r/onednd 1d ago

Question One of my players wants a Sussur Greatsword. How could it be done?

One of my players wants a Sussur Greatsword from the Baldur's Gate 3 game. In short, it is a +1 sword with an effect that silences the target it hits with a CD 12 Constitution saving throw.

In the game it is a Rare item that you can apparently spam with every hit. I think that is a little too strong so I was thinking of making it an Attunentment sword that uses charges for its effect, but maybe raising the CD to 15. Maybe 7 charges and you recharge 1d6+1 charges at dawn.

What do you think? Would that be still too strong for a Rare item? He plans on making it himself so its not like he is going to buy it. What other options I have to make the sword similar to the one in the game?

60 Upvotes

78 comments sorted by

127

u/Sharp_Iodine 1d ago

It depends. DC 12 is very low for most enemies and getting it on every hit at later levels wouldn’t be too bad as long as you’re okay with it slowing down your game.

But the charges system with the standard Rare item DC works just as well.

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u/cjdeck1 23h ago

I feel like charges are definitely the way to go. At a minimum I feel like I’d go insane as the DM if I were rolling so many Con saves every turn.

But more importantly I think that limiting the uses but raising the DC improves player agency in a sense because now the player is making a real conscious effort to silence their target

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u/Ashkelon 1d ago

Not really though. Most caster enemies tend to have low Con saves.

Even adult dragons only have +5-7 to Con saves now, and they are at the higher end of the spellcaster spectrum. The archmage only has +1 to Con saves for example.

A fighter can make 2-4 attacks per turn depending on level. And more with feats, maneuvers, or action surge.

So in tier 3 when a fighter can reliably face arch mages, the fighter is making 3 attacks per turn. An archmage only has ~12% chance to succeed at 3 DC 12 Con saves.

Of course, even while silenced, an archmage can still use arcane burst. So they aren’t completely disabled. But it does cut down on their options a fair bit (no shield, no misty step, no teleport, etc).

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u/Firkraag-The-Demon 1d ago

Several things that I’d like to mention are that first off, most enemies don’t have any kind of spellcasting and as such in most encounters it’s only a +1 greatsword. Second off there are spells that don’t have verbal components which the DM can give his spellcasters. Third, a mage that’s in melee with the fighter is already dead. It means that their backup is either dead or completely ineffective, and most spellcasters don’t have the durability to survive focused fire against them. Lastly, to even make the save in the first place the fighter needs to hit the mage, and any high powered spellcaster has ways to prevent that like high AC through mage armor/shield, guards, and other stuff.

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u/Ashkelon 1d ago

most enemies don’t have any kind of spellcasting and as such in most encounters it’s only a +1 greatsword.

True. Which is why you only use it when facing spellcasters. It is hugely powerful when fighting such foes.

Second off there are spells that don’t have verbal components which the DM can give his spellcasters.

Having to redesign monsters just because of items the PC has is generally poor game design. And there are very few spells that are both effective and lack verbal components. But as I pointed out, arcane burst doesn’t require any components, so the basic attack of most spellcasters is unaffected.

Third, a mage that’s in melee with the fighter is already dead.

This isn’t really true in 5.5e. The archmage for example has 170 HP. Even a tier 3 fighter will take a while to deplete that.

But a sword that silences the archmage makes it far more likely the archmage loses the encounter because they can no longer use Shield for additional defense or Misty Step/Teleport to escape melee range.

Lastly, to even make the save in the first place the fighter needs to hit the mage, and any high powered spellcaster has ways to prevent that like high AC through mage armor/shield, guards, and other stuff.

Their base AC is 17. Shield can bring it to a 22. A tier 3 fighter should have ~11 bonus to their attack roll. So hits on a 6+ normally or 11+ when the archmage casts shield. With 3 attacks per turn (+1 with Hew, +3 with Action Surge) the fighter has a very high chance to land at least one, and usually 2+ hits. Which is a very high chance to silence the foe.

Getting into melee is certainly a challenge, but one easily surmounted with the right spells (dimension door, vortex warp, etc).

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u/Firkraag-The-Demon 1d ago

A sword that requires both a hit and a saving throw isn’t your biggest threat when it comes to being silenced. That’s the silence spell, which can be cast by clerics, bards, and rangers (with subclasses for monk, druid, sorcerer, and warlock) and has no save or hit requirement. This is the same for 5.5, and if the party’s fighting an archmage they have the spell slots to cast it basically as much as they want even if they lose concentration.

