Hi, I'm a new DM working on my first homebrew campaign. There is a specific item that I want a member of the party to eventually recieve, and I could use an opinion on it:
Kyrid's Quill
Pen / Dart (65/250)
2d6 + DEX piercing
Kyrid's Quill has 5 charges which can be spent immediately after a successful attack with the Quill for a bonus attack action. These bonus attacks have advantage on attack rolls if attacking the same target, and deal 1d12 + 1d6 piercing damage on a successful hit. 1d4 charges can be restored once a day.
Kyrid's Quill can be controlled to move around up to 30 feet when not attacking, and functions as a pen which can hold up to an ounce of fluid, and can be easily emptied (dealing 4 successful attacks with the Quill fills it with an ounce of blood)
It kind of works like Yondu's arrow in Guardians of the Galaxy. I need some help deciding what level I should grant them this item (they start the campaign at lvl 5). Suggestions on how I could change the item to make it more interesting/fair would be greatly appreciated as well!
Okay, so this Quill, it operates like a weapon with the Dancing property right? On top of the Dancing property it deals GREATSWORD damage? If a charge is used it grants a Bonus Action that has advantage and deals GREATAXE damage with ADDITIONAL damage on top of that on a hit? Not certain why it gets filled up with blood, unless that is the way the item is required for recharge.
Enough questions though, time for the feedback. Dancing weapons are fine, in 5e items with this property are placed in the Very Rare catagory simply because they affect the action economy of the game. That means that PCs are not likely, to encounter it until Tier 3-4 (levels 14-20).
The damage of the item: I know what you are trying to model, Yondu's arrow in the GotG movies rocks. But, you can't really do that in the abstract damage game of DnD. I would look more to the amount of damage a short or longbow can inflict for this item. 1d6 or 1d8 at most with the character's DEX modifier adding to damage as usual.
Bonus action/Bonus damage: This idea is workable, but I would not grant advantage on the bonus to hit roll. Simply getting the option of a bonus action should be enough. Given that this is a limited time per day action and in this case one of the wow abilities of the quill I would place the damage at either 2d6 or 2d8 based on whichever level the initial damage was set. (Think carefully though about this item because of potential synergy with Sneak Attack or the odd Dex based Paladin Smite!)
All told this item would be a POTENT very rare item or low level legendary item and would require attunement to use.
Hi. Again, I'm definitely not a very experienced DM, so I really appreciate the feedback. I've looked at what you suggested and made some changes.
Kyrid's Quill
Pen / Dart (65/250)
Requires attunement
1d6 + DEX piercing
Kyrid's Quill has 5 charges which can be spent immediately after a successful hit with the Quill for a bonus attack action. These bonus attacks deal 2d8 + CHA piercing damage on a successful hit. 1d4 charges can be restored once a day.
Kyrid's Quill can be controlled to move around up to 30 feet when not attacking, and functions as a pen which can hold up to an ounce of fluid, and can be easily emptied (dealing 4 successful attacks with the Quill fills it with an ounce of blood)
I actually was not aware of attunement as a weapon feature, so first off thanks for pointing that out. I've decided when it isn't attuned it just functions as a pen and not much else unless it's used as an improvised weapon. I've adjusted the attack die based on your suggestions, and I figured I'd add the charisma modifier to the bonus action, as dexterity is only really used in the initial throw, the bonus actions are more like it whizzing back and forth through the air (like Yondu's arrow) without the user touching it.
Side note: The blood thing is really just a little side quirk. I said it can contain fluid, and just figured when the Quill is flying into or through people it'd likely pick up some blood as it did.
Hi, I'm a new DM working on my first homebrew campaign. There is a specific item that I want a member of the party to eventually recieve, and I could use an opinion on it:
Kyrid's Quill
Pen / Dart (65/250)
2d6 + DEX piercing
Kyrid's Quill has 5 charges which can be spent immediately after a successful attack with the Quill for a bonus attack action. These bonus attacks have advantage on attack rolls if attacking the same target, and deal 1d12 + 1d6 piercing damage on a successful hit. 1d4 charges can be restored once a day.
Kyrid's Quill can be controlled to move around up to 30 feet when not attacking, and functions as a pen which can hold up to an ounce of fluid, and can be easily emptied (dealing 4 successful attacks with the Quill fills it with an ounce of blood)
It kind of works like Yondu's arrow in Guardians of the Galaxy. I need some help deciding what level I should grant them this item (they start the campaign at lvl 5). Suggestions on how I could change the item to make it more interesting/fair would be greatly appreciated as well!
Okay, so this Quill, it operates like a weapon with the Dancing property right? On top of the Dancing property it deals GREATSWORD damage? If a charge is used it grants a Bonus Action that has advantage and deals GREATAXE damage with ADDITIONAL damage on top of that on a hit? Not certain why it gets filled up with blood, unless that is the way the item is required for recharge.
Enough questions though, time for the feedback. Dancing weapons are fine, in 5e items with this property are placed in the Very Rare catagory simply because they affect the action economy of the game. That means that PCs are not likely, to encounter it until Tier 3-4 (levels 14-20).
The damage of the item: I know what you are trying to model, Yondu's arrow in the GotG movies rocks. But, you can't really do that in the abstract damage game of DnD. I would look more to the amount of damage a short or longbow can inflict for this item. 1d6 or 1d8 at most with the character's DEX modifier adding to damage as usual.
Bonus action/Bonus damage: This idea is workable, but I would not grant advantage on the bonus to hit roll. Simply getting the option of a bonus action should be enough. Given that this is a limited time per day action and in this case one of the wow abilities of the quill I would place the damage at either 2d6 or 2d8 based on whichever level the initial damage was set. (Think carefully though about this item because of potential synergy with Sneak Attack or the odd Dex based Paladin Smite!)
All told this item would be a POTENT very rare item or low level legendary item and would require attunement to use.
But that is just my opinion.
Hi. Again, I'm definitely not a very experienced DM, so I really appreciate the feedback. I've looked at what you suggested and made some changes.
Kyrid's Quill
Pen / Dart (65/250)
Requires attunement
1d6 + DEX piercing
Kyrid's Quill has 5 charges which can be spent immediately after a successful hit with the Quill for a bonus attack action. These bonus attacks deal 2d8 + CHA piercing damage on a successful hit. 1d4 charges can be restored once a day.
Kyrid's Quill can be controlled to move around up to 30 feet when not attacking, and functions as a pen which can hold up to an ounce of fluid, and can be easily emptied (dealing 4 successful attacks with the Quill fills it with an ounce of blood)
I actually was not aware of attunement as a weapon feature, so first off thanks for pointing that out. I've decided when it isn't attuned it just functions as a pen and not much else unless it's used as an improvised weapon. I've adjusted the attack die based on your suggestions, and I figured I'd add the charisma modifier to the bonus action, as dexterity is only really used in the initial throw, the bonus actions are more like it whizzing back and forth through the air (like Yondu's arrow) without the user touching it.
Side note: The blood thing is really just a little side quirk. I said it can contain fluid, and just figured when the Quill is flying into or through people it'd likely pick up some blood as it did.
I'm still open for any more suggestions