I have a campeign that is nearing the 11th level, and they just defeated bbeg 1, and are moving into the next stage of the campeign. I am looking to give them some serious power without breaking the game, and I thought of these two items.
Druid book: a book given by an elder druid that contains information on how to better use your druidic power. I am thinking that the druid could learn two powers from the book: 1)Overload 10 days of study to learn Using two wild shape charges instead of one, you can increase your allowed CR for monsters to transform into by one. Due to the strain this places upon your body, you can only hold this form for (druid Level)/5 rounds. 2)animigus a month of specific animal study you can freely transform from your normal body to the animal that you have studied at will without using a wild shape charge. You don't gain the temporary hp of the creature, but can cast spells as the creature. (this is basically a limited version of the monk's lvl 20 abilities)
Monk Gauntlets: your strikes still count as unarmed. However, on each successive attack against an enemy, the save dc for your ki activated abilities increases by one, up to your proficiency modifier. So after a full round of attacks, the level 11 monk with proficiency mod 4 would have a +4 to the dc save to resist stun, knock prone, ect.
I know these are fairly powerful, but i rarely reward them with treasure and it is a crucial point in the campeign, so I just don't want them to be game breaking. Let me know any faults you see!
The first druid ability, Overload, with the time invested, and prior understanding of the skill, to only be able to use it for a maximum of 20 seconds seems kind of stark. I'd offer 1/long rest, and half the duration. This will give it some more firepower, as well as non-combat usefulness.
The monk's gauntlets might push the numbers a bit higher than you'd like, as +4 mods are generally saved for the legendary items created by the gods that require serious effort to find and acquire. Also, playing a purely semantic role here, if I were to attack a creature, use my extra attack and then flurry of blows, each one of them successful, I'd get my +4 on my first turn. Slight reword could be "on the first successful attack of a round" or some such thing, and I'd tone it down to half your proficiency rounded up, max of +3 doesn't seem too far fetched.
I have a campeign that is nearing the 11th level, and they just defeated bbeg 1, and are moving into the next stage of the campeign. I am looking to give them some serious power without breaking the game, and I thought of these two items.
Druid book:
a book given by an elder druid that contains information on how to better use your druidic power. I am thinking that the druid could learn two powers from the book:
1)Overload 10 days of study to learn
Using two wild shape charges instead of one, you can increase your allowed CR for monsters to transform into by one. Due to the strain this places upon your body, you can only hold this form for (druid Level)/5 rounds.
2)animigus a month of specific animal study
you can freely transform from your normal body to the animal that you have studied at will without using a wild shape charge. You don't gain the temporary hp of the creature, but can cast spells as the creature.
(this is basically a limited version of the monk's lvl 20 abilities)
Monk Gauntlets:
your strikes still count as unarmed. However, on each successive attack against an enemy, the save dc for your ki activated abilities increases by one, up to your proficiency modifier. So after a full round of attacks, the level 11 monk with proficiency mod 4 would have a +4 to the dc save to resist stun, knock prone, ect.
I know these are fairly powerful, but i rarely reward them with treasure and it is a crucial point in the campeign, so I just don't want them to be game breaking. Let me know any faults you see!
The first druid ability, Overload, with the time invested, and prior understanding of the skill, to only be able to use it for a maximum of 20 seconds seems kind of stark. I'd offer 1/long rest, and half the duration. This will give it some more firepower, as well as non-combat usefulness.
The monk's gauntlets might push the numbers a bit higher than you'd like, as +4 mods are generally saved for the legendary items created by the gods that require serious effort to find and acquire. Also, playing a purely semantic role here, if I were to attack a creature, use my extra attack and then flurry of blows, each one of them successful, I'd get my +4 on my first turn. Slight reword could be "on the first successful attack of a round" or some such thing, and I'd tone it down to half your proficiency rounded up, max of +3 doesn't seem too far fetched.
Hope those thoughts are helpful, and have fun!