I wanted to make a character centered around the theme of the campaign my friends running (dragons this time) so I ended up making a dragon trapper/hunter build based off of chain devils (elf character flavored as a special kind of teifling that focusses on restraining and disabling enemies in combat)
the idea is that when a dragon flies in at ≈ 60 feet my character throws 3 tridents + 2 daggers as part of his knick and dual wielding features
each tridents mastery forces a con save from the dragon or it falls taking damage (this is really likely since even with high con they have to make multiple at disadvantage because of my staff of silvery barbs)
my character has a +10 to hit and 3x advantage from elven accuracy and a few features that give it advantage for the majority of combat so me and my dm agree that he can aim pretty much wherever he wants with these weapons
(he aims for the tail, neck, and back of the dragon) once the dragon falls his summons activate immovable rods embedded into the weapons this makes the dragon reverse Vlad the Impaled style pinned to the ground
immovable rods need a dc 30 check to move which even for a dragon thats a difficult check (especially to make for 1 out of 5 weapons)
I need help finding out what this would actually do? theres no official rules and I also dont really know what I’d do for damage if the dragon decided to remove these items from itself or walk through them terminator style my dm and I talked and he told me to look and see if there were any rules other people used that we could implement for this feature and to get back to him once I did I found one but I am afraid it is overpowered and wonder if anyone here has advice for a different system or how to make it less crazy?
heres the mechanics I saw others used translated into how it would work for my character:
“bleed 1d6 per embedded weapon each round
because the creature was hit by tridents it is prone
the creature is retrained from being pinned and because it cant safely move without hurting itself
while it is restrained it cannot stand up and is permanently prone because of 0 feet of movement
because of these conditions the creature has disadvantage on all attacks and attack have advantage against it until it is no longer restrained or prone (because of how they interact this means until it escapes the immovable rod weapons pinning it)
disadvantage on dex saves (restrained)
creature can do the following to escape:
Dislodge: beat dc 30 to remove 1 weapon causing it to dislodge from point of contact pushing it 10 feet up and out of the creature causing it to take the weapons normal damage + 1d6 because its bleeding and pulling the weapon out of itself (can only remove 1 rod a round)
Power Through: (creature tries to just move anyway even if the rods will hurt it and are pressed against it) creature can ignore the danger of moving ending the restrained condition on itself this round only and try to overpower the rods moving with them still stabbed inside of its body it can move 10 feet up to its walking speed per rod it is able to move (dc 30 str per rod) and it takes 2x the damage of the ones it is able to move as they scratch at their organs when they move and 3x the damage of the ones that dont move as it pushes its body through them (if the rod is unmoved but still inside the dragon next turn they are still considered “pinned”)
Rip and Tear (basically instead of moving the rods with the body or moving the rods out of the body the dragon just walks through them ripping its body open) creature makes no saves and pushes itself through the weapons not trying to move them but instead tearing itself apart as the blades cut through their body they takes (per weapon) 3x the damage of the weapon +1d10 for every size level above large
if the creature is not killed by this it escapes from all the pinning weapons with half its movement and can fly after 1d4-1 rounds (minimum of 1)
after this they must make a dc 18 constitution save (per weapon) or bleed 1d6 for each failed save for the next 2 rounds”
I am not sure if extra damage from things like spirit shroud or tensers transformation would apply to this?
while these numbers make sense since it is a pretty brutal combo (and being stabbed alot sucks) it still seems like a bit much and is by no means official any suggestions would be greatly appreciated
(I’m afraid this will turn op because each weapon I have already does good damage with 2d6 extra on top of normal damage and +10 damage alone this isnt to bad but with 5 different weapons it adds up on an already brutal combo)
All of this is so, so far into the realm of homebrew that only your DM can answer these questions. And I don’t mean that in a judgmental way. I’m sure you all are having fun and that’s what matters. But this is just lots of house rules and homebrew layered on top of each other. At that point, really it’s up to your DM to make it work.
