Flint and Steel are a bit of a reskin of a pair of swords from a previous game of mine, toned down a bit from a design based on one of the nine hells. Among a multitude of such weapons that existed in that game, these were probably the most used.
Variety and versatility are core to my design philosophy when it comes to magic items. So for this pair of swords I wanted to make sure that they were something a variety of characters or parties could use. I aimed to design the abilities in a way that they could be taken advantage of by a dual-wielder, or two characters wielding one each.
Details
These pairs of blades were standard issue equipment for officers of the Inquisition when they launched their campaign through the Brastoe Wildlands. Fire was the most effective way to deal with the awakened plant-life both native to the area and controlled by the wild elves that lived there. The popularity of the pair of swords lasted beyond this particular campaign, and the “burning blades” eventually became a symbol of the Inquisition.
Flint
weapon (shortsword), rare (requires attunement)
If you are attuned to both Flint and Steel, the pair of them only uses one attunement slot. Additionally, while attuned to both, you may pool their charges together, expending charges from either weapon to use abilities from the other.
This weapon has 6 charges and regains 1d6 charges each day at dawn. While attuned to this item you may expend 2 of these charges to cast Burning Hands at 2nd level, the save DC for the spell is 14.
This weapon deals an additional 1d6 points of fire damage to any creature that has been hit by Steel since the end of your last turn.
Steel
weapon (dagger), rare (requires attunement)
This weapon has 6 charges and regains 1d6 charges each day at dawn. While attuned to this item you may expend 2 of these charges to cast Heat Metal, the save DC for the spell is 14.
You have advantage on attack rolls with this weapon against any creature that has been hit by Flint since the end of your last turn.
My Thoughts on the Design
These ended up being a little trickier to balance than I had thought they would be. Mainly in expanding the abilities from a pair of weapons intended to be used by a dual-wielding class to be more generally useful, without detracting from that initial design. I wanted to work the Searing Smite spell in there somewhere, as it felt thematically appropriate, but it ended up feeling a bit clunky. The same goes for the Create Bonfire cantrip.
Ultimately I nixed both to keep it simple, but if anyone reading has a good idea on incorporating them, I’d love to hear it.