I have an idea for a magical item. It's a container that can hold 10 arrows/crossbow bolts and at dawn, it randomly adds magical properties that deal an extra 1d4 damage of either fire, ice, or radiant damage. How rare should this item be? Is it too powerful to be a rare item? Should it be very rare?
It sounds like what your suggesting is something like a quiver with a constant flame arrows spell over it. Based on the DMG, it would probably be an uncommon magical item, although if there's a chance the arrows might have radiant damage, it might push it up into rare, considering there aren't many monsters that are resistant to radiant damage (not many common ones anyway). It'll be easier to judge how rare it should be once you've fleshed out the description and wording for it. So here's a couple questions to think about when writing the description:
If the arrows aren't used by the next dawn, do they get a new random damage type? Does the damage stack? Do they remain unchanged?
Does the magic on the ammunition dissipate once it''s fired, regardless of whether it hits or misses?
Case of Moody Bolts Wonderous Item, Rare, A small case that contains 10 bolts for crossbows. At every dawn, the DM secretly rolls (or chooses) an effect from the list below. If they are not used until the next dawn they lose their magic and regain a new effect. it cannot be the same effect twice in a row. -Bolts of Screaming: When these bolts are fired they scream loudly. Doing 2d6 psychic damage to anyone who is within 10 ft of it while it's moving through the air. -Bolts of Invisibility: These bolts are invisible, but can be heard and seen after impact. If it hits a creature that is not invisible the creature then (if willing) turns invisible until the start of it's next turn. If it hits a creature that is invisible it does double damage. -Bolts of Hunting: These bolts down their qurray, being the creature they are shot at. if the shot misses you may reroll again. If it still misses, the bolts keep flying back towards the target. At the start of your turn you make another attack roll against the same creature until the shot hits. If the creature dies the bolts drop to the ground and lose their magic. -Bolts of Insults: The bolts yell insults during their flight to their target. The damage dealt to the target is psychic if it wasn't already. -Bolts of Betraying: If the bolts miss their target, they fly right back towards you and you have to make an attack roll with every possible bonus towards yourself. -Bolts of Weight: These bolts only have a range of 10/15 ft. If they hit a target they do an additional 3d8 bludgeoning damage. -Bolts of Air: These bolts weight nothing. They have a range of 300 ft. if they hit a target they do an additional 1d12 piercing damage. -Bolts of Impacting: When a creature is hit with these bolts it has to make a DC 14 strength saving throw or be push 10 ft back and take an additional 2d6 bludgeoning damage. -Bolts of Shortcuts: These bolts hit their target 1d4 rounds after being fired. -Bolts of Penetration: These bolts ignores all cover, and destroys non magical metal and wood structures that are less than 5 inches thick. -Bolts of Halting: These bolts fly half the way to their target and continue their movement at the start of your next turn. -Bolts of Swarming: These bolts break into multiple protectiles when fired. Roll 1d4-1. The result is the additional bolts fired. If you fire 0 additional bolts, the original bolts just breaks and does nothing. -Bolts of Divine: These bolts do an additional 1d8 radiant damage. Undead and fiends have to make a DC 16 constitution saving throw or take 5d12 radiant damage. These bolts refuse to damage celestials or Lawful Good paladins and instead fire back at you unless you are of the same alignment or a celestial.
I spent way to much time on this shit! xD But I hope this helps. But I'm just gonna go copy this into my google drive so I can keep it for future needs. -Daergiel
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I have an idea for a magical item. It's a container that can hold 10 arrows/crossbow bolts and at dawn, it randomly adds magical properties that deal an extra 1d4 damage of either fire, ice, or radiant damage. How rare should this item be? Is it too powerful to be a rare item? Should it be very rare?
It sounds like what your suggesting is something like a quiver with a constant flame arrows spell over it. Based on the DMG, it would probably be an uncommon magical item, although if there's a chance the arrows might have radiant damage, it might push it up into rare, considering there aren't many monsters that are resistant to radiant damage (not many common ones anyway). It'll be easier to judge how rare it should be once you've fleshed out the description and wording for it. So here's a couple questions to think about when writing the description:
Hope that helps!
Case of Moody Bolts
Wonderous Item, Rare,
A small case that contains 10 bolts for crossbows.
At every dawn, the DM secretly rolls (or chooses) an effect from the list below. If they are not used until the next dawn they lose their magic and regain a new effect.
it cannot be the same effect twice in a row.
-Bolts of Screaming: When these bolts are fired they scream loudly. Doing 2d6 psychic damage to anyone who is within 10 ft of it while it's
moving through the air.
-Bolts of Invisibility: These bolts are invisible, but can be heard and seen after impact. If it hits a creature that is not invisible the creature then (if willing) turns invisible
until the start of it's next turn. If it hits a creature that is invisible it does double damage.
-Bolts of Hunting: These bolts down their qurray, being the creature they are shot at. if the shot misses you may reroll again. If it still misses, the bolts keep flying back towards the target. At the start of your turn you make another attack roll against the same creature until the shot hits. If the creature dies the bolts drop to the ground and lose their magic.
-Bolts of Insults: The bolts yell insults during their flight to their target. The damage dealt to the target is psychic if it wasn't already.
-Bolts of Betraying: If the bolts miss their target, they fly right back towards you and you have to make an attack roll with every possible bonus towards yourself.
-Bolts of Weight: These bolts only have a range of 10/15 ft. If they hit a target they do an additional 3d8 bludgeoning damage.
-Bolts of Air: These bolts weight nothing. They have a range of 300 ft. if they hit a target they do an additional 1d12 piercing damage.
-Bolts of Impacting: When a creature is hit with these bolts it has to make a DC 14 strength saving throw or be push 10 ft back and take an additional 2d6 bludgeoning damage.
-Bolts of Shortcuts: These bolts hit their target 1d4 rounds after being fired.
-Bolts of Penetration: These bolts ignores all cover, and destroys non magical metal and wood structures that are less than 5 inches thick.
-Bolts of Halting: These bolts fly half the way to their target and continue their movement at the start of your next turn.
-Bolts of Swarming: These bolts break into multiple protectiles when fired. Roll 1d4-1. The result is the additional bolts fired. If you fire 0 additional bolts, the original bolts just breaks and does nothing.
-Bolts of Divine: These bolts do an additional 1d8 radiant damage. Undead and fiends have to make a DC 16 constitution saving throw or take 5d12 radiant damage. These bolts refuse to damage celestials or Lawful Good paladins and instead fire back at you unless you are of the same alignment or a celestial.
I spent way to much time on this shit! xD But I hope this helps. But I'm just gonna go copy this into my google drive so I can keep it for future needs.
-Daergiel