Is this Onyx Spear homebrew magic weapon overpowered for a low-level (3-5) character?

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I'm building a unique weapon that can be looted off a boss creature in a very early portion of my campaign (expected for characters level 3-5), and I want to ensure that I can fairly hand it out to players without worrying about it being overpowered.




The Onyx Spear



Weapon (glaive), uncommon (unique), 8 lbs.
1d10 piercing damage; Properties: Two-Handed, Reach, Thrown (60/∞), Special



This weapon gains +2 to all of its damage rolls.



The shaft of this weapon is composed of two rods in the shape of a double-helix composed of a material that resembles wrought iron. These two rods never touch each other, but they cannot be moved closer together or pulled further apart from each other, even if this weapon's magical properties are suspended. On one end of the shaft, each of the rods are joined to blades that have the physical appearance of being carved from Obsidian, shaped like curling flames.



Special. The weight of this weapon is strange and uncomfortable, as is its momentum and inertia. Characters cannot receive their proficiency bonus on attack rolls with this weapon, even if they have proficiency with this type of weapon. Any character that makes an attack roll with this weapon may roll 1d4-1 and add this value to their attack roll.



If this weapon is permitted to free-fall, it can not fall faster than 5 feet per round. So long as a part of this weapon is touching a floor or wall, it will not tip over as a result of gravity. If this weapon is thrown, it will not stop moving in that direction until it strikes an object, whereupon it will immediately stop without imparting momentum or damage. If this weapon has not touched an object, creature, or environment in more than an hour, all magical properties of the weapon are suspended until it does.



The first time any creature touches this weapon, they need to make a Wisdom saving throw (DC 15). On a failure, they are shocked by the weapon, taking 1d4 lightning damage and dropping the weapon. On a success, they hear unintelligible whispering in their head. This saving throw is only made once per creature, regardless of success or failure.



Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.



Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.



Thrown. This weapon can be thrown, using its attack roll. If this weapon strikes a target after being thrown, and the attack was not a critical hit, this weapon will deal no damage. If the attack was a critical hit, this weapon will deal damage as though it was a non-critical melee strike. For one minute after being thrown, the first creature that attempts to grab this weapon, other than the creature that threw this weapon, will take 1d6 lightning damage as they grab it.




The design considerations for this weapon are centered around the weapon feeling weird. Like there's something alien or otherworldly about its physical behavior, up to and including its physical design. It's part of a series of weapons that have similar, "strange" properties to them. The intention with this weapon (and the other weapons in the series) is not to necessarily create a weapon that's competitive with other magical items the party might acquire, just that their properties be weird and esoteric. So the weapon being underpowered is, as far as I'm concerned, perfectly acceptable.



I have a few principle concerns with how the weapon is balanced:



  • Unlike other 1d10 weapons, it does not have the Heavy property, meaning it can be used by Small characters without penalties. Does this have serious balance ramifications?


  • The +2 damage bonus is pretty substantial. This is intended to be counter-balanced by the 1d4-1 to attack rolls replacing their proficiency bonus, which on average results in a lower attack roll than simply applying proficiency. Is this enough to adequately balance the damage output?


  • It's not obvious to me that the other properties have exploitable features; are there concerns I should have for some of the more esoteric properties of the weapon?


I also welcome feedback on the general grammar/structure of the statblock.










share|improve this question























  • What world are you playing in? Is it high/medium/low magic?
    – NautArch
    28 mins ago






  • 1




    @KorvinStarmast The rarity category was intended to reflect the fact that the weapon is one-of-a-kind, not its relative power level. I can make it Uncommon if there's too many mechanical implications to the rarity, but it felt weird to describe a weapon that there's literally only one-of as "uncommon".
    – Xirema
    27 mins ago






  • 1




    @KorvinStarmast I've changed the rarity to Uncommon (Unique) to emphasize the intended power level of the item while still calling attention to its status as a unique item.
    – Xirema
    21 mins ago










  • Looking forward to the answers, other comments deleted.
    – KorvinStarmast
    20 mins ago










  • Also, why not make it do 1d12 damage instead of having +2 to damage?
    – qazwsx
    8 mins ago
















up vote
4
down vote

favorite












I'm building a unique weapon that can be looted off a boss creature in a very early portion of my campaign (expected for characters level 3-5), and I want to ensure that I can fairly hand it out to players without worrying about it being overpowered.




The Onyx Spear



Weapon (glaive), uncommon (unique), 8 lbs.
1d10 piercing damage; Properties: Two-Handed, Reach, Thrown (60/∞), Special



This weapon gains +2 to all of its damage rolls.



The shaft of this weapon is composed of two rods in the shape of a double-helix composed of a material that resembles wrought iron. These two rods never touch each other, but they cannot be moved closer together or pulled further apart from each other, even if this weapon's magical properties are suspended. On one end of the shaft, each of the rods are joined to blades that have the physical appearance of being carved from Obsidian, shaped like curling flames.



Special. The weight of this weapon is strange and uncomfortable, as is its momentum and inertia. Characters cannot receive their proficiency bonus on attack rolls with this weapon, even if they have proficiency with this type of weapon. Any character that makes an attack roll with this weapon may roll 1d4-1 and add this value to their attack roll.



If this weapon is permitted to free-fall, it can not fall faster than 5 feet per round. So long as a part of this weapon is touching a floor or wall, it will not tip over as a result of gravity. If this weapon is thrown, it will not stop moving in that direction until it strikes an object, whereupon it will immediately stop without imparting momentum or damage. If this weapon has not touched an object, creature, or environment in more than an hour, all magical properties of the weapon are suspended until it does.



The first time any creature touches this weapon, they need to make a Wisdom saving throw (DC 15). On a failure, they are shocked by the weapon, taking 1d4 lightning damage and dropping the weapon. On a success, they hear unintelligible whispering in their head. This saving throw is only made once per creature, regardless of success or failure.



Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.



Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.



Thrown. This weapon can be thrown, using its attack roll. If this weapon strikes a target after being thrown, and the attack was not a critical hit, this weapon will deal no damage. If the attack was a critical hit, this weapon will deal damage as though it was a non-critical melee strike. For one minute after being thrown, the first creature that attempts to grab this weapon, other than the creature that threw this weapon, will take 1d6 lightning damage as they grab it.




