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View Full Version : D&D 5e/Next Homebrewed Magic Items, unsure if they are OP or not, would love critique



AbrahamBaconham
2019-03-09, 06:19 PM
(Brennan, Dmitri, George; do not read)

Title. Running a mosty-homemade Megadungeon for some college buddies of mine. A big theme of the campaign is curses, scarcity, and fragility, so fights will be difficult, money must be earned, and a lot of the things I plan to give them will have detrimental effects. The are currently level 2, and I plan on them finding any or all of these within the first layer of the dungeon, where they'll likely stay until maybe lvl 5.

I am unsure of any of these are too powerful or too risky for a low level party to use, and would appreciate any advice you lovely folks can give.

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Mournful Soul
Ghostlight
Last Voyage
Agonizing Wail

An small, ornate metal lantern, equipped with a clasp that can be attached to a belt, hook, or pole. A pale bluish light glimmers within, swirling about listlessly. The lantern sheds bright light in a 10 foot radius and Dim light for an additional 10.

The light of this lantern pierces through magical darkness, confers a +5 bonus to investigation checks to discern illusions, and reveals invisible objects and creatures within the 10ft radius bright light circle.

If one is quiet and close enough, the can hear the sounds of faint sobbing echoing from within. Shaking the lantern will occasionally illicit a drawn out, wheezing wail.

Last Voyage
By unlocking a one of the windows, the spirit can be released from its tiny prison. It will then drift slowly towards the nearest safe haven, leading you along the safest path it can find, arriving at its destination in a little under 18 hours at most. Upon arrival, the spirit will dissipate, leaving behind only an empty lantern case.

Agonizing Wail
If the lantern is ever broken; smashed against a surface, hit with a weapon, or thrown very hard; the spirit will let out an ear-splittingly loud shriek, causing any creature within a 20ft radius to become deafened for 1 minute and suffer disadvantage on their next attack roll. In addition, an afflicted creature must succeed a DC 13 Wisdom saving throw of become frightened for 1 minute. The saving throw can be remade at the end of end of each of it’s turns, ending the frightened effect on a success.

Breaking the lantern in this manner destroys both the spirit and the casing.

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Pride of the Ninth
Scorched Earth; 4d6 Fire damage, 30ft line
Repressive Blast; 2d6 Force damage, 10 ft cone
DC 12 Dex Save
Reload 1
Ammunition 10g (1)

A large mechanism made from thick pipes heavy iron plating. Vaguely resembles an intricate, weaponized brass instrument, bristling with flylight dials and equipped with a shoulder strap, though it is meant to be carried in two hands.

The device is fitted with two triggers, and pulling one costs an action. Only one can be pulled at a time, and pulling either trigger expends the loaded ammunition.

Ammunition for this weapon is not particularly plentiful, and can be purchased from certain supplies for 10g a shot or crafted for half as much, though the necessary materials can only be acquired in towns.

Scorched Earth
Pulling the trigger furthest from the grip launches a scorching blast of searing flame and hissing tar; all creatures in a 30ft long and 5ft wide line must make a DC12 Dexterity saving throw. They suffer 4d6 fire damage on a failed save and half as much on a success.

The flame lingers for 1 round, shedding bright light in a 10ft radius and dim light for an additional 10. Any creature that enters or ends its turn in the flames takes 1d6 fire damage.

Repressive Blast
Pulling the trigger closest to the grip lets loose a burst of burning smoke and a spray of shrapnel; all creatures in a 15ft cone must make a DC12 Dexterity saving throw. They suffer 2d6 force damage on a failed save and half as much on a success. In addition, any creature in the cone is pushed 5ft away from you.

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Claw of an Unnamed Wretch
1/day charges of Gambler’s Thirst

A set of interlinked rings, intended to be worn on one finger, ending in a wicked claw. Made from a dark, smokey metal, shaped in swirling fleurs and ornate engravings. Set with a pale opal near at the base of the first knuckle.

Gambler’s Thirst
The ring constantly thirsts for blood, and will siphon it from whatever source it can get its claw into. Once per day, as a bonus action, you may make a melee spell attack against a creature they can reach. On a hit, the target takes 1d10 damage necrotic damage, and you regain hit points equal to the damage dealt. On a miss, you take 1d10 necrotic damage.

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Unravelling Blade
1d10 (1d8, 1d6, 1d4) Slashing damage, Finesse
Magical Weapon, Attuned
Diminishing
7 charges of Ephemeral Haste

A long, curved sword sheathed within a crumbling, rotten sheathe. The handle is bound in an oily cloth, the blade is ragged and pockmarked with holes, as if dissolved by acid, though the cutting edge is mostly unharmed. The steel itself is jet-black and shines with an iridescent reflection.

Ephemeral Haste;
While this weapon is unsheathed, the blade flickers with dim violet flames, and a faint sizzling sound can be heard. For up to a minute or until the weapon is resheathed, grant yourself one additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. In addition, take 2d4 acid damage at the end of each turn, as dark ethereal flames lap at your skin, leaving ashy, pockmarked burns.

Diminishing
Upon the second, fourth, and sixth activation of Ephemeral Haste, reduce the damage die this weapon deals by one step, as the sword is slowly eaten away by its own magic. On the eighth activation, the weapon destroyed, the blade consumed by plasma and the hilt dissolving into nothing.


(Might add to the list as they explore, or once they reach the second level of the dungeon.)

Dragons_Ire
2019-03-11, 08:51 PM
I love these! The last one is probably too risky for 2nd level characters though, taking 5 damage a round will far outweigh the benefit of the extra action. Maybe reduce the acid damage to 1d4 or 1d6?

AbrahamBaconham
2019-03-12, 01:48 PM
I love these! The last one is probably too risky for 2nd level characters though, taking 5 damage a round will far outweigh the benefit of the extra action. Maybe reduce the acid damage to 1d4 or 1d6?

Glad to hear you like them! I was honestly worried 2d4 wouldn't be enough of a penalty once they hit higher levels, but looking at their hp again I think you're right. And the sword isn't meant to last a terribly long time anyway.