PhoenixPhyre
2016-11-29, 07:22 PM
So my players are soon to encounter one of the only magic items they'll get. I have prepared 9 (only coincidentally the number of players in the largest of 3 campaigns) enchanted gemstones that can be incorporated into any item they choose. These gems will grant two benefits that scale with level. First, a passive effect (different for each gem). Things marked in BOLD are things I want help balancing (against the others)
Gem Color
Passive Effect
Clear
Enhanced darkvision: You see normally within 60 feet no matter the light level. This does not penetrate magical darkness.
Red
Lick of Flame--Weapon attacks you make deal an additional amount of half your proficiency bonus (rounded down) in fire damage on hit and count as magical for overcoming resistance and immunity.
Orange
Celerity--Your movement speed increases by 5 feet.
Yellow
Lightning Lash--Weapon attacks you make deal an additional amount of half your proficiency bonus (rounded down) in lightning damage on hit and count as magical for overcoming resistance and immunity.
Green
Nature's Bulwark--You gain 1d4 + your proficiency bonus temporary hit points after completing a short or long rest. This stacks with any other source of temporary hit points.
Cyan
A Leaf On the Wind--Attacks of opportunity against you are made at disadvantage.
Blue
Frost's Kiss--Weapon attacks you make deal an additional amount of half your proficiency bonus (rounded down) in cold damage on hit and count as magical for overcoming resistance and immunity.
Violet
Imperious Presence--You are always considered to have at least half cover (+2 AC) against range
Black
A Whiff of the Grave--Weapon attacks you make deal an additional amount of half your proficiency bonus (rounded down) in necrotic damage on hit and count as magical for overcoming resistance and immunity.
The other effect of the gem doesn't vary based on the gem, but on the person attuned to it. I've thought of class specific boons that extend the capabilities of the class itself and are relevant to all archetypes. I haven't played some of these so I'm much more unsure as to the relative balance of these. Help here would be much appreciated. Multi-classed characters (which I don't have any of) would have to choose one or the other, and all level-based things refer to class levels. All of these activated abilities are usable once per long rest.
Edit: Based on the comments, I've decided to completely revamp these boons. Four follow, individually spoilered for length. The rest will come soon.
You can’t Run! You leap at an opponent—your inner rage allowing you to defy gravity itself. As an action while you are raging choose an enemy you can see within twice your normal movement range. You charge at them regardless of intervening obstacles. This even allows you to charge at flying enemies. When you reach them, make an attack roll at advantage. If you hit, they are knocked prone (and fall, if flying) and you deal critical damage. If you miss, you still deal normal damage. If you end this movement in the air, you fall safely to the ground and deal 1d6 bludgeoning damage per 10 feet fallen to all enemies within 5 feet of your landing point.
As an action you sing one of two songs—one of healing and one of doom. Choose one of the following effects—it continues for one minute if you spend a bonus action each turn to sustain it. You count as concentrating on a spell for the duration.
We will rock you! Choose a number of enemies you can see equal to your Charisma bonus (minimum 1). When the song begins and at the beginning of each turn you sustain the effect they take 1d8 damage for every two bard levels you have. Targets must succeed on a Charisma saving throw or be fascinated and cannot willingly harm you for the duration. Targets that succeed on their saving throw only take the damage.
We are the Champions! Choose a number of allies you can see equal to your Charisma bonus (minimum 1). While the effect is active they gain temporary hit points equal to your Charisma bonus + proficiency bonus and gain a use of your Bardic Inspiration die at the beginning of each of their turns.
You are judged and found wanting. You utter a prayer as an action and you are filled with the power of your god or goddess. For one minute the range on all your spells are doubled (touch spells gain a range of 30 feet). While this effect is active your concentration cannot be broken except by casting another concentration spell or becoming incapacitated. For the duration of the effect any spell or effect that you create that deals hit point damage deals maximum damage; any spell or effect that you create that heals hit point damage heals the maximum amount.
As an Action, you let out a yell calculated to strengthen allies or dishearten foes. Choose one of the following effects:
Hold the line! All allies within 60 feet of you receive healing equal to your Second Wind value. Healing above their maximum hit points is converted into temporary hit points that last until your next short or long rest. All allies affected also gain advantage on their next saving throw made within one minute.
All foes will fall! All enemies within 60 feet of you must make a wisdom saving throw against a DC of 8 + Proficiency + (the better of strength or dexterity). On a success, they take 3d8 + your proficiency bonus psychic damage but avoid any other affect. On a failure, they take the damage and are also dazed until the beginning of your next turn. Dazed creatures cannot expend movement unless they take the dash action and cannot take bonus actions or reactions.
