CrackedChair
2016-05-05, 05:48 PM
Righto, next question on the agenda... I have now gotten to the point that with my current crowd of PC's playing a campaign I am running, that I will include an Artifact as a quest item.
Now, people of the playground, I'd really appreciate it if you could look over the below artifact and tell me if it's balanced enough for use, please?
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Durandal
Weapon (greatsword), Artifact (requires attunement by a Fighter, Paladin, or Barbarian)
This mighty greatsword was said to be the weapon of choice of the legendary human hero, whose name was forgotten to all but the most long-lived of races in the world. It was said that this massive sword, when carried by this hero, repeled the legendary Tarrasque, and put him to a long slumber under the earth. After the battle, it was stained by the blood of this titan, infusing it with might both righteous and terrifying. As years passed, the hero lived, maintaining the very blade. But even he could not escape death, but very much wanted the world to be saved should the Tarrasque return to wreak destruction. He consulted a great sage who could make his soul one with the sword, and thus remain connected to the world and see how it changes, while still being around to help the next hero who could eventually save the continent he was born on. After the ritual was completed, his soul was bound to this sword, as his lifeless body then was buried and preserved.
Magic Weapon, Durandal is a Magic weapon that grants a +3 bonus to attack and damage rolls with it. It also functions as a sword of sharpness, Vorpal Sword, and Mantle of Spell resistance.
Random Properties: The Greatsword has the following randomly determined properties:
-1 Minor beneficial property
-1 Major beneficial property
-1 minor detrimental property
Insurmountable Sword: Unless you have a strength score of 20+, and you hold the sword, you have disadvantage on attack rolls with it. If you are a small creature and you have a strength score of 20+ or less, this massive blade is impossible to wield. A large or bigger creature does not need to have a strength score of 20+ to use this sword.
Elemental Drive: If you are holding the sword, you can make a strength check against a surface to swing the sword straight to the ground in a attempt to split it. The DC is 11 for dirt, sand, or any other soft ground, DC 16 for stone, paved or rugged, DC 20 for any metal floor, and DC 23 for Adamantine or mithral. Should you drive the sword into the ground, you can select an cylindrical area of 15 feet in diameter and reaching 60 feet upwards, reaching upwards from the ground as your point of origin and select these effects. The saving throw for each effect is 12 plus your strength modifier, plus your proficiency bonus. After using this property, you cannot use it again safely until you finish a long rest. You can still use this feature again, but doing so greatly taxes you. If you use this feature before finishing a long rest, make a DC 20 Constitution saving throw. On a failed save, you gain one point of exhaustion.
-A spire of stone springs up from the point of origin and mows through any creature in the way. Each creature in the point of origin must make a Dexterity saving throw. On a failed save, the victims of the effect take 10d8 Bludgeoning damage and 10d8 piercing damage on a failed save and be pushed 30 feet from the origin, or simply take 10d8 bludgeoning damage on a success, and get knocked back only 15 feet.
-A huge burst of volcanic energy erupts from the ground, and then shoots upwards in a bright stream of fire. Each creature in the point of origin must make a Dexterity saving throw. On a failed save, the victims of the effect takes 16d10 fire damage on a failed save, or half as much on a success. The fire ignites all objects not currently being worn or on hand.
-A glacial spike of great size springs up from the ground. Each creature in that point of origin must make a Dexterity saving throw or take 8d10 cold damage as well as 10d8 piercing damage on a failed save, or take half that much damage on a success. After the attack, any creature who failed on the save has it's speed currently reduced by 10 feet until the start of the user's next turn.
(Note: I got earth, fire, and somewhat water down. Not too sure what to do with wind, if anybody has an answer, it would be appreciated. )
Sentience: Durandal is a Lawful good weapon with a Intelligence of 16, a Wisdom of 14, and a charisma of 17. It has hearing and vision up to a range of 120 feet, and truevision up to a range of 30 feet. The weapon can speak, read, and understand common, and can communicate with it's wielder telepathically. It's voice is kindly, but commanding. While attuned to it, Durandal understands every language you know.
Personality: Durandal speaks with a kindly voice, as though it fully understands it's wielder. Unless the person holding it is a human however, it's voice is instead sharp and commanding, as if it does not fully trust the wielder and pushes it to prove it's worth.
Durandal believes that it and it's wielder will play key events in the near future, and wishes for the success of the wielder and his allies. It believes that any other artifact, save for it, is inferior to it, and urges the wielder to veer clear of other artifacts. It only merely tolerates the presence of other artifacts that the user's allies hold, if any.
Destroying the Sword: The sword was said to be forged from the very hammer of a Empryean whom made this sword for the hero. Should it be returned, this Empryean could destroy the sword. Any other attempt to destroy it does not seem to work.
