Lollerabe
2016-08-29, 11:17 AM
Hey guys my party is soon to hit lvl 7 and we have gathered enough mats to start crafting some decent items. In our setting you can craft your own items but the problem is we don't really know what we can craft, obviously this is up to the DM but he is already a bit overburdened, so I hoped I could gather some suggestions and input from you guys.
As a rule of thumb we all dislike plain +X items and prefer to keep additive damage dice somewhat low and instead have actives/useful passives.
So fx the flametounge weapon from the dnd is a bit bland and adds to much damg (is the opinion of our table) a + 2d6 Fire damg is a whooping +7 avarage damg per hit.. That's a lot.
The frostbrand weapon from the DMG on the other hand adds less damg but some other cool features (turning off non magical light, frost resistance).
I'll give an example of a weapon I think would be cool (and hopefully fair for a lvl 7/8/9 char) with the hopes that you guys can tell me if it's OP and even better come with some suggestions or links to homebrewed magical items you yourself like.
__ of arcane disruption (any weapon)
This type of weapon is said to be favored by witch hunters and hunters of mages. They are renowned and feared by casters due to their ability to nullify magic. These weapons becomes sheathed in a blueish flame of pure arcane energy when their command word is spoken.
Magical
Adds + 1d4 force damage
When you damage a creature that is concentrating on
a spell with this weapon, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You can cast the spell 'counter spell' once per long rest while wielding this item.
So yeah would that be to much? If so what part would you change and please please do chime in with suggestions for items, or links to cool homebrew that you have used.
Cheers
As a rule of thumb we all dislike plain +X items and prefer to keep additive damage dice somewhat low and instead have actives/useful passives.
So fx the flametounge weapon from the dnd is a bit bland and adds to much damg (is the opinion of our table) a + 2d6 Fire damg is a whooping +7 avarage damg per hit.. That's a lot.
The frostbrand weapon from the DMG on the other hand adds less damg but some other cool features (turning off non magical light, frost resistance).
I'll give an example of a weapon I think would be cool (and hopefully fair for a lvl 7/8/9 char) with the hopes that you guys can tell me if it's OP and even better come with some suggestions or links to homebrewed magical items you yourself like.
__ of arcane disruption (any weapon)
This type of weapon is said to be favored by witch hunters and hunters of mages. They are renowned and feared by casters due to their ability to nullify magic. These weapons becomes sheathed in a blueish flame of pure arcane energy when their command word is spoken.
Magical
Adds + 1d4 force damage
When you damage a creature that is concentrating on
a spell with this weapon, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You can cast the spell 'counter spell' once per long rest while wielding this item.
So yeah would that be to much? If so what part would you change and please please do chime in with suggestions for items, or links to cool homebrew that you have used.
Cheers