I’m starting a new campaign (more on that later). It’s set in a city on the brink of Hell. Knowing that a variety of fiendish outsiders were going to be important soon, I wanted to talk a little bit about magical weapons.
I think that magical weapons in 5e are boring because they have really awesome powers saddled to the ability to deal full damage to every monster in the book. It means that werewolves are immune (!) to weapon damage so long as it is not silvered or magic. Characters reliant on weapon damage pick up magic weapons over time. As a result, you must be this tall to ride, and werewolves might as well have not mentioned silver.
So I put my foot down; the monstrous trait ((resistance|immunity) to (bludgeoning|piercing|slashing| )+ from nonmagical attacks(| that aren’t silvered)) is dead. In its place:
- undead and fiends are harmed by silver and mithral (“spooky DR”)
- “Mithral” because I don’t love “alchemical silver” or “carefully plated” as reasons to charge what we do for weapons. Make them of silver, or make them of silver with the strength of steel, please.
- Side note, magic weapon, paladin blessings, etc makes it silver too.
- constructs, elementals and dragons are harmed by adamantine (“hard DR”)
- Side note, stoneskin gives you this kind of DR.
- Side note, monks get the ability to pierce this when they get the ability to treat their attacks as magical.
- others (particularly fey, monstrosities and aberrations) are harmed by magical weapons (“magic DR”).
All well and good. And as a reminder, mithral armor is so light it feels like clothes, and adamantine armor is so strong it negates critical hits (… actually, a little irritating, I’d’ve rather it granted 1-3 points of hard DR).
The campaign is set in a city which was published in 4e as having an “orium” refinery. I believe that to be a brand-establishing gloss on the mystical orichalcum. As silver is to mithral, orichalcum is to copper or gold. It’s high tech, being associated with Atlantis. In the setting material I’m parsing, it is super toxic to work with, requiring enormous energy and producing deadly waste.
So: What does it do?
The Devils want it. So something anti-fiend. But it can’t just pierce their “spooky DR” as per silver, because that would be boring. Way too close to the already-existing materials.
There isn’t anything on the board that helps with elemental damage. And, by the way, shouldn’t there be? So:
Definition: An Outsider is anyone affected by protection from evil and good, i.e. aberrations, celestials, elementals, fey, fiends, and undead.
Costs 1000+weapon cost. On a hit, an outsider loses any resistance it may have to acid, cold, fire, lightning, or poison until the end of its next turn. This has no effect on immunities.
Considered magical (like mithral and adamantine before it). A wearer who rolls a 20 on a saving throw against acid, cold, fire, lightning, or poison damage takes no damage from the effect if they would otherwise have taken half damage.
A creature touching these shackles cannot cast spells, teleport, or use planar travel. A DC 15 Dexterity (acrobatics) check might allow an unobserved wearer to adjust them so that they were no longer in contact, and they can be escaped as per mundane shackles.