Carissacat
2017-06-20, 10:42 AM
In one of the campaigns I'm running the nature of 4 elements (wind, water, fire, earth) is a very important feature, and my players are the champions of these four elements. As part of their overall quest they must travel to their respective elemental forges and forge their own weapons. Each of these weapons will be unique to the player and specialised to their play style. These weapons will grow and adapt with them but as they haven't decided which forge they're going to first I've started all the weapons at the same level.
I've got the basic idea for all of them but I'd like a little help on making them balanced with each other and whether they are all sufficiently rad. I will italic areas I'm not finished with or would like help with. I'd like them to have some synergy with their classes so I've included those as well, but they're not class specific. These are going to be their primary weapons for a while so they need to be pretty cool
Also a note, where I say level I usually mean level of the weapon not of the player.
Let me know what you think and thanks in advance :)
EDIT: Because these are pretty long and epic I have made a homebrewery page
http://homebrewery.naturalcrit.com/share/SkMgRSAX-
STILL NOT FINISHED PLS NOTE
Earth - Greatsword
Barbarian - Berserker
At first glance seems like nothing more than a roughly made sword hilt with a broken shard of metal for a blade. However the wielder of this blade instinctively knows what to do with the hilt. As a free action, or as part of the bonus action whilst raging, the wielder may thrust the hilt into the ground or other surface made of stone or earth. When the hilt is pulled back, a mighty blade has formed around the spike of metal. This blade will remain until the wielder spends a bonus action shedding the stone from the blade or until the next long rest. The swords property is decided by the DM, who judges best what kind of minerals the sword would be. A mountain might have stone or metal; a volcano might have glass or crystal. The swords property can be changed to another if the hilt is buried in an appropriate medium. If the wielder wanted a blade made of stone for example, they could thrust the hilt into a stone gravestone and gain a stone sword, or into a metal statue for a metal sword. The medium would be damaged however.
(I still like the idea of the sword being fed things, though it needs a simpler system)
Stone - Bludgeoning damage
Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. Creature must be no more than one size larger
Metal - slashing damage
You can make attacks on any enemy within 5ft, with a separate attack roll for each
Crystal/Glass - Piercing
Instead of the usual attacks the wielder can perform a thrust action and forgo the roll to hit AC. Instead the enemy must make a DEX saving throw. On a reckless attack the target makes this save with disadvantage
At player level 7/ upon first wielding the blade deals 2d6 damage plus any bonuses granted by absorbed elements.
At player level 12?? weapon becomes +2 (weapons need more stuff as they grow, still working on this)
Gain immunity to the type of the weapon whilst raging. I.e stone blade gives immunity to bludgeoning.
At player level 17?? weapon becomes +3
Water - Twin Daggers
Rogue - Thief
Two slightly curved daggers with beautifully carved hilts set with blue gems. One of the daggers has a permanent drip of water running off of it, whilst the other has a constant mist rising from it and is always cold to the touch.
The water dagger can absorb and hold water up to a maximum of 20 gallons (is this too much?)
The ice dagger deals an extra d4 per level cold damage
Gain cold resistance
+1 dagger at level 7
+2 at 12
+3 at 17
As an action swipe both daggers across the air and summon 4 darts of ice. Roll to hit with each dart. On a hit each dart deals d4 per level piercing damage and d4 per level cold damage
(Short rest to recharge?)
At level 12 alternately 1 large dart can be summoned, dealing 4d4 piercing and 4d4 cold on a hit. By taking disadvantage on the shot a specific area of the body can be targeted for the following effects. If attacking from a hidden position then there is no disadvantage
(I want to make sure that each of these options are equal in usefulness)
Torso - Creature has disadvantage (on CON checks? Athletics checks?)
Arms - Arm becomes numb and the creature drops any weapon its carrying
Legs - Speed is dropped to 0. As An action the affected creature or another creature within 5ft can remove the ice
Face - Creature is blinded until the end of its next turn
At level 17 the wielder can use a bonus action to teleport between any sources of water such as puddles/streams etc. within a 60ft radius. As an action the wielder can release some of the stored water in one of the daggers to create an area that can be used to teleport between
Fire - Shield
Paladin - Ancients
This large, ornate shield has a large red gem set in the centre. Snaking outwards from the gems are rivulets of what appear to be lava that wind their way through the shield until sinking into the back of the gem.
This shield radiates light in a 10ft radius bright, 10ft radius dim. (possibly increase radius with level and this increases the radius of paladin auras)
(further ideas, shield spews lava, dealing fire damage and creating difficult terrain)
Fire resistance
+1 shield at level 7
As an action the wielder can slam the shield into the ground and cast wall of fire, giving advantage on the DEX save to any creatures of the wielder's choice
(Short rest?)
