I want to add an apple of knowledge to my campaign, an item I made up. The campaign is written to be pretty short with lots of level boosting. I want to encourage my players to take on the role of a antagonist, if not main villain. This would be a potential route of the game, their goal to obtain the apple of knowledge. I’d like the level of players to be somewhere above 10 near the climactic end.
Consuming the apple gives the player +1 proficiency, +1 to all ability modifiers and modifiers that are -1 or less are now +1, proficiency in all skills, proficiency in all weapons, can wear shields and all armor, gain 1 wizard cantrip and 3 wizard level 1-7 spells with one use per day each regained by rest.
would the player that’s consumed it be too op? Like in a pvp match with 3-4 other players?
The main problem with your apple of knowledge could easily be the 7th-level spells. For level 10, the ability to cast three 7th-level spells (for which full casters don't get even one slot until level 15) could be game breaking. I suggest reducing the level of the spells to 3rd or so.
Here's an idea: the apple of knowledge gives the character proficiency in 2 or 3 skills of its choice, increases its Intelligence by 2, and gives it one wizard cantrip and three 3rd-level wizard spells that it can cast each of once per long rest (Spellcasting ability is Intelligence). This gives the character extraordinary knowledge without being potentially game-breaking.
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Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
The proficiency are trivial. A Bard gets a feature called something like Jack of All Trades, which gives them half of their proficiency bonus in any ability check they aren't already proficient in.
Weapon and armor proficiencies only matter to players that can benefit from them, and can't be benefited from simultaneously.
1 cantrip is, at best, comparable to any other character's normal attack.
The 3 wizard spells is where it gets interesting. If the player gets 3 - 7th level spell, that could be pretty devastating. At 10th level, a wizard is capped at 5th level spells, so there would be a pretty massive power imbalance.
Whether or not it's OP depends on what those spells end up being. Though against 3~4 10th level PCs, they'll probably lose pretty quickly simply due to action economy.
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I want to add an apple of knowledge to my campaign, an item I made up. The campaign is written to be pretty short with lots of level boosting. I want to encourage my players to take on the role of a antagonist, if not main villain. This would be a potential route of the game, their goal to obtain the apple of knowledge. I’d like the level of players to be somewhere above 10 near the climactic end.
Consuming the apple gives the player +1 proficiency, +1 to all ability modifiers and modifiers that are -1 or less are now +1, proficiency in all skills, proficiency in all weapons, can wear shields and all armor, gain 1 wizard cantrip and 3 wizard level 1-7 spells with one use per day each regained by rest.
would the player that’s consumed it be too op? Like in a pvp match with 3-4 other players?
The main problem with your apple of knowledge could easily be the 7th-level spells. For level 10, the ability to cast three 7th-level spells (for which full casters don't get even one slot until level 15) could be game breaking. I suggest reducing the level of the spells to 3rd or so.
Here's an idea: the apple of knowledge gives the character proficiency in 2 or 3 skills of its choice, increases its Intelligence by 2, and gives it one wizard cantrip and three 3rd-level wizard spells that it can cast each of once per long rest (Spellcasting ability is Intelligence). This gives the character extraordinary knowledge without being potentially game-breaking.
Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
The proficiency are trivial. A Bard gets a feature called something like Jack of All Trades, which gives them half of their proficiency bonus in any ability check they aren't already proficient in.
Weapon and armor proficiencies only matter to players that can benefit from them, and can't be benefited from simultaneously.
1 cantrip is, at best, comparable to any other character's normal attack.
The 3 wizard spells is where it gets interesting. If the player gets 3 - 7th level spell, that could be pretty devastating. At 10th level, a wizard is capped at 5th level spells, so there would be a pretty massive power imbalance.
Whether or not it's OP depends on what those spells end up being. Though against 3~4 10th level PCs, they'll probably lose pretty quickly simply due to action economy.