Trying to create/edit a couple legendary magic items for my party to find. Im having trouble determining how powerful the items will be in game. I keep alternating between thinking the items need buffed or that they at too powerful and need nerfed. Any suggestions would be helpfull.
Zarec's Sin Wondrous Item, legendary (requires attunement)
The restless spirit the archfiend Zarec is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.
You can speak and understand infernal.
If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch and grants 10 temporary hit points, and then quickly returns to the lantern.
The lantern has 8 charges, you can use an action to expend a number of charges to cast the following spells: Dancing Lights, Mage Hand, Spare the Dying (at will); Unseen Servant, See Invisibility (1 charge); Death Ward (2 charges); Revivify, Soul Cage [with the exception the the user only get three uses of the captured soul, the remainder is consumed by Zarec] (3 charges). It regains all charges daily at dawn.
The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Only by traveling to Zarec's home plane in Baator and casting a dispel evil and good spell on the lantern. This releases the spirit of the fiend into the Nine Hells where it will be free to resume its true form and renders the lantern non-magical.
Quiver of Chaos
Wondrous Item, legendary (requires attunement)
An invisible chaotic void surrounds the Quiver of Chaos, preventing attempts to locate it or it's wearer through scrying, divination spells, or perceived through magical scrying sensors.
While attuned to the Quiver of Chaos the wearer’s base speed is increased by 10 feet.
This quiver holds 6 arrows, any arrows fired cannot be replaced until after a long rest. When you draw an arrow from this ornately designed quiver. Roll d100 and consult the following table to discover the effects of the arrow you draw.
1 The arrow was cursed! The arrow fuses to your hand until the curse is dispelled
2 The arrow is a rust monster antenna, if it hits it sticks to the armor of the enemy, giving them -1 to ac if they are wearing metal armor. If the target is a metal construct it takes (8d8) Damage, Its movement is halved, and it has disadvantage on dexterity saves, and attack rolls.
3 The arrow whistles, giving advantage on perception checks to spot the person that fires the arrow. there is no special effect other than that.
4 The arrow has the same effect as the shatter spell.
5-8 The target of the arrow must make a Wisdom saving throw (DC 15) or the target is banished to the positive energy plane for one round. Creatures that are not Constructs or Undead return at full health. Undead take 4d8 radiant damage while in the positive energy plane. On a successful save the arrow functions as a non-magical arrow.
9-16 The arrow allows the target to regain 1d12 hit points.
17-24 The arrow deals an additional 3d6 fire damage on a hit.
25-32 The arrow has the same effect as the thunderwave spell (save DC 15).
33-40 The arrow has a -4 penalty to attack rolls.
41-48 The arrow has a +4 bonus to attack rolls.
49-56 The arrow illuminates the area it hits, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. All creatures within the the bright light must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn.
57-64 On a hit, the target of this arrow must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn.
65-73 The arrow is jagged, and cuts your hand dealing 1d4 slashing damage to you, and an extra 2d4 to the target.
74-80 The arrow is a flying snake. The arrow has a +2 bonus to attack rolls. On a hit, it deals its normal damage and an additional 3d4 poison damage (save DC 15). The snake remains for 1 minute and obeys your verbal commands.
81-84 The arrow is a mind flayer tentacle. The arrow has a +1 bonus to attack rolls. On a hit, the target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location for 1 hour, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefits from this condition against you.
85-88 The arrow has the same effect as the irresistible dance spell (save DC 15).
89-96 The arrow fills a 100 cubic foot area with thick orange smoke. The smoke's area is heavily obscured.
97-98 The arrow creates an antimagic field in a sphere 50 feet in diameter centered on the arrow.
99 The target of this arrow must succeed on a DC 15 Wisdom saving throw or be magically polymorphed into a frog for 1 minute, as though it had failed a save against the polymorph spell.
100 The arrow implodes on contact with the target, opening up a singularity. All creatures in a 10 foot radius must make a DC 15 Strength saving throw. On failed save this deals 10d10 force damage and creatures are pulled into the closest unoccupied space nearest the target of the arrow. On a successful save the targets take half damage and are not pulled.
Zarec's Sin Wondrous Item, legendary (requires attunement)
The restless spirit the archfiend Zarec is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.
You can speak and understand infernal.
If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch and grants 10 temporary hit points, and then quickly returns to the lantern.
The lantern has 8 charges, you can use an action to expend a number of charges to cast the following spells: Dancing Lights, Mage Hand, Spare the Dying (at will); Unseen Servant, See Invisibility (1 charge); Death Ward (2 charges); Revivify, Soul Cage [with the exception the the user only get three uses of the captured soul, the remainder is consumed by Zarec] (3 charges). It regains all charges daily at dawn.
The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Only by traveling to Zarec's home plane in Baator and casting a dispel evil and good spell on the lantern. This releases the spirit of the fiend into the Nine Hells where it will be free to resume its true form and renders the lantern non-magical.
For this item, I would have it recharge 1d8 charges at dawn and maybe have a fun quirk that could happen on a 20 of a 1d20 if its charge allotment ever reaches 0.
