r/MagicItems

Image 1 — 0026MX - Raichu Y by ForesterDesigns [D&D5e & PF2e]
Image 2 — 0026MX - Raichu Y by ForesterDesigns [D&D5e & PF2e]
Image 3 — 0026MX - Raichu Y by ForesterDesigns [D&D5e & PF2e]
Image 4 — 0026MX - Raichu Y by ForesterDesigns [D&D5e & PF2e]
Image 5 — 0026MX - Raichu Y by ForesterDesigns [D&D5e & PF2e]
Image 6 — 0026MX - Raichu Y by ForesterDesigns [D&D5e & PF2e]
Image 7 — 0026MX - Raichu Y by ForesterDesigns [D&D5e & PF2e]
Image 8 — 0026MX - Raichu Y by ForesterDesigns [D&D5e & PF2e]

0026MX - Raichu Y by ForesterDesigns [D&D5e & PF2e]

My Pokémon-inspired Weapons and Items of the Day, with a Mega Raichu Y ranseur of shocking recklessness!

Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!

026MY - Rychusoku

Weapon (Trident) – Legendary (requires attunement)

This orange +3 ranseur trident has a jagged main blade shaped like a lightning bolt, and the side blades are shaped like radially stretched out lightning bolts with a little curl on the bottom outer point. The shaft is wrapped in brown leather, and has a pommel with three lightning bolts in a Y pattern.

Attacks with this trident do an additional 2d6 lightning damage and on a hit the target must succeed a DC 19 Constitution save or be stunned until the end of their next turn.

While attuned to this trident: you are immune to lightning damage; and any single-target ranged spells or attacks that do lightning damage are automatically drawn to you if you are within range, regardless if an ally or enemy performed it.

Cursed. This trident is cursed. While cursed, every attack you do on a target hits regardless of what you roll, even if it is a critical fail. Critical hits still count as critical hits. However, every attack on you also hits regardless of the roll, even if it is a critical fail. Critical hits still count as critical hits.

Raichunite Y

Wondrous (Stone) – Very Rare (50,000 gp)

This small round stone has a swirl of yellow and black inside the golden orange orb. When attached to a 026 - Raicha, it can be mega evolved into a 026MY - Rychusoku for 1 minute once between long rests.

026MY - Rychusoku Item 21

[ Unique | Artifact | Cursed | Electricity | Empowering | Primal ]

Usage held in 2 hands; Bulk 2; Base Weapon Ranseur

This orange +3 major striking greater shock wounding ranseur has a jagged main blade shaped like a lightning bolt, and the side blades are shaped like radially stretched out lightning bolts with a little curl on the bottom outer point. The shaft is wrapped in brown leather, and has a pommel with three lightning bolts in a Y pattern.

When you use this ranseur for the first time, it fuses to you. While it’s in your possession, you throw caution to the wind when in combat. You gain a +3 status bonus to attack rolls, but a –4 penalty to AC and a –1 penalty to all saves.

Empowered When this item is empowered by a Raichunite Y, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 026 - Raicha.

Activate-Lightning Rod [reaction] manipulate; Trigger A creature does an attack with the electricity trait that is not targeting/centered on you but that you are in range of; Effect You draw the attack towards you, making you the target/center of the attack. Attacks that would center on the corner of a square do so on the corner of your space closest to the original target, while line and cone attacks point directly at you.

Activate-Static [two-actions] concentrate; Frequency three times per day; Effect You cover yourself in an electrostatic field. Adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 1d6 electricity damage each time they do and must make a DC 44 Fortitude save, becoming stunned 1 on a failure, or stunned 2 on a critical failure. This lasts for 1 minute.

Activate-Volt Absorb [free-action] manipulate; Trigger You would be hit by an attack that does electrical damage; Effect You get this weapon in the way of the attack, which absorbs 10 electrical damage that would harm you and any creatures that would be hit after you, like creatures behind you in a lightning bolt attack. The next attack with this weapon does an additional die of electrical damage.

