Arc-Royal
2015-10-21, 01:22 PM
I'm developing some homebrew magic items for the campaign I'm running so my players can start finding items in about a level. While some items I've planned are more utility-oriented, I thought I'd give them something with a bit more punch, but with a tradeoff to accompany the increase in power.
The current state of the item is as follows:
Ring of Wicked Barbs (don't have a book on-hand, so I can't compare it to other items to estimate an appropriate rarity), requires attunement
A ring made of a loop of twisted wrought iron with tiny spikes protruding from the surface (enough to scratch, but not enough to harm).
Ring has maximum of 10 charges, recovers 1d4+1/day
Upon taking damage, can expend charges up to 1/3 the damage received (round down, minimum 1). For each charge expended, a magical barbed thorn is ejected from the skin of the wearer, causing 1 point of magical piercing damage to the wearer and dealing 3 points of magical piercing damage to the attacker. Charges are expended concurrently. If an enemy is killed by the damage, neglect the damage to the wearer (i.e. expending two charges would deal 6 damage to the enemy and 2 damage to the wearer, unless the 6 damage would kill the enemy, in which case the wearer takes no damage).
If expending a charge would leave the ring with zero charges, roll a d20. On a result of 1, the ring explodes, causing 3d4 magical piercing damage to the wearer and all creatures within a 10-ft radius sphere.
I'd like to see how my players analyze risk and reward against one another. They've mostly been dealing with minion-level baddies so far (dying in 1-3 hits, depending on how poorly they roll), so the self-damage won't come up as much until they get more substantial HP pools. I also figured, with them taking damage for using charges, they deserve to have the thorns auto-hit (probably makes their head-calculations a bit easier, too).
Thoughts? Tweaks?
The current state of the item is as follows:
Ring of Wicked Barbs (don't have a book on-hand, so I can't compare it to other items to estimate an appropriate rarity), requires attunement
A ring made of a loop of twisted wrought iron with tiny spikes protruding from the surface (enough to scratch, but not enough to harm).
Ring has maximum of 10 charges, recovers 1d4+1/day
Upon taking damage, can expend charges up to 1/3 the damage received (round down, minimum 1). For each charge expended, a magical barbed thorn is ejected from the skin of the wearer, causing 1 point of magical piercing damage to the wearer and dealing 3 points of magical piercing damage to the attacker. Charges are expended concurrently. If an enemy is killed by the damage, neglect the damage to the wearer (i.e. expending two charges would deal 6 damage to the enemy and 2 damage to the wearer, unless the 6 damage would kill the enemy, in which case the wearer takes no damage).
If expending a charge would leave the ring with zero charges, roll a d20. On a result of 1, the ring explodes, causing 3d4 magical piercing damage to the wearer and all creatures within a 10-ft radius sphere.
I'd like to see how my players analyze risk and reward against one another. They've mostly been dealing with minion-level baddies so far (dying in 1-3 hits, depending on how poorly they roll), so the self-damage won't come up as much until they get more substantial HP pools. I also figured, with them taking damage for using charges, they deserve to have the thorns auto-hit (probably makes their head-calculations a bit easier, too).
Thoughts? Tweaks?