There are many reasons to put unique magic items in the hands of your
players. They range from rewarding players for accomplishing great deeds, to necessity in
a campaign featuring sparse use of magic items. However, regardless of
the reason, the end goal is the same: to create special items that
your players will remember for years to come and are uniquely their
own. Though I am far from a master of this art, I hope to share some
of my experience in my pursuit and in the process hope to help
someone out there. And of course get inspiration for a few new items,
but that doesn't sound as noble.
Special Touch
One little well thought out thing that pulls everything together can
work wonders. Of course, we can also go bigger and add a massive
benefit. However, I generally feel a collection of abilities that
work cohesively are the most effective. Of course, it isn't a general
rule and I'm sure you can find cases where two unrelated abilities
make sense by expanding the magic item's utility. It can also help
expand the item's story.
Common Magic Item Creation Types
Combination of Magic Items
Often in a campaign where magic items are rare, you'll end up with a
magic item that is really an amalgamation of multiple magic items
together. A flame tongue might also reflect a spell back to the
caster if the save is good enough and also give advantage against
spells. This is a reasonable thing to do, but it can be a bit
uninspired. However, if the combination is chosen intelligently it
can lead to amazing items. A common one I've seen is a mash between 2
different staffs to give the user access to more spells. Cool, and
allows for more choices for the wizard using it, but I would argue this is an example of
an uninspired item. To fix this add a special touch. A flame tongue mashed with staff of fire is a bit more inspired though it has the same origins.
Magic Item Reskin
My player likes the ability of the arrow catching shield, but
doesn't like the shield part. I could give them gloves of arrow
snaring, but I could also make a greatsword with the perks of the
arrow catching shield, but not too much of it to make the new
item just better than the gloves (bigger damage die and same AC increase, oh
yeah). This is a very common technique. Like the flame tongue ability
but are a bow character? You now have a bow with similar abilities.
Maybe the Dungeon Master will lower the damage a little, but it will
still mostly be a reskinned flame tongue. Like combining items, this
can be uninspired and the reskin not different enough to make it
really unique or memorable. Again, try to add a little special touch
to make it a bit more unique. Examples I've seen done is to give the bow
charges and let it used burning hands and fireball (similar to a flame tongue mixed with a staff of fire), immunity to fire damage and the ability to regain 1d6 health when taking fire damage, and the ability to teleport to sources of fire within 30 feet.
Look At Spells
We have a wealth of spells included with each version of D&D.
Even 5th edition, being a relative baby compared to its older brothers, has a fairly wide
selection of spells for us to choose from. These spells can be
combined or tweaked in interesting ways to create cool magical items.
For example, in one of my games I had a flame tongue. However, it
wasn't just a flame tongue. It was a +3 flame tongue with the ability
to use blink once per day without an action cost and to use a bonus action to
teleport 10 feet. Jumping into a group of enemies and jumping all
over the place using this magic item was something special. I do
find, however, that the magic items best received aren't just
mirroring a spell. The spell is somehow changed to better reflect its
new purpose. With this item, it was the intent of the Dungeon Master
to let me use both the teleport and the blink ability at the same
time, so it needed to be tweaked.
Break A Rule
We have a wide range of rules. However, I would say that a good
amount of magic items at their core are about bending, modifying or
breaking a rule to the player's advantage. You roll a d20 + strength
+ proficiency to see if you hit? Well, my +2 sword modifies it in my favour further. Fall damage is 1d6 per 10 feet? Well,
maybe my magic item lets me ignore this rule. Opportunity attacks are
also a good candidate. Once we identify what rule we want to break or
bend, we also need to identify how. We could just let a player fall
as far as they want and not take damage. We could also give them a
casting of feather fall once per day.
What Do We Want To Do?
Another way to go about this is to come up with a concept for
something cool you want to do. One thing a player might say is, “I
want to be able to touch people and do fire damage as well as catch
swords”. Well, if we want to give them what they want, we can make
gloves that make a punch or touch do 1d4 + strength modifier fire
damage instead of the normal one. Also, if they are hit with a
melee or ranged weapon attack they can use their reaction to reduce
the damage by 1d10 + dex modifier if they have a free hand. This
is similar to an existing item (gloves of missile snaring), but also has its own new touch that
allows it to do what our player wanted. In this interpretation, the enemy can pry or slide the sword out of your hand afterwards. You could also let the player grab the weapon if the
damage is reduced to 0 damage, but this will make it significantly
strong. I
typically recommend looking at existing items to see if we can modify
them to do what we want. This is both for balance, as it makes it easier for new Dungeon Masters to make balanced items, and it is a surprisingly effective way to get the creative juices flowing. Of course, we can still horribly break items
in this way but I think often the risks are lower. It also can narrow
things down since we don't have to wrestle with how we are going to
do the sword catching part of the item. Steal the arrow catching part
from an existing item and also apply it to melee weapons. A player may
want to bring an existing item from some other medium to life instead
of having a concept. This is fine, but I also typically tell my
player to do something slightly different to make it their own.
Add Drawbacks
Not all magic items need drawbacks, but they can make an item more
interesting. It also lets you impose a cost for suing an incredibly
powerful item. Extreme care is needed here. Be too punishing, and
you've created a magic item that might as well not exist: it will
never be used in your campaign. Common methods are to allow health to
be traded for damage output, though the damage output often needs to be
higher in order to justify the costs. For some reason I've seen hit point
cost resulting in 2 hit points of damage to the enemy done most
often. They can also be role-play related draw backs. If the local
church recognize a soul stealer sword, they may have some unkind
words with you. Again, exercise care here. Often having charge
limits on an item is enough to prevent overuse but in some cases,
such as items with infinite uses, a different cost may be required.
All Of The Above
When we make an item, it could purely be one of the above sections.
More often though, I find it's a mix of multiple ways. For example a player may
want to do something, and there is already a spell that's close to
what they want that we could add to an item. We may add
an extra perk for them because it makes sense in context, and add
something that breaks a rule. The point of the above wasn't to give
exact answers on how to make a magic item, but instead some of the most
common ways I've seen to make magic items. There is always room for other techniques and strikes of inspiration.
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