Hi everyone! I'm a first-time DM writing my own one-shot for my players. One of them is a cleric who's making an in-person spell book to help them with their spells. I was hoping to add it in-game as a gift from their God. (They have agreed to this.) I wanted to make the item magical and have them roll a constitution save when picking it up. (Further making it a once-per-day constitution saving throw) can I get suggestions for good and bad outcomes for whether they succeed or fail the roll? If it helps the player is level 5.
What is it you want this item to do? Moreover, why would their god give them a cursed item? (Generally items that might do bad things are considered cursed.)
Frankly I’d be cautious about handing out a custom magic item- one that does something significant rather than just being cosmetic- to one particular player; that doesn’t always have the best optics, particularly in the context of a one-shot. I’ll also second the point that it’s weird for the item to have a drawback/curse effect in this context.
Now, if you’re letting all the players gear up with a magic item to start with, reflavoring an Amulet of the Devout as a book should hit the right vibe.
Another option would be to allow it to function as a Pearl of Power, which is useful for any caster.
If you want it to have some kind of drawback or gamble to go with it, you could have it deal a little bit of radiant damage to the user with a failed save (maybe 2d6ish).
If it's just for fun and excitement, maybe have them roll on the Sorcerer's Magic Wild Surge table (2024 PHB p150) each time they try to use the book or the first time each day. There are some positive and negative effects that can create some interesting situations. Or use it as a guide to homebrew your own Cleric based outcomes, since it sounds like that's what you're doing. Have fun!
Unfortunately, a book that can randomly do good and bad things is neither fun nor exciting for most players.
It certainly doesn't substitute for one of the other characters somehow managing to hog the spot light by becoming "intertwined with the main NPC". If you want to add opportunities for the other characters in the game then it might be a better idea to read over or talk to them about their character backstories and see if there are any elements you can tie into your current story line giving each them an opportunity to be involved in plot elements. Substituting a minor magic item for involvement in the plot line doesn't really work.
The entire collection of Dungeons and Dragons books are basically books that can randomly do good and bad things, lol. That's the whole point of the game.
They already said they are working with the player to come up with these ideas. And if they currently have a player intertwined with an NPC, that doesn't necessarily mean they are "hogging the spotlight". Some players love romance, some love having interesting items. Every table is different and it sounds like they are just looking for some ideas to discuss. I'll leave it up to them to decide what's fun and exciting for their table.
That's fair. I just wanted to make it exciting, I only have three players and one of them (Not the Cleric) is rather, intertwined with the main NPC.
What god is it? That should be a factor on the god/bad thing. Which imo for a trickster god, the advantage/disadvantage makes sense. I'd keep the save low though. No more than a 12 - 15 save. Honestly if it is a god of Good or Lawful in nature I would think of something else than a random boon / punishment.
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Hi everyone! I'm a first-time DM writing my own one-shot for my players. One of them is a cleric who's making an in-person spell book to help them with their spells. I was hoping to add it in-game as a gift from their God. (They have agreed to this.) I wanted to make the item magical and have them roll a constitution save when picking it up. (Further making it a once-per-day constitution saving throw) can I get suggestions for good and bad outcomes for whether they succeed or fail the roll? If it helps the player is level 5.
What is it you want this item to do? Moreover, why would their god give them a cursed item? (Generally items that might do bad things are considered cursed.)
Frankly I’d be cautious about handing out a custom magic item- one that does something significant rather than just being cosmetic- to one particular player; that doesn’t always have the best optics, particularly in the context of a one-shot. I’ll also second the point that it’s weird for the item to have a drawback/curse effect in this context.
Now, if you’re letting all the players gear up with a magic item to start with, reflavoring an Amulet of the Devout as a book should hit the right vibe.
Another option would be to allow it to function as a Pearl of Power, which is useful for any caster.
If you want it to have some kind of drawback or gamble to go with it, you could have it deal a little bit of radiant damage to the user with a failed save (maybe 2d6ish).
I was thinking they get to roll advantage on their first combat roll if they succeed and disadvantage/roll normally if they fail.
“Combat roll” is a pretty imprecise term, and you typical Cleric isn’t making a ton of attack rolls if that’s what you meant.
That's fair. I just wanted to make it exciting, I only have three players and one of them (Not the Cleric) is rather, intertwined with the main NPC.
If it's just for fun and excitement, maybe have them roll on the Sorcerer's Magic Wild Surge table (2024 PHB p150) each time they try to use the book or the first time each day. There are some positive and negative effects that can create some interesting situations. Or use it as a guide to homebrew your own Cleric based outcomes, since it sounds like that's what you're doing. Have fun!
Unfortunately, a book that can randomly do good and bad things is neither fun nor exciting for most players.
It certainly doesn't substitute for one of the other characters somehow managing to hog the spot light by becoming "intertwined with the main NPC". If you want to add opportunities for the other characters in the game then it might be a better idea to read over or talk to them about their character backstories and see if there are any elements you can tie into your current story line giving each them an opportunity to be involved in plot elements. Substituting a minor magic item for involvement in the plot line doesn't really work.
The entire collection of Dungeons and Dragons books are basically books that can randomly do good and bad things, lol. That's the whole point of the game.
They already said they are working with the player to come up with these ideas. And if they currently have a player intertwined with an NPC, that doesn't necessarily mean they are "hogging the spotlight". Some players love romance, some love having interesting items. Every table is different and it sounds like they are just looking for some ideas to discuss. I'll leave it up to them to decide what's fun and exciting for their table.
Seems a lot of people are talking down about how someone runs their setting rather than helping with ideas.
What god is it? That should be a factor on the god/bad thing. Which imo for a trickster god, the advantage/disadvantage makes sense. I'd keep the save low though. No more than a 12 - 15 save.
Honestly if it is a god of Good or Lawful in nature I would think of something else than a random boon / punishment.