Help with two magic items

Post/Author/DateTimePost
#1

paulstrait

Nov 07, 2014 12:53:20

So, my players found a couple items during our last session, the details of which I haven't fully thought through. 

 

The first item is a pair of Gloves of Missile Snaring.  I've looked at how they worked in previous editions, and also trying to take into account the monk's 'deflect missiles' ability.  I don't necessarily intend for the item to go to the monk player, but if it does, I figured it should probably improve upon his natural ability slightly.  Here's my working text:

 

Gloves of Missile Snaring

Wondrous item, uncommon (requires attunement)

 

Once worn, these snug gloves seem to meld with the hands, becoming almost invisible to casual observation. A character who is detecting magic can observe a faint aura of abjuration and transmutation radiating from the gloves.

 

 

Twice per day, when hit with an attack from a ranged weapon, the wearer may use a reaction to catch the weapon so that the damage from the attack is reduced by 1d10 + Dexterity modifier.  If the wearer is a monk, the damage automatically is reduced to zero.  All forms of thrown weapons and weapon-propelled ammunition (arrows, axes, bolts, bullets, daggers, darts, hammers, javelins, spears, and the like) can be caught.  

 

 

If the damage is reduced to zero, the wearer may immediately make a ranged attack (with proficiency, regardless of weapon proficiencies) with the weapon or piece of ammunition as part of the same reaction.  Otherwise, the weapon or piece of ammunition can be kept for later use.  If the weapon magically returns to the attacker, then catching it simply reduces/prevents damage.


Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.

#2

Touc

Nov 08, 2014 10:30:37

Good stuff, plenty of interesting items from previous editions that can easily be converted (until the DMG comes out with a few!) 

 

Using the original gloves as a reference, I'd include that if "surprised" they cannot take advantage of the gloves and that spell ranged attacks are not deflected. Also, the damage reduction is more numbers tracking and extra rolling, might be simpler just to use the original design of the attack does no damage. The gloves are designed to be used by anyone, so I wouldn't make them better for one particular class. Otherwise, you're hand-picking items you think particular players should have and they may choose otherwise. Finally, I'd boost the flavor text for the gloves. Even if they're ordinary looking, maybe they have an unusual effect when worn or create a subtle emotional response, or look vastly different to the user when they're worn versus anyone else.

 

As for the pipe, consider whether there should be a reason it only applies to one class (if a wizard wants a smoke, I'd say give it to them). I wouldn't restrict it to a rest either but rather require a length of time to be smoked (e.g. 1 minute before the effect occurs). Temporary hit points could mimic the 1st level spell, giving 1d4+4. 

#3

Redbeard2

Nov 08, 2014 12:28:44

paulstrait wrote:
#4

sleypy

Nov 08, 2014 16:01:14

For the gloves I think you can say, "If the character possesses a similar ablity, such as blah.., you use your reaction to catch two projectile.

 

Gloves of Missile Snaring

Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
 
Once worn, these snug gloves seem to meld with the hands, becoming almost invisible to casual observation. A character who is detecting magic can observe a faint aura of abjuration and transmutation radiating from the gloves.
  
Twice per day, when hit with an attack from a ranged weapon, the wearer may use a reaction to catch the weapon so that the damage from the attack is reduced by 1d10 + Dexterity modifier.  If the character possesses a similar ablity, such as monks, you use your reaction to catch two projectile.  All forms of thrown weapons and weapon-propelled ammunition (arrows, axes, bolts, bullets, daggers, darts, hammers, javelins, spears, and the like) can be caught.
  
If the damage is reduced to zero, the wearer may immediately make a ranged attack (with proficiency, regardless of weapon proficiencies) with the weapon or piece of ammunition as part of the same reaction.  Otherwise, the weapon or piece of ammunition can be kept for later use.  If the weapon magically returns to the attacker, then catching it simply reduces/prevents damage.

Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.