@Kirbycide:
Alright! Here goes, then. Be forewarned: Some of these descriptions are a little lengthy, but I think that I've tried to keep the mechanics of the items pretty simple so that they don't bog the game down too much. In my setting, the homebrewed pantheon of gods are going to play a major role in how the story unfolds, so I've tried to connect each of the items to a separate god, or at least I intend for them to be connected to one god or another, eventually. My general philosophy behind the items was to make them of slightly better than rare quality - if they are cursed then I made them even stronger, but I tried to make that strength situational or more difficult to use. Ultimately, I'd like for the items to start off pretty balanced, but if they aren't then I'm not too concerned about it since I intend for them to change over time (which I can use to rebalance them).
Item #1: Lionsfang. For the Leonin Battlemaster Fighter who lives for the thrill of combat, and is amused by the antics of the gods and their earnest, but ultimately deluded, mortal champions.
[hide]Lionsfang, Greatsword +1, Attunement Required
Can only be attuned to by Braxius of the Ivorymane, however if another creature attempts to attune to the sword, it then breaks Braxius's attunement.
The deadly edge of this exquisitely forged greatsword is imbued with an ancient magic, fueled by the blood of slain foes. Lionsfang adds +1 to all attack and damage rolls made with it, and it counts as a magical weapon against creatures with resistance or immunity to nonmagical attacks. Furthermore, it carries 5 arcane charges which fully regenerate every day at dawn and can be spent on the following feature:
Bestial Bloodlust (1 charge): As a free action, you may enter a frenzy until the start of your next turn. During this time, all creatures gain +2 to any attack rolls made against you. You may also choose any single creature that you can see as the object of your bloodlust, and gain +2 to any attack rolls you make against it with Lionsfang while frenzied. If you successfully hit this creature with an attack from Lionsfang while frenzied, it then becomes overwhelmed with a sense of your predatory instinct, and instead suffers -2 to any attack rolls made against you for the remainder of your frenzy. Once you have used this feature, you can't use it again until the start of your next turn.[/hide]
It's strange that this is the only item without a curse. I like Bestial Bloodlust, but I would be wary giving that ability to the Fighter while there is also a Barbarian in the party. It’s very similar to Reckless Attack and it doesn’t cost a bonus action so the Barbarian might feel bad about it. 5 charges can get you through two fights most of the time, maybe even three, so this is basically always on unless you plan on having more fights per day.
Also, when you say that it’s a free action to enter this frenzy, do you mean that player can then not interact with an object for free this turn? That is what I would classify as the free action, but I don’t think that’s anywhere in the rules. Or do you mean that it doesn’t cost anything at all to do this? Then I would word it similarly to the Fighter’s Action Surge. ‘On your turn, you can enter a frenzy (…). Once you have used this feature, you can't use it again until the start of your next turn.’
Or, considering that this weapon can only ever be attuned to Braxius anyway, why not tie it to Action Surge? I’m just spit-balling here: ‘Whenever you use your Action Surge (feature), you can enter a frenzy and mark a creature as the object of your bloodlust. Until that creature is incapacitated or 1 minute has passed, you add 2 to any attack roll you make against that creature, and every other creature adds 2 to attack rolls made against you.’
Or: ‘Whenever you use your Action Surge (feature), you can enter a frenzy and mark a creature as the object of your bloodlust. For 1 minute, you add 2 to any attack roll you make against that creature, and every other creature adds 2 to attack rolls made against you. When the marked creature is incapacitated, you may use a bonus action to mark another creature as long as you are still in a frenzy.’
This means that the Fighter can use this ability once per short rest, so possibly also in most fights. I don’t know. Like I say, I like the concept as long as the Barbarian doesn’t feel stepped on.
Now that I've written all this, I realize that the charges might be used for other abilities in the future…oh well.
@Kirbycide:
Item #2: Chained Conqueror. For the Dragonborn Paladin of Conquest, sworn to uphold the teachings of the sun goddess of light and justice that personally intervened on behalf of the free peoples of the continent and ended a terrible 100-year war.
[hide]Chained Conqueror, Adamantine Chain Mail (AC 16), Attunement Required, Cursed
This gleaming chain mail is forged of pure adamantine and lined with fine, black leather. Emblazoned on the chest is a golden, seven-pointed sun. While equipped, it turns any critical hit against you into a normal hit.
