Would you plead se review this and give me feedback?
Looks very powerful, big list of spells it can cast, recharges very fast with lots of charges, +2 to basically everything - I would say it's Legendary.
Also looks like you've mistyped in saying it's a Quarterstaff in the writeup!
I would add something about whether the "drops to just a +2 weapon" stops it from ever regaining charges again - [resently it's ambiguous. Either "It drops to +2 until it regains charges" or "it becomes a simple +2 magic weapon and cannot regain charges".
Yeah, the biggest problem I can see is that it has so many charges (20??) for such good spells. If a player gets this, they can spam it left and right with little-to-no consequences.
I'm guessing the only change is to make it 2d4+2 charges it regains, which is an improvement. Still says "Staff", "Quarterstaff" and "Warhammer" all in the same item, which makes it a bit confusing as to what it actually is!
Make sure to proofread - you've still got "Staff" in two places, 20 charges, and haven't addressed whether the hammer continues to recharge if it runs out and you roll a 1, or if it ceases to be as magical and becomes a normal +2 weapon!
Looks like a good and powerful weapon now, but not overpowered. The highest level spell can only be cast once with the available charges, so I'd say it's at the upper end of Very Rare.
There is a lost region of my world where firearms were a thing, and within that there lies a weapon called the Tarrasque Rifle, which is a lot like an elephant gun, but a lot more powerful!
In this world, firearms use a magical salt crystal to discharge, rather than gunpowder, and this is a moderately rare resource, so the rifle can't be fired willy-nilly. I want it to be oomphy, and really sell the "point it at something and the something goes away" vibe. I envision it firing either Buckshot or solid slugs, mainly because once they run out of cannonballs I expect they'll start pouring musketballs into the barrel!
Thus far I have this:
The Tarrasque Rifle
Weapon (Firearm), Legendary
The Tarrasque Rifle is an enormous long-barreled weapon which is capable of firing either cannonballs or handfuls of Bullets. It has the Loading, Heavy, Two-Handed, and Ammunition Traits. It weighs 100lb.
Before it can be fired, the Tarrasque Rifle must be Primed, loaded, and aimed. It takes one action to prime the weapon, one action to load the weapon, a bonus action to aim it, and one action to fire it. Priming it uses 10 Salt Charges, and Loading uses either 1 cannonball or 25 Bullets.
If firing a Cannonball, then make a ranged attack against the target (using Dexterity) with +4 to your attack roll, with a range of 800 feet. This attack is made with Disadvantage if the target is Large or smaller. On a hit, the target takes 10d12+10 Magical Piercing damage.
If firing Bullets, all creatures in a cylinder 5ft. wide and 200ft. long that is not in total cover must roll a DC 20 Constitution saving throw, taking 10d4 piercing damage on a success, and half as much on a failure.
Immediately after firing this weapon, you must roll a DC22 Strength Saving Throw. On a failure, you fall prone and become Stunned until the end of your turn.
So it takes either 3 people one turn or one person 3 turns to prepare it - the thing is not meant to be used in every fight!
The Salt Crystals are usually 1 per shot with firearms, so using 10 for a single shot is a big use of resource, and it's not guaranteed to hit.
Damages are from 22-154 on the cannonball, average of 88, and 10-40 damage on the bullet scattershot, with an average of 25.
I'm on the run-up to tier 4 in my campaign, is this overpowered? Underpowered? Too slow to use? I want it to feel powerful enough that they will want to use it, but not so powerful it becomes their go-to solution!
There is a lost region of my world where firearms were a thing, and within that there lies a weapon called the Tarrasque Rifle, which is a lot like an elephant gun, but a lot more powerful!
In this world, firearms use a magical salt crystal to discharge, rather than gunpowder, and this is a moderately rare resource, so the rifle can't be fired willy-nilly. I want it to be oomphy, and really sell the "point it at something and the something goes away" vibe. I envision it firing either Buckshot or solid slugs, mainly because once they run out of cannonballs I expect they'll start pouring musketballs into the barrel!
Thus far I have this:
The Tarrasque Rifle
Weapon (Firearm), Legendary
The Tarrasque Rifle is an enormous long-barreled weapon which is capable of firing either cannonballs or handfuls of Bullets. It has the Loading, Heavy, Two-Handed, and Ammunition Traits. It weighs 100lb.
Before it can be fired, the Tarrasque Rifle must be Primed, loaded, and aimed. It takes one action to prime the weapon, one action to load the weapon, a bonus action to aim it, and one action to fire it. Priming it uses 10 Salt Charges, and Loading uses either 1 cannonball or 25 Bullets.
If firing a Cannonball, then make a ranged attack against the target (using Dexterity) with +4 to your attack roll, with a range of 800 feet. This attack is made with Disadvantage if the target is Large or smaller. On a hit, the target takes 10d12+10 Magical Piercing damage.
