I've made several homebrew items over the years, and while I've never had someone displeased with it, I am somewhat envious of the clarity of the descriptions of core items and feats- and how they leave little to misunderstand. Here are a few that I think need more clarity, as whenever they're given to my players they always have additional questions about how they work in different scenarios. Also, I'd like to know if they're overpowered/underpowered.
Please tell me if you see something unclear, or if I need to include additional clarity for uncommon situations.
I've made several homebrew items over the years, and while I've never had someone displeased with it, I am somewhat envious of the clarity of the descriptions of core items and feats- and how they leave little to misunderstand. Here are a few that I think need more clarity, as whenever they're given to my players they always have additional questions about how they work in different scenarios. Also, I'd like to know if they're overpowered/underpowered.
Please tell me if you see something unclear, or if I need to include additional clarity for uncommon situations.
Claiomh Uisce, a magical water-sword (Inspired by FFX):
https://www.dndbeyond.com/magic-items/8303755-claiomh-uisce
Companion Sphere, an orb that captures creatures and binds them to the attuned (Inspired by
Pokemonnothing, completely original idea):https://www.dndbeyond.com/magic-items/9024437-companion-sphere
Dancing Dagger, a magical throwing dagger that casts Cloud of Daggers when thrown (Inspired by FF5):
https://www.dndbeyond.com/magic-items/9024495-dancing-dagger
Gunmage Adept, a Feat that allows a character to use a revolver as a spellcasting focus, and also features the Catapult spell as a specialty:
https://www.dndbeyond.com/feats/1739570-gunmage-adept