Orb of biohardening: I like it. May want to specify bludgeoning, piercing, slashing if that was your intent.
Orb of mechanized perfection: Warforged already have the highest natural armor in the game, and I advise against giving them more.
Glave of the arcane sentinel: It is a little lacking for an artifact. Since it requires attunement by a spellcaster, it would make sense for the item to have spells.
Orb of biohardening: I like it. May want to specify bludgeoning, piercing, slashing if that was your intent.
Orb of mechanized perfection: Warforged already have the highest natural armor in the game, and I advise against giving them more.
Glave of the arcane sentinel: It is a little lacking for an artifact. Since it requires attunement by a spellcaster, it would make sense for the item to have spells.
hehehehe, people other places complain that the glaive is OP and/or broken but dont give any feedback on why. Well it do have a +2 in spellattack and DC and I figured it made sense to attune to a spellcaster.
For the orb of mechanized perfection, is that Charisma bonus in place of Dexterity bonus, or in addition to? In other words, would you calculate your unarmored AC as 10 + DEX + CHA or as 10 + CHA while using the orb?
For the orb of mechanized perfection, is that Charisma bonus in place of Dexterity bonus, or in addition to? In other words, would you calculate your unarmored AC as 10 + DEX + CHA or as 10 + CHA while using the orb?
If you're asking about the AC on the orb of mechanized perfection, then it depends. I'm going to preface this by saying I'm not an expert in ranking the abilities of magical items, but if we look at the DMG, the max bonus a rare/very rare item should contribute to something like AC should be between +2/+3. That means that, for an average player, it should be okay. But, if someone who preferred min/maxing their character got a hold of this and maxed their DEX and CHA stats, they could have a AC 20 just holding this item, which could be a problem if they start stacking other AC boosting abilities on top of it.
I might just pull back and allow players to sub their CHA for their DEX when they calculate their AC. I think it's a little less easy to abuse.
Warforged do not need more AC. They can already get to 22AC with no shield. With a +3 shield and orb of mechanized perfection, that is 32AC. 30 anything without having to build around it is unbalanced.
They can still get that AC with the dragonmask though so I cant agree on that statement.
The dragonmask aslo gives another bunch of bonuses. True this is a legendary item, but by taking away alot of the bonuses I do belive that the orb is okey for a rare/very rare item.
Damage Absorption. You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight. You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes.
Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons.
Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.
If people have a problem with the glaive i'd add a level restriction on in. Other then that nice stuff :)
No problem with the glaive, rarity and attunement is all the restriction it needs.
My concern has always been the item that creates a character with potentially 32 AC using no legendary magic items and one attunement.
If i read it correctly the attunement can be done by any war-forged but can be wielded by any character with arcane spell-casting ability at any level. Only needing an unlock to use gives it an exploitable feel. If a minimal use level and/or class restriction would be added this would lower the chance of that happening. (yes, this would happen in my group so i have to keep an eye on this with my creations :P ).
Agreed with the 32 AC possibility problem.
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I like to create stuff, and always appreciate any feedback given to help improve the things i make.
If people have a problem with the glaive i'd add a level restriction on in. Other then that nice stuff :)
No problem with the glaive, rarity and attunement is all the restriction it needs.
My concern has always been the item that creates a character with potentially 32 AC using no legendary magic items and one attunement.
If i read it correctly the attunement can be done by any war-forged but can be wielded by any character with arcane spell-casting ability at any level. Only needing an unlock to use gives it an exploitable feel. If a minimal use level and/or class restriction would be added this would lower the chance of that happening. (yes, this would happen in my group so i have to keep an eye on this with my creations :P ).
Agreed with the 32 AC possibility problem.
Actually, it requires attunement by a warforged with arcane spellcasting. If you are not attuned, you can use it as an axe, but do not get the +3 or other benefits (as per rules on attunement).
And it is an artifact level rarity, intended for very high level characters, and all artifacts are at least this strong. The DM controls what items are available when, if level 1 characters have access to artifacts, that is an issue you should take up with them.
Think i have to re-read attunement ^^. Untill now i have treated attunement as an activation cost accompanied by eventual wielder reqs. besides the normal maximum amount attuned items allowed at one time.
On the rarity factor, i like to avoid entire campaigns / lots of playtime going into getting a single item so most are attainable / for sale in my high magic campaign.
The only thing stopping the pc's from getting them would be the req's.