The design considerations for this weapon are centered around the weapon feeling weird. Like there's something alien or otherworldly about its physical behavior, up to and including its physical design. It's part of a series of weapons that have similar, "strange" properties to them. The intention with this weapon (and the other weapons in the series) is not to necessarily create a weapon that's competitive with other magical items the party might acquire, just that their properties be weird and esoteric. So the weapon being underpowered is, as far as I'm concerned, perfectly acceptable.



I have a few principle concerns with how the weapon is balanced:



  • Unlike other 1d10 weapons, it does not have the Heavy property, meaning it can be used by Small characters without penalties. Does this have serious balance ramifications?


  • The +2 damage bonus is pretty substantial. This is intended to be counter-balanced by the 1d4-1 to attack rolls replacing their proficiency bonus, which on average results in a lower attack roll than simply applying proficiency. Is this enough to adequately balance the damage output?


  • It's not obvious to me that the other properties have exploitable features; are there concerns I should have for some of the more esoteric properties of the weapon?


I also welcome feedback on the general grammar/structure of the statblock.










share|improve this question























  • What world are you playing in? Is it high/medium/low magic?
    – NautArch
    28 mins ago






  • 1




    @KorvinStarmast The rarity category was intended to reflect the fact that the weapon is one-of-a-kind, not its relative power level. I can make it Uncommon if there's too many mechanical implications to the rarity, but it felt weird to describe a weapon that there's literally only one-of as "uncommon".
    – Xirema
    27 mins ago






  • 1




    @KorvinStarmast I've changed the rarity to Uncommon (Unique) to emphasize the intended power level of the item while still calling attention to its status as a unique item.
    – Xirema
    21 mins ago










  • Looking forward to the answers, other comments deleted.
    – KorvinStarmast
    20 mins ago










  • Also, why not make it do 1d12 damage instead of having +2 to damage?
    – qazwsx
    8 mins ago












up vote
4
down vote

favorite









up vote
4
down vote

favorite











I'm building a unique weapon that can be looted off a boss creature in a very early portion of my campaign (expected for characters level 3-5), and I want to ensure that I can fairly hand it out to players without worrying about it being overpowered.




The Onyx Spear



Weapon (glaive), uncommon (unique), 8 lbs.
1d10 piercing damage; Properties: Two-Handed, Reach, Thrown (60/∞), Special



This weapon gains +2 to all of its damage rolls.



The shaft of this weapon is composed of two rods in the shape of a double-helix composed of a material that resembles wrought iron. These two rods never touch each other, but they cannot be moved closer together or pulled further apart from each other, even if this weapon's magical properties are suspended. On one end of the shaft, each of the rods are joined to blades that have the physical appearance of being carved from Obsidian, shaped like curling flames.



Special. The weight of this weapon is strange and uncomfortable, as is its momentum and inertia. Characters cannot receive their proficiency bonus on attack rolls with this weapon, even if they have proficiency with this type of weapon. Any character that makes an attack roll with this weapon may roll 1d4-1 and add this value to their attack roll.



If this weapon is permitted to free-fall, it can not fall faster than 5 feet per round. So long as a part of this weapon is touching a floor or wall, it will not tip over as a result of gravity. If this weapon is thrown, it will not stop moving in that direction until it strikes an object, whereupon it will immediately stop without imparting momentum or damage. If this weapon has not touched an object, creature, or environment in more than an hour, all magical properties of the weapon are suspended until it does.



The first time any creature touches this weapon, they need to make a Wisdom saving throw (DC 15). On a failure, they are shocked by the weapon, taking 1d4 lightning damage and dropping the weapon. On a success, they hear unintelligible whispering in their head. This saving throw is only made once per creature, regardless of success or failure.



Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.



Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.



Thrown. This weapon can be thrown, using its attack roll. If this weapon strikes a target after being thrown, and the attack was not a critical hit, this weapon will deal no damage. If the attack was a critical hit, this weapon will deal damage as though it was a non-critical melee strike. For one minute after being thrown, the first creature that attempts to grab this weapon, other than the creature that threw this weapon, will take 1d6 lightning damage as they grab it.




The design considerations for this weapon are centered around the weapon feeling weird. Like there's something alien or otherworldly about its physical behavior, up to and including its physical design. It's part of a series of weapons that have similar, "strange" properties to them. The intention with this weapon (and the other weapons in the series) is not to necessarily create a weapon that's competitive with other magical items the party might acquire, just that their properties be weird and esoteric. So the weapon being underpowered is, as far as I'm concerned, perfectly acceptable.



I have a few principle concerns with how the weapon is balanced:



  • Unlike other 1d10 weapons, it does not have the Heavy property, meaning it can be used by Small characters without penalties. Does this have serious balance ramifications?


  • The +2 damage bonus is pretty substantial. This is intended to be counter-balanced by the 1d4-1 to attack rolls replacing their proficiency bonus, which on average results in a lower attack roll than simply applying proficiency. Is this enough to adequately balance the damage output?


  • It's not obvious to me that the other properties have exploitable features; are there concerns I should have for some of the more esoteric properties of the weapon?


I also welcome feedback on the general grammar/structure of the statblock.










share|improve this question















I'm building a unique weapon that can be looted off a boss creature in a very early portion of my campaign (expected for characters level 3-5), and I want to ensure that I can fairly hand it out to players without worrying about it being overpowered.




The Onyx Spear



Weapon (glaive), uncommon (unique), 8 lbs.
1d10 piercing damage; Properties: Two-Handed, Reach, Thrown (60/∞), Special



This weapon gains +2 to all of its damage rolls.



The shaft of this weapon is composed of two rods in the shape of a double-helix composed of a material that resembles wrought iron. These two rods never touch each other, but they cannot be moved closer together or pulled further apart from each other, even if this weapon's magical properties are suspended. On one end of the shaft, each of the rods are joined to blades that have the physical appearance of being carved from Obsidian, shaped like curling flames.



Special. The weight of this weapon is strange and uncomfortable, as is its momentum and inertia. Characters cannot receive their proficiency bonus on attack rolls with this weapon, even if they have proficiency with this type of weapon. Any character that makes an attack roll with this weapon may roll 1d4-1 and add this value to their attack roll.