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I wanted to make a character centered around the theme of the campaign my friends running (dragons this time) so I ended up making a dragon trapper/hunter build based off of chain devils
(elf character flavored as a special kind of teifling that focusses on restraining and disabling enemies in combat)
the idea is that when a dragon flies in at ≈ 60 feet my character throws 3 tridents + 2 daggers as part of his knick and dual wielding features
each tridents mastery forces a con save from the dragon or it falls taking damage (this is really likely since even with high con they have to make multiple at disadvantage because of my staff of silvery barbs)
my character has a +10 to hit and 3x advantage from elven accuracy and a few features that give it advantage for the majority of combat so me and my dm agree that he can aim pretty much wherever he wants with these weapons
(he aims for the tail, neck, and back of the dragon) once the dragon falls his summons activate immovable rods embedded into the weapons this makes the dragon reverse Vlad the Impaled style pinned to the ground
immovable rods need a dc 30 check to move which even for a dragon thats a difficult check (especially to make for 1 out of 5 weapons)
I need help finding out what this would actually do? theres no official rules and I also dont really know what I’d do for damage if the dragon decided to remove these items from itself or walk through them terminator style my dm and I talked and he told me to look and see if there were any rules other people used that we could implement for this feature and to get back to him once I did I found one but I am afraid it is overpowered and wonder if anyone here has advice for a different system or how to make it less crazy?
heres the mechanics I saw others used translated into how it would work for my character:
“bleed 1d6 per embedded weapon each round
because the creature was hit by tridents it is prone
the creature is retrained from being pinned and because it cant safely move without hurting itself
while it is restrained it cannot stand up and is permanently prone because of 0 feet of movement
because of these conditions the creature has disadvantage on all attacks and attack have advantage against it until it is no longer restrained or prone (because of how they interact this means until it escapes the immovable rod weapons pinning it)
disadvantage on dex saves (restrained)
creature can do the following to escape:
Dislodge:
beat dc 30 to remove 1 weapon causing it to dislodge from point of contact pushing it 10 feet up and out of the creature causing it to take the weapons normal damage + 1d6 because its bleeding and pulling the weapon out of itself (can only remove 1 rod a round)
Power Through:
(creature tries to just move anyway even if the rods will hurt it and are pressed against it)
creature can ignore the danger of moving ending the restrained condition on itself this round only and try to overpower the rods moving with them still stabbed inside of its body it can move 10 feet up to its walking speed per rod it is able to move (dc 30 str per rod) and it takes 2x the damage of the ones it is able to move as they scratch at their organs when they move and 3x the damage of the ones that dont move as it pushes its body through them (if the rod is unmoved but still inside the dragon next turn they are still considered “pinned”)
Rip and Tear
(basically instead of moving the rods with the body or moving the rods out of the body the dragon just walks through them ripping its body open)
creature makes no saves and pushes itself through the weapons not trying to move them but instead tearing itself apart as the blades cut through their body they takes (per weapon) 3x the damage of the weapon +1d10 for every size level above large
if the creature is not killed by this it escapes from all the pinning weapons with half its movement and can fly after 1d4-1 rounds (minimum of 1)
after this they must make a dc 18 constitution save (per weapon) or bleed 1d6 for each failed save for the next 2 rounds”
I am not sure if extra damage from things like spirit shroud or tensers transformation would apply to this?
while these numbers make sense since it is a pretty brutal combo (and being stabbed alot sucks) it still seems like a bit much and is by no means official any suggestions would be greatly appreciated
(I’m afraid this will turn op because each weapon I have already does good damage with 2d6 extra on top of normal damage and +10 damage alone this isnt to bad but with 5 different weapons it adds up on an already brutal combo)
All of this is so, so far into the realm of homebrew that only your DM can answer these questions.
And I don’t mean that in a judgmental way. I’m sure you all are having fun and that’s what matters. But this is just lots of house rules and homebrew layered on top of each other. At that point, really it’s up to your DM to make it work.