Raichunite Y Item 21

[ Unique | Artifact | Empowering | Primal | Spellheart ]

Usage affixed to a 026 - Raicha; Bulk -

This small round stone has a swirl of yellow and black inside the golden orange orb.

Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 026MY - Rychusoku and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.

u/comics0026 — 3 days ago
▲ 299 r/MagicItems+20 crossposts

Extended Preview of Mythological Items, coming soon on Kickstarter!

Hello, fellow adventurers! Today, we are excited to share an extended preview of magic items from our upcoming Kickstarter project, 300+ Mythological Items for 5E and 2024.

Step into a realm of ancient gods, legendary heroes, and forgotten civilizations with Mythological Items, a comprehensive compendium featuring over 300 magical items specifically designed for 5E and its 2024 ruleset update. This manual spans a vast array of cultural traditions, organizing its treasures into regional categories for easy reference and immersive worldbuilding. Each item includes not only full game mechanics, but also lore and background information to integrate it seamlessly into your campaign, whether as treasure, quest rewards, or the key to an unfolding mythic saga. From the storm-summoning weapons of thunder gods to cursed trinkets whispered of in ancient lore, this book brings myth to your table like never before.

This manual offers an extensive collection of magical items that can be incorporated into any campaign, regardless of its connection to specific mythological themes. The items presented in this volume, drawn from a multitude of global legends and folklore, are envisioned to enhance the diversity and depth of any fantasy world. This eclectic array mirrors the inherent blending of elements in many worlds and settings, where influences from various cultures and mythologies coexist harmoniously. For instance, Thor’s Hammer, Mjölnir, could serve as the centerpiece of a divine quest, while Draupnir, the Norse ring of endless wealth, might drive political intrigue or power struggles in a kingdom torn by greed.

Mythological Items also provides a solid foundation for campaigns that wish to delve deeper into the relics of a specific mythology or blend multiple traditions into a larger, interconnected setting. A campaign inspired by Greek mythology could see players donning the Nemean Lion’s Pelt, becoming nearly invulnerable as they take on challenges worthy of Heracles himself, while a campaign drawing from Japanese folklore could involve uncovering the Kusanagi-no-Tsurugi, the fabled grass-cutting sword tied to imperial lineage and divine storms.

We suggest checking our pre-launch page for additional info and an extended 30-page preview of our compendium, scheduled to release in September! Alternatively, you can also subscribe to our newsletter to stay updated on upcoming projects, special offers, and important news about our past and future works.

Happy adventuring!

u/MythosChronicles — 9 days ago

0609M - Chandelure by ForesterDesigns [D&D5e & PF2e]

My Pokémon-inspired Weapons and Items of the Day, with a Mega Chandelure staff to burn through your enemies' protections!

Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!

609M - Skezaubera

Staff () – Legendary (requires attunement)

This black staff has chandelier-like pieces of wrought iron and brass floating above it, each with a ghostly purple flame at the end. Floating above them is a glass orb encased in wrought iron that has a wrought iron crown with a spirited ghostly blue and purple flame erupting out the top.

You can speak a command word as a bonus action to cause the orb to light with a purple-blue flame spewing from the crown as well as the ends of the ribbons igniting, acting as a lantern, providing bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish the flames by repeating the command word.

Any creature that attempts to grapple or restrain you while the lantern is lit has disadvantage on the roll to do so and takes 1d4 fire damage. They have disadvantage to maintain the grapple or restraint, and take 1d4 fire damage at the start of any turn they are grappling or restraining you.

While attuned to this staff: you gain a +2 bonus to spell attack and damage rolls; you are immune to fire damage: if you are hit by enemy fire damage, any spells that you cast that do fire damage do an additional 1d4 fire damage until the end of your next turn; your spells will bypass any buffs, resistances, immunities, and AC bonuses the target has from spells and magic items; and you can sense when creatures within 30 feet fail death saves, as well as when a large number of creatures have recently died within 100 miles of you, such as from a battle between two armies.

