I run a monthly game, my first campaign I have ever run(Just about to hit year 3 of it), and just hit 15. Now I decided a little later than I should how I wanted to do artifact/legendary weapons, and I came up with an idea I really haven't seen around.
I have been letting my players actually choose what they want their legendary object to do. My process is that I design the item, and then a number(usually 5-8) different options for them to pick from, I've made and handed out about 5 of these so far and it has worked amazingly. Each item is actually really unique to the player using it, and it feels atleast to me that it is more personal. Once they make the selection they gain the ability, they can take a session or two to decide if they want. I have been having some trouble deciding on options for a Necromancer Wizard who wields a sickle and is not afraid to get into melee combat. Yes you read that, and yes it is correct.
Now I have some basic idea about the weapon. I'm planning on giving him a sickle that he can use as a ranged spell attack and do something like 4d10 damage with. I want to make it slightly better than a cantrip, and to give him incentive to used it I decided on upping the damage. What I am unsure of is what else to give him the option to do. I was thinking something along the lines of once he kills x number of creatures, the weapon gains other added benefits. As he has stated he wants to look into creating a sword from the blood of his enemies. But I'm not entirely sure what else to give him. So i'm reaching out on here hoping that someone may have some suggestions
Personal Note: I'm not a fan of the "Charges on a weapon, spend 23 1/2 charges and cast firebolt". I try to avoid those at all costs, and haven't given an object out with them yet.
Happy to answer any questions along the way as well.
No, I am not surprised by a Wizard getting into Melee Combat. That was just an average campaign back in 3rd edition, and they had less hp back then. Here's some ideas:
When you hit a creature with a Basic Attack with this Weapon, Roll a d%. On a 5 or lower you may cast a Cantrip with a Casting time of Action as a Bonus Action. If your roll fails to activate this effect, or you choose not to use it, increase the highest number you may roll to activate it by 5. When you use this effect, they highest number you may roll to activate it resets to 5.
When you kill a creature with this Weapon you gain your Character Level in Temporary Hit Points, these Temporary Hit Points last for 1 Hour.
If you hit a creature with this Weapon, that has already taken damage within 1 Minute of you hitting it, this Weapon deals an Additional 1d12 Necrotic Damage.
You may use this Weapon to perform a ritual to regain Spell Slots that you have already expended. To do so, during a Short Rest in which you do not regain any Hit Points, you chant an ancient incantation while making ritualistic movements with the Weapon. At the end of the Short Rest you cut yourself with this Weapon, which does the following: You Expend any number of Hit Dice of your choice, you take Damage equal to the Hit Dice you expended, and you regain a Number of Spell Slots whose Total Levels are equal to 2 times the number of Hit Dice you expended.
When you hit an Undead with this Weapon they must make a Charisma Save with a DC equal to your Spell Save DC or be under your command for its next turn.
If you want this weapon could also be a Scythe. I managed to get information about the Scythe as a Weapon from Monster Blocks. Here are the Scythe statistics: 2d4 Damage, Reach, Two-Handed, Heavy, probably Simple Melee Weapon (no information to confirm that, just a guess based on it being a farming tool).
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Greetings and Salutations Traveler!
I run a monthly game, my first campaign I have ever run(Just about to hit year 3 of it), and just hit 15. Now I decided a little later than I should how I wanted to do artifact/legendary weapons, and I came up with an idea I really haven't seen around.
I have been letting my players actually choose what they want their legendary object to do. My process is that I design the item, and then a number(usually 5-8) different options for them to pick from, I've made and handed out about 5 of these so far and it has worked amazingly. Each item is actually really unique to the player using it, and it feels atleast to me that it is more personal. Once they make the selection they gain the ability, they can take a session or two to decide if they want. I have been having some trouble deciding on options for a Necromancer Wizard who wields a sickle and is not afraid to get into melee combat. Yes you read that, and yes it is correct.
Now I have some basic idea about the weapon. I'm planning on giving him a sickle that he can use as a ranged spell attack and do something like 4d10 damage with. I want to make it slightly better than a cantrip, and to give him incentive to used it I decided on upping the damage. What I am unsure of is what else to give him the option to do. I was thinking something along the lines of once he kills x number of creatures, the weapon gains other added benefits. As he has stated he wants to look into creating a sword from the blood of his enemies. But I'm not entirely sure what else to give him. So i'm reaching out on here hoping that someone may have some suggestions
Personal Note: I'm not a fan of the "Charges on a weapon, spend 23 1/2 charges and cast firebolt". I try to avoid those at all costs, and haven't given an object out with them yet.
Happy to answer any questions along the way as well.
No, I am not surprised by a Wizard getting into Melee Combat. That was just an average campaign back in 3rd edition, and they had less hp back then. Here's some ideas:
When you hit a creature with a Basic Attack with this Weapon, Roll a d%. On a 5 or lower you may cast a Cantrip with a Casting time of Action as a Bonus Action. If your roll fails to activate this effect, or you choose not to use it, increase the highest number you may roll to activate it by 5. When you use this effect, they highest number you may roll to activate it resets to 5.
When you kill a creature with this Weapon you gain your Character Level in Temporary Hit Points, these Temporary Hit Points last for 1 Hour.
If you hit a creature with this Weapon, that has already taken damage within 1 Minute of you hitting it, this Weapon deals an Additional 1d12 Necrotic Damage.
You may use this Weapon to perform a ritual to regain Spell Slots that you have already expended. To do so, during a Short Rest in which you do not regain any Hit Points, you chant an ancient incantation while making ritualistic movements with the Weapon. At the end of the Short Rest you cut yourself with this Weapon, which does the following: You Expend any number of Hit Dice of your choice, you take Damage equal to the Hit Dice you expended, and you regain a Number of Spell Slots whose Total Levels are equal to 2 times the number of Hit Dice you expended.
When you hit an Undead with this Weapon they must make a Charisma Save with a DC equal to your Spell Save DC or be under your command for its next turn.
If you want this weapon could also be a Scythe. I managed to get information about the Scythe as a Weapon from Monster Blocks. Here are the Scythe statistics: 2d4 Damage, Reach, Two-Handed, Heavy, probably Simple Melee Weapon (no information to confirm that, just a guess based on it being a farming tool).