I have this crazy idea for a homebrew magic item: a peg leg. In order for it to be used, it must replace a character's leg (pre-existing condition, bad roll, self-mutilation - it's up to you! haha). I want there to be a trade off with using it. When attached but not attuned, there's a penalty of -5 movement speed and disadvantage to acrobatics checks. When attuned, no such penalty is incurred. Also when attuned, twice a day, you can expend a charge to gain the benefits of the Haste spell.
Not sure about the balance of it, but I like the idea that you essentially have access to this permanent Haste spell, but in order to have access to it, you need to give something up.
Whether a magic item is balanced depends entirely on how you run your game.
Let's assume you're using optional rules offered out in the DMG. (Magic Item Rarity p.135) (Magic Item Power by Rarity p.285) As written, your peg leg could probably be considered a Rare Magic Item, but if instead of twice, you reduced it to be able to use Haste only once per day, it could be considered an Uncommon Magic Item.
Rare Items are recommended to be given to players of a minimum level 6. Uncommon items are recommended for players of a minimum level 3.
Note: Optional rules offered in the DMG (Lingering Injuries p.272) Lose a Foot or Leg - Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.
Regenerate is a 7th level spell, so if you wanted to implement those limb loss mechanics, the peg leg would be more akin to a Very Rare magic item, even without casting haste. That would put it as an item for an 8th level character.
Eliminating the negative effects of amputation, and getting a haste spell, I wouldn't call it legendary, but it's certainly a niche piece of equipment. I think it'd be Rare when considered under these optional rules.
I have this crazy idea for a homebrew magic item: a peg leg. In order for it to be used, it must replace a character's leg (pre-existing condition, bad roll, self-mutilation - it's up to you! haha). I want there to be a trade off with using it. When attached but not attuned, there's a penalty of -5 movement speed and disadvantage to acrobatics checks. When attuned, no such penalty is incurred. Also when attuned, twice a day, you can expend a charge to gain the benefits of the Haste spell.
Not sure about the balance of it, but I like the idea that you essentially have access to this permanent Haste spell, but in order to have access to it, you need to give something up.
Thoughts?
Whether a magic item is balanced depends entirely on how you run your game.
Let's assume you're using optional rules offered out in the DMG. (Magic Item Rarity p.135) (Magic Item Power by Rarity p.285)
As written, your peg leg could probably be considered a Rare Magic Item, but if instead of twice, you reduced it to be able to use Haste only once per day, it could be considered an Uncommon Magic Item.
Rare Items are recommended to be given to players of a minimum level 6.
Uncommon items are recommended for players of a minimum level 3.
Regenerate is a 7th level spell, so if you wanted to implement those limb loss mechanics, the peg leg would be more akin to a Very Rare magic item, even without casting haste. That would put it as an item for an 8th level character.
Eliminating the negative effects of amputation, and getting a haste spell, I wouldn't call it legendary, but it's certainly a niche piece of equipment. I think it'd be Rare when considered under these optional rules.
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