If this weapon is permitted to free-fall, it can not fall faster than 5 feet per round. So long as a part of this weapon is touching a floor or wall, it will not tip over as a result of gravity. If this weapon is thrown, it will not stop moving in that direction until it strikes an object, whereupon it will immediately stop without imparting momentum or damage. If this weapon has not touched an object, creature, or environment in more than an hour, all magical properties of the weapon are suspended until it does.



The first time any creature touches this weapon, they need to make a Wisdom saving throw (DC 15). On a failure, they are shocked by the weapon, taking 1d4 lightning damage and dropping the weapon. On a success, they hear unintelligible whispering in their head. This saving throw is only made once per creature, regardless of success or failure.



Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.



Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.



Thrown. This weapon can be thrown, using its attack roll. If this weapon strikes a target after being thrown, and the attack was not a critical hit, this weapon will deal no damage. If the attack was a critical hit, this weapon will deal damage as though it was a non-critical melee strike. For one minute after being thrown, the first creature that attempts to grab this weapon, other than the creature that threw this weapon, will take 1d6 lightning damage as they grab it.




The design considerations for this weapon are centered around the weapon feeling weird. Like there's something alien or otherworldly about its physical behavior, up to and including its physical design. It's part of a series of weapons that have similar, "strange" properties to them. The intention with this weapon (and the other weapons in the series) is not to necessarily create a weapon that's competitive with other magical items the party might acquire, just that their properties be weird and esoteric. So the weapon being underpowered is, as far as I'm concerned, perfectly acceptable.



I have a few principle concerns with how the weapon is balanced:



  • Unlike other 1d10 weapons, it does not have the Heavy property, meaning it can be used by Small characters without penalties. Does this have serious balance ramifications?


  • The +2 damage bonus is pretty substantial. This is intended to be counter-balanced by the 1d4-1 to attack rolls replacing their proficiency bonus, which on average results in a lower attack roll than simply applying proficiency. Is this enough to adequately balance the damage output?


  • It's not obvious to me that the other properties have exploitable features; are there concerns I should have for some of the more esoteric properties of the weapon?


I also welcome feedback on the general grammar/structure of the statblock.







dnd-5e magic-items weapons homebrew balance






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edited 5 mins ago

























asked 37 mins ago









Xirema

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  • What world are you playing in? Is it high/medium/low magic?
    – NautArch
    28 mins ago






  • 1




    @KorvinStarmast The rarity category was intended to reflect the fact that the weapon is one-of-a-kind, not its relative power level. I can make it Uncommon if there's too many mechanical implications to the rarity, but it felt weird to describe a weapon that there's literally only one-of as "uncommon".
    – Xirema
    27 mins ago






  • 1




    @KorvinStarmast I've changed the rarity to Uncommon (Unique) to emphasize the intended power level of the item while still calling attention to its status as a unique item.
    – Xirema
    21 mins ago










  • Looking forward to the answers, other comments deleted.
    – KorvinStarmast
    20 mins ago










  • Also, why not make it do 1d12 damage instead of having +2 to damage?
    – qazwsx
    8 mins ago
















  • What world are you playing in? Is it high/medium/low magic?
    – NautArch
    28 mins ago






  • 1




    @KorvinStarmast The rarity category was intended to reflect the fact that the weapon is one-of-a-kind, not its relative power level. I can make it Uncommon if there's too many mechanical implications to the rarity, but it felt weird to describe a weapon that there's literally only one-of as "uncommon".
    – Xirema
    27 mins ago






  • 1




    @KorvinStarmast I've changed the rarity to Uncommon (Unique) to emphasize the intended power level of the item while still calling attention to its status as a unique item.
    – Xirema
    21 mins ago










  • Looking forward to the answers, other comments deleted.
    – KorvinStarmast
    20 mins ago










  • Also, why not make it do 1d12 damage instead of having +2 to damage?
    – qazwsx
    8 mins ago















What world are you playing in? Is it high/medium/low magic?
– NautArch
28 mins ago




What world are you playing in? Is it high/medium/low magic?
– NautArch
28 mins ago




1




1




@KorvinStarmast The rarity category was intended to reflect the fact that the weapon is one-of-a-kind, not its relative power level. I can make it Uncommon if there's too many mechanical implications to the rarity, but it felt weird to describe a weapon that there's literally only one-of as "uncommon".
– Xirema
27 mins ago




@KorvinStarmast The rarity category was intended to reflect the fact that the weapon is one-of-a-kind, not its relative power level. I can make it Uncommon if there's too many mechanical implications to the rarity, but it felt weird to describe a weapon that there's literally only one-of as "uncommon".
– Xirema
27 mins ago




1




1




@KorvinStarmast I've changed the rarity to Uncommon (Unique) to emphasize the intended power level of the item while still calling attention to its status as a unique item.
– Xirema
21 mins ago




@KorvinStarmast I've changed the rarity to Uncommon (Unique) to emphasize the intended power level of the item while still calling attention to its status as a unique item.
– Xirema
21 mins ago












Looking forward to the answers, other comments deleted.
– KorvinStarmast
20 mins ago




Looking forward to the answers, other comments deleted.
– KorvinStarmast
20 mins ago












Also, why not make it do 1d12 damage instead of having +2 to damage?
– qazwsx
8 mins ago




Also, why not make it do 1d12 damage instead of having +2 to damage?
– qazwsx
8 mins ago










3 Answers
3






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2
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Shall I compare thee to a Longsword +1?



Imagine a Longsword +1 that had to be used two-handed. We have 1d10+1 damage, twohanded, no heavy, no finesse. Perfectly balanced. Now imagine that we add an additional +1 damage, but also -2 to hit (stacking with the +1 from before, for net -1). Great Weapon Master trades -1 to hit for +2 damage, so what we have now is actually something underpowered. Given a proficiency bonus of +2 or +3 (for level 3-5), we have 1d10+2 damage, +1.5 to hit (ignoring Str mods).



Ignoring the thrown part of the Spear, we have a weapon that does 1d10+2 damage, with +1.5 (expected value of 1d4-1) to hit (ignoring Str mods), twohanded, no heavy, no finesse, reach. We are increasing a slightly underpowered weapon by +1 to hit (below level 5) and 5ft reach. Seems balanced to me.



