use the new
roll, even if the new roll is a 1 or a 2. The weapon must
have the two-handed or versatile property for you to gain
this benefit.
Sacrifice a Regenerative Hit Dice to start rage if you already have the ability to.
Sacrifice a Regenerative Hit Dice to Return this axe to the attuned user’s hands. If the user’s hands are currently full, then it drops to the user’s feet.
Ifrit
A detailed set of gauntlets with the imagery of a burning demon with cloth that looks of flame.
When you put it on the gauntlet’s cloth turns to flames but you can will the flames to dissipate.
Made from an Evil Efreeti that was tricked into a process able form, its power is released depending on the user of the weapon. A bloodthirsty weapon that fuels its fires on the souls of the dying, it has odd side effects for its use.
Magic Item
Attuned
It improves Martial Arts Damage by advancing the die damage by one die size as according to the Monk Advancement chart on page 77 of the PHB until level 11 Monk. At level 11 Monk, the Weapon Damage Dice is 2d4 and at level 17 Monk, its 3d4
If the attuned user scores a critical hit or performs the killing blow, they may choose to sacrifice 1 regenerative hit dice to regenerate half their Ki Pool in Ki Points rounded down.
The user can use Produce Flame Cantrip using Wisdom for its save and attack bonus
The user can use Fire Bolt Cantrip using Wisdom for its save and attack bonus