I'm a first time DM trying to plan out a campaign I had after being struck by inspiration. I created a magic item which was mostly born from flavor, and would like to know if it's balanced for a 5th-6th level party.
Shard of Heaven is a vaguely rod shaped, double pointed chunk of pure platinum approximately eight inches long. It glows faintly in the dark, only enough to see the object itself and none of its surroundings. While this item is on your person, you have immunity to necrotic damage, resistance to poison damage, and advantage on all constitution saving throws. This item has a strong good aura when examined under Detect Evil and Good and it cannot be broken, modified, or damaged by any means.
This item is meant to be a temporary power boost in a campaign with primarily undead enemies and will need to be consumed to defeat the big bad around level 12 or so. The item will be completely unsellable and unique and will come after defeating some powerful undead abomination in a mine somewhere. If this is too powerful for the level, I may make it so they only acquire the item a session or two before the boss fight or just make it a modified amulet of good health.
You know your campaign the best, but I don't think it is too powerful. I might force someone to actually hold it in their hand to benefit from it. And I would be tempted to have a vampire grapple them and disarm them at some point to just scare the crap out of them.
Hi all,
I'm a first time DM trying to plan out a campaign I had after being struck by inspiration. I created a magic item which was mostly born from flavor, and would like to know if it's balanced for a 5th-6th level party.
Shard of Heaven is a vaguely rod shaped, double pointed chunk of pure platinum approximately eight inches long. It glows faintly in the dark, only enough to see the object itself and none of its surroundings. While this item is on your person, you have immunity to necrotic damage, resistance to poison damage, and advantage on all constitution saving throws. This item has a strong good aura when examined under Detect Evil and Good and it cannot be broken, modified, or damaged by any means.
This item is meant to be a temporary power boost in a campaign with primarily undead enemies and will need to be consumed to defeat the big bad around level 12 or so. The item will be completely unsellable and unique and will come after defeating some powerful undead abomination in a mine somewhere. If this is too powerful for the level, I may make it so they only acquire the item a session or two before the boss fight or just make it a modified amulet of good health.
You know your campaign the best, but I don't think it is too powerful. I might force someone to actually hold it in their hand to benefit from it. And I would be tempted to have a vampire grapple them and disarm them at some point to just scare the crap out of them.
Looks like a very rare item to me.
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