+2 at 12
+3 at 17
Wind - Longbow
Cleric - Knowledge
This bow looks like a pair of stylised wings held together at the handle. This bow has no string, but when an arrow is notched (nocked?) a pocket of air holds the arrow in place and allows it to be pulled back and launched, the wind providing some extra firepower
This bow deals an extra d4 (d6?) per level piercing
As a bonus action this bow can be split in half and then used like Wings of Flying
Whilst the wings are active (some benefit to clerics/knowledge clerics here. Something about wisdom saves? Angelic aura? they look pretty?? )
(possibly OP with flight, but this means that the bow cannot be used to fly up into the air and then shoot from the sky)
+1 at level 7
+2 at level 12
+3 at level 17
I've got the basic idea for all of them but I'd like a little help on making them balanced with each other and whether they are all sufficiently rad. I will italic areas I'm not finished with or would like help with. I'd like them to have some synergy with their classes so I've included those as well, but they're not class specific. These are going to be their primary weapons for a while so they need to be pretty cool
Also a note, where I say level I usually mean level of the weapon not of the player.
Let me know what you think and thanks in advance :)
EDIT: Because these are pretty long and epic I have made a homebrewery page
http://homebrewery.naturalcrit.com/share/SkMgRSAX-
STILL NOT FINISHED PLS NOTE
Earth - Greatsword
Barbarian - Berserker
At first glance seems like nothing more than a roughly made sword hilt with a broken shard of metal for a blade. However the wielder of this blade instinctively knows what to do with the hilt. As a free action, or as part of the bonus action whilst raging, the wielder may thrust the hilt into the ground or other surface made of stone or earth. When the hilt is pulled back, a mighty blade has formed around the spike of metal. This blade will remain until the wielder spends a bonus action shedding the stone from the blade or until the next long rest. The swords property is decided by the DM, who judges best what kind of minerals the sword would be. A mountain might have stone or metal; a volcano might have glass or crystal. The swords property can be changed to another if the hilt is buried in an appropriate medium. If the wielder wanted a blade made of stone for example, they could thrust the hilt into a stone gravestone and gain a stone sword, or into a metal statue for a metal sword. The medium would be damaged however.
(I still like the idea of the sword being fed things, though it needs a simpler system)
Stone - Bludgeoning damage
Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. Creature must be no more than one size larger
Metal - slashing damage
You can make attacks on any enemy within 5ft, with a separate attack roll for each
Crystal/Glass - Piercing
Instead of the usual attacks the wielder can perform a thrust action and forgo the roll to hit AC. Instead the enemy must make a DEX saving throw. On a reckless attack the target makes this save with disadvantage
At player level 7/ upon first wielding the blade deals 2d6 damage plus any bonuses granted by absorbed elements.
At player level 12?? weapon becomes +2 (weapons need more stuff as they grow, still working on this)
Gain immunity to the type of the weapon whilst raging. I.e stone blade gives immunity to bludgeoning.
At player level 17?? weapon becomes +3
Water - Twin Daggers
Rogue - Thief
Two slightly curved daggers with beautifully carved hilts set with blue gems. One of the daggers has a permanent drip of water running off of it, whilst the other has a constant mist rising from it and is always cold to the touch.
The water dagger can absorb and hold water up to a maximum of 20 gallons (is this too much?)
The ice dagger deals an extra d4 per level cold damage
Gain cold resistance
+1 dagger at level 7
+2 at 12
+3 at 17
As an action swipe both daggers across the air and summon 4 darts of ice. Roll to hit with each dart. On a hit each dart deals d4 per level piercing damage and d4 per level cold damage
(Short rest to recharge?)
At level 12 alternately 1 large dart can be summoned, dealing 4d4 piercing and 4d4 cold on a hit. By taking disadvantage on the shot a specific area of the body can be targeted for the following effects. If attacking from a hidden position then there is no disadvantage
(I want to make sure that each of these options are equal in usefulness)
Torso - Creature has disadvantage (on CON checks? Athletics checks?)
Arms - Arm becomes numb and the creature drops any weapon its carrying
Legs - Speed is dropped to 0. As An action the affected creature or another creature within 5ft can remove the ice
Face - Creature is blinded until the end of its next turn
At level 17 the wielder can use a bonus action to teleport between any sources of water such as puddles/streams etc. within a 60ft radius. As an action the wielder can release some of the stored water in one of the daggers to create an area that can be used to teleport between
Fire - Shield
Paladin - Ancients
This large, ornate shield has a large red gem set in the centre. Snaking outwards from the gems are rivulets of what appear to be lava that wind their way through the shield until sinking into the back of the gem.
This shield radiates light in a 10ft radius bright, 10ft radius dim. (possibly increase radius with level and this increases the radius of paladin auras)
(further ideas, shield spews lava, dealing fire damage and creating difficult terrain)
Fire resistance
+1 shield at level 7
As an action the wielder can slam the shield into the ground and cast wall of fire, giving advantage on the DEX save to any creatures of the wielder's choice
(Short rest?)
+2 at 12
+3 at 17
Wind - Longbow
Cleric - Knowledge
This bow looks like a pair of stylised wings held together at the handle. This bow has no string, but when an arrow is notched (nocked?) a pocket of air holds the arrow in place and allows it to be pulled back and launched, the wind providing some extra firepower
This bow deals an extra d4 (d6?) per level piercing
As a bonus action this bow can be split in half and then used like Wings of Flying
Whilst the wings are active (some benefit to clerics/knowledge clerics here. Something about wisdom saves? Angelic aura? they look pretty?? )
(possibly OP with flight, but this means that the bow cannot be used to fly up into the air and then shoot from the sky)
+1 at level 7
+2 at level 12
+3 at level 17