Posts Tagged ‘weapons’

Note: You can now find the magic items in this article as a part of 50 New Magic Items, a Pay What You Want product on the DMs Guild.

We need to talk about common magic items. There’s four of them in the Dungeon Master’s Guidepotion of climbing, potion of healing, cantrip spell scroll, and 1st level spell scroll. That’s all! No more! Why even have that distinction if you’re going to have so few items in that category? I suppose I should mention there’s not as few as it seems. Cantrip and 1st level spell scrolls are far more than just two magic items. There’s as many of those bad boys as there are spells of those levels. Still that leaves much to be desired in the common magic item rarity category.

Fifth edition Dungeons and Dragons is designed in a way that characters need not be weighed down with magic items as they were in the third and fourth editions of the game. That means getting a magic item is special and by its nature a rare occurrence. So there are no permanent magic items in the common rarity category because if everyone has a +1 longsword then finding one becomes less special and more, “I need this in order for the game to stay balanced.” Even so it can still occasionally be fun to find and give a magic sword, even if it doesn’t give the PC a mechanical boost to attack and damage.

There are at least two reasons I can think that a dungeon master might want some permanent common magic items to give out. First is that a DM might just like giving out magic items, but do not want to overpower their party. The second is that they do NOT like giving out magic items, but want their party to be able to face tough beasts like dragons and golems which are usually at least resistant if not immune to nonmagical weapon damage. For this second reason I’m focusing on weapons in this post. Today I’m going to show off some common magic weapon properties I designed which I think fit the bill quite well.

Designing Common Magic Weapons

Calling potions of healing and 1st level spell scrolls common is a bit of a misnomer. It’s not like every peasant, merchant, or even noble has a pantry full of these items. In most cases they have nada when it comes to magic items. Common rarity is just as much about the item’s power level as it is about its abundance.

Now that’s not to say magic items in the same rarity category need to have the exact same level of power. Just look at spell scrolls. Cantrip and 1st level spell scrolls have the same rarity, even though a 1st level spell scroll is by definition more powerful than a cantrip spell scroll. Similarly a +1 shield, a 2nd level spell scroll, a gem of brightness, a headband of intellect, and a sword of vengeance are all uncommon rarity level, but vary in their power level. Still not sold that all items of a given rarity category have different power levels? Consider this – a scroll of fly lets a PC cast fly a single time before becoming worthless. Winged boots let a PC fly for four hours each day without having to maintain concentration and the PC never loses this ability as long as the boots are on foot. Granted the scroll makes a PC’s flying speed 60 feet while the boots use the creature’s normal walking speed, but I’d say even with that fact considered the boots are way more powerful even though both items have an uncommon rarity.

So now that we’ve established items of the same rarities can have different power levels, I should point out that items of the same rarity have a similar power level ceiling. Reading through the Dungeon Master’s Guide you can get a feel for what these parameters are. For instance in the uncommon rarity category no weapon or shield gives a bonus greater than +1, no permanent items increase attributes beyond 19, and no magic items duplicate the effects of a spell greater than 3rd level.

With all this power level stuff in mind I sat down to determine what weapon properties would common rarity magic items have. Here’s the parameters I gave myself.

  • It is fine for these weapons to surpass the power level of a potion of healing or a 1st level spell scroll in the sense that they are permanent magic items and almost by that fact alone they are more useful than single-use items.
  • These weapons should not have power equal to or greater than a +1 weapon. This means that any bonuses given to attack or damage of these weapons should have their access limited to these boons through circumstances (e.g. bonuses only apply when attacking a specific creature type) or through item recharges (e.g. the property can only be used once per day).
  • These weapons should not duplicate the effects of any spell greater than 1st level.

So with that in mind I present…

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Note: You can now find the magic items in this article as a part of 50 New Magic Items, a Pay What You Want product on the DMs Guild.

That’s right. 12 glorious pages of magic items.

