Carissacat
2017-04-10, 06:23 PM
Hello. Fairly newbie DM here asking for some help with a few magic items I'm thinking for a players birthday (I like to give my players an in game item as a free present from me)
I doubt these are unique but see what you think of them. Mostly I'd like to know if these are overpowered/unbalanced and how they can be improved.
Gloves of the arrowhead
These appear as a pair of finger-less gloves with 6 small beads stitched onto the back of them. The gloves can hold up to 6 charges and recover 2d4+2 charges at dawn. Whenever you pull an arrow out of your quiver you can expend a number of charges to change the arrowhead to one of the following
Rare
Requires attunement
Ensnaring Strike - 2 charges
Cast the spell ensnaring strike without expending a spell slot
Elements - 2 charges
Pick one of the following elements; fire, cold, lightning. The arrow deals an extra 1d6 of the chosen element on a hit.
Thunder - 2 charges
1d6 thunder damage, target must make CON save or be pushed 10 ft back
Magic - 2 charges
Arrow counts as magic for the purposes of overcoming defenses
Healing - variable
Every 2 charges deals 1d4 healing. Arrow does not deal damage but must hit targets AC
Targeting - 3 charges
Arrow hits the target automatically, no roll needed. Arrow can move over and around cover but not through (I.e 1/2 cover and 3/4 but not full cover)
Bargaining Chip
Looks to be a simple poker chip, but can be offered in exchange for items or people. Gives advantage to any charisma checks that involve trading this chip, up to a value of 50gp. Although this chip appears non valuable people seem to desire it. By whispering your name and offering the chip a gold piece, you can guarantee that the chip will return to you after 1d4 days after trading it. Every time you plan to trade this chip away you must repeat this ritual
(Unknown to the player, everytime this is done an otherworldy entity is listening and gathering this wealth and the PCs name for a secret Purpose)
Mirror of healing
Appears to be a simple mirror with a silver frame, but examination will reveal a religious symbol carved into the back of the mirror.
Every time healing is done by the wielder of this item half of the healing done is stored within the mirror. The wielder can release these hitpoints to a creature within touch range as an action. The mirror can hold up to 60hp and the hitpoints disappear if they are not used before a long rest.
I doubt these are unique but see what you think of them. Mostly I'd like to know if these are overpowered/unbalanced and how they can be improved.
Gloves of the arrowhead
These appear as a pair of finger-less gloves with 6 small beads stitched onto the back of them. The gloves can hold up to 6 charges and recover 2d4+2 charges at dawn. Whenever you pull an arrow out of your quiver you can expend a number of charges to change the arrowhead to one of the following
Rare
Requires attunement
Ensnaring Strike - 2 charges
Cast the spell ensnaring strike without expending a spell slot
Elements - 2 charges
Pick one of the following elements; fire, cold, lightning. The arrow deals an extra 1d6 of the chosen element on a hit.
Thunder - 2 charges
1d6 thunder damage, target must make CON save or be pushed 10 ft back
Magic - 2 charges
Arrow counts as magic for the purposes of overcoming defenses
Healing - variable
Every 2 charges deals 1d4 healing. Arrow does not deal damage but must hit targets AC
Targeting - 3 charges
Arrow hits the target automatically, no roll needed. Arrow can move over and around cover but not through (I.e 1/2 cover and 3/4 but not full cover)
Bargaining Chip
Looks to be a simple poker chip, but can be offered in exchange for items or people. Gives advantage to any charisma checks that involve trading this chip, up to a value of 50gp. Although this chip appears non valuable people seem to desire it. By whispering your name and offering the chip a gold piece, you can guarantee that the chip will return to you after 1d4 days after trading it. Every time you plan to trade this chip away you must repeat this ritual
(Unknown to the player, everytime this is done an otherworldy entity is listening and gathering this wealth and the PCs name for a secret Purpose)
Mirror of healing
Appears to be a simple mirror with a silver frame, but examination will reveal a religious symbol carved into the back of the mirror.
Every time healing is done by the wielder of this item half of the healing done is stored within the mirror. The wielder can release these hitpoints to a creature within touch range as an action. The mirror can hold up to 60hp and the hitpoints disappear if they are not used before a long rest.