Do any of these boons stick out as dramatically more powerful or exploitable than others? I intend for this to be a powerful item. It's likely to be the only combat-relevant item they'll find throughout the campaign. Only one can be attuned at a time, so they're not stackable by the same character.
Gem Color
Passive Effect
Clear
Enhanced darkvision: You see normally within 60 feet no matter the light level. This does not penetrate magical darkness.
Red
Lick of Flame--Weapon attacks you make deal an additional amount of half your proficiency bonus (rounded down) in fire damage on hit and count as magical for overcoming resistance and immunity.
Orange
Celerity--Your movement speed increases by 5 feet.
Yellow
Lightning Lash--Weapon attacks you make deal an additional amount of half your proficiency bonus (rounded down) in lightning damage on hit and count as magical for overcoming resistance and immunity.
Green
Nature's Bulwark--You gain 1d4 + your proficiency bonus temporary hit points after completing a short or long rest. This stacks with any other source of temporary hit points.
Cyan
A Leaf On the Wind--Attacks of opportunity against you are made at disadvantage.
Blue
Frost's Kiss--Weapon attacks you make deal an additional amount of half your proficiency bonus (rounded down) in cold damage on hit and count as magical for overcoming resistance and immunity.
Violet
Imperious Presence--You are always considered to have at least half cover (+2 AC) against range
Black
A Whiff of the Grave--Weapon attacks you make deal an additional amount of half your proficiency bonus (rounded down) in necrotic damage on hit and count as magical for overcoming resistance and immunity.
The other effect of the gem doesn't vary based on the gem, but on the person attuned to it. I've thought of class specific boons that extend the capabilities of the class itself and are relevant to all archetypes. I haven't played some of these so I'm much more unsure as to the relative balance of these. Help here would be much appreciated. Multi-classed characters (which I don't have any of) would have to choose one or the other, and all level-based things refer to class levels. All of these activated abilities are usable once per long rest.
Edit: Based on the comments, I've decided to completely revamp these boons. Four follow, individually spoilered for length. The rest will come soon.
You can’t Run! You leap at an opponent—your inner rage allowing you to defy gravity itself. As an action while you are raging choose an enemy you can see within twice your normal movement range. You charge at them regardless of intervening obstacles. This even allows you to charge at flying enemies. When you reach them, make an attack roll at advantage. If you hit, they are knocked prone (and fall, if flying) and you deal critical damage. If you miss, you still deal normal damage. If you end this movement in the air, you fall safely to the ground and deal 1d6 bludgeoning damage per 10 feet fallen to all enemies within 5 feet of your landing point.
As an action you sing one of two songs—one of healing and one of doom. Choose one of the following effects—it continues for one minute if you spend a bonus action each turn to sustain it. You count as concentrating on a spell for the duration.
We will rock you! Choose a number of enemies you can see equal to your Charisma bonus (minimum 1). When the song begins and at the beginning of each turn you sustain the effect they take 1d8 damage for every two bard levels you have. Targets must succeed on a Charisma saving throw or be fascinated and cannot willingly harm you for the duration. Targets that succeed on their saving throw only take the damage.
We are the Champions! Choose a number of allies you can see equal to your Charisma bonus (minimum 1). While the effect is active they gain temporary hit points equal to your Charisma bonus + proficiency bonus and gain a use of your Bardic Inspiration die at the beginning of each of their turns.
You are judged and found wanting. You utter a prayer as an action and you are filled with the power of your god or goddess. For one minute the range on all your spells are doubled (touch spells gain a range of 30 feet). While this effect is active your concentration cannot be broken except by casting another concentration spell or becoming incapacitated. For the duration of the effect any spell or effect that you create that deals hit point damage deals maximum damage; any spell or effect that you create that heals hit point damage heals the maximum amount.
As an Action, you let out a yell calculated to strengthen allies or dishearten foes. Choose one of the following effects:
Hold the line! All allies within 60 feet of you receive healing equal to your Second Wind value. Healing above their maximum hit points is converted into temporary hit points that last until your next short or long rest. All allies affected also gain advantage on their next saving throw made within one minute.
All foes will fall! All enemies within 60 feet of you must make a wisdom saving throw against a DC of 8 + Proficiency + (the better of strength or dexterity). On a success, they take 3d8 + your proficiency bonus psychic damage but avoid any other affect. On a failure, they take the damage and are also dazed until the beginning of your next turn. Dazed creatures cannot expend movement unless they take the dash action and cannot take bonus actions or reactions.
Do any of these boons stick out as dramatically more powerful or exploitable than others? I intend for this to be a powerful item. It's likely to be the only combat-relevant item they'll find throughout the campaign. Only one can be attuned at a time, so they're not stackable by the same character.