Since i am new to D&D I wanted to know wether there is some type of special charging weapon (Homebrew or in the books), because I wanted to create one for my game and I could not find any reference to how powerful it should be. To be more specific, I wanted to make a radiant damage dealing sword that charges by hitting creatures with it during combat and it would get more powerful the more charges you have on it, so for example the sword can have a maximum of 4 charges and it gains 1 charge for hitting a creature with it and for each charge it has it would deal let's say 1d3 radiant damage on top of the regular damage without consuming the charges. How strong would such an item effect (not looking at the example) be and what rarity would it have or would an effect like this have some exploits or be bad for an averadge D&D game ? I would really like to know wether there is an similar magic item effect to this in the homebrew section or in the books because i might have been blind and not noticed them while looking through the pages.
Well, there's the Rod of Absorption that comes to mind, which absorbs spells cast on the holder, and the holder can convert the energy in the Rod into spell slots. It's pretty different than what you had in mind, but it is something that just gradually acquires charges through the game. It's a Very Rare item, and it has a limit to how much it can absorb before becoming permanently non-magical.
Anyway, the example you gave is pretty powerful, and verges on unbalanced. For one thing, it doesn't seem like there's any way for the sword to ever lose charges, so after one fight it just becomes a permanent +4D3 Radiant sword, which is verging on Legendary.
I think it would be better to make the sword a little harder to take advantage of, but also make the bonus more of a larger, one-shot attack.
So I've got two different ideas that could work. Instead of just automatically absorbing one charge with each successful attack, add a DC 12 CON check to each attack, with the sword absorbing energy on a failure.
Alternatively, it could give the wielder the option to use their Reaction to increase their AC by 2 when attacked, and if you use this reaction and the opponent misses, you gain one charge.
I'd say it would make sense to only have it hold two charges, and the charges dissipate after ten minutes (so that it's useful in one or two battles in a row, but the charge just can't be held permanently). Then When striking with the sword you can spend one or more charge to deal an additional 1D6 radiant damage for each charge spent. Although I think it might also be good to give the player the option to add 1d6 to their attack roll (instead of their damage roll), to help get through targets with high AC.
Since i am new to D&D I wanted to know wether there is some type of special charging weapon (Homebrew or in the books), because I wanted to create one for my game and I could not find any reference to how powerful it should be. To be more specific, I wanted to make a radiant damage dealing sword that charges by hitting creatures with it during combat and it would get more powerful the more charges you have on it, so for example the sword can have a maximum of 4 charges and it gains 1 charge for hitting a creature with it and for each charge it has it would deal let's say 1d3 radiant damage on top of the regular damage without consuming the charges. How strong would such an item effect (not looking at the example) be and what rarity would it have or would an effect like this have some exploits or be bad for an averadge D&D game ? I would really like to know wether there is an similar magic item effect to this in the homebrew section or in the books because i might have been blind and not noticed them while looking through the pages.
Well, there's the Rod of Absorption that comes to mind, which absorbs spells cast on the holder, and the holder can convert the energy in the Rod into spell slots. It's pretty different than what you had in mind, but it is something that just gradually acquires charges through the game. It's a Very Rare item, and it has a limit to how much it can absorb before becoming permanently non-magical.
Anyway, the example you gave is pretty powerful, and verges on unbalanced. For one thing, it doesn't seem like there's any way for the sword to ever lose charges, so after one fight it just becomes a permanent +4D3 Radiant sword, which is verging on Legendary.
I think it would be better to make the sword a little harder to take advantage of, but also make the bonus more of a larger, one-shot attack.
So I've got two different ideas that could work. Instead of just automatically absorbing one charge with each successful attack, add a DC 12 CON check to each attack, with the sword absorbing energy on a failure.
Alternatively, it could give the wielder the option to use their Reaction to increase their AC by 2 when attacked, and if you use this reaction and the opponent misses, you gain one charge.
I'd say it would make sense to only have it hold two charges, and the charges dissipate after ten minutes (so that it's useful in one or two battles in a row, but the charge just can't be held permanently). Then When striking with the sword you can spend one or more charge to deal an additional 1D6 radiant damage for each charge spent. Although I think it might also be good to give the player the option to add 1d6 to their attack roll (instead of their damage roll), to help get through targets with high AC.
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What happens if a PC FORGETS to re-charge an item each day? Should the DM allow him to re-charge it before an Encounter?
DM should say “okay everybody, Dawn has happened, recharge yet shtuff.
At least until they only have to say Dawn and folks remember themselves.
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