So basically. My players will soon be getting to level 8, which will be their last level up of the campaign. We have I think 4 more sessions if all goes well. However. I realized. That I have yet to give them any magic weapons, or even +1 weapons or something. They all have the same weapons they've had since the start of the campaign.
My question is: should I give them higher-level magical weapons now, since I haven't given any to them earlier? Or should I just start small even though they aren't gonna have any time to get better ones before the battle? And does anyone have any ideas? We have a gunslinger (mainly uses a rifle), two rogues (rapiers, obviously), an artificer (longsword), a bard (club), and a monk (fists, so I don't know if there's anything I can give them in that regard?) Thank you!
I would be tempted to not give them magic items at all, unless I want to make it a plot point that the BBEG is immune to normal weapons, in which case presumably you have a side quest with a goal of 'acquire magic weapons so we can hurt the BBEG' (though that can also be solved with spells or artificer infusions).
Here's an idea, as the party marches onward to kill the BBEG, they get attacked by an explosive force and there is chase scene as the BBEG's army have made a decisive attack against you party. They escape into a cave and rocks fall behind them blocking the BBEG's Army but they wait outside. But the cave is actually a Magic workshop with all the little technobobs and thingamajigs your artificer could hope for. So your party gets to work using the forges and tools in a Iron Man-esque montage to better their equipment. Then they leave the cave and bring the fight to them. Or however you want to do it.
No, I don't think you should give them +1 weapons unless they really need it (which in fact is basically up to you since you decides what they're up against). If they've been fine with those weapons for the entire campaign, let them finish of with them.
If you want to give them some magic weapons. Create them as unique weapons. Give them names, a history, a quirk. Actually the random table works quite fine for this. I've also used a random table I found online to just randomly roll items, but this depends a lot on playstyle I suppose.
This is a fairly low-level campaign, so it's going to depend on how tough you want the final boss to be. I actually think it's a good idea to unleash something beyond what a level 8 party would normally be able to handle, but give them some magic items to cover the difference.
You've got me thinking about what items I would give in this situation for this party, so here's a few suggestions:
gunslinger (mainly uses a rifle)
This to me screams "Sniper", so I would recommend, rather than give them a magic weapon, give them some magic ammo. Walloping Ammunition is a lot of fun for general combat, but for a sniper character I would recommend giving them one or two Bullets of Slaying... basically a homebrew repurpose of an Arrow of Slaying, which deals 6d10 additional damage, but only against specific enemy types. Give them at least one bullet of slaying specifically for the creature type of your final boss so your gunslinger gets the opportunity for a big, satisfying, high-damage sniper shot.
two rogues (rapiers, obviously),
The first thing that comes to mind is a flametongue rapier. It's an interesting choice for a rogue... when ignited it deals an additional 2d6 fire damage with each attack, but also it sheds bright light so it limits stealth options.
A Rapier of Life Stealing would be fun too... it doesn't give the same amount of pure turn-for-turn damage as a flame tongue weapon, but that chance to land a crit, deal some additional necrotic damage and recovering some HP feels like it would appeal to a rogue player.
an artificer (longsword)
Artificer can be a hard class to give magic weapons to, since you have to basically come up with something better for them than what they can simply make on their own. Digging through my info, one from Wildemount that caught my attention was the Acheron Blade Longsword. It has a few effects, but the most interesting one is the ability to land a hit and force the enemy to have disadvantage on the next saving throw it makes up until the end of your next turn... this gives the artificer the opportunity to either tee up another player to land a nasty saving throw spell/ability, or to coordinate with the rest of the party to make sure they don't use any saving throw abilities until the artificer's next turn so they can unleash a specific debuff spell. It's a weapon that requires planning and intelligent cooperation with the party, which I think would appeal to most artificer players.
a bard (club)
I'd say instead of finding a weapon for the bard, give them an Instrument of the Bards. There's a variety of them that grant different, specific spells that can be cast without consuming spell slots... I'd say look through the varieties and pick which instrument will appeal to your bard's playstyle, or what will have the most interesting impact on the final battle.
a monk (fists, so I don't know if there's anything I can give them in that regard?)
This one does have a bit of trouble, since I can't think of any proper fist-based weapons that won't require some homebrewing or something. But I think even a fist-focused Monk would be willing to wield a staff for a big fight. That said, I recommend a Staff of Defense... its one of the rare interesting staves that don't limit attunement only to spellcasters. It gives a +1 to DEF just for attuning to it, and the ability to cast mage armor and shield. Mage Armor isn't much use to a monk, but shield could be a game changer. It doesn't deal any extra damage, so the player could still attack primarily hand-to-hand and maybe just keep it on their back or something.
Handing out a bunch of magic items can might feel a bit wonky if it's all of them at once. Seeing as how you don't have many sessions left, you'd have to throw them at the party.
I would recommend giving them something that enhances what they already have. Like TransmorpherDDS said, give the shooter some magic ammo. The melee fighters could use oil of sharpness. Something to create darkness or make a PC harder to hit.
Utility items could also be interesting. Elven Cloaks, decanter of endless water, wind fan...
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
They've gone this far without magic weapons so I'd be tempted to let them go the BBEG without them. If yo need to nerf the BBEG a bit so that they can actually win without magic items then do so.
An alternative is to ignore the thematic idea of a magic itewm and just say "you've become so proficient in your chosen combat style that you effectively have a +1 weapon". Thematically, their character is still using the same weapon but you get them to put a +1 whatever to their character sheet. And if the BBEG is resistant to non-magical you just ignore it.
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So basically. My players will soon be getting to level 8, which will be their last level up of the campaign. We have I think 4 more sessions if all goes well. However. I realized. That I have yet to give them any magic weapons, or even +1 weapons or something. They all have the same weapons they've had since the start of the campaign.
