DM is planning a lv 3 one-shot and is allowing the characters to have 2 magic items, restricted to being common, uncommon, and Core D&D only.
Aside from the typical, yet always powerful +1 modifier items, are there any interesting synergies out there? Eversmoking bottle and Gust? Wand of web and Firebolt?
That is an extremely broad question. Can you help narrow it down some? What are the specifics of the character you're making? Their race and class, and maybe a bit about your backstory.
Should help figure out what options may be best for you.
Admittedly I haven’t nailed those down. Initially I was thinking Druid of the spore with an Adder staff but another wanted Druid and opted out.
Then I thought Bard since I had never done that, and there are bard specific magic items that fit limits. And with Jack of all Trades and Lore abilities could be good for any non-combat situations.
A sun soul Aracocra monk seemed neat for its flight and radiant blast. Fly at 30 feet and rain solar beams on the enemy.
then I thought something useful to the group would be a variant human fighter with feat heavy armor master and defensive fighting style. AC 19 with shield and any non-magical weapon damage that hits me reduced by 3. At level 3 I would expect much magic.
Winged Boots, baby! They're only uncommon, and unless your DM is really sadistic, you're never going to get close to using up the full 4 hour daily time limit they can be used for.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Yeah, if your DM isn't specifically outlawing Winged Boots, those things are stupidly overpowered for an Uncommon item. And if you really want to grind those boots' advantage?
Pair them with a Wand of Magic Missiles (or a +1 bow, if you're not a caster/feeling less awesome). Fly around the battlefield shooting missiles at ALL THE THINGS, regardless of your class/race. Channel your inner strike helicopter and go wild.
Agree on the winged boots, especially if everyone in the party takes them. Outside of those, your bard's skills would get a nice boost with a headband of intellect, and your fighter would do well to take the gauntlets of ogre power. Either one of those would let you maximize stat rolls by putting your lowest number in and automatically getting a 19.
Weapon of Warning is frequently useful if you are in the wilderness or anywhere far from an inn. Also any item that you grant you temporary resistance to any common form of special attack damage like poison, cold, or fire.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Agree on the winged boots, especially if everyone in the party takes them. Outside of those, your bard's skills would get a nice boost with a headband of intellect, and your fighter would do well to take the gauntlets of ogre power. Either one of those would let you maximize stat rolls by putting your lowest number in and automatically getting a 19.
That would be hilarious if every party member took them... although it would also be funny if the entire one-shot happens in a series of caves with a low ceiling and they end up being totally useless.
Agree on the winged boots, especially if everyone in the party takes them. Outside of those, your bard's skills would get a nice boost with a headband of intellect, and your fighter would do well to take the gauntlets of ogre power. Either one of those would let you maximize stat rolls by putting your lowest number in and automatically getting a 19.
That would be hilarious if every party member took them... although it would also be funny if the entire one-shot happens in a series of caves with a low ceiling and they end up being totally useless.
Still useful to be able to glide over the floor. You can potentially avoid a lot of dangers that way.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
With all the love that winged boots get it would be a crime not to use them.
I think Robe of Useful Items fits the fighter idea. But a Wand of Web would better for the Bard support. In the main game as a wizard I love the web spell
Agree on the winged boots, especially if everyone in the party takes them. Outside of those, your bard's skills would get a nice boost with a headband of intellect, and your fighter would do well to take the gauntlets of ogre power. Either one of those would let you maximize stat rolls by putting your lowest number in and automatically getting a 19.
That would be hilarious if every party member took them... although it would also be funny if the entire one-shot happens in a series of caves with a low ceiling and they end up being totally useless.
Still useful to be able to glide over the floor. You can potentially avoid a lot of dangers that way.
And if the party wears long hooded cloaks that hide those boots you can probably pull off a good arcane undead cultist vibe to get advantage on intimidation checks. :D
I want to add magic items that won't break my game for third level characters. I am giving them much better magic items in the next mission so I don't want to overpower them. What should I do?
If they are 3rd level and getting something "much better" in the next mission I would go with things that at flavourful and fit their character and of some use but no powerful. What characters are in the party? Some things that come to mind:
Charlatan's die for someone with thr charletan background (or similar) give them the odd occassion to increase wealth though never with a guarantee (eg in a game roll 6d6 with highest wins, the player rolls 5d6+6) and limit stakes / number of games.
clockwork amulet works for PCs making attack roles (everyone except spellcasters using cantrips that rely on saves) but would be most appropriate for autognomes, clockwork soul sorceres, chronolgy/divination wizards and the likes
I want to add magic items that won't break my game for third level characters. I am giving them much better magic items in the next mission so I don't want to overpower them. What should I do?
