So I am running DragonLance Shadow of the Dragon Queen. I have one player who is a half elf Bladesinger with access to Shield and Silvery Barbs. I want to give some cool armour for his character but as a DM having a wizard that can have an incredible AC already I don't want to add more AC. I am pretty generous with character creation and other things but I do want a balanced game. So I created this in mind just a rough idea.
Cloak of Red Dragon (name will change)
Once per day as a bonus action swirling flame engulfs you and you can move (misty step) anywhere you can see within in 30ft
Each create in a 10ft radias must make a dex save 13 or take 3d6 fire damage or half on a success.
I would also make several versions Lesser Cloak, Cloak, Greater, and Superior each level adding to the area of effect, the difficulty of the save and the damage. and the damage would happen only one time per use before or after the misty step effect
Lesser Cloak of Crimson Flame (common) Once per day as a Bonus Action a swirling crimson flame engulfs you and explodes in a 10' radius causing all creatures within the blast radius take 4d6 damage unless they make a Dex Save DC13 for half damage. The Flames also allow you to move 30 ft as per misty step.
The cloak grants resistance to fire damage
Cloak of Crimson Flame (uncommon) Once per day as a Bonus Action a swirling crimson flame engulfs you and explodes in a 15' radius causing all creatures within the blast radius take 6d6 damage unless they make a Dex Save DC14 half damage.. The Flames also allow you to move 30 ft as per misty step before or after the explosion.
The cloak grants resistance to fire damage
Greater Cloak of Crimson Flame (Rare) twice per day as a Bonus Action a swirling crimson flame engulfs you and explodes in a 20' radius causing all creatures within the blast radius take 8d6 damage unless they make a Dex Save DC15 half damage. The Flames also allow you to move 30 ft as per misty step before or after the explosion.
The cloak grants resistance to fire damage
Superior Cloak of Crimson Flame (legendary) Three times per day as a Bonus Action a swirling crimson flame engulfs you and explodes in a 25' radius causing all creatures within the blast radius take 10d6 damage unless they make a Dex Save DC16. The Flames also allow you to move 30 ft as per misty step before or after the explosion.
The cloak grants immunity to fire damage
I may have to borrow this for my games only have the bad guys wear them...
I would also make several versions Lesser Cloak, Cloak, Greater, and Superior each level adding to the area of effect, the difficulty of the save and the damage. and the damage would happen only one time per use before or after the misty step effect
Lesser Cloak of Crimson Flame (common) Once per day as a Bonus Action a swirling crimson flame engulfs you and explodes in a 10' radius causing all creatures within the blast radius take 4d6 damage unless they make a Dex Save DC13 for half damage. The Flames also allow you to move 30 ft as per misty step.
The cloak grants resistance to fire damage
Cloak of Crimson Flame (uncommon) Once per day as a Bonus Action a swirling crimson flame engulfs you and explodes in a 15' radius causing all creatures within the blast radius take 6d6 damage unless they make a Dex Save DC14 half damage.. The Flames also allow you to move 30 ft as per misty step before or after the explosion.
The cloak grants resistance to fire damage
Greater Cloak of Crimson Flame (Rare) twice per day as a Bonus Action a swirling crimson flame engulfs you and explodes in a 20' radius causing all creatures within the blast radius take 8d6 damage unless they make a Dex Save DC15 half damage. The Flames also allow you to move 30 ft as per misty step before or after the explosion.
The cloak grants resistance to fire damage
Superior Cloak of Crimson Flame (legendary) Three times per day as a Bonus Action a swirling crimson flame engulfs you and explodes in a 25' radius causing all creatures within the blast radius take 10d6 damage unless they make a Dex Save DC16. The Flames also allow you to move 30 ft as per misty step before or after the explosion.
The cloak grants immunity to fire damage
I may have to borrow this for my games only have the bad guys wear them...
The common and uncommon items shouldn’t grant resistance to fire damage, as a ring of fire resistance is a rare magic item. The very rare item seems a smidge underwhelming, and the common item should do almost nothing. If I was the DM I would make this a very rare magic item that gave fire resistance and once per day let you teleport up to 90 feet then triggers a fireball on you, based off con for the save.
So I am running DragonLance Shadow of the Dragon Queen. I have one player who is a half elf Bladesinger with access to Shield and Silvery Barbs. I want to give some cool armour for his character but as a DM having a wizard that can have an incredible AC already I don't want to add more AC. I am pretty generous with character creation and other things but I do want a balanced game. So I created this in mind just a rough idea.