Burning Radiance: As an action, you may cast the Crusader's Mantle spell for its full duration without concentration. For the duration of the spell, in addition to its normal effects, you also gain a +1 bonus to your AC and become a source of bright light out to 15 feet, and dim light for an additional 15 feet. Once you have used this feature, you can't use it again until you have finished a long rest while wearing the Chained Conqueror.
Curse: Once you don this cursed armor, you can't doff it unless you are targeted by the Remove Curse spell or similar magic. While wearing the Chained Conqueror, you have an irrational paranoia and fear of being out of it. This often manifests as sleeping, bathing, and even going to fancy balls while still in your armor as if something is out there waiting for you to take it off and then strike you down. Even when the armor is successfully removed, you are left with an itching desire to put it back on.
In addition, any attack made against you would be a critical hit on a d20 roll of 19 or higher. If a critical hit is ever rolled against you in combat (regardless of the effect of this adamantine armor), you then feel your mind slip into a temporary, yet unavoidable state of insanity. If you suffer this hit while currently taking your turn, then your turn immediately ends. On your next turn, you must perform the first possible action of the following:
- If there is a creature that you can see that is within range, then move along the shortest path to the nearest creature that you can see, and then take the attack action against this creature without switching weapons.
- If there is a creature that you can see that is not within range, then take the dash action, move along the shortest path to the nearest creature that you can see, and then suffer 1d6 psychic damage.
- If there are no creatures that you can see, then use your action to scream in anguish at the top of your lungs, and then suffer 1d6 psychic damage.
Once you have performed one of the above actions, or if you take damage or your movement is interrupted while attempting to perform one of the above actions (e.g. by triggering a trap), you then regain your sanity and can complete the remainder of your turn as normal.[/hide]
The curse seems very harsh, especially because I don’t feel like being able to cast Crusader’s Mantle once per day is all that powerful. I might be wrong. The first part of the curse depends on how you plan on ruling sleeping in heavy armor. It’s usually not that comfortable. Xanathar’s Guide to Everything offers this optional rule: “Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest. When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level."
The other part of the curse just seems way too wordy to me, especially because there will probably me a creature right next to the Paladin that has hit them with a ‘crit’. I would try to make it one streamlined effect. Maybe the first effect from the Confusion spell? On their next turn, roll a d8 and they run in a random direction? I think I would even let them attack first though (or during the move). Otherwise, that’s just a very feel bad moment doing nothing on that turn. I know that’s the point, but I’d try to punish the player another way. This movement opens them up for opportunity attacks which sort of negates the crit-negation of the armor.
@Kirbycide:
Item(s) #3: Twin Cleavers of the Tempest. For the Half-orc Barbarian, once a savage pirate but now a sailor in the royal navy of the country which dominates the maritime trade routes of the continent.
[hide]Twin Cleavers of the Tempest, Battleaxes, Attunement Required, Cursed
These savage battleaxes are forged from layered steel, finished to the dark gray of a towering thunderhead, just before it unleashes its booming fury. When held individually, each axe appears and behaves identically to any other well made, but otherwise mundane battleaxe. However, when attuned and dual wielded together, the bearer of these twin weapons feels a potent magic resonating between them like electricity. While dual wielded together, the Twin Cleavers of the Tempest gain the following properties:
- Each Cleaver counts as a magical weapon against creatures with resistance or immunity to nonmagical attacks.
- Each Cleaver deals 1d4 lightning damage in addition to the standard battleaxe damage.
- Each Cleaver gains the light and thrown (range 20/60) properties, similar to a mundane handaxe.
Together, the Twin Cleavers of the Tempest share a pool of 2 arcane charges which fully regenerate every day at dawn and can be spent on their additional features.
When one of the Twin Cleavers is thrown, it will either become embedded in its target on a successful hit, or otherwise fall to the ground. At this point, the thrown Cleaver is considered to be unequipped by its wielder, causing both Cleavers to revert to mundane battleaxes in every way, except for the following feature:
Thunderous Recall (1 charge): As a reaction, while holding only one of the Twin Cleavers, you may try to summon its twin into your empty hand. If the twin is on another plane of existence or farther than 60 feet from you, then nothing happens. Otherwise, the Twin Cleavers emit a crackling peal of thunder which can be heard by any creature within 300 feet of either battleaxe. Any creature holding or embedded with one of the Twin Cleavers must then make a DC 13 Constitution save. On a failed save, a creature takes 2d4 thunder damage and is stunned until the start of its next turn. On a successful save, the creature takes half as much damage and isn't stunned. Immediately after, the recalled Cleaver instantaneously teleports into your empty hand.
