I am crafting a maul to go with my Zariel-tiefling, Conquest paladin that worships Jergal and Zariel's angelic form of battle. I want it to grow with the character and be an heirloom type item that taps into the character's bloodline and god. I have these levels because they go along with the proficiency bumps. I am thinking of the ability to siege fortifications and conquer other's abilities to evade death. I started the item focused on the worship of Jergal as a scribe who is ensuring easier passage for targets onto its list. Then moved onto small protections from the wielder being killed. And finished with an effect shaped around the I was not sure if the power fits at these levels. Here is the basic description:
Description: The maul is actually the femur of a giant infused with adamantine to fill the porous bone granting extreme strength and durability. A celestial inscription etched into the haft reads: "When all hope is shattered, and victory becomes a fleeting myth, tyranny shall bend a knee and burden no more." A small relief of an angel falling while cradling a quill and skull adorns the side of the maul's head.
1st - adamantine, advantage on death saving throws
5th - magic for overcoming resistance, divine focus, a successful attack marks the target with a spectral, pulsing glyph that sends freezing chills of the grave through the target's soul. The target cannot regain hit points until the start of its next turn. An undead target also has disadvantage on attack rolls against the wielder until the end of its next turn. (This is the rider from chill touch)
9th - +1 weapon, the wielder is considered to be under the effects of the Death Ward spell continuously. This effect will only trigger once per long rest as death will only grant a pass for the unlucky and not the foolhardy.
13th - +2 weapon, the weapon bursts into divine flames and adds +CHR Radiant damage to each attack.
17th - +3 weapon, As an action, the wielder looks into the eyes of up to CHR +1 targets and call down blinding flames which cause D8+CHR Radiant damage. The Targets can make a DEX save for half damage, either way they spend the next round illuminated and blinded by the brilliant intensity. This special attack can only be performed once per long rest.
In the end, we end up with a legendary weapon that is:
+3 Adamantine Maul, Advantage death saves, Death Ward, +CHR on damage, target cannot heal, Special area attack
Hello,
I am crafting a maul to go with my Zariel-tiefling, Conquest paladin that worships Jergal and Zariel's angelic form of battle. I want it to grow with the character and be an heirloom type item that taps into the character's bloodline and god. I have these levels because they go along with the proficiency bumps. I am thinking of the ability to siege fortifications and conquer other's abilities to evade death. I started the item focused on the worship of Jergal as a scribe who is ensuring easier passage for targets onto its list. Then moved onto small protections from the wielder being killed. And finished with an effect shaped around the I was not sure if the power fits at these levels. Here is the basic description:
Description: The maul is actually the femur of a giant infused with adamantine to fill the porous bone granting extreme strength and durability. A celestial inscription etched into the haft reads: "When all hope is shattered, and victory becomes a fleeting myth, tyranny shall bend a knee and burden no more." A small relief of an angel falling while cradling a quill and skull adorns the side of the maul's head.
1st - adamantine, advantage on death saving throws
5th - magic for overcoming resistance, divine focus, a successful attack marks the target with a spectral, pulsing glyph that sends freezing chills of the grave through the target's soul. The target cannot regain hit points until the start of its next turn. An undead target also has disadvantage on attack rolls against the wielder until the end of its next turn. (This is the rider from chill touch)
9th - +1 weapon, the wielder is considered to be under the effects of the Death Ward spell continuously. This effect will only trigger once per long rest as death will only grant a pass for the unlucky and not the foolhardy.
13th - +2 weapon, the weapon bursts into divine flames and adds +CHR Radiant damage to each attack.
17th - +3 weapon, As an action, the wielder looks into the eyes of up to CHR +1 targets and call down blinding flames which cause D8+CHR Radiant damage. The Targets can make a DEX save for half damage, either way they spend the next round illuminated and blinded by the brilliant intensity. This special attack can only be performed once per long rest.
In the end, we end up with a legendary weapon that is:
+3 Adamantine Maul, Advantage death saves, Death Ward, +CHR on damage, target cannot heal, Special area attack
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.