Aiming for a weapon that's balanced for Uncommon rarity but with some interesting, niche properties. Any thoughts on the below?
Shadowfall Blade
At first glance this blade appears to have been darkened by scorching fire, but then the darkness shifts despite no change in lighting. Whether it was forged on a plane of shadow or merely by a master of shadow magic, the essence of darkness and shadows was certainly woven into its creation.
In battle the blade is hard to track and grants its wielder a +1 bonus to attack rolls. While worn or carried, it can also grant advantage to a saving throw against radiant damage once per short rest, and once per long rest it allows its bearer to teleport from an area of dim light, shadow or darkness to another such, unoccupied, point within sight.
Hey. I love the aspect of darkness being infused into the weapon. My only thing I may suggest is having it require attunement, due to the fact it has 3 aspect to the weapon. Bein plus 1, have advantage on certain effect checks and being able to teleport you. I think attunement would be okay to make it a worthy weapon.
To make it equal to Uncommon remove the Advantage to Saves trait and require Attunement to use the Teleport. Make sure that the +1 is both to Attack Rolls and Damage Rolls.
Remember that several +1 Weapons with a single use trait, that don't require Attunement, are Rare rarity, and that just being a +1 Weapon is enough to be Uncommon. That's why you need to remove one trait and Require Attunement for the other to keep it at Uncommon rarity.
Hey. I love the aspect of darkness being infused into the weapon. My only thing I may suggest is having it require attunement, due to the fact it has 3 aspect to the weapon. Bein plus 1, have advantage on certain effect checks and being able to teleport you. I think attunement would be okay to make it a worthy weapon.
Sorry, I should have mentioned - I absolutely would make it an attunement item.
To make it equal to Uncommon remove the Advantage to Saves trait and require Attunement to use the Teleport. Make sure that the +1 is both to Attack Rolls and Damage Rolls.
Remember that several +1 Weapons with a single use trait, that don't require Attunement, are Rare rarity, and that just being a +1 Weapon is enough to be Uncommon. That's why you need to remove one trait and Require Attunement for the other to keep it at Uncommon rarity.
I deliberately made it +1 to hit only (if/when I can figure out how to make that work in the item creator) and dropped the damage bonus as a balance to the once per short rest and once per long rest abilities. Filtering spells by damage I count 14 spells with saves vs Radiant damage, so it doesn't seem like it would come up terribly often for a typical adventure (as the target).
Compared to Lightbringer (+1 to hit and damage plus bonus d6 every round vs undead) and Warning weapons (constant initiative advantage, no surprise even when asleep *for the whole party*) I thought it might be under powered - unless we start adding minor properties from the DMG p.143.
The idea is cool and reminds me of the spell Shadow Blade (though this weapon is clearly stronger).
The one thing that bothers me is that is would grant advantage to a saving throw against radiant damage, which just seems weird to me because I would think the blade would be weaker against the light. But that is just my view, I would personally remove that saving throw buff.
The idea is cool and reminds me of the spell Shadow Blade (though this weapon is clearly stronger).
The one thing that bothers me is that is would grant advantage to a saving throw against radiant damage, which just seems weird to me because I would think the blade would be weaker against the light. But that is just my view, I would personally remove that saving throw buff.
Thanks mouse0270. I pictured the saving throw advantage being a manifestation of shadow that blanketed/insulated the wielder against radiance. Purely thematic and with the minimal number of many spells/abilities it would be good for (for PCs) and infrequent use (typically once per encounter MAX) I can't imagine a scenario where it would dramatically effect an encounter outcome. If you can think one, I'd be interested.
Oh no, there is nothing wrong with it and now that I think about it, it would be something like darkness spell protect you from light. So it makes sense. Its just odd in my head because I am so used to mechanics and story where light outranks dark.
Oh no, there is nothing wrong with it and now that I think about it, it would be something like darkness spell protect you from light. So it makes sense. Its just odd in my head because I am so used to mechanics and story where light outranks dark.
Its a cool idea.
Thanks. I like interesting but not overpowered. Now if I can just figure out how to make it +1 to hit only I can publish...
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Aiming for a weapon that's balanced for Uncommon rarity but with some interesting, niche properties. Any thoughts on the below?
Shadowfall Blade
At first glance this blade appears to have been darkened by scorching fire, but then the darkness shifts despite no change in lighting. Whether it was forged on a plane of shadow or merely by a master of shadow magic, the essence of darkness and shadows was certainly woven into its creation.
In battle the blade is hard to track and grants its wielder a +1 bonus to attack rolls. While worn or carried, it can also grant advantage to a saving throw against radiant damage once per short rest, and once per long rest it allows its bearer to teleport from an area of dim light, shadow or darkness to another such, unoccupied, point within sight.
Hey. I love the aspect of darkness being infused into the weapon. My only thing I may suggest is having it require attunement, due to the fact it has 3 aspect to the weapon. Bein plus 1, have advantage on certain effect checks and being able to teleport you. I think attunement would be okay to make it a worthy weapon.
To make it equal to Uncommon remove the Advantage to Saves trait and require Attunement to use the Teleport. Make sure that the +1 is both to Attack Rolls and Damage Rolls.
Remember that several +1 Weapons with a single use trait, that don't require Attunement, are Rare rarity, and that just being a +1 Weapon is enough to be Uncommon. That's why you need to remove one trait and Require Attunement for the other to keep it at Uncommon rarity.
Sorry, I should have mentioned - I absolutely would make it an attunement item.
I deliberately made it +1 to hit only (if/when I can figure out how to make that work in the item creator) and dropped the damage bonus as a balance to the once per short rest and once per long rest abilities. Filtering spells by damage I count 14 spells with saves vs Radiant damage, so it doesn't seem like it would come up terribly often for a typical adventure (as the target).
Compared to Lightbringer (+1 to hit and damage plus bonus d6 every round vs undead) and Warning weapons (constant initiative advantage, no surprise even when asleep *for the whole party*) I thought it might be under powered - unless we start adding minor properties from the DMG p.143.
The idea is cool and reminds me of the spell Shadow Blade (though this weapon is clearly stronger).
The one thing that bothers me is that is would grant advantage to a saving throw against radiant damage, which just seems weird to me because I would think the blade would be weaker against the light. But that is just my view, I would personally remove that saving throw buff.
Thanks mouse0270. I pictured the saving throw advantage being a manifestation of shadow that blanketed/insulated the wielder against radiance. Purely thematic and with the minimal number of many spells/abilities it would be good for (for PCs) and infrequent use (typically once per encounter MAX) I can't imagine a scenario where it would dramatically effect an encounter outcome. If you can think one, I'd be interested.
Oh no, there is nothing wrong with it and now that I think about it, it would be something like darkness spell protect you from light. So it makes sense. Its just odd in my head because I am so used to mechanics and story where light outranks dark.
Its a cool idea.
Thanks. I like interesting but not overpowered. Now if I can just figure out how to make it +1 to hit only I can publish...