The Master Sword

Post/Author/DateTimePost
#1

Lord_Kadarian

Sep 14, 2015 9:54:58

Hi everybody so in building wakky and wierd things for my campaigns as well as in my constant goal of taking my players jokes and actually putting them into the game

I have begun building link from Ocarina of Time and plan to put him into my game (possible as an opponent for the party warlock, or the minotaur, my players are a very odd party)

 

Either way I have run into a problem I have figured things out for din's fire, Naryu's love, and farore's wind.

Even came up with quivers that solve the arrow problem

 

My current challenge is the master Sword I keep trying to come up with some stats for it, and every time I look at them I think, I did not think this through, or wow this just doesn't work.

 

To start with I estimate that when link becomes an adult he is probably level 5 with few magic items at this level

and the master sword an item of extreme power for his world, the sword of evils bane. 

Some of my thoughts have ranged from holy avengers (ignoring the part where I made link a champion fighter) a sun blade 

both weapons that evil fears. But it still doesn't feel right, I have also tried building something from scratch which gets bonus damage vs. evil and can cut through barriers. Mostly thoughts that the master sword gets through evils defenses and can deflect ganons energy blasts

 

in short I need help I figure this item is at least rare and could go all the way up to being an artifact. 

#2

Tempest_Stormwind

Sep 14, 2015 10:25:34

Well, it would help if the sword had some definitive set of powers in the source material.

 

As it stands, the closest items to it in the game are probably too spectacular for the Master Sword, which in most games is simply a really well-made longsword that happens to serve as a key for some binding ritual or gate (which, interesting, is a minor magic item property on page 143). Any other powers are largely non-mechanical, such as its use in actively sealing away evil, where it's usually part of a larger magic "ritual" combined with some spirits' power as compared to some specific killing effect. It does deal more damage than comparable swords, but not so unreasonably high that it can't be captured as a mere +1 sword (possibly up to +3, depending on the game - for instance, Wind Waker pretty clearly upgrades it from +1 to +3 over the course of the game).

 

Even Skyward Sword, which shows how it was made, emphasizes this in its ending. The sword itself is merely pretty good, and any spectacular power associated with it is merely being channelled from elsewhere. (This game also portrays the sword as intelligent, but the intelligence isn't present in later games for reasons that will be clear if you play it.)

 

(As an aside, the reflecting-energy-blasts thing is never specific to the Master Sword. In any game where you play tennis against the bosses, you always have the option of using a different sword (if you have it), and they reflect it just fine. That's a property of a beam, not the sword. (In fact, try this in Ocarina: you can go the entire Ganon fight using the Biggoron sword instead, and there's no drawback - as long as you pick up the Master Sword when you have to, the game doesn't care what you use to finish him off, and since the Biggoron sword deals more damage, it'll actually be best to use it. The game will just suddely switch him mid-swing to the Master Sword for the final cinematic.))

 

tl;dr: +1 sword with the Key minor property and the capacity for holy rituals to upgrade it to +2 and +3 as the story progresses, and some separate binding ritual that uses the Master Sword as its key.

 

 

EDIT: If you really want to mechanically represent those rituals, consider this.

#3

AaronOfBarbaria

Sep 14, 2015 10:29:33

I make it a longsword +3 that acts as a ring of spell turning, since all the sword really "does" in most of the Zelda franchise is work a bit better than others and let you reflect Ganon's spells back at him.

#4

Imaculata

Sep 14, 2015 11:29:20

Shouldn't it also have ranged attacks when the wielder is at full health?

 

https://www.youtube.com/watch?v=t24JtFFm5Q4

#5

Lord_Kadarian

Sep 14, 2015 11:50:10

Thank you Aaron and tempest for the input, and honestly some very valid points.

 

In reality getting past most damage resistance the sword is going to run into any magic weapon gets that ability so right there we have the pre-requisite of it must be magical

 

in the ocarina of time the damage scales with the kokori sword dealing 1pt, practically being a short sword, the master sword dealing 2 pts and the big goron sword dealing 4 

if I went off of this mechanically I would probably represent this as 1d6 kokori, 1d8 master sword, and 2d6 big goron. Non of which requires any magical properties or abilities to represent

 

The magical attack that is deflected can be deflected by even the bug catching net (actually something pretty fun to do in the game) so I also have to agree that really the sword doesn't reflect magic, also the mirror shield can also deflect energy attacks so I built that with the ability to grant advantage on saves vs. magic making a large part of spell turning redundant, outside of the advantage chance of rolling a 20 and sending it back at them. 

 

I do enjoy the idea of rituals to progressively improve the sword as the character advances predominantly because giving a sword that for its world is an artifact with the ability to seal evil away most likely is a bit much to gain at level 5, but a +1 sword an uncommon magic item really isn't that big of a problem, rituals to increase it to rare, very rare, and eventually legendary would work well with progression of character, also making the sword an attuned item.

 

5th uncommon, 10th rare, 15th very rare, 20th legendary. 

 

Imaculata: since I am building it off of the Ocarina of time it would not, as for some of the other zelda series sometimes it is just link being at full health that allows him to shoot blasts from his swords such as the wooden sword on the nintendo, I believe in skyward sword he can launch a ranged attack from his sword after raising it to the air.