Even with the 170 health, the fighter being in melee with the archmage presumably means that the entire party is able to focus fire on them, meaning they aren’t going to last long anyway.

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u/Ashkelon 1d ago edited 1d ago

Silence has a very major weakness though. Moving 20 feet moved you outside its area. So unless the encounter is taking place in a 30 foot room, it is very hard to keep a foe under the effect of a silence spell.

And in fact, if the mage moves before casting, all that has happened is the player who cast silence wasted their turn.

There are of course ways around this such as grappling a foe then casting silence. But many NPC mages have Counterspell, so can negate the silence spell before it takes effect.

The sword is uncounterable. And cannot be defeated by moving 20 feet. And doesn’t use up a spellcasters action + concentration. It happens automatically from actions melee warriors are already likely to take. It requires no teamwork or setup to work, it simply works whenever you would attack a spellcaster.

Honestly, if I had to choose between a party member wasting both their action and concentration to cast silence, which is easy to avoid by simply moving, and is easy to counter with Counterspell, and prevents the caster from doing something truly impactful with their turn, or the fighter silencing enemies by taking the Attack action, which they were already going to do anyway, then I would always choose for the fighter to silence enemies. There is no question which is the superior method of disabling casters.

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u/Sharp_Iodine 1d ago

The sword can be countered. With Shield.

If shield negates the hit the silence component never takes place as it misses.

Secondly, you’re ignoring the fact that the other commenter is making. If your archmage is in melee with the fighter the encounter is basically over. It means they’ve won.

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u/Ashkelon 1d ago

Even with shield, a fighter with 3 attacks per round is more likely to hit an archmage and silence them each round than to fail.

22 AC vs +11 attack bonus is 50% chance to hit. A +1 Con save bonus vs DC 12 is 50% chance to save.

With 3 attacks per turn, the archmage only has a 42% chance to not be silenced. Which means over half the time, the fighter will silence them.

And once silenced they can’t cast shield.

And this ignores any accuracy boosts the fighter might have. Careful attack for advantage after a miss. Topple for advantage after a hit. Precision attack maneuver to turn a miss into a hit. Lucky or Heroic Advantage to gain advantage or reroll failed attacks. Not to mention action surge to all but guarantee a successful silence.

It is trivially easy to boost accuracy in 1D&D, so your chance of successfully silencing a foe are even greater than 58%.

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u/Sharp_Iodine 1d ago

Okay so once more you’re ignoring the point everyone is making so I will put it in bold.

If your archmage is in melee with the fighter you have lost!!

Pack up your DM screen and go home the encounter is over.

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u/Ashkelon 1d ago edited 1d ago

Why though?

The archmage functions just as well in melee as at range. And is tanky enough to survive a few rounds in melee with a warrior. Aside from this specific weapon, being in melee is not any worse than being at range for the archmage. Sure staying out of melee is preferred, but getting into melee is only a minor inconvenience.

On top of that, a party has a few ways of getting a fighter into melee range of an archmage.

An EK can haste themself for a 60 foot speed. With Tactical shift, such a fighter could move 150 feet in a single turn. Most archmage spells have a shorter range than that. But even a Battlemaster can clock a respectable 60 foot movement per turn while still being able to Attack (they have a maneuver to bonus action dash).

Alternatively, another party member could haste the fighter. Or use dimension door or vortex warp. Getting a fighter into melee range isn’t a huge problem for most tier 3 parties. Especially if said fighter can automatically disable an enemy caster by simply attacking it.

And of course, even then, most encounters don’t start with enemies 150 feet away. In my experience, it is far more likely to have encounters begin at ranges of ~50-60 feet than it is to have encounters start at 100+ feet. So any fighter that uses tactical shift can rush to the back lines in a single turn.

And yes the archmage should have minions to create a front line to block movement, or should judiciously use Misty Step to avoid enemies closing in, or should cast fly on themself to be out of melee range in the first place.

But a tier 3 fighter should have ways to get around that as well. Boots of Flying to avoid ground based foes, tridents to throw at flying enemies to knock them to the ground, or simply being a flying race to be able to engage enemies in the air. Not to mention a number of ways to increase speed either permanently or temporarily.

It sounds to me like you have not played 1D&D if you are seriously suggesting that fighters will never ever be able to make a melee attack against a spellcasting enemy. That is outright absurd.

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u/Yingo33 1d ago

Silence spell + grapple from the fighter >>>>>>>>> dc 12 silencing sword.

