I am picturing a special magic item for one of my PCs, something to build up until they find it a few sessions from now. The item's relevance is mostly its lore, but because I would like it to be used, I'm trying to make it balanced and cool for a level 4-5 adventurer.
Quick context, the character is a mountain dwarf Archfey Warlock, who made a pact with one of her ancestors who was a Wild Magic Sorcerer, got into the Feywild and turned immortal and fey for plot reasons. The PC is built around standing in the middle of combat, using medium armor and a war hammer, and casting AoE spells centered on her when she feels like it. The campaign is roleplay-heavy, and has an intended average of about one fight per session.
The hammer would be either a weapon that her patron used centuries before, or her current non-magical warhammer being enchanted by her patron, I haven't decided yet.
Here's my concept :
Hammer of Wild Magic
Unique (requires attunement by a Warlock)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Wild Swing
Whenever you land a critical attack on an enemy during combat, you must roll on the Wild Magic Surge table from the Wild Magic Sorcerer subclass and apply the effects. If you roll 99-00, replace the effect with the following :
99-00 : You are transported to your patron's location, no matter where in the multiverse, for 1 minute, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
What I would like to know :
- Is this a balanced item to give to a PC at around level 5 ?
- Are there some weird issues and interactions that I didn't notice ?
- Is the wording ok ?
Thanks a lot !