I've been running a silly arena based campaign where the players can get pretty much any item their heart desires, since a lot of our campaigns seem to be light on things to spend money on and decent loot to use. Since it began I started working on personalized equipment items for the players that do a lot of neat stuff and give them options in places where normally they wouldn't have anything. My current project is a glaive for our Battlemaster Fighter (running the Polearm Master/Sentinel combo). My starting idea came from the show RWBY with Weiss' revolving cylinder that lets her swap between elements, thought that was pretty cool so I used that as a base. I then picked up a throttle mechanic from Nero's sword in Devil May Cry 4. So far I have a weapon that on his turn he can choose an element from a list of 6 (Acid, Cold, Fire, Lightning, Necrotic, and Radiant) and then use a bonus action to lock the element in by throttling and deal bonus damage of the chosen element. Then I got the idea of having safety limiters that can be removed in sequence to give extra bonuses (more damage, ignore immunity, grant resistance, etc.) but I've gotten myself stuck for ideas.
To give you an idea, this is what I have for levels 1 and 2.
Release LVL 1 Affinity: Releasing the first limiter involves deactivating a switch near the main controls. This allows the elemental energy to flow through yourself as well. While throttled you gain resistance to the chosen elemental damage type, and if you hit a creature that is immune to the chosen element, that creature becomes resistant until the end of its next turn. When you attack a creature with this limiter released you must make a CON saving throw (DC 13) or take 1d12 of the chosen element in damage. This damage can not be resisted, mitigated, or reduced in any way.
Release LVL 2 Overclock: Releasing the second limiter involves sliding a hidden gate out from in front of the cylinder which allows more energy to flow from the crystals, wreathing the weapon in the purest form of the chosen element. Throttling in this mode causes your attacks to deal an extra 2d12 of the chosen element, and you can use your bonus action on subsequent turns to activate a special effect based on the selected element. Remaining in this mode puts great strain on the crystals, increasing the chance for them to be damaged. While this mode is active roll a d20 at the start of your turn. On a 1 the elemental crystal currently selected becomes drained and no longer functions. To be recharged it must be exposed to or engulfed in its specific element for 8 hours, returning to normal afterwards. The CON saving throw made with each attack is now 17, and the resulting damage from a failure is 2d12. The following table has a list of elements, the effects on the weapon and the associated special effect they can activate.
Element
Augment
Acid
A viscous liquid oozes from the blade, hissing as it comes in contact with another surface, and the weapon has a noxious haze swirling around it. When you first hit with this weapon on your turn the creature must succeed on a CON saving throw (DC 17) or have their AC lowered by 1. This effect stacks a maximum of 3 times, and lasts until the creature takes a long rest.
Cold
A layer of frost coats the weapon, and a cold breeze is felt running from the base to the tip. A creature hit by an attack on this turn has its movement speed reduced by 5 feet until the end of its turn. If you hit a creature that has 0 feet of movement left, the creature must succeed on a CON saving throw (DC 15) or be stunned until the end of its next turn.
Fire
Violent flames roar across the weapon, and severe heat can be felt while standing nearby. All creatures within 5 feet of the target take 3d6 fire damage (no save).
Lightning
Crackling electricity jumps across the surface, arcing from point to point and surrounding the weapon in sparking bolts. When you hit a creature choose 1 other creature within 30 feet of the target. That creature must succeed on a DEX saving throw (DC 17) or take 2d12 lightning damage.
Necrotic
A heavy shadow hangs over the weapon’s form, enshrouding it in dark mist. Quiet screams emanate from the weapon as it slices through the air. On a hit the creature must make a STR saving throw (DC 20). On a failure you siphon the health of a creature hit by this attack and any further attacks this turn, regaining health equal to 1/4th of the necrotic damage dealt rounded down.
Radiant
Brilliant light shines from the weapon, leaving a trail of beautiful colors in its arc. A creature hit by this attack must succeed on a CON saving throw (DC 20) or be blinded for 1 minute. A creature affected in this manner can attempt the saving throw again at the end of its turn to end this effect.
