lilderp21
2018-04-03, 06:25 PM
Hi Im a DM for my local tabletop game with a few friends and I had a interesting idea for a quest. At the end of their current quest they are going to find a magic weapon. This weapon is my own creation and when attuned to it will link itself to them and slowly corrupt them until they complete the quest to get it off before the corruption is complete (I dont know what they are going to do to get it off yet). I need help in creating the item. I have some basic things about it but I want it to be powerful for level 5's (where they are when they get the weapon) but I also want it to have its negatives and penalize them for using the gauntlet excessively as it will corrupt them more the more they feed it. It might make more sense after reading the item below. help and opinions are great appreciated thanks!
Gauntlet of Tha’rak
Attacks with the gauntlet have a +1 to attack and damage rolls and deal 1d8 slashing damage as a magical weapon
Link: To attune to this weapon one must put on the gauntlet. Once attuned the wearer will experience immense pain and the gauntlet will fuse to its wearer. From this point on the wear cannot remove the gauntlet by any means. The gauntlet is now treated as a extension of the persons body allowing them to feel a sense of touch to it and no longer feel its weight. The link is only broken when the owner is dies causing its blood to be devoured by the gauntlet preventing regeneration by anything less than a wish spell.
Blood Thirst: When you reduce a creature to 0 hit points the gauntlet corrupts it and steals its life essence healing the wielder for hit points equal to the creatures hit points and preventing regeneration on the creature from anything less than a wish spell.
Blood Price: Attacks with the gauntlet do an extra 2d6 of necrotic damage to creatures that aren't constructs or undead. For every 50 points of damage done the next DC against corruption will increase by one.
Power hungry: While someone is attuned to the gauntlet Tha’rak is aware of all living creatures within 60ft of it. It knows the fastest route to them and it knows their size and how powerful the creature is.
Corruption: As soon as the weapon attunes to the wielder it will begin to corrupt their body and mind to eventually allow Tha’rak to take over and run free from its imprisonment in the gauntlet. For every time the wielder goes down and every 24 hours the wielder has the gauntlet on they must roll a wisdom saving throw with a DC of 15. The DC lowers by 1 for every 2 levels of corruption the wielder has. On fail you gain a level of corruption. For each level of corruption roll a d10 and give the corresponding effect from the corruption table rerolling if the character already has the effect. If a character gains all effects then the next failed save causes Tha’rak to be released and take over the person's body, banshing their soul until the gauntlet is removed from Tha’raks body. All effects of corruption are lost upon the gauntlet being removed.
1 - imposing figure: You get disadvantage on all persuasion rolls and whenever you come in contact with a non-player character you automatically roll to intimidate them.
2 - Hunger: disadvantage on all attacks using a weapon that isn't the gauntlet.
3 - forbidden tongue: You become proficient in abyssal, but find yourself unable to speak in a language other than abyssal.
4 - Thrill: The wielder is filled with a sick thrill when fighting and killing. Because of this the wielder can no longer use non-lethal damage to finish combat and cannot run from a combat encounter once it starts.
5 - Withdrawal: Too much time without satting the gauntlets hunger saps the strength from the wielders body and mind giving disadvantage on all ability checks if the gauntlet has not killed anything in the last 8 hours.
6 - tainted mind: terrible dreams keep you up when sleeping causing you to gain only half of the benefits given by a long rest.
7 - Rage: the gauntlet has filled you mind with a lust for destruction. Whenever the wielder takes damage they must succeed on a wisdom saving throw (DC 15) or spend the entirety of their next turns actions attempting to reach and destroy the source of the damage as fast as they can. This effect ends when the source of damage is destroyed. Only one source can be targeted at a time.
8 - corrupted blood: healing spells that come from a divine source are no longer effective at healing the wielder.
9 - clouded thought: the corruption from the gauntlet clouds your mind with visions making it hard to think. The wielder has disadvantage on wisdom, intelligence, and charisma saving throws against spell effects.
10 - control: Tha’rak can gain a temporary grip on the wielders mind. One a day Tha’rak can cast dominate person on the wielder. The wielder must succeed on a wisdom saving with a DC of 13. On fail Tha’rak commands the person's mind for the next minute.
