Would this item suck or is it an actual good idea?
Bleak *Edited
Weapon (maul), very rare (requires attunement)
As you make your way through a long and dark corridor, you arrive at a dimly lit cave. In front of you lies a crater that seems to be engulfing all the light around it. As you approach, you notice a pool of darkness with a long lead handle protruding from it. When you touch it, your hand turns as black as the void of space, and you feel a chilling bleed that grips your heart and, for the first time in your life, you hear true silence.
A maul made from a dark metal that holds aloft a stone that bleeds liquid shadow. Every now and then a pool of black liquid visibly waves across the surface of the rock, extending to your hand.
Magical Attack. This weapon has the Reach property, deals 2d12 extra necrotic damage and it's damage is treated as magical.
Pitch Artery. When you strike a target with it you create a 5 feet radius sphere of void, the center of which must be within 10 feet of you and in the same space as the target. Any creature that finds itself within the area of the attack is dealt half the damage rolled by the hammer as necrotic damage. This weapon can only do one attack per turn, regardless of how many attacks you can do per action. Instead, every remaining extra attack you do per turn ads 5 feet to the area of the explosion. Additionally, after you attack with this weapon you cannot attack with any other weapon for that turn. When you critical hit the radius of the explosion doubles, and any creature within 10 feet of your strike is blinded until your next turn.
Cursed.This weapon requires attunement and is cursed. Once you attune to this weapon you cannot unequip it.
Shadow Guise. You seem to be made out of inky abyss, covered by a film of illusion that gives you form. Whenever you get hit, the place that you get hit turns black for a second, ripping the film that covers your true form.
Once you reach half of your max health, whenever you get hit you cause an explosion from your body 15 feet in diameter that deals 1d12 necrotic damage to any creature within the area.
When you reach a quarter of your max health, your body is completely black and devoid of form, struggling to hold it's shape for a while longer. You are blinded and gain blindsight up to 60 feet until healed above a quarter of your health. Moreover, whenever you are in darkness you and your weapon are completely invisible and you can hide in dim light without any cover.
If your health reaches 0, you are rendered unconscious and turned into a pool of oil-like dark liquid and must make a Constitution saving throw (DC 12) or be absorbed by the hammer, instantly killing you. You must remake the saving throw at the beginning of each of your turns or until you are healed or somebody uses Mending or Shape Water on you, returning you to one hit point. When you turn unconscious, you are automatically stabilized and enemies can't damage you.
If you are absorbed, you die. You cannot be resurrected by any means until the hammer breaks, releasing your liquid form back into the world.
You are immune from the necrotic damage dealt by your weapon. You are proficient with this weapon.
I would add clarification on using multiple weapons on Pitch Artery, as it could be cheesed by making one attack, dropping the maul, and attacking with something else! Also "the point you strike" is somewhat ill-defined, whereas simply saying "you create a 5ft. radius sphere of dark energy, the centre of which must be within 10ft. of you and in the same space as the target" would make it easier to define, and less likely for people to say thingsl ike "actually that was swung left to right...".
Very cinematic and cool. Though it's a bit complicated and hard to judge. Here is my attempt to streamline it, let me know what you think?
[Flavour - excellent! Love it!]
Weapon Properties: 10 ft Reach, Cursed
Any creature attuned to this weapon is proficient in using it.
Void Splash. When you hit a target with this weapon it deals 2d12 extra necrotic damage and creates a 5ft radius sphere of void around the target. Each creature in the area of the sphere takes damage equal to half of this necrotic damage. On a critical hit, the radius of the sphere is doubled and the sphere persists until the start of your next turn blinding all creature other than you within the radius. You are immune to this necrotic damage, and your turn ends immediately once you hit with this weapon.
Black Blood. When you attune this weapon your blood becomes black as ink as the powers of the abyss suffuse your form.
While you have fewer than half of your maximum hit points remaining, each time you are hit by a melee attack void energy erupts from you dealing 2d12 necrotic damage to the attacker.
If you are reduced to 0 hp, you are rendered unconscious and turned into a pool of oil-like dark liquid. Creatures more than 10 ft away from you must make a DC 15 Wisdom (Perception) check to spot your liquid form.
If you die you are absorbed by the hammer and can only be resurrected by using a wish or if the hammer is broken releasing you in liquid form.
Cursed.This weapon requires attunement and is cursed. Once you attune to this weapon you cannot unequip it unless targeted by a remove curse.
Very cinematic and cool. Though it's a bit complicated and hard to judge. Here is my attempt to streamline it, let me know what you think?
[Flavour - excellent! Love it!]
Weapon Properties: 10 ft Reach, Cursed
Any creature attuned to this weapon is proficient in using it.
Void Splash. When you hit a target with this weapon it deals 2d12 extra necrotic damage and creates a 5ft radius sphere of void around the target. Each creature in the area of the sphere takes damage equal to half of this necrotic damage. On a critical hit, the radius of the sphere is doubled and the sphere persists until the start of your next turn blinding all creature other than you within the radius. You are immune to this necrotic damage, and your turn ends immediately once you hit with this weapon.
Black Blood. When you attune this weapon your blood becomes black as ink as the powers of the abyss suffuse your form.