Curse: While in possession of one or both of the Twin Cleavers, at all times you believe to hear strange, indistinct, breathy voices. Try as you might, you can never quite make out what they are saying, and this bothers you to no end. While they are near you, you will find it hard to get any rejuvenating sleep. Each time you attempt to take a long rest while one or both of the Cleavers are in your possession, you must make a DC 10 Charisma (Persuasion) check. If you pass, you are then able to convince the Twins to be quiet enough for you to complete your long rest as normal. Otherwise, you struggle to get any shut-eye, and must make a DC 15 Constitution save or fail to regenerate any hit dice when you have completed your long rest.[/hide]
I love these. Cool effect and cool visual. Once again, the curse effect
seem harsh to me, but I suppose there is a good chance a Barbarian will pass one of those two checks.
@Kirbycide:
Item #4: Periapt of the Somnambulist. For the Human Arcane Trickster Rogue, once a lowly drug dealer who nearly overdosed and died on his own supply, but in his reverie was visited by the goddess of dreams, who spared his life in exchange for his servitude.
[hide]Periapt of the Somnambulist, Wondrous Item, Attunement Required, Cursed
This delicate-looking talisman which fits in the palm of your hand appears to be intricately carved from a single piece of flawless, translucent amethyst. The charm, stylized as an evil eye, is attached to a long, fine loop of silver which has no clasp. Once attuned to the Periapt of the Somnambulist, placing the loop around your neck causes the wondrous item to become effectively invisible to other creatures. If worn outside your clothing, a creature can only perceive the item if it has a Passive Perception of 18 or succeeds on a DC 13 Wisdom (Perception) or Intelligence (Investigation) check.
While wearing the Periapt of the Somnambulist, your Constitution score is set to 16. This effect is negated if your Constitution score is already 16 or higher.
Third Eye Waking: As a bonus action, you may close your eyes and conjure a third, skyward gazing eye with an iris of blood red on your forehead. To all who can see you, the appearance of this third eye is extremely unnerving. Your third eye lasts until you open your eyes again with a bonus action, or up to a total duration of 10 minutes, whichever comes first. While your third eye exists, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Once you have used this feature, you can't use it again until you have finished a long rest while wearing the Periapt of the Somnambulist.
Curse: After each use of Third Eye Waking, you must make a DC 13 Constitution save or suffer one level of exhaustion. If the Periapt is unequipped from you while you are using this feature, then your third eye vanishes and you immediately fail the required save.
In addition, each time you attempt to take a long rest while wearing the Periapt, you must make a DC 10 Wisdom (Insight) check. If you pass, you may then finish your long rest as normal. Otherwise, you suffer a sleepwalking episode lasting for the duration of your long rest, to be used at the DM's discretion, and on waking must make a DC 15 Constitution save or immediately suffer one level of exhaustion. While in this sleepwalking state, your third eye appears as if you were using Third Eye Waking, and it is impossible for the Periapt to be unequipped from you. Furthermore, if you take any damage, or if a creature within 5 feet of you uses its action to shake you, you then immediately wake without any additional exhaustion effects, but your long rest is interrupted.[/hide]
Kind of an odd combination of abilities. I’m not sure where the higher constitution comes from, but alright. The main ability (I would say), is somewhat situational. It’s great when there’s magical darkness, of course. But seeing through natural darkness doesn’t really help all that much when a lot of enemies will have darkvision. Unless this Rogue is a ranged attacker, then he can go more than 60 feet away. In that case, I do like the ability.
I don’t love the Con save afterwards though. Even one level of exhaustion is so crippling to a Rogue who relies a lot on their skill checks (including Stealth for hiding). And then when trying to get the Third Eye ability back, he may get unlucky and get a second level? That’s a lot.
