This is a sword homebrew for a good alignment reflavoured Hexblade. Its mostly made up of parts of another homebrew. Its inspired on The Master Sword and Fi.
The _________________
This legendary adamantium blade has been wielded by many heroes, all destined to defend the realm from evil. It is said to be inhabited by a spirit that will help guide the hero.
Long Sword
Spellcasting Focus
Finesse
Requires Attunement to a good alignment character after level 2
None good alignment will receive force damage 2d12 per turn while holding the weapon.
Spells recharge on long rest
Sword level 1:
Damage: 1d8
Sword level 2/Player level 3:
A scabbard for the sword materializes
Damage: 1d8
Sword Spirit: Lawful Good INT 16 WIS 13 CHR 12
Guidance(1 Charge) Sword Spirit can advise you on how to approach the current situation, giving you a d4 to add to your next skill check.
True Strike(1 Charge) Sword Spirit can give you insight just how to attack a monster, giving you advantage on your next attack roll against it.
Sword level 3/Player level 5:
Damage 1d10
Sword Spirit: Lawful Good INT 18 WIS 15 CHR 14
Sword Spirit Can now speak with character using Telepathy rather than talking
Guidance(1 Charge) Sword Spirit can advise you on how to approach the current situation, giving you a d4 to add to your next skill check.
True Strike(1 Charge) Sword Spirit can give you insight just how to attack a monster, giving you advantage on your next attack roll against it.
Identify( 2 Charges) Sword Spirit can tell you what sort of magical influences are present in an object or creature, and give you insight on how to use the items.
Sword Level 4/Player level 8:
1d12
+1 Attack against Evil alignment
Sword Spirit: Lawful Good INT 18 WIS 17 CHR 15
Sword Spirit Can now speak with character using Telepathy rather than talking
Sword Spirit can understand any language.
Guidance (2 Charge) Sword Spirit can advise you on how to approach the current situation, giving you a d4 to add to your next skill check.
True Strike(2 Charge) Sword Spirit can give you insight just how to attack a monster, giving you advantage on your next attack roll against it.
Identify(3 Charges) Sword Spirit can tell you what sort of magical influences are present in an object or creature, and give you insight on how to use the items.
Dispel Magic(1 charges) You can use the inner power of your sword to dispel any magical barrier your sword is touching.
Sword Level 5/ Player level 12
Your Sword is at full power and now glows a faint blue
2d6
+1 Attack against Evil Alignment
Sword Spirit: Lawful Good INT 20 WIS 18 CHR 16
Sword Spirit Can now speak with character using Telepathy rather than talking
Sword Spirit can understand any language.
Guidance(3 Charge) Sword Spirit can advise you on how to approach the current situation, giving you a d4 to add to your next skill check.
True Strike: Bonus Action (3 Charge) Sword Spirt can give you insight just how to attack a monster, giving you advantage on your next attack roll against it.
Identify(4 Charges) Sword Spirt can tell you what sort of magical influences are present in an object or creature, and give you insight on how to use the items.
Dispel Magic(2 charges) You can use the inner power of your sword to dispel any magical barrier your sword is touching.
Remove Curse(1 Charges) You can remove one curse affecting yourself through the light of your blade.
One suggestion: Instead of having different numbers of "charges", which in this case I assume you mean "uses", of the abilities, have the abilities (spells) cost one or two or three charges, and then have the item have a number of total charges. Say at Sword Level Two the sword has two charges. Guidance and True Strike each cost one charge. So they can cast guidance twice or true strike twice or each once. When the sword "levels up" the number of charges increases. This allows for more player agency in what they would like to spend their charges on, as well as makes it a bit easier for the player to keep track of things.
It also made me have an idea of gluing the sword to an "evil" aligned enemy so that they continually take damage...
Overall, it is certainly on the powerful side. You effectively get the Attack Roll bonuses appropriate to the level of the character (increasing average damage rather than a plain +X
You're effectively trading the To Hit bonus for your spells. The spells seem quite powerful for the 5*X% reduction in accuracy. Is it intentional that the sword only increases in average damage by 0.5 instead of the usual 1 on the last upgrade? Anyway, I'm not sure a Fighter would use this (that reduction in accuracy compared to a +X weapon can become significant), but for a Caster it would be a no brainer. It can cast spell, but also acts as a Spell Focus? Tie that to War Caster and you have a really powerful combination - you can cast any spell with out having to change weapons etc.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Upping the base damage is a bit much. The wielder will be doing greatsword damage while wielding a finesse longsword. That’s too good. Instead just crank the bonus (take the +1 to a 2 then a 3).
And a spell focus also. It’s doing too many things.
What is the action cost to use a charge? Is it an action to use guidance, true strike, etc.? Also, if it is an action, then true strike is pretty terrible, as always. And how many charges does it get per day?
Upping the base damage is a bit much. The wielder will be doing greatsword damage while wielding a finesse longsword. That’s too good. Instead just crank the bonus (take the +1 to a 2 then a 3).
That's effectively what a +X weapon does, though. The average of a one handed longsword +1 is 4.5+1 = 5.5. Going to a d10 without the +1 (as the OP has done) is 5.5. It's actually weaker than a +1 weapon because it doesn't have the +X to Hit. The "greatsword" dice he's using has an average of 7, while a +3 longsword would do 7.5. The difference would be in the distribution - being 2d6, it would have a different probability distribution than a 1d10+3. The average output would be the same, though.
What I did miss was that it was finesse.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
The campaign I'm going to run is supposed to be hard, we are under the recommended player count of 4 and we have 3. 2 of those players will have done a one shot and otherwise never played D&D. The guy getting this sword will probably carry the party. I think I will probably leave it but any suggestions are welcome.
