Hello. I made this artifact a few days ago. I would like to know what others think about the artifact and perhaps get ideas with edits if possible.
"Blade of 8 streams" - Legendary.
Conditions and restrictions:
Requires attunement, only those classes that have spell slots.
After tuning, you can cancel it, but no one else can tune in to it while the owner is alive. Also, the blade forbids being tuned to any other item while you are tuned to it.
If you have selected a stream, it cannot be changed for the next 2 days.
This is a sword handle on which runes and magic formulas are engraved. The handle consists of eight parts, at the top, as well as at the bottom, there is 1 transparent crystal that changes its color depending on the change in magic, and looks like it can be divided into 8 parts.
This is a +1 magical one-handed sword with the fencing property.
The flow of the Evocation.
You can spend one 1st level spell slot to infuse evocation magic. If you choose an evocation stream, you can use a bonus action to switch the element: fire, cold, electricity, sound, force field, necrotic, radiant, and acid. Sword damage is 2d6+1 damage you choose, and all enemies behind the target in a 15-foot cone must make a Dexterity saving throw against your spell difficulty. Takes damage on a failed to save, or half damage on a successful one.
For each spell slot above 1, add 1d6 damage. Maximum 5-level spell slot.
The Stream of the Invocation.
You can spend one 1st level spell slot to infuse summoning magic. If you choose to call the sword to live and summon 2 more copies of yourself, you can mentally command them, as a bonus action you can order the swords to move 60 feet, but they must be within 120 feet of you or the blade will simply return to your hand. The sword makes its own attacks against an enemy within 5 feet of the sword. The damage is 2d6+1 with the force field.
For each spell slot above 1, add 1d6 damage. Maximum 5-level spell slot.
The flow of Illusion.
You can spend one 1st level spell slot to infuse Illusion magic. If you choose to stream Illusion, the sword creates 2 exact copies of you, allowing you to attack with an advantage. If an enemy attacks you, he must make an Analysis check against your spell difficulty. If it fails the check, it hits an illusion that will dissolve upon taking damage. The sword deals 2d6+1 psychic damage, for each illusion that lives, add 2d6+1 damage.
For each slot above 1, add a +1 illusion. Maximum 5-level spell slots.
The flow of Necromancy.
You can spend one 1st level spell slot to infuse Necromancy magic. If you have chosen the flow of Necromancy, the sword takes the form of a whip with the "reach" property. The whip deals 2d6+1 necrotic damage and curses the enemy if it fails a Constitution saving throw against your spell difficulty. It also heals the wearer for half the damage. If the enemy fails the saving throw, any healing is converted to damage until the end of your next turn.
For each spell slot above 1, add 1d6 damage. Maximum 5-level spell slots.
Flow Fencing.
You can spend one 1st level spell slot to infuse Fencing magic. If you choose to flow Fencing, the sword deals 2d6+1 force damage. Also, magic armor around you gives you +2 CDs. For each slot level above 1, you can add resistance to one of the damage types (fire, cold, electricity, necrotic, radiation, acid, poison, force field, sound, psychic damage.) Maximum 5-level spell slots.
The flow of Enchantment.
You can spend one 1st level spell slot to infuse Charm magic. If you choose the Charm flow, the sword becomes a dagger. The charm blade deals 1d4+1 psychic damage. The target of the attack must make a Wisdom saving throw against your spell difficulty or become charmed by you for the next 24 hours. The charmed creature will fulfill all requirements except those that harm itself, but fighting for you against comrades will be the target unless it is suicide. If the target succeeds on the saving throw, it is immune for the next 24 hours.
For each slot above 1, you can charm 1 additional target. Maximum 5-level spell slots.
Flow Transformation.
You can spend one 1st level spell slot to infuse Transformation magic.
If you choose the Transformation flow, the sword becomes a book and allows you to transform into creatures with a danger level of no higher than 1. For the next minute, you become this creature with all its parameters. You can reincarnate as many times as your proficiency bonus. When the time runs out, or when your hit points are at 0, you will return to your normal form. Artifacts and items that you wear or wear are absorbed and do not function in their new form. You cannot reincarnate into a creature that you have never seen or do not know. As well as cast spells during reincarnation.