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How does it look? Be sure to leave a comment of what you think I could change, if anything. Thanks.
Now, people of the playground, I'd really appreciate it if you could look over the below artifact and tell me if it's balanced enough for use, please?
-----
Durandal
Weapon (greatsword), Artifact (requires attunement by a Fighter, Paladin, or Barbarian)
This mighty greatsword was said to be the weapon of choice of the legendary human hero, whose name was forgotten to all but the most long-lived of races in the world. It was said that this massive sword, when carried by this hero, repeled the legendary Tarrasque, and put him to a long slumber under the earth. After the battle, it was stained by the blood of this titan, infusing it with might both righteous and terrifying. As years passed, the hero lived, maintaining the very blade. But even he could not escape death, but very much wanted the world to be saved should the Tarrasque return to wreak destruction. He consulted a great sage who could make his soul one with the sword, and thus remain connected to the world and see how it changes, while still being around to help the next hero who could eventually save the continent he was born on. After the ritual was completed, his soul was bound to this sword, as his lifeless body then was buried and preserved.
Magic Weapon, Durandal is a Magic weapon that grants a +3 bonus to attack and damage rolls with it. It also functions as a sword of sharpness, Vorpal Sword, and Mantle of Spell resistance.
Random Properties: The Greatsword has the following randomly determined properties:
-1 Minor beneficial property
-1 Major beneficial property
-1 minor detrimental property
Insurmountable Sword: Unless you have a strength score of 20+, and you hold the sword, you have disadvantage on attack rolls with it. If you are a small creature and you have a strength score of 20+ or less, this massive blade is impossible to wield. A large or bigger creature does not need to have a strength score of 20+ to use this sword.
Elemental Drive: If you are holding the sword, you can make a strength check against a surface to swing the sword straight to the ground in a attempt to split it. The DC is 11 for dirt, sand, or any other soft ground, DC 16 for stone, paved or rugged, DC 20 for any metal floor, and DC 23 for Adamantine or mithral. Should you drive the sword into the ground, you can select an cylindrical area of 15 feet in diameter and reaching 60 feet upwards, reaching upwards from the ground as your point of origin and select these effects. The saving throw for each effect is 12 plus your strength modifier, plus your proficiency bonus. After using this property, you cannot use it again safely until you finish a long rest. You can still use this feature again, but doing so greatly taxes you. If you use this feature before finishing a long rest, make a DC 20 Constitution saving throw. On a failed save, you gain one point of exhaustion.
-A spire of stone springs up from the point of origin and mows through any creature in the way. Each creature in the point of origin must make a Dexterity saving throw. On a failed save, the victims of the effect take 10d8 Bludgeoning damage and 10d8 piercing damage on a failed save and be pushed 30 feet from the origin, or simply take 10d8 bludgeoning damage on a success, and get knocked back only 15 feet.
-A huge burst of volcanic energy erupts from the ground, and then shoots upwards in a bright stream of fire. Each creature in the point of origin must make a Dexterity saving throw. On a failed save, the victims of the effect takes 16d10 fire damage on a failed save, or half as much on a success. The fire ignites all objects not currently being worn or on hand.
-A glacial spike of great size springs up from the ground. Each creature in that point of origin must make a Dexterity saving throw or take 8d10 cold damage as well as 10d8 piercing damage on a failed save, or take half that much damage on a success. After the attack, any creature who failed on the save has it's speed currently reduced by 10 feet until the start of the user's next turn.
(Note: I got earth, fire, and somewhat water down. Not too sure what to do with wind, if anybody has an answer, it would be appreciated. )
Sentience: Durandal is a Lawful good weapon with a Intelligence of 16, a Wisdom of 14, and a charisma of 17. It has hearing and vision up to a range of 120 feet, and truevision up to a range of 30 feet. The weapon can speak, read, and understand common, and can communicate with it's wielder telepathically. It's voice is kindly, but commanding. While attuned to it, Durandal understands every language you know.
Personality: Durandal speaks with a kindly voice, as though it fully understands it's wielder. Unless the person holding it is a human however, it's voice is instead sharp and commanding, as if it does not fully trust the wielder and pushes it to prove it's worth.
Durandal believes that it and it's wielder will play key events in the near future, and wishes for the success of the wielder and his allies. It believes that any other artifact, save for it, is inferior to it, and urges the wielder to veer clear of other artifacts. It only merely tolerates the presence of other artifacts that the user's allies hold, if any.
Destroying the Sword: The sword was said to be forged from the very hammer of a Empryean whom made this sword for the hero. Should it be returned, this Empryean could destroy the sword. Any other attempt to destroy it does not seem to work.
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How does it look? Be sure to leave a comment of what you think I could change, if anything. Thanks.