Balance is something every Dungeon Master has to contend with when plotting an adventure, and erring on the conservative side with magical items is part of this. After all, the common thought is that D&D can quickly go haywire if low-level characters get their paws on mystical goodies too early.
But wait just a moment, because there’s a line in Chapter 7 of the Dungeon Master’s Guide that seems to suggest otherwise: “If you want a ring of invisibility to fall into the hands of a 1st level character, so be it. No doubt a great story will arise from that event.”
Yep, that’s a reference to The Hobbit, and we all know the tale that emerged after Bilbo Baggins stumbled upon the Ring of Power in the Misty Mountains. This brings me to an intriguing proposition: is it occasionally appropriate to award a low-level player with an unusually powerful item? Obviously, it depends on the group and the type of game you want to run, but I would argue that if the item is tied to the campaign’s story in some fashion, then it certainly is.
A deadly dagger segues into the plot foreshadowing...
Take, for instance, the beginning chapters of Icewind Dale: Rime of the Frostmaiden, where players may find themselves investigating duergar crimes around Ten-Towns. (Light spoilers ahead!) At some point, players may fight a duergar mind master hiding within the Easthaven ferry. My players faced this fellow when they were level 2, and it’s a tough encounter, especially since he can call three goons to assist him and uses multiple attacks with a Mind-Poison Dagger that does 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage - enough to KO a second level character with a few hits.
But via a combination of good rolls and smart tactics, my players vanquished this foe, and in the aftermath of the fight, the rogue asked what he could find on the mind master’s corpse. I thought about it for a moment...and then said that the Mind-Poison Dagger was lootable.
I know what you’re thinking - that’s an overpowered weapon for a level 2 character! Even the rogue thought that at first.
“Are you kidding?!” he asked after he learned of the dagger’s capabilities. “Was this some kind of random item chosen on a loot table?”
I said it wasn’t, and as the rest of the party congratulated the rogue on acquiring something above his weight class, I asked him to roll an Insight check.
“It’s a devastating dagger,” I said when he passed the check. “One that’s ornate, intricate, and radiating deadly energy. A weapon fit for someone very, very important and obviously of high status in duergar society.”
The party suddenly quieted down, and you could almost hear the anxiety creeping into their heads. Eventually, the monk asked: “Uhh...so...who did we just kill?”
See, my players hadn’t communicated with the mind master or his men before dispatching them, since they had no command of Undercommon. All they knew was that these thieves had been pilfering items made of chardlyn - a metal infused with demonic energy - and since the perps were now dead, there was nothing to indicate that actually, the mind master was Nildar Sunblight, the son of a duergar warlord who intended to destroy Ten-Towns.
Nothing but the Mind-Poison Dagger, that is. Suddenly, my players became instantly interested in who this important personage was and why he was packing such potent weaponry. While they’d initially viewed the Easthaven ferry mission as nothing more than a side quest, immediately it became their priority to decipher everything they could about this impending duergar conspiracy, which becomes a major focal point in the campaign’s third chapter.
Here was an instance of unorthodox narrative advancement and group investment that occurred from gifting a powerful weapon to a player. And yes, the rogue did make judicious use of his newfound dagger, though as the party leveled up and other characters gained access to nifty toys, his damage output was no longer quite as extraordinary. Balance, in other words, was not completely thrown out of the window simply because a level 2 rogue got his hands on something special. Instead, the plot and dramatic tension of my game increased, because the item was intricately connected with the overarching story.
High-risk items lead to high reward roleplaying...
The Dungeon Master’s Guide is replete with magical items, many of which can wonderfully alter a campaign’s trajectory if placed in the hands of a still-developing character. Or perhaps that character possessing such an item could be the impetus for an entire campaign. Here are some possibilities for both ideas.
- An Amulet of the Planes lets a wearer cast Plane Shift with a successful DC 15 Intelligence check, dragging anyone within 15 feet to a random plane of existence or a familiar location. Such an item could be the basis of a fabulous plane-hopping adventure, perhaps inspired by the Disney short The Sorcerer’s Apprentice, where Mickey steals the hat of his wizard mentor only to wreak havoc with spells he cannot control. Perhaps the players are newbie mages who pilfer the amulet from their teacher, attune to it and travel to places they’ve studied in textbooks - only to wind up stuck in the Feywild after a Quickling steals the amulet from them. The Well of Many Worlds can also be a good item for this concept and might be preferable since it doesn’t require attunement or a skill check.
- Once again, think of The Hobbit, where Bard defeats Smaug with a black arrow - essentially an Arrow of Slaying attuned to killing dragons! Now imagine a campaign where the players are lowly residents of a town under attack by vicious wyrmlings. The entire story could revolve around forging or obtaining Arrows of Slaying to vanquish these winged terrors, and the moment the players deliver their killing blows could serve as the epic finale.
