The Balance of The Legendary Items

Intro

I have been in the making of these items since the beginning of the campaign. Over time, they have gone through numerous revisions. All of these items are completely unique. I can guarantee that nobody has had the chance to use these before in D&D!   Each item was hand crafted with you in mind, and each one was made to have just the right amount of power. Too strong, and the game becomes too easy. Too weak, and it doesn't feel that special or awesome  

Balancing

All the items should in theory have about the same power. Their charges correlate to spell slots, with each weapon having around 7. In addition, each weapon has around two unique abilities. Weapons that prove to not be balanced are subject to reworks. As the Gods stated, they are in a war right now. As their power fluctuates, so do the weapons'
Weapon Base Damage Ability Damage Utility
Atgeir Low Very High Low/Medium
Jägaren High Low High
Staff of Gamelon N/A Varies Varies

Atgeir

 
  • Allows access to two damage spells not found on Paladin spell list
  • Has 8 spell slots that can be used by two predetermined spells. One is a level 3, the other is a level 0. The level 3 can only be cast twice
  • First special ability allows the spear to return to Thegn on the beginning of his next turn using a bonus action
  • Second special ability allows the spear to play short recordings, and trigger the cantrip remotely

Jägaren

  • Allows access to three debuff spells to a non-spellcaster
  • Has 7 spell slots that can be used by three predetermined spells. There is one level 1, one level 2 and one level 3 spell
  • Special ability allows a hookshot to help Qibellis climb or pull objects or creatures up to 40 feet away
  • Boasts a high, consistent attack power

Staff of Gamelon

  • Does not allow access of any new spells
  • Has 7 spell slots that can be used on any of Wilda's prepared spells
  • First ability allows absorption of direct single-target spell attacks
  • Second ability allows a one-time redirection of any magical attack target at Wilda, including AOE attacks
  • Third "ability" happens when too much magic is absorbed. It causes a massive explosion that hurts everything nearby, and disables the staff for up to 5 days

Conclusion

I hope this makes everyone realize their weapons' power, and potential teamwork oppurtunities! I don't want anybody to be left behind. If you feel like you are, let me know!

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