I’m making some magic items and want some help making them better but not op
The Faceless Cloak
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's colour shifts to camouflage you. Pulling the hood up or down requires an action.
Remembrance
As an action you disguise yourself as someone you have killed before
Fade Away
Duration 1 min
Whenever you roll a 20 for a stealth check your stealth goes up by 1 to a max of 5 per long rest.
Also your body seems to become incomparable, able to move unseen even in the open, objects and damage pass through you as if you were wasn’t there and able to pass through walls.
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Jeopardy
Shield
Ac +4
While holding this Shield, you have a bonus to Armor Class determined by the Shield’s rarity, in addition to the Shield’s normal bonus to AC.
Consume
Range - 10ft
As a reaction you can absorb an attack and take the damage that would be dealt to someone.
Disgorge
Range - 15ft line
As a action once you have consumed 30 points of damage you can shoot a stream of blood in a straight line causing 3d10 damage and Dex DC13 or fall prone.
I know fade away Is broken atm as typist kinda based on the false hydra so I want it make people forget the, if they role a 20 but not sure if it sound be a role to do or so many uses a day
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's colour shifts to camouflage you. Pulling the hood up or down requires an action.
Stolen Face As an action you cast Alter Self on yourself to appear as a humanoid you have killed in the last 7 days.
Curse: Fade AwayEach time you successfully Hide from a hostile creature you gain +1 to your stealth checks, once you have reached a +5 bonus you fade away becoming Ethereal (as per the Etherealness spell) for 1 minute. Your stealth bonus resets when you finish a short or long rest.
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Jeopardy Shield Very Rare (Requires Attunement)
This magical shield has a +1 bonus to AC on top of the normal bonus a shield provides. In addition, it can hold up to 10 charges.
Consume When a creature within 10 ft of you is hit by an attack, you can use a reaction to redirect the attack onto yourself. It the attack hits, then this shield reduces the damage you take from the redirected attack by 5, and gains 1 charge.
Disgorge (cost: 5 charges) As a action you can shoot a stream of blood in a straight line 15 ft long, each creature in the line must make a DC 15 Dexterity saving throw or take 3d10 damage and fall prone, or half as much damage on a successful save.
I know fade away Is broken atm as typist kinda based on the false hydra so I want it make people forget the, if they role a 20 but not sure if it sound be a role to do or so many uses a day
I think autocorrect butchered that. I have no idea what you meant to say.
Rollback Post to RevisionRollBack
"Nothing goes over my head. My reflexes are to fast: I would catch it."
"I cannot comment on an ongoing investigation."
"Well of course I know that. What else is there? A kitten?"
"You'd like to think that, Wouldn't you?"
"A duck."
"What do you mean? An African or European swallow?"
Staff of Roots Very Rare (Attunement by a spellcaster)
While attuned to this staff, you gain a +2 bonus to attack rolls with this staff, and to your spell attack rolls and the spell save DC of your cantrips.
Rooted You have advantage on all d20 Tests to resist an effect that would force you to move. If you are falling you can use a reaction to send out roots to grab onto a solid surface within 30 ft of you and gently slow you to a stop.
Grasping Roots. When a creature fails a saving throw against one of your spells, you can immediately use your bonus action to ensnare them in a mass of entangling roots, they become grappled and restrained for 1 minute (escape DC = your spellcasting DC).
This sash is worn over armour and can hold up to 100 arrows, bolts or other ammunition in its extra-dimensional pockets. Any ammunition drawn from this sash gains a +1 bonus to attack and damage rolls (this is in addition to any bonus granted by a magical ranged weapon used to fire it). It is decorated with three totems from the list below (the DM determines which totems are affixed when you gain this item). Each totem can be activated as a Bonus Action, it's effect lasts for 1 hour and it cannot be used again until the next dawn.
Bear : your Strength modifier increases by +2, up to a maximum of 22, and advantage on Strength (Athletics) checks.
Eagle : you gain a 80 ft fly speed, and advantage on Wisdom (Perception) checks.
Antelope : you can jump 30 ft as a bonus action on each of your turns, and have advantage on Dexterity (Acrobatics) checks.
Beaver : you gain a 30 ft swim speed and can hold your breath for the duration, you gain proficiency in one set of tools of your choice.
Gecko : you gain a climb speed equal to your walking speed and can climb up vertical surface and on the ceiling without falling, you have advantage on Dexterity (Stealth) checks.
Boar : your Constitution modifier increases by +2 up to a maximum of 22, and you have advantage on saving throws against poison and resistance to poison damage.
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Necklace of Skulls Very Rare (Requires Attunement)
While attuned to this necklace, you can sense the watchful eye of death around you. You cannot be surprised, and you know if any creature you can see is undead. This necklace holds 3 charges, one for each humanoid skull it contains, which it regains at dawn.
Death's Glare (1 charge). As a bonus action choose one creature within 60 ft of you, they must succeed on a Wisdom saving throw (DC = 8+your constitution modifier + your proficiency bonus) or become frightened of you for 1 minute. If you dealt damage to them with a melee attack this turn they have disadvantage on the save. The target can repeat the saving throw at the end of each of its turns, on a success it is immune to this ability for 24 hours.
Death's Embrace : Each time you critically hit a hostile creature while attuned to this necklace you gain a +2 bonus to damage dealt by your weapon attacks, and your hit point maximum is reduced by 1d10. These bonuses and penalties end when you finish a long rest.
Hat of the Mad Mage Very Rare (Requires Attunement by a spellcaster)
While attuned to this hat you gain a +2 bonus to your spell attack rolls.
Pull from the Weave : Anytime you cast a spell using a spellslot roll a 1d10, if you roll a 10 you do not expend the spellslot for this casting.
