I"m working on creating a magic item for a Draconic bloodline fire sorcerer in one of my groups. None of the existing items really fit especially well so I worked up the item below. I'd love some feedback on it. The character in question is 4th level, Chaotic Neutral alignment and this would be their first magic item. For reference the other party members all have at least one magic item (+1 short sword, ring of spell storing, boots of elvenkind, ring of protection +1).
Traveler’s Medallion of Flame (uncommon requires attunement)
This small gold medallion on a fine gold chain bears the emblem of the Traveler, an eight-pointed configuration of four crossed and rune-inscribed bones. The medallion radiates warmth when touched.
The medallion grants +1 to attack and damage for spell attacks. If the spell is fire based it deals and additional 1d6 fire damage. Additionally, the medallion has three spells that it can be used to cast. The number of charges spent to cast each are listed below:
Cast the Produce Flame cantrip 0 charges
Cast Burning Hands 1 charge
Flaming Sphere 2 charges
The medallion starts with three charges. When any of the three spells is cast you must roll on the Wild Magic Surge table in the PHB p. 104 for each charge used and expend the required number of charges. Expended charges are restored each day at dawn.
These medallions are created by the Traveler and gifted to those he favors to better sow chaos and discord. In the true manner of their intent they often end up in the hands of those other than who they were gifted to.
Seems a little strong. Just the +1 bonus to spell attacks and spell damage along with the 1D6 Fire damage boost seems fine for a 4th level character to own. I would suggest, if you wanted it to also cast fire spells, find one that might be useful, but not pile on to the combat-centric ones that your sorcerer might already be using all over the place.
I'd suggest just letting it cast something like Faerie Fire once per short rest. That is a non-damaging spell that one would conceivably want to have if one was traveling and had that amulet as protection. That way, you get a neat spell effect and you don't have to worry about the item boosting its own free spells by 1d6+1 damage.
Important note, you may want to say the item can only be attuned by his class just to make sure classes you never thought of casting the fire spells don't end up doing so later. Plus depending on how the party finds it, that will make sure it goes toward him and not someone else.
The real question in regards to spells is do you really want to give him additional spells to use. Flaming Sphere for example would be a 3d6+1 (not counting any other means he has to increase that damage) spell that can be used as a bonus action to keep doing damage. Not so bad if he can just cast it once per day. For a 4th level item that is comparable to what the rest of the party has, at most it should grant an additional 1d6 fire damage and that is it. Bonus to attack for spells are lame, since almost (if not all) of the fire spells don't have attack rolls but dex rolls instead. I'd also remove the +1 damage. Neither really do much, and make the item sound way way better than what anyone else has. (Most non-spell casters aren't going to realize that +1 to attack for a spell is almost meaningless.)
So for an item that is comparable to what everyone else has, go with +1d6 fire damage. That is still a lot and potentially still better than what everyone else has.
Thank you for the feedback, I like both of your suggestions. Here is my revised version, I like the ability to force a roll on the magic surge table, thematically it matches very well with the Traveler. Limiting it to 3 uses per day for Faerie Fire also helps tone done the damage.
Traveler’s Medallion of Flame (uncommon requires attunement)
This small gold medallion on a fine gold chain bears the emblem of the Traveler, an eight-pointed configuration of four crossed and rune-inscribed bones. The medallion radiates warmth when touched.
If you cast a spell that is fire based it deals and additional 1d6 fire damage. Additionally, you can expend a charge as an action to cast faerie fire. The medallion starts with three charges. When you expend a charge you must roll on the Wild Magic Surge table in the PHB p. 104 for each charge used. Expended charges are restored each day at dawn.
These medallions are created by the Traveler and gifted to those he favors to better sow chaos and discord. In the true manner of their intent they often end up in the hands of those other than who they were gifted to.
I think I will make it only attuneable to a sorcerer as well much like Hero stated I don't want it to end up with the wrong character. The ring of spell storing was intended to go to this character but the mage snagged it and the sorc isn't very assertive.
