I am making some fan monster-inspired magic items, and I need some second opinions: one Helm of the Minotaur to evade get lost... would be very appropiate to need attunement, right?. Should the item make a bit of more things besides? Like one horn attack or more CA?. Cursed?
Just avoiding getting lost is not, in my opinion, worth requiring attunement.
It's thematically appropriate for a "helm of the minotaur" to give a gore attack option, and even duplicate the Charge trait that a minotaur has. And if the helm did grant the gore attack, charge trait, and ability to not get lost, I think it would be okay to have it require attunement.
Just avoiding getting lost is not, in my opinion, worth requiring attunement.
It's thematically appropriate for a "helm of the minotaur" to give a gore attack option, and even duplicate the Charge trait that a minotaur has. And if the helm did grant the gore attack, charge trait, and ability to not get lost, I think it would be okay to have it require attunement.
The gore attack does 2d8+Str. Charge does an extra 2d8 and has a chance to knock the target prone. Either debuff them both or make the thing a legendary, minotaur-based belt of dwarvenkind.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
The gore attack does 2d8+Str. Charge does an extra 2d8 and has a chance to knock the target prone. Either debuff them both or make the thing a legendary, minotaur-based belt of dwarvenkind.
I'd personally step each damage expression down to 1d8 (+strength to the first), effectively undoing the size-adjustment that a large-scale weapon normally gets. Just like how a normal-sized greataxe does 1d12 damage and the minotaur's does 2d12.
The gore attack does 2d8+Str. Charge does an extra 2d8 and has a chance to knock the target prone. Either debuff them both or make the thing a legendary, minotaur-based belt of dwarvenkind.
I'd personally step each damage expression down to 1d8 (+strength to the first), effectively undoing the size-adjustment that a large-scale weapon normally gets. Just like how a normal-sized greataxe does 1d12 damage and the minotaur's does 2d12.
Works for me. Probably the simplest way to debuff them.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Thanks to both. I will put one curse that risks to fall under Baphomet influence, with a critic in the Gore attack or making one enemy's hit points to 0 in melee.
I will put the effect now. I will share the version here in Spanish and traslating. Uncommon or rare?
Well here in Spanish, basically is the labyrinthine recall and the gore attack with the charge option. But a curse that puts you under Baphomet influence:
Yelmo del Minotauro
Objeto maravilloso, raro (requiere sintonización)
Este pesado casco tiene dos cuernos y está forrado de cuero, pero el casco es de pesado metal negro. Mientras lo lleves puesto, no puedes perder te ya que siempre recuerdas el camino que hayas recorrido.
Además, puedes realizar un ataque cuerpo a cuerpo desarmado de cornada que hará 1d8 +modificador de Fuerza (se considera mágico) de daño perforante. Si te mueves en línea recta al menos 10 pies de tu movimiento antes de atacar, añade 1d8 al daño de este ataque, y si es una criatura deberá superar una salvación de Fuerza a dificultad 14 o será derribado.
Maldicición. Este yelmo está maldito, y solamente se sabrá al realizar el conjuro de identificar o cuando te sintonizas, y sintonizarse con él extiende la maldición sobre ti. Solamente el uso de quitar la maldición o efecto mágico similar eliminará la maldición, quitarlo no. Mientras estés afectado por la maldición, cuando reduzcas a un objetivo a 0 puntos de golpe o consigas un crítico con tu ataque de cornada, pasas a estar bajo la influencia de Baphomet, estando fascinado por minotauros, demonios y cultistas de Baphomet si no superas una salvación de Sabiduría de dificultad 14. Mientras estés bajo su influencia, todos tus ataques armados cuerpo a cuerpo serán con ventaja, pero también serán con ventaja contra ti. Puedes intentar recuperar la cordura repitiendo la salvación al final de cada uno de tus turnos.
Una vez caigas bajo el influjo de Baphomet, deberás superar una salvación de Inteligencia al finalizar el siguiente descanso largo, contra una dificultad de 10 + número de veces que has caído bajo su influjo en hasta entonces, y un fallo te transformará en minotauro, se necesitará una restauración mayor en un plazo de 12 horas o deseo para devolverte a tu forma. Si quitas la maldición, tú no volverás a sufrirla mientras sigas sintonizado al yelmo, pero cualquier usuario que se sintonice deberá eliminarla de nuevo, incluido tú si te lo arrebatan.
Hi,
I am making some fan monster-inspired magic items, and I need some second opinions: one Helm of the Minotaur to evade get lost... would be very appropiate to need attunement, right?. Should the item make a bit of more things besides? Like one horn attack or more CA?. Cursed?
Hombrewing and roleplaying a lot.
Just avoiding getting lost is not, in my opinion, worth requiring attunement.
It's thematically appropriate for a "helm of the minotaur" to give a gore attack option, and even duplicate the Charge trait that a minotaur has. And if the helm did grant the gore attack, charge trait, and ability to not get lost, I think it would be okay to have it require attunement.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Thanks to both. I will put one curse that risks to fall under Baphomet influence, with a critic in the Gore attack or making one enemy's hit points to 0 in melee.
I will put the effect now. I will share the version here in Spanish and traslating. Uncommon or rare?
Hombrewing and roleplaying a lot.
Well here in Spanish, basically is the labyrinthine recall and the gore attack with the charge option. But a curse that puts you under Baphomet influence:
Hombrewing and roleplaying a lot.
By the way, the save DC for Charge is 8 + proficiency bonus + Strength modifier.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Hombrewing and roleplaying a lot.