Over the past month or so on this blog I’ve shown you a whole slew of new magic items including weapons, armor, rings, rods, staffs, wands, firearms, bombs, wondrous items, bioarcane items, and artifacts. Throughout the entire process a wonderful community of readers, fellow bloggers, and RPG enthusiasts (that’s you!) provided me with amazing feedback. For that I am so, so grateful.

Well that feedback has allowed me to put all of these items in a PDF available for download in the Free Game Resources section of this site and in these links right here, which include a full list and each category of item in its own list.

 

Bioarcane Items

 

Artifact – Tools of Order

I’ve also included the Exploration Age rules for new mundane firearms and bombs as well.

Firearms and Bombs

So grab these PDFs as a thank you from me. You are all amazing. Thank you so much for the super helpful feedback!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Note: You can now find the magic items in this article as a part of 50 New Magic Items, a Pay What You Want product on the DMs Guild.

I’m continuing today’s update of Exploration Age magic items with weapons. Last time I revealed some of Exploration Age’s wondrous items. Unlike the previous post all of the items below are entirely new to you. Please check them out, leave any feedback in the comments below, and very soon I’ll put all the magic items I’ve created for Exploration Age in a PDF available for download in the Free Game Resources section of this site.

You may notice that I’ve tried to give a few of the less popular weapons some love. There are tons of swords out there already! Let the net get some magic!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!


I sit down with Alex Basso, Rudy Basso, Allison Rossi, and John Fischer to talk about the parting of ways between Trapdoor Technologies and Wizards of the Coast and what it could mean for the future of the DungeonScape app and digital tools for fifth edition D&D. Then, we talk Hand and Eye of Vecna, the Orb of Dragonkind, and more in the Dungeon Master’s Guide Extra Life previews. After all that goodness, it’s an interview with Kobold PressWolfgang Baur about the brand-spanking new Kobold Guide to Combat. This podcast was recorded on October 25, 28, and 29, 2014.

Links:

If you like what you’re reading please follow me on Twitter, check out my other podcast Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!

Hello, friends!!! I’m getting psyched for the release of the D&D Starter Set and Basic D&D rules today! TODAY IS THE DAY!!!! In honor of the gaming glory I present to you magic items from the Exploration Age Campaign Guide. Go ahead, add them to your game. Who doesn’t want a Belt of the Monkey?!?!

Don’t fight now! There’s enough for everyone.

Flying Disc

Very rare magic armor (shield)

This steel shield’s face is always bright and shiny. Dirt and grime seem to simply fall off its surfaces and any dings or dents received in battle disappear overnight. The white angel wings emblazoned on its front are always showing and Elven runes are engraved in gold and diamond around the shield’s perimeter. When the flying disc is activated the letters move in a circular motion around the shield and the wings begin flapping. This shield was made by the elves during the Arachna War to help specialized warriors reach their eight-legged enemies.

Property: You gain a +1 bonus to AC while you wield this shield.

As an action, you throw the flying disc on the ground and stand on top of it. Using the disc this way allows it to carry you through the air and as a result you gain a fly speed of 30 feet.

You can use the shield to fly up to four hours each day, all at once or in several shorter flights. Attempting to fly beyond that time causes the magic to gradually fade, and you descend at a rate of 10 feet per round until you land.

For every uninterrupted period of 12 hours the flying disc is not being flown, the shield regains 2 hours of flying.

While using the shield to fly, it does not grant you any bonus to AC.

Tortoise Shell

Rare armor (hide)

This green and brown hide armor is actually constructed of tortoise shells and a wearer feels slightly more secure and safe when it is donned. This armor was created by the shamans of Verda’s tribes to protect themselves during battles and raids from enemies. Any non-shaman wearing this armor will probably be met with distaste by members of the tribes.

Property: While wearing this armor you gain a +2 bonus to AC.

In addition, the armor can cast sanctuary (DC 14) on you as an action once per day.

Revolver of the Dragon Hunter

Very rare weapon (aberrant revolver)

Forged by the aberrants themselves for battling their greatest enemy, this adamantine revolver has blue sapphires inlaid in the grip and is pure midnight black everywhere else. When used in a fight, the revolver grows warm with excitement and small red runes spelling out the phrase “death to lizards” in the aberrant tongue appear on the barrel.