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This is a sword homebrew for a good alignment reflavoured Hexblade. Its mostly made up of parts of another homebrew. Its inspired on The Master Sword and Fi.
The _________________
This legendary adamantium blade has been wielded by many heroes, all destined to defend the realm from evil. It is said to be inhabited by a spirit that will help guide the hero.
Long Sword
Spellcasting Focus
Finesse
Requires Attunement to a good alignment character after level 2
None good alignment will receive force damage 2d12 per turn while holding the weapon.
Spells recharge on long rest
Sword level 1:
Damage: 1d8
Sword level 2/Player level 3:
A scabbard for the sword materializes
Damage: 1d8
Sword Spirit: Lawful Good INT 16 WIS 13 CHR 12
Guidance(1 Charge) Sword Spirit can advise you on how to approach the current situation, giving you a d4 to add to your next skill check.
True Strike(1 Charge) Sword Spirit can give you insight just how to attack a monster, giving you advantage on your next attack roll against it.
Sword level 3/Player level 5:
Damage 1d10
Sword Spirit: Lawful Good INT 18 WIS 15 CHR 14
Sword Spirit Can now speak with character using Telepathy rather than talking
Guidance(1 Charge) Sword Spirit can advise you on how to approach the current situation, giving you a d4 to add to your next skill check.
True Strike(1 Charge) Sword Spirit can give you insight just how to attack a monster, giving you advantage on your next attack roll against it.
Identify( 2 Charges) Sword Spirit can tell you what sort of magical influences are present in an object or creature, and give you insight on how to use the items.
Sword Level 4/Player level 8:
1d12
+1 Attack against Evil alignment
Sword Spirit: Lawful Good INT 18 WIS 17 CHR 15
Sword Spirit Can now speak with character using Telepathy rather than talking
Sword Spirit can understand any language.
Guidance (2 Charge) Sword Spirit can advise you on how to approach the current situation, giving you a d4 to add to your next skill check.
True Strike(2 Charge) Sword Spirit can give you insight just how to attack a monster, giving you advantage on your next attack roll against it.
Identify(3 Charges) Sword Spirit can tell you what sort of magical influences are present in an object or creature, and give you insight on how to use the items.
Dispel Magic(1 charges) You can use the inner power of your sword to dispel any magical barrier your sword is touching.
Sword Level 5/ Player level 12
Your Sword is at full power and now glows a faint blue
2d6
+1 Attack against Evil Alignment
Sword Spirit: Lawful Good INT 20 WIS 18 CHR 16
Sword Spirit Can now speak with character using Telepathy rather than talking
Sword Spirit can understand any language.
Guidance(3 Charge) Sword Spirit can advise you on how to approach the current situation, giving you a d4 to add to your next skill check.
True Strike: Bonus Action (3 Charge) Sword Spirt can give you insight just how to attack a monster, giving you advantage on your next attack roll against it.
Identify(4 Charges) Sword Spirt can tell you what sort of magical influences are present in an object or creature, and give you insight on how to use the items.
Dispel Magic(2 charges) You can use the inner power of your sword to dispel any magical barrier your sword is touching.
Remove Curse(1 Charges) You can remove one curse affecting yourself through the light of your blade.
It does not seem OP to me.
One suggestion: Instead of having different numbers of "charges", which in this case I assume you mean "uses", of the abilities, have the abilities (spells) cost one or two or three charges, and then have the item have a number of total charges. Say at Sword Level Two the sword has two charges. Guidance and True Strike each cost one charge. So they can cast guidance twice or true strike twice or each once. When the sword "levels up" the number of charges increases. This allows for more player agency in what they would like to spend their charges on, as well as makes it a bit easier for the player to keep track of things.
It also made me have an idea of gluing the sword to an "evil" aligned enemy so that they continually take damage...
The damage scaling seems fine.
Overall, it is certainly on the powerful side. You effectively get the Attack Roll bonuses appropriate to the level of the character (increasing average damage rather than a plain +X
You're effectively trading the To Hit bonus for your spells. The spells seem quite powerful for the 5*X% reduction in accuracy. Is it intentional that the sword only increases in average damage by 0.5 instead of the usual 1 on the last upgrade? Anyway, I'm not sure a Fighter would use this (that reduction in accuracy compared to a +X weapon can become significant), but for a Caster it would be a no brainer. It can cast spell, but also acts as a Spell Focus? Tie that to War Caster and you have a really powerful combination - you can cast any spell with out having to change weapons etc.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Upping the base damage is a bit much. The wielder will be doing greatsword damage while wielding a finesse longsword. That’s too good. Instead just crank the bonus (take the +1 to a 2 then a 3).
And a spell focus also. It’s doing too many things.
What is the action cost to use a charge? Is it an action to use guidance, true strike, etc.? Also, if it is an action, then true strike is pretty terrible, as always. And how many charges does it get per day?
That's effectively what a +X weapon does, though. The average of a one handed longsword +1 is 4.5+1 = 5.5. Going to a d10 without the +1 (as the OP has done) is 5.5. It's actually weaker than a +1 weapon because it doesn't have the +X to Hit. The "greatsword" dice he's using has an average of 7, while a +3 longsword would do 7.5. The difference would be in the distribution - being 2d6, it would have a different probability distribution than a 1d10+3. The average output would be the same, though.
What I did miss was that it was finesse.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
The campaign I'm going to run is supposed to be hard, we are under the recommended player count of 4 and we have 3. 2 of those players will have done a one shot and otherwise never played D&D. The guy getting this sword will probably carry the party. I think I will probably leave it but any suggestions are welcome.