Dungeons & Dragons Online

Help balancing magical weapons for my party

If any of the Sea Goats are here, please don't read this thread 🙂

Hi everyone! My party (level 9 – a magical support Druid, a swashbuckler/fighter, and a tanky paladin) have just received a set of magical weapons I created as a reward for completing a big story arc. Both my Druid and the Rogue/Fighter seemed super happy with their weapons, but my Paladin felt like his was underpowered in comparison. Upon further thought, I think he might be right but I'd like the opinion of other DMs as I'm relatively inexperienced with creating homebrew magic items.

I'd love to know if people feel the weapons aren't balanced with each other, and if they are, what can I do to balance them more? Since I've already given these weapons out, I'd rather buff the Paladin's and/or Rogue's than nerf the Druid's (which I think is probably the most powerful).

For the halberd (the Paladin's weapon), I was thinking of changing the damage dice between the three different "modes" of the weapon and/or giving some sort of radiant damage bonus or bonus to divine smites? He has the classic PAM/Sentinel combo and likes to always be the front line. Open to any possibility! All three weapons require attunement. Here is the info on the three weapons:

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Druid

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +1 to armor class, saving throws, spell save DC, and spell attack rolls.

The staff has 10 charges for the following properties. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all magical abilities and becomes a simple quarterstaff. On a 20, the staff regains 1d4+1 charges.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 radiant damage to the target.

Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: scorching ray (5th-level version, radiant damage instead of fire, 5 charges), cone of cold (5 charges), sleet storm (3 charges), sending (3 charges), detect thoughts (2 charges), faerie fire (1 charge).

Rogue/Fighter

(I'm also open for input on this weapon. It might be less powerful than the druid's, but he also has two magical swords as his main weapons – I just wanted to give him a decent ranged option.)

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You gain a +1 bonus to attack and damage rolls made with this magic weapon.

In addition, it has 5 charges. While holding it, you can expend 1 charge as an action and draw the bowstring, causing two gleaming arrows of magical force to materialize. You immediately fire each arrow at a creature that you can see within 600 feet. You can direct the arrows at one creature or multiple, and each arrow automatically hits its target, striking simultaneously.

You can choose to expend additional charges as part of the same action to fire one extra arrow per charge expended. Each arrow deals force damage equal to 1d8 + your proficiency bonus.

The bow regains 1d4+1 expended charges daily at dawn. If you expend the bow's last charge, roll a d20. On a 1, the bow crumbles into ashes and is destroyed.

Selune's Favor: While attuned and able to see the moon, the wielder has advantage on Perception, Nature, and Survival checks, saving throws against being charmed, and magic can't put you to sleep.

Paladin

(It's a magical halberd, and I think the weakest of the three.)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Celestian's Favored Weapon. Modeled after Celestian's personal spear, as an action, this weapon's range can be shortened to 5 feet, inflicting 2d6 damage instead of 1d10, or lengthened to 15 feet for 1 minute once per long rest, dealing an additional 1d4 damage.

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Thanks for any and all help!

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