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Ugganaut
2017-02-08, 07:34 PM
We've recently converted our 4e(lvl12) campaign to 5e(lvl8), and our DM said we can choose 1 uncommon item(close to something we already have), and a rare item type he'll make up.

For the Barbarian5/Ranger 3, we have(requested Hide armor, which he'd received from the Grey Wolf Uthgardt tribe as a gift):
Ahn'Rac - Hide of the Worg
Appearance: This armour consists of many overlapping layers, made from the single, thick hide of a very large, dark gray, worg. Head and paws of the wolf are still attached, with the head coming over to rest on the left shoulder of the wearer, like a huge, grisly, epaulet. The front paws hang from the shoulders down to the waist in front, and the rear paws hang down behind like the tails of a suit jacket.
While worn by an attuned user and activated, the eyes of the wolf glow softly with a blue white light, and trail wisps of a similarly coloured vapour when moving around. An observer would even swear that the wolf seems alive, the head and eyes moving slightly to observe passersby.
Attunement: After donning the armour for at least an hour (unless they have attuned before), the wearer will begin to sense the presence of the wolf's spirit. The wearer can spend a short rest to attempt to commune with the spirit and gain its obedience by making a moderate charisma check (DC 10) to dominate it. Good aligned characters have disadvantage, and evil characters have advantage on this check, but if done over a long rest instead, the wearer can spend all their hit dice for the day feed the wolf spirit to gain advantage on the roll (good aligned characters just lose disadvantage).
Failure: Spirit rejects attunement with wearer, and can't be attempted again until they gain a level.
Success: The spirit of Ahn'Rac is obedient to the wearer but must be fed with 1 hit dice after every long rest to grant its attuned powers.
Unattuned: The wearer still gains a sudden strong feeling of uneasiness and excitement when goblins or canines are within scent range (approx. 100ft give or take depending on weather up or downwind), or if they can be heard even in the distance. Because of this, the wearer is unable to get restful sleep while wearing the armour unless they are somewhere that is guaranteed to be out of all ear shot of any howls or barking dogs.
Powers - Attuned: After attuning, the wearer has more of a symbiotic relationship with the wolf spirit. As long as the wearer feeds Ahn'Rac with 1 hit dice after every long rest, they gain the following benefits via shared strength and an empathic non-verbal link:
• Advantage on all charisma, wisdom, and intelligence checks versus goblins and canines.
• Acts as a Weapon of Warning but only for the wearer and in regards to goblin and canine foes, or foes detectable via scent in a wilderness setting. [Advantage on Initiative, can't be surprised, wakes you from sleep]
• Whenever the wearer lands a killing blow or critical hit with a melee attack, they can use their bonus action to allow Ahn'Rac to absorb some of the blood and life energy of the foe, returning one available hit dice to the wearer (up to their maximum).
• Ahn'Rac will automatically stabilise the character if dying (by spending 1 hit dice to bring them to zero hit points).
• Wearer can maintain Rage effects for one round where they have not attacked or taken damage by spending 1 available hit dice to let Ahn'Rac feed the rage for them.
• Ahn'Rac can also feed on the wearers energy to temporarily boost the power of the armour, based upon the number of hit dice spent to empower it. Feeding Ahn'Rac requires an Action, choose the cost below. The effects last 10 minutes.
- (Level 1 - 1 HD) Grants resistance to critical hits from Slashing, Piercing and Cold attacks.
- (Level 2 - 2 HD) As Level 1 but now also gains a +1 enhancement bonus to AC.
- (Level 3 - 3 HD) As Level 2 but now also grants advantage on Strength + Constitution checks and saves.