As for the Throwing part...



The gravity interactions of the spear are mostly flavour, including that they effectively remove the ability to throw the spear for damage. While you could have some fun moments when you crit or that almost dead kobold tries to pick up the spear and gets shocked to death, they don't really do much mechanically.



It's balanced



It is a slight improvement on an underpowered item. Add to that the fact that it is a unique artifact and it is balanced. You could possibly make the +2 to damage require attunement if you are still worried.






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    up vote
    2
    down vote













    This is not only not overpowered, but not much better than a normal weapon.

    First, its thrown property is practically useless. Only doing damage on a critical hit means that 95% of the time, you would just be throwing your weapon away. Making your enemy receive 1d6 lightning damage is of negligible value if you have to throw your weapon away, and isn't much damage compared to even a crossbow.
    A level 5 character with a str of 16 and a +3 proficiency would normally get +6 to hit, but this weapon would average +6.5 to hit. A normal +1 weapon would be better.



    You'll regret the infinite throwing range when your characters try to throw it to the moon :)



    I recommend allowing proficiency bonus, but only after attunement, and reducing the throwing range.






    share|improve this answer




















    • Technically, because of the 1 hour limitation before the spear loses its magical properties, the spear would fall back to Faerun before even breaking out of the atmosphere. I could consider just posting an explicit "5 miles" outer range though.
      – Xirema
      12 mins ago

















    up vote
    2
    down vote













    It's fine, but its awkwardness gets in the way.



    Total, the strength of this weapon is effectively:



    • No proficiency to hit, but instead get a "+2 to hit", which makes its accuracy worse when your proficiency bonus is +3, unless you're not proficient in martial weapons (in which case you wouldn't get proficiency to hit anyway, and thus makes this a +2 weapon).

    • +2 damage

    • Can deal 1d4 lightning damage, once per enemy (and once to yourself). Assuming average damage (2.5) and it zaps 40% of the time (generous) that's 1 bonus damage.

    • Otherwise a fairly normal Glaive (in terms of power).

    So, is it balanced? I guess? I wouldn't use it once my proficiency is +4, as my +2 to hit difference is too valuable compared to the +2 damage this spear provides.



    I would never throw the thing for 1d4 damage that's nullified on a save. If I happened to roll a crit fail, depending on how you'd rule it, it could just fly off into the horizon, never to be seen again.



    So in the end, it's just a fancy/weird glaive, but I'd rather just use a normal glaive for consistency, to be honest.



    The main issue isn't the balance, though. It's the rule keeping.



    At this point, with this weapon, you have to remind yourself that:



    • You can't apply your Proficiency bonus

    • You have to remember to roll 1d4-1 to hit every time you attack with it.

    • It has a +2 to damage, separate from its to-hit "bonus"

    • It deals 1d4 lightning damage on contact, with a wisdom 15 save, but only the first time it touches a creature.

    • I have to keep track of which creatures I've already struck specifically with this weapon (would be confusing if an ally picked it up and started using it after I threw it)

    • I have to remember that it has a throwing range, but it only deals damage on a crit, and only deals normal damage on that crit+1d4. And if I happen to miss, it just keeps going.

    And...for what? Roughly +3 damage and roughly -1 to hit.



    I'm all for complicated things that are worth the work, and are individual decisions to make (like Battlemaster), but this overcomplicates a number of things, for some of the least valuable benefits. That may be intentional, but your players will use it once or twice, and then get frustrated when they find this information out first-hand that it's not good as a weapon.






    share|improve this answer






















    • Actually, there is not a +2 to hit, but rather a +2 to damage.
      – qazwsx
      12 mins ago










    • Also, it does 1d6 per turn to a creature for 1 minute, the 1d4 is for you when you try to weild it for the first time.
      – qazwsx
      10 mins ago










    • @qazwsx +2 is based off of the 1d4-1 to hit that replaces the proficiency bonus. 1d4 is a 2.5, -1 makes it a 1.5, I rounded up for simplicity's sake.
      – Daniel Zastoupil
      10 mins ago










    • @qazwsx "For one minute after being thrown, the first creature that attempts to grab this weapon, other than the creature that threw this weapon, will take 1d6 lightning damage". I read that as, "After throwing this weapon, it's charged, and the first creature that's not you that grabs it will take 1d6 damage".
      – Daniel Zastoupil
      8 mins ago










    • @qazwsx where the 1d4 damage is "When a creature first touches this weapon", which I'd include as part of hitting with the throwing aspect. It does not apply the 1d4 as part of the "throw attack was not a critical hit" aspect, as it says that "this weapon will deal no damage", and the 1d4 damage is coming from the weapon. It could easily be reworded to say that the "attack deals no damage" and then the 1d4 would apply after a non-crit throw, but I'm unsure if that's intentional.
      – Daniel Zastoupil
      8 mins ago











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    3 Answers
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    3 Answers
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    up vote
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    Shall I compare thee to a Longsword +1?



    Imagine a Longsword +1 that had to be used two-handed. We have 1d10+1 damage, twohanded, no heavy, no finesse. Perfectly balanced. Now imagine that we add an additional +1 damage, but also -2 to hit (stacking with the +1 from before, for net -1). Great Weapon Master trades -1 to hit for +2 damage, so what we have now is actually something underpowered. Given a proficiency bonus of +2 or +3 (for level 3-5), we have 1d10+2 damage, +1.5 to hit (ignoring Str mods).



    Ignoring the thrown part of the Spear, we have a weapon that does 1d10+2 damage, with +1.5 (expected value of 1d4-1) to hit (ignoring Str mods), twohanded, no heavy, no finesse, reach. We are increasing a slightly underpowered weapon by +1 to hit (below level 5) and 5ft reach. Seems balanced to me.



    As for the Throwing part...



    The gravity interactions of the spear are mostly flavour, including that they effectively remove the ability to throw the spear for damage. While you could have some fun moments when you crit or that almost dead kobold tries to pick up the spear and gets shocked to death, they don't really do much mechanically.



    It's balanced



    It is a slight improvement on an underpowered item. Add to that the fact that it is a unique artifact and it is balanced. You could possibly make the +2 to damage require attunement if you are still worried.






    share|improve this answer
























      up vote
      2
      down vote













      Shall I compare thee to a Longsword +1?



