Take a look at this hammer I made for a PC. It is central to his back story, it's a weapon of great value and power, but the campaign is only level 1-10 so I have to get it to them sooner than later. We will start Red Hand of Doom not long after he finds it. Tell me what you think? Too strong?
The Silver Hammer, Legendary Warhammer/Maul requires Attunment by a Cleric member of the Blackhammer family. .................................................. .............................. Weapon of Destiny: The Hammer gains a bonus to hit and damage equal to half of your proficiency bonus rounded down (For example at Levels 1-8 it is a +1 magic weapon). In addition, you may summon the weapon to your hand as a bonus action if you are on the same plane and you can not be disarmed of it. The Hammer instantly teleports to your hand when summoned.
Hammer of Kings: Over a Short rest the Warhammer can magically enlarge to become a Maul or be reduced back into a Warhammer.
Goblin Bane: Starting at 5th level, when you use your Turn Undead feature, Goblinoids are frightened as if they were undead. Destroy Undead has no affect on Goblinoids.
Voice of Kings: Starting at 7th level, you gain expertise in persuasion while attuned to the hammer. You have advantage on Charisma checks against Dwarves.
Guidance of the Smith Saint: Starting at 9th level, you can cast True Strike through the hammer as a bonus action. If you hit an enemy on your current turn after casting True Strike in this way, you deal an additional 2d6 radiant damage.
So the core of this is to give the paladin one of an Eldritch Knight's core abilities, wrapped up with a +1 weapon.
On its own it doesn't seem broken but it's a pretty powerful ability, and are the other party members going to get weapons of equivalent power? I think overall the weapon is fine from a balance perspective, as it's important to a character's story and doesn't give overpowered abilities. I think it might be more fun to link its power-ups to in-game achievements rather than just when the character levels up.
I guess your player is cool with sticking with one weapon for the entire campaign, but I would check with him (or at least try to discern it through conversation). One of the things I enjoy with my characters is finding new stuff - you need to be totally sure that he's absolutely happy with this weapon as his in-game choices will be limited after he finds it.
Between levels 1-8 it's essentially a +1 warhammer, and at 9 and beyond, in combat against non-goblinoids it's a weakened version of Flamebrand (although with +2, so kind of balances out). I'd remove the Voice of Kings ability (essentially this is a character ability, unrelated to using the weapon), moving Guidance of the Smith Saint to 7th level and giving it something stronger at level 9.
For a legendary item, I'd consider giving it downsides as well as bonuses, that way the bonuses can be more powerful whilst the corrupting effect of the weapon holds you back.
On voice of kings, I could see keeping the advantage vs dwarves on CHA checks, since I imagine this weapon is legendary in dwarven culture, so they'd be awed by the person using it. But I don't know about the expertise since I'm not sure people of other races would be impressed.
That guidance of the smith saint needs to be dialed back, unlimited True Strike as a bonus action means you're giving the player advantage and bonus damage every round (at least once per round. Maybe have it be something like a number of times equal to con modifier (minimum 1) per long rest. I only say Con because that seems dwarf thematic, but something else (proficiency bonus, maybe) could work.
On Goblin Bane, what if the character doesn't have a turn undead feature? I know you're making this for a specific character, but in-game, it was likely made to serve as some great ancestral weapon. They had to anticipate that it would, at some point, be in the hands of someone who wasn't a cleric. Could just be a 1/LR ability so anyone could use it.
For context, his backstory is that he is heir to a destroyed dwarven kingdom. His people, in exile, blame his family and ridicule the Blackhammers for having lost a scared weapon. His aspiration is to find the Blackhammer and inspire the Dwarves of the Vale to create a new multi-racial empire.
Haha now I'm worried it's both too powerful and not powerful enough! Can yall think of some alternative abilities? I do feel bad about ripping EK's core ability so that likely to get the axe. The original Blackhammer was lost, so I figured the dwarf that forged the Silverhammer would make sure it would never be lost.
My reasoning:
Goblin Bane: He won't get much use out of Turn Undead, so I figured this could be a fun (and very useful in RHoD!) way to bring it into play. Most of the enemies in RHoD are Goblins, so this ability could be very disruptive, but it competes with his other Channles. You are right that it might be better as a 1/d. This weapon could show up in other campaigns
Voice of Kings: He's the face but he has +1 to Charisma. I've tried to explain to my group they can use other abilities with skills (Int [persuasion] to make logical arguments, or Wis [persuasion] to make insightful points etc.) but they are to use to the usually way. Level 7 is around the time they will be using diplomacy to get help against the Hobgoblin Army.