Sentience: Tha’rak lives within the weapon. He is chaotic evil and has the stats of 18 intelligence, 14 wisdom, and 19 charisma. Tha’rak communicates telepathically with its wielder, is aware of everything the wielder senses, and can see the thoughts and dreams of its wielder. Tha’rak can also see through the eye on the gauntlet with darkvision of 60ft
Gauntlet of Tha’rak
Attacks with the gauntlet have a +1 to attack and damage rolls and deal 1d8 slashing damage as a magical weapon
Link: To attune to this weapon one must put on the gauntlet. Once attuned the wearer will experience immense pain and the gauntlet will fuse to its wearer. From this point on the wear cannot remove the gauntlet by any means. The gauntlet is now treated as a extension of the persons body allowing them to feel a sense of touch to it and no longer feel its weight. The link is only broken when the owner is dies causing its blood to be devoured by the gauntlet preventing regeneration by anything less than a wish spell.
Blood Thirst: When you reduce a creature to 0 hit points the gauntlet corrupts it and steals its life essence healing the wielder for hit points equal to the creatures hit points and preventing regeneration on the creature from anything less than a wish spell.
Blood Price: Attacks with the gauntlet do an extra 2d6 of necrotic damage to creatures that aren't constructs or undead. For every 50 points of damage done the next DC against corruption will increase by one.
Power hungry: While someone is attuned to the gauntlet Tha’rak is aware of all living creatures within 60ft of it. It knows the fastest route to them and it knows their size and how powerful the creature is.
Corruption: As soon as the weapon attunes to the wielder it will begin to corrupt their body and mind to eventually allow Tha’rak to take over and run free from its imprisonment in the gauntlet. For every time the wielder goes down and every 24 hours the wielder has the gauntlet on they must roll a wisdom saving throw with a DC of 15. The DC lowers by 1 for every 2 levels of corruption the wielder has. On fail you gain a level of corruption. For each level of corruption roll a d10 and give the corresponding effect from the corruption table rerolling if the character already has the effect. If a character gains all effects then the next failed save causes Tha’rak to be released and take over the person's body, banshing their soul until the gauntlet is removed from Tha’raks body. All effects of corruption are lost upon the gauntlet being removed.
1 - imposing figure: You get disadvantage on all persuasion rolls and whenever you come in contact with a non-player character you automatically roll to intimidate them.
2 - Hunger: disadvantage on all attacks using a weapon that isn't the gauntlet.
3 - forbidden tongue: You become proficient in abyssal, but find yourself unable to speak in a language other than abyssal.
4 - Thrill: The wielder is filled with a sick thrill when fighting and killing. Because of this the wielder can no longer use non-lethal damage to finish combat and cannot run from a combat encounter once it starts.
5 - Withdrawal: Too much time without satting the gauntlets hunger saps the strength from the wielders body and mind giving disadvantage on all ability checks if the gauntlet has not killed anything in the last 8 hours.
6 - tainted mind: terrible dreams keep you up when sleeping causing you to gain only half of the benefits given by a long rest.
7 - Rage: the gauntlet has filled you mind with a lust for destruction. Whenever the wielder takes damage they must succeed on a wisdom saving throw (DC 15) or spend the entirety of their next turns actions attempting to reach and destroy the source of the damage as fast as they can. This effect ends when the source of damage is destroyed. Only one source can be targeted at a time.
8 - corrupted blood: healing spells that come from a divine source are no longer effective at healing the wielder.
9 - clouded thought: the corruption from the gauntlet clouds your mind with visions making it hard to think. The wielder has disadvantage on wisdom, intelligence, and charisma saving throws against spell effects.
10 - control: Tha’rak can gain a temporary grip on the wielders mind. One a day Tha’rak can cast dominate person on the wielder. The wielder must succeed on a wisdom saving with a DC of 13. On fail Tha’rak commands the person's mind for the next minute.
Sentience: Tha’rak lives within the weapon. He is chaotic evil and has the stats of 18 intelligence, 14 wisdom, and 19 charisma. Tha’rak communicates telepathically with its wielder, is aware of everything the wielder senses, and can see the thoughts and dreams of its wielder. Tha’rak can also see through the eye on the gauntlet with darkvision of 60ft