So, i homebrewed and item for my party. In the lore of the story, this powerful dragon (based off Nayru from Zelda bite me) will gift the party a ring that holds a bit of their power inside it. This will happen in the next maybe 2-3 sessions depending on how fast they can complete the quest. Anyway i wanted some feedback on the ring?
So the ring looks like a silver dragon wrapped around the persons finger, gifted by a legendary powerful dragon it does have some gifts.
+2 to spell attack and spell save DC
If about to be damaged by a spell with a Spell Save DC (Such as Fireball) if the person wearing the ring saves the roll, they can choose to sacrifice their reaction and 8 hit points to nullify the damage from the halved spell damage. So if they saved on fireball, if fireball damage was originally 28, and they saved so its now 14, they can sacrifice their reaction and 8 hit points to just get rid of that 14 damage. If the player wearing the ring is within 10 feet of up to 2 allies, they can also choose to save them from any damage, but each person they saved, another 8 hit points of fixed damage is taken away from the player wearing the ring. So again fireball, player wearing the ring and 2 other players save, the player with the ring can choose to nullify the damage of the other two if they are within 10 feet, but take 8 hit points of damage for each person they nullify damage for. This feature can be used as many times as your proficiency bonus, and recharges after a long rest.
Final Feature: the players can ask the ring a question (since the original dragon has connections to my worlds version of the goddess of knowledge) if it isn’t too game breaking (for example, “who’s the bbeg” like I’m not gonna tell them that) the dragon will answer. If the ring answers the question, it takes 3 days to recharge. I imagine they’d use this to find hidden locations like this temple ive hinted at for the past 4-5 sessions.
The party is level 10 now, level 11 when they get this ring, so I’m wondering if you think it’s alright? Just any feedback would be appreciated. Thank you!
That is pretty powerful, less powerful is to allow one or the other, not both.
they can choose to sacrifice their reaction and 8 hit points to nullify the damage from the halved spell damage.
What happens if they fail the save throw? Do they take full damage? If there are 3 people who roll saves and 2 pass and one doesn't, how does it work? What kind of dilemma is a wearer in if he has 23 HP, and that means they can only save 2 not all?
Instead of this semi complicated save by absorbing variable damage points, just let the wearer cast a counterspell. Either with a fixed save DC or allow the spell to get a + bonus. Depends on if you want a mage to wear it or a martial character.
If you want a martial type to wear it, just have the ring contain 2 charges of counterspell DC 16 (Mage 11 DC w/18INT). That allows the potential for saving damage to the party form fireball/lightening etc.
Even as a Legendary item designed for high level play (18-20), this is a bit excessive for a ring.
First, rings do not give accuracy bonuses - I do not believe a single official ring does so. This is intentional. Accuracy bonuses from different sources stack, so their proliferation is limited. Typically, these bonuses are found mostly on weapons/implements, with some notable exceptions (like Robes of the Archmage) being among the game’s most powerful items. I would cut this entirely.
Your second ability is extremely powerful (and the numbers you use as examples make me concerned this is for a far lower level than the item feels designed). As anyone who has played with a high level monk of rogue knows, this kind of ability can be a huge boon to a player, and that is only when limited to Dex saves.Something like this, that can work on any save type, even at the cost of a reaction, is game warping.
The concept is fun, trading life for other types of life, but the execution has flaws.What level range are you looking to give this item at?That will provide a better idea of how to better balance this ability.
Your final ability is fine - its power is limited to what the DM/dragon wants to provide (and there’s no rider the answer must be complete or honest), and abilities like this can be helpful to the DM in directing the party (as long as they are not abused by the DM to cross the line from guidance to taking away player agency).
I admit the +2 to both may be decently overpowered. But I didn’t know what else to give, my dm does a lot of homebrew so his have a lot of +2 so I thought it was similar. Probably bad move from my part.
I’m imagining to give it to the party at level 11. And maybe I really do want to implement the trading life for others, if you have a better idea?
At level 11, you’re starting to look at powerful items, but not game breaking ones. Things that can change the flow of battle, but do not define it. At this level, you can probably get away with your first Very Rare items, particularly for something that is a major reward.
Rings, in particular, have fifth level spells or equivalent abilities, so I would start there. Take a defensive level spell, perhaps Absorb Elements cast at fifth level, and use that as the base of your item. Since it was from a dragon, I would also give it some extra boon if against the damage type associated with that dragon.
I'd agree with the others, this is very standard "this seems cool" homebrew item without a lot of thought into flavour or game balance.
When designing a special magic item, I always ask :
(1) is this for one specific PC or should it be usable by any of them? - right now your ring is only useful for a spellcaster, is that going to make the non-spellcasters in the group feel left out? What if in the RP scene with this dragon, it is the Barbarian that RPs the most and makes friends with the dragon, it would be pretty lame for the dragon to give the Barbarian this ring.
