D&D 5E Solar Blade,,,thoughts?

The Solar Blade is a rare weapon crafted by followers of an Ancient Angelic Order. This order was devoted to hunting down and eleminating those that used the night as a cloak.

Its is a platinum +3 radiant sword. It sheds light in a 5' radius when sheathed, 30' radius when drawn and once per dawn may cast "Daylight". This version of daylight is so bright that it blinds any that attempt to target the wielder of the sword but only lasts for one round per charachter level.

There are 2 known swords in existance. One is a great sword named "Nights End" wielded by a Helmitte Paladin and the other is a short sword named "Dawn Bringer" wielded by a Half-elven Ranger of Shevarash. It is believed that if both swords were drawn in a common cause once again it would bring an end to those that stalk the night.
 
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5E generally prefers saving throws against baneful effects, even for powerful magic items.

Also note that the blindness ability appears to be more powerful than a Medusa effect, though less permanent. It would also impact friendly effects that target individuals. I can't think of any offhand.

Your legend is fanciful enough to be engaging. I'd never let it happen, though. What fun is a world without vampires, undead, assassins, etc? :)

It's pretty straightforward though, so that's a plus. My custom items are often annoyingly complex.
 

Blind one round per character level? That seems super overpowered, given that mo as t combat last around 5 rounds. ..

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Not just that. It feels off to me that this depends on the character's level instead of being inherent to the sword.

I also think there ought to be a chance to save against the effect - but I also would want to keep the flavor the OP has that this is so bright that it will blind.

So, my suggestion is to do this: "This version of daylight is so bright that it blinds any that attempt to target the wielder of the sword; a blinded creature can attempt a Constitution save (DC 15 maybe) to regain its sight at the end of its turn)" or something like that.

So the creature will be blinded while attacking the wielder, and the effect can be ended.
 

Not just that. It feels off to me that this depends on the character's level instead of being inherent to the sword.

Actually, I really like that aspect of the sword. I've been experimenting in my own game with
--heirloom items which provide additional effects for one or more specific bloodlines
--bonded items which produce additional effects the longer they are wielded by a particular person (level is a natural extension of this)
--curses which take have different effects based on whether you want the item or not (TANSTAAFL -- no "try before you buy")
Effects are not always beneficial, but I only reveal initial effects with an Identify (if at all). It allows items to have a little more mystery to them. One of my players thinks his character is going insane, because of the side effects of the powers that he doesn't understand he's getting. :)

The main reason I went this route is to avoid peppering my campaign with magic. Items are RARE in my world. Most enterprising adventurers have only 1 non-charge-limited item. The most accomplished (like PCs) may have up to 3. And many items have nasty, or at least seemingly undesirable side effects. If you have a "pure" item with no side effects, those are hugely treasured.
 
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Actually, I really like that aspect of the sword. I've been experimenting in my own game with
--heirloom items which provide additional effects for one or more specific bloodlines
--bonded items which produce additional effects the longer they are wielded by a particular person (level is a natural extension of this)
--curses which take have different effects based on whether you want the item or not (TANSTAAFL -- no "try before you buy")
Effects are not always beneficial, but I only reveal initial effects with an Identify (if at all). It allows items to have a little more mystery to them. One of my players thinks his character is going insane, because of the side effects of the powers that he doesn't understand he's getting. :)

Sweet.

But I was quite unclear. I meant it feels off for these specific swords. Of course, there may be more to their history/feel than the OP wrote, but it just feels like the swords' power should channelof the angel or angels the order is devoted to, rather than the wielder of the sword.
 

I meant it feels off for these specific swords. Of course, there may be more to their history/feel than the OP wrote, but it just feels like the swords' power should channelof the angel or angels the order is devoted to, rather than the wielder of the sword.

Agreed. If the wielder was ALSO a member of the Angelic Order, great. One round per ASI achievement in that class (no save might be permissible with this limitation).
If the wielder is some "Worthy Joe" then he gets 1 round, period. The light dims because his off-focus faith won't sustain it. Or some other hand-wavy reason. LOL.
 

The sOLAR Blade is a rare weapon crafted by followers of an Ancient Angelic Order. This order was devoted to hunting down and eleminating those that used the night as a cloak.

Its is a platinum +3 radiant sword. It sheds light in a 5' radius when sheathed, and 30' radius when drawn. Once per dawn per charisma point bonus the user may cast "Daylight". This version of daylight is so bright that it may blind, as per the spell (Con DC 8+1/2 CL) any that attempt to target the wielder of the sword (if within 30') but only lasts for one round per point of charisma (it draws on the users inner strength).

There are 2 known swords in existance. One is a great sword named "Nights End" wielded by a Human Helmitte War Cleric and the other is a short sword named "Dawn Bringer" wielded by a Elven Ranger of Shevarash. It is believed that if both swords were drawn in a common cause once again it would bring an end to those that stalk the night. Many leaders of shadow orders are aware of these weapons and their history.
 
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