Cloak of Red Dragon (name will change)
Once per day as a bonus action swirling flame engulfs you and you can move (misty step) anywhere you can see within in 30ft
Each create in a 10ft radias must make a dex save 13 or take 3d6 fire damage or half on a success.
You have resitance to fire damage
If this didn’t give fire resistance, then it would be strong but not broken as an uncommon item.
I would strongly suggest rewording the item since teleportation is not considered “movement,” and it’s unclear if the cloak simply teleports the wearer or if it allows them to cast misty step. Those might seem like minor nitpicky points, but they’re really not since “move” indicates that they must use their movement to use it, and since misty step can be blocked with counterspell but a built-in teleportation feature of the item cannot.
Also, it is unclear if the fire damage happens to creatures before the teleport, after the teleport, or if it’s up to the wearer. That’s important because if it happens before the teleport that’s a defensive feature, if it happens after the teleport it’s an offensive feature since they can teleport into a group of enemies and then it goes off. If it’s the wearer’s choice it makes it much more powerful because options = power.
PS- There’s a Homebrew forum specifically for questions like this.
So I am running DragonLance Shadow of the Dragon Queen. I have one player who is a half elf Bladesinger with access to Shield and Silvery Barbs. I want to give some cool armour for his character but as a DM having a wizard that can have an incredible AC already I don't want to add more AC. I am pretty generous with character creation and other things but I do want a balanced game. So I created this in mind just a rough idea.
Cloak of Red Dragon (name will change)
Once per day as a bonus action swirling flame engulfs you and you can move (misty step) anywhere you can see within in 30ft
Each create in a 10ft radias must make a dex save 13 or take 3d6 fire damage or half on a success.
You have resitance to fire damage
I would also make several versions Lesser Cloak, Cloak, Greater, and Superior each level adding to the area of effect, the difficulty of the save and the damage. and the damage would happen only one time per use before or after the misty step effect
Lesser Cloak of Crimson Flame (common)
Once per day as a Bonus Action a swirling crimson flame engulfs you and explodes in a 10' radius causing all creatures within the blast radius take 4d6 damage unless they make a Dex Save DC13 for half damage. The Flames also allow you to move 30 ft as per misty step.
The cloak grants resistance to fire damage
Cloak of Crimson Flame (uncommon)
Once per day as a Bonus Action a swirling crimson flame engulfs you and explodes in a 15' radius causing all creatures within the blast radius take 6d6 damage unless they make a Dex Save DC14 half damage.. The Flames also allow you to move 30 ft as per misty step before or after the explosion.
The cloak grants resistance to fire damage
Greater Cloak of Crimson Flame (Rare)
twice per day as a Bonus Action a swirling crimson flame engulfs you and explodes in a 20' radius causing all creatures within the blast radius take 8d6 damage unless they make a Dex Save DC15 half damage. The Flames also allow you to move 30 ft as per misty step before or after the explosion.
The cloak grants resistance to fire damage
Superior Cloak of Crimson Flame (legendary)
Three times per day as a Bonus Action a swirling crimson flame engulfs you and explodes in a 25' radius causing all creatures within the blast radius take 10d6 damage unless they make a Dex Save DC16. The Flames also allow you to move 30 ft as per misty step before or after the explosion.
The cloak grants immunity to fire damage
I may have to borrow this for my games only have the bad guys wear them...
The common and uncommon items shouldn’t grant resistance to fire damage, as a ring of fire resistance is a rare magic item. The very rare item seems a smidge underwhelming, and the common item should do almost nothing. If I was the DM I would make this a very rare magic item that gave fire resistance and once per day let you teleport up to 90 feet then triggers a fireball on you, based off con for the save.
If this didn’t give fire resistance, then it would be strong but not broken as an uncommon item.
I would strongly suggest rewording the item since teleportation is not considered “movement,” and it’s unclear if the cloak simply teleports the wearer or if it allows them to cast misty step. Those might seem like minor nitpicky points, but they’re really not since “move” indicates that they must use their movement to use it, and since misty step can be blocked with counterspell but a built-in teleportation feature of the item cannot.
Also, it is unclear if the fire damage happens to creatures before the teleport, after the teleport, or if it’s up to the wearer. That’s important because if it happens before the teleport that’s a defensive feature, if it happens after the teleport it’s an offensive feature since they can teleport into a group of enemies and then it goes off. If it’s the wearer’s choice it makes it much more powerful because options = power.
PS- There’s a Homebrew forum specifically for questions like this.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting