Phoenix042
2017-04-25, 12:21 AM
So my group is doing a rework of an old 3.5 game into 5E. That group had a lot of custom designed magic items, and I'm trying to redesign them all in 5E with fewer finicky pluses and more satisfying and fun powers and features.
On that note, here's one of the items, a Flail meant for a melee THF barbarian-fighter character:
Blood Flail
Weapon (Flail), Very Rare (Requires Attunement by a Worshiper of the God of Sacrifice)
This unique flail is attached to its handle by an abnormally long chain. The pommel is spiked, and the entire flail is made of the same black metal. When you attune to the weapon, the chain pulses with a subtle red hue, in time to the beating of your heart. When you draw blood with this weapon, you can feel a sense of eagerness from it, as if it thirsts for more.
This Flail has the Heavy and Versatile (2d6) properties.
Indomitable Ferocity
While attuned to the Blood Flail, you can use Constitution instead of Charisma for intimidation checks. When you make an intimidation check, you can use a bonus action to deal 3 points of damage to yourself in a display of brutal devotion to the god of Sacrifice, gaining advantage on your check.
Blood Scent
If you have dealt damage to a creature with this weapon within the last 24 hours, you can automatically track that creature without making wisdom (survival) checks.
Mortal Harvest
When you score a critical hit with this weapon or reduce a creature to 0 hit points with it, you gain a number of temporary hit points equal to twice your proficiency bonus.
I'd like to add a feature that allows the wielder to trade HP directly for some kind of relevant offensive power, but I'm not sure what yet. I hesitate to just stack damage on top of the character's already superb damage dealing capability...
I also worry that Mortal Harvest might be a bit much combined with a new power on top of everything else.
Help? Thoughts?
EDIT: Ideas so far.
1) 19-20 crit.
2) 3 charges, on a hit take damage to smite foe
3) Issue a command, but with a save against your intimidate check result (possibly as a bonus action? Limited by charges?)
4) Extended-reach whirlwind attack (hit all foes within 10ft).
On that note, here's one of the items, a Flail meant for a melee THF barbarian-fighter character:
Blood Flail
Weapon (Flail), Very Rare (Requires Attunement by a Worshiper of the God of Sacrifice)
This unique flail is attached to its handle by an abnormally long chain. The pommel is spiked, and the entire flail is made of the same black metal. When you attune to the weapon, the chain pulses with a subtle red hue, in time to the beating of your heart. When you draw blood with this weapon, you can feel a sense of eagerness from it, as if it thirsts for more.
This Flail has the Heavy and Versatile (2d6) properties.
Indomitable Ferocity
While attuned to the Blood Flail, you can use Constitution instead of Charisma for intimidation checks. When you make an intimidation check, you can use a bonus action to deal 3 points of damage to yourself in a display of brutal devotion to the god of Sacrifice, gaining advantage on your check.
Blood Scent
If you have dealt damage to a creature with this weapon within the last 24 hours, you can automatically track that creature without making wisdom (survival) checks.
Mortal Harvest
When you score a critical hit with this weapon or reduce a creature to 0 hit points with it, you gain a number of temporary hit points equal to twice your proficiency bonus.
I'd like to add a feature that allows the wielder to trade HP directly for some kind of relevant offensive power, but I'm not sure what yet. I hesitate to just stack damage on top of the character's already superb damage dealing capability...
I also worry that Mortal Harvest might be a bit much combined with a new power on top of everything else.
Help? Thoughts?
EDIT: Ideas so far.
1) 19-20 crit.
2) 3 charges, on a hit take damage to smite foe
3) Issue a command, but with a save against your intimidate check result (possibly as a bonus action? Limited by charges?)
4) Extended-reach whirlwind attack (hit all foes within 10ft).