Property: You gain a +1 bonus to the attack rolls and the damage rolls made with this aberrant revolver.

Property [Attuned]: If you are a non-dragon, the weapon’s bonus increases from +1 to +3.

In addition, this weapon ignores any acid, cold, fire, or lightning damage immunities of enemies.

Belt of the Monkey

Uncommon wondrous item

This metal belt is made of silver monkeys locked arm in arm with tiny pieces of jade for each primate’s eyes. While wearing it, one feels the tickling urge to treat the world as a playground and swing on objects and climb trees and buildings.

These belts were supposedly crafted by a Verdan tiefling who was jealous of the monkey’s tail being prehensile. He crafted this belt for himself and after showing it off, many of his friends wanted one too. So, he crafted more. Eventually the Spire Council caught wind of his activities and taught the tiefling to be proud of his own non-prehensile tail and scattered the belts across Verda.

Property: While wearing this belt you add double your proficiency to Strength (Athletics) checks to climb.

In addition, as an action any tail you have becomes prehensile for an hour. If you do not have a tail, you grow a 3-foot prehensile tail out of your posterior for an hour. You can hang from your tail, provided it has something to hold onto. Your tail also acts as a third arm and hand, allowing you to manipulate and wield objects which weigh 5 lbs. or less. In this state you could hold three weapons at once, but you can still only fight with two at a time. You cannot use this ability again until you have completed a long rest.

Box of Shrinking

Wondrous Item

These plain boxes are carved with dwarven runes, surprisingly light, and roughly the size of a loaf of bread. Inside, the box is much more extravagant, lined with crushed velvet and studded with gems. An old dwarf nursery rhyme plays when the box is open – “The Legend of Calibra Daliq,” a dwarf wizard thief, who shrunk herself to sneak past guards and locked doors in order to get her riches. She was, of course, beheaded in the end for her crime.

Property: The GM either rolls to determine the box’s type or chooses one from the options available.

d100 Type Original Object Space Rarity
01 – 50 Iron No larger than 5-foot cube Rare
51 – 80 Steel No larger than a 10-foot cube Very Rare
81 – 95 Mithral No larger than a 15-foot cube Legendary
96 – 00 Adamantine No larger than a 20-foot cube Artifact

You can use the box of shrinking’s Grow and Shrink abilities once per day each. You must be holding the box to use either ability.

Grow: As an action, any item previously shrunken by a box of shrinking of equal or lesser rarity and power may be grown. The item must be placed in the box of shrinking and its original size must be within the parameters on the table above. Once the command word is spoken the object appears in an unoccupied space adjacent to the box of shrinking. You must be holding the box of shrinking to use this ability.

Shrink: As an action you may speak a command word and one non-living object within 50 feet of the box of shrinking has its size reduced to a 1-inch cube and is teleported into the box. The item stays this size until it is grown by a box of shrinking. The shrunken item may be no larger than specified on the table above.

Shoes of the Party Lord

Very rare wondrous item

These fine green, silver, and blue silk slippers are crafted with emeralds on the heel and made by Aeronre’s mages for the more clumsy members of the royal court. The pleasant jingling of tiny bells can be heard when you dance in these shoes in front of an audience.

Property: While wearing these shoes you add double your proficiency to Dexterity (Acrobatics) checks to dance or tumble.

Property [Attuned] : While wearing these shoes, any creature who makes an opportunity attacks made against you makes that attack roll at a disadvantage.

Tongue of Contentment

Rare bioorganic item

This disembodied black tongue is studded with rubies and warm to the touch. It twitches as if it were still alive. It is believed the tongue of contentment was invented by whatever strange race lived within The Damned Lands before it was destroyed to prevent folk from starving on long journeys.

Property: You must remove your own tongue and replace it with the tongue of contentment. This process can be done during a short or long rest.

In addition, you do not suffer from hunger or thirst and do not need to eat or drink.

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!