Quoz
2019-06-07, 03:57 AM
A useful homebrew we used in a previous edition had magic items that drew their power from the person using them. This could be gaining scaling bonuses based on character level or more unique benefits like improving on class features. These weapons would have unique properties based on the character wielding them. For example, the Anyblade. This weapon could change shape into any sword or knife as the owner saw fit. In the hands of a barbarian it would add to critical damage, shifting its mass to the point of impact mid-swing. For a duelist it would allow an improved defense, changing in length to more effectively parry. And for a rogue it would improve sneak attacks, changing from a narrow stabbing blade after it had passed through armor into a barbed and serrated flesh-render.
I'm trying to refine the concept into well-defined and easy to understand magic items for 5e.
- wands and staffs no longer have their own charges. Instead the owner must spend healing surges to channel his own power through the item.
- weapons will have a list of potential properties like bonus to attack and damage, additional elemental damage, or increasing the save DC of a single class feature. When first attuning to the weapon or when gaining a level, the user may pick a number of options up to their proficiency bonus. Some may be taken multiple times, like attack and damage bonus, but never more than 1/2 proficiency rounded down.
- base model magic armor would follow the example of the Warforged racial armors, adding proficiency bonus into the AC equation. Advanced versions may have abilities that are activated by spending healing surges, such as the ability to deny forced movement or gaining resistance to an attack.
The important thing is that it feels like the items gain their power and magic from the person attuned to it. The magic blade they find in their first adventure is still useful right up through the end of the final epic quest, but is not overpowered from the beginning and respects the principles of bounded accuracy that are so integral to 5e.
I'm trying to refine the concept into well-defined and easy to understand magic items for 5e.
- wands and staffs no longer have their own charges. Instead the owner must spend healing surges to channel his own power through the item.
- weapons will have a list of potential properties like bonus to attack and damage, additional elemental damage, or increasing the save DC of a single class feature. When first attuning to the weapon or when gaining a level, the user may pick a number of options up to their proficiency bonus. Some may be taken multiple times, like attack and damage bonus, but never more than 1/2 proficiency rounded down.
- base model magic armor would follow the example of the Warforged racial armors, adding proficiency bonus into the AC equation. Advanced versions may have abilities that are activated by spending healing surges, such as the ability to deny forced movement or gaining resistance to an attack.
The important thing is that it feels like the items gain their power and magic from the person attuned to it. The magic blade they find in their first adventure is still useful right up through the end of the final epic quest, but is not overpowered from the beginning and respects the principles of bounded accuracy that are so integral to 5e.