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I like to create stuff, and always appreciate any feedback given to help improve the things i make.
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I would love if someone with a bit more experience than me take a look at my item I have created to let me know if it works or how I can improve it.
Item: https://www.dndbeyond.com/magic-items/342697-orb-of-biohardening
Item: https://www.dndbeyond.com/magic-items/338684-orb-of-mechanized-perfection
Item: https://www.dndbeyond.com/magic-items/342696-glaive-of-the-arcane-sentinel
Anyone? :(
Orb of biohardening: I like it. May want to specify bludgeoning, piercing, slashing if that was your intent.
Orb of mechanized perfection: Warforged already have the highest natural armor in the game, and I advise against giving them more.
Glave of the arcane sentinel: It is a little lacking for an artifact. Since it requires attunement by a spellcaster, it would make sense for the item to have spells.
hehehehe, people other places complain that the glaive is OP and/or broken but dont give any feedback on why.
Well it do have a +2 in spellattack and DC and I figured it made sense to attune to a spellcaster.
I was intending it for arrows(piercing). Is there other ranged weapon attacks? A thrwoing hammer maybe for bludgeoning but what delivers slashing? :S
handaxes can be thrown.
Hmm you are right :) Is it to strong if it counts for all of the ranged weapon attacks?
Considering it doesn't specify weapons as opposed to spells, maybe.
For the orb of mechanized perfection, is that Charisma bonus in place of Dexterity bonus, or in addition to? In other words, would you calculate your unarmored AC as 10 + DEX + CHA or as 10 + CHA while using the orb?
Well it do say tanged weapon attacks, witch then take away spell attacks.
In addition. Just like the dragon masks.
But is that to powerful on a verry rare/rare item?
If you're asking about the AC on the orb of mechanized perfection, then it depends. I'm going to preface this by saying I'm not an expert in ranking the abilities of magical items, but if we look at the DMG, the max bonus a rare/very rare item should contribute to something like AC should be between +2/+3. That means that, for an average player, it should be okay. But, if someone who preferred min/maxing their character got a hold of this and maxed their DEX and CHA stats, they could have a AC 20 just holding this item, which could be a problem if they start stacking other AC boosting abilities on top of it.
I might just pull back and allow players to sub their CHA for their DEX when they calculate their AC. I think it's a little less easy to abuse.
Warforged do not need more AC. They can already get to 22AC with no shield. With a +3 shield and orb of mechanized perfection, that is 32AC. 30 anything without having to build around it is unbalanced.
They can still get that AC with the dragonmask though so I cant agree on that statement.
The dragonmask aslo gives another bunch of bonuses. True this is a legendary item, but by taking away alot of the bonuses I do belive that the orb is okey for a rare/very rare item.
Damage Absorption. You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight. You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes.
Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons.
Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.
Water Breathing. You can breathe underwater.
If people have a problem with the glaive i'd add a level restriction on in. Other then that nice stuff :)
I like to create stuff, and always appreciate any feedback given to help improve the things i make.
No problem with the glaive, rarity and attunement is all the restriction it needs.
My concern has always been the item that creates a character with potentially 32 AC using no legendary magic items and one attunement.
If i read it correctly the attunement can be done by any war-forged but can be wielded by any character with arcane spell-casting ability at any level. Only needing an unlock to use gives it an exploitable feel. If a minimal use level and/or class restriction would be added this would lower the chance of that happening. (yes, this would happen in my group so i have to keep an eye on this with my creations :P ).
Agreed with the 32 AC possibility problem.
I like to create stuff, and always appreciate any feedback given to help improve the things i make.
Actually, it requires attunement by a warforged with arcane spellcasting. If you are not attuned, you can use it as an axe, but do not get the +3 or other benefits (as per rules on attunement).
And it is an artifact level rarity, intended for very high level characters, and all artifacts are at least this strong. The DM controls what items are available when, if level 1 characters have access to artifacts, that is an issue you should take up with them.
Think i have to re-read attunement ^^. Untill now i have treated attunement as an activation cost accompanied by eventual wielder reqs. besides the normal maximum amount attuned items allowed at one time.
On the rarity factor, i like to avoid entire campaigns / lots of playtime going into getting a single item so most are attainable / for sale in my high magic campaign.
The only thing stopping the pc's from getting them would be the req's.
I like to create stuff, and always appreciate any feedback given to help improve the things i make.