I've been making some magic items for critique recently. Ideas or just phrases to think about would help. Like seriously, one phrase is enough to base a magic item off of.
I haven't made much, but here is a docs.
https://docs.google.com/document/d/10QThvtTMSnjY3r5k4PCwDQvNLUBmqORxPozrf8BFGlU/edit?usp=sharing
I haven't made much, but here is a docs.
https://docs.google.com/document/d/10QThvtTMSnjY3r5k4PCwDQvNLUBmqORxPozrf8BFGlU/edit?usp=sharing
In 5e, magical items are much less important than other editions. I have never experienced buying a magical weapon much like someone purchases a new pair of shoes.
But that is my opinion! I'm certain, in other games, one visits the magic shop and never wonders why magic shops are never robbed.
The most magical piece of equipment I have encountered was a halberd dipped in the blood of fiends. It gave a d6 fire damage die, which was spectacular! Magic items don't need to add much to this game to make them very effective.
But that is my opinion! I'm certain, in other games, one visits the magic shop and never wonders why magic shops are never robbed.
The most magical piece of equipment I have encountered was a halberd dipped in the blood of fiends. It gave a d6 fire damage die, which was spectacular! Magic items don't need to add much to this game to make them very effective.
These are just me being bored trying to solve boredom.
One of them is an evolving item that can be given to the players early on though and should scale in damage well.
Also the Pamphlet of Architecture is one I could see being sold at a magic shop.
One of them is an evolving item that can be given to the players early on though and should scale in damage well.
Also the Pamphlet of Architecture is one I could see being sold at a magic shop.
I DM'd a game once, and gave my party the magical sword Midnight. Here are the stats, from my memory. This sword was meant for higher level players.
Midnight
Versatile, CURSED (Once wielded, the blade is addictive and must be used instead of any other weapon, if a DC17 CHA check is failed. Furthermore, this sword imperceptibly drains the life from the wielder. Anyone using the blade for more than a week suffers -2 to all CON saves.) 2d6 (2d8 two handed) + STR bonus + 4 Slashing damage.
Midnight is a sleek, black blade with several (2d4 +1) white, horizontal stripes on the flat of it. Across the pommel is written the words: "Here, at the end of things, you may find peace." If anyone above level 3 dies while wielding Midnight, another stripe appears on the flat.
Should fifteen stripes form, the next wielder must make a DC18 WIS check upon picking the weapon up, or the souls it contains will explode outwards, dealing 6d6 + 4 Force damage to everyone within (6d6 times 5) feet, or half damage if they pass a DC20 DEX check.
If the handling (WIS) check is passed, the wielder may fire this attack as a 60' beam as a bonus action whenever they desire, dealing (6d6 + 8 + wielder proficiency) force damage to everyone and everything caught in the beam, unless they pass a DC(Wielder's Spellcasting Save, or 17, whichever is higher) DEX check. After this beam is fired, the stripes fade and the process repeats.
Midnight is indestructible.
Midnight
Versatile, CURSED (Once wielded, the blade is addictive and must be used instead of any other weapon, if a DC17 CHA check is failed. Furthermore, this sword imperceptibly drains the life from the wielder. Anyone using the blade for more than a week suffers -2 to all CON saves.) 2d6 (2d8 two handed) + STR bonus + 4 Slashing damage.
Midnight is a sleek, black blade with several (2d4 +1) white, horizontal stripes on the flat of it. Across the pommel is written the words: "Here, at the end of things, you may find peace." If anyone above level 3 dies while wielding Midnight, another stripe appears on the flat.
Should fifteen stripes form, the next wielder must make a DC18 WIS check upon picking the weapon up, or the souls it contains will explode outwards, dealing 6d6 + 4 Force damage to everyone within (6d6 times 5) feet, or half damage if they pass a DC20 DEX check.
If the handling (WIS) check is passed, the wielder may fire this attack as a 60' beam as a bonus action whenever they desire, dealing (6d6 + 8 + wielder proficiency) force damage to everyone and everything caught in the beam, unless they pass a DC(Wielder's Spellcasting Save, or 17, whichever is higher) DEX check. After this beam is fired, the stripes fade and the process repeats.
Midnight is indestructible.
Having a higher die rolling finesse weapon does present some problems. Dexterity is already used for Initiative, Stealth, Dex Saving throws, AC, and many other skills. This is why the finesse weapons have a lower damage die than Strength based weapons.
That, and offering this magical blade to a peasant, then killing him, hastens the additional effect. The save DC is also a little too high, as the highest spell save DC one may acquire before magical enhancements is 19 (8+6 proficiency bonus+5 casting stat). This is obtainable at 17th level, at the earliest.
Also, the Wisdom save is in the weapon's description twice, but only once does it link itself to picking the blade up. The second Wisdom save mentions it needing to be passed for the bonus action attack, but isn't attached to any action in particular. Does the wielder need to pass a Wisdom save to use the attack or is the Wisdom save tied to picking up the blade only? Does the blade explode if they attempt to use the bonus attack on a failed save like it does when they attempt to pick it up, or is it separate?
These are my thoughts on this magical weapon.
That, and offering this magical blade to a peasant, then killing him, hastens the additional effect. The save DC is also a little too high, as the highest spell save DC one may acquire before magical enhancements is 19 (8+6 proficiency bonus+5 casting stat). This is obtainable at 17th level, at the earliest.
Also, the Wisdom save is in the weapon's description twice, but only once does it link itself to picking the blade up. The second Wisdom save mentions it needing to be passed for the bonus action attack, but isn't attached to any action in particular. Does the wielder need to pass a Wisdom save to use the attack or is the Wisdom save tied to picking up the blade only? Does the blade explode if they attempt to use the bonus attack on a failed save like it does when they attempt to pick it up, or is it separate?
These are my thoughts on this magical weapon.