I have just created those 2 homebrew magical items for an upcoming campaign, feedback very welcome, especially on their power balance. I am trying to create items that have a lot of RP potential and some cool features attached to them, so their players should love them without breaking the game.
I have provided some details directly on the items, but to resume the ideas behind here:
The Changing Manor
The idea is for the group to find this item after defeating an important villain around level 11 or 12, closing a part of the campaign and opening a new chapter with extra planar adventures, amongst other things. Part of the item discovery process will be the exploration of the dungeon contained in it. I am trying to find an item that has some cool RP substance & provides some clear advantages, especially useful in an extra planar context, with drawback strong enough to ensure the item is not game breaking but at the same time remains exciting enough to keep. Ideally, trying to find an interesting game mechanic around the curse the item carries and also trying to define a curse that is not as "traditional" as those usually are.
The Deck of a Thousand Fates One of the character at the table is playing a bard with a Bohemian kind of background, a tarot reader rather than a musician etc. I am working on specific items his character would get at higher levels (13 I am thinking) and that could fit with his background as well as provide some cool but not too powerful capacities to him. Ideally this item would be one he would keep until the end of the campaign around lvl 18 or so.
Thanks for your time and feedback, advice & other constructive criticisms :)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello all,
I have just created those 2 homebrew magical items for an upcoming campaign, feedback very welcome, especially on their power balance.
I am trying to create items that have a lot of RP potential and some cool features attached to them, so their players should love them without breaking the game.
I have provided some details directly on the items, but to resume the ideas behind here:
The idea is for the group to find this item after defeating an important villain around level 11 or 12, closing a part of the campaign and opening a new chapter with extra planar adventures, amongst other things. Part of the item discovery process will be the exploration of the dungeon contained in it.
I am trying to find an item that has some cool RP substance & provides some clear advantages, especially useful in an extra planar context, with drawback strong enough to ensure the item is not game breaking but at the same time remains exciting enough to keep. Ideally, trying to find an interesting game mechanic around the curse the item carries and also trying to define a curse that is not as "traditional" as those usually are.
One of the character at the table is playing a bard with a Bohemian kind of background, a tarot reader rather than a musician etc.
I am working on specific items his character would get at higher levels (13 I am thinking) and that could fit with his background as well as provide some cool but not too powerful capacities to him. Ideally this item would be one he would keep until the end of the campaign around lvl 18 or so.
Thanks for your time and feedback, advice & other constructive criticisms :)