Tuesday, 24 July 2018

Dungeon Master: Unique Magic Items

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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