Wondrous Item, varies (requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
Type | Strength | Rarity |
---|---|---|
Belt of Hill Giant Strength | 21 | Rare |
Belt of Frost Giant Strength | 23 | Very Rare |
Belt of Stone Giant Strength | 23 | Very Rare |
Belt of Fire Giant Strength | 25 | Very Rare |
Belt of Cloud Giant Strength | 27 | Legendary |
Belt of Storm Giant Strength | 29 | Legendary |
Notes: Set: Strength Score, Buff, Belt
Are these belts actually WORN by giants, or are the names more of a gimmick? Because if they are worn by giants, they would be pretty big, and there is nothing in the item's description that says it resizes to fit the one it attunes to. Obviously the DM could easily say that it DOES resize as part of the magic, but RAW you would have a bandolier instead of a belt if you looted it off a giant's corpse.
Giants don't wear these belts. They are named as they are because they give you the strength of the giant
Why doesn't this alter the melee attack damage when equipped?
You need to attune to it my friend. Yiu can find 3 attunement slots in either the character creator or the digital character sheet. On the character builder click one of the slots and choose the belt. On the character sheet scroll down to see attuned items and click the checkbox of the belt.
Does the level 20 feature primal champion of the barbarion stack with this? Becaus it does not in my character sheet
It does not Stack with this since it increases your own ability score. The effect of this item is to set the strength score to the appropriate value if your own strength score is lower than said value.
Almost nothing that increases strength scales with these belts. I think the only exception is the hammer that requires you to have both a belt of Giant strenght and a guantless of Ogre power, because Jeremy confirmed that the stack. I don't have the link otherwise I would add it here.
And AC/race skills for some classes/races
I’m trying to pick random magic items to describe as daelkyr creations so I’m better at that for my Eberron campaigns.
"Chief among the rare foes the ancient Dhakaani soldiers truly dreaded were those implanted with these horrific, though thankfully rare, devices. Burrowing into the spine and fusing with the user's body, these strips of what looked like pure muscle matter enhanced the core strength of the users dramatically. Though most seem content to dwell within the Palace of Sinew in Khyber, there are rumors of dolgaunts with abnormal strength guarding the front lines in Sol Udar at times..."
Why do you have a legendary item at level 2 ._.
We don't play very strictly, and it was a table he found on the fly.
I'm confused why the Belt of the Frost Giant is so low. Shouldn't Frost and Fire Giant be the other way around?
The amulet of health gives a 19 Con. I think the biggest issue with a con based version is spellcasters could use it to essentially never break concentration on spells. In addition, the belt of giant strength is going to be the most useful on melee characters, which will probably have a high strength anyway. Even the storm giant belt is +4 to hit and damage for a character with 20 strength. If you compare that to say, a +3 legendary weapon which probably a number of other effects and abilities, the item clearly doesn't break the game. Many characters go to the endgame with only a +1 or +2 to constitution, meaning an item that changes their modifier to +8 or + 9 could easily mean the character gets 100 extra hitpoints at level 15.
Not sure why you're saying RAW doesn't allow magical resizing when this is from the DMG:
They do have a couple of similar items such as the headband of intelligence, amulet of health, and the many tomes. Despite what you say, Con saves are quite common due to the amount of creatures with poisoned bites, stingers, or claws and quite a lot of magical affects deal with con. In addition, if a magic item of this sort was moved from affecting Strength to Constitution, not only would that be useful for literally anyone, the amount of Hp would scale ridiculously. Most characters don’t have/take the chance to maximize their constitution and often get away with a 14 or 16, if this character is about 10th level, even with the equivalent of a hill giant bonus, that’s granting them an additional 20hp, not just for previous levels, but this will also scale with them. These items affect only strength, aka, an infrequent save, one skill, and one combat archetype
There's one for constitution and Intelligence, as well as manuals that let you increase the other stats.
sorry to be a rules lawer but
A level 20 barbarian would have 24 str(primal champion) and rage damage would be +4 so lets just say it had a greataxe on a hit that would be 17(1d12+11) slashing damage
A kobold with even the storm giant belt would have 29 str thats +9 and the best weapon it could weild (sense it is small it cant weild a greatsword or a greataxe)would be a longsword so damage would be 14(1d10+9)slashing damage
Late response but strength doesn’t do as much as those other stats. Relates to few skills and the times you have to make strength saves are either more easily avoided with good tactics or less dire. Charisma, Dexterity, Intelligence, and Wisdom each get used in more skill checks, and better out of combat utility except for breaking things. Plus melee characters are generally in harms way more (using good tactics as mentioned) and full casters which use CHA, WIS, and INT are usually more powerful than most melee classes in the hands of a creative and capable player. It’s a good thing balance wise for parties to never find magic items enhancing any of those 4 traits. A strong fighter is still likely a meat wall taking damage no matter the level. Meanwhile a high level full caster is doing mind bending shenanigans and breaking the game. Why make that disparity worse?
Can we agree full casters are more powerful and versatile than melee fighters in D&D? Giving melee a strength based item that lets them hit harder seems appropriate.
Why odd numbers for the strength score?
It would be cool to see an item like this that allows you to transform into a giant once per week. Maybe as a Legendary or Artifact? I'm kinda thinking of an artifact that allows you to transform into a giant, you gain empowered strikes, and the Strength buff.