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#1

VaschSephtis

Sep 01, 2015 17:47:45

 

 

Hello all, I would like some help. I have recently got back in to D&D and am enjoying myself. I love to create homebrew items and would like some opinions on if these items are too powerful.

 

 

Heavy is the Hand:

This crossbow has the appearance of a hand crossbow allowing it to be used one handed but functions as a heavy crossbow in both range and damage.

 

Twin Halberd:

This halberd has been forged so that it has blades on both ends. This allows a normal d10 slashing attack when using Polearm Master feat rather than a d4 blunt damage.

 

Gloves of the Owlbear:

Fashioned from the forearms of a stuffed Owlbear these gloves have a set of retractable claws. Attacking with these gloves gives a medium creature an unarmed strike of 2d6 + 2xSTR and a large creature an unarmed strike of 2d8 + 2xSTR. (each hand dealing 1dx + STR)

 

Double Crossbow:

The size of a light crossbow, but it has two drawstrings and can deliver two bolts to a single target. 2h weapon dealing 2d6+DEX

 

Thoughts?

#2

drizzt_zylo

Sep 01, 2015 18:48:47
First are these magical or not? Next you have two weapons here dealing great sword or maul damage so that somehow seems unbalanced and they don't seem to have all the statistics they need like range and properties.
(Reply to #2)

VaschSephtis

 

drizzt_zylo wrote:
#4

WorBlade

Sep 02, 2015 13:01:57

If the twin halbred is magic, then it would be simplier to have it grant an extra attack as part of the magic rather than require a feat. The crossbow looks bigger than a light crossbow. if it is "light then perhaps half the d8 for two attacks at 1d4 makes more sense.

#5

Macv12

Sep 02, 2015 17:18:51

zomg that's Orthos

 

zomg I knew that at a glance

 

The really important question is how available are these going to be. If they're rare magic weapons, how do they match up to Frost Brand and the like.

 

Upgrading a hand crossbow from d6 to d10 damage is approximately equivalent to a +2 weapon, plus a range bump. +2 weapons are "rare." I would change the description to say the exact changes it makes, though.

 

It's sort of weird that a magic weapon would only have an effect if you have a particular feat. You could give it a base property of allowing a bonus attack for d6 damage, no modifier, which would be the equivalent of having a +2 shortsword as your "main" weapon and dual wielding. The second property could be that when you get Polearm Master, the bonus attack does d10 damage instead of 1d6, and adds modifier, which is a +3 bonus but only on that bonus action.

 

The gloves would be a +3 (or more) equivalent, since they're the same as a greatsword but with doubled strength bonus. Much, much better on a monk though, and in that case they're kind of hard to rate, especially since the boost will lose value as the monk's Martial Arts damage climbs. But they're very good, "very rare" at least.

 

The crossbow is a +2.5, so rare or very rare.

 

As far as flavor goes, they're pretty neat; my favorite is probablt the double crossbow, though I'll bet you can expand on that to make it more standout.

(Reply to #5)

VaschSephtis

 

 

Macv12 wrote:
#7

VaschSephtis

Sep 03, 2015 15:35:25

 

 

So more info and images

 

 

#8

VaschSephtis

Sep 03, 2015 15:23:07

#9

VaschSephtis

Sep 03, 2015 15:23:58

(Reply to #6)

Macv12

VaschSephtis wrote:
(Reply to #10)

VaschSephtis

 

 

The gloves I can up with during my last adventure, we came across a stuffed Owlbear in a museum and I said "I cut off its arms" the DM asked why? And I said "you'll see" - I then crafted those during a long rest. Wanted to get feeback on the damage. A normal unarmed is d4, the Owlbear as a large creature gets d8s, so I figured it made sense to go in between with the d6 for a medium. If you were to attack with both that would be your action and bonus action.
#12

transcendantviewer

Sep 03, 2015 18:42:50

What I'm curious about, VaschSephtis, is why you're even coming up with weapon stats for large creatures when large-sized player characters don't exist in 5e. And, if you're staying in-line with the rules, weapons for large sized creatures deal twice as many damage dice as the weapon of a medium sized creature. I can only assume this figure improves to 3x for Huge, 4x for Garguantian. Basically, if you're intent on giving this weapon the stats it would have for a large creature, it'd deal 2d4 damage, if it were reduced as you mentiond. And allowing them to add twice their strength modifier is a bit too much, and as specified before, unless the character is otherwise trained, they cannot make a bonus action attack with their Unarmed Strikes, being that they're not light weapons.

(Reply to #11)

Macv12

VaschSephtis wrote:
(Reply to #13)

VaschSephtis

 

 

 

 

Macv12 wrote:
#15

transcendantviewer

Sep 03, 2015 23:10:01

You might want to change the description from "Adventuring Gear, equipped" to "Uncommon/common/yadda yadda yadda, Requires Attunement" or something similar.

#16

daspian

Sep 07, 2015 17:03:53

The Gloves of the Owlbear sound like they could be an Uncommon Magic Item, perhaps it should be better if you change it to state that fact.

 

First off is the double crossbow a simple or martial ranged weapon... from the fact it seems a bit more complex i'm gonna assume Martial.

secondly..it's way to OP.. it's essentially better than any other ranged weapon as it fires 2d6 twice, that's more than the Heavy Crossbow...

i'd say there's no real need for another crossbow i don't understand your need for a new crossbow that fires "Twice" in one action... many classes such as the ranger or fighter get an extra attack anyways and can simply make these extra attacks anyways.

 

thirdly... if you truly want a "unqiue Repeating Crossbow or double crossbow"

 

attempt the following:

(Magic Heavy Crossbow)
Uncommon or Rare, Req Attunement

Grants a +1 bonus to attack and damage rolls, counts as magical, and when you take the attack action and fire a bolt from this crossbow, it magically splits the bolt and copies another one that fires at the same target, dealing damage equal to that of a normal attack

( word it a little better, i'm just kinda spitballing here)

essentially instead of messing around trying to clone and and make new "weapon categories"

just create a magic item that does what you want... without invading on or messing with the weapon groups... as they  can pretty much cover everything despite what people say... idk why some people say a Katana can't be a Longsword, or a Scimitar can't be a Cutlass.... use some imagination and reflavoring.

 

And finally...

so essentially your Halberds are a Magic "Glaive" that grants it the "Versatile" feature and can "Shrink" into a 1h battleaxe for 1d8 damage.

i see nothing wrong with it balance wise and is fine. as it essentially just shifts between a Glaive or a Battleaxe as an action, quite fun for a magic weapon.

(Reply to #16)

VaschSephtis

daspian wrote:
#18

VaschSephtis

Sep 08, 2015 16:22:57

The magic version of the double crossbow, based on daspian's suggestion...

 

DejaVu Crossbow:

The DejaVu appears to be a normal light crossbow, but has the image of two bolts carved into the top near the bolt release. It deals 1d6, instead of 1d8; however, as a bolt clears the weapon, a second appears immediately behind it dealing identical damage to the first. You do not roll for this damage, but double all original damage rolls including any augmentations to the bolt such as fire or poison.

 

This is a +1 weapon.