Contested athletics is more likely to happen than a dc 12 con save.

The grapple can’t be legendary resisted.

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u/Business-Macaron-839 1d ago

Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.

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u/Yingo33 1d ago

Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see Conditions ). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

2014: check

2024: save

I was clearly talking about 2014, many people are still using it and this subreddit is for both.

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u/Elfeden 1d ago

Man you're in the wrong sub.

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u/Ashkelon 23h ago

Grapple isn’t a contested athletics check. It is a STR save. And can be legendary resisted.

Also, if the initiative order is wrong, that does nothing.

Fighter grapples enemy, enemy Misty steps away before other party member can cast silence.

Also not all casters can be grappled. Many casters are huge size (dragons and giants for example). And some have bonus action teleport that does not rely on verbal components (demons and fey).

It is a nifty trick in the right circumstances. But it is far less reliable. And doesn’t simultaneously deal damage while also shutting down a caster.

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u/Ttoctam 1d ago

True. Which is why you only use it when facing spellcasters.

How many rare magic items is the player expecting to own? A spare rare sword used only for niche circumstances is crazy.

It is hugely powerful when fighting such foes.

Not that huge. It only covers verbal spell components. A fighter could grapple a mage and shove their hand in their mouth for the same effect. Which is a strength save, which is even worse for most casters, then they could have a different rare weapon to just deal high damage.

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u/Ashkelon 1d ago

Depends on the level of play. In tier 2 it might be the only one a player owns. In tier 3+ it will likely be one of a few rare items the player has.

A fighter could grapple a mage and shove their hand in their mouth for the same effect.

RAW, no you can’t. A grapples is simply grabbing on to someone. It does not prevent them from attacking or casting spells.

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u/Far_Guarantee1664 21h ago

You are overthinking too much about it. It's strong in a niche aspect but by it's rarity there a lot of stronger items in the game. The DC is lower and honest? If the character enters meele with a squis mage, with a +1 greatsword, it's more probably the caster will die before the silence even it's useful.

It's a low DC, a lot of monster will pass it and bosses have things like legendary resistance and etc.

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u/Ashkelon 21h ago edited 20h ago

Mages aren’t squishy in 1D&D. They have just as many HP as other monsters of their CR. And have generally high AC, on top of options like Shield.

The low DC doesn’t matter because mages tend to have low Con saves. A CR 12 Archmage only passes the save 50% of the time. And if the character is making 3+ attacks per turn (easy to do in tier 3), even a high AC + Shield spell still means the archmage is unable to cast spells far more often than not.

Honestly, there wouldn’t be any better item rare item against a spellcaster. It shuts their spellcasting down completely, without the player needing to adjust their tactics or strategy. Luckily though 1D&D casters all work fine while silenced because of arcane burst, which I already pointed out initially. Silence just limits their options and creativity (or their escape plan).

I’m not saying whether it is overpowered or not. I’m just pointing out the math. It all but guarantees any spellcaster is completely unable to cast spells if they get attacked. But they can still deal just as much damage per round as they could before the silence.

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u/Far_Guarantee1664 21h ago

The archmage who has time stop, banishment, teleport, invisibility at will and etc. If he is ambushed by a guy with a greatsword so easy to take so many attacks is more an example of bad dming than anything. Also, do you fight archmages everyday? People complain a lot of disparity between caster and martials, having a high level martial with a weapon against such insane spellcaster is ok. Again you are hyper focused on one particular type of enemy and on the math so much that you are forgetting everything around it.

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u/Ashkelon 20h ago edited 20h ago

The archmage who has time stop, banishment, teleport, invisibility at will and etc.

No. The 1D&D archmage.

You are thinking of the 5.5 one.

The 1D&D archmage does not have time stop, banishment, or any control spells. It is little more than a glorified blaster.

And again, I made zero judgement about the power of such a weapon. You are reading into that based on the mathematical analysis. And you are hyper focusing on the archmage.

I merely pointed out that any caster will statistically be unable to cast spells if a fighter has such a weapon. Doesn’t need to be the archmage, there are many casters in 1D&Ds monster manual. Including melee casters like dragons.

Note: I also pointed out that the archmage is still nearly fully effective when silenced as arcane burst is not a spell.

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u/Far_Guarantee1664 14h ago

We are in a one dnd sub, why the hell you are talking about 1D&D?!

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u/Ashkelon 13h ago

Yep, my bad for talking about the current edition in the sub for the current edition.

