The campaign I'm running in structure will have our 5 heroes around levels 10-13ish going around to obtain 5 ancient relics placed in temples by 5 gods/goddesses that formed a pact in the lore of my homebrew campaign. I've browsed around some other homebrew magic items for inspiration and created the following 5 legendary items which will be listed below.
I'm seeking the critiques and responses based on the following questions:
1. How well do these balance to one another as the intention is for each player character to have 1 and while they don't have to there is 1 each that's more geared towards their class and play style?
2. With the intention of gaining these around Level 10-13ish and having them on them at least through a critical milestone point around Level 18, are they overpowered, underpowered, relatively balanced for those 5-8 levels of play?
3. What changes would you recommend to any or all of the items to ensure that the end goal of "player things this is a cool as shit item and feels rewarded for obtaining it and using it" while still maintaining their core focus [nature based staff, sneaky armor, powerful longbow, party protection shield, survivability weapon]
Thanks in advance!
Staff of Nature’s Dominion [Mielikki]
Quarterstaff [requires attunement]
The unique runes that cover the staff are friendly wards that repeal unnatural intent. Giving the user a +1 bonus to resist charm, poisoned, and control effects.
It does 3d4 bludgeoning damage and 1d4 lightning damage.
Twice per long rest, you can use an action to thrust the staff into the ground. A wave of natural energy spreads outward, causing magical vines to sprout outward in a 20 foot radius. The ground becomes difficult terrain to hostile creatures and friendly creatures regain 3d8 health.
All plant life within a 20 foot radius of the staff flourishes with strength and beauty.
Armor of the Dark Maiden [Eilistraee]
solid black leather armor [requires attunement]
AC = 18
Advantage on Stealth checks while wearing
1 charge/Long Rest the wearer can cast Greater Invisibility on themselves only
Longbow of the Wild [Silvanus]
Longbow [requires attunement]
1D8+3 Damage
+2 to Hit
4 Charges/Day
Expend a charge to deal extra 1D8+3 Fire/Cold/Lightning/Force Damage (wielder’s choice)
While attuned to this weapon, you gain a +2 to perception and investigation checks
Divine Moonshield [Selune]
Shield [requires attunement]
While holding this shield, you have a +3 bonus to AC.
Whenever a fiend or an undead within 5 feet of you hits you with a melee attack, the shield flares up with radiant light. The attacker takes 2d10 radiant damage from the shield.
While holding this shield, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 13 or more levels in the paladin class, the radius of the aura increases to 20 feet. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
You can benefit from only one shield at a time.
Scimitar of Life [Chauntea]
Scimitar [requires attunement]
This weapon has +3 to attack and damage rolls
Once per combat round, when landing a successful melee hit with this weapon, gain 2D4 health restored to the wielder
This weapon has 5 charges on it, charges grant the wielder the ability to cast Healing Word as a bonus action. Each charge spent equals 1 level of Healing Word. This weapon recharges 1D4+1 charges after each long rest.
Rollback Post to RevisionRollBack
May your rolls be crits and your sessions be frequent
To post a comment, please login or register a new account.
The campaign I'm running in structure will have our 5 heroes around levels 10-13ish going around to obtain 5 ancient relics placed in temples by 5 gods/goddesses that formed a pact in the lore of my homebrew campaign. I've browsed around some other homebrew magic items for inspiration and created the following 5 legendary items which will be listed below.
I'm seeking the critiques and responses based on the following questions:
1. How well do these balance to one another as the intention is for each player character to have 1 and while they don't have to there is 1 each that's more geared towards their class and play style?
2. With the intention of gaining these around Level 10-13ish and having them on them at least through a critical milestone point around Level 18, are they overpowered, underpowered, relatively balanced for those 5-8 levels of play?
3. What changes would you recommend to any or all of the items to ensure that the end goal of "player things this is a cool as shit item and feels rewarded for obtaining it and using it" while still maintaining their core focus [nature based staff, sneaky armor, powerful longbow, party protection shield, survivability weapon]
Thanks in advance!
Staff of Nature’s Dominion [Mielikki]
Quarterstaff [requires attunement]
The unique runes that cover the staff are friendly wards that repeal unnatural intent. Giving the user a +1 bonus to resist charm, poisoned, and control effects.
It does 3d4 bludgeoning damage and 1d4 lightning damage.
Twice per long rest, you can use an action to thrust the staff into the ground. A wave of natural energy spreads outward, causing magical vines to sprout outward in a 20 foot radius. The ground becomes difficult terrain to hostile creatures and friendly creatures regain 3d8 health.
All plant life within a 20 foot radius of the staff flourishes with strength and beauty.
Armor of the Dark Maiden [Eilistraee]
solid black leather armor [requires attunement]
AC = 18
Advantage on Stealth checks while wearing
1 charge/Long Rest the wearer can cast Greater Invisibility on themselves only
Longbow of the Wild [Silvanus]
Longbow [requires attunement]
1D8+3 Damage
+2 to Hit
4 Charges/Day
Expend a charge to deal extra 1D8+3 Fire/Cold/Lightning/Force Damage (wielder’s choice)
While attuned to this weapon, you gain a +2 to perception and investigation checks
Divine Moonshield [Selune]
Shield [requires attunement]
While holding this shield, you have a +3 bonus to AC.
Whenever a fiend or an undead within 5 feet of you hits you with a melee attack, the shield flares up with radiant light. The attacker takes 2d10 radiant damage from the shield.
While holding this shield, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 13 or more levels in the paladin class, the radius of the aura increases to 20 feet. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
You can benefit from only one shield at a time.
Scimitar of Life [Chauntea]
Scimitar [requires attunement]
This weapon has +3 to attack and damage rolls
Once per combat round, when landing a successful melee hit with this weapon, gain 2D4 health restored to the wielder
This weapon has 5 charges on it, charges grant the wielder the ability to cast Healing Word as a bonus action. Each charge spent equals 1 level of Healing Word. This weapon recharges 1D4+1 charges after each long rest.
May your rolls be crits and your sessions be frequent