(2) who created this item and for what purpose? What are/were the creators' abilities? - in this case, what kind of dragon is granting the ring? what element is it associated with? what are it's goals? Is it more of a passive / protector dragon? is it an aggressive or militaristic dragon?
(3) what power level do you want the item to have? Is it going to grow in power with the party? It is supposed to be a massive jump in their power to enable them to take on enemies of a much higher CR than they normally would? Is it supposed to remain relevant all the way to the end of the game, or is it expected to be replaced by additional loot later one?
Based on a quick scan of the Zelda wiki and from your earlier description it sounds like: (1) it should be usable by any PC. (2) the creator is Divine and associated with wisdom, protection, and love. (3) it should be a special and unique item that will remain relevant until the end of the campaign.
Ring of Nayru (attunement by a living creature)
This silver ring is in the shape of a dragon with a perfect diamond eye which sparkles with life essence while attuned by a living creature. While attuned to this ring a creature receives the following benefits:
Wisdom of Nyru. You can ask a question, and receive a response from the goddess of knowledge. This response might be cryptic or esoteric. Once used, you cannot use it again for 1d4 days.
Protective Shield. When you or a creature within 30 ft of you takes damage, you can use your reaction to reduce that damage by your level, you apply this reduction after applying resistances/vulnerabilities. You can spend hit dice to increase the amount of damage you reduce, roll a number of hit dice up to your proficiency bonus and add double the total rolled to the damage reduction. You can use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
Divine Vitality. You are immune to Curses and Diseases, when you regain hit points from any source, add your proficiency bonus to the number of hit points you regain.
I gotta say I love the sacrifice idea. I’ve wanted to make a homebrew feat that lets you use your reaction to take all the damage for someone whithin 5 feat of you. I feel like it would make for a great Barbarian! But anyway, your idea kind of reminds me of that, and while it may or may not be a bit OP, I think it’s great!
i would drop the spell DC/Saves +2 thing.
One thing to remember is items can normally use different spells for a different amount of charges, so you could pick multiple ones you like and assign them accordingly. Heck, one idea might be to make your sacrifice ability cost so many charges per person to help balance it out. I’d even argue you could get rid of the -8 damage at that point (unless like a Barbarian you want to take some damage) as using charges would be sacrifice enough, especially if the item has a chance to be destroyed upon using all the charges.
Another thing is some items have awakened and dormant forms, so you could just design multiple versions of the same ring that vary in power that you could use for later in the game without the characters having to get another one.
That’s just my thoughts anyway. I’m sure everyone else here has been doing this for a lot longer than I have!
So, i homebrewed and item for my party. In the lore of the story, this powerful dragon (based off Nayru from Zelda bite me) will gift the party a ring that holds a bit of their power inside it. This will happen in the next maybe 2-3 sessions depending on how fast they can complete the quest. Anyway i wanted some feedback on the ring?
So the ring looks like a silver dragon wrapped around the persons finger, gifted by a legendary powerful dragon it does have some gifts.
+2 to spell attack and spell save DC
If about to be damaged by a spell with a Spell Save DC (Such as Fireball) if the person wearing the ring saves the roll, they can choose to sacrifice their reaction and 8 hit points to nullify the damage from the halved spell damage. So if they saved on fireball, if fireball damage was originally 28, and they saved so its now 14, they can sacrifice their reaction and 8 hit points to just get rid of that 14 damage. If the player wearing the ring is within 10 feet of up to 2 allies, they can also choose to save them from any damage, but each person they saved, another 8 hit points of fixed damage is taken away from the player wearing the ring. So again fireball, player wearing the ring and 2 other players save, the player with the ring can choose to nullify the damage of the other two if they are within 10 feet, but take 8 hit points of damage for each person they nullify damage for. This feature can be used as many times as your proficiency bonus, and recharges after a long rest.
Final Feature: the players can ask the ring a question (since the original dragon has connections to my worlds version of the goddess of knowledge) if it isn’t too game breaking (for example, “who’s the bbeg” like I’m not gonna tell them that) the dragon will answer. If the ring answers the question, it takes 3 days to recharge. I imagine they’d use this to find hidden locations like this temple ive hinted at for the past 4-5 sessions.
The party is level 10 now, level 11 when they get this ring, so I’m wondering if you think it’s alright? Just any feedback would be appreciated. Thank you!
That is pretty powerful, less powerful is to allow one or the other, not both.
What happens if they fail the save throw? Do they take full damage? If there are 3 people who roll saves and 2 pass and one doesn't, how does it work? What kind of dilemma is a wearer in if he has 23 HP, and that means they can only save 2 not all?
Instead of this semi complicated save by absorbing variable damage points, just let the wearer cast a counterspell. Either with a fixed save DC or allow the spell to get a + bonus. Depends on if you want a mage to wear it or a martial character.
