Hey. One of my players who is 12th level wants to have his greataxe enchanted so he will be able to do additional necrotic damage and regain hit points at the same time. This is similar to the Vampiric Touch spell which is 3rd level. This greataxe in my mind would be a rare magic item and will have only 2 uses to imbue the weapon with necrotic energy doing an additional 3d6 necrotic damage on a hit and the pc regains hit points equal to half the necrotic damage dealt. What type of changes should I make to this Vampiric Touch Greataxe so it is not too strong or too weak?
1. This isn’t exactly the right forum to post this in. DnDBeyond Feedback more of a “meta” forum for discussing improvements to the site, not for feedback from DnDBeyond users. This kind of question might fit better in the Homebrew forum.
2. In terms of mechanics, what you just described with limited uses and damage actually sounds pretty balanced. It makes sense to me.
Alternatively, if you want an always-on ability, you could make it deal an extra 1d6 necrotic damage at all times, and if it kills a hostile creature, you gain temporary hit points equal to the necrotic damage * 2. This alternative probably has more issues than your original idea, which was pretty good in the first place.
Hey. One of my players who is 12th level wants to have his greataxe enchanted so he will be able to do additional necrotic damage and regain hit points at the same time. This is similar to the Vampiric Touch spell which is 3rd level. This greataxe in my mind would be a rare magic item and will have only 2 uses to imbue the weapon with necrotic energy doing an additional 3d6 necrotic damage on a hit and the pc regains hit points equal to half the necrotic damage dealt. What type of changes should I make to this Vampiric Touch Greataxe so it is not too strong or too weak?
1. This isn’t exactly the right forum to post this in. DnDBeyond Feedback more of a “meta” forum for discussing improvements to the site, not for feedback from DnDBeyond users. This kind of question might fit better in the Homebrew forum.
2. In terms of mechanics, what you just described with limited uses and damage actually sounds pretty balanced. It makes sense to me.
Alternatively, if you want an always-on ability, you could make it deal an extra 1d6 necrotic damage at all times, and if it kills a hostile creature, you gain temporary hit points equal to the necrotic damage * 2. This alternative probably has more issues than your original idea, which was pretty good in the first place.
Thank you very much