This staff has 9 charges that refresh at midnight, which you can use to cast the following spells, with each extra charge upcasting the spell by 1 level:

  • Hellish Rebuke (1 or more charges)

  • Arms of Hadar (1 or more charges)

  • Vampiric Touch (3 or more charges)

  • Enervation (5 or more charges)

  • Abi-Dalzim’s Horrid Wilting (8 charges)

  • Incendiary Cloud (8 charges)

Chandelurite

Wondrous (Stone) – Very Rare (50,000 gp)

This small round stone has a swirl of black and white inside the purple orb. When attached to a 609 - Staffelabra, it can be mega evolved into a 609M - Skezaubera for 1 minute once between long rests.

609M - Skezaubera Item 21

[ Unique | Artifact | Empowered | Fire | Occult | Spirit | Staff ]

Usage held in 1 hand; Bulk 1

This black staff has chandelier-like pieces of wrought iron and brass floating above it, each with a ghostly purple flame at the end. Floating above them is a glass orb encased in wrought iron that has a wrought iron crown with a spirited ghostly blue and purple flame erupting out the top.

While holding this staff, you can sense when a creature within 60 ft of you fails a recovery check.

Empowered When this item is empowered by a Chandelurite, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 609 - Staffelabra.

Activate-Flame Body [reaction] manipulate; Requirements The orb is lit; Trigger A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you; Effect You make the orb’s fire spread to the triggering creature, which takes 3d4 persistent fire damage and are Clumsy 1 so long as they are affected by the persistent fire damage.

Activate-Flash Fire [free-action] manipulate; Trigger You are struck by an attack with the fire trait; Frequency once per round; Effect The staff absorbs some of the damage, making you resistant 10 to the damage, and gives you a +3 circumstance bonus on your next spell attack the has the fire trait until the end of your next turn.

Activate-Light [one-action] manipulate; Effect You make the orb ignite with a purple-blue flame, spew flames from the crown, and ignite the ends of the ribbons, emitting bright light in a 20 ft radius and dim light for an additional 40 ft. You can extinguish the flames by repeating the action.

Activate-Magic Breaker [free-action] manipulate; Trigger You strike a creature with a spell attack; Frequency once per round; Effect The strike bypasses any buffs and immunities that the target has from spells and magic items.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Cantrip detect magic, guidance, illuminate, light

1st enfeeble, glowing trail, signal skyrocket, spirit link

2nd blur, reaper’s lantern, revealing light, spirit link

3rd blindness, glowing trail, pyrotechnics, spirit link

4th ghostly tragedy, ocular overload, spirit link, talking corpse

5th flame dancer, glowing trail, rip the spirit, spirit link

6th rip the spirit, spirit blast, spirit link, vibrant pattern

7th flame dancer, glowing trail, rip the spirit, spirit blast

8th antimagic field, rip the spirit, spirit blast, spiritual epidemic

9th glowing trail, rip the spirit, spirit blast, spirit link

10th spirit blast

Chandelurite Item 21

[ Unique | Artifact | Empowering | Occult | Spellheart ]

Usage affixed to a 609 - Staffelabra; Bulk -

This small round stone has a swirl of black and white inside the purple orb.

Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 609M - Skezaubera and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.

u/comics0026 — 6 days ago

0530M - Excadrill by ForesterDesigns [D&D5e & PF2e]

My Pokémon-inspired Weapons and Items of the Day, with some Mega Excadrill claws to dig through magic defenses!

Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!

530M - Staklauebor

Weapon (Claw, Drill) – Legendary (requires attunement)

This dark brown +3 claws are gloves with large steel drill sections over the fingers that have large orange spiralling blades around them, which can be closed into a functioning drill. You can duel-wield the claws, per Two-Weapon Fighting on PHB 195.