If you want a martial type to wear it, just have the ring contain 2 charges of counterspell DC 16 (Mage 11 DC w/18INT). That allows the potential for saving damage to the party form fireball/lightening etc.
This is a nice feature.
Even as a Legendary item designed for high level play (18-20), this is a bit excessive for a ring.
First, rings do not give accuracy bonuses - I do not believe a single official ring does so. This is intentional. Accuracy bonuses from different sources stack, so their proliferation is limited. Typically, these bonuses are found mostly on weapons/implements, with some notable exceptions (like Robes of the Archmage) being among the game’s most powerful items. I would cut this entirely.
Your second ability is extremely powerful (and the numbers you use as examples make me concerned this is for a far lower level than the item feels designed). As anyone who has played with a high level monk of rogue knows, this kind of ability can be a huge boon to a player, and that is only when limited to Dex saves. Something like this, that can work on any save type, even at the cost of a reaction, is game warping.
The concept is fun, trading life for other types of life, but the execution has flaws. What level range are you looking to give this item at? That will provide a better idea of how to better balance this ability.
Your final ability is fine - its power is limited to what the DM/dragon wants to provide (and there’s no rider the answer must be complete or honest), and abilities like this can be helpful to the DM in directing the party (as long as they are not abused by the DM to cross the line from guidance to taking away player agency).
I admit the +2 to both may be decently overpowered. But I didn’t know what else to give, my dm does a lot of homebrew so his have a lot of +2 so I thought it was similar. Probably bad move from my part.
I’m imagining to give it to the party at level 11. And maybe I really do want to implement the trading life for others, if you have a better idea?
I’ll change the +2, does seem op.
But I do want to do something more unique then just giving the wearer the ability to use counterspell, do you have any other ideas?
At level 11, you’re starting to look at powerful items, but not game breaking ones. Things that can change the flow of battle, but do not define it. At this level, you can probably get away with your first Very Rare items, particularly for something that is a major reward.
Rings, in particular, have fifth level spells or equivalent abilities, so I would start there. Take a defensive level spell, perhaps Absorb Elements cast at fifth level, and use that as the base of your item. Since it was from a dragon, I would also give it some extra boon if against the damage type associated with that dragon.
Have a ring give temp HP or permeant, but at a 1:1 ratio. Don't tie it to a combat save. Give10-20 points to a teammate, but lose that same amount.
I'd agree with the others, this is very standard "this seems cool" homebrew item without a lot of thought into flavour or game balance.
When designing a special magic item, I always ask :
(1) is this for one specific PC or should it be usable by any of them? - right now your ring is only useful for a spellcaster, is that going to make the non-spellcasters in the group feel left out? What if in the RP scene with this dragon, it is the Barbarian that RPs the most and makes friends with the dragon, it would be pretty lame for the dragon to give the Barbarian this ring.
(2) who created this item and for what purpose? What are/were the creators' abilities? - in this case, what kind of dragon is granting the ring? what element is it associated with? what are it's goals? Is it more of a passive / protector dragon? is it an aggressive or militaristic dragon?
(3) what power level do you want the item to have? Is it going to grow in power with the party? It is supposed to be a massive jump in their power to enable them to take on enemies of a much higher CR than they normally would? Is it supposed to remain relevant all the way to the end of the game, or is it expected to be replaced by additional loot later one?
Based on a quick scan of the Zelda wiki and from your earlier description it sounds like:
(1) it should be usable by any PC.
(2) the creator is Divine and associated with wisdom, protection, and love.
(3) it should be a special and unique item that will remain relevant until the end of the campaign.
I gotta say I love the sacrifice idea. I’ve wanted to make a homebrew feat that lets you use your reaction to take all the damage for someone whithin 5 feat of you. I feel like it would make for a great Barbarian! But anyway, your idea kind of reminds me of that, and while it may or may not be a bit OP, I think it’s great!
i would drop the spell DC/Saves +2 thing.
One thing to remember is items can normally use different spells for a different amount of charges, so you could pick multiple ones you like and assign them accordingly. Heck, one idea might be to make your sacrifice ability cost so many charges per person to help balance it out. I’d even argue you could get rid of the -8 damage at that point (unless like a Barbarian you want to take some damage) as using charges would be sacrifice enough, especially if the item has a chance to be destroyed upon using all the charges.
Another thing is some items have awakened and dormant forms, so you could just design multiple versions of the same ring that vary in power that you could use for later in the game without the characters having to get another one.
That’s just my thoughts anyway. I’m sure everyone else here has been doing this for a lot longer than I have!
Thank you so much, you’ve given me a lot to think about when designing items and abilities.
And thank you for the ring descriptions, that’s so cool and such a great idea.