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ClockworLegend
2017-12-30, 05:10 PM
This is my first attempt at making homewbrew magic items. I made a few for my home game but wanted to get some feedback before in put them into my world.

ITEM EDITS FURTHER DOWN

Quiver of Chaos
Wondrous Item, legendary (requires attunement)

“Quantis Rhee has almost forgotten what colors are. For months, she has prowled the deep, shadowed catacombs of Limbo—the places where the inexorable Slaad burrowed into the chaotic plane and replaced natural life with a cold, inhuman labyrinth. Light is scarce in this place. But Quantis knows how to find it—how to feel the ripples of the void, to draw power from the infinities between spaces. She knows how to roll black holes between her fingertips, and how to nock her bow with the inescapable gravities of the universe. Soon Quantis will leave this place, return to the city, report her findings. See colors again. But that won't last long.”

This monochromatic quiver is constructed from the pitch black tanned hide of a long forgotten death slaad. The ebony mane of a unicorn born in the Shadowfell was used in the stitching. The fangs of vampires, blackened by age, adorn the bottom and rim of the quiver. Once attuned to the Quiver of Chaos the wielder gains the following benefits.

An invisible chaotic void surrounds the Quiver of Chaos, preventing attempts to locate it or it's wearer through scrying, divination spells, or perceived through magical scrying sensors.

While attuned to the Quiver of Chaos the wearer’s base speed is increased by 10 feet.

As a bonus action, you can allow the chaos of Limbo wash over your mind. You gain advantage on your next attack roll. You cannot use this feature again until you have finished a shot rest

This quiver holds 6 arrows, any arrows fired cannot be replaced until after a long rest. When you draw an arrow from this ornately designed quiver. Roll d100 and consult the following table to discover the effects of the arrow you draw.

1 The arrow was cursed! The arrow fuses to your hand until the curse is dispelled

2 The arrow is a rust monster antenna, if it hits it sticks to the armor of the enemy, giving them -1 to ac if they are wearing metal armor. If the target is a metal construct it takes (8d8) Damage, Its movement is halved, and it has disadvantage on dexterity saves, and attack rolls.

3 The arrow whistles, giving advantage on perception checks to spot the person that fires the arrow. There is no special effect other than that.

4 The arrow has the same effect as the shatter spell.

5-8 The target of the arrow must make a Wisdom saving throw (DC 15) or the target is banished to the positive energy plane for one round. Creatures that are not Constructs or Undead return at full health. Undead take 4d8 radiant damage while in the positive energy plane. On a successful save the arrow functions as a non-magical arrow.

9-16 The arrow allows the target to regain 1d12 hit points.

17-24 The arrow deals an additional 3d6 fire damage on a hit.

25-32 The arrow has the same effect as the thunderwave spell (save DC 15).

33-40 The arrow has a -4 penalty to attack rolls.

41-48 The arrow has a +4 bonus to attack rolls.

49-56 The arrow illuminates the area it hits, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. All creatures within the the bright light must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn.

57-64 On a hit, the target of this arrow must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn.

65-73 The arrow is jagged, and cuts your hand dealing 2d4 slashing damage to you, otherwise it functions as a non-magical arrow.

74-80 The arrow is a flying snake. The arrow has a +2 bonus to attack rolls. On a hit, it deals its normal damage and an additional 3d4 poison damage (save DC 15). The snake remains for 1 minute and obeys your verbal commands.

81-84 The arrow is a mind flayer tentacle. The arrow has a +1 bonus to attack rolls. On a hit, the target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location for 1 hour, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefits from this condition against you.

85-88 The arrow has the same effect as the irresistible dance spell (save DC 15).

89-96 The arrow has a glyph of warding etched onto it, noching the arrow triggers the glyph.

97-98 The arrow creates an antimagic field in a sphere 50 feet in radius centered on the arrow.

99 The target of this arrow must succeed on a DC 15 Wisdom saving throw or be magically polymorphed into a frog for 1 minute, as though it had failed a save against the polymorph spell.

100 The arrow implodes on contact with the target, opening up a singularity. All creatures in a 10 foot radius must make a DC 15 Strength saving throw. On failed save this deals 10d10 force damage and creatures are pulled into the closest unoccupied space nearest the target of the arrow. On a successful save the targets take half damage and are not pulled.

