White Plume Mountain - 5e Legacy Weapons

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#1

andaeson

Oct 07, 2014 12:50:53

We're running a one-off conversion of White Plume Mountain in 5e, using the new books and some of the playtest materials. Hunting around the web we were not satisfied that the legacy weapons felt 5th edition-y enough, so we did conversions that feel more satisfying. Sharing in case they inspire others:

 

We started from the 1e module and tried to stay true to the originals while rooting them firmly in 5e elements. The main "Aha moment" when creating the weapons came when we added the concept of replacing character Bonds and Flaws.

 

Blackrazor design notes: we represented the force of the sword's will by having it automatically attune to the wielder when it slays an enemy for the first time. Using the surge of power the sword's bearer feels when it claims its first soul opens the door for it to insert its dark purpose.

 

Blackrazor, +1 magic sword

  • Blackrazor always attacks with advantage against a living creature.
  • Upon delivering the killing blow to a living target with Blackrazor, its wielder receives temporary hit points equal to a roll of the creatures hit dice (not including the Constitution bonus).
  • Killing a second creature allows the wielder to choose his existing temp hit points or the ones from the new creature.
  • These temp hit points last until the wielder completes a Long Rest.
  • While Blackrazor is unfed, the wielder suffers disadvantage on all non-combat activities continuing until Blackrazor kills a living creature.
  • Creatures slain by this sword cannot be raised from the dead. Its soul is destroyed irrevocably.

The player gains a new Bond and a new Flaw as long as Blackrazor is attuned to the player:

Unlike most magical items, Blackrazor becomes immediately attuned to its wielder when it kills a living creature

  • Bond: “I understand the dark purpose of the blade I wield, and I will keep it well fed with the souls of my enemies.”
  • Flaw: “I harbor dark, bloodthirsty thoughts that I am unable to quell.”

 

Wave design notes: Exhaustion felt like the most natural fit for the dehydration effects (two crits to the same creature will slay it outright). The Ideals, Bond and Flaw happen when the user accepts the aquatic god's gift.

 

Wave, +1 magic trident

  • Wave allows its wielder to cast Locate Creature at will. As per the spell, but instead of locating “a creature that is familiar to you” it locates “any threatening sea creatures” within range. (PHB 256)
  • When held it confers Water Breathing to its user and grants Swim movement type equal to their normal speed (user does not suffer disadvantage on melee attacks while swimming).
  • The user can also create a Force Bubble that functions as Otiluke’s Resilient sphere (PHB 264); except radius can extend 10’ to include other creatures. It recharges after a Long Rest.
  • It communicates to its user via telepathy and confers the ability to communicate with all sea creatures via telepathy to its wielder.
  • On a critical hit to a living creature, in addition to damage, Wave causes three levels of exhaustion.

The player gains a new Ideal, Bond and Flaw as long as Wave is attuned to the player:

  • Ideal: “I feel that Procan guides my actions. He must be honored so that we can avoid his fury in the greatest storms and reap the bounties of the deep blue waters.”
  • Bond: “I understand the power bestowed upon me by Procan, and I will never allow Wave to fall into the wrong hands.”
  • Flaw: “I see the hand of Procan in all things.”

Whelm design notes: This one feels a bit complicated compared to the others.

 

Whelm, +1 magic warhammer

  • Advantage vs giants, trolls and goblinoid types
  • 1/day causes Stunning against enemies in 60’ radius when struck against the ground, DC 10+Charisma modifier
    • Stun lasts until the end of the affected creature’s next turn.
    • Recharges after Long Rest
  • Throwing Range 20/60
  • As a bonus action it automatically detects gold, gems and the creatures it is forged to slay (see above) within 30’.
  • Imposes disadvantage on attacks when used above-ground and outside (e.g. if not underground or in a building)

Dwarf Only powers:

  • When held by a dwarf Whelm glows 60’ with a pure silver light
  • Enemy Stun saves are made with disadvantage
  • No disadvantage for maximum range when thrown
  • Returns to wielders hand at end of its Turn when thrown
  • No disadvantage when used above-ground

The player gains a new Bond and a new Flaw as long as Whelm is attuned to the player:

  • Bond: “I understand the importance of this artifact to my dwarven brethren, and I will never allow it to fall into the wrong hands.”
  • Flaw: “I shun the light and seek the dwarven halls where it can do the most good in defense of its people.”
#2

Ansbach

Oct 07, 2014 14:11:26

Excellent  - I really like the idea of a powerful magical artifact "forcing" a bond.  Great creative use of mechanics!

