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View Full Version : D&D 5e/Next Two new magic weapons: Axe of the Spellslayer and Sword of the Lightning Lord [PEACH]



Gastronomie
2016-01-21, 09:41 AM
Random-ish ideas.

Axe of the Spellslayer
Greataxe, very rare, requires attunement
-This axe has 12 charges. The axe regains 2d4+1 charges daily at dawn.
-While holding the axe, when you would take damage from a spell of Level 5 or lower, you can use your reaction and expand a number of charges equal to the level of the spell to negate the damage - the axe absorbs the magical energy, and the blade glows in a faint color reflecting the nature of the spell (you cannot use this ability while the axe already has magical energy absorbed within itself. Also, the magical energy is discharged on its own after 1 hour). While this axe is charged with magical energy, its attacks gains advantage, and on hit, inflicts additional 2d6 damage, its type being same as that of the negated damage. When the attack hits, the magical energy is discharged.
-While holding the axe, when you would make a saving throw against a magical effect, you can use your reaction and expend 3 charges to gain advantage on that saving throw.
-While holding the axe, when a spellcaster of evil alignment comes within a 100-feet radius of you, the axe warns you by vibrating and emitting a noise like metal scratching against metal that can be heard by only the attuned wielder. If the attuned wielder is asleep, this noise wakes him or her up.

Sword of the Lightning Lord
Greatsword, very rare, requires attunement
-While holding the sword, sparks of lightning sporadically flash across your body, blinding your enemies, as well as making you difficult to approach. You gain a +1 bonus to your AC.
-While holding the sword, you gain resistance to Lightning and Thunder damage. If you already have resistance to these types of damage from a different source, you gain immunity to those types of damage.
-The sword inflicts 1d6 additional lightning damage.
-When you score a critical with this sword’s attacks, after being inflicted the damage, the target must succeed on a DC 17 Constitution saving throw or become paralyzed. If the target’s CR is lower than half of your level (rounded down), the target has disadvantage on this saving throw. The target repeats the saving throw on the end of each of its turns, ending the effect on a success.

Comments and constructive criticism greatly appreciated.

Amaranthine
2016-01-22, 11:17 AM
Random-ish ideas.

Axe of the Spellslayer
Greataxe, very rare, requires attunement
-This axe has 5 charges. The axe regains 1d4+1 charges daily at dawn.
-While holding the axe, when you would take damage from a spell or other magical effect, you can use your reaction and expand 1 charge to negate the damage (the axe absorbs the magical energy, and the blade glows in a faint color reflecting the nature of the spell). The next time you attack with this axe, the attack gains advantage, and on hit, inflicts additional damage equal to half of the negated damage (the type of the damage is the same as that of the negated damage. After this attack discharges the magical energy, the faint glow dies down). You cannot activate this ability while this axe already has magical energy absorbed within itself.
-While holding the axe, you have advantage on saving throws against spells, except those that inflict damage.
-While holding the axe, when a spellcaster of evil alignment comes within a 100-feet radius of you, the axe warns you by vibrating and emitting a noise like metal scratching against metal that can be heard by only the attuned wielder. If the attuned wielder is asleep, this noise wakes him or her up.

This seems significantly stronger than Frost Brand, Nine Lives Stealer, Oathbow, & pale lavender Ioun Stone (Absorption); all very rare items.


Ioun Stone is limited to spells of 4th level or lower, with a maximum of 20 spell levels, you have to see the caster, the spell can only be targeting you, and the Ioun Stone can be caught by an enemy (with difficulty). The Axe is strictly better, and has additional abilities.
Frost Brand gives +1d6 frost damage and resistance to fire when holding the sword (plus minor perks). Again, the Axe is strictly better. Bonus damage can be considerably higher, attack gains advantage, you have advantage on all (non-direct damage) spell saves, and additional abilities.
Nine Lives Stealer gives only +2 to attack and damage, requires a critical to potentially kill the target, and only has a limited number of times it will do that. Strictly comparing the attack abilities (advantage and bonus damage), I would perhaps consider the Axe to be very roughly equivalent, but the Axe does have its additional abilities as well.
Oathbow gives advantage, +3d6 damage, no cover benefit, and no disadvantage for range against a single target. This also give disadvantage with any other weapon until target is dead, and no benefit against anyone not the target. Again, the attack abilities of the Axe may be roughly equivalent, but the Oathbow has drawbacks and the Axe has additional abilities.


I would suggest restricting the absorption power to direct damage spells targeting only you (possibly also restricting this by spell level) and limiting the bonus damage to +1d8 (of the negated damage type). Perhaps even having the charge fade after 1 hour, to prevent party members from charging it up prior to a long or short rest.
The advantage on saving throws likely also needs some kind of limit.

As it is, it may be too powerful to fit comfortably even in the Legendary category.

Gastronomie
2016-01-23, 01:15 AM
Thanks for the advice - reading back, yeah, you're definitely right, this is uberly overpowered.

How's this now?

Amaranthine
2016-01-29, 09:47 AM
It looks like it is solidly equivalent to other very rare​ items.

Ryuu Hayato
2016-08-31, 07:44 AM
Sword of the Lightning Lord
Greatsword, very rare, requires attunement
-While holding the sword, sparks of lightning sporadically flash across your body, blinding your enemies, as well as making you difficult to approach. You gain a +1 bonus to your AC.
-While holding the sword, you gain resistance to Lightning and Thunder damage. If you already have resistance to these types of damage from a different source, you gain immunity to those types of damage.
-The sword inflicts 1d6 additional lightning damage.
-When you score a critical with this sword’s attacks, after being inflicted the damage, the target must succeed on a DC 17 Constitution saving throw or become paralyzed. If the target’s CR is lower than half of your level (rounded down), the target has disadvantage on this saving throw. The target repeats the saving throw on the end of each of its turns, ending the effect on a success.

Para fazer uma análise muito mais precisa, precisamos usar a matemática.

We have to make a much more precise analysis, we have to use the math.

- Ring of Protection gives you +1 on AC and Saving Throws, also it has the "rare" rarity. So, +1 on AC is "uncommon".
- Frost Bite gives you 1d6 de cold damage and has fire resistance and Ring of Resistance have "rare" rarity. So, 1d6 is equal to "uncommon" and add a resistance up to 2 steps of rarity, this way it's transform in "very rare".
- The Staff of Thunder and Lightning is the thing more next on the thing do you mind, and it works on different way.

The best way to balance the item should be up the category or down a little bit your potencial. I would like do this way:


Sword of the Lightning Lord.
Greatsword, very rare, requires attunement

- While holding the sword, sparks of lightning sporadically flash across your body, blinding your enemies, as well as making you difficult to approach. You gain a +1 bonus to your AC.
- The sword inflicts 1d6 additional lightning damage.
- Thunder. When you hit with a melee attack using the sword, you can cause the sword to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn. It can’t be used again until the next dawn.
- You can use a bonus action to cause the sword to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.