So, I am running a homebrew campian, and I had wanted to give each of the characters a powerful magic item as a gift from a god right before the final battle. A magic item that was made for them. Then EGTW came out, and I saw all the new magic items the grow with their owners. Early in the game I had asked each charater what kind of magic item they would like the most, and here are the characters and their responses. The magic items I want to make are custimised to each of them. I am planning on having the items upgrade when they reach a new tier of play, so they would get the items at 5th level, and the items would upgrade at 11th and 17th level.
Warfordged Oath of Heroism Paladin that loves to smite stuff. He wanted a weapon. He uses long-sword.
Goliath Eldritch knight fighter that loves great weapons and outdoing the Paladin. He wants a weapon. He uses a great-sword.
Halfling Rune knight Fighter that loves to goof of during combat. He wants a weopon. He uses 2 shortswords. I want something that comes in a pair for his 2 weapon fighting.
Halfing Collage of lore bard that knows how to deal with enemys while singing. He wants something that enhances his spells.
Wood elf Beast master ranger that loves animals far more than humans. He wants a long bow.
Silver dragonborn Favored soul sorcerer that loves to spray out Ray of frost and her freezing breath. She wants armor (Favored soul gives her light and medium armor proficiency
Paladin: Divine Longsword. Initially just channels smites so well, there’s a chance it’s effortless. Roll a d6, on a 5 or 6 the DS you added doesn’t cost a spell slot. At Awakened level, it’s a 5 or better on a d8. At Exalted it’s a 5 or better on a d10 and it’s divine radiance passively prevents its victims from becoming undead, as with the Gentle Repose spell.
EK. Fighter: The Earthbreaker greatsword. Has 7 charges. As an bonus action for 1 charge, it can be slammed to the ground and cast EarthTremor. At Awakened, it’s also capable of spending 3 charges to cast Erupting Earth as an action. At Exalted Level, for 7 charges, Earthquake.
Rune Knight: Ettins Heads. (Going with Giant flavor since that’s the theme of Rune Knights.)These two blades are twins in appearance. But they have minds of their own and can’t seem to agree on anything, especially a target. If one blade is used to target a creature, attacks with the second blade on that turn to target the same creature are at disadvantage. Each blade is considered Magic for purposes of overcoming resistance, and sentient, though you can’t hear them just by holding the handle. You must be in contact with the blade. If despite the disadvantage on the second attack, a single target is in contact with both of these blades, they hear them arguing in their mind and must succeed on a DC12 WIS saving throw or take an additional 2d8 of psychic damage. Awakened: These become dancing swords (flying speed 30 ft) that follow commands spoken in Giant. May command both using a single attack action. Their psychic damage DC is now 15 and the damage is 2d10. Exalted: They’ve learned to argue over distance. When both blades find their mark and make a successful attack, they form a psychic bridge between themselves 5 ft wide and up to 60 ft apart. Any creature in that line, including the targets must make the DC15 WIS saving throw or take 2d12 psychic damage.
I might come back and think of more for the rest of the party, but I have to go to work now.
Lore bard: An amplifier. A 1 ft cubic wooden box with a 6 ft copper wire that can be tied to any instrument. When tethered to the instrument, spells cast through the instrument gain a +1 to attack rolls and saving throws. Awakened: +2 to attack rolls and saving throws, and spells (that aren’t ranged as ‘self’ or ‘touch’) affect an area double its normal size or range. Exalted: +3 to attack rolls and saving throws and you may choose whether to double the effective range as at Awakened, or cast the spell heightened one level beyond the spell slot expended to cast it (up to the max level castable by normal rules.)
