I created a magic blade for my level 4/5 group as a reward for beating a dragon. "1d6 radiant damage + 1d6 lightning damage, finesse. Whoever defeats the wielder of this weapon automatically attunes to it. While attuned, you cannot be parted from this blade by anything short of the Wish spell. Any attempt to take the weapon from you results in it magically reappearing in your hand immediately. You wield this weapon as though you are proficient with it." I also toyed around with the idea of making it a +2 weapon, with +1 damage bonus going to each damage die, as well making it crit on 19-20. If I went that route what level would you suggest is more appropriate?
I also went through my old 3e Forgotten Realms campaign setting book and got an idea to adapt a few spells into items.
- Darkbolt - I'd have our archer roll 3d4 (too many?) for the number of arrows when he finds a quiver. Each arrow deals an additional 1d8 cold damage. On a hit, the foe makes a DC13 Constitution save or is stunned for one round.
- Thunderlance- Becomes a magic spear. Thunderlance contains 3 charges. 1 charge- on a hit, the target takes an extra 2d6 thunder damage. 2 charges- on a hit, you may have Thunderlance's powers cast dispel at 3rd level on the target. Make this DC check using your attack bonus. Thunderlance regains d3 charges each day at dawn.
- Grimwald's Graymantle- Becomes a magic skull that you lob like a grenade (range 60ft). If Grimwald's Graymantle hits the target, the gray radiance is transferred from the skull to the creature, covering it entirely. For the duration of the effect (1 minute), the creature cannot regain hit points or ability score points by any means. Natural regeneration (such as that of trolls) is stopped, as are the effects of any magic items that restore hit points. Spells that return lost hit points do not work on that individual. Other spells function normally, including those that cure other afflictions (disease, blindness). Those that remove hit points are unaffected by the spell. The subject can improve his current hit points by boosting his Constitution score and can receive temporary hit points. Upon the expiration of the effect, automatic healing abilities and items such as a ring of regeneration or a troll's regeneration ability begin to function again. Once you use Grimwald's Graymantle in this way, you may not do so again until the next dawn.
- These three items are going to be in a set with a bonus if you attune to all of them:
Shadow Mask - You gain darkvision out to 60ft. You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes. If you avert your eyes while using shadow mask, you have advantage when making the saving throw. If you are also attuned to the Shadow Armor and Shadow Claws, you gain a +1 bonus to all saving throws.
Armor of Darkness (renamed as Shadow Armor) - Light armor. You receive a +2 bonus on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects, such as the flare spell or the fireworks effect of pyrotechnics. You have resistance to radiant damage. If you are also attuned to the Shadow Mask and Shadow Claws, you gain a +1 bonus to AC.
Claws of Darkness (renamed as Shadow Claws) - You can use the claws to make unarmed attacks as if they were natural weapons. You can attack with one claw as your action and can attack with the other claw with your bonus action. If you have multiple attacks, you use them normally when attacking with the claws. Attacks with the claws are melee touch attacks. Each claw deals 1d8 points of cold damage. If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of the Slow spell for as long as you maintain the grapple. An opponent that makes a successful Wisdom saving throw is immune to this effect. While you wear the claws, you cannot cast spells with components other than verbal ones, nor can you carry items with your hands. Any magic items worn on your hands are temporarily absorbed and cease functioning while the spell is active. If you are also attuned to the Shadow Mask and Shadow Armor, you gain a +1 bonus to attack and damage rolls.
Darkbolt: A common effect to associate with cold damage is disadvantage. For example the spell Frostbite. Being able to stun an enemy with every shot seems a bit OP. I get that it's limited use so it's fine if that's what you want, but if you make it just disadvantage then 3d4 is definitely not excessive, and I'd even go to like 4d6 or something.
Thunderlance: A bit similar to Javelin of Lightning, but not the same. This one's a spear, so it can be thrown or used as a melee weapon. Or is it a lance? That's a different weapon.
The idea of a set bonus for items is pretty cool. I hope you will leak this information to the party through rumors or something before they find all three. That will be a nice motivation.
Thanks for the tips! For the adapted spells I pretty much copied and pasted the text. I like disadvantage better than stunning. I'll probably rename Thunderlance.