While you have fewer than half of your maximum hit points remaining, each time you are hit by a melee attack void energy erupts from you dealing 2d12 necrotic damage to the attacker.
If you are reduced to 0 hp, you are rendered unconscious and turned into a pool of oil-like dark liquid. Creatures more than 10 ft away from you must make a DC 15 Wisdom (Perception) check to spot your liquid form.
If you die you are absorbed by the hammer and can only be resurrected by using a wish or if the hammer is broken releasing you in liquid form.
Cursed.This weapon requires attunement and is cursed. Once you attune to this weapon you cannot unequip it unless targeted by a remove curse.
Simplified even further:
Void Splash. As an action, you can make a single melee weapon attack with Bleak. On a hit, the target takes an additional 2d12 necrotic damage and each creature other than you within 5 feet of the target takes half as much necrotic damage. On a critical hit, the radius of this effect increases to 10 feet, and each affected creature is blinded until the end of their next turn.
Black Blood. You gain the following benefits:
While you have fewer than half of your maximum hit points, any creature within 5 feet of that hits you with a melee attack takes 2d12 necrtoci damage.
While you have fewer than one-quarter of your maximum hit points, you are blinded, but have blindsight out to a range of 60 feet. Further, you are invisible while in an area of darkness, and can take the hide action without having cover while in an area of dim light.
Curse. Bleak is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the maul, keeping it on your person at all times. Additionally, if your hit points fall to 0, you must make a DC 12 Constitution saving throw on each of your turns until you fail, or until you have at least 1 hit point. On a failed save, you die as your form is absorbed into Bleak. You cannot be restored to life by any means short of a wish spell until Bleak is destroyed, at which time your fluid form flows out from Bleak's remains.
Would this item suck or is it an actual good idea?
Bleak *Edited
Weapon (maul), very rare (requires attunement)
A maul made from a dark metal that holds aloft a stone that bleeds liquid shadow. Every now and then a pool of black liquid visibly waves across the surface of the rock, extending to your hand.
Magical Attack. This weapon has the Reach property, deals 2d12 extra necrotic damage and it's damage is treated as magical.
Pitch Artery. When you strike a target with it you create a 5 feet radius sphere of void, the center of which must be within 10 feet of you and in the same space as the target. Any creature that finds itself within the area of the attack is dealt half the damage rolled by the hammer as necrotic damage. This weapon can only do one attack per turn, regardless of how many attacks you can do per action. Instead, every remaining extra attack you do per turn ads 5 feet to the area of the explosion. Additionally, after you attack with this weapon you cannot attack with any other weapon for that turn. When you critical hit the radius of the explosion doubles, and any creature within 10 feet of your strike is blinded until your next turn.
Cursed. This weapon requires attunement and is cursed. Once you attune to this weapon you cannot unequip it.
Shadow Guise. You seem to be made out of inky abyss, covered by a film of illusion that gives you form. Whenever you get hit, the place that you get hit turns black for a second, ripping the film that covers your true form.
You are immune from the necrotic damage dealt by your weapon. You are proficient with this weapon.
This is a very cool magic weapon - kudos!
I would add clarification on using multiple weapons on Pitch Artery, as it could be cheesed by making one attack, dropping the maul, and attacking with something else! Also "the point you strike" is somewhat ill-defined, whereas simply saying "you create a 5ft. radius sphere of dark energy, the centre of which must be within 10ft. of you and in the same space as the target" would make it easier to define, and less likely for people to say thingsl ike "actually that was swung left to right...".
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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I see. I'll rewrite those passages, thanks!
Very cinematic and cool. Though it's a bit complicated and hard to judge. Here is my attempt to streamline it, let me know what you think?
[Flavour - excellent! Love it!]
Weapon Properties: 10 ft Reach, Cursed
Any creature attuned to this weapon is proficient in using it.
Void Splash. When you hit a target with this weapon it deals 2d12 extra necrotic damage and creates a 5ft radius sphere of void around the target. Each creature in the area of the sphere takes damage equal to half of this necrotic damage. On a critical hit, the radius of the sphere is doubled and the sphere persists until the start of your next turn blinding all creature other than you within the radius. You are immune to this necrotic damage, and your turn ends immediately once you hit with this weapon.
Black Blood. When you attune this weapon your blood becomes black as ink as the powers of the abyss suffuse your form.
Cursed. This weapon requires attunement and is cursed. Once you attune to this weapon you cannot unequip it unless targeted by a remove curse.
Great weapon! Give it a +2 to attack and damage rolls.
I write homebrew and don't publish it. (evil, I know)
Simplified even further:
Void Splash. As an action, you can make a single melee weapon attack with Bleak. On a hit, the target takes an additional 2d12 necrotic damage and each creature other than you within 5 feet of the target takes half as much necrotic damage. On a critical hit, the radius of this effect increases to 10 feet, and each affected creature is blinded until the end of their next turn.
Black Blood. You gain the following benefits:
Curse. Bleak is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the maul, keeping it on your person at all times. Additionally, if your hit points fall to 0, you must make a DC 12 Constitution saving throw on each of your turns until you fail, or until you have at least 1 hit point. On a failed save, you die as your form is absorbed into Bleak. You cannot be restored to life by any means short of a wish spell until Bleak is destroyed, at which time your fluid form flows out from Bleak's remains.