So our DM is allowing us all to make a homebrew item to earn later through personal quests and being a forge cleric serving Gond I wanted to make my ultimate creation in service to the church. So I came up after thinking about it for like 3 days and I came up with this would love for some opinions and to see if it seems balanced or if it needs to be either toned down or buffed.
Siege Breaker 1D6 force Damage - Versatile 1D8 force damage, exotic
Effect 1: You make a blood pact with this weapon and it binds to you allowing you to call out the weapons name conjuring it into your hand no matter which realm or plane the hammer may exist. The pact ends when you either release the hammer from the pact willingly or when after you die allowing another to make a pact with the weapon. to wield the weapon proficiently you must make a blood pact with said weapon and if you try to attack with it without the blood pact you must make a Dex save to drop it or take 1d10 force damage knocking you prone.
Effect 2: The Siege Breaker deals 1D6 force damage instead of bludgeoning for the sake of overcoming resistances.
Effect 3: You get one charge of "mighty fortress" that regenerates after 5 days.
This will probably be something i get around level 10 honestly and I plan to spend my journey trying to craft it gathering materials and parts to make this weapon. Any ideas of thoughts on this weapon and whether i should change anything? Also btw we are starting at level 1 and this may be a pretty long campaign lasting to level 20 more than likely.
On effect #1, the blood pact stuff is basically a reskin of attunement. This is important because there is a limit on how many items you can attune with, and as written this provides the same benefits / consequences without that requirement. Unless that is intentional I would not deviate from the attunement rules. A possible rewrite would be “while attuned to this weapon you may call it’s name as a bonus action on your turn, summoning it instantly to your hand. You are proficient with this weapon while attuned to it. A creature that attacks with this weapon whilenot attuned to it must make a DC 10 Dexterity saving throw, dropping the weapon, falling prone, and taking 1d10 force damage on a failed save, and dropping the weapon (with no other harmful effects) on a success.”
on #2, the weapon is magical, so very few creatures will resist it no matter the actual damage type, but the force damage is fine
on #3, Mighty Fortress is an 8th level spell, not usually granted until level 15. If your DM is ok with you getting that 5 levels early that’s fine, but you might want a backup in case they aren’t ok with that. Magnifcent Mansion, Tiny Hut, and Rope Trick can accomplish similar things at lower spell levels.
I like the idea of a blood bond to differentiate it from an attunement. It gives it a cool flair.
I also wonder at the name. I just don't see it as a breaker of sieges, but as a defender of the besieged.
A siege breaker might use offensive area of effect type spells. A swarm of goblins scaling the walls, a wall of fire. Sappers, an earthquake. I think I would choose a siege attack to defend against. The more powerful, the less often it would be available.
Personally, as I sit here, I like the idea of a Bow of Many Arrows. One shot, many arrows, maybe like a modern day rifl on auto, but with arrows.
#3 might be a bit much as written. Maybe instead word it to work like the Cleric’s Divine Intervention ability, but with the Mighty Fortress as the only outcome? That way it is not guaranteed to work, but when it does it’s AWESOME!
So our DM is allowing us all to make a homebrew item to earn later through personal quests and being a forge cleric serving Gond I wanted to make my ultimate creation in service to the church. So I came up after thinking about it for like 3 days and I came up with this would love for some opinions and to see if it seems balanced or if it needs to be either toned down or buffed.
Siege Breaker 1D6 force Damage - Versatile 1D8 force damage, exotic
Effect 1: You make a blood pact with this weapon and it binds to you allowing you to call out the weapons name conjuring it into your hand no matter which realm or plane the hammer may exist. The pact ends when you either release the hammer from the pact willingly or when after you die allowing another to make a pact with the weapon. to wield the weapon proficiently you must make a blood pact with said weapon and if you try to attack with it without the blood pact you must make a Dex save to drop it or take 1d10 force damage knocking you prone.
Effect 2: The Siege Breaker deals 1D6 force damage instead of bludgeoning for the sake of overcoming resistances.
Effect 3: You get one charge of "mighty fortress" that regenerates after 5 days.
This will probably be something i get around level 10 honestly and I plan to spend my journey trying to craft it gathering materials and parts to make this weapon. Any ideas of thoughts on this weapon and whether i should change anything? Also btw we are starting at level 1 and this may be a pretty long campaign lasting to level 20 more than likely.
On effect #1, the blood pact stuff is basically a reskin of attunement. This is important because there is a limit on how many items you can attune with, and as written this provides the same benefits / consequences without that requirement. Unless that is intentional I would not deviate from the attunement rules. A possible rewrite would be “while attuned to this weapon you may call it’s name as a bonus action on your turn, summoning it instantly to your hand. You are proficient with this weapon while attuned to it. A creature that attacks with this weapon whilenot attuned to it must make a DC 10 Dexterity saving throw, dropping the weapon, falling prone, and taking 1d10 force damage on a failed save, and dropping the weapon (with no other harmful effects) on a success.”
on #2, the weapon is magical, so very few creatures will resist it no matter the actual damage type, but the force damage is fine
on #3, Mighty Fortress is an 8th level spell, not usually granted until level 15. If your DM is ok with you getting that 5 levels early that’s fine, but you might want a backup in case they aren’t ok with that. Magnifcent Mansion, Tiny Hut, and Rope Trick can accomplish similar things at lower spell levels.
I like the idea of a blood bond to differentiate it from an attunement. It gives it a cool flair.
I also wonder at the name. I just don't see it as a breaker of sieges, but as a defender of the besieged.
A siege breaker might use offensive area of effect type spells. A swarm of goblins scaling the walls, a wall of fire. Sappers, an earthquake. I think I would choose a siege attack to defend against. The more powerful, the less often it would be available.
Personally, as I sit here, I like the idea of a Bow of Many Arrows. One shot, many arrows, maybe like a modern day rifl on auto, but with arrows.
What is your target power level / rarity for this weapon? Rare / Very Rare / Legendary?
And thematically what do you want it to be able to do? It looks like deal force damage and conjure an Instant Fortress
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#3 might be a bit much as written. Maybe instead word it to work like the Cleric’s Divine Intervention ability, but with the Mighty Fortress as the only outcome? That way it is not guaranteed to work, but when it does it’s AWESOME!
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