Eh, I would assume that the character uses both the Fire Bolt cantrip and the Scorching Ray 2nd level spell often enough that it warranted Dos to make an item that slightly buffs them with the +1 to hit and damage (in addition to the +1d6). If not, then yeah, the +1 isn't really that important.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
If you have another magic user (Or even if you don't) I would make sure the item is attunable only by the character you want to have it. Sometimes it doesn't matter. I mean you might make an item you think would be great for one character, and someone else ends up with it, but the other person ends up with a different item you thought someone else would end up with, and in the end everyone is still benefiting. In this case, it sounds like everyone is benefiting from a magic item except one player, so I'd tailor the item more toward him. Or alternatively allow him to gain the item in some way other than as loot.
I'm not sure about Faerie fire going with the idea of the Traveler. I think I would lean more toward a spell that itself sows chaos and discord. Granted after looking at the spells I didn't really find any low level ones I'd suggest in place of it.
Eh, I would assume that the character uses both the Fire Bolt cantrip and the Scorching Ray 2nd level spell often enough that it warranted Dos to make an item that slightly buffs them with the +1 to hit and damage (in addition to the +1d6). If not, then yeah, the +1 isn't really that important.
That is possible. If the other party members had items that granted +1 and +1d? I would probably say go with it. But I think given what the other PCs have, the +1 is a bit too much, and it doesn't have a lot of usefulness. (Which is precisely why it might not be that overpowered for him, but just appear that way from the other party members). Basically 3 free spells +1 bonus + 1d6 was just too much given what everyone else has.
Actually, after sleeping on it, here is my final suggestion:
Traveler’s Medallion of Flame (uncommon requires attunement)
This small gold medallion on a fine gold chain bears the emblem of the Traveler, an eight-pointed configuration of four crossed and rune-inscribed bones. The medallion radiates warmth when touched.
The medallion grants +1 to attack rolls for spell attacks and a +1 increase to save DC's. The medallion starts with three charges. When a spell cast by the person attuned to this item does Fire damage to a creature, the attuned may expend any number of charges. for each charge expended this way, add 1d6 Fire damage to the final damage total. A total of 1d4 expended charges are restored each day at dawn.
These medallions are created by the Traveler and gifted to those he favors to better sow chaos and discord. In the true manner of their intent they often end up in the hands of those other than who they were gifted to.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
I would be hesitant to grant +1 save to DCs. Primarily because of spells that tend to have DCs. Last thing you want in a game is a spellcaster with a save DC none of your monsters can make.
Also you can safely assume the big bad is going to take all those 1d6s. So that's another thing to think about.
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I"m working on creating a magic item for a Draconic bloodline fire sorcerer in one of my groups. None of the existing items really fit especially well so I worked up the item below. I'd love some feedback on it. The character in question is 4th level, Chaotic Neutral alignment and this would be their first magic item. For reference the other party members all have at least one magic item (+1 short sword, ring of spell storing, boots of elvenkind, ring of protection +1).
Traveler’s Medallion of Flame (uncommon requires attunement)
This small gold medallion on a fine gold chain bears the emblem of the Traveler, an eight-pointed configuration of four crossed and rune-inscribed bones. The medallion radiates warmth when touched.
The medallion grants +1 to attack and damage for spell attacks. If the spell is fire based it deals and additional 1d6 fire damage. Additionally, the medallion has three spells that it can be used to cast. The number of charges spent to cast each are listed below:
The medallion starts with three charges. When any of the three spells is cast you must roll on the Wild Magic Surge table in the PHB p. 104 for each charge used and expend the required number of charges. Expended charges are restored each day at dawn.
These medallions are created by the Traveler and gifted to those he favors to better sow chaos and discord. In the true manner of their intent they often end up in the hands of those other than who they were gifted to.
Seems a little strong. Just the +1 bonus to spell attacks and spell damage along with the 1D6 Fire damage boost seems fine for a 4th level character to own. I would suggest, if you wanted it to also cast fire spells, find one that might be useful, but not pile on to the combat-centric ones that your sorcerer might already be using all over the place.
I'd suggest just letting it cast something like Faerie Fire once per short rest. That is a non-damaging spell that one would conceivably want to have if one was traveling and had that amulet as protection. That way, you get a neat spell effect and you don't have to worry about the item boosting its own free spells by 1d6+1 damage.
