Talk:Sun Shard (5e Equipment)

This was an interesting weapon to work on, it's not play tested yet so if you do use this in your campaign please leave how it did here, and if you see any grammar or spelling errors please correct them, I am bad at typing. Well I hope you have a nice day.

I'm sorry but can someone send me a link to the DMG page or tell me the page number for artifacts, I didn't even know there was one. Red1
DMG p. 219
Briefly: Artifacts are not like other magic items. They have an important place in the story the DM is telling. There might be a quest to locate one, or to destroy one. They are generally not kept permanently by players. Thus, an homebrew artifact weapon should have information such as: Who made it and why? Who has wielded it in the past, what battles was it involved in? How can it be destroyed? They also typically have random properties as shown in the DMG (including detrimental effects) Marasmusine (talk) 08:02, 7 July 2017 (MDT)
I'd also like to add that even for an artifact, this weapon's features are really powerful. Also nonsensical in places. How do you roll "5d25"? How does "every 2 seconds" work in a game that is measured in (6 second) rounds? Marasmusine (talk) 08:19, 7 July 2017 (MDT)
Yeah a 5d20 was a little overboard, but that's besides the point. While I get what it's saying I'm a little stumped on what to do while I can include a past I'm not sure how someone would destroy this thing, as it is made by a god, and as for the one who made it thing it was meant for it to be a all around sort of deal where no matter your campaign as long as you have a powerful sun god you can be granted this weapon I can't just say it was made by Talos or Helios, that limits where it can be used, but if I have to I will. Red1
I've tried my best to fix all the mistakes on here, but if I've missed something please let me know. Red1
  • How long does the +3 AC last for?
  • Recommend bringing the +4 bonus down to +3, and write out in full what it does, and explicitly say it is a magic weapon (e.g. "You gain a +3 bonus to attack and damage rolls with this magic weapon").
  • If you really don't want the weapon to be destroyable, you can have have the method make the weapon powerless for some period of time, or have it reformed after some period of time if it is destroyed. Take the time to read through the Artifacts section of the DMG.
  • It's okay to mention a specific deity. You can trust a DM to rename the deity to suit their campaign. If I wanted to use the Hand of Vecna but my campaign's undead-themed god was called Skelly, it's trivial for me to call it the Hand of Skelly.
  • I looked at the hit point recovery feature of this weapon, please think about how this would work in the campaign. Firstly Everyone in the party would no longer need to expend hit dice during a rest, which is a massive deal. Secondly, a round is 6 seconds, you never need to measure anything in seconds in D&D. You would say "at the beginning (or end) of your turn"; however, rounds and turns only occur during combat. Out of combat, 5e uses "1 minute", "10 minutes", "1 hour"... Thidrly, you've got every player rolling two 20-sided dice again and again until they are back to maximum hit points. You may as well say "All allies regain all their hit points if they spend 10 minutes within 35 feet of you." (you don't even need to specify "out of combat" with this, as it is implicit). This is incredibly powerful and completely changes the flow of the game. I really recommend you have this feature use up charges. Marasmusine (talk) 02:33, 8 July 2017 (MDT)
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