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Swordtember Day 22 - Havoc

Calamity Counter

Weapon (Double-Bladed Scimitar), Legendary (requires attunement)
The Calamity Counter is one of the artifacts found during the excavation of the One-Eyed Tyrant tomb. The sword was made from the core of a Primordial Elemental called Chaos Elemental, an ancient creature that can use wild magic to trigger and control natural disasters. The sword’s actual ability was a mystery until someone stole it 5 years ago and accidentally started a massive earthquake that destroyed half of Ironhill town, killing hundreds of people, including the wielder. Since then, the sword has been kept inside the vault along with several other artifacts from the tomb.
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You have a +3 bonus to attack and damage rolls made with this magic weapon.
When you roll a 20 on an attack using this weapon, you gain 1 Control Counter. But when you roll a 1 on an attack using this weapon, It’s treated as if you’re rolling a 20 instead, and you gain 1 Chaos Counter. After you take a long rest, you can try to control the calamity. You can roll d20 for control and chaos counter. Once you decide to roll, you have to roll for both counters. If you roll 11 or higher, the number of counters stays. If your roll is 10 or less, the counter is reduced by 1d4.
Control. When you gain a 4 Control Counter, you must roll percentile dice to determine the type of calamity you called from the list. The spell is automatically cast at the start of your next turn without using an action regardless of its casting time and components and without spending a spell slot. The spell lasts for its full duration without requiring you to concentrate on it, but you have full control over the spell effect. Once the calamity is triggered, all counters reset to 0.
Chaos. When you gain a 4 Control Counter, you must roll percentile dice to determine the type of calamity you called from the list. The spell is automatically cast at the start of your next turn without using an action regardless of its casting time and components and without spending a spell slot. The spell lasts for its full duration without requiring you to concentrate on it, and you don’t have control over the spell. The spell will be cast, targeting a random space, creature, or direction within the spell range. If the spell has an effect that can be activated during your turn, it’s automatically activated at the start of your turn (no action required), targeting a random target or space within range. Once the calamity is triggered, all counters reset to 0.
100 Meteor Swarm
98-99 Tsunami
96-97 Earthquake
91-95 Whirlwind
86-90 Fire Storm
81-85 Bones of the Earth
76-80 Maelstorm
71-75 Insect Plague
61-70 Storm Sphere
51-60 Ice Storm
41-50 Call Lightning
21-40 Tidal Wave
1-20 Erupting Earth
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MODULAR MAP BASED ON SWORDTEMBER SWORDS

By The MAD Cartographer

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Swordtember Day 22 - Havoc Swordtember Day 22 - Havoc Swordtember Day 22 - Havoc Swordtember Day 22 - Havoc

Comments

There's a small typo in the Chaos section that mentions Control counters instead of Chaos counters, but the idea behind the weapon is clear. It's a +3 weapon that adds extra crits and can cast crazy spells, but at a downside of sometimes the spells are under RNJesus' (or the DM's) control and all of them would ruin the surrounding landscape, and potentially get you killed. It's very simple for a weapon bred for chaos and i love how the design incorporates the glowing orbs for the players to panic at the mounting chaos. I love this and I'm going to give it to a NPC who has no idea what it's capable of.

Ned Kelsey

Yes, but my initial idea is to let the player try reducing the Chaos counter while hoping the Control counter will be intact. You can still kinda move the spell out of the way when it's triggered by the control counter since you have full control over the spell albeit you can't stop the activation. But since you can't control the spell triggered by the chaos counter, you don't want to potentially drop a meteor on yourself/allies/bystanders if the chaos counter reaches 4. I was contemplating giving the roll only to reduce the chaos counter, but I thought since the theme is chaotic, wild magic, and gambling, I put the gambling element to this part as well, just in case you're in a situation where you don't want to cause any natural disaster.

Sinlaire

What happens if you choose not to roll after a long rest? If all it does is potentially reduce the counters, why would you choose to roll? Is the idea that you're trying to avoid triggering the spell effects? That would make sense, given that even the control effect doesn't allow you to choose when the spell is cast, so is likely to cause problems still.

Joe Garvey


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