While attuned to this weapon: you gain advantage to Dexterity rolls when in a sandstorm; gain advantage on attack rolls when in a sandstorm; gain 30 feet of burrowing speed; when burrowing attacks with these claws gain advantage; and you can use the claws to drill a circular 5 ft diameter tunnel through solid rock at a rate of 5 ft per round, although while tunneling you and any other creatures within 10 feet of you must succeed a DC 19 Dexterity save or take 5d6 bludgeoning damage from flying debris each round.

Attacks with this weapon ignore any damage immunities or resistances the target might have.

Piercing Drill. If you burrowed at least 15 feet straight toward a target and then hit it with an attack from these claws on the same turn, the target takes an extra 2d6 piercing damage.

Excadrite

Wondrous (Stone) – Very Rare (50,000 gp)

This small round stone has a swirl of red and brown inside the steel gray orb. When attached to a 530 - Exclawdrill, it can be mega evolved into a 530M - Staklauebor for 1 minute once between long rests.

530M - Staklauebor Item 21

[ Unique | Artifact | Earth | Empowered | Invested | Metal | Primal | Twin ]

Usage each held in 1 hand; Bulk 2L; Base Weapon Dual Claw Blades

These dark brown +3 major striking demolishing drilling wounding claw blades are gloves with large steel drill sections over the fingers that have large orange spiralling blades around them, which can be closed into a functioning drill. They are designed to be used together, giving them the Twin trait.

When invested you gain: a tremorsense (imprecise) of 60 ft; a burrowing speed of 30 ft, and can burrow through any earthen matter, including rock, while moving at your full burrow speed. When you move in this way, you can choose either to leave tunnels behind you that are large enough to allow creatures of your size or smaller to move through them, or move through the ground while leaving no tunnels or signs of your passing.

Empowered When this item is empowered by an Excadrite, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 530 - Exclawdrill.

Activate-Carve Tunnel [one-action] manipulate; Effect You carve a circular 5 ft diameter, 2.5 ft deep tunnel through solid rock. This causes a 10 foot emanation of flying stone debris, and all other creatures in the area must make a basic DC 44 Reflex save or take 2d6 bludgeoning damage.

Activate-Magic Breaker [free-action] manipulate; Trigger You strike a creature with this weapon; Frequency once per round; Effect The strike bypasses any buffs and immunities that the target has from spells and magic items.

Activate-Piercing Drill [three-actions] manipulate; Effect You Stride up to double your burrowing Speed and can move through the spaces of burrowed creatures or under the spaces of creatures at ground level, doing a claw blade Strike on each creature whose space you pass through/under. You can only strike the same creature once in a single use of Piercing Drill. You deal the damage of the claw blade Strike, but affected creatures can attempt a DC 44 Reflex save to dodge the strike.

Critical Success The target is unaffected.

Success The target takes half damage.

Failure The target takes full damage.

Critical Failure The target takes double damage and if standing, falls and lands prone.

Excadrite Item 21

[ Unique | Artifact | Empowering | Primal | Spellheart ]

Usage affixed to a 530 - Exclawdrill; Bulk -

This small round stone has a swirl of red and brown inside the steel gray orb.

Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 530M - Staklauebor and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.

u/comics0026 — 10 days ago

0478M - Froslass by ForesterDesigns [D&D5e & PF2e]

My Pokémon-inspired Weapons and Items of the Day, with a Mega Froslass glaive for the fiercest winter storm!

Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!

478M - Yukimenoken

Weapon (Glaive) – Legendary (requires attunement)

This white +3 glaive has a round head with an icicle horn like blade, a banner coming off each side of the head with icy mountain-like patterns on the bottom, and a red bow tying the head to the shaft. The shaft is wrapped in alternating icy blue, purple, and white cloth, and has a pommel shaped like a cloud with large ice crystals in it.

