What should I do with these magical items?

Post/Author/DateTimePost
#1

Slit518

May 24, 2015 10:42:01

So, I decided to give the party some magical items after reaching a certain milestone in HotDQ.

There are 4 members, so I gave 4 items,

  1. Cape
  2. Bracers
  3. Belt
  4. Boots

What should I do with these items?  I have some ideas but I'd also like to hear some of your ideas.  Who knows, perhaps I may use your idea(s).

 

My idea for the Boots, they grant Advantage on Initiative rolls, and once an encounter the player can move double their movement speed when they take a move action.

 

The Cape I am thinking it should grant Resistance on falling damage.

 

The Belt I feel should have a Potion (2d4+2) HP replenish and be usable once an encounter.  Alternatively it can be used outside of combat once a day.  At level 8 the Potion upgrades to a Greater Potion and at level 16 a Superior Potion.

 

The Bracers I feel should grant the attacker Advantage on the first attack of an encounter as well as granting a +1 bonus to Armor Class.

 

Let me know what you think of mine, as well as post your own!

#2

BRJN

May 24, 2015 15:21:25

After falling 100 feet off a tower and barely surviving (yay CON-minor class/race combination!), my 4e Warlock got a pair of boots to reduce falling damage.  The obverse of this might be a pair of boots that allow you to jump much farther, both up and across.

 

If you have a +CHR player, have the Cape be something that subtly influences NPCs to think he is a noble and his words should be given greater weight.  +2 to any Charisma(insert skill here) check.

 

Dirty trick cape, based on Cape of the Mountebank and 4e Fey'locks: You teleport away but leave a Troglodyte Stench in the square where you used to be.  Everybody who was going to beat you up now suffers a penalty.

 

Cursed Belt: falls down - and takes your pants with it - at inopportune times.  Penalty to movement (and to AC against Small foes), penalty to Intimidate checks.