I made an item, but it can easily become cursed in my opinion. Could you give feedback?
This weapon has 12 charges. You can use four charge while making a weapon attack to give these bonuses:
The target takes an additional 2d6 lightning damage and 1d4 thunder damage,the weapon gains 1d6 charges, and the target is paralyzed until your next turn
If it already was paralyzed because of this effect, it is paralyzed for 2 rounds after your turn ends instead and it deals 1d8 lightning damage instead. Roll a 1d20. If a 1, the next effect happens instead. If a 20, the previous effect happens instead.
1and you attack again with this weapon, all damage is negated against this creature, you take 2d12 lighting damage on a failed save or half as much on a successful one (DC 19). It makes a deathsaving throw (DC 15). On a fail, it deals an additional 1d12 lightning damage and it loses all of it's charges. On a success, it regains all charges and you gain an action, reaction, and bonus action next turn, but has disadvantage on such death saving throws for 24 hours.
It counts as a light weapon, and you must be duel wielding the whips to use the whips power. These whips must be within 100 feet of each other, or they disappear in a flash of light
Public Mod Note
(subsistcyber):
Moved to Homebrew Forum
I made an item, but it can easily become cursed in my opinion. Could you give feedback?
This weapon has 12 charges. You can use four charge while making a weapon attack to give these bonuses:
The target takes an additional 2d6 lightning damage and 1d4 thunder damage,the weapon gains 1d6 charges, and the target is paralyzed until your next turn
If it already was paralyzed because of this effect, it is paralyzed for 2 rounds after your turn ends instead and it deals 1d8 lightning damage instead. Roll a 1d20. If a 1, the next effect happens instead. If a 20, the previous effect happens instead.
1and you attack again with this weapon, all damage is negated against this creature, you take 2d12 lighting damage on a failed save or half as much on a successful one (DC 19). It makes a deathsaving throw (DC 15). On a fail, it deals an additional 1d12 lightning damage and it loses all of it's charges. On a success, it regains all charges and you gain an action, reaction, and bonus action next turn, but has disadvantage on such death saving throws for 24 hours.
It counts as a light weapon, and you must be duel wielding the whips to use the whips power. These whips must be within 100 feet of each other, or they disappear in a flash of light
Put this in the home brew section. This is called feedback because it’s for feedback of DDB, not feedback from DDB.
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Oh, sorry. Thanks though