Hello there.
I'm planning to run a campaign with a group of friends in the coming weeks/months, so I'm starting to put a little more detail into the world I'm building.
I'm a fan of the fantasy cliché "To defeat the bad guy you will need to retrieve the ancient weapons wielded by some good guys", so I wanted to craft some magical weapons instead of using those in the DM guide. Does any of you have tips? I'd love for the manual to have something like a point buy feature depending on the rarity of the items, but alas...
Anyway, I'm planning for the weapons to be first found around level 5-7 (ideally I'll have a party of 4), with the quest arcs for level 6 involving locating the first two weapons and level 7 for the other 2 weapons, with, later on, if the campaign will go on, another series of quests to "awaken" the power of those weapons in various ways.
Obviously, I'd rather avoid creating weapons that are TOO overpowered, as in beyond repair even by increasing the HP of the enemies.
As an example, some of the weapons I've come up with:
Level 5-7
Vengeance: it's a sentient longsword (it's in fact a being akin to a fire elemental that can take the shape of this blade), dealing an additional 1d6 Fire damage on hit, or 2d6 Radiant if the enemy is Demon or a Devil. It holds 2 charges, restored after a long rest. If the wielder is able to attack multiple times when using the Attack action (and it should unless the party somehow stumbles upon the resting place of the sword and defeats whoever is in there way before it's intended), he/she can forego one of the attacks to attack an enemy with a fiery beam (ranged spell attack with 30 ft range), though I'll probably make adjustments to the modifier in case a Fighter ends up wielding this), dealing 2d10 Fire damage.
Tharen'alas: a +1 longbow that deals an additional 1d6 Necrotic damage on hit. It conjures its own arrows out of thin air. It holds a single charge, restored after a long rest, and by expending it the wielder can turn the next arrow into a Dark Arrow. If the target of a Dark Arrow is a creature of a type (as in Dragon, Demon, Elemental etc) that the wielder of this bow has defeated/killed or helped defeat/kill (after finding it, he/she needs to do so with this weapon), that creature takes an additional 4d6 necrotic damage, or half of that if it succeeds a Constitution saving throw (DC13).
Irethilios: a spear that deals an additional 1d4 Lightning damage on hit and grants the wielder +2 Dex (and max Dex is now 22). It holds a single charge, restored after a long rest. By expending it, the wielder can, by using both an action and a bonus action, plant the spear into the ground. At the beginning of his/her next turn, a lightning bolt strikes the spear, empowering the wielder with the essence of lightning. For this turn, the movement speed of the wielder is increased by 15 ft, and he/she now moves through rapid blinks followed by a flash of lightning, preventing enemies from hitting him with opportunity attacks if he moves out of their reach (or I could simply turn this into Disadvantage). While the wielder is in this state, he/she can only attack with unarmed strikes (it's intended for a Monk), but he/she can attack 5 times, with each strike dealing an additional 1d6 of Lightning damage. At the end of this turn, there's a Constitution saving throw (DC15). If failed, the wielder suffers one level of Exhaustion.
I'm planning to run a campaign with a group of friends in the coming weeks/months, so I'm starting to put a little more detail into the world I'm building.
I'm a fan of the fantasy cliché "To defeat the bad guy you will need to retrieve the ancient weapons wielded by some good guys", so I wanted to craft some magical weapons instead of using those in the DM guide. Does any of you have tips? I'd love for the manual to have something like a point buy feature depending on the rarity of the items, but alas...
Anyway, I'm planning for the weapons to be first found around level 5-7 (ideally I'll have a party of 4), with the quest arcs for level 6 involving locating the first two weapons and level 7 for the other 2 weapons, with, later on, if the campaign will go on, another series of quests to "awaken" the power of those weapons in various ways.
Obviously, I'd rather avoid creating weapons that are TOO overpowered, as in beyond repair even by increasing the HP of the enemies.
As an example, some of the weapons I've come up with:
Level 5-7
Vengeance: it's a sentient longsword (it's in fact a being akin to a fire elemental that can take the shape of this blade), dealing an additional 1d6 Fire damage on hit, or 2d6 Radiant if the enemy is Demon or a Devil. It holds 2 charges, restored after a long rest. If the wielder is able to attack multiple times when using the Attack action (and it should unless the party somehow stumbles upon the resting place of the sword and defeats whoever is in there way before it's intended), he/she can forego one of the attacks to attack an enemy with a fiery beam (ranged spell attack with 30 ft range), though I'll probably make adjustments to the modifier in case a Fighter ends up wielding this), dealing 2d10 Fire damage.
Tharen'alas: a +1 longbow that deals an additional 1d6 Necrotic damage on hit. It conjures its own arrows out of thin air. It holds a single charge, restored after a long rest, and by expending it the wielder can turn the next arrow into a Dark Arrow. If the target of a Dark Arrow is a creature of a type (as in Dragon, Demon, Elemental etc) that the wielder of this bow has defeated/killed or helped defeat/kill (after finding it, he/she needs to do so with this weapon), that creature takes an additional 4d6 necrotic damage, or half of that if it succeeds a Constitution saving throw (DC13).
Irethilios: a spear that deals an additional 1d4 Lightning damage on hit and grants the wielder +2 Dex (and max Dex is now 22). It holds a single charge, restored after a long rest. By expending it, the wielder can, by using both an action and a bonus action, plant the spear into the ground. At the beginning of his/her next turn, a lightning bolt strikes the spear, empowering the wielder with the essence of lightning. For this turn, the movement speed of the wielder is increased by 15 ft, and he/she now moves through rapid blinks followed by a flash of lightning, preventing enemies from hitting him with opportunity attacks if he moves out of their reach (or I could simply turn this into Disadvantage). While the wielder is in this state, he/she can only attack with unarmed strikes (it's intended for a Monk), but he/she can attack 5 times, with each strike dealing an additional 1d6 of Lightning damage. At the end of this turn, there's a Constitution saving throw (DC15). If failed, the wielder suffers one level of Exhaustion.