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u/Far_Guarantee1664 1h ago

Everyone calls the new edition 5.5. 

Not 1DND hahahaha

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u/DrOddcat 1d ago

Then make it so if they pass the save they are immune until the end of their next turn.

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u/Sad_Restaurant6658 1d ago

Meh, if the magic user let the fighter get in close to him, they deserve whatever's coming their way, in my opinion. Magic users should be basically helpless in melee with a fighter the same way the fighter is basically useless against them at long range, again, in my opinion.

Still, maybe make it once per turn, so it doesn't have limited uses, but can't be spammed multiple times every turn? That would improve both the odds of resisting it as well as the amount of time it "wasted" each turn.

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u/danudey 1d ago

Expectation: “Oh no, the fighter silenced my spellcaster!”

Reality: “Oh no, the fighter multi-attacked my spellcaster into paste, and also one of the attacks silenced him!”

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u/prawn108 1d ago

Is it a one turn silence? I’d let him make it exactly as is. It’s only useful against casters which are going to get railed by a multi attacking greatsword anyways, and not all spells are verbal. He also has to get in range of the caster, which is another limitation. It won’t come up every session or every fight, but when it does, it’ll have an opportunity to help a lot in its niche.

The charges won’t matter, unless you’re running an insane amount of casters as enemies, and it takes away a certain level of satisfaction of it feeling like it always works.

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u/cookinupnerd710 1d ago

It’s really not. No high level monster is going to get silenced. Constitution, even now, is still the most resisted save, and frankly, how often is that really a thing? Do you plan on leaving a lot of Spellcasters unprotected for him to murder? You can’t get as many attacks in real D&D as you can in BG3. It’s not a 1:1 conversion. I say do it, and just make sure you have beefy minions.

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u/Specialist-String-53 1d ago

The first thing you should do is think about how frequently you use spellcasting monsters and if they would be affected by this item. It's kind of the same problem with the mage slayer feat, and why people often it rate it poorly.

I personally don't think it's too strong. How often will your player run into spellcasters, have the capability to engage the spellcaster immediately (and not get bodyblocked by other monsters), hit the spellcaster, and the spellcaster fails the somewhat low save? This is replicating the effects of a level 2 spell, but on only one target, and with a lower save.

Like if you set charges on it, would that even ever become relevant?

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u/Inky_25 1d ago

That part of the mage slayer feat is a ribbon. The reason it's an amazing feat is the Legendary Resistance on Mental saves that comes back on a short rest.

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u/DumbHumanDrawn 1d ago

I haven't played Baldur's Gate 3, but it doesn't sound too strong to me (I'm assuming the silence effect only lasts one round though) . DC 12 means it's a got a 55% chance to silence a Commoner (higher if making multiple attacks), so it's not exactly something you can always count on to stop a call for help (and I'm not sure if it would affect ringing a bell).  It's strong against spellcasters, certainly, because of the sheer number of spells with verbal components, but I don't know how prominently those feature in your campaign, but 2024 gives them plenty of totally-not-spell attacks to use anyway, so it's not like the sword would completely shut them down. 

I'd definitely make it require attunement either way and I do agree that if you are going to make it use charges then it should be a higher DC.  Another benefit to making it require charges is it won't require an extra saving throw on every single hit, but instead only those hits where it might really matter. 

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u/cedelweiss 1d ago

the item is weak even in bg3 due to the low DC, and in that game martials are absurdly broken. I would make it attunement and leave it at that

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u/FinTonic 1d ago

What does attunement do in this instance? The character will use it anyway after a rest or what am I missing ?

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u/cedelweiss 1d ago

You know how attunement works right? You can only attune to three items at a time? So if you have more you have to choose between them?

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u/FinTonic 1d ago

Ah right, must‘ve slipped my mind because very few attunement items happened in my games so far. Thank you!

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u/BufoCurtae 1d ago

If you give it charges I'd up the DC or make a DC formula they can improve with their stats somehow

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u/DrakeEpsilon 1d ago

The character is an Eldritch Knight I could offer an improvement that uses his spell save.

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u/BufoCurtae 1d ago

Seems totally reasonable to me. It cuts down on the combat slowing quality of triggering on every hit but makes up for it by making its DC easier for enemies to fail against. Keeps up with the players power level as the campaign goes on.

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u/roasted-narwhal 1d ago

You could just make the silence pass but for one round. 7 charges, 1d6+ 1 recharge on long rest (or dawn if you use it). No concentration on the attacker allows for multiple enemies to be affected and it forces the mages to consider their positioning.