As you can see I've got quite a bit of stuff on here (they won't have all of this at the start, probably only start with the fire element and LVL 1 limiter). I want level 3 to up this game even further, but the negatives of activating it would be so severe it would effectively remove him from the fight or severely diminish the weapon's capabilities, or both. It should in some way incorporate the abilities of levels 1 and 2 but escalated, and the negatives from previous levels get worse while a whole new downside gets stacked on top of it. I've been playing with ideas like ranged attacks, temp HP, and spell effects but can't really figure anything that sticks out as interesting. This ability should be his last stand move. There's an ancient dragon staring him down, half his team is either dead or dying and he needs to either win this thing here and now, or survive long enough to let his allies regroup. Either way there may not be a next time for him, so might as well go all out.
So, any ideas?
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I've been running a silly arena based campaign where the players can get pretty much any item their heart desires, since a lot of our campaigns seem to be light on things to spend money on and decent loot to use. Since it began I started working on personalized equipment items for the players that do a lot of neat stuff and give them options in places where normally they wouldn't have anything. My current project is a glaive for our Battlemaster Fighter (running the Polearm Master/Sentinel combo). My starting idea came from the show RWBY with Weiss' revolving cylinder that lets her swap between elements, thought that was pretty cool so I used that as a base. I then picked up a throttle mechanic from Nero's sword in Devil May Cry 4. So far I have a weapon that on his turn he can choose an element from a list of 6 (Acid, Cold, Fire, Lightning, Necrotic, and Radiant) and then use a bonus action to lock the element in by throttling and deal bonus damage of the chosen element. Then I got the idea of having safety limiters that can be removed in sequence to give extra bonuses (more damage, ignore immunity, grant resistance, etc.) but I've gotten myself stuck for ideas.
To give you an idea, this is what I have for levels 1 and 2.
Release LVL 1 Affinity: Releasing the first limiter involves deactivating a switch near the main controls. This allows the elemental energy to flow through yourself as well. While throttled you gain resistance to the chosen elemental damage type, and if you hit a creature that is immune to the chosen element, that creature becomes resistant until the end of its next turn. When you attack a creature with this limiter released you must make a CON saving throw (DC 13) or take 1d12 of the chosen element in damage. This damage can not be resisted, mitigated, or reduced in any way.
Release LVL 2 Overclock: Releasing the second limiter involves sliding a hidden gate out from in front of the cylinder which allows more energy to flow from the crystals, wreathing the weapon in the purest form of the chosen element. Throttling in this mode causes your attacks to deal an extra 2d12 of the chosen element, and you can use your bonus action on subsequent turns to activate a special effect based on the selected element. Remaining in this mode puts great strain on the crystals, increasing the chance for them to be damaged. While this mode is active roll a d20 at the start of your turn. On a 1 the elemental crystal currently selected becomes drained and no longer functions. To be recharged it must be exposed to or engulfed in its specific element for 8 hours, returning to normal afterwards. The CON saving throw made with each attack is now 17, and the resulting damage from a failure is 2d12. The following table has a list of elements, the effects on the weapon and the associated special effect they can activate.
As you can see I've got quite a bit of stuff on here (they won't have all of this at the start, probably only start with the fire element and LVL 1 limiter). I want level 3 to up this game even further, but the negatives of activating it would be so severe it would effectively remove him from the fight or severely diminish the weapon's capabilities, or both. It should in some way incorporate the abilities of levels 1 and 2 but escalated, and the negatives from previous levels get worse while a whole new downside gets stacked on top of it. I've been playing with ideas like ranged attacks, temp HP, and spell effects but can't really figure anything that sticks out as interesting. This ability should be his last stand move. There's an ancient dragon staring him down, half his team is either dead or dying and he needs to either win this thing here and now, or survive long enough to let his allies regroup. Either way there may not be a next time for him, so might as well go all out.
So, any ideas?