At some point running a game you'll find yourself wanting to use a powerful magic item as a plot device, or you may have a player who wants a certain strong magical item as a signature piece for their character. In both cases this can prove unbalancing dependent on the level of your campaign. Having your party find a belt of storm giant strength may be a perfect plot device for getting them involved in a campaign about warring barbarian tribes were the belt might be a mark of the right to rule all the tribes, but it may also be bit too powerful for first level party. Similarly you may have a player who really wants an item to complete the concept of their character. For instance your 5th Paladin may want a Holy Avenger, but giving them one as it is in the DMG could prove unbalancing.
There are many possible ways for diminished magic item to be created, for instance the reason the barbarian tribes could not find the belt of storm giant strength is that it was lost in an anti-magic field for hundreds of years. The field was unable to destroy such a powerful magical item, but instead weakened its charge. The Holy Avenger could've been the creation of a priest whose body was not prepared to channel the power necessary to charge such an item. So he willingly trades the diminished weapon to the adventurers in exchange for some favor, or donation to his church knowing that the adventurers are much more likely to come across the items necessary to empower it. In this way diminished magic items would be much more common than their fully powered selves. After all making a magic item is a craft, and like any craft you are likely to make many flawed items before you learn how to make masterpieces.
A diminished magic item is an item that has the complete magical matrix necessary to be its full-fledged version, but lacks the stored magical energy to fully power that matrix. Diminished magic items come in levels based on their power, and the power of the standard item. These levels correspond with the magic item rarities, and while there may be many ways to empower a diminished magic item the most common is to sacrifice a magic item of the same rarity you are trying to achieve. In this way a player can have a potentially powerful item but one which will never be more powerful than any item they would find naturally in the adventure.
A diminished version of a powerful magical item has 4 levels, diminished, low charge, median, and finally the full item from the DMG (note: this is based on the idea of powerful magical items, but medium, and even low powered magical items may have diminished versions these however should have fewer stages before becoming fully empowered.). The diminished magic item begins at the diminished level, and identifying the magic item will tell you that it is a diminished magic item, what item is the diminished form of, as well as how to sacrifice other magic items in order to empower it i.e. breaking the item with you diminished weapon, laying the item next year diminished belt and speaking a magic word etc. the process should never be too difficult as the player is in fact just trading one magic item for another.
Here is an example of a diminished Vorpal Greatsword
Diminished: (Uncommon) This sharp Greatsword ignores resistance to slashing damage.
Low Charge: (Rare) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll the creature takes an additional 2D6 slashing damage. The creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, or has legendary actions.
Median: (Very Rare) You gain a +2 bonus to attack and damage rolls made with this weapon. In addition the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll the creature takes an additional 4D6 slashing damage. The creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, or has legendary actions.
Okay so let me know what you guys think. If enough people like this I'll post more diminished magic items. Also check out my idea for a new feat Strong Draconic Heritage I'd love to hear some feedback. https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/5264-idea-for-a-new-feet-strong-draconic-heritage
Diminished Magic Items
At some point running a game you'll find yourself wanting to use a powerful magic item as a plot device, or you may have a player who wants a certain strong magical item as a signature piece for their character. In both cases this can prove unbalancing dependent on the level of your campaign. Having your party find a belt of storm giant strength may be a perfect plot device for getting them involved in a campaign about warring barbarian tribes were the belt might be a mark of the right to rule all the tribes, but it may also be bit too powerful for first level party. Similarly you may have a player who really wants an item to complete the concept of their character. For instance your 5th Paladin may want a Holy Avenger, but giving them one as it is in the DMG could prove unbalancing.
There are many possible ways for diminished magic item to be created, for instance the reason the barbarian tribes could not find the belt of storm giant strength is that it was lost in an anti-magic field for hundreds of years. The field was unable to destroy such a powerful magical item, but instead weakened its charge. The Holy Avenger could've been the creation of a priest whose body was not prepared to channel the power necessary to charge such an item. So he willingly trades the diminished weapon to the adventurers in exchange for some favor, or donation to his church knowing that the adventurers are much more likely to come across the items necessary to empower it. In this way diminished magic items would be much more common than their fully powered selves. After all making a magic item is a craft, and like any craft you are likely to make many flawed items before you learn how to make masterpieces.
A diminished magic item is an item that has the complete magical matrix necessary to be its full-fledged version, but lacks the stored magical energy to fully power that matrix. Diminished magic items come in levels based on their power, and the power of the standard item. These levels correspond with the magic item rarities, and while there may be many ways to empower a diminished magic item the most common is to sacrifice a magic item of the same rarity you are trying to achieve. In this way a player can have a potentially powerful item but one which will never be more powerful than any item they would find naturally in the adventure.
A diminished version of a powerful magical item has 4 levels, diminished, low charge, median, and finally the full item from the DMG (note: this is based on the idea of powerful magical items, but medium, and even low powered magical items may have diminished versions these however should have fewer stages before becoming fully empowered.). The diminished magic item begins at the diminished level, and identifying the magic item will tell you that it is a diminished magic item, what item is the diminished form of, as well as how to sacrifice other magic items in order to empower it i.e. breaking the item with you diminished weapon, laying the item next year diminished belt and speaking a magic word etc. the process should never be too difficult as the player is in fact just trading one magic item for another.
Here is an example of a diminished Vorpal Greatsword
Diminished: (Uncommon) This sharp Greatsword ignores resistance to slashing damage.
Low Charge: (Rare) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll the creature takes an additional 2D6 slashing damage. The creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, or has legendary actions.
Median: (Very Rare) You gain a +2 bonus to attack and damage rolls made with this weapon. In addition the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll the creature takes an additional 4D6 slashing damage. The creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, or has legendary actions.
Fully Powered: See Vorpal Sword in the DMG.