While attuned to this glaive: you are unaffected by difficult terrain; you are immune to the effects of cold weather and cold damage; if you are in snow, sleet or hail, attacks on you always have disadvantage and you have advantage on all Dexterity rolls; after an enemy hits you with an attack, they must succeed a DC 19 Constitution save or be unable to use that attack again until the end of their next turn; and once between long rests you can, as an action, summon a small hailstorm around yourself. The storm circles around you at a radius of 15 feet for 10 minutes, until you dismiss it, or until you are rendered unconscious. While in the storm, other creatures’ speed is halved in the area, and when a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 19 Constitution saving throw. On a failed save, the creature takes 3d8 cold damage, and on a successful save, the creature takes half as much damage.

Attacks with this glaive do an additional 1d8 cold damage, and when hit by this glaive the target must make a DC 19 Constitution save, or their wounds will freeze and cannot be healed until after an hour is spent carefully warming and thawing the wounds. If a creature already suffering this is hit again, they must make another DC 19 Constitution save. If they fail by 5 or more, the creature is instantly frozen, other wise they will begin to freeze and are restrained. They must repeat the saving throw at the end of their next turn, becoming frozen on a failure or ending this effect on a success, but still have the first effect.

Any creature downed by this glaive immediately becomes frozen instead of dying, and you can also touch a willing creature and freeze them as an action.

Froslassite

Wondrous (Stone) – Very Rare (50,000 gp)

This small round stone has a swirl of red, dark blue, and white inside the icy blue orb. When attached to a 478 - Froslaive, it can be mega evolved into a 478M - Yukimenoken for 1 minute once between long rests.

478M - Yukimenoken Item 21

[ Unique | Artifact | Cold | Empowered | Occult | Spirit ]

Usage held in 2 hands; Bulk 2; Base Weapon Glaive

This white +3 major striking greater astral freezing grievous glaive has a round head with an icicle horn like blade, a banner coming off each side of the head with icy mountain-like patterns on the bottom, and a red bow tying the head to the shaft. The shaft is wrapped in alternating icy blue, purple, and white cloth, and has a pommel shaped like a cloud with large ice crystals in it.

While holding this glaive, you have a +3 item bonus on saves against being immobilized, paralyzed, or stunned.

Empowered When this item is empowered by a Froslassite, you can have it automatically activate Ice Storm as part of the empowering, and it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 478 - Froslaive.

Activate-Deactivate [reaction] concentrate (mental); Frequency twice per day; Trigger You are struck by an attack from a hostile creature; Effect You curse at the triggering creature. They must make a DC 44 Will save, on a failure becoming Deactivated 1 for either attacks with the weapon used or spells of the same rank used (depending on the triggering attack), and on a critical failure are Deactivated 2.

Activate-Deep Freeze [two-actions] manipulate; Effect You touch a willing creature and freeze them, or unfreeze a frozen creature.

Activate-Frozen Solid [free-action] manipulate; Trigger You drop a creature to 0 hit points with this weapon; Effect You freeze the creature, making them frozen with 1 Hit Point instead of dying.

Activate-Ice Storm [three-actions] manipulate; Frequency once per day; Effect The weapon casts ice storm at your directive as an 8th-rank primal spell, DC 44, and you are unaffected by the spell so long as you are holding this weapon. The spell is sustained with an Interact action on the weapon.

Activate-Winter Coat [two-actions] manipulate; Frequency once per day; Effect You cover yourself in a magic coat that protects you from the cold. You are resistant 10 to cold damage, unaffected by icy and snowy terrain, and unaffected by severe, extreme, or incredible cold. This lasts for 24 hours.

Froslassite Item 21

[ Unique | Artifact | Empowering | Occult | Spellheart ]

Usage affixed to a 478 - Froslaive; Bulk -

This small round stone has a swirl of red, dark blue, and white inside the icy blue orb.

Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 478M - Yukimenoken and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.

u/comics0026 — 12 days ago

0358M - Chimecho by ForesterDesigns [D&D5e & PF2e]

My Pokémon-inspired Weapons and Items of the Day, with a Mega Chimecho staff to make everything vibrate!

Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!