ClockworLegend
2017-12-30, 05:11 PM
Nezarec's Sin
Wondrous Item, legendary (requires attunement)

“He is that which is end. That which covits sin. The final god of pain—the purest light, the darkest hour. And He shall rise again. When the guiding shine fades and all seems lost He will call to you. Fear not. All He offers is not as dark as it may seem. For Nezarec is no demon, but a fiend, arch and vile in ways unknown. He is a path and a way, one of many. And his sin, so wicked, so divine—is that he will never cower when dusk does fall, but stand vigilant as old stars die and new Light blinks its first upon this fêted eternity.He is that which is an end. And he shall rise again.”

—Passage from “Of Hated Nezarec”

This plain and unadorned lantern appears unremarkable at a glance. On closer inspection it becomes clear it is constructed from cold iron and from it's globe only a swirling blackness can be glimpsed. Punctuated by the dim light of bleeding stars. The restless spirit the archfiend Nezarec is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to absorb all the light in an area, extinguishing all non-magical light sources in a 30-foot radius.

While holding the lantern you gain darkvision out to a range of 30 feet. Additionally you can speak and understand infernal.

If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch and grants 10 temporary hit points, and then quickly returns to the lantern.

The lantern has 8 charges, you can use an action to expend a number of charges to cast the following spells: Dancing Lights, Mage Hand, Spare the Dying (at will); Unseen Servant, See Invisibility (1 charge); Death Ward (2 charges); Soul Cage [with the exception the the user only get three uses of the captured soul, the remainder is consumed by Nezarec] (3 charges); Revivify (4 charges). It regains 1d8+1 charges daily at dawn.

If an expenditure would ever cause the lantern to drop to 0 charges, the player using it would roll a 1d20. On a 20, the lantern casts Summon Greater Demon [with the exception that a Devil is summoned instead] and the resulting fiend attempts to take the lantern from the wielder by any means available and escape back to the Nine Hells.

The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Only by traveling to Nezarec's home plane in Baator and casting a dispel evil and good spell on the lantern. This releases the spirit of the fiend into the Nine Hells where it will be free to resume its true form and renders the lantern non-magical.

ClockworLegend
2017-12-30, 05:12 PM
Helm of Argenthirixus
Wondrous Item, legendary (requires attunement)

“You will dream of teeth, and nothing else.”
Tzindelor (to Argenthirixus)

This gleaming silver helm is made from the skull of Argenthirixus, a fallen silver dragon wyrmling. Slain by the red dragon, Tzindelor. The helm has been plated with a silver/adamantine alloy, and the details of life have been painstakingly etched into the metal. The teeth and eyes have been replaced with expertly cut pale violet amethyst and it is topped by a spiked crest made from a single, massive, rough hewn sapphire. The helm reshapes to fit a wearer attuned to it. While you are wearing the helm and attuned to it, you can access the following properties.

Damage Absorption. You have damage resistance to cold. If you have damage resistance to cold from another source, you gain immunity to cold damage.

Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.

Dragon Breath. When wearing the skull you gain a breath weapon, with a recharge of 6 (at the start of your turn, roll a d6 and on a ‘6’ this ability recharges).

As an action the wearer exhales an icy blast in a 20-foot cone. Each creature in that area must make a DC 17 Constitution saving throw A creature takes 3d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 16th level.

You can speak and understand Draconic. You also have advantage on any Charisma check you make against silver dragons.

While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.

Avonar
2017-12-30, 05:38 PM
Quiver of Chaos
Wondrous Item, legendary (requires attunement)
<SNIP>

This feels very unimpressive. The cannot be magically detected effect is nice but is found in other items and spells. The once per rest advantage is very meh. And the arrows, the signature point, are too erratic, looking at this they might do more harm than good maybe 50% of the time, hitting allies with AoEs, antimagicing friendly buffs etc. Legendary items are supposed to some of the most powerful you will find short of artifacts, this is not.


Nezarec's Sin
Wondrous Item, legendary (requires attunement)
<SNIP>

Not bad? It has some neat effects though they are not very exciting. The only standout thing here is the autostabilise and that is done by a Periapt of Wound Closure (An Uncommon item). Again, nothing here that would make this Legendary. Compare it to the Legendary Staff of the Magi. That comes with 50 charges, the abiliy to absorb any spell and the ability to cast 7th level spells. THAT is a Legendary item.


Helm of Argenthirixus
Wondrous Item, legendary (requires attunement)
<SNIP>

This one...I like the ideas but I don't think it meshes together well. This item would be perfect for a Sorceror, Bard or Warlock, making the extra 1d8 melee potentially pointless. It relies on having a Melee character with high enough Charisma AND Dexterity that this is better than armour. Not sure what fix for this would be honestly, maybe a flat +1/+2 to AC?

