Magic item for campaign.

Post/Author/DateTimePost
#1

SDaken

Jul 22, 2015 20:57:27

So me and my friends are running a "birth rights" based campaign in 5e with plot points. i'm running a changelling fighter/rogue performer, a sellsword archer (semi-optimized to kill with a long bow) chaotic neutral assasin that ultimatly thinks that everyone else is mediocre and seek great dids. maybe become an emperor or a king.
All characters have a magical item/weapon to match the "birth rights" theme, and i'm seeking suggestions to what custom magic item/weapon should be mine.
we have:

A goliath barbarian with a fire elemental made Two handed Hammer, with extra fire damage and a pain curse, everyone who touches the hammer feels pain and stuff.

A human swashbuckler/fighter with a greedy amulet, advantage to decepction (etc) checks in the middle of a negotiation. If he can't finish the trade in a sucessfull way to him he suffers penalties in the next battle.

A human monk with a sentient magical bandage, one time per long rest he can burst with magic and his unarmed attacks gain bonus +1/+1 rolls. after the battle he suffers from brefly exhaustion. Also the bandage talks telephatic with him.

And a Human cleric survivor (from the adventure before that, the only survivor and therefore 1 level beyong the others characters) with a forged amulet that can absorb 1 spell and use another time (so he has 1 extra magic without expending spell slot) with limitations of course. (the amulet enchants any other person who tries to bear it or look at it for much time). 

Basically all of them have thematical magical items that match with their characters backstory and personality, all with some advantage on flavour and mechanical, and a disavantage or a curse on equal terms. (the cooler one is the hammer pain IMO).

So this is my questions bros. wich magical stuff my character should have? 

#2

transcendantviewer

Jul 22, 2015 23:02:56

How about a shawl that can transform into any clothing or armor you will it to? However, if anyone else attempts to wear it, it immediately transforms into a suit of metal armor, weighing more than they can move, binding them to the ground in a heap. You're a changeling, so being able to change between clothing on a whim is invaluable to your disguises. It can even create extensions to produce weapons as you need them.

#3

SDaken

Jul 22, 2015 23:31:48

cool, but what about the drawback for the my character?

#4

transcendantviewer

Jul 23, 2015 1:08:43

There needs to be a drawback? The way you described the items, they didn't seem like they had drawbacks for their intended wielders. Even the wrappings that granted a level of exhaustion didn't seem like a drawback. You're coursing magic through yourself for a bonus to attack and damage rolls, that sounds taxing on the body and spirit. But, if there has to be a drawback, it could be that willing it to change to a new form causes you 1d4 Life Drain damage as it feeds on your natural shapechanging to do so. Of course, it's Life Drain Damage, so you have to finish a Long Rest before the damage to your Maximum HP can be removed.

#5

Elfcrusher

Jul 23, 2015 4:42:18

How about a ring that turns you invisible and heightens your senses?  Downside is that it belongs to a BBEG who's been looking for it for almost 3,000 years, and if he gets it back it spells the end of everything free and beautiful.

#6

SDaken

Jul 23, 2015 8:33:18

and my name will be bilbo

#7

Forgember

Jul 23, 2015 9:40:18

How about a mask, (think Zoro) that grants you advantage on performance checks and the first attack you take every combat but causes you to forget everything that happened wile you had it on.

#8

Macv12

Jul 23, 2015 9:55:05

A dazzling golden arrow. It's a masterwork of craftsmanship. People would go to museums to see it. But they can't use it; only great wielders, who will bring the arrow fame as an assassin's tool, can be chosen by it. And it chose you. Aren't you amazing? No small reason to gloat!

 

When you fire this arrow, it can't miss, and does an extra weapon die of damage.

 

After hitting the target, it can be seen just long enough to show itself off, then disappears.

 

It always turns up in your path within the next 24 hours, impaled in something it probably just killed. Roll a d20. 1-10, it's in some animal. 11-15, it's in a person. 16-17, it's in someone important, worthy of assassination. 18-19, it's in someone close to you. 20, it's in the user. (Or you can narrow the bad outcomes with a d100). It doesn't always kill, but it can deliver your sneak attack damage.

 

Or, cut the dice and let the DM pick the most interesting outcome. Could lose the "dazzling" bit to incriminate you less.

#9

swrider

Jul 23, 2015 18:19:46

honor blade: after making an attack against an opponent you may use a bonus action to have the weapon study the creature for the remainder of the round. Attacks you make against the creature with this weapon  have advantage and all attacks made against you by the creature have advantage. this effect lasts untill you use a bonus action to select another target, your target falls to 0 hp, or you use a bonus action to dismiss it. may be used unlimited times but only against one creature at a time.

#10

transcendantviewer

Jul 23, 2015 19:25:43

swrider, that sounds ridiculously over powered, especially for a rogue. I think something that offers a mild mechanical benefit coupled with a good flavor benefit and a mild drawback is more than adequite.

#11

swrider

Jul 23, 2015 20:07:49

transcendantviewer wrote:
#12

transcendantviewer

Jul 23, 2015 20:23:37

I'd say just a small bonus (Like with the bless spell) added to just attack rolls would be fine. Full blown advantage isn't something just anybody should have at all times. The True Strike cantrip has a casting time of an action, so it only works once per two rounds, which slows the caster down from taking advantage of it. I think Eldritch Knights are probably the only ones that could make it a Bonus Action, and even then, it only works for a single attack roll. As for a drawback, I think it should function for a minute, and then impose a penalty (as the Bane spell) on attack rolls for one minute and once its ability is activated, it can't be removed from the hand.