Hey y'all, I'm trying to homebrew a cursed weapon that recovers spell slots. The idea is that after an individual is killed using the weapon, the player rolls a wisdom save/check to decide whether or not he can get a spell slot, with the DC getting progressively difficult after each success, and the difficulty resetting after a long rest. If the player succeeds, he rolls a d4 that will determine how many slots he gets back. The weapon can only be used by the character attuned to it, and the character can no longer regain spell slots from rests. I'm not too sure whether or not this is balanced. I imagine this would be good weapons for a paladin or hexblade warlock, but I'm also worried that it promotes murderhobo playstyle. I also don't know how to make this address different levels of spell slots. Any thoughts, ideas or improvements on this?
First of all, that sounds really cool! I would hint at hit for your players, stating that this will happen, however, so that they don't get blindsided. But, down to actual mechanics:
I would make it a charged thing. For example, this weapon can have a maximum of 5 charges. You may spend, as an action, any number of these charges. You regain a spell slot equal to the level of charges you expended when you do so.
Whenever you slay a creature with a Challenge Rating equal or higher to a quarter or your level, this weapon gains a charge.
Cursed. While attuned to this weapon, you cannot regain spell slots while short resting (warlocks) or long resting.
The only thing that I think could be a problem with this is Paladins. Their Divine Smite could STEAMROLL some monsters if they could get functionally infinite spell slots. However, I think that my little changes could fix this (maybe lol). Either way, great idea!!! This could be really cool!!
This fundamentally changes the way that a player has to play their character. It will either be way too powerful if there are lots of enemies to kill, or a real pain if the PCs are in town and want to cast zone of truth or some such. I'd expect them to try to get rid of it at the earliest possible moment, and I really wouldn't enjoy having a core aspect of my character class changed this way.
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Hey y'all, I'm trying to homebrew a cursed weapon that recovers spell slots. The idea is that after an individual is killed using the weapon, the player rolls a wisdom save/check to decide whether or not he can get a spell slot, with the DC getting progressively difficult after each success, and the difficulty resetting after a long rest. If the player succeeds, he rolls a d4 that will determine how many slots he gets back. The weapon can only be used by the character attuned to it, and the character can no longer regain spell slots from rests. I'm not too sure whether or not this is balanced. I imagine this would be good weapons for a paladin or hexblade warlock, but I'm also worried that it promotes murderhobo playstyle. I also don't know how to make this address different levels of spell slots. Any thoughts, ideas or improvements on this?
First of all, that sounds really cool! I would hint at hit for your players, stating that this will happen, however, so that they don't get blindsided. But, down to actual mechanics:
I would make it a charged thing. For example, this weapon can have a maximum of 5 charges. You may spend, as an action, any number of these charges. You regain a spell slot equal to the level of charges you expended when you do so.
Whenever you slay a creature with a Challenge Rating equal or higher to a quarter or your level, this weapon gains a charge.
Cursed. While attuned to this weapon, you cannot regain spell slots while short resting (warlocks) or long resting.
The only thing that I think could be a problem with this is Paladins. Their Divine Smite could STEAMROLL some monsters if they could get functionally infinite spell slots. However, I think that my little changes could fix this (maybe lol). Either way, great idea!!! This could be really cool!!
This fundamentally changes the way that a player has to play their character. It will either be way too powerful if there are lots of enemies to kill, or a real pain if the PCs are in town and want to cast zone of truth or some such. I'd expect them to try to get rid of it at the earliest possible moment, and I really wouldn't enjoy having a core aspect of my character class changed this way.