Guidance of the Smith Saint: This is the one I was worried about. My justification is that he can not use this AND spiritual weapon and this is still less powerful than a 3rd level SW. It will also encourage him to go to the front line where his concentration spells will become more vulnerable. I'm afraid to give it another d6, but I'm also afraid to reduce it by a d6.
I touch base with my players often and give them cool shit all the time so I'm not too worried about envy but I'll be watching out for it.
You’re being nice with voice of kings then, I’d say if he’s the face and not great at it, and they don’t want to use alternative skill checks (and you’re letting them) it’s on them. you don’t have to make up the difference.
I see your point on the action economy end of smith saint (makes healing word more interesting as well) makes some sense, but I think unlimited true strike puts it as a way better choice, damage output might not be as good, but he’ll hit way more reliably. Either way It’s a cool idea, wish there was a way to play test it.
What if he can cast True Strike a number of times equal to his wisdom modifier? It still makes it feel like it's a straight up better version of the Samurai's Fighting Spirit though :(
The more I’m thinking about it, the more it might not be so bad as I first thought. By 9th level, he’ll likely be casting spells a lot more than making melee attacks. And the action economy is a big deal. Unless he’s the party tank, it would be pretty rare for him to spend his whole round basically hitting one target with the hammer.
And if you do want to mess with the damage, you could incorporate it with a drawback like Sanvael suggested. Like, allow him to choose to add the damage die but say half the (Total) damage comes back on him.
Goblin Bane: He won't get much use out of Turn Undead, so I figured this could be a fun (and very useful in RHoD!) way to bring it into play. Most of the enemies in RHoD are Goblins, so this ability could be very disruptive, but it competes with his other Channles. You are right that it might be better as a 1/d. This weapon could show up in other campaigns
I really don't like Turn Undead as an ability at all (undead fleeing has never made sense to me :S) but this makes sense. In answer to Xalthu, maybe the weapon adapts to its wielder, given that it's legendary?
Haha now I'm worried it's both too powerful and not powerful enough! Can yall think of some alternative abilities? I do feel bad about ripping EK's core ability so that likely to get the axe. The original Blackhammer was lost, so I figured the dwarf that forged the Silverhammer would make sure it would never be lost.
How about "Whilst attuned to this weapon, you can always locate it providing it is on the material plane. After 1 minute of meditation you can point directly in its direction, and know roughly how far away it is."
Voice of Kings: He's the face but he has +1 to Charisma. I've tried to explain to my group they can use other abilities with skills (Int [persuasion] to make logical arguments, or Wis [persuasion] to make insightful points etc.) but they are to use to the usually way. Level 7 is around the time they will be using diplomacy to get help against the Hobgoblin Army.
This feels a bit like putting in a magical effect to take into account bad play on the part of the party. You could achieve the same effect by just lowering the DC of the Persuasion checks since you're kinda gearing him to be able to take harder RP challenges. If all the players decided to max out combat stats and none of them put good stats into Charisma, that should be a party weakness, and that's on them! Awarding a straight up +3 Charisma bonus (which is massive) to alleviate your players' errors.
Casting True Strike over and over as a bonus action isn't something that I noticed originally. That's crazy powerful, and is likely to dictate his play. I doubt he'll even be using many spells.
Overall I think that this needs a bit of a rework, and I think that a good place to start would be to think of this as an item independent from the specific character who is going to hold it. I would also suggest making the advancements in power dependent on achieving story objectives.
Here's a version that takes this kind of thing into account:
Silverhammer Weapon (Warhammer +1), Legendary, requires attunement Whilst attuned to this weapon, you can always locate it providing it is on the material plane. After 1 minute of meditation you can point directly in its direction, and know roughly how far away it is Goblin Bane:If the Silverhammer has been used to strike a killing blow during combat against 30 Goblinoids by an attuned character, its fame has spread such that goblins fear it. Goblinoids suffer an additional dice of the weapons type (d8 or d10 depending on if it's used with one or two hands). Voice of Kings: If the [insert epic criteria, e.g. the three dwarven crowns of Ulmar have been restored] the Silverhammer gains this ability. Oncce per day, as an action, the wielder can command a deafening shout. All non-dwarven enemies within 30 feet must roll a Constitution Saving Throw at DC15 or be deafened for one minute. Guidance of the Smith Saint: If the character attuned to the Silverhammer is [insert epic criteria, e.g. the crowned king of the Vale], then on making a successful melee attack with the Silverhammer, its bearer may cast True Strike as a Bonus Action. Silverhammer's bonus increases from +1 to +2.