My question is: should I give them higher-level magical weapons now, since I haven't given any to them earlier? Or should I just start small even though they aren't gonna have any time to get better ones before the battle? And does anyone have any ideas? We have a gunslinger (mainly uses a rifle), two rogues (rapiers, obviously), an artificer (longsword), a bard (club), and a monk (fists, so I don't know if there's anything I can give them in that regard?) Thank you!
The Yeehaw Master of Yeehaw Town, U.S.A.
I would be tempted to not give them magic items at all, unless I want to make it a plot point that the BBEG is immune to normal weapons, in which case presumably you have a side quest with a goal of 'acquire magic weapons so we can hurt the BBEG' (though that can also be solved with spells or artificer infusions).
I won't give advice on whether or not to give them magic items. However, I will give you some ideas about magic items for the monk.
For monk: I include the Tattoo because they will be introduced as official magic items in the new sourcebook.
Here's an idea, as the party marches onward to kill the BBEG, they get attacked by an explosive force and there is chase scene as the BBEG's army have made a decisive attack against you party. They escape into a cave and rocks fall behind them blocking the BBEG's Army but they wait outside. But the cave is actually a Magic workshop with all the little technobobs and thingamajigs your artificer could hope for. So your party gets to work using the forges and tools in a Iron Man-esque montage to better their equipment. Then they leave the cave and bring the fight to them. Or however you want to do it.
There's also the Insignia of Claws +1 to natural weapons, which monk attacks count.
To OP:
No, I don't think you should give them +1 weapons unless they really need it (which in fact is basically up to you since you decides what they're up against). If they've been fine with those weapons for the entire campaign, let them finish of with them.
If you want to give them some magic weapons. Create them as unique weapons. Give them names, a history, a quirk. Actually the random table works quite fine for this. I've also used a random table I found online to just randomly roll items, but this depends a lot on playstyle I suppose.
Ludo ergo sum!
This is a fairly low-level campaign, so it's going to depend on how tough you want the final boss to be. I actually think it's a good idea to unleash something beyond what a level 8 party would normally be able to handle, but give them some magic items to cover the difference.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
You've got me thinking about what items I would give in this situation for this party, so here's a few suggestions:
gunslinger (mainly uses a rifle)
This to me screams "Sniper", so I would recommend, rather than give them a magic weapon, give them some magic ammo. Walloping Ammunition is a lot of fun for general combat, but for a sniper character I would recommend giving them one or two Bullets of Slaying... basically a homebrew repurpose of an Arrow of Slaying, which deals 6d10 additional damage, but only against specific enemy types. Give them at least one bullet of slaying specifically for the creature type of your final boss so your gunslinger gets the opportunity for a big, satisfying, high-damage sniper shot.
two rogues (rapiers, obviously),
The first thing that comes to mind is a flametongue rapier. It's an interesting choice for a rogue... when ignited it deals an additional 2d6 fire damage with each attack, but also it sheds bright light so it limits stealth options.
A Rapier of Life Stealing would be fun too... it doesn't give the same amount of pure turn-for-turn damage as a flame tongue weapon, but that chance to land a crit, deal some additional necrotic damage and recovering some HP feels like it would appeal to a rogue player.
an artificer (longsword)
Artificer can be a hard class to give magic weapons to, since you have to basically come up with something better for them than what they can simply make on their own. Digging through my info, one from Wildemount that caught my attention was the Acheron Blade Longsword. It has a few effects, but the most interesting one is the ability to land a hit and force the enemy to have disadvantage on the next saving throw it makes up until the end of your next turn... this gives the artificer the opportunity to either tee up another player to land a nasty saving throw spell/ability, or to coordinate with the rest of the party to make sure they don't use any saving throw abilities until the artificer's next turn so they can unleash a specific debuff spell. It's a weapon that requires planning and intelligent cooperation with the party, which I think would appeal to most artificer players.
a bard (club)
I'd say instead of finding a weapon for the bard, give them an Instrument of the Bards. There's a variety of them that grant different, specific spells that can be cast without consuming spell slots... I'd say look through the varieties and pick which instrument will appeal to your bard's playstyle, or what will have the most interesting impact on the final battle.
a monk (fists, so I don't know if there's anything I can give them in that regard?)
This one does have a bit of trouble, since I can't think of any proper fist-based weapons that won't require some homebrewing or something. But I think even a fist-focused Monk would be willing to wield a staff for a big fight. That said, I recommend a Staff of Defense... its one of the rare interesting staves that don't limit attunement only to spellcasters. It gives a +1 to DEF just for attuning to it, and the ability to cast mage armor and shield. Mage Armor isn't much use to a monk, but shield could be a game changer. It doesn't deal any extra damage, so the player could still attack primarily hand-to-hand and maybe just keep it on their back or something.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Handing out a bunch of magic items can might feel a bit wonky if it's all of them at once. Seeing as how you don't have many sessions left, you'd have to throw them at the party.
I would recommend giving them something that enhances what they already have. Like TransmorpherDDS said, give the shooter some magic ammo. The melee fighters could use oil of sharpness. Something to create darkness or make a PC harder to hit.
Utility items could also be interesting. Elven Cloaks, decanter of endless water, wind fan...
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-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
They've gone this far without magic weapons so I'd be tempted to let them go the BBEG without them. If yo need to nerf the BBEG a bit so that they can actually win without magic items then do so.
An alternative is to ignore the thematic idea of a magic itewm and just say "you've become so proficient in your chosen combat style that you effectively have a +1 weapon". Thematically, their character is still using the same weapon but you get them to put a +1 whatever to their character sheet. And if the BBEG is resistant to non-magical you just ignore it.