Right so me and the party just finished playing the lost mine of Phandlin and through some miracle we beat the dragon. The DM has decided to allow each of us to forge an item/weapon made from it so I want to know if these are to OP for a level 4/5 character
I would change the wording of Venomfangs Greed to not grant the feat Pole Arm master, but give that specific weapon the same features of polearm master.
As for the Venomfangs Regret, I would instead of the 7 damage allow you to roll one additional damage on a critical, e.g. on a critical you roll 3d10 instead of 2d10. (Or if just doubling the dice, 2d10 instead of 1d10 doubled.)
I would say for greed remove the +1 to attack and damage. It could still be magical, but the feat already makes the weapon a rare one in my humble opinion, because feats are hard to come by. Usually that is some high level "boon by a powerful being for a great deed" thing. Its up to you, I think both could work, but tis is quite powerful. Maybe you wanna try to make something, that draws upon the power of a green dragon.
The second one basically has the effect of a vicious weapon, and the same rarity, but an additional effect as well. I think the weapon could do what it does, and ignore resistances to acid (I think the spell you mean is a homebrew one already, found it online, 2nd level evocation? ), when using that spell, but should be elevated to very rare. Give it 5 charges, it spends 2 to cast the spell, and spends 1 additional charge per level of the spell when upcasting.
A single, very rare item is not gamebreaking for level 4/5. You are not decked out with them. My group is level 3 and has two of those, and nothing gamebreaking has happened.
However, my guess is you want two items that are of the same rarity. So you could streamline it for example, and say both weapons are rare, have a +1 on attacks and damage and a single minor beneficial property you can determine from the DMG, but try to keep it in line (the minor beneficials allow allow spellcasting from 1st to 3rd level, so be careful about that.)
If you want something specific, maybe you could look at a green dragon. They are not just vicious, they actually prefer lying and deceiving over fighting (even though they can). They are deceivers and liars. So greed could be a +1 weapon that gives proficiency in Persuasion, and regret... well what could a green dragon regret. Maybe not having had the chance to really grow up, because its a young dragon. :D It could allow a single spellcasting of enlarge/reduce per long rest. It's a transmutation spell, shaping your physical appearance and maybe even allow for spy missions, shrinking an enemy to be taller them then, or make you or your ally grow.
If we take that into account, I can see that both weapons are halberds. Are you both figher classes? (or something similar, like paladin/fighter/ranger etc). In that case you could maybe go wild and give the weapon a handful of charges and the "Sentinels" wearing those weapons could draw upon the charges of the other weapon. For that scenario I would propose something that could work for that scenario and also plays into the story of a green dragon.
Something like this:
Greed: This magical halberd was forged from the parts of a young green dragon. If it is close to its sibling its full potential can be tapped into. The weapon itself has 3 charges. Whenever you hit with an attack, you can expend 1 or more charges and deal an additional 1d6 acid damage for every charge spent. If your target has resistance to acid damage you ignore that resistance for the purpose of this attack. It regenerates 1d2+1 charge after a long rest.
Forged from One. If this weapon is within 20 feet of its sibling - Regret - hitting a target, you can spend those charges as well to let it deal 1d6 acid damage for every charge spent.
Regret: This magical halberd was forged from the parts of a young green dragon. If it is close to its sibling its full potential can be tapped into. The weapon itself has 5 charges. Whenever you would suffer acid, cold, lightning, fire or thunder damage you can spend 1 charge to cast Absorb Elements. It regenerates 1d4+1 charges after a long rest.
Forged from One. If this weapon is within 20 feet of its sibling - Greed - you can use an additional charge to let the bearer of Greed to be shielded by Absorb Elements as well.
Maybe not perfectly balanced in comparison to some other rare items, but I think this could work.
Right so me and the party just finished playing the lost mine of Phandlin and through some miracle we beat the dragon. The DM has decided to allow each of us to forge an item/weapon made from it so I want to know if these are to OP for a level 4/5 character
https://www.dndbeyond.com/magic-items/970129-venomfangs-greed
https://www.dndbeyond.com/magic-items/970114-venomfangs-regret
Any feed back would be appreciated, first attempt at making my own magic item
I would change the wording of Venomfangs Greed to not grant the feat Pole Arm master, but give that specific weapon the same features of polearm master.
As for the Venomfangs Regret, I would instead of the 7 damage allow you to roll one additional damage on a critical, e.g. on a critical you roll 3d10 instead of 2d10. (Or if just doubling the dice, 2d10 instead of 1d10 doubled.)
I would say for greed remove the +1 to attack and damage. It could still be magical, but the feat already makes the weapon a rare one in my humble opinion, because feats are hard to come by. Usually that is some high level "boon by a powerful being for a great deed" thing. Its up to you, I think both could work, but tis is quite powerful. Maybe you wanna try to make something, that draws upon the power of a green dragon.
The second one basically has the effect of a vicious weapon, and the same rarity, but an additional effect as well. I think the weapon could do what it does, and ignore resistances to acid (I think the spell you mean is a homebrew one already, found it online, 2nd level evocation? ), when using that spell, but should be elevated to very rare. Give it 5 charges, it spends 2 to cast the spell, and spends 1 additional charge per level of the spell when upcasting.
A single, very rare item is not gamebreaking for level 4/5. You are not decked out with them. My group is level 3 and has two of those, and nothing gamebreaking has happened.
However, my guess is you want two items that are of the same rarity. So you could streamline it for example, and say both weapons are rare, have a +1 on attacks and damage and a single minor beneficial property you can determine from the DMG, but try to keep it in line (the minor beneficials allow allow spellcasting from 1st to 3rd level, so be careful about that.)
If you want something specific, maybe you could look at a green dragon. They are not just vicious, they actually prefer lying and deceiving over fighting (even though they can). They are deceivers and liars. So greed could be a +1 weapon that gives proficiency in Persuasion, and regret... well what could a green dragon regret. Maybe not having had the chance to really grow up, because its a young dragon. :D It could allow a single spellcasting of enlarge/reduce per long rest. It's a transmutation spell, shaping your physical appearance and maybe even allow for spy missions, shrinking an enemy to be taller them then, or make you or your ally grow.
If we take that into account, I can see that both weapons are halberds. Are you both figher classes? (or something similar, like paladin/fighter/ranger etc).
In that case you could maybe go wild and give the weapon a handful of charges and the "Sentinels" wearing those weapons could draw upon the charges of the other weapon. For that scenario I would propose something that could work for that scenario and also plays into the story of a green dragon.
Something like this:
Greed:
This magical halberd was forged from the parts of a young green dragon. If it is close to its sibling its full potential can be tapped into.
The weapon itself has 3 charges. Whenever you hit with an attack, you can expend 1 or more charges and deal an additional 1d6 acid damage for every charge spent. If your target has resistance to acid damage you ignore that resistance for the purpose of this attack. It regenerates 1d2+1 charge after a long rest.
Forged from One. If this weapon is within 20 feet of its sibling - Regret - hitting a target, you can spend those charges as well to let it deal 1d6 acid damage for every charge spent.
Regret:
This magical halberd was forged from the parts of a young green dragon. If it is close to its sibling its full potential can be tapped into.
The weapon itself has 5 charges. Whenever you would suffer acid, cold, lightning, fire or thunder damage you can spend 1 charge to cast Absorb Elements. It regenerates 1d4+1 charges after a long rest.
Forged from One. If this weapon is within 20 feet of its sibling - Greed - you can use an additional charge to let the bearer of Greed to be shielded by Absorb Elements as well.
Maybe not perfectly balanced in comparison to some other rare items, but I think this could work.
Thanks buddy