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I created a magic blade for my level 4/5 group as a reward for beating a dragon. "1d6 radiant damage + 1d6 lightning damage, finesse. Whoever defeats the wielder of this weapon automatically attunes to it. While attuned, you cannot be parted from this blade by anything short of the Wish spell. Any attempt to take the weapon from you results in it magically reappearing in your hand immediately. You wield this weapon as though you are proficient with it." I also toyed around with the idea of making it a +2 weapon, with +1 damage bonus going to each damage die, as well making it crit on 19-20. If I went that route what level would you suggest is more appropriate?
I also went through my old 3e Forgotten Realms campaign setting book and got an idea to adapt a few spells into items.
- Darkbolt - I'd have our archer roll 3d4 (too many?) for the number of arrows when he finds a quiver. Each arrow deals an additional 1d8 cold damage. On a hit, the foe makes a DC13 Constitution save or is stunned for one round.
- Thunderlance- Becomes a magic spear. Thunderlance contains 3 charges. 1 charge- on a hit, the target takes an extra 2d6 thunder damage. 2 charges- on a hit, you may have Thunderlance's powers cast dispel at 3rd level on the target. Make this DC check using your attack bonus. Thunderlance regains d3 charges each day at dawn.
- Grimwald's Graymantle- Becomes a magic skull that you lob like a grenade (range 60ft). If Grimwald's Graymantle hits the target, the gray radiance is transferred from the skull to the creature, covering it entirely. For the duration of the effect (1 minute), the creature cannot regain hit points or ability score points by any means. Natural regeneration (such as that of trolls) is stopped, as are the effects of any magic items that restore hit points. Spells that return lost hit points do not work on that individual. Other spells function normally, including those that cure other afflictions (disease, blindness). Those that remove hit points are unaffected by the spell. The subject can improve his current hit points by boosting his Constitution score and can receive temporary hit points. Upon the expiration of the effect, automatic healing abilities and items such as a ring of regeneration or a troll's regeneration ability begin to function again. Once you use Grimwald's Graymantle in this way, you may not do so again until the next dawn.
- These three items are going to be in a set with a bonus if you attune to all of them:
Shadow Mask - You gain darkvision out to 60ft. You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes. If you avert your eyes while using shadow mask, you have advantage when making the saving throw. If you are also attuned to the Shadow Armor and Shadow Claws, you gain a +1 bonus to all saving throws.
Armor of Darkness (renamed as Shadow Armor) - Light armor. You receive a +2 bonus on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects, such as the flare spell or the fireworks effect of pyrotechnics. You have resistance to radiant damage. If you are also attuned to the Shadow Mask and Shadow Claws, you gain a +1 bonus to AC.
Claws of Darkness (renamed as Shadow Claws) - You can use the claws to make unarmed attacks as if they were natural weapons. You can attack with one claw as your action and can attack with the other claw with your bonus action. If you have multiple attacks, you use them normally when attacking with the claws. Attacks with the claws are melee touch attacks. Each claw deals 1d8 points of cold damage. If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of the Slow spell for as long as you maintain the grapple. An opponent that makes a successful Wisdom saving throw is immune to this effect. While you wear the claws, you cannot cast spells with components other than verbal ones, nor can you carry items with your hands. Any magic items worn on your hands are temporarily absorbed and cease functioning while the spell is active. If you are also attuned to the Shadow Mask and Shadow Armor, you gain a +1 bonus to attack and damage rolls.
Pretty cool.
I like the "loyal" property of the magic blade.
Darkbolt: A common effect to associate with cold damage is disadvantage. For example the spell Frostbite. Being able to stun an enemy with every shot seems a bit OP. I get that it's limited use so it's fine if that's what you want, but if you make it just disadvantage then 3d4 is definitely not excessive, and I'd even go to like 4d6 or something.
Thunderlance: A bit similar to Javelin of Lightning, but not the same. This one's a spear, so it can be thrown or used as a melee weapon. Or is it a lance? That's a different weapon.
The idea of a set bonus for items is pretty cool. I hope you will leak this information to the party through rumors or something before they find all three. That will be a nice motivation.
Thanks for the tips! For the adapted spells I pretty much copied and pasted the text. I like disadvantage better than stunning. I'll probably rename Thunderlance.