For each slot above 1, you can choose a creature with a +1 challenge. Maximum 5-level spell slots.
Stream of Divination.
You can spend one 1st level spell slot to infuse divination magic. If you choose the Divination flow, the sword takes the form of a crystal eye. The eye can fire a beam of 2d6+1 force damage with a range of 120 feet. Also, the eye sees the future and transfers this knowledge to the owner. Attacks against you have a disadvantage, you attack with an advantage, and all saving throws have the advantage. While the eye is active, all mind-reading spells are cast with advantage.
For each spell slot above 1, add 1d6 damage. Maximum 5-level spell slots.
This is a +1 magical one-handed sword with the fencing property.
The Fencing Property is not a defined term in 5e. Are you sure this is a 5e item and not a Pathfinder item??? I noticed similar just wrong terms as "electricity", "sound" and "force field" damage types rather than 'lightning', 'thunder', and 'force' damage.
Sword damage is 2d6+1 damage
2d6+1 damage is TERRIBLE for a legendary item. A regular greatsword does 2d6+STR which will be more damage than this.
all enemies behind the target in a 15-foot cone must make a Dexterity saving throw against your spell difficulty
a 15 ft cone in a direction you have little control over is unlikely to hit other enemies very often, and again 2d6+1 damage is trash for a legendary item -> it's about as powerful as the Dragon's Breath spell.
If you choose to call the sword to live and summon 2 more copies of yourself, you can mentally command them, as a bonus action you can order the swords to move 60 feet, but they must be within 120 feet of you or the blade will simply return to your hand. The sword makes its own attacks against an enemy within 5 feet of the sword.
This is terribly written, I'm guessing you mean that the sword turns into three swords that are all animated and can attack enemies. How this works is totally unclear -> e.g. can the swords be killed? how many attacks do they get? Does the bonus action just cause it to move or is the bonus action required for it to attack as well? Does the sword attack decide to attack on it's own so will e.g. attack a charmed enemy and break the charm?
I highly suggest you go read the Animate Objects spell since this is basically just that but cast on 3 swords.
If you choose to stream Illusion, the sword creates 2 exact copies of you, allowing you to attack with an advantage. If an enemy attacks you, he must make an Analysis check against your spell difficulty. If it fails the check, it hits an illusion that will dissolve upon taking damage.
Another undefined term: "Analysis check???" Do illusions take damage/dissolve from AoE? This one is probably too far the opposite direction with indefinite (2d6+1)*5 = 40 damage per hit or 80 DPR if they have extra attack, all at Adv at the cost of a 3rd level spell slot.
The whip deals 2d6+1 necrotic damage and curses the enemy if it fails a Constitution saving throw against your spell difficulty. It also heals the wearer for half the damage. If the enemy fails the saving throw, any healing is converted to damage until the end of your next turn.
This is hard to read, and the curse property - which I think is the "any healing is converted into damage" part???? - is almost never useful. Again trash damage for a legendary item.
If you choose to flow Fencing, the sword deals 2d6+1 force damage. Also, magic armor around you gives you +2 CDs.
Trash damage, and what are you talking about "CDs"?????? Shadow Blade is just better than this legendary item... Also this seems utterly out of place compared to the other streams flavour wise.
the target of the attack must make a Wisdom saving throw against your spell difficulty or become charmed by you for the next 24 hours. The charmed creature will fulfill all requirements except those that harm itself, but fighting for you against comrades will be the target unless it is suicide. If the target succeeds on the saving throw, it is immune for the next 24 hours.
Poor explanation here again, so I honestly don't know what this flow is meant to do... is it supposed to force any creature you hit with it into fighting for you for 24 hours? B/c that is insanely OP, and is guaranteed to destroy your game as they charm an entire army of creatures into fighting for them.
For the next minute, you become this creature with all its parameters. You can reincarnate as many times as your proficiency bonus. When the time runs out, or when your hit points are at 0, you will return to your normal form. Artifacts and items that you wear or wear are absorbed and do not function in their new form.