#3

Bumamgar

Oct 07, 2014 16:27:38

Here are my versions of the same weapons, using Hazirawn from HotDQ as a template:

 

Blackrazor

Weapon (greatsword), legendary, requires attunement

A sentient (chaotic neutral) greatsword, Blackrazor is capable of speech in Common.  Blackrazor can also communicate via telepathy.  Blackrazor’s only goal is to suck souls. It is a black sword that shines like a piece of night sky filled with stars, and it is sheathed in a black scabbard decorated with pieces of cut obsidian.  Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon.

Increased potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2.

Soul devour. On a killing stroke, Blackrazor sucks the soul out of the target.  If you are attuned to this weapon, you are granted temporary hit points equal to four times the HD of the target.  These temporary hit points last until depleted or until you take a short or long rest.  Creatures killed by Blackrazor cannot be raised as their souls have been consumed by the sword.

Soul hunger. When you are attuned to the sword, if more than three days passes without the sword devouring a soul, you must succeed on a Charisma saving throw or be compelled to kill a human or humanoid being with the sword.  The DC for this saving throw is 12 + the number of days since the last kill.

Necrotic affinity.  Blackrazor is a necrotic entity that exists by absorbing life energy from those it kills.  However, if it strikes a necrotic infused being, such as many undead, it will work in reverse, reducing its wielder’s maximum hit point total by 4d8 and granting the same amount as temporary hit points to the target.  If the wielder’s hit point maximum is reduced to 0, it dies, and its soul is consumed by the sword.  This trait will not be revealed by Blackrazor to the wielder.  These lost hit points can be restored either by using the soul devour ability on a creature of the same race as the wielder, or the greater restoration spell.

Detect living. Blackrazor can detect the presence of living creatures within 60 feet.

Haste (1/Day). While you are attuned to this weapon, you can cast the haste spell on yourself as a bonus action.  This ability refreshes after a long rest.

Indomitable will. While you are attuned to this weapon, you have advantage on all saving throws against charm and fear affects.

 

Wave

Weapon (trident), legendary, requires attunement

A sentient (neutral) trident, Wave is capable of speech in Common and Aquan.  Wave can also communicate via telepathy.  Wave’s purpose is the death or disfigurement to all who won’t convert to the worship of the god of the sea, and can only be attuned by someone who either already worships a sea god or agrees to convert.  On a hit, Wave does 1d10 piercing damage.  Even if you aren’t attuned to the trident, you gain a +1 bonus on attack rolls and damage rolls made with this weapon.  Wave has 6 charges which are used to fuel some of its spells and abilities.  Each day at dusk, Wave regains 1d6 expended charges.  While Wave is in your hand and you are attuned to it, you can access the following properties.

Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2.

Fish command. You can use your action and expend 1 charge to cast a modified version of the dominate beast spell.  This spell is limited to fish only (including sharks and eels but excluding mollusks, crustaceans, amphibians, reptiles, mammals and similar sorts of non-piscine marine creatures) and has a save DC of 15 and a duration of 1 hour.

Warning. You can use your action and expend 1 charge to determine the location, depth, species and number of hostile and/or hungry marine predators within 1 mile.

Find water. You can use your action to detect the location of water within 100 feet.  This detection ability is not blocked by stone, wood or dirt but is blocked by a thin sheet of lead.

Underwater action. You can breathe underwater and have a swim speed equal to your normal speed.

Wall of force. You can use your action and expend 3 charges to cast wall of force.  You do not have to concentrate to maintain the wall and can dismiss it at will.  The wall will last up to 10 minutes.

Dehydrate. On a critical hit, Wave does an additional 2d8 necrotic damage as it sucks the water out of the target.

 

Whelm

Weapon (light hammer), legendary, requires attunement

A sentient (lawful neutral) light hammer, Whelm is capable of speech in thickly accented Common and Dwarvish.  Whelm is obviously of dwarven manufacture.  Even if you aren’t attuned to the hammer, you gain a +1 bonus on attack rolls and damage rolls made with this weapon.  If you are not attuned to Whelm, you deal an extra 1d6 bludgeoning damage to creatures with the goblin or giant type.

Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 bludgeoning damage to creatures with the goblin or giant type (instead of 1d6).

Shock wave (1/Day). When struck upon the ground by an attuned wielder, Whelm will send forth a shock wave.  Each creature in a 60-foot cone must make a DC 15 Constitution saving throw or be stunned for 1d4 rounds.  This ability refreshes after a long rest.

Detection. Whelm can detect gold, gems and the presence of goblins within 100 feet.  This detection ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Agoraphobia. A creature attuned to Whelm is affected by a severe case of agoraphobia (fear of wide, open places) and will make all attack rolls, ability checks and saving throws with disadvantage when not inside a building, at night or underground.