Wet : any object that is filled with liquid such as a tankard of ale, or a bowl of soup. The first time you hit on an attack with this item the target must make a Dexterity saving throw on a failure all fire damage they deal before the end of their next turn is halved.
They should also suffer some sort of penalty on cold damage (disadvantage on saves vs cold damage? double cold damage? something like that).
Variation: if it's a scalding hot liquid (soup, coffee, etc.), the effects should be reversed.
Fighters aren't magical, those would certainly make good magic items -
fighters don't start magical, but they often end that way: decked out in magic items, armor, and weapons. but what if they could start that way? so many stories begin with a hand-me-down: rand's dad's heron-blade sword; arthur's sword in the stone; link and his pile of destined shields, boomerangs, hook-shots, etc... when a magic item accomplishes journey defining abilities then I feel like that begs for a subclass treatment (and an artifacts splat book).
hexblade warlocks are one route (that desperately needs to be revisited) but shouldn't be the only option. spellbreaker gauntlets would be a fun toy, but the scarred man's arm (assuming level scaling abilities) could be some barbarian's go-to for every encounter. stasis glove is functionally a simple summoned weapon (yawn), but a full fighter subclass could expand it into INT-check macguyver abilities for fixes, escapes, restraints, obstacles, etc along the lines of your "Creative Improvisation."
...I guess my point is that I hope future unconventional-approach subclasses like brawler (and I hope there are multiple) come infused with more personality than just "deadly even when seemingly unarmed." and if that flavor comes from an item then I'd rather it begin early and with purposeful balanced (as with a class/subclass) rather than depend on a loot drop. I'm usually a fan of modular solutions (which items anyone could technically acquire are), but not in this instance. shrug.
Fighters aren't magical, those would certainly make good magic items -
fighters don't start magical, but they often end that way: decked out in magic items, armor, and weapons. but what if they could start that way? so many stories begin with a hand-me-down: rand's dad's heron-blade sword; arthur's sword in the stone; link and his pile of destined shields, boomerangs, hook-shots, etc... when a magic item accomplishes journey defining abilities then I feel like that begs for a subclass treatment (and an artifacts splat book).
That's not them being magical, that's them using magical items. Gear and subclasses should be separate IMO. Otherwise you add a lot of janky stuff - like a character being naked in prison suddenly having a magic sword b/c they punched a rat and levelled up.
Fighters aren't magical, those would certainly make good magic items -
fighters don't start magical, but they often end that way: decked out in magic items, armor, and weapons. but what if they could start that way? so many stories begin with a hand-me-down: rand's dad's heron-blade sword; arthur's sword in the stone; link and his pile of destined shields, boomerangs, hook-shots, etc... when a magic item accomplishes journey defining abilities then I feel like that begs for a subclass treatment (and an artifacts splat book).
That's not them being magical, that's them using magical items. Gear and subclasses should be separate IMO. Otherwise you add a lot of janky stuff - like a character being naked in prison suddenly having a magic sword b/c they punched a rat and levelled up.
anecdotal rats producing macguffins could as easily cough up spellbooks, lock picks, or martial arts training. but I don't disagree that subclass features shouldn't be easy to steal, drop, or hand over. I'm sure an artifacts book would hand wave that by saying the thing could go invisible, hide under the skin, teleport, is a tattoo, etc.
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They should also suffer some sort of penalty on cold damage (disadvantage on saves vs cold damage? double cold damage? something like that).
Variation: if it's a scalding hot liquid (soup, coffee, etc.), the effects should be reversed.
fighters don't start magical, but they often end that way: decked out in magic items, armor, and weapons. but what if they could start that way? so many stories begin with a hand-me-down: rand's dad's heron-blade sword; arthur's sword in the stone; link and his pile of destined shields, boomerangs, hook-shots, etc... when a magic item accomplishes journey defining abilities then I feel like that begs for a subclass treatment (and an artifacts splat book).
hexblade warlocks are one route (that desperately needs to be revisited) but shouldn't be the only option. spellbreaker gauntlets would be a fun toy, but the scarred man's arm (assuming level scaling abilities) could be some barbarian's go-to for every encounter. stasis glove is functionally a simple summoned weapon (yawn), but a full fighter subclass could expand it into INT-check macguyver abilities for fixes, escapes, restraints, obstacles, etc along the lines of your "Creative Improvisation."
...I guess my point is that I hope future unconventional-approach subclasses like brawler (and I hope there are multiple) come infused with more personality than just "deadly even when seemingly unarmed." and if that flavor comes from an item then I'd rather it begin early and with purposeful balanced (as with a class/subclass) rather than depend on a loot drop. I'm usually a fan of modular solutions (which items anyone could technically acquire are), but not in this instance. shrug.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
That's not them being magical, that's them using magical items. Gear and subclasses should be separate IMO. Otherwise you add a lot of janky stuff - like a character being naked in prison suddenly having a magic sword b/c they punched a rat and levelled up.
anecdotal rats producing macguffins could as easily cough up spellbooks, lock picks, or martial arts training. but I don't disagree that subclass features shouldn't be easy to steal, drop, or hand over. I'm sure an artifacts book would hand wave that by saying the thing could go invisible, hide under the skin, teleport, is a tattoo, etc.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!