      Imagine a Longsword +1 that had to be used two-handed. We have 1d10+1 damage, twohanded, no heavy, no finesse. Perfectly balanced. Now imagine that we add an additional +1 damage, but also -2 to hit (stacking with the +1 from before, for net -1). Great Weapon Master trades -1 to hit for +2 damage, so what we have now is actually something underpowered. Given a proficiency bonus of +2 or +3 (for level 3-5), we have 1d10+2 damage, +1.5 to hit (ignoring Str mods).



      Ignoring the thrown part of the Spear, we have a weapon that does 1d10+2 damage, with +1.5 (expected value of 1d4-1) to hit (ignoring Str mods), twohanded, no heavy, no finesse, reach. We are increasing a slightly underpowered weapon by +1 to hit (below level 5) and 5ft reach. Seems balanced to me.



      As for the Throwing part...



      The gravity interactions of the spear are mostly flavour, including that they effectively remove the ability to throw the spear for damage. While you could have some fun moments when you crit or that almost dead kobold tries to pick up the spear and gets shocked to death, they don't really do much mechanically.



      It's balanced



      It is a slight improvement on an underpowered item. Add to that the fact that it is a unique artifact and it is balanced. You could possibly make the +2 to damage require attunement if you are still worried.






      share|improve this answer






















        up vote
        2
        down vote










        up vote
        2
        down vote









        Shall I compare thee to a Longsword +1?



        Imagine a Longsword +1 that had to be used two-handed. We have 1d10+1 damage, twohanded, no heavy, no finesse. Perfectly balanced. Now imagine that we add an additional +1 damage, but also -2 to hit (stacking with the +1 from before, for net -1). Great Weapon Master trades -1 to hit for +2 damage, so what we have now is actually something underpowered. Given a proficiency bonus of +2 or +3 (for level 3-5), we have 1d10+2 damage, +1.5 to hit (ignoring Str mods).



        Ignoring the thrown part of the Spear, we have a weapon that does 1d10+2 damage, with +1.5 (expected value of 1d4-1) to hit (ignoring Str mods), twohanded, no heavy, no finesse, reach. We are increasing a slightly underpowered weapon by +1 to hit (below level 5) and 5ft reach. Seems balanced to me.



        As for the Throwing part...



        The gravity interactions of the spear are mostly flavour, including that they effectively remove the ability to throw the spear for damage. While you could have some fun moments when you crit or that almost dead kobold tries to pick up the spear and gets shocked to death, they don't really do much mechanically.



        It's balanced



        It is a slight improvement on an underpowered item. Add to that the fact that it is a unique artifact and it is balanced. You could possibly make the +2 to damage require attunement if you are still worried.






        share|improve this answer












        Shall I compare thee to a Longsword +1?



        Imagine a Longsword +1 that had to be used two-handed. We have 1d10+1 damage, twohanded, no heavy, no finesse. Perfectly balanced. Now imagine that we add an additional +1 damage, but also -2 to hit (stacking with the +1 from before, for net -1). Great Weapon Master trades -1 to hit for +2 damage, so what we have now is actually something underpowered. Given a proficiency bonus of +2 or +3 (for level 3-5), we have 1d10+2 damage, +1.5 to hit (ignoring Str mods).



        Ignoring the thrown part of the Spear, we have a weapon that does 1d10+2 damage, with +1.5 (expected value of 1d4-1) to hit (ignoring Str mods), twohanded, no heavy, no finesse, reach. We are increasing a slightly underpowered weapon by +1 to hit (below level 5) and 5ft reach. Seems balanced to me.



        As for the Throwing part...



        The gravity interactions of the spear are mostly flavour, including that they effectively remove the ability to throw the spear for damage. While you could have some fun moments when you crit or that almost dead kobold tries to pick up the spear and gets shocked to death, they don't really do much mechanically.



        It's balanced



        It is a slight improvement on an underpowered item. Add to that the fact that it is a unique artifact and it is balanced. You could possibly make the +2 to damage require attunement if you are still worried.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 20 mins ago









        GreySage

        12.3k44582




        12.3k44582






















            up vote
            2
            down vote













            This is not only not overpowered, but not much better than a normal weapon.

            First, its thrown property is practically useless. Only doing damage on a critical hit means that 95% of the time, you would just be throwing your weapon away. Making your enemy receive 1d6 lightning damage is of negligible value if you have to throw your weapon away, and isn't much damage compared to even a crossbow.
            A level 5 character with a str of 16 and a +3 proficiency would normally get +6 to hit, but this weapon would average +6.5 to hit. A normal +1 weapon would be better.



            You'll regret the infinite throwing range when your characters try to throw it to the moon :)



            I recommend allowing proficiency bonus, but only after attunement, and reducing the throwing range.






            share|improve this answer




















            • Technically, because of the 1 hour limitation before the spear loses its magical properties, the spear would fall back to Faerun before even breaking out of the atmosphere. I could consider just posting an explicit "5 miles" outer range though.
              – Xirema
              12 mins ago














            up vote
            2
            down vote













            This is not only not overpowered, but not much better than a normal weapon.

            First, its thrown property is practically useless. Only doing damage on a critical hit means that 95% of the time, you would just be throwing your weapon away. Making your enemy receive 1d6 lightning damage is of negligible value if you have to throw your weapon away, and isn't much damage compared to even a crossbow.
            A level 5 character with a str of 16 and a +3 proficiency would normally get +6 to hit, but this weapon would average +6.5 to hit. A normal +1 weapon would be better.



            You'll regret the infinite throwing range when your characters try to throw it to the moon :)



            I recommend allowing proficiency bonus, but only after attunement, and reducing the throwing range.






            share|improve this answer




















            • Technically, because of the 1 hour limitation before the spear loses its magical properties, the spear would fall back to Faerun before even breaking out of the atmosphere. I could consider just posting an explicit "5 miles" outer range though.
              – Xirema
              12 mins ago












            up vote
            2
            down vote










            up vote
            2
            down vote









            This is not only not overpowered, but not much better than a normal weapon.