If firing Bullets, all creatures in a cylinder 5ft. wide and 200ft. long that is not in total cover must roll a DC 20 Constitution saving throw, taking 10d4 piercing damage on a success, and half as much on a failure.
Immediately after firing this weapon, you must roll a DC22 Strength Saving Throw. On a failure, you fall prone and become Stunned until the end of your turn.
So it takes either 3 people one turn or one person 3 turns to prepare it - the thing is not meant to be used in every fight!
The Salt Crystals are usually 1 per shot with firearms, so using 10 for a single shot is a big use of resource, and it's not guaranteed to hit.
Damages are from 22-154 on the cannonball, average of 88, and 10-40 damage on the bullet scattershot, with an average of 25.
I'm on the run-up to tier 4 in my campaign, is this overpowered? Underpowered? Too slow to use? I want it to feel powerful enough that they will want to use it, but not so powerful it becomes their go-to solution!
Obligatory "Witches Love Cannons".
Alongside requiring three actions to use, without a guarantee of success, with a high resource cost? The amount of damage it deals seems reasonable. Do your players have an easy way of procuring and transporting 1) cannonballs and 2) salt crystals and do they have 3) hirelings they can have prepare the weapon? If all three are true, maybe don't include it, because the action & resource cost will thus be negligible.
If you do include it and the players have one or more of the above, I recommend adding a Misfire to the weapon. If you're not familiar with misfire, it's a Wildemount firearm trait that causes very low attack rolls to break the weapon until an action is used to make a check and repair it, permanently breaking the weapon on a fail until it's repaired out of combat.
There is a lost region of my world where firearms were a thing, and within that there lies a weapon called the Tarrasque Rifle, which is a lot like an elephant gun, but a lot more powerful!
In this world, firearms use a magical salt crystal to discharge, rather than gunpowder, and this is a moderately rare resource, so the rifle can't be fired willy-nilly. I want it to be oomphy, and really sell the "point it at something and the something goes away" vibe. I envision it firing either Buckshot or solid slugs, mainly because once they run out of cannonballs I expect they'll start pouring musketballs into the barrel!
Thus far I have this:
The Tarrasque Rifle
Weapon (Firearm), Legendary
The Tarrasque Rifle is an enormous long-barreled weapon which is capable of firing either cannonballs or handfuls of Bullets. It has the Loading, Heavy, Two-Handed, and Ammunition Traits. It weighs 100lb.
Before it can be fired, the Tarrasque Rifle must be Primed, loaded, and aimed. It takes one action to prime the weapon, one action to load the weapon, a bonus action to aim it, and one action to fire it. Priming it uses 10 Salt Charges, and Loading uses either 1 cannonball or 25 Bullets.
If firing a Cannonball, then make a ranged attack against the target (using Dexterity) with +4 to your attack roll, with a range of 800 feet. This attack is made with Disadvantage if the target is Large or smaller. On a hit, the target takes 10d12+10 Magical Piercing damage.
If firing Bullets, all creatures in a cylinder 5ft. wide and 200ft. long that is not in total cover must roll a DC 20 Constitution saving throw, taking 10d4 piercing damage on a success, and half as much on a failure.
Immediately after firing this weapon, you must roll a DC22 Strength Saving Throw. On a failure, you fall prone and become Stunned until the end of your turn.
So it takes either 3 people one turn or one person 3 turns to prepare it - the thing is not meant to be used in every fight!
The Salt Crystals are usually 1 per shot with firearms, so using 10 for a single shot is a big use of resource, and it's not guaranteed to hit.
Damages are from 22-154 on the cannonball, average of 88, and 10-40 damage on the bullet scattershot, with an average of 25.
I'm on the run-up to tier 4 in my campaign, is this overpowered? Underpowered? Too slow to use? I want it to feel powerful enough that they will want to use it, but not so powerful it becomes their go-to solution!
Obligatory "Witches Love Cannons".
Alongside requiring three actions to use, without a guarantee of success, with a high resource cost? The amount of damage it deals seems reasonable. Do your players have an easy way of procuring and transporting 1) cannonballs and 2) salt crystals and do they have 3) hirelings they can have prepare the weapon? If all three are true, maybe don't include it, because the action & resource cost will thus be negligible.
If you do include it and the players have one or more of the above, I recommend adding a Misfire to the weapon. If you're not familiar with misfire, it's a Wildemount firearm trait that causes very low attack rolls to break the weapon until an action is used to make a check and repair it, permanently breaking the weapon on a fail until it's repaired out of combat.
Thanks for the feedback!
They don't have any such easy ways of getting these things, though they will eventually be able to buy the salt charges rather than find them.
