Still somewhat new to D&D, joined a campaign of players in their current campaign at lvl 17. I was allowed to start at the same lvl but since I wasn't sure what sort of items I could start with and since I figured any starting equipment I would have would be pretty weak as a result of me being a high lvl but not having done anything to get unique equipment, I asked if I could take this opportunity to try and make something unique for the fun of it. DM gave me the ok, but when I presented the unique item with its scaling stats and unique effects and why I wanted this item, she kind of just breezed over it and said that she was pretty much good with us doing whatever if its something we came up with. I don't think the item is over/under powered, but it was difficult to get any input on the item and how it works and its my first custom homebrew item, so I was hoping for a bit of insight/advice related to this item and what I should keep in mind for future home brew items that I may make.
I need to give some backstory before explaining the item as it is something aquired as a result of said backstory.
I decided to go with lizardfolk for a list of reasons that ill avoid discussing right now, and decided to go with Blood Hunter, order of the lycan as my class. I acquired this class as a result of a different Lycan that ate one of my arms, cursing me with both lycanthropy, and the inability to wield weapons. The Rogue Lycan literally disarmed me. Not being able to wield weapons is a problem because Lizardfolk have the ability to turn random shit into useful stuff you can use to beat the shit out of something else. Can't use the stuff I make if I have a curse that prevents me from holding it, That is what drives my character.
The unique item is a mechanical arm that I am able to use as a weapon. Because I'm not technically wielding said arm, it acts as a loophole in the curse, but still prevents me from using something like swords or shields. Lore behind it is that it was crafted for me so that I can hunt down the lycan that is causing this problem.
I have it set so that the Mechanical arm has a lvl up process. I figured it would have maybe 5 options, but I had to come up with the stats the night before as I needed to change characters that I would be playing on the spot.
lvl 1
Slashing/Bludgeoning - 1d6+Proficiency+Strength (Because I can't switch weapon types, being restricted to only one damage type would place me at a more of a disadvantage then what I'm already at. The default attack type is claw, but if clawing something doesn't work then just close your hand and punch it is my thought processes. As a result, the damage is Slashing or Bludgeoning. It has to be declared prior to the attack.
+2 to AC when using to block (its a giant metal arm. If used as a shield to block it would make sense and it forces the attack to be with the other hand which is just a claw)
lvl 4
Shielding Upgrade - Reaction to use as shield gives +2 to AC. When Actively used as a shield gives +5 to AC and shifts to cover more area acting as greater protection. (Shield spell is a reaction and gives +5 to AC. This prevents me from attacking, but lets me get a stronger defense as the situation needs. Requires an Action to activate)
lvl 8
Slashing/Bludgeoning - 1d8+Proficiency+Strength
lvl 12
Discharge Upgrade - Upon landing a successful attack can use a Bonus Action to discharge Rite, ending its effect on the weapon and dealing the rites damage (1d4) times the users Proficiency Bonus (6 at lvl 17). Using Discharge without having landed an attack causes the rite to disperse in a cone in a desired direction similar to scorching hands requiring the damage to be dispersed among the targets in the area of effect. This requires a saving throw to avoid the damage. On a success, the damage to this creature is halved.
lvl 14
Slashing/Bludgeoning - 1d10+Proficiency+Strength
lvl 18 - (This is where I'm struggling the most. Originally I was going to set it as advantage to attacks with either or, but decided against it. later realized that I should be getting advantage because of the pact feature that blood hunters have in the lycan class. What sort of buff this should give i'm struggling with. I think this is my current best option mostly because it gives me some out of combat possibilities as well. Need to climb a wall? switch to claw and get some advantage on those dex checks. Need to bust down a door? Fist it is. If its balance or not correctly is what i'm not sure of which is why it is the last upgrade. I have one more lvl to make sure it is set right)
Enhanced Claw - Requiring an Action to switch the claw into a more focused form, Gain Advantage on Strength/Dexterity checks when using the arm in on of its respective forms. Can dismiss as a Bonus Action switching the claw back.
Fist - Advantage on Strength checks. Can not grab or grapple while in this form as hand is forced into a shut position (Unless an improvised form is accepted by DM - Ex, Bear Hug). Can grab or grapple with the other hand, but if Action requires 2 hands then the Claw has to be reverted first.
Claw - Advantage on Dexterity checks. Can grab, but doing so will cause damage to the thing grabbed as a result of the claws.
