ZenBear
2022-03-19, 05:10 PM
One of my players is running a Bugbear Rogue with high STR and Expertise in Athletics. I want to make a magic weapon uniquely suited to their build without overlapping on Feats they might take down the line.
At the start, the Beast Claw is a short sword that leaves the hand free for holding/interacting with items, climbing, or grappling. Upon attuning with it, the Beast Claw allows the wielder to make an attack with it as a bonus action against targets it has grappled, meaning you can attack once on the turn you grapple it and twice on subsequent turns. This allows the player to go for grapples without forgoing a chance at Sneak Attack, and has synergy with Grappler and Tavern Brawler which each benefit grappling and allow for it in different contexts.
Rather than building a damage amp over multiple attacks which would better suit a Fighter, I'm thinking of going with a Craven Edge kind of amp. As the player nets more killing blows with the weapon and it consumes blood/souls, it grows in power. Starting as a simple magic weapon that grants an extra attack on grappled targets and overcomes non-magical resistances, after a certain amount of kills (DM discretion, but let's say 10 for the first tier) it gains +X bonuses to attack and damage and/or further utility. Perhaps it could amplify Sneak Attack in some manner, adding additional d6's or granting X rerolls on damage dice?
With the increase in power comes an increase in physical deformity. The PC's fangs and claws elongate, they become more hirsute, and at a certain point they unlock the "Trick" effect of fully transforming their arm into a beast claw allowing multiple attacks against any target regardless of grapple.
Ideas are welcome for fun effects and thresholds. It's obviously not going to be a super-close recreation of the Bloodborne weapon, that's just the root inspiration. For a grappling Rogue, frequent attacks aren't well suited so I'm aiming for more of a League of Legends Warwick Ult feel.
At the start, the Beast Claw is a short sword that leaves the hand free for holding/interacting with items, climbing, or grappling. Upon attuning with it, the Beast Claw allows the wielder to make an attack with it as a bonus action against targets it has grappled, meaning you can attack once on the turn you grapple it and twice on subsequent turns. This allows the player to go for grapples without forgoing a chance at Sneak Attack, and has synergy with Grappler and Tavern Brawler which each benefit grappling and allow for it in different contexts.
Rather than building a damage amp over multiple attacks which would better suit a Fighter, I'm thinking of going with a Craven Edge kind of amp. As the player nets more killing blows with the weapon and it consumes blood/souls, it grows in power. Starting as a simple magic weapon that grants an extra attack on grappled targets and overcomes non-magical resistances, after a certain amount of kills (DM discretion, but let's say 10 for the first tier) it gains +X bonuses to attack and damage and/or further utility. Perhaps it could amplify Sneak Attack in some manner, adding additional d6's or granting X rerolls on damage dice?
With the increase in power comes an increase in physical deformity. The PC's fangs and claws elongate, they become more hirsute, and at a certain point they unlock the "Trick" effect of fully transforming their arm into a beast claw allowing multiple attacks against any target regardless of grapple.
Ideas are welcome for fun effects and thresholds. It's obviously not going to be a super-close recreation of the Bloodborne weapon, that's just the root inspiration. For a grappling Rogue, frequent attacks aren't well suited so I'm aiming for more of a League of Legends Warwick Ult feel.