I would have him spend a certain amount of time blinded in order to get the ability back. Or maybe immediately after he’s used it, he is blind for a while and can use it again afterwards (or the next day). Anything that’s not exhaustion please. I have bad memories of my own Arcane Trickster whose cursed weapon also made her pseudo-sleepwalk and wake up exhausted :P
@Kirbycide:
Item #5: Dulcimer of the Dead. For the Tiefling Bard, who secretly made a pact with an evil spirit in exchange for fame and recognition.
[hide]Dulcimer of the Dead, Wondrous Item, Sentient Instrument, Attunement Required, Cursed
Can only be attuned to by Nightshade, however if another creature attempts to attune to the dulcimer, it then breaks Nightshade's attunement.
This magnificent dulcimer appears to be made of darkest ebony, polished to a mirror finish. The scroll, fingerboard, and soundboard are all intricately inlaid with milky ivory and iridescent mother of pearl, in patterns that give the vaguest impression of grinning, horned skulls. The Dulcimer of the Dead is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must make a DC 15 Wisdom save or suffer 2d6 necrotic damage, as their very life force is siphoned away from them through their fingertips.
Once attuned, you can play the instrument while casting a spell that causes any of its targets to become charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or material component.
In addition, the Dulcimer of the Dead carries up to 3 arcane charges which can be spent on the following spells, using your spellcasting ability and DC:
Charm Person (1 charge): As an action, you may cast Charm Person.
Invisibility (2 charges): As an action, you may cast Invisibility.
Levitate (2 charges): As an action, you may cast Levitate.
Wind Wall (2 charges): As an action, you may cast Wind Wall.
Fly (3 charges): As an action, you may cast Fly.
Shadow of Moil (3 charges): As an action, you may cast Shadow of Moil.
Stoneskin (3 charges): As an action, you may cast Stoneskin.
Sentience: This wondrous instrument has been inhabited by a powerful, otherworldly, and neutral evil spirit with an Intelligence of 16 (+3), Wisdom of 20 (+5), and Charisma of 24 (+7). It has hearing and darkvision out to 60 feet, and can speak telepathically to any creature within 30 feet. It comprehends and is able to speak in any language except celestial. At any time, the spirit may choose to speak directly into your mind, usually compelling you to commit atrocities in its name. You may also attempt to speak verbally or telepathically to the spirit, but it is not obligated to respond. While your relationship with the spirit is at least neutral, you may use the features of the Dulcimer of the Dead as normal, but if your relationship becomes strained, the spirit may cause the dulcimer to ignore your commands or even use its features against you.
Curse: Once attuned to the Dulcimer of the Dead, you cannot part with it unless you are targeted by the Remove Curse spell or similar magic. Otherwise, if another creature is in possession of the Dulcimer of the Dead, if you are more than 30 feet away from it, or if you are on a separate plane of existence, you will then begin to suffer a slow, agonizing death. For each hour that you are not in possession of the dulcimer, you must make a DC 15 Wisdom save. On a failed save, you immediately suffer 2d12 necrotic damage and your Constitution score is reduced by 1. On a successful save, you suffer half as much damage and your Constitution score is unaffected. If your Constitution score or hit points are reduced to 0 while suffering from this curse, then you immediately die and can only be returned to life by a True Resurrection or Wish spell. Once the dulcimer is back in your possession, you stop suffering from this curse, and your Constitution score is returned to normal.
Unlike other magic items imbued with arcane charges, the Dulcimer of the Dead does not recharge at dawn. Instead, you gain access to the following cursed feature:
Evil Appetite: If a creature you can see within 60 feet of you is reduced to 0 hit points, and if the dulcimer is not fully charged, you may then use your reaction in an attempt to steal the creature's soul. If the creature is of good or neutral alignment, or if the creature has no soul, then nothing happens. Otherwise, the creature must make a death saving throw with disadvantage or be instantly killed. A creature killed in this way can only be returned to life by a True Resurrection or Wish spell, and its soul is consumed by the dulcimer, causing the instrument to regain 1 arcane charge. Once you have used this feature 3 times, you can't use it again until you complete a long rest.[/hide]
This one is just a whole lot of text and abilities. So much more than what the other items have. I would start smaller and add those abilities over time when the weapon levels up. Including the sentience, I think.
Welp… that's all of them. Any thoughts? I tried to give them some fun flavor for RP, but also make them exciting to use in combat. They seem pretty reasonably balanced to me, but what do I know?
Lots of thoughts. Not sure how useful they are though. ;)