Whiskeyjack8044
2020-01-21, 06:57 PM
My players backstory is that he is looking for a lost legendary weapon forged by an ancestor. I wanna pay this off before we start with Red Hand of Doom at 5th level. Obviously I want this weapon to be strong but not overwhelming so at level 5, so I'm gonna have the weapon level with him. If you'd be so kind as to give your thoughts on its design I'd appreciate it.
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The Silver Hammer, Legendary Warhammer/Maul requires Attunment by a member of the Blackhammer family.
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Weapon of Destiny: The Hammer gains a bonus to hit and damage equal to half of your proficiency bonus rounded down (For example at Levels 1-8 it is a +1 magic weapon). In addition, you may summon the weapon to your hand as a bonus action if you are on the same plane and you can not be disarmed of it. The Hammer instantly teleports to your hand when summoned.
Hammer of Kings: Over a Short rest the Warhammer can magically enlarge to become a Maul or be reduced back into a Warhammer.
Goblin Bane: Starting at 5th level, when you use your Turn Undead feature, Goblinoids are frightened as if they were undead. Destroy Undead has no affect on Goblinoids.
Voice of Kings: Starting at 7th level, you gain expertise in persuasion while attuned to the hammer. You have advantage on Charisma checks against Dwarves.
Guidance of the Smith Saint: Starting at 9th level, you can cast True Strike through the hammer as a bonus action. If you hit an enemy on your current turn after casting True Strike in this way, you deal an additional 2d6 radiant damage.
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So what do you think? The other players will probably find cool items to they don't feel overshadowed, but this player won't probably wont find anything else that they would want. The game ends around level 10.
*********************************************
The Silver Hammer, Legendary Warhammer/Maul requires Attunment by a member of the Blackhammer family.
.................................................. ..............................
Weapon of Destiny: The Hammer gains a bonus to hit and damage equal to half of your proficiency bonus rounded down (For example at Levels 1-8 it is a +1 magic weapon). In addition, you may summon the weapon to your hand as a bonus action if you are on the same plane and you can not be disarmed of it. The Hammer instantly teleports to your hand when summoned.
Hammer of Kings: Over a Short rest the Warhammer can magically enlarge to become a Maul or be reduced back into a Warhammer.
Goblin Bane: Starting at 5th level, when you use your Turn Undead feature, Goblinoids are frightened as if they were undead. Destroy Undead has no affect on Goblinoids.
Voice of Kings: Starting at 7th level, you gain expertise in persuasion while attuned to the hammer. You have advantage on Charisma checks against Dwarves.
Guidance of the Smith Saint: Starting at 9th level, you can cast True Strike through the hammer as a bonus action. If you hit an enemy on your current turn after casting True Strike in this way, you deal an additional 2d6 radiant damage.
*********************************************
So what do you think? The other players will probably find cool items to they don't feel overshadowed, but this player won't probably wont find anything else that they would want. The game ends around level 10.