Aleck_Morween
2019-05-16, 05:47 PM
Warning for my players: Ayla, Lothar, Okazaki and Agmar - Leave now... Spoilers ahead!
I created some magic items and I want to know if I made them roughly equally balanced against one another. I'm aware these are probably broken in general, but what I want to know is are the about the same in terms of power, practicality, thematic and fun over all. All of them require attunement.
For the Totem Warrior Barbarian, a basic brute who loves smashing, I made the Maul of the Conqueror:
He absorbs enemy strength. If he gets killing blow he can use the slain enemy's strength score instead of his own until he finishes long rest. If he kills a giant kin the strength becomes permanent. that's the simplest one
Next is the Monk of the Open Hand, who loves to pick losing fights, he gets Grit of the Underdog (fist weapon). This one evolves in stages:
+1 to attack rolls and damage, you score critical hit on rolls 19-20. Additionally when you score a crit or your opponent score crit on you, you regain 1 ki point. If the number of ki points exceed your Monk level you lose all extra points after short or long rest
+2 you can spend 1 ki point to heal yourself. Spend 1 hit die and add your constitution modifier. you can use this even when unconscious.
+3 spent 5 ki points, for next minute you can add your opponent's Strength bonus to your damage rolls
Since he often saves ki points, he rarely uses them and ends up not spending them.
The Swashbuckler Rogue likes fancy stuff, and plans to multiclass into Fighter to get a fighting style and Riposte as a Battle Master maneuver. His item is basically Cabal's Ruin from Critical Role (I couldn't think of cool armor that boosts Riposte, so I copied Matt Mercer), but he gets +1/+2/+3 to AC to improve chances to Riposte:
+1 Cabal's Ruin has 4 charges, and regains 1d4 expended charges daily at dawn. When the wearer is targeted by an enemy’s spell, they can use their reaction to have the cloak swallow part of the spell. The cloak gains a number of charges equal to the spell level of the triggering spell. The wearer is still subject to whatever effects the spell would normally inflict on them. The ability cannot be used again until they finish a short or long rest. When the wearer hits with an attack, they can choose to expend any number of charges from the cloak, dealing an additional 1d6 lightning damage per charge expended, which is inflicted on the target of that attack. If the attack strikes multiple targets, the wearer must choose one target from the group to be subject to this damage.
+2 Cabal's Ruin grants the wearer advantage on all saving throws against spells and other magical effects. The cloak’s maximum charges becomes 6, and it regains 1d4+2 charges daily at dawn. When using the cloak’s ability to swallow a spell, the wearer gains resistance to the damage of that spell.
+3 The cloak’s maximum charges becomes 10, and it regains 1d6+4 charges daily at dawn.
And lastly, the Beast Master Ranger has a wolf as an animal companion, and she kinda feels underpowered. Her item is the most complicated and not 100% done. The Link of the Devourer is a 2-piece item; the collar and bracelet must be equipped by both the Animal Companion and the Ranger:
Base Form: When you cast a spell with a range of touch, your companion can deliver the spell as if it had cast the spell. Your companion must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Evolved Form: The bond with your companion evolves beyond the natural. When either you or your companion take damage, you can chose which one of you takes the damage. Damage must be transferred in its entirety, and cannot be split between the two.
Ascended Form: Your link is complete; you are always aware how far your companion is away from you and in which general direction. While your companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special that the companion has. During this time, you are deaf and blind with regard to your own senses.
Now for the complicated part: Based on what the companion devours, it gains traits of its prey; the traits also apply to you. You can switch unlocked forms during short rest.
Feral Form: Devour a beast to unlock. Use the dire wolf stat block for companion, Ranger gets +10 feet to speed and temporary hit points equal to character level.
Fey Form: Devour a fey to unlock. Use blink dog stat block for companion, Ranger gets +2 to Charisma, can cast invisibility without spending a spell slot once per short rest.
Dragon Form: Apply the dragon template from the Monster Manual to companion. The Ranger gets +1 to AC, resistance to elemental damage based on the dragon's color, and can add 1d6 of same elemental damage to damage rolls.