            First, its thrown property is practically useless. Only doing damage on a critical hit means that 95% of the time, you would just be throwing your weapon away. Making your enemy receive 1d6 lightning damage is of negligible value if you have to throw your weapon away, and isn't much damage compared to even a crossbow.
            A level 5 character with a str of 16 and a +3 proficiency would normally get +6 to hit, but this weapon would average +6.5 to hit. A normal +1 weapon would be better.



            You'll regret the infinite throwing range when your characters try to throw it to the moon :)



            I recommend allowing proficiency bonus, but only after attunement, and reducing the throwing range.






            share|improve this answer












            This is not only not overpowered, but not much better than a normal weapon.

            First, its thrown property is practically useless. Only doing damage on a critical hit means that 95% of the time, you would just be throwing your weapon away. Making your enemy receive 1d6 lightning damage is of negligible value if you have to throw your weapon away, and isn't much damage compared to even a crossbow.
            A level 5 character with a str of 16 and a +3 proficiency would normally get +6 to hit, but this weapon would average +6.5 to hit. A normal +1 weapon would be better.



            You'll regret the infinite throwing range when your characters try to throw it to the moon :)



            I recommend allowing proficiency bonus, but only after attunement, and reducing the throwing range.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered 20 mins ago









            qazwsx

            685




            685











            • Technically, because of the 1 hour limitation before the spear loses its magical properties, the spear would fall back to Faerun before even breaking out of the atmosphere. I could consider just posting an explicit "5 miles" outer range though.
              – Xirema
              12 mins ago
















            • Technically, because of the 1 hour limitation before the spear loses its magical properties, the spear would fall back to Faerun before even breaking out of the atmosphere. I could consider just posting an explicit "5 miles" outer range though.
              – Xirema
              12 mins ago















            Technically, because of the 1 hour limitation before the spear loses its magical properties, the spear would fall back to Faerun before even breaking out of the atmosphere. I could consider just posting an explicit "5 miles" outer range though.
            – Xirema
            12 mins ago




            Technically, because of the 1 hour limitation before the spear loses its magical properties, the spear would fall back to Faerun before even breaking out of the atmosphere. I could consider just posting an explicit "5 miles" outer range though.
            – Xirema
            12 mins ago










            up vote
            2
            down vote













            It's fine, but its awkwardness gets in the way.



            Total, the strength of this weapon is effectively:



            • No proficiency to hit, but instead get a "+2 to hit", which makes its accuracy worse when your proficiency bonus is +3, unless you're not proficient in martial weapons (in which case you wouldn't get proficiency to hit anyway, and thus makes this a +2 weapon).

            • +2 damage

            • Can deal 1d4 lightning damage, once per enemy (and once to yourself). Assuming average damage (2.5) and it zaps 40% of the time (generous) that's 1 bonus damage.

            • Otherwise a fairly normal Glaive (in terms of power).

            So, is it balanced? I guess? I wouldn't use it once my proficiency is +4, as my +2 to hit difference is too valuable compared to the +2 damage this spear provides.



            I would never throw the thing for 1d4 damage that's nullified on a save. If I happened to roll a crit fail, depending on how you'd rule it, it could just fly off into the horizon, never to be seen again.



            So in the end, it's just a fancy/weird glaive, but I'd rather just use a normal glaive for consistency, to be honest.



            The main issue isn't the balance, though. It's the rule keeping.



            At this point, with this weapon, you have to remind yourself that:



            • You can't apply your Proficiency bonus

            • You have to remember to roll 1d4-1 to hit every time you attack with it.

            • It has a +2 to damage, separate from its to-hit "bonus"

            • It deals 1d4 lightning damage on contact, with a wisdom 15 save, but only the first time it touches a creature.

            • I have to keep track of which creatures I've already struck specifically with this weapon (would be confusing if an ally picked it up and started using it after I threw it)

            • I have to remember that it has a throwing range, but it only deals damage on a crit, and only deals normal damage on that crit+1d4. And if I happen to miss, it just keeps going.

            And...for what? Roughly +3 damage and roughly -1 to hit.



            I'm all for complicated things that are worth the work, and are individual decisions to make (like Battlemaster), but this overcomplicates a number of things, for some of the least valuable benefits. That may be intentional, but your players will use it once or twice, and then get frustrated when they find this information out first-hand that it's not good as a weapon.






            share|improve this answer






















            • Actually, there is not a +2 to hit, but rather a +2 to damage.
              – qazwsx
              12 mins ago










            • Also, it does 1d6 per turn to a creature for 1 minute, the 1d4 is for you when you try to weild it for the first time.
              – qazwsx
              10 mins ago










            • @qazwsx +2 is based off of the 1d4-1 to hit that replaces the proficiency bonus. 1d4 is a 2.5, -1 makes it a 1.5, I rounded up for simplicity's sake.
              – Daniel Zastoupil
              10 mins ago










            • @qazwsx "For one minute after being thrown, the first creature that attempts to grab this weapon, other than the creature that threw this weapon, will take 1d6 lightning damage". I read that as, "After throwing this weapon, it's charged, and the first creature that's not you that grabs it will take 1d6 damage".
              – Daniel Zastoupil
              8 mins ago










            • @qazwsx where the 1d4 damage is "When a creature first touches this weapon", which I'd include as part of hitting with the throwing aspect. It does not apply the 1d4 as part of the "throw attack was not a critical hit" aspect, as it says that "this weapon will deal no damage", and the 1d4 damage is coming from the weapon. It could easily be reworded to say that the "attack deals no damage" and then the 1d4 would apply after a non-crit throw, but I'm unsure if that's intentional.
              – Daniel Zastoupil
              8 mins ago















            up vote
            2
            down vote













            It's fine, but its awkwardness gets in the way.



            Total, the strength of this weapon is effectively:



            • No proficiency to hit, but instead get a "+2 to hit", which makes its accuracy worse when your proficiency bonus is +3, unless you're not proficient in martial weapons (in which case you wouldn't get proficiency to hit anyway, and thus makes this a +2 weapon).

            • +2 damage

            • Can deal 1d4 lightning damage, once per enemy (and once to yourself). Assuming average damage (2.5) and it zaps 40% of the time (generous) that's 1 bonus damage.

            • Otherwise a fairly normal Glaive (in terms of power).

