Post by eziocauthon on Apr 16, 2017 5:18:09 GMT
Hi, so, I'm in the process of creating a new campaign, which is fun, but also "interesting", given that this is my first foray into the world of DMing. As a part of the process, I've ended up making a few plot-centric artifacts. Most of them are just variations of pre-existing ones, but there is this one that I can't find any particular analogue for.
Normally, I'd ask one of my friends, but since pretty much all of those I'd ask are very possibly joining said new campaign, I rather think I'd like to keep them in the dark on this. Therefore, I've come here to hopefully get some feedback and/or advice on how it sounds from those who know better than I. Now, this is intended to be something on the order of a Legendary Item, so it is meant to have some very nice bonuses, but I am a bit worried if I made it too good, or maybe made the checks too high, or just whatever... Additionally, I am intending to reserve the party finding this until minimum level 5, probably higher. As I said, first time, so...
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Artifact: Planar Rapier
Description: An incredibly ornate rapier(see image) without a blade. The first time a player handles it, they must make a DC 18 Int check to notice the small button-like nub with a sigil located just below the crossguard. Player must then make a DC 18 Wis Save to successfully depress it. Failure incurs 4d8 Lightning damage and the player drops the hilt. Hilt remains electrified and delivers 2d8 Lightning damage for the next minute to anyone attempting to pick it up. Successful Wis Save activates
an unnaturally black blade that extends lightsaber-like from the hilt. Depression of the sigil again retracts the blade, and the wielder no longer need make the above check to activate it, unless someone else has successfully done so, as the hilt "remembers" its current wielder.
Initial description says that it seems less a dark blade and more a void, an impossible gap in reality. Non-combat contact with the blade deals 1d4 Bludgeoning damage. Use of Detect Magic reveals both Abjuration and Necromantic enchantments placed on the hilt. DC 20 Arcana Check lets the player realize that the blade is in actually a small stable rift into The Void Between Planes, a little-researched aspect of existence. This knowledge may also come with a DC 16 Arcana check after character has spent usual Attuning time with the blade extended. Anything that comes into contact with it, and is small enough to pass through the thin rift, is instantly and permanently lost to said Void.
Visual:
Effects: +3 Rapier. Adds 2d6 Bludgeoning damage. On a crit, target must make a DC 18 Con Save. On success, no effects beyond the normal crit damage happens. On a failure, a small and temporary dimensional tear opens up where target was wounded, dealing 4d12 Bludgeoning damage. If this brings the target to or below 0 HP, target is sucked wholly into the tear(including any items), and is transported (dead and shredded) into the Void. Wielder can choose to block the opening of the tear(say, if target has item they need). Player must make a DC 14 Wis Save, or take 2d8 Psychic damage as the weapon takes the energy intended to create the rift and expends it.
3 times a day, as an Action, wielder can use the Rapier to attempt to slash a hole leading to another plane. Requires successful attack roll. Failed attempt counts against daily tally. >16 fails. 17-19 opens a tear to a random plane. <20 allows wielder to select the plane.
When extended, blade gives Advantage to Intimidation Checks, as anyone not used to seeing it is put off by the unnaturalness of it.
Normally, I'd ask one of my friends, but since pretty much all of those I'd ask are very possibly joining said new campaign, I rather think I'd like to keep them in the dark on this. Therefore, I've come here to hopefully get some feedback and/or advice on how it sounds from those who know better than I. Now, this is intended to be something on the order of a Legendary Item, so it is meant to have some very nice bonuses, but I am a bit worried if I made it too good, or maybe made the checks too high, or just whatever... Additionally, I am intending to reserve the party finding this until minimum level 5, probably higher. As I said, first time, so...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Artifact: Planar Rapier
Description: An incredibly ornate rapier(see image) without a blade. The first time a player handles it, they must make a DC 18 Int check to notice the small button-like nub with a sigil located just below the crossguard. Player must then make a DC 18 Wis Save to successfully depress it. Failure incurs 4d8 Lightning damage and the player drops the hilt. Hilt remains electrified and delivers 2d8 Lightning damage for the next minute to anyone attempting to pick it up. Successful Wis Save activates
an unnaturally black blade that extends lightsaber-like from the hilt. Depression of the sigil again retracts the blade, and the wielder no longer need make the above check to activate it, unless someone else has successfully done so, as the hilt "remembers" its current wielder.
Initial description says that it seems less a dark blade and more a void, an impossible gap in reality. Non-combat contact with the blade deals 1d4 Bludgeoning damage. Use of Detect Magic reveals both Abjuration and Necromantic enchantments placed on the hilt. DC 20 Arcana Check lets the player realize that the blade is in actually a small stable rift into The Void Between Planes, a little-researched aspect of existence. This knowledge may also come with a DC 16 Arcana check after character has spent usual Attuning time with the blade extended. Anything that comes into contact with it, and is small enough to pass through the thin rift, is instantly and permanently lost to said Void.
Visual:
Effects: +3 Rapier. Adds 2d6 Bludgeoning damage. On a crit, target must make a DC 18 Con Save. On success, no effects beyond the normal crit damage happens. On a failure, a small and temporary dimensional tear opens up where target was wounded, dealing 4d12 Bludgeoning damage. If this brings the target to or below 0 HP, target is sucked wholly into the tear(including any items), and is transported (dead and shredded) into the Void. Wielder can choose to block the opening of the tear(say, if target has item they need). Player must make a DC 14 Wis Save, or take 2d8 Psychic damage as the weapon takes the energy intended to create the rift and expends it.
3 times a day, as an Action, wielder can use the Rapier to attempt to slash a hole leading to another plane. Requires successful attack roll. Failed attempt counts against daily tally. >16 fails. 17-19 opens a tear to a random plane. <20 allows wielder to select the plane.
When extended, blade gives Advantage to Intimidation Checks, as anyone not used to seeing it is put off by the unnaturalness of it.