Talk:Keyblade (5e Equipment)
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I have some issues with the changes that have been made to this page.
- The damage values of some of these variant keyblades are incredibly high by the standards of 5e, as are some of the modifiers they give you. Ursa, for instance: the only official content I can think of that gives a player a +10 bonus to an attack roll is the War Cleric's Channel Divinity feature, and they can only do that up to three times per long rest.
- The entries for these keyblades have terms and keywords that don't make sense unless you've read the page for the Keybearer class, which is not linked to or referenced anywhere on this page.
- Building from that, the writing seems to assume that players will be playing that specific class if they want to wield a keyblade. There are numerous classes and subclasses on this website that revolve around using keyblades. Some players might want to use a keyblade without needing to take any of these classes, for that matter.
- The X-Blade should probably be on its own dedicated page, as it's essentially an artifact.
--SlaadSack (talk) 09:40, 12 May 2020 (MDT)
- While I hear your concerns regarding the edits, the original wasn't very much to go off of. Is there a way to balance the versions of the blade that have been created? Or simplify the page because I do think it may be some sort of a clutter. Red Leg Leo (talk) 07:33, 30 June 2020 (MDT)
- That's a fair point that the original was a bit sparse. I've been thinking it over for the last few days, and I've hit upon the idea of keeping most (if not necessarily all) of these extra versions on the page as "variant" keyblades, some of which might have greater rarities or additional attunement requirements. I've also thought up changes for some of them in order to balance them and bring them more in line with the spirit of 5e. Here's what I'm proposing so far:
- Oathkeeper: 1d6 radiant damage on attacks (2d6 vs. fiends and the undead), and charges that can be spent to cast magic missile (inflicting radiant damage rather than force damage). Attunement: good alignment.
- Oblivion: +1 bonus to attack and damage rolls, critical hits trigger an effect where the target must make a Charisma save or be affected as if dispel magic had been cast on them as a 3rd-level spell.
- Pumpkinhead: Creatures hit must make a Wisdom save or be frightened until start of your next turn (24-hour immunity on a success), attacks inflict an extra 2d4 psychic damage vs. frightened creatures. Maybe the ability to cast fear once per day.
- Sweet Dreams: Expertise on Animal Handling checks, lets you cast animal friendship 3/day and conjure animals once per day.
- Counterpoint: 1d6 thunder damage on attacks, critical hits force the target to make a Constitution save or be deafened for 1 turn. Maybe the ability to cast irresistible dance once per day.
- Diamond Dust: 2d6 cold damage on attacks, critical hits halve the target's movement speed for 1 round, gives you resistance to cold damage.
- Another No Name: haste & slow 2/day each, can use a variation of the Rogue's Stroke of Luck feature once per day (for attack rolls or saving throws).
- Way to the Dawn: resistance to necrotic damage, advantage on saves vs. being charmed, frightened or possessed by fiends & the undead.
- Mark of a Hero: +2 bonus to attack and damage rolls, +2 to Strength & Constitution (maximum 22).
- All For One: Can designate up to three creatures as "teammates". Cumulative +1 bonus to attack rolls, ability checks & saving throws for each teammate that is within 15 feet of you, with teammates getting the same bonus subject to the same rules. Can use your reaction to take damage on behalf of a creature within 5 feet of you that just took damage, & have resistance to that damage if the creature is one of your teammates. Attunement: non-Chaotic Evil alignment.
- Starseeker: +2 bonus to spell attack rolls and spell save DC, 11 charges that can be spent to cast magic missile/Melf's minute meteors/crown of stars. Legendary. Attunement: Sorcerer/warlock/wizard.
- If anyone else has any other ideas or disagrees with these proposed changes, I'm open to any suggestions that aren't simply keeping the page as it currently is. --SlaadSack (talk) 07:51, 3 July 2020 (MDT)
- That's a fair point that the original was a bit sparse. I've been thinking it over for the last few days, and I've hit upon the idea of keeping most (if not necessarily all) of these extra versions on the page as "variant" keyblades, some of which might have greater rarities or additional attunement requirements. I've also thought up changes for some of them in order to balance them and bring them more in line with the spirit of 5e. Here's what I'm proposing so far:
- I like the idea of keeping the variants. Red Leg Leo (talk) 11:14, 6 July 2020 (MDT)
- I have implemented the proposed changes. I'm leaving the other variants as they were for the moment, as I am not sure what to do with them at present. Assuming that the edits I just made don't get reverted over the next few days, I'll try to figure something out.--SlaadSack (talk) 12:20, 6 July 2020 (MDT)
- Further Proposed Changes (as of 07/07/2020)
- Ends of the Earth: +3 bonus to attack and damage rolls, restricted to greatsword, requires attunement from a barbarian/fighter/paladin/ranger.
- Stormfall: +2 bonus to spell attack and spell damage rolls, requires attunement by a spellcaster.
- Wayward Wind: 10-foot movement speed increase, can Dodge as a bonus action, requires attunement by a bard/monk/rogue. restricted to scimitars or shortswords.
- Stroke of Midnight: Critical hits on a roll of 19-20, can cast polymorph and/or animate objects a certain number of times per day (since you get it from the level based on Cinderella).
- Ultima Weapon: +3 bonus to attack & damage rolls, can force creatures in a 20-foot radius sphere to make a Dex save or take 4d8 slashing damage up to four times per day.
--SlaadSack (talk) 11:26, 7 July 2020 (MDT)
- Implemented the proposed changes for Stormfall, Ends of the Earth and Wayward Wind. --SlaadSack (talk) 07:58, 19 July 2020 (MDT)
So how do the shotlocks and Transformations work? -killshot
Why tf was i locked out of the equipment page that I made? Thats hella fucked up.
- Wrong. I made the page two years ago. And I made it so that any character who wanted to use a keyblade could use one, without needing to be tied to a class. --70.53.238.70 15:43, 16 October 2020 (MDT)
Oh? i couldve sworn...