Hi all! My friends and I have recently decided to get into DnD, and I offered to take up the role of DM. We're coming up on session 3 and wrapping up a prologue of sorts. I wanted to gift each of them a magic item for finishing the big bad of the starting mission. We have a warlock, druid, barbarian, and a twilight and tempest cleric to make five. Some gifts have a bit of reskinning or homebrewery but the idea was a wand of magic detection for the warlock, an item that allows 30ft blindsight for the druid, an item that guarantees intimidation checks using strength for the barbarian, an item that grants a bonus channel divinity for the twilight cleric, and boots of elvenkind for our heavy armor loving tempest cleric.
The only issue is that's 5 items when they'll just be entering level 3. Plus a bag of holding they got earlier. I'm looking over these plans, and while I think they fit a lot of narrative stuff for their characters and my friends will like the items, I realize that's a lot of stuff from the get-go. This is the first run for three of the players, and I want it to feel rewarding, but I feel like I might need to starve them a bit if I want to keep things balanced. I've tried to do research on gifting magic items, but a lot of it centers on balancing combat magic items. I tried to keep most of the items from being combat-breaking and more for utility, so I'm curious how that fits into the equation.
So I guess my question (or maybe questions) is: Is this realistic? What should be some boundaries for the amount of utility magic items?
Let me know if I'm being crazy or if any particular items stand out for adjusting. Any and all advice would be greatly appreciated!
A bonus Channel Divinity, 30' of Blindsight and Boots of Elvenkind are not non-combat/utility magic items. Normally characters don't start getting magic items like this until level 5 or 6, but giving it to them early isn't a big deal. They should get to, and past, those levels relatively quickly.
If you're worried about overgifting, Xanathar's has plenty of minor magical items that would fit the bill. Such as a Staff of Flowers or the Spice Pouch. Things that don't do anything in combat but add roleplay flavor.
I’d suggest not homebrewing items just yet. Play through a campaign first so you can see how things work before you start making your own stuff. You’ll be much less likely to make something accidentally game breaking. For example, 30’ blindsight is crazy strong. An extra channel divinity isn’t something a cleric gets until level 6 and then 18, it’s a big power boost. I’d go with rathkryn’s advice and stick with some of the common, minor magic items. If you decide you want to give them more, that’s easy, but taking stuff away is pretty hard.
And don’t forget consumables. A couple of potions, tattoos or scrolls can give a character a fun, 1-time boost, but you don’t have to worry about it unbalancing the whole game.
Some of the coolest magic items I ever gave my players were ones that had unknown properties. Using the magic item creation tables in the dungeon master guide starting on page 142 (ignoring quirks) they aren't game breaking and can provide some really cool ways to give the characters new abilities they can figure out how to use.
I agree with Xalthu that those magic items are too powerful for this level. what i would suggest is doing one of two things:
1. You could give them some less powerful magic items, maybe even consumables as Rathkryn said and than they can be more powerful
2. You could wait until they grow stronger, and than they can find a magic item stash that belong to the original enemy they defeated, it could even be a good time for roleplay. For example the ghost of the destroyed enemy can appear and berate them.
Hi all! My friends and I have recently decided to get into DnD, and I offered to take up the role of DM. We're coming up on session 3 and wrapping up a prologue of sorts. I wanted to gift each of them a magic item for finishing the big bad of the starting mission. We have a warlock, druid, barbarian, and a twilight and tempest cleric to make five. Some gifts have a bit of reskinning or homebrewery but the idea was a wand of magic detection for the warlock, an item that allows 30ft blindsight for the druid, an item that guarantees intimidation checks using strength for the barbarian, an item that grants a bonus channel divinity for the twilight cleric, and boots of elvenkind for our heavy armor loving tempest cleric.
The only issue is that's 5 items when they'll just be entering level 3. Plus a bag of holding they got earlier. I'm looking over these plans, and while I think they fit a lot of narrative stuff for their characters and my friends will like the items, I realize that's a lot of stuff from the get-go. This is the first run for three of the players, and I want it to feel rewarding, but I feel like I might need to starve them a bit if I want to keep things balanced. I've tried to do research on gifting magic items, but a lot of it centers on balancing combat magic items. I tried to keep most of the items from being combat-breaking and more for utility, so I'm curious how that fits into the equation.
So I guess my question (or maybe questions) is: Is this realistic? What should be some boundaries for the amount of utility magic items?
Let me know if I'm being crazy or if any particular items stand out for adjusting. Any and all advice would be greatly appreciated!
A bonus Channel Divinity, 30' of Blindsight and Boots of Elvenkind are not non-combat/utility magic items. Normally characters don't start getting magic items like this until level 5 or 6, but giving it to them early isn't a big deal. They should get to, and past, those levels relatively quickly.
If you're worried about overgifting, Xanathar's has plenty of minor magical items that would fit the bill. Such as a Staff of Flowers or the Spice Pouch. Things that don't do anything in combat but add roleplay flavor.
I’d suggest not homebrewing items just yet. Play through a campaign first so you can see how things work before you start making your own stuff. You’ll be much less likely to make something accidentally game breaking. For example, 30’ blindsight is crazy strong. An extra channel divinity isn’t something a cleric gets until level 6 and then 18, it’s a big power boost.
I’d go with rathkryn’s advice and stick with some of the common, minor magic items. If you decide you want to give them more, that’s easy, but taking stuff away is pretty hard.
And don’t forget consumables. A couple of potions, tattoos or scrolls can give a character a fun, 1-time boost, but you don’t have to worry about it unbalancing the whole game.
Some of the coolest magic items I ever gave my players were ones that had unknown properties. Using the magic item creation tables in the dungeon master guide starting on page 142 (ignoring quirks) they aren't game breaking and can provide some really cool ways to give the characters new abilities they can figure out how to use.
An example of one such item:
https://www.dndbeyond.com/magic-items/6145421-lost-longsword
or
https://www.dndbeyond.com/magic-items/6626941-ornamental-dice-set
If you want send me a message and I can help if you need anything.
I wouldn't give blindsight at lvl 3.
Guaranteed Intimidation is also very powerful.
Bonus channel divinity is strong as well. It is also mostly beneficial in combat.
So if you're looking for noncombat items...and it IS Christmas...
https://www.dndbeyond.com/magic-items/2254975-camping-scroll
https://www.dndbeyond.com/magic-items/2555234-chestnuts-roasted-on-an-open-fire
https://www.dndbeyond.com/magic-items/4331644-cookie-plate
https://www.dndbeyond.com/magic-items/1393072-faerie-wings
https://www.dndbeyond.com/magic-items/4331597-holiday-lights
https://www.dndbeyond.com/magic-items/4331625-judys-hot-cocoa-mug
https://www.dndbeyond.com/magic-items/1042610-lantern-of-the-will-o-wisp
https://www.dndbeyond.com/magic-items/620578-origami-paper
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-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I agree with Xalthu that those magic items are too powerful for this level. what i would suggest is doing one of two things:
1. You could give them some less powerful magic items, maybe even consumables as Rathkryn said and than they can be more powerful
2. You could wait until they grow stronger, and than they can find a magic item stash that belong to the original enemy they defeated, it could even be a good time for roleplay. For example the ghost of the destroyed enemy can appear and berate them.
If you need a magic item generator. here is one i found on google : https://www.kassoon.com/dnd/magic-item-generator/