 

Honestly the skyward sword may be one of the more interesting master swords to make

#6

Macv12

Sep 14, 2015 18:01:19

Speaking of Skyward Sword, that's totally smiting, what he does there. As is the magic-powered spinning slash he can do in OoT (though AFAIK that's just a technique powered by magic, while in Skyward Sword it's unique to the weapon). You could make those properties of the sword, but honestly I think this, his supernatural guides, and the spells make him more of a paladin than a fighter. You can better account for items/potions/Spell's/magic songs being part of his strength this way, by making some of them functions of his class features (Lay on Hands targeting self, various spells, etc.)

 

But if I got the Master Sword as a player, I would expect/hope for some energy wave property. This would be more reflective of a "this is for fun, enjoy this random Zelda reference" item, as opposed to the main property being that it's involved in some specific ritual from the Zelda universe. But I don't know the context of your campaign.

#7

tubadancross

Sep 14, 2015 18:07:42

Master Sword
(Legendary Longsword)

This +1 unbreakable key longsword increases its attack and damage bonus to +2 when attacking a creature with an evil alignment. 
Sealing: This sword has a specific enemy. If this sword is used to kill that enemy their spirit is unable to return to the material plane for one generation.


Variance: Roll 1d4 to pick a variant version of the Master Sword.

1. Hero of Time (Ocarina of Time): There is a pedestal somewhere in the world that links two distinct timelines together. Sheathing or Removing this sword from that pedestal will cause the user to travel back or forward a number of years.

2. Heartbound (The Legend of Zelda): While your HP is at its maximum or at 1 the range of this sword increases from 5 feet to 25 feet.

3. Hurricane Spin (Windwaker): This sword has one charge that is regained on a short rest. As an action you may expend this charge to move up to your full move speed and make an attack roll against any creature you come within 5 feet of. After using this ability you must make a DC16 constitution save or be stunned for 1 round.

4. Stayshape (Twilight Princess): While wielding the master sword you are immune to any effects that would change your form against your will.


This is based only on Zelda games I have played, but I hope it is a good start.

(Reply to #7)

Godwyn

tubadancross wrote:
#9

Tempest_Stormwind

Sep 14, 2015 19:05:47

Macv12 wrote:
#10

Imaculata

Sep 14, 2015 23:47:19

I think the bard class would be more suitable for Link. He uses instruments, fights with a sword, and uses spells.

#11

Fimbrial

Sep 15, 2015 18:19:23

I think Link is meant to be an average fighter who augments his skills with a pile of special equipment. For proof, look at how he fights. A typical battle starts with him realizing that he cannot fight his opponent by merely smashing it with a sword, which is contrary to how most combat games run. He must somehow use the dungeon item to gain an advantage, then attack the foe while it is off-balance. When he does face dedicated warriors (Dark Nuts, for example), they are typically his strongest opponentsMuch of his combat strength comes from having an enormous toolbox that allows him to take advantage of every weakness an opponent can have.

 

Seen from the other side, Link should have many angles of attack that require the party to react to a rapidly changing opponent on every round. He's a lot like his own boss enemies that way.

 

Arena

Many of Link's items involve interacting with the environment in some way, so it's appropriate to encounter him in an interactable arena.

 

One such arena is a 30' high room with several stone columns ranging from 5' to 20' in height. The room has a recessed alcove above the door that the party uses to enter. In this alcove there is a switch. Any impact to the switch causes the room to fill with water to a depth of 10'. Further impacts raise the water level to 20', then 30', then back down to empty. The ceiling of the room is a giant grill, perfect for using the hookshot.

 

Equipment List

Master sword: Opinions vary, but I would call it a +X sword with a special ability to dispel some plot-relevant magical barrier. Lasers optional.


Mirror shield: When the wielder saves against a spell, they can use a reaction to reflect the spell in any direction they like. If the wielder uses the Dodge action, they always save against spells.


Bow and arrows: As seen on the equipment list.


Bombs: An item which functions as a fireball spell, dealing 8d6 damage with a Dexterity save (save DC 10 + the thrower's Dex) for half damage. Link has a limited number of these.

 

Hookshot: Instead of moving, the wielder can fire the hookshot at an appropriate surface within 30'. The hookshot then pulls the wielder to that spot, provoking opportunity attacks as normal. An appropriate surface must have an easy handhold for the hookshot to grab, and it must be well-anchored. The hookshot can also pull small items to the wielder. As a weapon, the hookshot is an improvised weapon, and it works underwater without penalty.

 

Megaton Hammer: When wielded in one hand, this functions as a normal warhammer. When wielded in two hands, it gains the following effect. Regardless of whether this weapon hits its target, the ground shakes where it strikes. All creatures except the wielder within a 5' radius of the target square must make a DC 10 Dexterity save or fall prone. Using this hammer grants a +3 bonus to any attempt to break an object.

 

Zora tunic: The wearer can breathe under water. (This is either light or medium armor, depending on what Link is proficient in.)

 

Combat:

If the party is clustered on the ground: Link wields the hookshot and a bomb. He uses the hookshot to get on top of a pillar, then launches a bomb at the party.

 

 

If the party is spread out on the ground: Link wields bow and arrows. He fires one arrow at the switch on the wall. He still has multiattack, so his other arrows can be at party members.

 

If multiple melee opponents reach him: Link uses the hammer to knock down the crowd, then uses the hookshot to make a getaway. He could also use Din's Fire or a spin attack.