[RPG] Is this homebrew sword of wind control based on “Grasscutter” overpowered

balancednd-5ehomebrew-reviewmagic-items

I'm not the best when it comes to homebrewing magical weapons but I really want this to be in 5e. There is a sword from japanese mythology called Ame-no-urakumo-no-Tsurugi (天叢雲剣, "Sword of Gathering Clouds of Heaven") which was then later called Kusanagi-no-Tsurugi ("Grasscutter").

It is a sword that controls the wind, presumably by slashing at the air to direct a strong blow of wind.

History

In the legend Susanoo-No-Mikoto, the storm god, discovers it
in the belly of the eight-headed snake Orochi, then through happen
stance, it finds itself in the possession of prince Yamato who while
on a hunting trip is betrayed by a local warlord who lights the grass
around Yamato on fire in hope to kill him in what seems like an
accident, Yamato sees he's trapped by the fire and starts cutting the
grass around him to remove the fuel and that's when he finds out the
sword can control the wind so using his trusty fire starters and his
newly discovered magic sword Prince Yamato blows fire back at the
would-be assassins, assassinating them instead.

Currently my design is…

Grasscutter

Weapon (longsword) , very rare
This yellow bladed saber with a green hilt can control the wind, sending a gush of strong wind in the direction of the strike of the sword.

As an action, a slash of this sword sends a 60 foot cone of wind in any desired direction. Any creature inside this cone must make a DC 12 strength saving throw being pushed back 20 feet and falling prone on a failure and just falling prone on a success. This pushes fire out of the cone's area unless it hits a wall, in which case it snuffs out. It also disperses fog. Air elementals and other non-corporeal creatures have disadvantage on this saving throw.

As such it has the following properties:

  • It can be used as a reaction to give disadvantage on an attack roll with a ranged or thrown weapon attack.
  • As an action, it can blow sand, dirt or snow in a creature's direction in a 30-foot cone that persists for 1 minute. All creature inside the affected area have disadvantage on Wisdom(Perception) checks that involve sight and a disadvantage on their attack rolls.
  • It can increase the speed of a sailing ship by 2 miles per hour.

It doesn't work underground or anywhere where "wind" would not usually be.

I fear this item might be OP, want this to be on-par with a very rare item, as this is meant as a reward for a party of 5 level 10 players by killing the end boss (which is a dragon, further connecting it to the myth), Can someone please tell me if this weapon is overpowered, underpowered or not explained well enough?

Best Answer

Is it overpowered? As you've written it, perhaps.. but only because you worded one of your abilities to always knock something prone, this is problematic.

If a character passes a save you can't and shouldn't knock them prone. This is bad design as a save should let the character in question avoid the worst parts of an effect. In this instance, the lesser of two evils (this being the knockback effect) would likely be applied, perhaps in a smaller denomination compared to a failure. Perhaps something along the lines of "Prone and 20ft knockback on a failure" and "10ft knockback on a success". This is fair enough for your PCs to come up with some creative uses for it (ship combat comes to mind) and if its turned against them they'll likely still feel that it's fair enough (aka I'm further away but at least I'm not prone.)

Generally, to determine if something is overpowered, we have to gauge it against something else already that already exists within the scope of the game and evaluate the merits based on something similar.

So currently you have:

  • An effect that knocks a character backwards and prone on a failed save.
  • An effect that gives characters using ranged attacks disadvantage.
  • An effect that creates an area that gives things inside it disadvantage on perception rolls.
  • An effect that makes ships move faster due to controlling wind.

Currently the closest spells to emulate these effects are:

  • Grease + Gust of Wind ( A first level conjuration spell, a second level evocation spell )
  • Blur ( A second level illusion spell)
  • Fog Cloud ( A first level conjuration spell )
  • Control Wind ( A fifth level transmutation )

These are all things a ninth level wizard would be able to do without any trouble with better effectiveness. If you removed the last effect, A third level wizard would be able to duplicate the effectiveness of this weapon.

If you want it to be more balanced. Amp it up some but remove the auto-prone. Give the weapon an enchantment bonus, and ten charges that refresh daily after a long-rest. Make the first level effects cost one charge, the second level effect cost two charges, and the fifth level effect cost five charges to limit how much you can do with it per day.

Also, Since the DC12 is a pretty low and very easy save to beat at tenth level for most things, you could make it so that for every three charges you use you could increase the save DC of the weapon's prone / knockback effect by one, which would bring the save up to around DC15 if you were in a pinch and needed to burn the charges to get something away from someone / knock someone down.

As a balancing mechanism you could even go so far as to have the weapon lose its enchantment bonus for the day if all of its charges are consumed.

So as far as the weapon goes, here's a general Stat block:

Kusanagi no Tsurugi

Weapon(longsword +1), Very Rare 10/10 charges

This yellow bladed saber with a green hilt can control the wind, sending a gush of strong wind in the direction of the strike of the sword. Kusanagi has a fine edge, tempered in the wind, and as long as the weapon is imbued with magical strength, it retains its +1 Enhancement bonus. When all of Kusanagi's charges are used, the weapon becomes a non-magical longsword until the user takes a long-rest in a place where wind is present.

As an action, when drawing this weapon from the sheath, a slash of this sword sends a 60 foot cone of wind in any desired direction. Any creature inside this cone must make a DC 12 strength saving throw being pushed back 20 feet and falling prone on a failed save or being pushed back 10 feet on a successful save. This pushes fire out of the cone's area unless it hits a wall, in which case it snuffs out. It also disperses fog. Air elementals and other non-corporeal creatures have disadvantage on this saving throw. (1 charge, +1DC/3 charges)

Kusanagi no Tsurugi can also create the following magical effects, provided the weapon has charges:

  • It can be used as a reaction to give disadvantage on an attack roll with a ranged or thrown weapon attack. (2 charges)
  • It can blow sand, dirt or snow in a creature's direction in a 30-foot cone that persists for a number of rounds based on the charges used. All creature inside the affected area have disadvantage on Wisdom(Perception) checks that involve sight and a disadvantage on their attack rolls. The user must be in a place with sand, dirt, or snow to use this ability and only one such cloud can be in effect at any time (1 charge / two rounds)
  • When the blade is held aloft and the power of the wind the blade possesses is channeled It can increase the speed of a sailing ship by 2 miles per hour by channeling nearby gusts of wind to lift the sails. This power requires concentration. (2 charges)

Kusanagi no Tsurugi is a blade made of and forged by the wind, in places where no wind is present such as deep underground or underwater, the charges of the weapon cannot be used.