As for misfiring, I have something similar, because the firearms in my world aren't chemical so much as magical, and this will be a temptation:
Overcharging
Salt Charged weapons are fuelled by Magic, stored in the Salt. When you make an attack using a Salt Charged weapon, you may expend a Spell Slot to Overcharge the shot. If you do so, the attack deals 1d8 additional damage for each level of the spell slot expended. However, doing so has it’s risks - if your attack die rolls lower than the spell slot expended, the weapon detonates - you take 1d8 radiant damage for each level of the spell slot expended, and the weapon cannot be used until someone with proficiency in Smiths tools spends 2 hours repairing it, which can be done as part of a Long Rest.
With a party that big, I doubt the Detect legendary action will be coming into play. The action economy vs 7 PCs means I'd be inclined to give him legendary actions to move and attack. Make it 1 legendary action to make 2 attacks, or 1 legendary action to move up to 30ft. and make one attack.
Main thoughts here is that the party could probably deal 190 damage fairly easily in one or two turns. How long do you want the fight to last, and how much damage do you want him to deal? Do you want him to be a tricky boss to defeat, or a slugfest?
I'm trying to think what would make him a good challenge. For sure the Snares, and the beasts. I think I'd maybe give him a few more HP, let him Hide and reposition as a legendary action if in foliage, and call it there. To make him a real tricky one, consider:
Melt Away. Elkhazel takes the Hide action, provided he is in natural cover such as foliage. If successful, he immediately teleports to a new location within 60ft, provided that this new location is entirely within foliage.
That alone could make this a real struggle, with them getting one or two turns before he disappears and has to be found again!
Alright, I like it! Thank you!
Update: The party's Bear Totem barbarian and Blood Hunter beat him up lol
I'm fry, and I make doodles. That's why they call me FRY DOODLES. Also no pressure but check out my YouTube channel (Fry Doodles) I'm a disabled, neurodivergent, artsy dumpster fire who's always open to chat. I'm a sensitive little sad bean, and somewhat of a clown. But, I'm also god's favorite princess and the most interesting girl in the world. Crafter of Constellations, vocaloid enjoyer, waluigi’s #1 fan, space alien, princess-of-quite-a-lot, and certified silly goose
...then why are you here?
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
https://www.dndbeyond.com/magic-items/7486821-war-hammer-of-the-devout
Would you plead se review this and give me feedback?
Bram Quikfoot fractured.
Looks very powerful, big list of spells it can cast, recharges very fast with lots of charges, +2 to basically everything - I would say it's Legendary.
Also looks like you've mistyped in saying it's a Quarterstaff in the writeup!
I would add something about whether the "drops to just a +2 weapon" stops it from ever regaining charges again - [resently it's ambiguous. Either "It drops to +2 until it regains charges" or "it becomes a simple +2 magic weapon and cannot regain charges".
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Yeah, the biggest problem I can see is that it has so many charges (20??) for such good spells. If a player gets this, they can spam it left and right with little-to-no consequences.
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
Thank you for the feedback! It was meant to be a staff of power that a cleric could use.
Bram Quikfoot fractured.
https://www.dndbeyond.com/magic-items/7487512-war-hammer-of-the-devout
Bram Quikfoot fractured.
I'm guessing the only change is to make it 2d4+2 charges it regains, which is an improvement. Still says "Staff", "Quarterstaff" and "Warhammer" all in the same item, which makes it a bit confusing as to what it actually is!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
It also only has 10 charges. I will fix the staff part.
Bram Quikfoot fractured.
https://www.dndbeyond.com/magic-items/7488016-war-hammer-of-the-devout
Bram Quikfoot fractured.
Make sure to proofread - you've still got "Staff" in two places, 20 charges, and haven't addressed whether the hammer continues to recharge if it runs out and you roll a 1, or if it ceases to be as magical and becomes a normal +2 weapon!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
https://www.dndbeyond.com/magic-items/7489802-war-hammer-of-the-devout
Sorry! I changed it in the stats, but not the description. This is my first home brew.
Bram Quikfoot fractured.
Looks like a good and powerful weapon now, but not overpowered. The highest level spell can only be cast once with the available charges, so I'd say it's at the upper end of Very Rare.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
There is a lost region of my world where firearms were a thing, and within that there lies a weapon called the Tarrasque Rifle, which is a lot like an elephant gun, but a lot more powerful!
In this world, firearms use a magical salt crystal to discharge, rather than gunpowder, and this is a moderately rare resource, so the rifle can't be fired willy-nilly. I want it to be oomphy, and really sell the "point it at something and the something goes away" vibe. I envision it firing either Buckshot or solid slugs, mainly because once they run out of cannonballs I expect they'll start pouring musketballs into the barrel!
Thus far I have this:
The Tarrasque Rifle
Weapon (Firearm), Legendary
The Tarrasque Rifle is an enormous long-barreled weapon which is capable of firing either cannonballs or handfuls of Bullets. It has the Loading, Heavy, Two-Handed, and Ammunition Traits. It weighs 100lb.