Again the language is terrible here "reincarnate" is returning from being dead not changing into an animal. 1 minute as an animal is pretty useless, this is just a really bad version of Polymorph. The Wand of Polymorph is way way better and only a Very Rare item.
If you choose the Divination flow, the sword takes the form of a crystal eye. The eye can fire a beam of 2d6+1 force damage with a range of 120 feet. Also, the eye sees the future and transfers this knowledge to the owner. Attacks against you have a disadvantage, you attack with an advantage, and all saving throws have the advantage. While the eye is active, all mind-reading spells are cast with advantage.
Again no explanation of how the eye works - is it a creature? and object? can it be destroyed? does it action on its own? do you have to command it????? The second half of this is just Foresight - a 9th level spell - with limitless duration, which is totally OP. Finally what does "mind reading spells are cast with advantage" even mean? All mind-reading spells are saving throw based not attack rolls, so how can they be cast with advantage.
General Problems 1. Referring to terms & mechanics that are not 5e / D&D
2. Poorly balanced options, some are trash others are OP.
3. Unclear duration - does the sword just stay in its mode forever once you cast one spell into it?
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Hello. I made this artifact a few days ago. I would like to know what others think about the artifact and perhaps get ideas with edits if possible.
"Blade of 8 streams" - Legendary.
Conditions and restrictions:
This is a sword handle on which runes and magic formulas are engraved. The handle consists of eight parts, at the top, as well as at the bottom, there is 1 transparent crystal that changes its color depending on the change in magic, and looks like it can be divided into 8 parts.
This is a +1 magical one-handed sword with the fencing property.
You can spend one 1st level spell slot to infuse evocation magic. If you choose an evocation stream, you can use a bonus action to switch the element: fire, cold, electricity, sound, force field, necrotic, radiant, and acid. Sword damage is 2d6+1 damage you choose, and all enemies behind the target in a 15-foot cone must make a Dexterity saving throw against your spell difficulty. Takes damage on a failed to save, or half damage on a successful one.
For each spell slot above 1, add 1d6 damage. Maximum 5-level spell slot.
You can spend one 1st level spell slot to infuse summoning magic. If you choose to call the sword to live and summon 2 more copies of yourself, you can mentally command them, as a bonus action you can order the swords to move 60 feet, but they must be within 120 feet of you or the blade will simply return to your hand. The sword makes its own attacks against an enemy within 5 feet of the sword. The damage is 2d6+1 with the force field.
For each spell slot above 1, add 1d6 damage. Maximum 5-level spell slot.
You can spend one 1st level spell slot to infuse Illusion magic. If you choose to stream Illusion, the sword creates 2 exact copies of you, allowing you to attack with an advantage. If an enemy attacks you, he must make an Analysis check against your spell difficulty. If it fails the check, it hits an illusion that will dissolve upon taking damage. The sword deals 2d6+1 psychic damage, for each illusion that lives, add 2d6+1 damage.
For each slot above 1, add a +1 illusion. Maximum 5-level spell slots.
You can spend one 1st level spell slot to infuse Necromancy magic. If you have chosen the flow of Necromancy, the sword takes the form of a whip with the "reach" property. The whip deals 2d6+1 necrotic damage and curses the enemy if it fails a Constitution saving throw against your spell difficulty. It also heals the wearer for half the damage. If the enemy fails the saving throw, any healing is converted to damage until the end of your next turn.
For each spell slot above 1, add 1d6 damage. Maximum 5-level spell slots.
You can spend one 1st level spell slot to infuse Fencing magic. If you choose to flow Fencing, the sword deals 2d6+1 force damage. Also, magic armor around you gives you +2 CDs. For each slot level above 1, you can add resistance to one of the damage types (fire, cold, electricity, necrotic, radiation, acid, poison, force field, sound, psychic damage.) Maximum 5-level spell slots.
You can spend one 1st level spell slot to infuse Charm magic. If you choose the Charm flow, the sword becomes a dagger. The charm blade deals 1d4+1 psychic damage. The target of the attack must make a Wisdom saving throw against your spell difficulty or become charmed by you for the next 24 hours. The charmed creature will fulfill all requirements except those that harm itself, but fighting for you against comrades will be the target unless it is suicide. If the target succeeds on the saving throw, it is immune for the next 24 hours.