            So, is it balanced? I guess? I wouldn't use it once my proficiency is +4, as my +2 to hit difference is too valuable compared to the +2 damage this spear provides.



            I would never throw the thing for 1d4 damage that's nullified on a save. If I happened to roll a crit fail, depending on how you'd rule it, it could just fly off into the horizon, never to be seen again.



            So in the end, it's just a fancy/weird glaive, but I'd rather just use a normal glaive for consistency, to be honest.



            The main issue isn't the balance, though. It's the rule keeping.



            At this point, with this weapon, you have to remind yourself that:



            • You can't apply your Proficiency bonus

            • You have to remember to roll 1d4-1 to hit every time you attack with it.

            • It has a +2 to damage, separate from its to-hit "bonus"

            • It deals 1d4 lightning damage on contact, with a wisdom 15 save, but only the first time it touches a creature.

            • I have to keep track of which creatures I've already struck specifically with this weapon (would be confusing if an ally picked it up and started using it after I threw it)

            • I have to remember that it has a throwing range, but it only deals damage on a crit, and only deals normal damage on that crit+1d4. And if I happen to miss, it just keeps going.

            And...for what? Roughly +3 damage and roughly -1 to hit.



            I'm all for complicated things that are worth the work, and are individual decisions to make (like Battlemaster), but this overcomplicates a number of things, for some of the least valuable benefits. That may be intentional, but your players will use it once or twice, and then get frustrated when they find this information out first-hand that it's not good as a weapon.






            share|improve this answer






















            • Actually, there is not a +2 to hit, but rather a +2 to damage.
              – qazwsx
              12 mins ago










            • Also, it does 1d6 per turn to a creature for 1 minute, the 1d4 is for you when you try to weild it for the first time.
              – qazwsx
              10 mins ago










            • @qazwsx +2 is based off of the 1d4-1 to hit that replaces the proficiency bonus. 1d4 is a 2.5, -1 makes it a 1.5, I rounded up for simplicity's sake.
              – Daniel Zastoupil
              10 mins ago










            • @qazwsx "For one minute after being thrown, the first creature that attempts to grab this weapon, other than the creature that threw this weapon, will take 1d6 lightning damage". I read that as, "After throwing this weapon, it's charged, and the first creature that's not you that grabs it will take 1d6 damage".
              – Daniel Zastoupil
              8 mins ago










            • @qazwsx where the 1d4 damage is "When a creature first touches this weapon", which I'd include as part of hitting with the throwing aspect. It does not apply the 1d4 as part of the "throw attack was not a critical hit" aspect, as it says that "this weapon will deal no damage", and the 1d4 damage is coming from the weapon. It could easily be reworded to say that the "attack deals no damage" and then the 1d4 would apply after a non-crit throw, but I'm unsure if that's intentional.
              – Daniel Zastoupil
              8 mins ago













            up vote
            2
            down vote










            up vote
            2
            down vote









            It's fine, but its awkwardness gets in the way.



            Total, the strength of this weapon is effectively:



            • No proficiency to hit, but instead get a "+2 to hit", which makes its accuracy worse when your proficiency bonus is +3, unless you're not proficient in martial weapons (in which case you wouldn't get proficiency to hit anyway, and thus makes this a +2 weapon).

            • +2 damage

            • Can deal 1d4 lightning damage, once per enemy (and once to yourself). Assuming average damage (2.5) and it zaps 40% of the time (generous) that's 1 bonus damage.

            • Otherwise a fairly normal Glaive (in terms of power).

            So, is it balanced? I guess? I wouldn't use it once my proficiency is +4, as my +2 to hit difference is too valuable compared to the +2 damage this spear provides.



            I would never throw the thing for 1d4 damage that's nullified on a save. If I happened to roll a crit fail, depending on how you'd rule it, it could just fly off into the horizon, never to be seen again.



            So in the end, it's just a fancy/weird glaive, but I'd rather just use a normal glaive for consistency, to be honest.



            The main issue isn't the balance, though. It's the rule keeping.



            At this point, with this weapon, you have to remind yourself that:



            • You can't apply your Proficiency bonus

            • You have to remember to roll 1d4-1 to hit every time you attack with it.

            • It has a +2 to damage, separate from its to-hit "bonus"

            • It deals 1d4 lightning damage on contact, with a wisdom 15 save, but only the first time it touches a creature.

            • I have to keep track of which creatures I've already struck specifically with this weapon (would be confusing if an ally picked it up and started using it after I threw it)

            • I have to remember that it has a throwing range, but it only deals damage on a crit, and only deals normal damage on that crit+1d4. And if I happen to miss, it just keeps going.

            And...for what? Roughly +3 damage and roughly -1 to hit.



            I'm all for complicated things that are worth the work, and are individual decisions to make (like Battlemaster), but this overcomplicates a number of things, for some of the least valuable benefits. That may be intentional, but your players will use it once or twice, and then get frustrated when they find this information out first-hand that it's not good as a weapon.






            share|improve this answer














            It's fine, but its awkwardness gets in the way.



            Total, the strength of this weapon is effectively:



            • No proficiency to hit, but instead get a "+2 to hit", which makes its accuracy worse when your proficiency bonus is +3, unless you're not proficient in martial weapons (in which case you wouldn't get proficiency to hit anyway, and thus makes this a +2 weapon).

            • +2 damage

            • Can deal 1d4 lightning damage, once per enemy (and once to yourself). Assuming average damage (2.5) and it zaps 40% of the time (generous) that's 1 bonus damage.

            • Otherwise a fairly normal Glaive (in terms of power).

            So, is it balanced? I guess? I wouldn't use it once my proficiency is +4, as my +2 to hit difference is too valuable compared to the +2 damage this spear provides.



            I would never throw the thing for 1d4 damage that's nullified on a save. If I happened to roll a crit fail, depending on how you'd rule it, it could just fly off into the horizon, never to be seen again.



            So in the end, it's just a fancy/weird glaive, but I'd rather just use a normal glaive for consistency, to be honest.



            The main issue isn't the balance, though. It's the rule keeping.



            At this point, with this weapon, you have to remind yourself that:



            • You can't apply your Proficiency bonus

            • You have to remember to roll 1d4-1 to hit every time you attack with it.

