I am a relatively new DM, have been going at it for a couple of weeks now and it is that time. Time for my PCs to level up to level 2. However, I am wondering what items I should grant them at the "general store" from the town they are currently in. I have a Human Paladin, Human Soldier Fighter, Aarakocra Ranger, and a Human Cleric. Any ideas would be greatly appreciated!
I’m not sure whether you have Xanathars guide to everything, but common magic items are one of my favorite additions.
I enjoy granting my players quirky magic items for them to play with. Sometimes I’ll combine common magic items with other more powrful ones. Like instead of granting +3 plate armor, I’ll give them +3 plate armor that is always shining.
This presents more role playing opportunities and adds a lot if you don’t want to give your players overpowered magic items.
However, at lower levels even mundane items can be exciting. Maybe not for a general store, but in my campaigns it’s often a satisfying reward to receive plate armor from a treasure hoard (instead of uncommon magic items). Because in the first few levels paying 1500 gold to numb your AC up by a few points is extremely daunting.
Enough talking, just do what your players would think is cool. Literally giving something like a grappling hook can be very exciting (and only costs 2 gold).
My personal favorite item is the collapsing 10 foot pole. One of my fighters broke his Glaive in combat, with no reasonable weapons smith around, he decided to use some rope to tie a dagger to a ten foot pole. Realistically it would of made way more sense for him just to use his hand axes till the next town but where’s the fun in that?
Consumables like potions are a good way to ease people into more powerful stuff without over-committing yourself. Also, when the time comes, take a look at some weak magic items. I have taken a lot of inspiration from randomly generated weak magic items and then modified them for things appropriate to my campaign.
You can safely not break anything by providing them access to anything for sale out of the general items table. It's just level 2. There's no assumption they should have access to magic items.
Do you want to give them magic items or do you want them to just shop around?
potions, potions, potions!!!
potion of spider climbing, potion of fire breath, potion of under water breathing, potion of animal friendship, potion of growth, potion of diminution, potion of resistance (you choose what type of resistance). Those are the most popular ones I give out at low level.
I would homebrew some items for your PCs after learning what they like to do and how they play
Hello Friends,
I am a relatively new DM, have been going at it for a couple of weeks now and it is that time. Time for my PCs to level up to level 2. However, I am wondering what items I should grant them at the "general store" from the town they are currently in. I have a Human Paladin, Human Soldier Fighter, Aarakocra Ranger, and a Human Cleric. Any ideas would be greatly appreciated!
I’m not sure whether you have Xanathars guide to everything, but common magic items are one of my favorite additions.
I enjoy granting my players quirky magic items for them to play with. Sometimes I’ll combine common magic items with other more powrful ones. Like instead of granting +3 plate armor, I’ll give them +3 plate armor that is always shining.
This presents more role playing opportunities and adds a lot if you don’t want to give your players overpowered magic items.
However, at lower levels even mundane items can be exciting. Maybe not for a general store, but in my campaigns it’s often a satisfying reward to receive plate armor from a treasure hoard (instead of uncommon magic items). Because in the first few levels paying 1500 gold to numb your AC up by a few points is extremely daunting.
Enough talking, just do what your players would think is cool. Literally giving something like a grappling hook can be very exciting (and only costs 2 gold).
My personal favorite item is the collapsing 10 foot pole. One of my fighters broke his Glaive in combat, with no reasonable weapons smith around, he decided to use some rope to tie a dagger to a ten foot pole. Realistically it would of made way more sense for him just to use his hand axes till the next town but where’s the fun in that?
Consumables like potions are a good way to ease people into more powerful stuff without over-committing yourself. Also, when the time comes, take a look at some weak magic items. I have taken a lot of inspiration from randomly generated weak magic items and then modified them for things appropriate to my campaign.
"Not all those who wander are lost"
You can safely not break anything by providing them access to anything for sale out of the general items table. It's just level 2. There's no assumption they should have access to magic items.
Even a blind squirrel finds a nut once in awhile.
Do you want to give them magic items or do you want them to just shop around?
potions, potions, potions!!!
potion of spider climbing, potion of fire breath, potion of under water breathing, potion of animal friendship, potion of growth, potion of diminution, potion of resistance (you choose what type of resistance). Those are the most popular ones I give out at low level.
I would homebrew some items for your PCs after learning what they like to do and how they play
Ah yes, this was most helpful. Thank you all for your inputs