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
I honestly hadn't thought about having a "last charge" effect but now you got my brain juices flowing. The recharge feature ill probably change to 1d8+1 charges at dawn...especially if i add a "last charge effect"
Would you think of either of there fall into being a solid legendary? Its hard to rell if somthing is trash or OP sometimes. Especially when you look at something like Bookmark vs Blackrazor both are legendary but there is huge difference in their potency.
Yeah, most charged wands tend to "burn out" and become useless on a 20 if they run out of charges. I figure a magical lantern that houses a demon spirit might do something a little more interesting on the chance that it becomes tapped out of energy.
As for whether this is truly "legendary" or not, it looks like you just took the Ghost Lantern from Tomb of Annihilation and added a neat side story for it and gave it some more spells to spend charges on. I mean, it could be legendary, as it casts stuff like Revivify and Soul Cage effectively for free. It might be even more legendary if you cut back on some of the spells in general and let it spend charges to summon imps, demons, etc. Maybe the "manifestations" of the trapped demon or his servants.
I loce the idea of summoning imps and the like and did think about it but currently my group consists of a div. wizard, blade-lock, champion ftr. and arcane archer...so the spells are an attempt shore upe their lack of cleric
Yeah, but the spells aren't really helpful in hat regard. All they get healing-wise is Spare the Dying at will, Death Ward and Revivify, along with a bunch of unhelpful spells. If you are going to try to give them a healer replacement, maybe consider Healing Word or a Mage Hand-like appendage that can cast Cure Wounds. If I were designing this with a demonic battery-powered lantern in mind, it'd be able to cast the following:
The item would have 6 charges and regain 1d6 charges at dawn. (If I were in a more creative mood, maybe this would be 1d6 charges after a ritual sacrifice to the lantern at dusk.) If an expenditure would ever cause the lantern to drop to 0 charges, the player using it would roll a 1d20. On a 20, the lantern would cast Summon Greater Demon and the resulting demon would try to take the lantern away from the party and escape back to the Nine Hells.
I absolutely love the idea of sommoning greater demon if charges drop to zero and I am totally stealing it.
I get what you are saying about adding in more of the curitive magic if ist going to be used as a work around for a cleric. But here is my thoughts on why I did it the way I did. So what im trying to do is create a little bit of a safty net so that of they are droped they could still be brought back. And as far as I'm concerned things like cure wounds can be supplemented with potions and wands and since they didnt want to hire a cleric then they should have to spend gold to supplement that. But that being said there isnt alot of options for supplementing Revivify. Plus I think that it isnt bad to force the PCs to think about entering a fight before just charging in, or stoping to rest because HP regeneration isnt as accessible. I threw Soul Cage in to add to the flavor and power of the item. Though I may make Revivify cost 4 charges as in your example. Thank you for the feedback it's very helpfull and will definitely help me refine the items, any more idea of suggestions are more than welcome.
Trying to create/edit a couple legendary magic items for my party to find. Im having trouble determining how powerful the items will be in game. I keep alternating between thinking the items need buffed or that they at too powerful and need nerfed. Any suggestions would be helpfull.
Zarec's Sin
Wondrous Item, legendary (requires attunement)
The restless spirit the archfiend Zarec is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.
You can speak and understand infernal.
If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch and grants 10 temporary hit points, and then quickly returns to the lantern.
The lantern has 8 charges, you can use an action to expend a number of charges to cast the following spells: Dancing Lights, Mage Hand, Spare the Dying (at will); Unseen Servant, See Invisibility (1 charge); Death Ward (2 charges); Revivify, Soul Cage [with the exception the the user only get three uses of the captured soul, the remainder is consumed by Zarec] (3 charges). It regains all charges daily at dawn.
The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Only by traveling to Zarec's home plane in Baator and casting a dispel evil and good spell on the lantern. This releases the spirit of the fiend into the Nine Hells where it will be free to resume its true form and renders the lantern non-magical.
Quiver of Chaos
Wondrous Item, legendary (requires attunement)
An invisible chaotic void surrounds the Quiver of Chaos, preventing attempts to locate it or it's wearer through scrying, divination spells, or perceived through magical scrying sensors.
While attuned to the Quiver of Chaos the wearer’s base speed is increased by 10 feet.
This quiver holds 6 arrows, any arrows fired cannot be replaced until after a long rest. When you draw an arrow from this ornately designed quiver. Roll d100 and consult the following table to discover the effects of the arrow you draw.
1 The arrow was cursed! The arrow fuses to your hand until the curse is dispelled
2 The arrow is a rust monster antenna, if it hits it sticks to the armor of the enemy, giving them -1 to ac if they are wearing metal armor. If the target is a metal construct it takes (8d8) Damage, Its movement is halved, and it has disadvantage on dexterity saves, and attack rolls.
3 The arrow whistles, giving advantage on perception checks to spot the person that fires the arrow. there is no special effect other than that.
4 The arrow has the same effect as the shatter spell.
5-8 The target of the arrow must make a Wisdom saving throw (DC 15) or the target is banished to the positive energy plane for one round. Creatures that are not Constructs or Undead return at full health. Undead take 4d8 radiant damage while in the positive energy plane. On a successful save the arrow functions as a non-magical arrow.