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Still somewhat new to D&D, joined a campaign of players in their current campaign at lvl 17. I was allowed to start at the same lvl but since I wasn't sure what sort of items I could start with and since I figured any starting equipment I would have would be pretty weak as a result of me being a high lvl but not having done anything to get unique equipment, I asked if I could take this opportunity to try and make something unique for the fun of it. DM gave me the ok, but when I presented the unique item with its scaling stats and unique effects and why I wanted this item, she kind of just breezed over it and said that she was pretty much good with us doing whatever if its something we came up with. I don't think the item is over/under powered, but it was difficult to get any input on the item and how it works and its my first custom homebrew item, so I was hoping for a bit of insight/advice related to this item and what I should keep in mind for future home brew items that I may make.
I need to give some backstory before explaining the item as it is something aquired as a result of said backstory.
I decided to go with lizardfolk for a list of reasons that ill avoid discussing right now, and decided to go with Blood Hunter, order of the lycan as my class. I acquired this class as a result of a different Lycan that ate one of my arms, cursing me with both lycanthropy, and the inability to wield weapons. The Rogue Lycan literally disarmed me. Not being able to wield weapons is a problem because Lizardfolk have the ability to turn random shit into useful stuff you can use to beat the shit out of something else. Can't use the stuff I make if I have a curse that prevents me from holding it, That is what drives my character.
The unique item is a mechanical arm that I am able to use as a weapon. Because I'm not technically wielding said arm, it acts as a loophole in the curse, but still prevents me from using something like swords or shields. Lore behind it is that it was crafted for me so that I can hunt down the lycan that is causing this problem.
I have it set so that the Mechanical arm has a lvl up process. I figured it would have maybe 5 options, but I had to come up with the stats the night before as I needed to change characters that I would be playing on the spot.
lvl 1
Slashing/Bludgeoning - 1d6+Proficiency+Strength (Because I can't switch weapon types, being restricted to only one damage type would place me at a more of a disadvantage then what I'm already at. The default attack type is claw, but if clawing something doesn't work then just close your hand and punch it is my thought processes. As a result, the damage is Slashing or Bludgeoning. It has to be declared prior to the attack.
+2 to AC when using to block (its a giant metal arm. If used as a shield to block it would make sense and it forces the attack to be with the other hand which is just a claw)
lvl 4
Shielding Upgrade - Reaction to use as shield gives +2 to AC. When Actively used as a shield gives +5 to AC and shifts to cover more area acting as greater protection. (Shield spell is a reaction and gives +5 to AC. This prevents me from attacking, but lets me get a stronger defense as the situation needs. Requires an Action to activate)
lvl 8
Slashing/Bludgeoning - 1d8+Proficiency+Strength
lvl 12
Discharge Upgrade - Upon landing a successful attack can use a Bonus Action to discharge Rite, ending its effect on the weapon and dealing the rites damage (1d4) times the users Proficiency Bonus (6 at lvl 17). Using Discharge without having landed an attack causes the rite to disperse in a cone in a desired direction similar to scorching hands requiring the damage to be dispersed among the targets in the area of effect. This requires a saving throw to avoid the damage. On a success, the damage to this creature is halved.
lvl 14
Slashing/Bludgeoning - 1d10+Proficiency+Strength
lvl 18 - (This is where I'm struggling the most. Originally I was going to set it as advantage to attacks with either or, but decided against it. later realized that I should be getting advantage because of the pact feature that blood hunters have in the lycan class. What sort of buff this should give i'm struggling with. I think this is my current best option mostly because it gives me some out of combat possibilities as well. Need to climb a wall? switch to claw and get some advantage on those dex checks. Need to bust down a door? Fist it is. If its balance or not correctly is what i'm not sure of which is why it is the last upgrade. I have one more lvl to make sure it is set right)
Enhanced Claw - Requiring an Action to switch the claw into a more focused form, Gain Advantage on Strength/Dexterity checks when using the arm in on of its respective forms. Can dismiss as a Bonus Action switching the claw back.
Fist - Advantage on Strength checks. Can not grab or grapple while in this form as hand is forced into a shut position (Unless an improvised form is accepted by DM - Ex, Bear Hug). Can grab or grapple with the other hand, but if Action requires 2 hands then the Claw has to be reverted first.
Claw - Advantage on Dexterity checks. Can grab, but doing so will cause damage to the thing grabbed as a result of the claws.