I didn't know exactly which forum to put this in, so I elected to put this here. I'm tinkering on a series of weapons based on the Monsterverse by Legendary Studios, and I wanted to see if I could get some feedback and possibly playtest data from this first weapon. So here goes.
NOTE: This weapon is meant to be used by an approximately level 5-6 player/party
This katana features a grey-blue hilt with hardening line going up the blade reminiscent of the spines of an ancient mystical sea dragon that glows a soft blue. Once attuned, the wielder can cast a linear breath attack dealing radiant damage as a bonus action following the rules and damage of the breath attack spell 1d4 times per long rest. Once the wielder's health drops below 25% of their max HP, the Kaijugatana's glow changes to an orange glow and the wielder can cast a thermal wave that follows the same rules as a DC13 Thunderwave, except with fire damage rather than thunder. This can only be done once per long rest with the exception of either expending any remaining charges of the breath attack or rolling a DC14 CON check, upon a failure, the weapon will not be able to regain charges for 1d8 days.
If there's anything I can do to improve it or if somebody wishes to use it and test it, please feel more than free to provide input or to use it, all I ask for those that do use it, to provide feedback and data that I can use to fine-tune it and make it even better and improve on my homebrewing.
Okay. The thing that jumps right out at me first and foremost is that the way you’ve worded it is not only confusing, it is in no way at all how magic items (or anything else) is worded or works for D&D. For one thing using the 3rd person and referring to “the wielder” means that it’s hard to word things in a simple straightforward way, which is why all magic items use the 2nd person and simply speak directly to “you.” For another, you refer to how different spells work which means people are gonna hafta stop and look the spells up to figure out how the hell it’s sposta work, but you didn’t use the correct names for both spells, and then on top of that you say it’s like how the spell works but different in some way, which just makes it even more confusing. You have also jumbled up the order of things in the wording so it’s not intuitive to follow. Finally you have the magic item’s functionality dependent on the wielder’s stamina and endurance, which runs completely contrary to how magic items are conceived of and implemented by the game designers. Lemme try to help.
Kaijugatana
Weapon (longsword), rare (requires attunement)
This katana features a grey-blue hilt with a hardening line going up the blade reminiscent of the spines of an ancient, mystical sea dragon, and the ancient blade glows with a soft blue light.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When unsheathed, the blade of this sword glows gently, creating dim light in a 5-foot radius.
In addition, this weapon has 4 charges, it regains 1d4 charges daily at dawn.
[Something Evocative]. While you’re holding Kaijugatana, you can use a bonus action and expend one of this weapon’s charges to emit a beam of radiant energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save a creature takes 3d6 radiant damage, or half as much damage on a success.
Thermal Wave. While you’re holding Kaijugatana, if you have fewer than half your hit points left the blade’s glow shifts from blue to orange, and you can use your action and expend three of this weapon’s charges to send out an explosive wave of flames that sweeps out from you. Each creature in a 15-foot cube originating from you must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 fire damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. Unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you, and the flames ignite flammable objects in the area that aren't being worn or carried.
There, that’s better. It’s probably a little strong for a low Tier-2 (5th — 10th levels), but not too bad, and definitely fine by the higher end of Tie-2.
To fine tune it to be more balanced for lower Tier-2 (5th-7th levels), drop the damage maybe, and lower the DC to 13. However, that will mean it will drop off in usefulness sooner. The way it is now, if they get it at around 6th level, it should be fine, and last them until they’re maybe partway into Tier-3 maybe as high as 13th level even.
I didn't know exactly which forum to put this in, so I elected to put this here. I'm tinkering on a series of weapons based on the Monsterverse by Legendary Studios, and I wanted to see if I could get some feedback and possibly playtest data from this first weapon. So here goes.
NOTE: This weapon is meant to be used by an approximately level 5-6 player/party
Weapon: Kaijugatana
+1 Longsword (requires attunement)
This katana features a grey-blue hilt with hardening line going up the blade reminiscent of the spines of an ancient mystical sea dragon that glows a soft blue. Once attuned, the wielder can cast a linear breath attack dealing radiant damage as a bonus action following the rules and damage of the breath attack spell 1d4 times per long rest. Once the wielder's health drops below 25% of their max HP, the Kaijugatana's glow changes to an orange glow and the wielder can cast a thermal wave that follows the same rules as a DC13 Thunderwave, except with fire damage rather than thunder. This can only be done once per long rest with the exception of either expending any remaining charges of the breath attack or rolling a DC14 CON check, upon a failure, the weapon will not be able to regain charges for 1d8 days.
If there's anything I can do to improve it or if somebody wishes to use it and test it, please feel more than free to provide input or to use it, all I ask for those that do use it, to provide feedback and data that I can use to fine-tune it and make it even better and improve on my homebrewing.
Okay. The thing that jumps right out at me first and foremost is that the way you’ve worded it is not only confusing, it is in no way at all how magic items (or anything else) is worded or works for D&D. For one thing using the 3rd person and referring to “the wielder” means that it’s hard to word things in a simple straightforward way, which is why all magic items use the 2nd person and simply speak directly to “you.” For another, you refer to how different spells work which means people are gonna hafta stop and look the spells up to figure out how the hell it’s sposta work, but you didn’t use the correct names for both spells, and then on top of that you say it’s like how the spell works but different in some way, which just makes it even more confusing. You have also jumbled up the order of things in the wording so it’s not intuitive to follow. Finally you have the magic item’s functionality dependent on the wielder’s stamina and endurance, which runs completely contrary to how magic items are conceived of and implemented by the game designers. Lemme try to help.
There, that’s better. It’s probably a little strong for a low Tier-2 (5th — 10th levels), but not too bad, and definitely fine by the higher end of Tie-2.
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Thanks for helping me with this, I appreciate the formatting advice and the advice. Any advice for fine-tuning for low Tier-2?
I’m happy to help!
To fine tune it to be more balanced for lower Tier-2 (5th-7th levels), drop the damage maybe, and lower the DC to 13. However, that will mean it will drop off in usefulness sooner. The way it is now, if they get it at around 6th level, it should be fine, and last them until they’re maybe partway into Tier-3 maybe as high as 13th level even.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting