This is my first time DMing a big campaign and I have my party heading to a city under siege. They will have three tasks to complete before the finale battle. I was originally going to give the party the new items before the final battle, but now wondering if I should wait tell after. The party is a barbarian storm herald, bard College of Eloquence, cleric tempest, paladin ancient, and wizard Conjuration. The party is 3rd level and will be 4 after the big battle. The finale battle will be against a Orc War Chief and a Orc Eye of Gruumsh. The items are a homebrew spiked armor that the spikes can retracted into the armor and looks like studded leather for the barbarian. A rythm maker drum uncommon for the bard. A Amulet of the Devout +1 for the cleric. Javelin if lighting for the Paladin. A Brooch of Shielding for the wizard. I'm worried about giving the bard and cleric basically the same item and the wizard brooch seems ok.
So, I guess I need more details about the journey so far. Did they start at lvl 3? Have you been feeding them magic items thus far, or is this the first instance?
As for the items, I think the Amulet of the Devout is a little much imo considering clerics now have the optional feature to regain CD as a bonus action. I recently had to weigh out the pros/cons with my campaign's tempest cleric for just this instance. Clerics are reeeeeeeally strong right now, and Tasha only made them stronger. Tempest chunks at early levels with their Channel Divinity: Destructive Wrath, and you're buffing that, so I would be absolutely sure you want to give this to them now. But this may not be an issue for you if you didn't allow that feature. I'm just assuming since you clearly have Tasha's. If it's not enabled, then it's probably okay.
The other thing I would be concerned with is the cleric taking the javelin. They can really maximize the damage on that sucker doing an instant 24 + 1d6 + str mod. So you're looking at avg ~30 damage if the cleric gets it. Pallies can't smite on ranged attacks either. I understand wanting to give a pally some ranged power, but if a cleric can do it better why have them take it?
Finally, I'm not big on giving items in large batches, or ones that have strong synergy (at least that early on). I like my players to experiment and debate whether the item they find is right for them, or if they should give it to somebody else. This also allows them to experiment and get creative with combinations. Also it just doesn't make sense to me that the items that fit them like gloves just fall right into your hands, unless there's a good story reason why it's there.
For instance, my players just recently cleared out a large underground food cellar. They were told not to look in the owner's private room, but obviously they were going to. In a chest in that room was a Pipes of The Sewers. The owner had been using this pipe to keep his cellar clear of rats by luring them out and killing them. Now I have a bard in my group, and he's a Tabaxi, but it was never about either of those details.
Regardless, do it the way you want it. DM'ing is hard, but luckily the lessons fall right into your lap.
So, I guess I need more details about the journey so far. Did they start at lvl 3? Have you been feeding them magic items thus far, or is this the first instance?
As for the items, I think the Amulet of the Devout is a little much imo considering clerics now have the optional feature to regain CD as a bonus action. I recently had to weigh out the pros/cons with my campaign's tempest cleric for just this instance. Clerics are reeeeeeeally strong right now, and Tasha only made them stronger. Tempest chunks at early levels with their Channel Divinity: Destructive Wrath, and you're buffing that, so I would be absolutely sure you want to give this to them now. But this may not be an issue for you if you didn't allow that feature. I'm just assuming since you clearly have Tasha's. If it's not enabled, then it's probably okay.
The other thing I would be concerned with is the cleric taking the javelin. They can really maximize the damage on that sucker doing an instant 24 + 1d6 + str mod. So you're looking at avg ~30 damage if the cleric gets it. Pallies can't smite on ranged attacks either. I understand wanting to give a pally some ranged power, but if a cleric can do it better why have them take it?
Finally, I'm not big on giving items in large batches, or ones that have strong synergy (at least that early on). I like my players to experiment and debate whether the item they find is right for them, or if they should give it to somebody else. This also allows them to experiment and get creative with combinations. Also it just doesn't make sense to me that the items that fit them like gloves just fall right into your hands, unless there's a good story reason why it's there.
For instance, my players just recently cleared out a large underground food cellar. They were told not to look in the owner's private room, but obviously they were going to. In a chest in that room was a Pipes of The Sewers. The owner had been using this pipe to keep his cellar clear of rats by luring them out and killing them. Now I have a bard in my group, and he's a Tabaxi, but it was never about either of those details.
Regardless, do it the way you want it. DM'ing is hard, but luckily the lessons fall right into your lap.
The party has been adventuring since level one. They're being chased by the antagonist who has made them outlaws within the Kingdom so they have not been able to go to any major cities for gear and upgrade yet. At l2 they found a cloak of protection and a hat of disguise. Later they were givin a cloak of many useful things. The city they're going to is a dwarf run city that is home to the Barbarian. the javelin of lightning funny enough was the suggestion of the cleric for the Paladin. My Paladin has been using javelin's like crazy and I just thought he would like the lightning option. The only characters who don't have a magic item are the cleric and the Paladin. I have to give the armor at least to the Barbarian cuz it's kind of his side quest reward. Is there any better options for a clerics item? Also they will be heading to a dungeon that be swarming with undead soon so I thought magic items would help overcome the resistance to the larger undeads that I have planned.
So, there are a bunch of tables for how often and of what types of items you should give to your party that you can find via googling. However, it will depend entirely on what sort of game you want to play. If you want to play a superpowered game then lots of magic items are great. If you want something more toned down, especially at lower levels then less or no magic items are good. Especially if they are still running with basic equipment, you can offer them an equipment upgrade in place of a magic item.
As for what to give, I would argue that there aren't a lot of low level things that aren't universal. I would also take into account the personality and direction of the character. Giving a Warlock a +2 weapon is great, but if they are primarily spell casting then its not as useful as it could be. Something that would increase their spell attack or save DC by 1 would be more useful in that situation, even though it is a "worse" item.
You should also talk to your players about what they want as items, and what sort of distribution they want.
So, I guess I need more details about the journey so far. Did they start at lvl 3? Have you been feeding them magic items thus far, or is this the first instance?
As for the items, I think the Amulet of the Devout is a little much imo considering clerics now have the optional feature to regain CD as a bonus action. I recently had to weigh out the pros/cons with my campaign's tempest cleric for just this instance. Clerics are reeeeeeeally strong right now, and Tasha only made them stronger. Tempest chunks at early levels with their Channel Divinity: Destructive Wrath, and you're buffing that, so I would be absolutely sure you want to give this to them now. But this may not be an issue for you if you didn't allow that feature. I'm just assuming since you clearly have Tasha's. If it's not enabled, then it's probably okay.
The other thing I would be concerned with is the cleric taking the javelin. They can really maximize the damage on that sucker doing an instant 24 + 1d6 + str mod. So you're looking at avg ~30 damage if the cleric gets it. Pallies can't smite on ranged attacks either. I understand wanting to give a pally some ranged power, but if a cleric can do it better why have them take it?
Finally, I'm not big on giving items in large batches, or ones that have strong synergy (at least that early on). I like my players to experiment and debate whether the item they find is right for them, or if they should give it to somebody else. This also allows them to experiment and get creative with combinations. Also it just doesn't make sense to me that the items that fit them like gloves just fall right into your hands, unless there's a good story reason why it's there.
For instance, my players just recently cleared out a large underground food cellar. They were told not to look in the owner's private room, but obviously they were going to. In a chest in that room was a Pipes of The Sewers. The owner had been using this pipe to keep his cellar clear of rats by luring them out and killing them. Now I have a bard in my group, and he's a Tabaxi, but it was never about either of those details.
Regardless, do it the way you want it. DM'ing is hard, but luckily the lessons fall right into your lap.
The party has been adventuring since level one. They're being chased by the antagonist who has made them outlaws within the Kingdom so they have not been able to go to any major cities for gear and upgrade yet. At l2 they found a cloak of protection and a hat of disguise. Later they were givin a cloak of many useful things. The city they're going to is a dwarf run city that is home to the Barbarian. the javelin of lightning funny enough was the suggestion of the cleric for the Paladin. My Paladin has been using javelin's like crazy and I just thought he would like the lightning option. The only characters who don't have a magic item are the cleric and the Paladin. I have to give the armor at least to the Barbarian cuz it's kind of his side quest reward. Is there any better options for a clerics item? Also they will be heading to a dungeon that be swarming with undead soon so I thought magic items would help overcome the resistance to the larger undeads that I have planned.
I assume the Barbie is battlerager(?), so the armor definitely makes sense and it is something I could see an orc having. I would tone it down to 2-3 items, since they've already got some. That said, Conal makes a good point. Sometimes it's good to talk about how things are going to progress even if you've already had a session 0. Some players like going with the flow, others need to know where they're going. It's not my style to let my players define how they turn out 5 levels down the road, but you don't have to be as inflexible as me.
This is my first time DMing a big campaign and I have my party heading to a city under siege. They will have three tasks to complete before the finale battle. I was originally going to give the party the new items before the final battle, but now wondering if I should wait tell after. The party is a barbarian storm herald, bard College of Eloquence, cleric tempest, paladin ancient, and wizard Conjuration. The party is 3rd level and will be 4 after the big battle. The finale battle will be against a Orc War Chief and a Orc Eye of Gruumsh. The items are a homebrew spiked armor that the spikes can retracted into the armor and looks like studded leather for the barbarian. A rythm maker drum uncommon for the bard. A Amulet of the Devout +1 for the cleric. Javelin if lighting for the Paladin. A Brooch of Shielding for the wizard. I'm worried about giving the bard and cleric basically the same item and the wizard brooch seems ok.
Any ideas will help Thanks
So, I guess I need more details about the journey so far. Did they start at lvl 3? Have you been feeding them magic items thus far, or is this the first instance?
As for the items, I think the Amulet of the Devout is a little much imo considering clerics now have the optional feature to regain CD as a bonus action. I recently had to weigh out the pros/cons with my campaign's tempest cleric for just this instance. Clerics are reeeeeeeally strong right now, and Tasha only made them stronger. Tempest chunks at early levels with their Channel Divinity: Destructive Wrath, and you're buffing that, so I would be absolutely sure you want to give this to them now. But this may not be an issue for you if you didn't allow that feature. I'm just assuming since you clearly have Tasha's. If it's not enabled, then it's probably okay.
The other thing I would be concerned with is the cleric taking the javelin. They can really maximize the damage on that sucker doing an instant 24 + 1d6 + str mod. So you're looking at avg ~30 damage if the cleric gets it. Pallies can't smite on ranged attacks either. I understand wanting to give a pally some ranged power, but if a cleric can do it better why have them take it?
Finally, I'm not big on giving items in large batches, or ones that have strong synergy (at least that early on). I like my players to experiment and debate whether the item they find is right for them, or if they should give it to somebody else. This also allows them to experiment and get creative with combinations. Also it just doesn't make sense to me that the items that fit them like gloves just fall right into your hands, unless there's a good story reason why it's there.
For instance, my players just recently cleared out a large underground food cellar. They were told not to look in the owner's private room, but obviously they were going to. In a chest in that room was a Pipes of The Sewers. The owner had been using this pipe to keep his cellar clear of rats by luring them out and killing them. Now I have a bard in my group, and he's a Tabaxi, but it was never about either of those details.
Regardless, do it the way you want it. DM'ing is hard, but luckily the lessons fall right into your lap.
The party has been adventuring since level one. They're being chased by the antagonist who has made them outlaws within the Kingdom so they have not been able to go to any major cities for gear and upgrade yet. At l2 they found a cloak of protection and a hat of disguise. Later they were givin a cloak of many useful things. The city they're going to is a dwarf run city that is home to the Barbarian. the javelin of lightning funny enough was the suggestion of the cleric for the Paladin. My Paladin has been using javelin's like crazy and I just thought he would like the lightning option. The only characters who don't have a magic item are the cleric and the Paladin. I have to give the armor at least to the Barbarian cuz it's kind of his side quest reward. Is there any better options for a clerics item? Also they will be heading to a dungeon that be swarming with undead soon so I thought magic items would help overcome the resistance to the larger undeads that I have planned.
So, there are a bunch of tables for how often and of what types of items you should give to your party that you can find via googling. However, it will depend entirely on what sort of game you want to play. If you want to play a superpowered game then lots of magic items are great. If you want something more toned down, especially at lower levels then less or no magic items are good. Especially if they are still running with basic equipment, you can offer them an equipment upgrade in place of a magic item.
As for what to give, I would argue that there aren't a lot of low level things that aren't universal. I would also take into account the personality and direction of the character. Giving a Warlock a +2 weapon is great, but if they are primarily spell casting then its not as useful as it could be. Something that would increase their spell attack or save DC by 1 would be more useful in that situation, even though it is a "worse" item.
You should also talk to your players about what they want as items, and what sort of distribution they want.
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I assume the Barbie is battlerager(?), so the armor definitely makes sense and it is something I could see an orc having. I would tone it down to 2-3 items, since they've already got some. That said, Conal makes a good point. Sometimes it's good to talk about how things are going to progress even if you've already had a session 0. Some players like going with the flow, others need to know where they're going. It's not my style to let my players define how they turn out 5 levels down the road, but you don't have to be as inflexible as me.
The link in my sig. Look for the Treasure - how to reward your players video. It might provide some fuel for thought.
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Ok thanks guys