I have created a couple of magical items, and would like some opinions on whether the rarity is appropriate or not. After this, I'm gonna make them public, so yall can enjoy them
Spear of Chaos
Weapon (spear), very rare (requires attunement)
This spear is made of a weird opalescent crystal, and constantly shifts its weight distribution in the hands of the wielder.
You have a -3 penalty to attack rolls made with this weapon, but when it hits with an attack, roll 1d8. The weapon deals 2d20 damage of the type specified by the result of the d8:
Fire
Cold
Lightning
Acid
Necrotic
Psychic
Radiant
Force
If you roll a 20 on one of the damage die, you can roll another d20 of damage and add it to the total.
Fork of the Obese
Wondrous item, rare
Once per day, this magical fork allows you to use an action to eat any non-magical item with a volume not higher than 1 cu. ft. You heal 2d8+2 hit points.
Trench Coat and Magnifying Glass
Wondrous item, uncommon
While wearing this brown trench coat and holding the lens, you are able to notice small details and footprints. You have advantage on Intelligence (Investigation) checks that rely on sight, as well as Wisdom (Survival) checks related to tracking.
Peacock Feather
Wondrous item, uncommon
While wearing this single very visible peacock feather on your head (it is secured by a leather strip), you have advantage to Charisma checks made to seduce female creatures. Also, once per day, you can grab the feather as a reaction and cast the feather fall spell.
Moon Boots
Wondrous item, uncommon
While wearing this pair of enormous white soft boots, you are not affected by difficult terrain made of snow, or by cold weather.
Also, once per day as a bonus action you can (for one minute) change your weight, becoming 6 times heavier or lighter. When lighter, your jump distance is tripled, and your speed increases by 10 ft., but you have disadvantage on ability checks or saving throws to avoid being moved, knocked prone or grappled. While heavier, your jump distance is halved, your speed decreases by 5 ft., but you have advantage on ability checks or saving throws to avoid being moved, knocked prone or grappled. As a bonus action you can dispel the effect.
Snow Globe
Wondrous item, uncommon
This 2-inch radius glass sphere filled with water contains a miniature replica of one of the floating islands of Eldar. When shaken, miniature snowflakes rotate and fall, simulating a snow storm.
This item has 2 charges, and regains 1d2 every day. As an action, you can shake the globe really hard, and cast one of the following spells: Snilloc’s snowball swarm (1 charge), or sleet storm (2 charges).
Good Luck Charms
Wondrous item, common (requires attunement)
Items like horseshoes, dried peppers, four-leaf clovers, rabbit feet and evil eyes are often sold as good luck charms. Although they are often fake, some real shamans or other spellcasters that can waive the strings of fate do actually sell real magical good luck charms. While attuned to this item, you have a luck point as per the Luck feat. Once you use this point, the charm tarnishes, rots or breaks and is no longer usable.
I am also considering removing the "one use" from the charms and making it a 1/day thing, and also maybe putting attunement on the Moon Boots...
Personally I would bump everything up one level of rarity. I dont think that the moonboots need to require attunment, it think it would take away from their appeal because attunment slots are limited.
Ummmm, well a one-use attunement luck point u think is worth as much as an uncommon magical item? Also, the trenchcoat and lens, I don't think they are worth more than Boots of Elvenkind... I mean they give advantage on those skill checks, but they are pretty limited and not as used as Stealth as far as skills go... Also the Peacock feather, compared to say a wand of magic missiles is nowhere near as powerful. The moon boots are comparable in power to items like Boots of Striding and Springing or Boots of the Winterlands, and those are uncommon but with attunement, so yeah I think I'll bump that up to rare to keep it without attunement. The spear of chaos is balanced around a +3 weapon: considering that a +2 to hit is worth 5 damage (+2 weapon vs flame tongue), the -3 to hit penalty is worth 7.5 damage, so 2d20-1d6(base)-7.5=21-3.5-7.5=10, which is worth about the same as a +3 weapon (7.5+3=10.5). Consider the spear requires attunement so even a 1-2 damage increase would be ok.
