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  1. - Top - End - #1
    Pixie in the Playground
     
    GreataxeFighterGuy

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    Default PEACH: Some homebrew items

    Beam Sword
    Weapon (Shortsword), Uncommon (requires attunement)

    When you make an attack with this weapon, you can choose to attack with it normally or to fire a magical beam. Doing so converts the melee weapon attack into a ranged spell attack, with a normal range of 60 feet and a long range of 120 feet. This spell attack deals force damage instead of piercing. Anything that allows you to make a melee weapon attack can be converted into a beam.

    Wand of Mage Annoyance
    Wand, Uncommon (requires attunement by a spellcaster)

    This wand appears to be a Wand of the War Mage and anything that detects a magic item's properties will reveal it as such, but does not grant its benefits.
    Curse. This wand is cursed, which is revealed only when it is attuned to. While attuned to the wand, you can't remove it from your person, as it teleports into your bag or pocket whenever you discard it. When you cast the spell Mage Armor, the wand will cast Counterspell against the casting of Mage Armor. Its spellcasting modifier is +0. If the Counterspell fails, such as by casting another Counterspell, the wand will explode out of spite, destroying itself and replicating the effects of a Fireball spell centered on itself.

    Attractor Javelin
    Weapon (Javelin), Rare (requires attunement)


    This steel javelin attracts nearby metal objects and occasionally gives off a jolt of harmless but slightly painful static electricity to its wielder. The javelin comes with a leather glove with metal fingertips. This glove appears next to the javelin if separated for more than 1 minute. This weapon has 3 charges, and regains 1d3 expended charges each dawn. While you wear the glove and the javelin is on the same plane of existence as you, you gain the ability to use the following two features:


    Magnetic Onrush. When you make a ranged attack on your turn with this weapon and it hits, you can immediately use a bonus action to expend one charge and propel yourself 30 feet directly towards the target. If this brings you within 5 feet of the target, the javelin returns to your hand.

    Magnetic Recall. As a bonus action, you can expend one charge to call the javelin to you. A creature holding the javelin when it is recalled takes 1 bludgeoning damage and is disarmed of the javelin.
    The javelin moves up to 60 feet in your direction, also stopping when it reaches your location or runs into a strong enough barrier. When it reaches your location, you catch it with your glove hand. If your glove hand is occupied, it flies into you dealing 1 piercing damage and lands on the ground.
    If the javelin moves through a creature's space, you make a ranged attack roll with the javelin against the creature, and it continues moving. A creature that is targeted by this attack but not hit can make a DC 24 Dexterity (Acrobatics) check, catching it and stopping its movement on a success.

    "Disintegrate! Gust of Wind. Now can we PLEASE resume saving the world?"

  2. - Top - End - #2
    Ogre in the Playground
     
    sandmote's Avatar

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    Default Re: PEACH: Some homebrew items

    I think the Master Sword would be more of a longsword than a shortsword, but otherwise its pretty neat. Although technically a magic item should specify what ability score is used for the ranged spell attacks, as well as mentioning "Proficiency with a [insert weapon's type here] allows you to add your proficiency bonus to the attack roll for any attack you make with it."

    Quote Originally Posted by notthegiant View Post
    This wand appears to be a Wand of the War Mage and anything that detects a magic item's properties will reveal it as such, but does not grant its benefits.
    Curse. This wand is cursed, which is revealed only when it is attuned to. While attuned to the wand, you can't remove it from your person, as it teleports into your bag or pocket whenever you discard it. When you cast the spell Mage Armor, the wand will cast Counterspell against the casting of Mage Armor. Its spellcasting modifier is +0. If the Counterspell fails, such as by casting another Counterspell, the wand will explode out of spite, destroying itself and replicating the effects of a Fireball spell centered on itself.
    I see two main ways to handle this item. I don't think either of them are helped by the self destruct function.

    1) Use this to introduce cursed items to a party of new players. If this is the intent, I think having it destroy itself or cast fireball are both bad options for how you want it to work: you want the party to stop and find a way to cast Remove Curse and get a handle on how that spell functions. In that case, having the wand explode gets rid of it, meaning the players don't learn anything about how cursed items are usually removed in-game.

    2) Have a weird item that needs to be used in clever ways to get any benefit. In this case have it deal damage specifically to whoever tries to counterspell the wand rather than the character attuned to it, and have it counterspell all spells targeting whoever is attuned to it. As an example off the top of my head, a barbarian PC might want to attune to such a wand before a showdown with a wizard. They wouldn't be able to be targeted with healing spells during the fight, but they would also have effective immunity to most of the enemy caster's spells.

    Either way, if these types of wands are left out for anyone trying to get the five finger discount they should also have some identifying mark known to casters in the setting, meaning any NPC they bring it to to end the attunement assumes the wand was stolen. An identifying mark would probably also help keep the party caster from assuming its a Wand of Mage Annoyance if you try to give them an actual Wand of the Warmage later. All you really need to do here is give minor descriptions of magic items normally, so the party doesn't think its odd the wand has a hand in a red circle (or whatever symbol you use) inscribed on the back end until someone explains its what people put on a Wand of Mage Annoyance to distinguish it from a Wand of the War Mage.

  3. - Top - End - #3
    Bugbear in the Playground
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    Default Re: PEACH: Some homebrew items

    Beam Sword
    No charges to use the effect, unusual for 5e but not unheard of.
    I note it's not actually a +X weapon, which I like but might not be intended.
    A 'ranged spell attack' is only a concept that exists in the context of a spellcasting character, not clear what stat a muggle would be adding to their proficiency for this attack.
    Also, again not sure if intended, but the beam attack is still doing the swords normal damage and damage type (as opposed to something like force). And unless I'm misremembering, spells don't add stat mod to damage, so the damage from the beam is only ever the straight D6 from the sword.
    It might be cleaner to simply treat the beams as thrown weapon attacks.

    Wand of Mage Annoyance
    Curse is revealed on attunement, which often happens on a short rest. So the PC will typically know they have a cursed item long before they cast their buffs for the day including mage armour.
    Chances of the item actually sticking around long enough to do anything as opposed to being attuned, immediately revealing itself as cursed, and then being hit with a remove curse and sold to a rube are low.
    Also, the fact that any magic, not just identify detects the wand as a wand of the war mage makes it very easy for the PC's to sell off the item to some unwitting NPC.

    Attractor Javelin
    The javelin attracting metal objects is a fun ribbon ability, the static discharge is nice and thematic.
    Glove seems entirely superfluous.
    Again, not actually a magical weapon, not a bad thing, but I'm not sure if it's intentional.
    Actual abilities are needlessly complicated and fiddly, and kinda weak. Consider making them simpler and stronger. e.g.

    This weapon has 3 charges, and regains 1d3 expended charges each dawn.

    By expending a charge and taking a bonus action an attuned wielder can teleport themself to the javelin and appear holding the haft. If used as part of a thrown attack, the wielder appears just after the weapon hits or would have hit, adjacent to the target.

    By expending a charge, an attuned wielder can teleport the weapon back into their hands as a free action. Once activated, this ability can be used again, any number of times, for free until the start of the wielders next turn. A wielder can use this to make multiple thrown attacks with the javelin, by teleporting it back to their hand between each throw.

    These powers will not work if the javelin is on another plane of existence or outside the weapons long thrown range.
    I am rel.

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