Alchemy Jugs are always a decent choice that doesn't offer a lot in obvious power, but can provide benefits to a creative player
A magic item that grants levitation like the Armor of Weightlessness (from Book of Many Things) Is similar, though it can be powerful if given to a player that only uses ranged attacks and their enemies are only melee.
Deck of Illusions
Dust of Corrosion
Emerald Pen
Eversmoking Bottle
If you have a Sorcerer, one of the shards from the Tasha's Cauldron book add some fun bonuses.
DM is planning a lv 3 one-shot and is allowing the characters to have 2 magic items, restricted to being common, uncommon, and Core D&D only.
Aside from the typical, yet always powerful +1 modifier items, are there any interesting synergies out there? Eversmoking bottle and Gust? Wand of web and Firebolt?
That is an extremely broad question. Can you help narrow it down some? What are the specifics of the character you're making? Their race and class, and maybe a bit about your backstory.
Should help figure out what options may be best for you.
Admittedly I haven’t nailed those down. Initially I was thinking Druid of the spore with an Adder staff but another wanted Druid and opted out.
Then I thought Bard since I had never done that, and there are bard specific magic items that fit limits. And with Jack of all Trades and Lore abilities could be good for any non-combat situations.
A sun soul Aracocra monk seemed neat for its flight and radiant blast. Fly at 30 feet and rain solar beams on the enemy.
then I thought something useful to the group would be a variant human fighter with feat heavy armor master and defensive fighting style. AC 19 with shield and any non-magical weapon damage that hits me reduced by 3. At level 3 I would expect much magic.
https://www.dndbeyond.com/magic-items/winged-boots
Winged Boots, baby! They're only uncommon, and unless your DM is really sadistic, you're never going to get close to using up the full 4 hour daily time limit they can be used for.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Boots of Elvenkind, Cloak of Elvenkind, Cloak of the Manta Ray, Winged Boots are all excellent choices that I highly recommend.
If you double up on the Elven boots/cloak, you're almost impossible to spot.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Yeah, if your DM isn't specifically outlawing Winged Boots, those things are stupidly overpowered for an Uncommon item. And if you really want to grind those boots' advantage?
Pair them with a Wand of Magic Missiles (or a +1 bow, if you're not a caster/feeling less awesome). Fly around the battlefield shooting missiles at ALL THE THINGS, regardless of your class/race. Channel your inner strike helicopter and go wild.
Please do not contact or message me.
Agree on the winged boots, especially if everyone in the party takes them. Outside of those, your bard's skills would get a nice boost with a headband of intellect, and your fighter would do well to take the gauntlets of ogre power. Either one of those would let you maximize stat rolls by putting your lowest number in and automatically getting a 19.
Weapon of Warning is frequently useful if you are in the wilderness or anywhere far from an inn. Also any item that you grant you temporary resistance to any common form of special attack damage like poison, cold, or fire.
A Bag of Holding is always a solid choice.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Remember, guys - one-shot game. Heh, anything you take has to have an immediate sharp impact, even if it wouldn't hold up in a longer-term game.
Please do not contact or message me.
That would be hilarious if every party member took them... although it would also be funny if the entire one-shot happens in a series of caves with a low ceiling and they end up being totally useless.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
What about a cloak of useful item?
Still useful to be able to glide over the floor. You can potentially avoid a lot of dangers that way.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
With all the love that winged boots get it would be a crime not to use them.
I think Robe of Useful Items fits the fighter idea. But a Wand of Web would better for the Bard support. In the main game as a wizard I love the web spell
And if the party wears long hooded cloaks that hide those boots you can probably pull off a good arcane undead cultist vibe to get advantage on intimidation checks. :D
I want to add magic items that won't break my game for third level characters. I am giving them much better magic items in the next mission so I don't want to overpower them. What should I do?
If they are 3rd level and getting something "much better" in the next mission I would go with things that at flavourful and fit their character and of some use but no powerful. What characters are in the party? Some things that come to mind:
Alchemy Jugs are always a decent choice that doesn't offer a lot in obvious power, but can provide benefits to a creative player
A magic item that grants levitation like the Armor of Weightlessness (from Book of Many Things) Is similar, though it can be powerful if given to a player that only uses ranged attacks and their enemies are only melee.
Deck of Illusions
Dust of Corrosion
Emerald Pen
Eversmoking Bottle
If you have a Sorcerer, one of the shards from the Tasha's Cauldron book add some fun bonuses.
Horn of Silent Alarm
Potions of Growth or Fire Breath
Bag of Tricks
Alchemy Jug
Immovable Rod
Pipes of the Sewers
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I believe the Broom of Flying is an uncommon Core item that is better than the winged boots.