Important note, you may want to say the item can only be attuned by his class just to make sure classes you never thought of casting the fire spells don't end up doing so later. Plus depending on how the party finds it, that will make sure it goes toward him and not someone else.
The real question in regards to spells is do you really want to give him additional spells to use. Flaming Sphere for example would be a 3d6+1 (not counting any other means he has to increase that damage) spell that can be used as a bonus action to keep doing damage. Not so bad if he can just cast it once per day. For a 4th level item that is comparable to what the rest of the party has, at most it should grant an additional 1d6 fire damage and that is it. Bonus to attack for spells are lame, since almost (if not all) of the fire spells don't have attack rolls but dex rolls instead. I'd also remove the +1 damage. Neither really do much, and make the item sound way way better than what anyone else has. (Most non-spell casters aren't going to realize that +1 to attack for a spell is almost meaningless.)
So for an item that is comparable to what everyone else has, go with +1d6 fire damage. That is still a lot and potentially still better than what everyone else has.
Thank you for the feedback, I like both of your suggestions. Here is my revised version, I like the ability to force a roll on the magic surge table, thematically it matches very well with the Traveler. Limiting it to 3 uses per day for Faerie Fire also helps tone done the damage.
Traveler’s Medallion of Flame (uncommon requires attunement)
This small gold medallion on a fine gold chain bears the emblem of the Traveler, an eight-pointed configuration of four crossed and rune-inscribed bones. The medallion radiates warmth when touched.
If you cast a spell that is fire based it deals and additional 1d6 fire damage. Additionally, you can expend a charge as an action to cast faerie fire. The medallion starts with three charges. When you expend a charge you must roll on the Wild Magic Surge table in the PHB p. 104 for each charge used. Expended charges are restored each day at dawn.
These medallions are created by the Traveler and gifted to those he favors to better sow chaos and discord. In the true manner of their intent they often end up in the hands of those other than who they were gifted to.
I think I will make it only attuneable to a sorcerer as well much like Hero stated I don't want it to end up with the wrong character. The ring of spell storing was intended to go to this character but the mage snagged it and the sorc isn't very assertive.
Eh, I would assume that the character uses both the Fire Bolt cantrip and the Scorching Ray 2nd level spell often enough that it warranted Dos to make an item that slightly buffs them with the +1 to hit and damage (in addition to the +1d6). If not, then yeah, the +1 isn't really that important.
If you have another magic user (Or even if you don't) I would make sure the item is attunable only by the character you want to have it. Sometimes it doesn't matter. I mean you might make an item you think would be great for one character, and someone else ends up with it, but the other person ends up with a different item you thought someone else would end up with, and in the end everyone is still benefiting. In this case, it sounds like everyone is benefiting from a magic item except one player, so I'd tailor the item more toward him. Or alternatively allow him to gain the item in some way other than as loot.
I'm not sure about Faerie fire going with the idea of the Traveler. I think I would lean more toward a spell that itself sows chaos and discord. Granted after looking at the spells I didn't really find any low level ones I'd suggest in place of it.
Actually, after sleeping on it, here is my final suggestion:
Traveler’s Medallion of Flame (uncommon requires attunement)
This small gold medallion on a fine gold chain bears the emblem of the Traveler, an eight-pointed configuration of four crossed and rune-inscribed bones. The medallion radiates warmth when touched.
The medallion grants +1 to attack rolls for spell attacks and a +1 increase to save DC's. The medallion starts with three charges. When a spell cast by the person attuned to this item does Fire damage to a creature, the attuned may expend any number of charges. for each charge expended this way, add 1d6 Fire damage to the final damage total. A total of 1d4 expended charges are restored each day at dawn.
These medallions are created by the Traveler and gifted to those he favors to better sow chaos and discord. In the true manner of their intent they often end up in the hands of those other than who they were gifted to.
I would be hesitant to grant +1 save to DCs. Primarily because of spells that tend to have DCs. Last thing you want in a game is a spellcaster with a save DC none of your monsters can make.
Also you can safely assume the big bad is going to take all those 1d6s. So that's another thing to think about.