Fiend Form: not finished
Aberration Form: not finished
Celestial Form: not finished
That is basically it. Are some of these items are more powerful than the others? Did they follow the theme? Any ideas for the 3 remaining forms
I created some magic items and I want to know if I made them roughly equally balanced against one another. I'm aware these are probably broken in general, but what I want to know is are the about the same in terms of power, practicality, thematic and fun over all. All of them require attunement.
For the Totem Warrior Barbarian, a basic brute who loves smashing, I made the Maul of the Conqueror:
He absorbs enemy strength. If he gets killing blow he can use the slain enemy's strength score instead of his own until he finishes long rest. If he kills a giant kin the strength becomes permanent. that's the simplest one
Next is the Monk of the Open Hand, who loves to pick losing fights, he gets Grit of the Underdog (fist weapon). This one evolves in stages:
+1 to attack rolls and damage, you score critical hit on rolls 19-20. Additionally when you score a crit or your opponent score crit on you, you regain 1 ki point. If the number of ki points exceed your Monk level you lose all extra points after short or long rest
+2 you can spend 1 ki point to heal yourself. Spend 1 hit die and add your constitution modifier. you can use this even when unconscious.
+3 spent 5 ki points, for next minute you can add your opponent's Strength bonus to your damage rolls
Since he often saves ki points, he rarely uses them and ends up not spending them.
The Swashbuckler Rogue likes fancy stuff, and plans to multiclass into Fighter to get a fighting style and Riposte as a Battle Master maneuver. His item is basically Cabal's Ruin from Critical Role (I couldn't think of cool armor that boosts Riposte, so I copied Matt Mercer), but he gets +1/+2/+3 to AC to improve chances to Riposte:
+1 Cabal's Ruin has 4 charges, and regains 1d4 expended charges daily at dawn. When the wearer is targeted by an enemy’s spell, they can use their reaction to have the cloak swallow part of the spell. The cloak gains a number of charges equal to the spell level of the triggering spell. The wearer is still subject to whatever effects the spell would normally inflict on them. The ability cannot be used again until they finish a short or long rest. When the wearer hits with an attack, they can choose to expend any number of charges from the cloak, dealing an additional 1d6 lightning damage per charge expended, which is inflicted on the target of that attack. If the attack strikes multiple targets, the wearer must choose one target from the group to be subject to this damage.
+2 Cabal's Ruin grants the wearer advantage on all saving throws against spells and other magical effects. The cloak’s maximum charges becomes 6, and it regains 1d4+2 charges daily at dawn. When using the cloak’s ability to swallow a spell, the wearer gains resistance to the damage of that spell.
+3 The cloak’s maximum charges becomes 10, and it regains 1d6+4 charges daily at dawn.
And lastly, the Beast Master Ranger has a wolf as an animal companion, and she kinda feels underpowered. Her item is the most complicated and not 100% done. The Link of the Devourer is a 2-piece item; the collar and bracelet must be equipped by both the Animal Companion and the Ranger:
Base Form: When you cast a spell with a range of touch, your companion can deliver the spell as if it had cast the spell. Your companion must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Evolved Form: The bond with your companion evolves beyond the natural. When either you or your companion take damage, you can chose which one of you takes the damage. Damage must be transferred in its entirety, and cannot be split between the two.
Ascended Form: Your link is complete; you are always aware how far your companion is away from you and in which general direction. While your companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special that the companion has. During this time, you are deaf and blind with regard to your own senses.
Now for the complicated part: Based on what the companion devours, it gains traits of its prey; the traits also apply to you. You can switch unlocked forms during short rest.
Feral Form: Devour a beast to unlock. Use the dire wolf stat block for companion, Ranger gets +10 feet to speed and temporary hit points equal to character level.
Fey Form: Devour a fey to unlock. Use blink dog stat block for companion, Ranger gets +2 to Charisma, can cast invisibility without spending a spell slot once per short rest.
Dragon Form: Apply the dragon template from the Monster Manual to companion. The Ranger gets +1 to AC, resistance to elemental damage based on the dragon's color, and can add 1d6 of same elemental damage to damage rolls.
Fiend Form: not finished
Aberration Form: not finished
Celestial Form: not finished
That is basically it. Are some of these items are more powerful than the others? Did they follow the theme? Any ideas for the 3 remaining forms