Ranger: Elemental Longbow. Sorry, this is going to be a long description. Not hard to understand, but so versatile, each option needs to be covered. This bow has a series of intricate icons etched onto its upper limb. One icon each representing the elements of fire, air, and earth. You can carve one icon onto the shaft of an arrow over the course of 4 hours. One icon per arrow. When fired from the bow, that arrow conforms to the element of the icon carved onto it. Fire arrows ignite and deal an extra d6 fire damage, igniting any flammable surface it hits, such as a thatched roof. Air arrows hit with thunderous force. In addition to any piercing damage, the effects of the Thunderclap spell trigger from the arrow’s point of impact, using your Ranger Spell Save DC. On a miss, the DM determines where the arrow struck. Earth arrows are most effective when shot at terrain instead of creatures. They will shatter stone (Shatter spell) or cause plant life to erupt (Entangle spell, no concentration required. Effects last for the full minute). Awakened: Lightning element icon added to bow. Firing two lightning icon arrows within 120 ft of each other on a single turn creates an arc of lightning between them. (Lightning Bolt spell). Exalted: The element of water’s icon appears on the bow. This icon can be added as a second icon painted on an arrow to change the effect of the elemental force behind it. Water added to a fire arrow creates steam, lightly obscuring a 10 ft radius from its point of impact and dealing 1d8 fire damage to any creature in the cloud of steam who fails a DEX save against your spell DC. Water added to Air makes Ice, and the arrow fired mimics the Ice Knife spell (XGtE P. 157). Water added to Earth makes mud. A creature struck with this arrow must make a DEX save or be encased in mud (restrained. Escape: Strength save vs your spell DC. Mud hardens instantly and is permanent and must be broken to free the restrained creature.) Adding the Water icon to a lightning icon arrow creates the Chain Lightning spell.
Proofreading this idea, it may just be stupid. This creates a whole new inventory to track. “I have 3 fire arrows, 2 earth arrows. 4 thunder arrows, 2 lightning arrows. 1 Steam arrow, 1 Ice arrow, 0 mud arrows. And 1 chain lightning arrow. No, wait. Did I mark off that thunder arrow I fired into the zombies?”
Silver Dragonborn: Dragon scale armor that grants the Dragon Hide feat to her. Awakened: Armor upgrades to 14+ Dex. Breath weapon now has a 30 ft range and can be used 2/short rest. Exalted: Armor upgrades to 15+Dex. Breath weapon recharges on a 5 or 6 like a proper dragon.
So, I am running a homebrew campian, and I had wanted to give each of the characters a powerful magic item as a gift from a god right before the final battle. A magic item that was made for them. Then EGTW came out, and I saw all the new magic items the grow with their owners. Early in the game I had asked each charater what kind of magic item they would like the most, and here are the characters and their responses. The magic items I want to make are custimised to each of them. I am planning on having the items upgrade when they reach a new tier of play, so they would get the items at 5th level, and the items would upgrade at 11th and 17th level.
Warfordged Oath of Heroism Paladin that loves to smite stuff. He wanted a weapon. He uses long-sword.
Goliath Eldritch knight fighter that loves great weapons and outdoing the Paladin. He wants a weapon. He uses a great-sword.
Halfling Rune knight Fighter that loves to goof of during combat. He wants a weopon. He uses 2 shortswords. I want something that comes in a pair for his 2 weapon fighting.
Halfing Collage of lore bard that knows how to deal with enemys while singing. He wants something that enhances his spells.
Wood elf Beast master ranger that loves animals far more than humans. He wants a long bow.
Silver dragonborn Favored soul sorcerer that loves to spray out Ray of frost and her freezing breath. She wants armor (Favored soul gives her light and medium armor proficiency
Thanks everyone!
When the DM smiles, it is already to late.
Paladin: Divine Longsword. Initially just channels smites so well, there’s a chance it’s effortless. Roll a d6, on a 5 or 6 the DS you added doesn’t cost a spell slot. At Awakened level, it’s a 5 or better on a d8. At Exalted it’s a 5 or better on a d10 and it’s divine radiance passively prevents its victims from becoming undead, as with the Gentle Repose spell.
EK. Fighter: The Earthbreaker greatsword. Has 7 charges. As an bonus action for 1 charge, it can be slammed to the ground and cast EarthTremor. At Awakened, it’s also capable of spending 3 charges to cast Erupting Earth as an action. At Exalted Level, for 7 charges, Earthquake.