Creative Madness : As an action you can attempt to cast any spell from the Wizard, Cleric, or Druid spell list with a casting time of 1 action for which you have spell slots available. Make an Intelligence check (DC = 8 + the level of the spell), you have advantage on this check if the spell is from your class spell list. On a success, you cast the intended spell using a spellslot as normal. On a failure, you forget one spell you have prepared of the same spell level as the spell you attempted to cast until you finish a long rest.
I’m making some magic items and want some help making them better but not op
The Faceless Cloak
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's colour shifts to camouflage you. Pulling the hood up or down requires an action.
Remembrance
As an action you disguise yourself as someone you have killed before
Fade Away
Duration 1 min
Whenever you roll a 20 for a stealth check your stealth goes up by 1 to a max of 5 per long rest.
Also your body seems to become incomparable, able to move unseen even in the open, objects and damage pass through you as if you were wasn’t there and able to pass through walls.
——————————
Jeopardy
Shield
Ac +4
While holding this Shield, you have a bonus to Armor Class determined by the Shield’s rarity, in addition to the Shield’s normal bonus to AC.
Consume
Range - 10ft
As a reaction you can absorb an attack and take the damage that would be dealt to someone.
Disgorge
Range - 15ft line
As a action once you have consumed 30 points of damage you can shoot a stream of blood in a straight line causing 3d10 damage and Dex DC13 or fall prone.
What are the rarities? Also, fade away is broken.
Extended signature
I know fade away Is broken atm as typist kinda based on the false hydra so I want it make people forget the, if they role a 20 but not sure if it sound be a role to do or so many uses a day
The Faceless Cloak
Very Rare (Requires Attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's colour shifts to camouflage you. Pulling the hood up or down requires an action.
Stolen Face As an action you cast Alter Self on yourself to appear as a humanoid you have killed in the last 7 days.
Curse: Fade Away Each time you successfully Hide from a hostile creature you gain +1 to your stealth checks, once you have reached a +5 bonus you fade away becoming Ethereal (as per the Etherealness spell) for 1 minute. Your stealth bonus resets when you finish a short or long rest.
---------------------------
Jeopardy Shield
Very Rare (Requires Attunement)
This magical shield has a +1 bonus to AC on top of the normal bonus a shield provides. In addition, it can hold up to 10 charges.
Consume When a creature within 10 ft of you is hit by an attack, you can use a reaction to redirect the attack onto yourself. It the attack hits, then this shield reduces the damage you take from the redirected attack by 5, and gains 1 charge.
Disgorge (cost: 5 charges) As a action you can shoot a stream of blood in a straight line 15 ft long, each creature in the line must make a DC 15 Dexterity saving throw or take 3d10 damage and fall prone, or half as much damage on a successful save.
I think autocorrect butchered that. I have no idea what you meant to say.
Extended signature
Thanks this helps a lot , any idea on other world items (very rare) I have a sword done and working on a bow
Here's a few more ideas:
Staff of Roots
Very Rare (Attunement by a spellcaster)
While attuned to this staff, you gain a +2 bonus to attack rolls with this staff, and to your spell attack rolls and the spell save DC of your cantrips.
Rooted You have advantage on all d20 Tests to resist an effect that would force you to move. If you are falling you can use a reaction to send out roots to grab onto a solid surface within 30 ft of you and gently slow you to a stop.
Grasping Roots. When a creature fails a saving throw against one of your spells, you can immediately use your bonus action to ensnare them in a mass of entangling roots, they become grappled and restrained for 1 minute (escape DC = your spellcasting DC).
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Hunter's Sash
Very Rare (Requires Attunement)
This sash is worn over armour and can hold up to 100 arrows, bolts or other ammunition in its extra-dimensional pockets. Any ammunition drawn from this sash gains a +1 bonus to attack and damage rolls (this is in addition to any bonus granted by a magical ranged weapon used to fire it). It is decorated with three totems from the list below (the DM determines which totems are affixed when you gain this item). Each totem can be activated as a Bonus Action, it's effect lasts for 1 hour and it cannot be used again until the next dawn.
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Necklace of Skulls
Very Rare (Requires Attunement)
While attuned to this necklace, you can sense the watchful eye of death around you. You cannot be surprised, and you know if any creature you can see is undead. This necklace holds 3 charges, one for each humanoid skull it contains, which it regains at dawn.
Death's Glare (1 charge). As a bonus action choose one creature within 60 ft of you, they must succeed on a Wisdom saving throw (DC = 8+your constitution modifier + your proficiency bonus) or become frightened of you for 1 minute. If you dealt damage to them with a melee attack this turn they have disadvantage on the save. The target can repeat the saving throw at the end of each of its turns, on a success it is immune to this ability for 24 hours.
Death's Embrace : Each time you critically hit a hostile creature while attuned to this necklace you gain a +2 bonus to damage dealt by your weapon attacks, and your hit point maximum is reduced by 1d10. These bonuses and penalties end when you finish a long rest.
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Hat of the Mad Mage
Very Rare (Requires Attunement by a spellcaster)
While attuned to this hat you gain a +2 bonus to your spell attack rolls.
Pull from the Weave : Anytime you cast a spell using a spellslot roll a 1d10, if you roll a 10 you do not expend the spellslot for this casting.
Creative Madness : As an action you can attempt to cast any spell from the Wizard, Cleric, or Druid spell list with a casting time of 1 action for which you have spell slots available. Make an Intelligence check (DC = 8 + the level of the spell), you have advantage on this check if the spell is from your class spell list. On a success, you cast the intended spell using a spellslot as normal. On a failure, you forget one spell you have prepared of the same spell level as the spell you attempted to cast until you finish a long rest.