- The Berserker Axe allows for a +1 bonus to attack and damage rolls and increases a player’s hit point maximum by 1 for each level. But it also carries a curse, forcing players to go berserk if they don’t succeed on a DC 15 Wisdom saving throw when attacked. This item would be perfect for Icewind Dale: Rime of the Frostmaiden, particularly during encounters against chardlyn berserkers. Reskin one of these axes to say it’s made of chardlyn, and then have a party member acquire it while infiltrating the berserker base. Let the curse speak for itself, potentially giving a weak player the chance to deal high damage while also gaining insight into the strengths and drawbacks of a demon-touched metal.
- It’s a cliché by now, but why not hand out a Cloak or Ring of Invisibility and let your party live out their hobbit burglar fantasies? Stealing treasure from underneath a powerful dragon’s nose - and then attempting to get out of the creature’s lair alive - could make for one heck of a campaign moment, especially for level 3 adventurers.
- If you ever wanted to pull inspiration from Aladdin, the Efreeti Bottle’s your go-to item. This could be a deadly one for extremely low-level parties since a DM is supposed to roll a d100 to determine what happens the first time the bottle’s opened and rolls from 01 - 10 result in efreeti attacks for 5 rounds. Nevertheless, if you choose to handwave this rule or roll higher than a 10, the efreeti must carry out the whims of the party, even granting them the Wish spell three times on rolls from 91-00. Why not take inspiration from Aladdin’s Cave of Wonders and design a trap-filled treasure trove with the bottle as the final prize, potentially granting penniless players everything they ever wished for? And if they die fighting the efreeti, their descendants can always enter the cave a generation later to avenge them…
- The Horn of Valhalla is a similarly high-risk, high-reward item that can bring warriors from the plane of Ysgard to a player’s aid, though these warriors also might attack if the character doesn’t have the correct weapon and armor proficiencies. A fighter, paladin or similar martial class would probably benefit the most from this item for this reason, and perhaps the horn could be re-flavored to summon deceased warriors slain by the campaign’s big bad. For instance, the Horn of Valhalla would work well in a Curse of Strahd campaign to bring forth old enemies defeated by Barovia’s vampire lord, like knights from the Order of the Silver Dragon. How would a level 2 paladin react to seeing these living legends, now under his control?
- Ever wanted to design a campaign about controlling monsters, a la Pokémon? Check out the various Rings of Elemental Command, which let characters cast Dominate Monster and grant them elemental-specific abilities upon killing the appropriate foe. A party could be tasked with traveling the world, subduing nature spirits that have run amuck and absorbing their essences as per the abilities of each ring, gaining flame spells from fire elementals, and the ability to move through solid rock from earth elementals. Eventually, these powers make the party resemble superheroes, and a campaign that started as Pokémon slowly turns into the X-Men.
- The Dungeon Master’s Guide provides examples of three sentient weapons hidden beneath White Plume Mountain - the sword Blackrazor, which lustfully devours souls, the trident Wave, which longs to create sea god converts, and the warhammer Whelm, which seeks to protect dwarvenkind. Each of these weapons has a distinct personality and could grant tremendous power to a low-level character for a price. If I were to insert these sentient accouterments into a campaign, I’d take inspiration from the 1997 Japanese RPG Tales of Destiny for the Playstation 1 (which featured talking blades called Swordians) and really play up their personalities to create a unique blend of NPC and weapon.
With great power comes...you know.
I’ve only scratched the surface with the above examples, as the Dungeon Master’s Guide contains plenty of unpredictable items like the Deck of Many Things - which as any fan of Critical Role can attest, contains the potential to turn the world topsy turvy in the hands of experienced adventurers, let alone newbies.
Then there are the storytelling possibilities that could erupt from letting seemingly insignificant NPCs get their hands on powerful items. One could use the rules in the upcoming Van Richten’s Guide to Ravenloft, for example, to devise a Domain of Dread ruled by a lowly pageboy who wanted to become a famous knight but wasn’t willing to put in the work until the malevolent blade Blackrazor stumbled into his hands and corrupted his soul.
Let that pageboy be a cautionary tale, because once again - allowing mighty items to fall into the hands of low-level characters is a decision that needs to be made with care. It isn’t a great fit for all groups, particularly ones with players who take pleasure in “breaking the game” and manipulating the mechanics of D&D. But if you’ve got the right crew and suspect that a wondrous magic item can usher in thrilling story developments, go ahead and take a leap of faith. Just be sure to tell your players to remember the words of a famous sage named Uncle Ben...for “with great power, comes great responsibility!”
Jeremy Blum (@PixelGrotto) is a journalist, gaming blogger, comic book aficionado, and fan of all forms of storytelling who rolled his first polyhedral dice while living in Hong Kong in 2017. Since then, he's never looked back and loves roleplaying games for the chance to tell the tales that have been swirling in his head since childhood.
Candlekeep Mysteries and Van Richten's Guide to Ravenloft are available for preorder now in the D&D Beyond Marketplace! All preorders come with digital dice, as well as character themes, frames, and backdrops!
Wow this works so well.
If you want planeshifting with drama, taking inspiration from Sliders is a good shout, a group of near strangers pulled from universe to universe, trying to get home.
Or have Stargate as a starting point, what was originally a academic investigation turns into a cat and mouse struggle to protect the world from a multiverse spanning empire.