Rune Knight: Ettins Heads. (Going with Giant flavor since that’s the theme of Rune Knights.)These two blades are twins in appearance. But they have minds of their own and can’t seem to agree on anything, especially a target. If one blade is used to target a creature, attacks with the second blade on that turn to target the same creature are at disadvantage. Each blade is considered Magic for purposes of overcoming resistance, and sentient, though you can’t hear them just by holding the handle. You must be in contact with the blade. If despite the disadvantage on the second attack, a single target is in contact with both of these blades, they hear them arguing in their mind and must succeed on a DC12 WIS saving throw or take an additional 2d8 of psychic damage. Awakened: These become dancing swords (flying speed 30 ft) that follow commands spoken in Giant. May command both using a single attack action. Their psychic damage DC is now 15 and the damage is 2d10. Exalted: They’ve learned to argue over distance. When both blades find their mark and make a successful attack, they form a psychic bridge between themselves 5 ft wide and up to 60 ft apart. Any creature in that line, including the targets must make the DC15 WIS saving throw or take 2d12 psychic damage.
I might come back and think of more for the rest of the party, but I have to go to work now.
Thanks for those ideas!
When the DM smiles, it is already to late.
Lore bard: An amplifier. A 1 ft cubic wooden box with a 6 ft copper wire that can be tied to any instrument. When tethered to the instrument, spells cast through the instrument gain a +1 to attack rolls and saving throws. Awakened: +2 to attack rolls and saving throws, and spells (that aren’t ranged as ‘self’ or ‘touch’) affect an area double its normal size or range. Exalted: +3 to attack rolls and saving throws and you may choose whether to double the effective range as at Awakened, or cast the spell heightened one level beyond the spell slot expended to cast it (up to the max level castable by normal rules.)
Ranger: Elemental Longbow. Sorry, this is going to be a long description. Not hard to understand, but so versatile, each option needs to be covered.
This bow has a series of intricate icons etched onto its upper limb. One icon each representing the elements of fire, air, and earth. You can carve one icon onto the shaft of an arrow over the course of 4 hours. One icon per arrow. When fired from the bow, that arrow conforms to the element of the icon carved onto it. Fire arrows ignite and deal an extra d6 fire damage, igniting any flammable surface it hits, such as a thatched roof. Air arrows hit with thunderous force. In addition to any piercing damage, the effects of the Thunderclap spell trigger from the arrow’s point of impact, using your Ranger Spell Save DC. On a miss, the DM determines where the arrow struck. Earth arrows are most effective when shot at terrain instead of creatures. They will shatter stone (Shatter spell) or cause plant life to erupt (Entangle spell, no concentration required. Effects last for the full minute).
Awakened: Lightning element icon added to bow. Firing two lightning icon arrows within 120 ft of each other on a single turn creates an arc of lightning between them. (Lightning Bolt spell).
Exalted: The element of water’s icon appears on the bow. This icon can be added as a second icon painted on an arrow to change the effect of the elemental force behind it. Water added to a fire arrow creates steam, lightly obscuring a 10 ft radius from its point of impact and dealing 1d8 fire damage to any creature in the cloud of steam who fails a DEX save against your spell DC. Water added to Air makes Ice, and the arrow fired mimics the Ice Knife spell (XGtE P. 157). Water added to Earth makes mud. A creature struck with this arrow must make a DEX save or be encased in mud (restrained. Escape: Strength save vs your spell DC. Mud hardens instantly and is permanent and must be broken to free the restrained creature.) Adding the Water icon to a lightning icon arrow creates the Chain Lightning spell.
Proofreading this idea, it may just be stupid. This creates a whole new inventory to track. “I have 3 fire arrows, 2 earth arrows. 4 thunder arrows, 2 lightning arrows. 1 Steam arrow, 1 Ice arrow, 0 mud arrows. And 1 chain lightning arrow. No, wait. Did I mark off that thunder arrow I fired into the zombies?”
Silver Dragonborn: Dragon scale armor that grants the Dragon Hide feat to her. Awakened: Armor upgrades to 14+ Dex. Breath weapon now has a 30 ft range and can be used 2/short rest. Exalted: Armor upgrades to 15+Dex. Breath weapon recharges on a 5 or 6 like a proper dragon.
Thanks again for those ideas.
When the DM smiles, it is already to late.
Think about a movie you like. ANY movie. ANY genere. You will get surprised about how easy is to switch one story to rpg games.