            • It has a +2 to damage, separate from its to-hit "bonus"

            • It deals 1d4 lightning damage on contact, with a wisdom 15 save, but only the first time it touches a creature.

            • I have to keep track of which creatures I've already struck specifically with this weapon (would be confusing if an ally picked it up and started using it after I threw it)

            • I have to remember that it has a throwing range, but it only deals damage on a crit, and only deals normal damage on that crit+1d4. And if I happen to miss, it just keeps going.

            And...for what? Roughly +3 damage and roughly -1 to hit.



            I'm all for complicated things that are worth the work, and are individual decisions to make (like Battlemaster), but this overcomplicates a number of things, for some of the least valuable benefits. That may be intentional, but your players will use it once or twice, and then get frustrated when they find this information out first-hand that it's not good as a weapon.







            share|improve this answer














            share|improve this answer



            share|improve this answer








            edited 3 mins ago

























            answered 13 mins ago









            Daniel Zastoupil

            4,6571053




            4,6571053











            • Actually, there is not a +2 to hit, but rather a +2 to damage.
              – qazwsx
              12 mins ago










            • Also, it does 1d6 per turn to a creature for 1 minute, the 1d4 is for you when you try to weild it for the first time.
              – qazwsx
              10 mins ago










            • @qazwsx +2 is based off of the 1d4-1 to hit that replaces the proficiency bonus. 1d4 is a 2.5, -1 makes it a 1.5, I rounded up for simplicity's sake.
              – Daniel Zastoupil
              10 mins ago










            • @qazwsx "For one minute after being thrown, the first creature that attempts to grab this weapon, other than the creature that threw this weapon, will take 1d6 lightning damage". I read that as, "After throwing this weapon, it's charged, and the first creature that's not you that grabs it will take 1d6 damage".
              – Daniel Zastoupil
              8 mins ago










            • @qazwsx where the 1d4 damage is "When a creature first touches this weapon", which I'd include as part of hitting with the throwing aspect. It does not apply the 1d4 as part of the "throw attack was not a critical hit" aspect, as it says that "this weapon will deal no damage", and the 1d4 damage is coming from the weapon. It could easily be reworded to say that the "attack deals no damage" and then the 1d4 would apply after a non-crit throw, but I'm unsure if that's intentional.
              – Daniel Zastoupil
              8 mins ago

















            • Actually, there is not a +2 to hit, but rather a +2 to damage.
              – qazwsx
              12 mins ago










            • Also, it does 1d6 per turn to a creature for 1 minute, the 1d4 is for you when you try to weild it for the first time.
              – qazwsx
              10 mins ago










            • @qazwsx +2 is based off of the 1d4-1 to hit that replaces the proficiency bonus. 1d4 is a 2.5, -1 makes it a 1.5, I rounded up for simplicity's sake.
              – Daniel Zastoupil
              10 mins ago










            • @qazwsx "For one minute after being thrown, the first creature that attempts to grab this weapon, other than the creature that threw this weapon, will take 1d6 lightning damage". I read that as, "After throwing this weapon, it's charged, and the first creature that's not you that grabs it will take 1d6 damage".
              – Daniel Zastoupil
              8 mins ago










            • @qazwsx where the 1d4 damage is "When a creature first touches this weapon", which I'd include as part of hitting with the throwing aspect. It does not apply the 1d4 as part of the "throw attack was not a critical hit" aspect, as it says that "this weapon will deal no damage", and the 1d4 damage is coming from the weapon. It could easily be reworded to say that the "attack deals no damage" and then the 1d4 would apply after a non-crit throw, but I'm unsure if that's intentional.
              – Daniel Zastoupil
              8 mins ago
















            Actually, there is not a +2 to hit, but rather a +2 to damage.
            – qazwsx
            12 mins ago




            Actually, there is not a +2 to hit, but rather a +2 to damage.
            – qazwsx
            12 mins ago












            Also, it does 1d6 per turn to a creature for 1 minute, the 1d4 is for you when you try to weild it for the first time.
            – qazwsx
            10 mins ago




            Also, it does 1d6 per turn to a creature for 1 minute, the 1d4 is for you when you try to weild it for the first time.
            – qazwsx
            10 mins ago












            @qazwsx +2 is based off of the 1d4-1 to hit that replaces the proficiency bonus. 1d4 is a 2.5, -1 makes it a 1.5, I rounded up for simplicity's sake.
            – Daniel Zastoupil
            10 mins ago




            @qazwsx +2 is based off of the 1d4-1 to hit that replaces the proficiency bonus. 1d4 is a 2.5, -1 makes it a 1.5, I rounded up for simplicity's sake.
            – Daniel Zastoupil
            10 mins ago












            @qazwsx "For one minute after being thrown, the first creature that attempts to grab this weapon, other than the creature that threw this weapon, will take 1d6 lightning damage". I read that as, "After throwing this weapon, it's charged, and the first creature that's not you that grabs it will take 1d6 damage".
            – Daniel Zastoupil
            8 mins ago




            @qazwsx "For one minute after being thrown, the first creature that attempts to grab this weapon, other than the creature that threw this weapon, will take 1d6 lightning damage". I read that as, "After throwing this weapon, it's charged, and the first creature that's not you that grabs it will take 1d6 damage".
            – Daniel Zastoupil
            8 mins ago












            @qazwsx where the 1d4 damage is "When a creature first touches this weapon", which I'd include as part of hitting with the throwing aspect. It does not apply the 1d4 as part of the "throw attack was not a critical hit" aspect, as it says that "this weapon will deal no damage", and the 1d4 damage is coming from the weapon. It could easily be reworded to say that the "attack deals no damage" and then the 1d4 would apply after a non-crit throw, but I'm unsure if that's intentional.
            – Daniel Zastoupil
            8 mins ago





            @qazwsx where the 1d4 damage is "When a creature first touches this weapon", which I'd include as part of hitting with the throwing aspect. It does not apply the 1d4 as part of the "throw attack was not a critical hit" aspect, as it says that "this weapon will deal no damage", and the 1d4 damage is coming from the weapon. It could easily be reworded to say that the "attack deals no damage" and then the 1d4 would apply after a non-crit throw, but I'm unsure if that's intentional.
            – Daniel Zastoupil
            8 mins ago


















             

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