I have created a couple of magical items, and would like some opinions on whether the rarity is appropriate or not. After this, I'm gonna make them public, so yall can enjoy them
Spear of Chaos
Weapon (spear), very rare (requires attunement)
This spear is made of a weird opalescent crystal, and constantly shifts its weight distribution in the hands of the wielder.
You have a -3 penalty to attack rolls made with this weapon, but when it hits with an attack, roll 1d8. The weapon deals 2d20 damage of the type specified by the result of the d8:
If you roll a 20 on one of the damage die, you can roll another d20 of damage and add it to the total.
Fork of the Obese
Wondrous item, rare
Once per day, this magical fork allows you to use an action to eat any non-magical item with a volume not higher than 1 cu. ft. You heal 2d8+2 hit points.
Trench Coat and Magnifying Glass
Wondrous item, uncommon
While wearing this brown trench coat and holding the lens, you are able to notice small details and footprints. You have advantage on Intelligence (Investigation) checks that rely on sight, as well as Wisdom (Survival) checks related to tracking.
Peacock Feather
Wondrous item, uncommon
While wearing this single very visible peacock feather on your head (it is secured by a leather strip), you have advantage to Charisma checks made to seduce female creatures. Also, once per day, you can grab the feather as a reaction and cast the feather fall spell.
Moon Boots
Wondrous item, uncommon
While wearing this pair of enormous white soft boots, you are not affected by difficult terrain made of snow, or by cold weather.
Also, once per day as a bonus action you can (for one minute) change your weight, becoming 6 times heavier or lighter. When lighter, your jump distance is tripled, and your speed increases by 10 ft., but you have disadvantage on ability checks or saving throws to avoid being moved, knocked prone or grappled. While heavier, your jump distance is halved, your speed decreases by 5 ft., but you have advantage on ability checks or saving throws to avoid being moved, knocked prone or grappled. As a bonus action you can dispel the effect.
Snow Globe
Wondrous item, uncommon
This 2-inch radius glass sphere filled with water contains a miniature replica of one of the floating islands of Eldar. When shaken, miniature snowflakes rotate and fall, simulating a snow storm.
This item has 2 charges, and regains 1d2 every day. As an action, you can shake the globe really hard, and cast one of the following spells: Snilloc’s snowball swarm (1 charge), or sleet storm (2 charges).
Good Luck Charms
Wondrous item, common (requires attunement)
Items like horseshoes, dried peppers, four-leaf clovers, rabbit feet and evil eyes are often sold as good luck charms. Although they are often fake, some real shamans or other spellcasters that can waive the strings of fate do actually sell real magical good luck charms. While attuned to this item, you have a luck point as per the Luck feat. Once you use this point, the charm tarnishes, rots or breaks and is no longer usable.
I am also considering removing the "one use" from the charms and making it a 1/day thing, and also maybe putting attunement on the Moon Boots...
Personally I would bump everything up one level of rarity. I dont think that the moonboots need to require attunment, it think it would take away from their appeal because attunment slots are limited.
Ummmm, well a one-use attunement luck point u think is worth as much as an uncommon magical item?
Also, the trenchcoat and lens, I don't think they are worth more than Boots of Elvenkind... I mean they give advantage on those skill checks, but they are pretty limited and not as used as Stealth as far as skills go... Also the Peacock feather, compared to say a wand of magic missiles is nowhere near as powerful.
The moon boots are comparable in power to items like Boots of Striding and Springing or Boots of the Winterlands, and those are uncommon but with attunement, so yeah I think I'll bump that up to rare to keep it without attunement.
The spear of chaos is balanced around a +3 weapon: considering that a +2 to hit is worth 5 damage (+2 weapon vs flame tongue), the -3 to hit penalty is worth 7.5 damage, so 2d20-1d6(base)-7.5=21-3.5-7.5=10, which is worth about the same as a +3 weapon (7.5+3=10.5). Consider the spear requires attunement so even a 1-2 damage increase would be ok.
Also, you would make the Fork a Very Rare item when the Necklace of Prayers exists?
Then keep them where they are. Not my circus, not my monkey.