Iron flasks also work for a pokemon style adventure.
Interesting idea.
Imagine a campaign starting with a visitation on Earth leading to the PC's embarking on a journey through the various settings (well the ones they have characters from) and dealing with the ramifications of the event.
Perhaps initially isolated and having to deal with their new home all those relics and to their nemesis they ARE the prize planewalkers who can help them achieve what they desire most.
Each one carrying an item that on their own world has no power, but they're no longer on their own world and because of that each have a unique power that starts off insignificant unless you're an adventurer...
For example a holy symbol for a cleric, an oak staff or sprig of mistletoe for a druid, a grimoire for a wizard or warlock, unless they want a weapon, an archaic weapon for a barbarian, a guitar for a bard, etc initially each only allows them access to their class then as they increase in experience their token becomes more powerful in return but there's a price and eventually that price leads them to Sigil and they can't do that alone.
For the nemesis they think this is a path to ultimate power, but its really the first step in a much longer journey and this is their challenge and for the players discovering what's really going on.
I actually gave my group an effreeti bottle at lvl 2 or 3.
They used it just this Sunday, at lvl 5. In order to save 2 party members from dying of the plague. Through poor wording, 2 different party members got sick but survived, and they spread the plague to a small isolated Village, killing about 50 inhabitants.
Great roleplay.
as someone who's experienced this from the player's side, this is one of the most fun things ever. We're playing through Hoard of the Dragon Queen right now, and as a party, we killed the wurmspeaker incredibly early, leaving my Hexblade warlock with the Black Dragon Mask, and our Fighter/hexblade with Hazirawn, and it's been a blast so far.
I gave my players the choice of a Vestige of Divergence or an Arm of the Betrayers at LV 6 as a reward for their first boss fight. Obviously not telling them which is which and 4/5 picked the arms. It has been interesting to say the least 😂
A lot of great ideas and a clever way to think of powerful items at low level, though I think it's clear that it's less about giving a bunch of low level items to several players and really about giving that one item to them to drive a story. The One Ring was a macguffin... you don't say it in so little words, but that's basically what your subsequent examples further illustrate.
I'm currently doing this with my kids in the game I'm running for them; they have the BBEG's griffon after escaping the BBEG and his dungeon (a 1-3 level intro I ran for them)... and so now the sky is quite literally the limit for them. :-D
Another amazing article! This is *such* a refreshing perspective. It really made me think about all the times at my tables that a low level hero legit found a powerful item, and every example I have worked out positively. It's very high-fantasy and on-brand for D&D adventurers to have a defining, iconic item, and it's *so much easier* to give these items out at low level than at a higher level after all sorts of character building has been done.
HOW DO PEOPLE GET INTO THE GAME I CAN'T!
Please share when you do
What about giving the party a powerful item or creature but it requires doing certain sacrifices or quests to increase it's power or to recharge it?
good idea!
Wow that is a fantastic article. Every player enjoys reaping the rewards of their play and it's always interesting to see what comes of gifting them these rewards.
One of the best items I gave to a party in my campaign when they were 4th level was a Mace of Terror. It doesn't have overpowering offensive capability but it does have the ability to get the party out of deep doo doo in certain situations.
I'm running a wildmount campaign and I gave my party vestiges of divergence and arms of the betrayers artifacts low level but in most cases I gave them to them in a "sealed" form where it was pretty much just a plus one weapon that they could then awaken by doing something worthy of the weapon or when they were in a time of great need, I love it it has lead to some great story moments and led to my player developing an attachment to their magical weapons and armor that grow stronger with them and have been with them from the very beginning of their character's journey and in some cases even shaped how they play their character for the ones that ended up with evil sentient weapons that they're either now just deciding they should either destroy them or seal them away
I have done this with my group. They started at level 5 and may choose a magic item of their choice. Or make one up. And no restriction on rarity. The only thing I want to know is how their characters got this magic item in possesion. A background basically.... which I use to weave in my campaign story. And slowly unraveling their backstory into the group. It works great and the group has made some great background stories why there characters got these magic items.
cool this realy helped
Quite literally the worst idea I have ever heard of in the field of RPGs.
A better way to say this.
Players should have access to the tools used against them and enemies should have access to tools equivalent to those of the players.
If your party is being tracked by a coven of witches using scry orbs, when they beat them, they should be able to get some of those scrying orbs.
God this is a great article. I'm running Curse of Strahd at the moment, and one of my players got the sunsword much earlier than I was expecting. I was worried about it throwing balance off too much, since it's a horror campaign and having something so powerful could dramatically offset the tension of the arc, and I came to the conclusion that since the sword was sentient (Which COS says it is.) Then maybe the sword just doesn't like the player all that much yet. The sword has become a fully fledge NPC with desires, and a personality, and to unlock the swords true potential the player will have to work WITH the blade. It's still very powerful, but it is not full strength yet. I'm very proud of that idea, and I hope it goes well, but if the player bonds with the sword quickly? Then they earned the awesome sword in my book, and I'll just give the other players cool stuff too.