CaptainMendax
2019-07-25, 08:25 PM
Hello all,
I'm starting to experiment with homebrewing magic items - not really for any particular campaign, just because it seems fun and it can't hurt to have some unique items at my disposal, right? - and I'd like some general critique, mostly to make sure that I'm actually putting things at the power level I think I am.
The idea behind this first magic item is that a largely benign pirate captain decided to bind his soul to his rapier after a night of particularly hard drinking (it's somewhat loosely based on one of my characters, but that's not particularly relevant to what I'm asking for). The power level I'm aiming for right now is rare (based on DMG p. 285), but I'm also considering making an uncommon variant. There's some fluff about the sword being sentient and wanting to go on cool adventures, but as far as mechanics go...
The Captain's Sword (I am also taking suggestions for names)
Requires attunement (seemed standard)
-You gain a +2 bonus to attack and damage rolls made with this magic weapon.
-SPELLS: The sword has 4 charges, and regains 1d4 charges at dawn. As an action you may spend one charge to cast the Gust of Wind spell, two charges to cast the Wind Wall spell, or three charges to cast the Control Winds spell. The save DC for these spells is 13. (I'm not really confident in this part of the item, particularly in the number of charges or the DC for saves)
CONTAGIOUS INTOXICATION - I'm still not certain how to phrase the rules on this and not have it be a rambling mess, but the idea is that if you hit a creature with the sword, you may use a bonus action to force the target to make a DC 13 Constitution saving throw (Also not sure about that DC). On a failed save, the target immediately becomes drunk and suffers the effects of the poisoned condition for 1 minute (i.e. disadvantage on all ability checks and attack rolls). The target may repeat this save at the end of each of its turns. If the creature makes its save or the effect ends, they are immune to this ability until the next dawn.
Is this an accurate power level for a Rare magic item? I tried to err on the side of under-powered, but I'm not confident on all of the aspects, especially the DC's I assigned. If those would need to be beefed up or toned down, please let me know. Also, if I wanted to make it an uncommon item, would it be as simple to take away the Control Winds spell and change the bonus to +1?
Edit: fixed a typo
I'm starting to experiment with homebrewing magic items - not really for any particular campaign, just because it seems fun and it can't hurt to have some unique items at my disposal, right? - and I'd like some general critique, mostly to make sure that I'm actually putting things at the power level I think I am.
The idea behind this first magic item is that a largely benign pirate captain decided to bind his soul to his rapier after a night of particularly hard drinking (it's somewhat loosely based on one of my characters, but that's not particularly relevant to what I'm asking for). The power level I'm aiming for right now is rare (based on DMG p. 285), but I'm also considering making an uncommon variant. There's some fluff about the sword being sentient and wanting to go on cool adventures, but as far as mechanics go...
The Captain's Sword (I am also taking suggestions for names)
Requires attunement (seemed standard)
-You gain a +2 bonus to attack and damage rolls made with this magic weapon.
-SPELLS: The sword has 4 charges, and regains 1d4 charges at dawn. As an action you may spend one charge to cast the Gust of Wind spell, two charges to cast the Wind Wall spell, or three charges to cast the Control Winds spell. The save DC for these spells is 13. (I'm not really confident in this part of the item, particularly in the number of charges or the DC for saves)
CONTAGIOUS INTOXICATION - I'm still not certain how to phrase the rules on this and not have it be a rambling mess, but the idea is that if you hit a creature with the sword, you may use a bonus action to force the target to make a DC 13 Constitution saving throw (Also not sure about that DC). On a failed save, the target immediately becomes drunk and suffers the effects of the poisoned condition for 1 minute (i.e. disadvantage on all ability checks and attack rolls). The target may repeat this save at the end of each of its turns. If the creature makes its save or the effect ends, they are immune to this ability until the next dawn.
Is this an accurate power level for a Rare magic item? I tried to err on the side of under-powered, but I'm not confident on all of the aspects, especially the DC's I assigned. If those would need to be beefed up or toned down, please let me know. Also, if I wanted to make it an uncommon item, would it be as simple to take away the Control Winds spell and change the bonus to +1?
Edit: fixed a typo