I am a bit new to making home brew items and I wanted to make one of my favorite ideas for a weapon as my first one. I want to keep it as a Very Rare item without attunement cause I don't see a mechanical sword that can manufacture damage types as something that you can attune to. So please let me know what you think and how to balance it!
I'm wondering who makes the elemental canisters, but perhaps that's something easy to find in your campaign. If the canister thing is something thematic from your campaign, then great. Otherwise, it's a lot of extra business to little purpose other than to be able to describe the "ka-chunk" sound of the ejecting canister a few times before it gets to be repetitious for your players. Without the canister business, you have a +1 sword with charges for doing extra cold, fire, etc. damage that overheats when you use the charges. It's nifty, but it's complicated and perhaps a little too powerful depending on your campaign's level of magic. If it were mine, I'd give it three charges (that can be used one at a time or all at once) that recharge at a rate of 1d3 per day to prevent it getting out of hand. Perhaps you can limit it by keeping the number of canisters available to a minimum or making them prohibitively expensive.
I am a bit new to making home brew items and I wanted to make one of my favorite ideas for a weapon as my first one. I want to keep it as a Very Rare item without attunement cause I don't see a mechanical sword that can manufacture damage types as something that you can attune to. So please let me know what you think and how to balance it!
https://www.dndbeyond.com/magic-items/242069-drive-blade
I'm wondering who makes the elemental canisters, but perhaps that's something easy to find in your campaign. If the canister thing is something thematic from your campaign, then great. Otherwise, it's a lot of extra business to little purpose other than to be able to describe the "ka-chunk" sound of the ejecting canister a few times before it gets to be repetitious for your players. Without the canister business, you have a +1 sword with charges for doing extra cold, fire, etc. damage that overheats when you use the charges. It's nifty, but it's complicated and perhaps a little too powerful depending on your campaign's level of magic. If it were mine, I'd give it three charges (that can be used one at a time or all at once) that recharge at a rate of 1d3 per day to prevent it getting out of hand. Perhaps you can limit it by keeping the number of canisters available to a minimum or making them prohibitively expensive.
Recently returned to D&D after 20+ years.
Unapologetic.
Totally agree with dmJonesie, other then that nice alternative to flat weapon damage bonusses.
I like to create stuff, and always appreciate any feedback given to help improve the things i make.