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Take a look at this hammer I made for a PC. It is central to his back story, it's a weapon of great value and power, but the campaign is only level 1-10 so I have to get it to them sooner than later. We will start Red Hand of Doom not long after he finds it. Tell me what you think? Too strong?
The Silver Hammer, Legendary Warhammer/Maul requires Attunment by a Cleric member of the Blackhammer family.
.................................................. ..............................
Weapon of Destiny: The Hammer gains a bonus to hit and damage equal to half of your proficiency bonus rounded down (For example at Levels 1-8 it is a +1 magic weapon). In addition, you may summon the weapon to your hand as a bonus action if you are on the same plane and you can not be disarmed of it. The Hammer instantly teleports to your hand when summoned.
Hammer of Kings: Over a Short rest the Warhammer can magically enlarge to become a Maul or be reduced back into a Warhammer.
Goblin Bane: Starting at 5th level, when you use your Turn Undead feature, Goblinoids are frightened as if they were undead. Destroy Undead has no affect on Goblinoids.
Voice of Kings: Starting at 7th level, you gain expertise in persuasion while attuned to the hammer. You have advantage on Charisma checks against Dwarves.
Guidance of the Smith Saint: Starting at 9th level, you can cast True Strike through the hammer as a bonus action. If you hit an enemy on your current turn after casting True Strike in this way, you deal an additional 2d6 radiant damage.
So the core of this is to give the paladin one of an Eldritch Knight's core abilities, wrapped up with a +1 weapon.
On its own it doesn't seem broken but it's a pretty powerful ability, and are the other party members going to get weapons of equivalent power? I think overall the weapon is fine from a balance perspective, as it's important to a character's story and doesn't give overpowered abilities. I think it might be more fun to link its power-ups to in-game achievements rather than just when the character levels up.
I guess your player is cool with sticking with one weapon for the entire campaign, but I would check with him (or at least try to discern it through conversation). One of the things I enjoy with my characters is finding new stuff - you need to be totally sure that he's absolutely happy with this weapon as his in-game choices will be limited after he finds it.
Between levels 1-8 it's essentially a +1 warhammer, and at 9 and beyond, in combat against non-goblinoids it's a weakened version of Flamebrand (although with +2, so kind of balances out). I'd remove the Voice of Kings ability (essentially this is a character ability, unrelated to using the weapon), moving Guidance of the Smith Saint to 7th level and giving it something stronger at level 9.
For a legendary item, I'd consider giving it downsides as well as bonuses, that way the bonuses can be more powerful whilst the corrupting effect of the weapon holds you back.
On voice of kings, I could see keeping the advantage vs dwarves on CHA checks, since I imagine this weapon is legendary in dwarven culture, so they'd be awed by the person using it. But I don't know about the expertise since I'm not sure people of other races would be impressed.
That guidance of the smith saint needs to be dialed back, unlimited True Strike as a bonus action means you're giving the player advantage and bonus damage every round (at least once per round. Maybe have it be something like a number of times equal to con modifier (minimum 1) per long rest. I only say Con because that seems dwarf thematic, but something else (proficiency bonus, maybe) could work.
On Goblin Bane, what if the character doesn't have a turn undead feature? I know you're making this for a specific character, but in-game, it was likely made to serve as some great ancestral weapon. They had to anticipate that it would, at some point, be in the hands of someone who wasn't a cleric. Could just be a 1/LR ability so anyone could use it.
So sorry! Forgot to mention it's for a Cleric!
For context, his backstory is that he is heir to a destroyed dwarven kingdom. His people, in exile, blame his family and ridicule the Blackhammers for having lost a scared weapon. His aspiration is to find the Blackhammer and inspire the Dwarves of the Vale to create a new multi-racial empire.
Haha now I'm worried it's both too powerful and not powerful enough! Can yall think of some alternative abilities? I do feel bad about ripping EK's core ability so that likely to get the axe. The original Blackhammer was lost, so I figured the dwarf that forged the Silverhammer would make sure it would never be lost.
