| Post/Author/DateTime | Post |
|---|---|
| #1Sling617Jun 22, 2015 15:53:22 | I'm looking for items or item ideas to add to my campaign. Our group has been playing for many years and I'm interested in seeing what items other GM's have added to their game. Below are some examples of what I'm looking for. Any ideas would be appreciated.
Dweomen Light—dragon shaped (can be any shape) metal lantern that has a permanent Daylight spell cast inside it. The dragon skull can be raised to have it work as a hooded lantern or coverings over the dragons eyes can be moved to function as a bullseye lantern.
Dragon Sand—basically tobacco but with a fantasy geared name.
Gem Rings—instead of the cliche' Bags of Holding or having to carry sacks of coin, a gem ring is a way to carry large amounts of coin without the bulk. A gem ring has gems of any value you choose. I.E. 10 gems worth 1000 GP each. The gems are strung onto a band of metal and can be removed easily. |
| #2BRJNJun 22, 2015 17:34:17 | As part of Rise of Tiamat, I basically gave the PCs a MasterCard with the account "City of Waterdeep". This is so we don't have to track food, water, horses, &c. If it's not the point of the adventure and it's basic adventuring supplies, you can buy it.
Sometime in the future it WILL be important how much supplies they have (adrift at sea), and then I'll make them track it.
|
| #3QzooJun 22, 2015 20:23:35 | Are you looking for magical items, or non-magical items?
I've always liked customizing items, even mundane ones, but too many can make them seem less precious, so I struggle with avoiding having too many, not having too few.
A rare perfume, that can add a natural advantage when using persuasion with the opposite sex. Only lasts for about an hour. You might add effects like a non-magical suggestion ability, although I prefer to role-play such things. Dropping a handkerchief or something similar might double the duration of the effects if a target keeps it on his person.
A torc that ends with snake heads on each end. One side has a red-jeweled eye, and the other side has a blue-jeweled eye. The red jewel can drink a magical potion, and effectively store it away. Kissing the blue-jeweled head acts as drinking the potion. Essentially, this is a way to stealthily carry potions, or use potions in combat in a very fast or secretive way. It could potentially also be used to carry poisons in secret if the blue-jeweled snake is touched to a drink or food. There is a lot of room to customize this one.
I enjoy low-level magic items mostly to add flavor to a character. For a wizard that is always casting detect magic, I allowed him to have a magical "eye" necklace. Normally the eye is closed, but when the wearer closes his eyes and concentrates, the pendant eye opens, casting a soft blue glow (10' radius light) and can detect magic as the spell. The idea here is that everybody in sight of the wearer will know something magical is going on, but if that doesn't bother the wearer, he can cast detect magic as much as he wants--he already does anyway, but this way it looks cooler. As his abilities grow, I can opt to add other effects like see invisilibity, or arcane eye up to once a day.
I recently worked with a warlock player that had a pact with a Fey Lord. He cut his hands to offer his blood to the Fey Lord, and as part of his pact, his hand wounds were scabbed over in a hard, bark-like material. When he pulls back his hands and opens his wounds, he grows vines/branches in the shape of either a large claw, or a vinewhip. These act as magical +1 weapons, and the forms must be chosen when they are summoned. So, possibly two claws, or one whip and one claw, etc. They can be summoned 3x/day, for up to one hour each time, and dismissed as desired. One of the restrictions, however, is that he is not to use the bloodvine weapons against fey or animal creature types, or they instantly fall off, and he needs to spend 3 days to recover as his wounds scab over with sap. As part of this benefit I granted a kind of built-in dual-wielding feat for the bloodvine weapons only. I treated this reward as equivalent to a rare magic item. Again, this is one of those things that could be customized very much to suit the PC/player.