9-16 The arrow allows the target to regain 1d12 hit points.
17-24 The arrow deals an additional 3d6 fire damage on a hit.
25-32 The arrow has the same effect as the thunderwave spell (save DC 15).
33-40 The arrow has a -4 penalty to attack rolls.
41-48 The arrow has a +4 bonus to attack rolls.
49-56 The arrow illuminates the area it hits, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. All creatures within the the bright light must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn.
57-64 On a hit, the target of this arrow must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn.
65-73 The arrow is jagged, and cuts your hand dealing 1d4 slashing damage to you, and an extra 2d4 to the target.
74-80 The arrow is a flying snake. The arrow has a +2 bonus to attack rolls. On a hit, it deals its normal damage and an additional 3d4 poison damage (save DC 15). The snake remains for 1 minute and obeys your verbal commands.
81-84 The arrow is a mind flayer tentacle. The arrow has a +1 bonus to attack rolls. On a hit, the target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location for 1 hour, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefits from this condition against you.
85-88 The arrow has the same effect as the irresistible dance spell (save DC 15).
89-96 The arrow fills a 100 cubic foot area with thick orange smoke. The smoke's area is heavily obscured.
97-98 The arrow creates an antimagic field in a sphere 50 feet in diameter centered on the arrow.
99 The target of this arrow must succeed on a DC 15 Wisdom saving throw or be magically polymorphed into a frog for 1 minute, as though it had failed a save against the polymorph spell.
100 The arrow implodes on contact with the target, opening up a singularity. All creatures in a 10 foot radius must make a DC 15 Strength saving throw. On failed save this deals 10d10 force damage and creatures are pulled into the closest unoccupied space nearest the target of the arrow. On a successful save the targets take half damage and are not pulled.
I honestly hadn't thought about having a "last charge" effect but now you got my brain juices flowing. The recharge feature ill probably change to 1d8+1 charges at dawn...especially if i add a "last charge effect"
Would you think of either of there fall into being a solid legendary? Its hard to rell if somthing is trash or OP sometimes. Especially when you look at something like Bookmark vs Blackrazor both are legendary but there is huge difference in their potency.
Yeah, most charged wands tend to "burn out" and become useless on a 20 if they run out of charges. I figure a magical lantern that houses a demon spirit might do something a little more interesting on the chance that it becomes tapped out of energy.
As for whether this is truly "legendary" or not, it looks like you just took the Ghost Lantern from Tomb of Annihilation and added a neat side story for it and gave it some more spells to spend charges on. I mean, it could be legendary, as it casts stuff like Revivify and Soul Cage effectively for free. It might be even more legendary if you cut back on some of the spells in general and let it spend charges to summon imps, demons, etc. Maybe the "manifestations" of the trapped demon or his servants.
I loce the idea of summoning imps and the like and did think about it but currently my group consists of a div. wizard, blade-lock, champion ftr. and arcane archer...so the spells are an attempt shore upe their lack of cleric
Yeah, but the spells aren't really helpful in hat regard. All they get healing-wise is Spare the Dying at will, Death Ward and Revivify, along with a bunch of unhelpful spells. If you are going to try to give them a healer replacement, maybe consider Healing Word or a Mage Hand-like appendage that can cast Cure Wounds. If I were designing this with a demonic battery-powered lantern in mind, it'd be able to cast the following:
At Will: Chill Touch, Guidance (via a 15 foot "Mage Hand"), Spare the Dying (again via a spectral 15 foot "Mage Hand")
Charges: Cure Wounds (1 charge per level cast, administered via 15 foot "Mage Hand"), Healing Word (1 charge per level cast), Lesser Restoration (2 charges), Summon Lesser Demons (3 Charges), Revivify (4 Charges)
The item would have 6 charges and regain 1d6 charges at dawn. (If I were in a more creative mood, maybe this would be 1d6 charges after a ritual sacrifice to the lantern at dusk.) If an expenditure would ever cause the lantern to drop to 0 charges, the player using it would roll a 1d20. On a 20, the lantern would cast Summon Greater Demon and the resulting demon would try to take the lantern away from the party and escape back to the Nine Hells.
I absolutely love the idea of sommoning greater demon if charges drop to zero and I am totally stealing it.
I get what you are saying about adding in more of the curitive magic if ist going to be used as a work around for a cleric. But here is my thoughts on why I did it the way I did. So what im trying to do is create a little bit of a safty net so that of they are droped they could still be brought back. And as far as I'm concerned things like cure wounds can be supplemented with potions and wands and since they didnt want to hire a cleric then they should have to spend gold to supplement that. But that being said there isnt alot of options for supplementing Revivify. Plus I think that it isnt bad to force the PCs to think about entering a fight before just charging in, or stoping to rest because HP regeneration isnt as accessible. I threw Soul Cage in to add to the flavor and power of the item. Though I may make Revivify cost 4 charges as in your example. Thank you for the feedback it's very helpfull and will definitely help me refine the items, any more idea of suggestions are more than welcome.