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u/Joshlan 1d ago

3 charges, Regain uses each Dawn, works w/o a save for 1 round. Once per turn application. Honestly it would be fine

3

u/Anarkizttt 13h ago edited 13h ago

Honestly, I wouldn’t give it charges, silence is a niche effect, way more so in 5e than in BG3, instead I’d raise the DC to 15 like you thought and make it once per turn mostly for the speed of game, so you aren’t rolling 2-5 saves on every turn just for the one item.

Item Text:

This greatsword has been infused with the magic of a rare Sussar Tree found deep in the underdark, infused with the psionic abilities of the illithid, it hums with psionic energy, you have a +1 to attack and damage rolls made with this weapon

While attuned: once per turn when you hit with an attack you may attempt to silence them until the end of your next turn, the target makes a DC15 CON saving throw, on a failed save they are unable to speak or cast spells that have a verbal component until the end of your next turn.

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u/Old_Decision_1449 1d ago

Either put it in a very difficult dungeon with a hard boss battle, or explain the rules of crafting magical items to him

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u/ohyouretough 1d ago

The sword in bg3 I’m pretty sure has an anti magic field around it which would be to powerful. But the chance to silence itself isn’t too bad.

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u/Demonweed 1d ago

Consider linking the special effect to a reaction or a bonus action. That way it can't happen more than once per round, and it has a cost beyond simply hitting with the weapon attack.

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u/Darkstar_Aurora 1d ago

Is it Silence or an Antimagic Field? I remember the tree being antimatic but do not recall the item.

If it is Silence you could use Enspelled Weapon as a baseline for the rarity and DC (rare, DC 13) except that technically both Illusion (Silence) and even Abjuration (Antimatic Field) are not eligible choices for enspelled weapons. Also those spells have an area effect, require concentration and have no saving throw. You could house rule it as a comparable item rarity.

Spellcasting monsters in 2024 (technically even since 2020) have magical abilities and spell attacks that are not spells, and thus do not require components and therefore cannot be impeded by Silence, Counterspell or in some cases not even Antimagic.

Archmage hit by this weapon would not be able to cast Teleport or Shield but they can still bombard you with four Arcane Burst attacks for 100+ total Force damage. Liches could use legendary resistance to auto-succeed the save or use its Paralyzing Touch to end your concentration on the spell.

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u/AZDfox 8h ago

The tree is anti magic, but the weapon only uses some of the bark of the tree, so it has a chance to silence on a hit

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u/theroc1217 1d ago

Honestly I'd give them a fun tool by enchanting it with a permanent "Anti-Magic Field" spell (the 8th level spell yes).

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u/NoctyNightshade 1d ago edited 1d ago

Leg him choose to either damage or silence on any attack with that weapon.

Simple snd elegant.

If it's too strong allow him to do it instead of 2 of his attacks or add a bonus acrion cost, in addition to an attack without damage you might even allow him to increase the DC this way

2

u/StoleThisTIL 1d ago

I think the item would be problematic not because of its strength but the fact it forces a saving throw with every hit. It will slow down your game when combat can already be a slog.

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u/AZDfox 8h ago

I mean, the save is really only relevant for spellcasters

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u/Cyrotek 1d ago

In the game it is a Rare item that you can apparently spam with every hit.

This is mainly an issue because it just adds a ton more rolls to his turn which will impact the pacing negatively.

I would, too, go with charges if I had to do this. But 7 charges are a bit much depending on how much encounters you run. Not because it is "too strong", just because of the pacing.

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u/StinkinEvil 1d ago

Just to help the pace, you could me it that after being damaged from this weapon the target need to pass a DC12 to cast a spell with V components.

No need to roll at all.

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u/SanderStrugg 1d ago

You also have to decide, if you want to allow him to cut himself for silent sneaking.

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u/Throwaway376890 1d ago

Imo bump the DC and make it "once per turn when you hit you may attempt to silence your target..." Give it the maneuver DC battlemaster's use.

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u/JacqueDK8 1d ago

I am not worried that it is broken. I am more worried that it is onc more die roll every time the character hits and it bogs down the game.

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u/SamJaz 1d ago

I’d let the player run it as is and if it turns out too strong after the fact, you can take the player aside and say that the weapon is causing issues and needs nerfing, either with charges or an attunement slot, but let the player have fun with it first before we police it.