Instead of a bag of holding (it's one of those D&D cliches that should really be avoided in my opinion), I had the final treasure for a wizard be a small, miniature treasure chest on a necklace, and a full-sized key. Touching the key to the chest causes it to grow to full-size, allowing it to be unlocked and opened. The key can also shrink the chest. The interesting thing here is that you have the built-in vulnerability of a normal looking key. Lose that key, and you cannot get inside the chest. While losing a key is something I wouldn't try to make into an adventure in itself, it does remind the PCs that this is something they cannot afford to lose, and opens up options for the DM to act on if he so chooses.
The other thing is, eventually others will see the PCs using the key and their magical chest. Word will get around. It's clear that an important noble or other NPC might take some interest in the party possibly hiding contraband or being spies if they carry such a chest. Unscrupulous merchants or thieves will also likely target the mysterious chest and its contents as something they would like to steal.
I'm pretty good at this stuff. But it's always preferred to know more about the PCs or villains to make it really shine. Give me something to nibble on, and I'll try to offer something more specific to your PC, NPC, or campaign. |
| #4OGRE1984Jun 22, 2015 22:11:22 | an ornate rod with 50gp diamond set in it. a spell focus with the material component to chromatic orb.
amulet of shield [1d6 uses then powerless]
cantrip ring; use a specific cantrip a number of times a day equal to your charisma modifier
translator ring; can speak 2 languages. [ 3.5 item from dark and stormy night]
lifting belt; ignore heavily encumbered, you are encumbered only [also derived from 3.5 dark and stormy noght]
poisoning scabbard; 1d6 uses basic poison
Laeral's tears; an amulet that grants 15 temporary hp and is used up. [FR item]
potion of heroic; effort hero points are a D8 for 4hours
Draught of courage; advantage on morale saves [NPC item] for hirelings and henchman
weapon of cleaving; [uses cleave rule from DMG] when enemy dropped to 0HP the remaining damage is doubled for next opponent. so hit a 5hp kobold for 6 damage, next enemy takes 4hp
brutal weapon; advantage on damage dice.
travel charms; a wooden holy symbol that grants resistance or guidance 1/day
Tymora's good luck charm; 1 luck point 1/day
i am working on a magic item economy focused on minor magics being somewhat more common. many of these have not been playtested yet. magic weapons do not need to have a plus for a special ability. charms only work for the faithful, require pilgrimage[?].
|
| #5Sling617Jun 23, 2015 13:44:23 | [quote="Qzoo"] Are you looking for magical items, or non-magical items?
I'm looking for both. Thanks for your ideas! |
| #6Sling617Jun 23, 2015 13:45:55 |
|
| #7OGRE1984Jun 25, 2015 2:15:03 | thanks! i like more 'mundane' magic i can give at lower levels. been looking for some old dragon and polyhedron articles on the subject. |
| #8Ralif_RedhammerJun 25, 2015 8:20:29 | I’m a big fan of magic items that are double-edged, so that they are both useful and come with a curse. I find that evens out the power level a bit and makes them more colorful.
In a previous campaign, there was The General’s Ring, a ring that had a number of fire powers, but would cause crippling pain to the wielder upon using the most powerful one (in 5e terms, I’d call it disadvantage). |
| #9OGRE1984Jun 25, 2015 11:51:04 | in some of the magazine articles i'm looking for, they covered that topic as well. all i can remember is enchanted +1 swords that allowed the creator to scry on them. also items limited by alignment or race were mentioned. i strongly favor limited use items and leaning toward items tied to the faith of deities. |
| #10BRJNJun 26, 2015 19:39:34 | A kukri (half-way between a Shortsword and a Dagger) dedicated to Auppenser, long-lost deity of psionics. Incidentally, a kukri is his holy weapon in 3e. Once / Long Rest, the wielder can cast Friends on another creature, with the difference that the target does not become Hostile until one hour after the duration ends. (This allows you to pull a fast one on somebody without immediately getting pounded into the pavement.)
As an alternative, any other mind-affecting style cantrip could be placed in the blade.
|