For the dwarven Paladin 5/Warlock 3 we have(requested Halberd):
Sah'Alladeen(Halberd):
Appearance: This strange looking Halberd appears to be a composite item, comprised of 2 pieces of distinct origins: the centre spear; and a pick-axe halberd head, that is clamped on below the spear blade, in what appears to be an afterthought. The entire weapon is very light, and extremely strong, being comprised almost completely of mithril, and perfectly balanced for a dwarf in combat.
The 5 foot long shaft appears to be a hollow tube approximately 1 inch thick but with a 1/2 inch hole down centre. The entire length is covered in strange, but elegant, swirling designs, reminiscent of wind. It is punctuated at irregular intervals with 1/2 inch holes, spiralling around the length, giving the impression it is a large wind instrument.
About a third of the way in from each end are grooved ridges, allowing for solid hand grips, and one end is topped with a foot long twisted, bladelike, spike. Shaped like a stretched, tapering, corkscrew, but with irregular notches and shapes cut out of the blade along length.
The spear is all one piece of shining mithril, without obvious welds or joins, except for a single large emerald embedded just beneath the spear blade. The origins of the spear are difficult to guess, possibly elven, but probably something even more unusual or alien.
In contrast, the halberd head attached to the top is obviously of typical dwarven make, being made for strength and function over beauty, but stamped on both sides with the holy symbol of Dumathoin. This in itself is unusual however, as it is very rare to find Dumathoins mark on weapons or armour, with most being marked for Moradin or Clanggedin, even amongst the devout.

Powers - Attuned: The exact powers available to an attuned wielder depend upon the strength of the person wielding it. An attuned wielder can draw on the power sources of Air, Thunder, and Lightning, which they can sense roiling within their link to the item. They can feel the presence of the entity Sah'Alladeen, and must call on it by name to manifest any of the non-passive powers. The entity will come to an implicit understanding with the wielder on how much power it is willing to grant them (exact available charge limit is known to the wielder), but the wielder can attempt to overdraw if they feel the need is worth angering Sah'Alladeen.

Known powers:
Safe Daily Charge Limit: 4 Maximum Charges per Round: 2 Caster Level: Weider Save DC for Manifestations: 12

Zone of Fresh Air (passive) - Whenever held by an attuned user, a constant, light, cool breeze emits from the holes down the length of the spears shaft. This air is magically pulled in from the elemental plane of air, and effectively creates a small zone of fresh air around the wielder. While this is not strong enough to disperse a gas based attack before it can harm the wielder, it does help protect people in confined spaces for long periods of time (like in a mine, underwater, or in a spelljammer), and by refreshing the breathable air and siphoning away any toxic gas build-ups.

Siphon Power - An attuned wielder can draw directly on the power of Sah'Alladeen. This power can be channelled in several ways by spending daily charges.
• [Bonus Action]Heal the wielder as though spending a number of highest Hit Dice equal to the charges used.
• [Free Action]Increase the Casting Level of a spell cast by the wielder by a number of levels equal to charges spent.
• [Free Action]Increase the Save DC of a spell cast by the wielder by the number of charges spent.

Air and Thunder Source
• Gust (1 charge; Reaction or Bonus Action) - Causes a focused jet of air from the bladed end with a loud, clear, C note played from holes in shaft. This blast can be used quickly to emulate (but not limited to) the following effects:
o Gust (as cantrip)
o Double jump distance for 1 round (wielder only)
o Dexterity save to half falling damage (wielder only)
o Grant disadvantage on a ranged attack against you or an ally within 10ft, from a target you can see.
• Thunderclap (1 charge; Bonus Action) - By planting the butt of the spear into the ground and releasing the gust effect through all holes at once, the weapon will play a very loud bass note emulating a Thunderclap cantrip.
• Gust of Wind (2 charges; Standard Action) - As Gust of Wind spell.
• Thunderwave (2 charges; Standard Action) - By planting the butt of the spear into the ground and releasing the gust effect through all holes on one side, the weapon will play a very loud bass note (audible out to at least 300ft), emulating a Thunderwave spell.

Lightning Source
• Shocking Charge (1 charge; Bonus Action) - Charges the weapon with a Shocking Grasp . This electrical charge lasts until discharged, earthed, or another power of the item is used. Can be delivered with a melee attack using the weapon, which grants advantage on the attack, dealing weapon damage as well if both rolls would hit, unless you already have advantage.



So this is his first draft, we haven't played this campaign yet, so not sure how they play.
Would love some feedback. Any potential problems you can see?