The Breath Weapon is weak. 3-6d6 damage on a failed save as a whle action is very unimpressive. Beef this up a lot. Make it work using. It's a Legendary item, it can be powerful. Also, unless you are planning to give Legendaries to level 3s, take out the level scaling. No other magic items function that way. Also, you didn't specificy how to calculate the Save DC for this.

Overall, I would recommend you look through the DMG and see the existing Legendary items and how damn powerful they are. These items might hit Very Rare, but nowhere near Legendary. Make the Dragon Helmet give straight cold immunity. Give the lantern a unique soul-based effect, not just allowing spellcasting.

The main thing is that these items are not hugely interesting. It seems like you want them to be a big deal, so make them a big deal mechanically too. A Legendary item should make you think "Holy ****" when you see what it does.

ClockworLegend
2017-12-30, 06:57 PM
Hearing you loud and clear. These are my first homebrew items and I didnt want the to be game breaking so I erred on the side on caution. Your feedback is much appreciated.

Ps Bookmark is a legendary item too and it straight trash...I was trying make them sit somewhere between Bookmark and Blackrazor.

Avonar
2017-12-30, 07:00 PM
Hearing you loud and clear. These are my first homebrew items and I didnt want the to be game breaking so I erred on the side on caution. Your feedback is much appreciated.

Ps Bookmark is a legendary item too and it straight trash...I was trying make them sit somewhere between Bookmark and Blackrazor.

Haven't heard of Bookmark, but bear in mind that Blackrazor can make you near unkillable.

End of the day the most important thing you want for these magic items is uniqueness. Give them some custom abilities, make them properly desirable.

Ninja_Prawn
2017-12-30, 07:01 PM
The way these are presented makes me think they'd be better off as artifacts rather than legendary items. That way you could say in the first sentence "this magical quiver functions as an Amulet of Proof Against Detection and Location and a Quiver of Ehlonna" and then go on to list various other features. Plus then you'd have the random features that would suit these items really well.

Of course, they'd end up more powerful. Artifacts tend to be somewhat game-breaking. But that doesn't mean they can't be fun as well!

Also, just a note: there is a subforum (http://www.giantitp.com/forums/forumdisplay.php?15-Homebrew-Design) for homebrew. This thread should really be over there.

ClockworLegend
2018-01-01, 11:31 PM
So after some thought I have buffed the items and I'm submitting the edits for further review.

Quiver of Chaos
(Edited description)
This monochromatic quiver appears to hold a single arrow. It constructed from the pitch black tanned hide of a long forgotten death slaad and fangs of slain Githzerai, blackened by age, adorn the top and bottom rim of the quiver.Once attuned to the Quiver of Chaos the wielder gains the following benefits.

(Added Infinite arrows)
Perfect Paradox: The quiver is linked to a paracausal loop in Limbo. When you pull the lone arrow from the quiver, it is simultaneously replaced by the same arrow from a past, present, or future timeline.

(Added this ability)
Shroud of Chaos: An invisible chaotic void surrounds the Quiver of Chaos, preventing attempts to locate it or it's wearer through scrying, divination spells, or perceived through magical scrying sensors.

(Buffed this)
Shade Step: You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first attack you make before the end of your turn. You cannot use this ability again until you have finished a long rest. Additionally the wearer’s base speed increases by 10 feet.

(Buffed this too)
Chaos Theory: As a bonus action, you can allow the chaos of Limbo wash over your mind. You gain advantage on your attack rolls for one minute. You cannot use this feature again until you have finished a long rest.

(Changed to charges for flavor purposes)
This quiver holds 6 charges, regaining 1d6+1 charges at dawn. When you draw an arrow from this ornately designed quiver. You may choose to expend 1 charge to imbue the arrow with chaotic energy Roll d100 and consult the following table, after firing, to discover the effects of the arrow.

Nezarec's Sin

(Made it cast darkness 1/day)
Darkness Itself: While holding the lantern, you can command the spirit as a bonus action to absorb all the light in an area, extinguishing all light sources in and area. This effect functions as a darkness spell. You cannot use this ability again until you have finished long rest.

(Buffed dark vision to devil sight)
Infernal Link: While holding the lantern you gain Devil's Sight out to a range of 30 feet. Additionally you can speak and understand infernal.

(Added this from shadow monk)
Cloak of Darkness: When you are in an area of dim light or darkness, you can use your action to become invisible for one minute. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. You cannot use this ability again until you have finished a long rest.

Helm of Argenthrixus

Buffed breath weapon to do 8d8
Gives cold immunity instead of resistance

ClockworLegend
2018-01-08, 07:41 PM
Shameless bump