RealCheese
2014-11-13, 07:46 PM
So, I dislike giving simple +1(or 2 or 3) weapons or similar without adding some sort of flavor to a weapon.
I have given two magic items to my group already and have thought of one more, but would like the playgrounds input and ideas on what else to bring into my game.
My group is only at level 2 (halfway through that level though) and consists of a barbarian, a rogue, a bard, a (life)cleric and two wizards (an evocationist and a conjurer)
The two items I have already given them:
The Mephit Marbles
This leather pouch contains 52 marbles of different colors. The pouch is adorned with four runes, one large one in the center, meaning 'air', and three smaller ones encircling it, each meaning 'fire', 'earth', and 'water'.
The pouch and the marbles all eminate a weak conjuration aura when seen with a detect magic effect.
If you throw a marble on the ground a mephit, randomly chosen by drawing from a deck of realworld cards, will appear. A club will be a dust mephit, a heart will be a smoke mephit and a diamond will be an ice mephit.
Either of these three mephits will obey the orders of the summoner for the next minute and then dissapear. They understand their summoner but speak only their own languages, as listed in the monsters manual.
If a spade is drawn, however, the dm rolls a d3 and a steam, magma or mud mephit will appear. These mephits will act as they will, possibly attacking the summoner, or just wandering off, spending their minute of freedom as they please before returning to their home plane.
Each day (as in each 24 hour period, not connected to rests) one marble will work as explained. If a marble is thrown a second time in a day, nothing will happen. If a marble is kept out of the pouch and not thrown immediately after being pulled out, nothing will happen. Marble color has nothing to do with mephit type summoned, the deck is a randomization method. When the deck is empty, the pouch is empty and will be a mundane leather pouch.
Untitled magic weapon (air)
To the naked eye this weapon is a blue javelin with lightning engraved down the haft. Inspected with a magic detection effect active it has a weak evocation aura. When swung as an axe, the javelin manifests a field of hard air around the tip, damaging as a +1 great-axe. If thrown as a javelin, the weapon acts as a +1 javelin and at the end of the wielders turn will dissapear from where it was thrown and reappear in the wielders hand. The returning effect requires attunement.
The one I intend to give them has a little story to it.
The halfling cleric of the group, worshipping the homebrewed settings goddess of hospitality and hearth, is an avid cook and loves making people happy with little acts of kindness. He has told me that he intends to take the feat that allows you to take a level one spell and a few cantrips from a different class. He intends to do this to be able to cast goodberry and hand out little +1hp goodies.
I like that he is thinking of the flavor of his character but I wouldn't want him to have to blow a feat on it. So instead I have created a magic item that I will be giving the group before level 4 which replicates being able to cast goodberry once per day.
The Plate of Turkish Delight
This little silver plate has a cloth napkin covering it. Inspected with a magic detection effect active, the plate and the napkin has a weak abjuration aura. The first time in a day (24 hour period not associated with rests) the napkin is lifted, 10 pieces of mouthwatering turkish delight appear. Each one can be eaten as an action and, beyond being delicious, will heal the consumer of one hitpoint immediately. Come the end of the 24 hour period, any piece of turkish delight not eaten will lose the magical effect, but will continue to be delicious, if a little dry, for a few more days.
So what do you guys think and what other things in the same vein (including weapons not just the two little fun items) can I throw at my party over the next few levels?
I have given two magic items to my group already and have thought of one more, but would like the playgrounds input and ideas on what else to bring into my game.
My group is only at level 2 (halfway through that level though) and consists of a barbarian, a rogue, a bard, a (life)cleric and two wizards (an evocationist and a conjurer)
The two items I have already given them:
The Mephit Marbles
This leather pouch contains 52 marbles of different colors. The pouch is adorned with four runes, one large one in the center, meaning 'air', and three smaller ones encircling it, each meaning 'fire', 'earth', and 'water'.
The pouch and the marbles all eminate a weak conjuration aura when seen with a detect magic effect.
If you throw a marble on the ground a mephit, randomly chosen by drawing from a deck of realworld cards, will appear. A club will be a dust mephit, a heart will be a smoke mephit and a diamond will be an ice mephit.
Either of these three mephits will obey the orders of the summoner for the next minute and then dissapear. They understand their summoner but speak only their own languages, as listed in the monsters manual.
If a spade is drawn, however, the dm rolls a d3 and a steam, magma or mud mephit will appear. These mephits will act as they will, possibly attacking the summoner, or just wandering off, spending their minute of freedom as they please before returning to their home plane.
Each day (as in each 24 hour period, not connected to rests) one marble will work as explained. If a marble is thrown a second time in a day, nothing will happen. If a marble is kept out of the pouch and not thrown immediately after being pulled out, nothing will happen. Marble color has nothing to do with mephit type summoned, the deck is a randomization method. When the deck is empty, the pouch is empty and will be a mundane leather pouch.
Untitled magic weapon (air)
To the naked eye this weapon is a blue javelin with lightning engraved down the haft. Inspected with a magic detection effect active it has a weak evocation aura. When swung as an axe, the javelin manifests a field of hard air around the tip, damaging as a +1 great-axe. If thrown as a javelin, the weapon acts as a +1 javelin and at the end of the wielders turn will dissapear from where it was thrown and reappear in the wielders hand. The returning effect requires attunement.
The one I intend to give them has a little story to it.
The halfling cleric of the group, worshipping the homebrewed settings goddess of hospitality and hearth, is an avid cook and loves making people happy with little acts of kindness. He has told me that he intends to take the feat that allows you to take a level one spell and a few cantrips from a different class. He intends to do this to be able to cast goodberry and hand out little +1hp goodies.
I like that he is thinking of the flavor of his character but I wouldn't want him to have to blow a feat on it. So instead I have created a magic item that I will be giving the group before level 4 which replicates being able to cast goodberry once per day.
The Plate of Turkish Delight
This little silver plate has a cloth napkin covering it. Inspected with a magic detection effect active, the plate and the napkin has a weak abjuration aura. The first time in a day (24 hour period not associated with rests) the napkin is lifted, 10 pieces of mouthwatering turkish delight appear. Each one can be eaten as an action and, beyond being delicious, will heal the consumer of one hitpoint immediately. Come the end of the 24 hour period, any piece of turkish delight not eaten will lose the magical effect, but will continue to be delicious, if a little dry, for a few more days.
So what do you guys think and what other things in the same vein (including weapons not just the two little fun items) can I throw at my party over the next few levels?