I started to play Hades, and since then I found it hard to stop. Its visuals and music are great, the gameplay is awesome, I love the story, and it's clear that Supergiant Games have made yet another masterpiece. There's one part of the game in particular that I found fascinating, and decided I should incorporate in the D&D somehow. I figured that instead of publishing it once ever and not telling a word on my blog, I'll instead talk about it on my blog first and then publish it all at once, possibly after I get some feedback and expand on the concept. This is meant to solve problems such as oversaturation of magic items in the group, as well as power scaling and synergizing items in interesting ways. In one form or another, I know I've tried to make it many times before, but the truth is that there's no one perfect way to do it... or is there?
No, but this is a fair attempt.
Elder Relics
"This weapon is far from ordinary, for it has the power of its former wielders imprinted into it. You just have to search the world for these heroes to uncover your weapon's full potential."
Elder Relics are magical items that possess the power of keeping the power of its previous owners hidden within. Most often, they take form of a weapon, but other items such as armor sets, cloaks, gloves, and many others are not unheard of. Their origin is mysterious, but it's certain is that no mortal hands could have created any of these relics.
Will of Their Own. While the Elder Relics seemingly possess a will of their own, it's not known whether they are actually sentient or not. There is no known way to communicate with them, as any attempts in the past have failed, but they do seem to be able to choose their bearers in many subtle manners.
Aspects. The Elder Relics were involved in some of the most significant events in the history, wielded by a variety of heroes, yet not recognized as one and the same due to their different forms and differing locations. When the Elder Relic is held by a bearer it has chosen, its appearance will change, enveloped temporarily in wisps of light and darkness until its form reflects the character of the one holding it. Each of these Aspects holds a different power, which means that the weapon could potentially lose any resemblance to what its previous mythical bearers were used to.
According to some rumors, it is possible for the Elder Relic to exhibit multiple Aspects at once. Supposedly, this requires the bearer to persevere numerous hard situations and growth in character.
General Guidelines
When creating the Elder Relics, it's recommended to follow these guidelines:
- Follow the guidelines for crafting regular magic items.
- Every Elder Relic requires an attunement by a creature whose aspect the Relic currently bears. Elder Relic is a rarity of its own due to the complexity these items bear.
- If the Elder Relic possesses properties that grant a +X bonus, none of the bonuses should be +3 or greater, and the sum of all such properties should be no greater than +3.
- None of the Elder Relic properties should assume that the bearer has access to a specific racial trait, class feature, or a feat.
WIP Melee Weapons Pack for UE4 - Great Hammer, by Elliot Sharp |
Tenacious Warhammer
The Tenacious Warhammer is a relic known for its abilities of granting people the willpower to stay active even in the direst situations.
As soon as a creature chosen by the Tenacious Warhammer grasps it, the weapon transforms into an aspect of the creature, determined by the DM. A creature can attune to the warhammer only if it currently bears the creature's aspect. Whenever the attuned wielder of this warhammer makes a Wisdom saving throw with advantage, they can reroll one of the dice once.
If the bearer has uncovered any other Aspects of the warhammer, they can choose which of the aspects the warhammer will bear after finishing a long rest. Starting at 5th level, they can choose 2 aspects at once. This number increases to 3 aspects at 11th level, and 4 aspects at 17th level.
d10 |
Aspect Property |
---|---|
1 | When you hit a creature with the warhammer, you can choose to deal an extra damage equal to your current number of hit points. If the creature is reduced to 0 hit points, your lose one half of your hit points, otherwise you are reduced to 1 hit point. |
2 | The warhammer gains a thrown (20/60 ft.) property. You can use your bonus action to cause the warhammer to fly directly to your hand if possible, avoiding any obstacles on the way. |
3 | You can use an action to cast the earth tremor spell (save DC 11 + your proficiency bonus) from it by striking the ground with the warhammer. |
4 | On your turn, you can move along vertical surfaces without falling during the move. At the end of your turn, you can prevent yourself from falling by anchoring the warhammer into a surface within your reach. If you use the warhammer, it is no longer anchored. |
5 | The warhammer can be used as a tool. When it's used this way, you can craft at a rate of 30 gold pieces per hour. |
6 | The warhammer's damage die becomes a 1d12, and you can't be disarmed of it. |
7 | The warhammer deals an extra 1d10 cold damage to any target it hits, and such target's movement speed is reduced by 10 feet until the start of your next turn. |
8 | You can announce one creature's crimes or sins on your turn (no action required). If the warhammer deems these misdoings to be worthy of a punishment, whenever it deals damage to this creature, it deals extra 3d6 psychic damage. |
9 | You have a +1 bonus to attack and damage rolls made with the warhammer. |
10 | You have a +2 bonus to attack and damage rolls made with the warhammer. |
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