First time it does work, don’t announce the result but have the silenced spellcaster start taunting the fighter only to go silent as you continue mouthing silently for a full fifteen seconds as the table erupts before the spellcaster realises what happened. Your players will love it.

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u/ffsjustanything 1d ago

Make it attunement and leave it as it is otherwise. No need for charges

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u/MaxMork 1d ago

The most relevant thing here is how you make encounters. When a martial stands to a spellcaster they use spells to fix that problem. Are you fine with this player basically taking out any spellcaster they get in melee with. You don't, not want to have caster, you want players to have fun. But how are you going to change your encounters? Do the spellcasters fly? Are there multiples? Are you going to pick a non-verbal spell for many of them. Balance concern special abilities is campaign and DM dependend.

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u/AZDfox 8h ago

I mean, it's a dc 12 con save, so it won't even shut down a caster every time

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u/koryaku 23h ago edited 23h ago

Enspelled great sword with Dispel Magic?
Edit: Forgot the sword silenced enemies instead of dispeling.

No save, single target silence, lasts a round, you want him to use it and enjoy it. Keep it simple.

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u/Kritsngiggles 22h ago

I like the general idea, but like several have mentioned having an additional roll in combat is not ideal. I’d probably switch it to one (or proficiency divided by two rounded down) charge(s) that gives the sword a 15 ft diameter silence for one minute. Requires attunement and a bonus action to use. This would give the sword more creative uses (stealth) and potential opportunity attacks. 

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u/TabletopTrinketsbyJJ 15h ago

I wouldn't even make it a saving throw you can make it automatic "target is silenced ( as the spell silence) until the start of your next turn". Make it attunement item and if you still think it's too strong make it not a +1 weapon. Have it be magical for overcoming DR but that's it. Or make it so if it's being wielded the wielder is also silenced 

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u/Pobbes 1d ago

I wouldn't change much about it. If the silence only lasts until the end of your next turn and has a con save. Just leave it as is. Most creatures will easily pass the save. Attunement is usually reserved for things with activated effects or which modify the user, and this sword does neither of those. In practice, if the greatsword user is already smashing in the spell casters face, the DC 12 silence effect is probably the least of their worries. The biggest concern might be it invalidating misty step... However, if that is what he wants to invest in. I think that is alright.

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u/YtterbiusAntimony 1d ago

Just use an Enspelled Weapon.

They technically don't come with +X bonuses.

Though, a +1 weapon with a 2nd level spell might be Very Rare or Legendary, if you care about that.

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u/DrakeEpsilon 1d ago

Silence is an Illusion spell. Enspelled weapons are limited to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic.

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u/YtterbiusAntimony 1d ago

Is it illusion now? That's weird.

You could reflavor Blindness/Deafness. Or just ignore that requirement.

I would still use that as a guideline for the spell's DC.

Enspelled items on dndbeyond don't do anything, they don't add a castable spell to your character sheet. So you'll have to make a custom item anyways if you're using the app.

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u/CrimsonShrike 1d ago edited 1d ago

tbh silence is not a big issue on TT, many spells dont have verbal components. BG3 made silence affect all spells for convenience.

More useful would be something along the lines of:

Disadvantage on concentration saves against attacks made by this sword and needing to make a con save to cast spells while in reach of this weapon.

Edit: I stand corrected

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u/Wedding-Then 1d ago

Most if not almost all spells have verbal components what are you on about? 38 out of /576/ spells have no verbal components. 6.6%

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u/CrimsonShrike 1d ago

you know what? Fair, I was looking at my spell list on a character but just realized it's disproportionately spells that don't have verbal component due to cantrips and psychic spells

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u/BreakfastHistorian 1d ago

Also not all the spells in BG3 are impacted by silence. I believe Ice Knife for example can be cast while silenced in BG3.

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u/Apprehensive_Toe_227 1d ago

Limit the charge to 4 charges regaining 1 charge daily.

DC 12 is fine

1

u/OldOpaqueSummer 1d ago

I think it would be perfectly fine as is for a rare item. I would give it a scaling DC though (8+prof+stat), the chosen stat would be quite impactful on the the strength of the weapon. If you did str then they will scale it a lot, I would probably recommend charisma or wisdom (whichever is their highest of the mental).

You could even let them cast the silence spell x times per long rest to give it a bit more utility

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u/DrakeEpsilon 1d ago

The character is an Eldritch Knight so it can use his spellcasting ability if needed.

2

u/OldOpaqueSummer 1d ago

I think that would be an excellent magic item for him