Before it can be fired, the Tarrasque Rifle must be Primed, loaded, and aimed. It takes one action to prime the weapon, one action to load the weapon, a bonus action to aim it, and one action to fire it. Priming it uses 10 Salt Charges, and Loading uses either 1 cannonball or 25 Bullets.
If firing a Cannonball, then make a ranged attack against the target (using Dexterity) with +4 to your attack roll, with a range of 800 feet. This attack is made with Disadvantage if the target is Large or smaller. On a hit, the target takes 10d12+10 Magical Piercing damage.
If firing Bullets, all creatures in a cylinder 5ft. wide and 200ft. long that is not in total cover must roll a DC 20 Constitution saving throw, taking 10d4 piercing damage on a success, and half as much on a failure.
Immediately after firing this weapon, you must roll a DC22 Strength Saving Throw. On a failure, you fall prone and become Stunned until the end of your turn.
So it takes either 3 people one turn or one person 3 turns to prepare it - the thing is not meant to be used in every fight!
The Salt Crystals are usually 1 per shot with firearms, so using 10 for a single shot is a big use of resource, and it's not guaranteed to hit.
Damages are from 22-154 on the cannonball, average of 88, and 10-40 damage on the bullet scattershot, with an average of 25.
I'm on the run-up to tier 4 in my campaign, is this overpowered? Underpowered? Too slow to use? I want it to feel powerful enough that they will want to use it, but not so powerful it becomes their go-to solution!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
No comment on balancing, but that is seriously the coolest concept I’ve seen in weeks
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
Obligatory "Witches Love Cannons".
Alongside requiring three actions to use, without a guarantee of success, with a high resource cost? The amount of damage it deals seems reasonable. Do your players have an easy way of procuring and transporting 1) cannonballs and 2) salt crystals and do they have 3) hirelings they can have prepare the weapon? If all three are true, maybe don't include it, because the action & resource cost will thus be negligible.
If you do include it and the players have one or more of the above, I recommend adding a Misfire to the weapon. If you're not familiar with misfire, it's a Wildemount firearm trait that causes very low attack rolls to break the weapon until an action is used to make a check and repair it, permanently breaking the weapon on a fail until it's repaired out of combat.
MilestoGo_24's alt.
Come participate in the Competition of the Finest Brews, Edition XXI, and share your work!
Be not afraid.
Wait. Actually, be very afraid.
Thanks for the feedback!
They don't have any such easy ways of getting these things, though they will eventually be able to buy the salt charges rather than find them.
As for misfiring, I have something similar, because the firearms in my world aren't chemical so much as magical, and this will be a temptation:
Overcharging
Salt Charged weapons are fuelled by Magic, stored in the Salt. When you make an attack using a Salt Charged weapon, you may expend a Spell Slot to Overcharge the shot. If you do so, the attack deals 1d8 additional damage for each level of the spell slot expended. However, doing so has it’s risks - if your attack die rolls lower than the spell slot expended, the weapon detonates - you take 1d8 radiant damage for each level of the spell slot expended, and the weapon cannot be used until someone with proficiency in Smiths tools spends 2 hours repairing it, which can be done as part of a Long Rest.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
That should be Equal to or Lower, I will amend it now - don't want free level 1 spell slots being used!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Update: The party's Bear Totem barbarian and Blood Hunter beat him up lol
Now to work on a monster that uses wisdom saves.
MilestoGo_24's alt.
Come participate in the Competition of the Finest Brews, Edition XXI, and share your work!
Be not afraid.
Wait. Actually, be very afraid.
Hey.
I'm fry, and I make doodles. That's why they call me FRY DOODLES. Also no pressure but check out my YouTube channel (Fry Doodles)
I'm a disabled, neurodivergent, artsy dumpster fire who's always open to chat.
I'm a sensitive little sad bean, and somewhat of a clown. But, I'm also god's favorite princess and the most interesting girl in the world.
Crafter of Constellations, vocaloid enjoyer, waluigi’s #1 fan, space alien, princess-of-quite-a-lot, and certified silly goose
Hey guys, I did a thing. Well, several things actually, I've gotten onto a kick where I make a buncha magical clothing for fun. Take this and tell me what you think. Aodh's Tasteful Trousers - Magic Items - Homebrew - D&D Beyond (dndbeyond.com)
Hi, I am not a chest. I deny with 100% certainty that I am a chest. I can neither confirm nor deny what I am beyond that.
I used to portray Krathian, Q'ilbrith, Jim, Tara, Turin, Nathan, Tench, Finn, Alvin, and other characters in various taverns.
I also do homebrew, check out my Spells and Magic Items
"That is not dead which can eternal lie, and with strange eons, even death may die"