So I have been working on a new encounter for my group where a village is set on fire by a meteor that crashed just outside of it. The town aside (because I already know what I'm going to do with it and townsfolk), I had to address the possibility of them retrieving the meteor and making something out of it and this is where I had a problem.
It will be large enough to make 3 weapons, 2 sets of medium armor, 1 set of heavy armor, but no light armor. Unrefined it is heavier than iron pound for pound. Refined it is noticeably lighter than iron and slightly hovers above the ground. If armor is made, medium AC will be 14 + DEX mod, large will be 18 with no STR requirement, but still has disadvantage on DEX (stealth) saves (metal plates still make sound). If weapons are made they have an extra 5 ft reach of 1d4 force damage.
Now for the problem. I want the items, no matter what type, to have a magnetic ability to push and pull metal objects within a 60 ft radius. If it is attached to a creature, whether by holding, wearing, or being part of it, they must make a STR save or be pulled with it. The only thing is I don't want this ability to be a free trigger. I wanted a word but I almost don't want anyone to be able to use it. I wanted it to be triggered by a force related spell but i doubt anyone in my party will have one. Or is it an over powered ability that I should just scrap?
Public Mod Note
(MellieDM):
Moved from Rules & Mechanics to Homebrew & House Rules
Are you saying that you would give whatever weapons are made +5 reach beyond the weapon's normal reach? A Longsword with 10' reach? A Glaive with 15' reach? I would highly recommend that you either not do that at all, only apply the extended reach to weapons that already have the Reach, or make the extended reach the only property of meteorite weapons. A standard weapon with Reach is already game changing.
On another note, this thread should really be in either Homebrew & House Rules or the DM sub-forums.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
It would be +5 reach of force damage specifically. Thanks for the feedback. I'll repost this in Homebrew & House Rules to try to get a couple other opinions before I make a decision.
It would be +5 reach of force damage specifically.
Okay, still a little confused on what you mean by that. Do you mean that you would take a standard weapon template, and a character using that weapon would be able to make a "ranged attack" at a range 5 feet greater than the weapon's standard range for 1d4 force damage?
If so, that's pretty neat! I wouldn't actually make that as a weapon property, but you can do that as a special ability on the weapon (a separate attack option).
Rollback Post to RevisionRollBack
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
So I have been working on a new encounter for my group where a village is set on fire by a meteor that crashed just outside of it. The town aside (because I already know what I'm going to do with it and townsfolk), I had to address the possibility of them retrieving the meteor and making something out of it and this is where I had a problem.
It will be large enough to make 3 weapons, 2 sets of medium armor, 1 set of heavy armor, but no light armor. Unrefined it is heavier than iron pound for pound. Refined it is noticeably lighter than iron and slightly hovers above the ground. If armor is made, medium AC will be 14 + DEX mod, large will be 18 with no STR requirement, but still has disadvantage on DEX (stealth) saves (metal plates still make sound). If weapons are made they have an extra 5 ft reach of 1d4 force damage.
Now for the problem. I want the items, no matter what type, to have a magnetic ability to push and pull metal objects within a 60 ft radius. If it is attached to a creature, whether by holding, wearing, or being part of it, they must make a STR save or be pulled with it. The only thing is I don't want this ability to be a free trigger. I wanted a word but I almost don't want anyone to be able to use it. I wanted it to be triggered by a force related spell but i doubt anyone in my party will have one. Or is it an over powered ability that I should just scrap?
So you want to know if the magnet ability is overpowered. It is akin to a weaker telekinesis, so I dont see the problem.
Are you saying that you would give whatever weapons are made +5 reach beyond the weapon's normal reach? A Longsword with 10' reach? A Glaive with 15' reach? I would highly recommend that you either not do that at all, only apply the extended reach to weapons that already have the Reach, or make the extended reach the only property of meteorite weapons. A standard weapon with Reach is already game changing.
On another note, this thread should really be in either Homebrew & House Rules or the DM sub-forums.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
It would be +5 reach of force damage specifically. Thanks for the feedback. I'll repost this in Homebrew & House Rules to try to get a couple other opinions before I make a decision.
Okay, still a little confused on what you mean by that. Do you mean that you would take a standard weapon template, and a character using that weapon would be able to make a "ranged attack" at a range 5 feet greater than the weapon's standard range for 1d4 force damage?
If so, that's pretty neat! I wouldn't actually make that as a weapon property, but you can do that as a special ability on the weapon (a separate attack option).
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Not what I was thinking but I like that idea better. Makes the weapon seem less OP. Thanks!
Now that I think about it that actually is what I was thinking lol