Just a first-time DM looking for advice on crafting and balancing some magic items for my players! Jeramie, Jarius, Jenna, if you're here somehow, this is your cue to leave. You've already read the title, but there are gonna be some serious, story-ruining spoilers as soon as the next line. Seriously. ♥
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Later on in my campaign, some important NPCs will give each of my three players a special magic item that will help them in the final arc. The whole story is homebrew, but this final bit is lifted partially from CoS-- The party is going to have to venture into a cursed pocket dimension to fight an evil lord in his spooky castle. This will be around 10th level.
The Paladin/barbarian will be given a Sunblade equivalent with the Eldritch Knight's "bonded" property, so he can basically never lose it. I want the other players' items to be just as interesting and useful, though not gamebreaking, and although I have vague ideas of what I want them to do, I'm not really sure how to stat/balance these things. That's where I need your help. I'm cool with powering up this sunblade too, just so long as these items don't make the final arc too easy.
When I asked my Cleric about her character, she seemed most interested in keeping her support-based. For that reason I'd like her to receive a quill, scale, or feather from an angel, which will boost her spellcasting and healing. I also feel like it should have its own spells built-in, but I'm not sure which would be most fun/appropriate. She's a tempest cleric, and her God is basically Lugia, from Pokémon. I figured the quill would merge into her holy symbol rather than being its own item.
The Scout will be given a cloak that ideally would make him slipperier and trickier, giving him the ability to meld into shadows, cast blink, or other stealth, recon, and mobility-related things. He's a goblin that's cursed to be tossed through different dimensions, (read as: different campaigns,) so I thought it would be nice if this cloak eventually gave him the ability to go back to his home and stabilize his curse as he levels up...but that's epilogue territory. Basically I was thinking stealth and some tricky planar stuff like blink, or even stealing "Shadow Walk", "Meld into Shadows", or the "Amorphous" property. Really I just don't know where to STOP with this item.
TL;DR, I'm looking for a spellcasting/support item for a cleric and a tricky mobility item for a rogue that are about as powerful as the Sunblade is in COS.
Do any of you more seasoned DMs have suggestions for me? I'm a new DM who's really not good at balancing numbers, so I appreciate all the help I can get!
Just a first-time DM looking for advice on crafting and balancing some magic items for my players! Jeramie, Jarius, Jenna, if you're here somehow, this is your cue to leave. You've already read the title, but there are gonna be some serious, story-ruining spoilers as soon as the next line. Seriously. ♥
*
**
***
Later on in my campaign, some important NPCs will give each of my three players a special magic item that will help them in the final arc. The whole story is homebrew, but this final bit is lifted partially from CoS-- The party is going to have to venture into a cursed pocket dimension to fight an evil lord in his spooky castle. This will be around 10th level.
The Paladin/barbarian will be given a Sunblade equivalent with the Eldritch Knight's "bonded" property, so he can basically never lose it. I want the other players' items to be just as interesting and useful, though not gamebreaking, and although I have vague ideas of what I want them to do, I'm not really sure how to stat/balance these things. That's where I need your help. I'm cool with powering up this sunblade too, just so long as these items don't make the final arc too easy.
When I asked my Cleric about her character, she seemed most interested in keeping her support-based. For that reason I'd like her to receive a quill, scale, or feather from an angel, which will boost her spellcasting and healing. I also feel like it should have its own spells built-in, but I'm not sure which would be most fun/appropriate. She's a tempest cleric, and her God is basically Lugia, from Pokémon. I figured the quill would merge into her holy symbol rather than being its own item.
The Scout will be given a cloak that ideally would make him slipperier and trickier, giving him the ability to meld into shadows, cast blink, or other stealth, recon, and mobility-related things. He's a goblin that's cursed to be tossed through different dimensions, (read as: different campaigns,) so I thought it would be nice if this cloak eventually gave him the ability to go back to his home and stabilize his curse as he levels up...but that's epilogue territory. Basically I was thinking stealth and some tricky planar stuff like blink, or even stealing "Shadow Walk", "Meld into Shadows", or the "Amorphous" property. Really I just don't know where to STOP with this item.
TL;DR, I'm looking for a spellcasting/support item for a cleric and a tricky mobility item for a rogue that are about as powerful as the Sunblade is in COS.
Do any of you more seasoned DMs have suggestions for me? I'm a new DM who's really not good at balancing numbers, so I appreciate all the help I can get!
Thanks for reading.
"The beating sound is not my sympathetic heart, but a time bomb."
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:0 Bumping this since it's become relevant again.
"The beating sound is not my sympathetic heart, but a time bomb."
♦Character art commissions♦