My reasoning:
Goblin Bane: He won't get much use out of Turn Undead, so I figured this could be a fun (and very useful in RHoD!) way to bring it into play. Most of the enemies in RHoD are Goblins, so this ability could be very disruptive, but it competes with his other Channles. You are right that it might be better as a 1/d. This weapon could show up in other campaigns
Voice of Kings: He's the face but he has +1 to Charisma. I've tried to explain to my group they can use other abilities with skills (Int [persuasion] to make logical arguments, or Wis [persuasion] to make insightful points etc.) but they are to use to the usually way. Level 7 is around the time they will be using diplomacy to get help against the Hobgoblin Army.
Guidance of the Smith Saint: This is the one I was worried about. My justification is that he can not use this AND spiritual weapon and this is still less powerful than a 3rd level SW. It will also encourage him to go to the front line where his concentration spells will become more vulnerable. I'm afraid to give it another d6, but I'm also afraid to reduce it by a d6.
I touch base with my players often and give them cool shit all the time so I'm not too worried about envy but I'll be watching out for it.
You’re being nice with voice of kings then, I’d say if he’s the face and not great at it, and they don’t want to use alternative skill checks (and you’re letting them) it’s on them. you don’t have to make up the difference.
I see your point on the action economy end of smith saint (makes healing word more interesting as well) makes some sense, but I think unlimited true strike puts it as a way better choice, damage output might not be as good, but he’ll hit way more reliably. Either way It’s a cool idea, wish there was a way to play test it.
What if he can cast True Strike a number of times equal to his wisdom modifier? It still makes it feel like it's a straight up better version of the Samurai's Fighting Spirit though :(
The more I’m thinking about it, the more it might not be so bad as I first thought. By 9th level, he’ll likely be casting spells a lot more than making melee attacks. And the action economy is a big deal. Unless he’s the party tank, it would be pretty rare for him to spend his whole round basically hitting one target with the hammer.
And if you do want to mess with the damage, you could incorporate it with a drawback like Sanvael suggested. Like, allow him to choose to add the damage die but say half the (Total) damage comes back on him.
I wanted the same thing last year so I made this sword myself.
"Not all those who wander are lost"
I really don't like Turn Undead as an ability at all (undead fleeing has never made sense to me :S) but this makes sense. In answer to Xalthu, maybe the weapon adapts to its wielder, given that it's legendary?
How about "Whilst attuned to this weapon, you can always locate it providing it is on the material plane. After 1 minute of meditation you can point directly in its direction, and know roughly how far away it is."
This feels a bit like putting in a magical effect to take into account bad play on the part of the party. You could achieve the same effect by just lowering the DC of the Persuasion checks since you're kinda gearing him to be able to take harder RP challenges. If all the players decided to max out combat stats and none of them put good stats into Charisma, that should be a party weakness, and that's on them! Awarding a straight up +3 Charisma bonus (which is massive) to alleviate your players' errors.
Casting True Strike over and over as a bonus action isn't something that I noticed originally. That's crazy powerful, and is likely to dictate his play. I doubt he'll even be using many spells.
Overall I think that this needs a bit of a rework, and I think that a good place to start would be to think of this as an item independent from the specific character who is going to hold it. I would also suggest making the advancements in power dependent on achieving story objectives.
Here's a version that takes this kind of thing into account:
Silverhammer
Weapon (Warhammer +1), Legendary, requires attunement
Whilst attuned to this weapon, you can always locate it providing it is on the material plane. After 1 minute of meditation you can point directly in its direction, and know roughly how far away it is
Goblin Bane: If the Silverhammer has been used to strike a killing blow during combat against 30 Goblinoids by an attuned character, its fame has spread such that goblins fear it. Goblinoids suffer an additional dice of the weapons type (d8 or d10 depending on if it's used with one or two hands).
Voice of Kings: If the [insert epic criteria, e.g. the three dwarven crowns of Ulmar have been restored] the Silverhammer gains this ability. Oncce per day, as an action, the wielder can command a deafening shout. All non-dwarven enemies within 30 feet must roll a Constitution Saving Throw at DC15 or be deafened for one minute.
Guidance of the Smith Saint: If the character attuned to the Silverhammer is [insert epic criteria, e.g. the crowned king of the Vale], then on making a successful melee attack with the Silverhammer, its bearer may cast True Strike as a Bonus Action. Silverhammer's bonus increases from +1 to +2.