So here is the Situation: I am allowed to get one Magic Item for the Campaign on my Char and I wanted to give him a Magic ring Increasing his Unarmed Strike Damage as I am playing a Warlock and use the Beastial Claws as my Pact Weapon.
I made the basic ring and wanted to add bigger damage upgrades for later Levels as my Understanding of my Eldritch Patron deepens, as I would also better understand the rings power and it's potential. My problem is that I don't know how I can do so, or would I simply write the Levels in the Description and then change it manually once I reach said level? I mean I could do that, but the other option of it Upgrading itself once I reach a Certain level sounds cooler and generally like a great feature for magic items
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I like playing and I love being a bit of a Goof, but I try to not be to Stupid
Magic items aren't generally designed to work that way for a reason. Not even Legendary items. If a magic item grows with you, it can easily become overpowered.
If you wish to create something like that, talk to your DM about how to implement that in a way that balances the campaign. Then, there's a Homebrew function on DnDBeyond that lets you create a magic item using a template. You can add notes about its progression chart, then manually adjust the modifiers as you (and presumably it) levels up.
I would argue that the ring, because it can grow in power, is also sentient and has a will of its own. Therefore, as a way to balance its power, throw in a WIS or CHA DC to get it to act as intended. Bonus points if it also tries to make you do things it wants to do and you have to roll a save to maintain your dominance over it. Throw that bone to your DM, and see if they're tempted.
If you use your proficiency bonus as the modifier then it will grow with your character.
Otherwise if you want more profound changes, I recommend building multiple versions of the item and trading them out as the GM informs you that it has increased in power. My current party all have evolving magic items that work that way. Each item has 3 levels and we all have the level 1 versions. As we complete the quests related to our items they will increase and we would replace those items with the higher level versions.
Yes an uncommon Tattoo, works great in melee, can't be removed, scales based on your abilities unarmed or with a weapon. Basically making your melee (unarmed or with weapon) 15' reach with a +1 "magical".
Can't be stolen, always works
Giving the best Tattoo of the bunch. Used it on my Slimegirl Monk-Thief a few years ago.
Also...if you want growing items, the Critical Role material has a bunch.
Those items all very very Overpowered, and will break any game you use them in.
Eldritch Claw Tattoo Wondrous Item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
So here is the Situation: I am allowed to get one Magic Item for the Campaign on my Char and I wanted to give him a Magic ring Increasing his Unarmed Strike Damage as I am playing a Warlock and use the Beastial Claws as my Pact Weapon.
Just realized something, and wanted to know... how are you doing that? Because as far as I know there is no weapon called "Beastial Claws", I mean I like the idea, but want to know how you are doing this.
2024
Pact of the Blade
As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.
Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.
Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
2014
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
So here is the Situation: I am allowed to get one Magic Item for the Campaign on my Char and I wanted to give him a Magic ring Increasing his Unarmed Strike Damage as I am playing a Warlock and use the Beastial Claws as my Pact Weapon.
I made the basic ring and wanted to add bigger damage upgrades for later Levels as my Understanding of my Eldritch Patron deepens, as I would also better understand the rings power and it's potential.
My problem is that I don't know how I can do so, or would I simply write the Levels in the Description and then change it manually once I reach said level?
I mean I could do that, but the other option of it Upgrading itself once I reach a Certain level sounds cooler and generally like a great feature for magic items
I like playing and I love being a bit of a Goof, but I try to not be to Stupid
Magic items aren't generally designed to work that way for a reason. Not even Legendary items. If a magic item grows with you, it can easily become overpowered.
If you wish to create something like that, talk to your DM about how to implement that in a way that balances the campaign. Then, there's a Homebrew function on DnDBeyond that lets you create a magic item using a template. You can add notes about its progression chart, then manually adjust the modifiers as you (and presumably it) levels up.
I would argue that the ring, because it can grow in power, is also sentient and has a will of its own. Therefore, as a way to balance its power, throw in a WIS or CHA DC to get it to act as intended. Bonus points if it also tries to make you do things it wants to do and you have to roll a save to maintain your dominance over it. Throw that bone to your DM, and see if they're tempted.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
If you use your proficiency bonus as the modifier then it will grow with your character.
Otherwise if you want more profound changes, I recommend building multiple versions of the item and trading them out as the GM informs you that it has increased in power. My current party all have evolving magic items that work that way. Each item has 3 levels and we all have the level 1 versions. As we complete the quests related to our items they will increase and we would replace those items with the higher level versions.
While generally a bad idea to have a item that grows in power as you level, because it can be broken, like very broken. I would instead look to getting a Magic Tattoo, ie https://www.dndbeyond.com/magic-items/2412184-eldritch-claw-tattoo
Yes an uncommon Tattoo, works great in melee, can't be removed, scales based on your abilities unarmed or with a weapon. Basically making your melee (unarmed or with weapon) 15' reach with a +1 "magical".
Can't be stolen, always works
Giving the best Tattoo of the bunch. Used it on my Slimegirl Monk-Thief a few years ago.
Also...if you want growing items, the Critical Role material has a bunch.
See: https://www.dndbeyond.com/magic-items/7170950-kiss-of-the-changebringer
Those items all very very Overpowered, and will break any game you use them in.
Just realized something, and wanted to know... how are you doing that? Because as far as I know there is no weapon called "Beastial Claws", I mean I like the idea, but want to know how you are doing this.
2024
Pact of the Blade
As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.
Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.
Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
2014
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.