For each slot above 1, you can charm 1 additional target. Maximum 5-level spell slots.
You can spend one 1st level spell slot to infuse Transformation magic.
If you choose the Transformation flow, the sword becomes a book and allows you to transform into creatures with a danger level of no higher than 1. For the next minute, you become this creature with all its parameters. You can reincarnate as many times as your proficiency bonus. When the time runs out, or when your hit points are at 0, you will return to your normal form. Artifacts and items that you wear or wear are absorbed and do not function in their new form. You cannot reincarnate into a creature that you have never seen or do not know. As well as cast spells during reincarnation.
For each slot above 1, you can choose a creature with a +1 challenge. Maximum 5-level spell slots.
You can spend one 1st level spell slot to infuse divination magic. If you choose the Divination flow, the sword takes the form of a crystal eye. The eye can fire a beam of 2d6+1 force damage with a range of 120 feet. Also, the eye sees the future and transfers this knowledge to the owner. Attacks against you have a disadvantage, you attack with an advantage, and all saving throws have the advantage. While the eye is active, all mind-reading spells are cast with advantage.
For each spell slot above 1, add 1d6 damage. Maximum 5-level spell slots.
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In order to get this blade, all 8 streams must be collected together. Each flow variation is a separate artifact with a rarity level of very rare.
Conditions and restrictions for each stream separately:
People need attunement slots. This makes them a one trick pony.
It's a cool idea but the mechanics are bad.
Can you be more specific about what is wrong with the mechanics?
The Fencing Property is not a defined term in 5e. Are you sure this is a 5e item and not a Pathfinder item??? I noticed similar just wrong terms as "electricity", "sound" and "force field" damage types rather than 'lightning', 'thunder', and 'force' damage.
2d6+1 damage is TERRIBLE for a legendary item. A regular greatsword does 2d6+STR which will be more damage than this.
a 15 ft cone in a direction you have little control over is unlikely to hit other enemies very often, and again 2d6+1 damage is trash for a legendary item -> it's about as powerful as the Dragon's Breath spell.
This is terribly written, I'm guessing you mean that the sword turns into three swords that are all animated and can attack enemies. How this works is totally unclear -> e.g. can the swords be killed? how many attacks do they get? Does the bonus action just cause it to move or is the bonus action required for it to attack as well? Does the sword attack decide to attack on it's own so will e.g. attack a charmed enemy and break the charm?
I highly suggest you go read the Animate Objects spell since this is basically just that but cast on 3 swords.
Another undefined term: "Analysis check???" Do illusions take damage/dissolve from AoE? This one is probably too far the opposite direction with indefinite (2d6+1)*5 = 40 damage per hit or 80 DPR if they have extra attack, all at Adv at the cost of a 3rd level spell slot.
This is hard to read, and the curse property - which I think is the "any healing is converted into damage" part???? - is almost never useful. Again trash damage for a legendary item.
Trash damage, and what are you talking about "CDs"?????? Shadow Blade is just better than this legendary item... Also this seems utterly out of place compared to the other streams flavour wise.
Poor explanation here again, so I honestly don't know what this flow is meant to do... is it supposed to force any creature you hit with it into fighting for you for 24 hours? B/c that is insanely OP, and is guaranteed to destroy your game as they charm an entire army of creatures into fighting for them.
Again the language is terrible here "reincarnate" is returning from being dead not changing into an animal. 1 minute as an animal is pretty useless, this is just a really bad version of Polymorph. The Wand of Polymorph is way way better and only a Very Rare item.
Again no explanation of how the eye works - is it a creature? and object? can it be destroyed? does it action on its own? do you have to command it????? The second half of this is just Foresight - a 9th level spell - with limitless duration, which is totally OP. Finally what does "mind reading spells are cast with advantage" even mean? All mind-reading spells are saving throw based not attack rolls, so how can they be cast with advantage.
General Problems
1. Referring to terms & mechanics that are not 5e / D&D
2. Poorly balanced options, some are trash others are OP.
3. Unclear duration - does the sword just stay in its mode forever once you cast one spell into it?