By discussing it with their players
"Hey guys, I messed up. I gave you all weapons that are more suited for level 15+ characters, and as a result, you're oneshotting every level appropriate encounter I can throw at you. If we want to keep playing the game as it's intended to, I'm going to have to remove the overpowered weapons I gave you when I didn't ...
They are not single-use
The only thing close to something being 'single use' is if it is concerned ammunition such as arrows. But even those have rules around recovery.
The lance is simply another weapon, like a longsword, longbow, or spear and follows the same rules regarding it's ability to be used more than once.
There are even some weapons, like the ...
You are only proficient in the specific weapon you summon
The feature in question states:
[...] use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it.
The word "it" in the final sentence refers to "a pact weapon" and "this ...
Lances do not normally break on hit in D&D 5e.
The rules of D&D 5th edition assert that the DM can always invent their own house rules, or make rulings that aren't necessarily supported by the rules-as-written.
However, there is no rule in the core rulebooks that says a lance breaks or is lost on a hit. It's just another melee weapon.
The only ...
No, but there are ways to get a longbow
Hexblade warlocks do not get to simply ignore this rule, as nothing in their description says they can. However, the Eldritch Invocation Improved Pact Weapon includes this:
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
So, even though simply being a Hexblade Warlock ...
Shift the narrative to fit the needs of fun
If monsters getting stomped quickly are no fun, direct the story in a way that puts the characters in the way of stronger enemies.
The boon given to the characters makes them special. Use this in the story as a justification for them to go after the stronger or strongest variants of opponents. ...
The sword shown, assuming the character is 1,90 meters big, has an area of 150x30 cm². If we assume it's only 0,5 cm thick (which is far too thin to actually give it any stability. It would wobble around like a sheet of paper), we get a volume of around 2000 cm³ and thus a weight of 15 kg.
This is far beyond any kind of useful weapon weight. The ...
Talk to your DM
None of the mechanics you described exist in D&D 5e, so your situation is deep into homebrew territory. Simply pointing out it's against the rules likely won't change the mind that came with such system, so I'm providing arguments.
D&D is neither a wargame, nor a life simulator. In D&D, a lance is normally an ...
There are a few options.
Option 1: No more toys
I would say that the best option is to simply take away the magic items. I know you said that the DM doesn't want to take away the items, but as a DM, he must to learn to say "No" at some point, and this will likely be the healthiest option for the game. Whether it's a Poof! they vanish before the parties ...
The description of the weapon is mum on the materials of the hilt so I think the DM needs to make a call on whether or not the heat metal spell has any effect.
One point to remember here: we're dealing with a game of magical fantasy. So while real world proxies can help inform the imagination, they shouldn't limit its scope.
The Practical Solution
Treat magic items as giving your players +1 or +2 effective levels, and be careful about shunting in monsters who deal too much damage too quickly. Offensive items make PCs deal more damage, but they can't take more.
So, if you're level 6 with really potent magic items, treat your party as if they were Level 8 instead for the purpose ...
No, not in the slightest
You're trying to make a D&D 5e character, and you want to play:
A half dwarf / half giant
This is not something that exists in D&D 5e by default, so you'd have to homebrew it
who dual-wields giant-sized axes
also not allowed, you can't dual wield two-handed weapons in 5e
attached to magic item chains that leave his ...
Changing from 2-handed to 1-handed does not require any part of the action economy
Pretty clearly this sort of thing does not require your action, bonus action, or reaction; they simply aren't listed in the list of actions and the like. However, you do also get one free object interaction on your turn, and we get a list of some possible object interactions:
The players do about 2.5x more damage; give all the monsters 2.5x their normal hit points
The players can do lots of damage (which is fun) but the monsters last about the same number of rounds (3-5 is good for a satisfying combat) and they are not doing any more damage to the PCs as higher CR monsters would. If you double the damage and double hit points ...
This is what we used to call 'Monty Hall' problem back in AD&D. If you take away the cool stuff, players will get bitter. Kill them all they will get really upset, but chances are a compete restart might be the thing. The DM and perhaps the players have to ask themselves a few questions starting with do they like their characters or the stuff their ...
Some of this is do-able in 5e, but some is not.
If I understand your question correctly, you're asking if this highly specific character build can be made in D&D 5th edition.
Some of this is possible, and your DM wil probably grant most requests:
Backstory details are entirely fine in 5th edition.
The Fullangr doesn't exist in D&D 5e, but ...
If a weapon is light, but made for a creature of a size category larger than you, you treat it as a one-handed weapon (and also take a −2 penalty on attack rolls with it). So, for example, a halfling can wield a Medium shortsword as a one-handed weapon at a −2 penalty.
The only real reason to do this is if you are caught in a situation where you ...
The players handbook (Page 113) has a small paragraph that answers your doubts -
For instance, a Small greatsword (a two-handed weapon for a Small
creature) is considered a one-handed weapon for a Medium creature,
or a light weapon for a Large creature. Conversely, a Large dagger (a
light weapon for a Large creature) is considered a one-handed
I would argue that the hilt is made of metal, at least partly. This is based solely on the fact that almost all swords have a metal component to the hilt or tang, even if the hilt or tang is encased in leather or a decorative material. In other words, holding this thing would get very hot if the spell heat metal was cast upon it.
Guidelines for magic items that grant feats are provided by the Arms and Equipment Guide…
To summarize the Arms and Equipment Guide sidebar Magic Items that Grant Feats (128), a magic item that grants a feat costs 10,000 gp plus from 5,000 to 10,000 gp per prerequisite possessed by the feat that's being granted. Thus a magic item like a magic sword that ...
(Original question was Cleave)
The only Weapon that grants cleave I could find (I couldn't find another item that does so):
This +2 glaive allows its wielder to make use of the Cleave feat if she lacks it. Furthermore, whenever the wielder takes a charge action using a rankbreaker glaive, he deal an additional +1d6 damage on ...
Nerf the weapons
Treat the cause, not the symptoms, by making the weapons not-overpowered-anymore. The weapons should deal less damage, have smaller areas of effect, and in some cases, should have limited uses per day.
Explain to the players the actual problem here: Monsters of level-appropriate challenge ratings don't pose an interest, and ...
There are plenty of ways to take away toys from players.
theft, this one is just simple, magic items are valuable, roll a stealth check against their passive perception, when they wake up one weapon is just gone. this is even more useful if you need them to go somewhere, let them find a trail and the payers will go ANYWHERE you lead them. great for leading ...
Just use a bigger gun
It's a bad idea because of the accuracy penalties, but you can just use a bigger weapon. The rules for firearms state:
The size of a firearm never affects how many hands you need to use to shoot it.
This is errataed by FAQ to specifically ban Medium and Small characters from using too-large firearms. You have been houseruled to ...
Rolls of 1 on all damage dice you roll are considered for Overkill, before the highest are kept
This is actually an intentional change from the prerelease version of the rules, which becomes more obvious if you compare the wording of the two.
The description of the Overkill tag in Prerelease Beta v2 (aka PR2) of the core rulebook reads (p. 131; emphasis ...
This was clarified in Sage Advice:
When you use Extra Attack, do you have to use the same weapon for all
the attacks? Extra Attack imposes no limitation on what you use for
the attacks. You can use regular weapons, improvised weapons, unarmed
strikes, or a combination of these options for the attacks.