358M - Chiméokujō

Staff () – Legendary (requires attunement to a spellcaster)

This white khakkara staff is made of glass and has red blotches along the shaft, with a glass chime balanced on top. A gold curled in hoop floats above the staff with seven glass chimes hanging from it, and a large red and white tassel on top. The chimes on this staff can be played as an instrument.

While attuned to this staff: you gain a +3 bonus to spell attack and damage rolls; are not affected by difficult terrain; and have disadvantage on stealth checks from the sounds of the bell and chimes.

The staff has 9 charges that refresh at midnight, which can be used to cast the following spells:

  • Sanctuary (1 charge)

  • Thunderwave (1 or more charges)

  • Lesser Restoration (2 charges)

  • Warding Wind (2 charges)

  • Deafness (2 or more charges)

  • Destructive Wave (5 charges)

  • Greater Restoration (5 charges)

Chimechite

Wondrous (Stone) – Very Rare (50,000 gp)

This small round stone has a swirl of red and blue inside the yellow orb. When attached to a 358 - Chiméoko, it can be mega evolved into a 358M - Chiméokujō for 1 minute once between long rests.

358M - Chiméokujō Item 21

[ Unique | Artifact | Divine | Empowered | Healing | Metal | Noisy | Sonic | Staff ]

Check Penalty -4; Usage held in 1 hand; Bulk 1; Base Weapon Khakkara

This white khakkara staff is made of glass and has red blotches along the shaft, with a glass chime balanced on top. A gold curled in hoop floats above the staff with seven glass chimes hanging from it, and a large red and white tassel on top. The chimes on this staff can be played as an instrument.

Noisy: This staff’s bell and chimes are loud and likely to alert others to your presence. Unless placed in a soundproof container, the staff’s check penalty applies to Stealth checks.

Empowered When this item is empowered by a Chimechite, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 358 - Chiméoko.

Activate-Hover [one-action] envision; Duration sustained; Effect You begin to hover, defying gravity and floating several inches off the ground. If you take a Stride action, you can move 10 feet up or down in the air. You can instead Climb at your full Speed or Stride to move along a horizontal surface at half your Speed. The GM determines which surfaces can be climbed or moved across this way. If you fall while this is in effect, you can use the Arrest a Fall reaction as if you had a fly Speed. If you have a fly Speed, you remain airborne at the end of your turn, even if you didn’t use a Fly action this round.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Cantrip detect metal, guidance, haunting hymn, stabilize

1st alarm, bless, soothe, sanctuary

2nd cleanse affliction, clear mind, soothe, sound body

3rd alarm, cleanse affliction, soothe, noise blast

4th cleanse affliction, clear mind, painful vibrations, sound body

5th clad in metal, painful vibrations, noise blast, soothe

6th clear mind, painful vibrations, noise blast, soothe

7th clad in metal, painful vibrations, soothe, vibrant vibrato

8th clear mind, soothe, sound body, vibrant vibrato

9th clad in metal, painful vibrations, soothe, vibrant vibrato

10th vibrant vibrato

Chimechite Item 21

[ Unique | Artifact | Divine | Empowering | Spellheart ]

Usage affixed to a 358 - Chiméoko; Bulk -

This small round stone has a swirl of red and blue inside the yellow orb.

Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 358M - Chiméokujō and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.

u/comics0026 — 13 days ago
▲ 4 r/MagicItems+1 crossposts

Advice on a potential item

Hi all, I hope this isn't formatted wrong or anything if so I'll follow any guidance (heh) in fixing.

So, I'm fairly new to DMing. I have an idea for a magic item for an upcoming campaign in dnd 5e. One of the major points of the campaign will involve uncovering that the king the party has been serving is in fact evil and the 'evil advisor' has been good all along. As part of this, I'm wanting to tie in a weapon.

Essentially, The idea is to have a dagger or shortsword with some of the following features:

  • Once per long rest, cast Detect Evil and Good without expending a spell slot.
  • Any entities with the 'Evil' alignment, when attempting to wield the blade, will have to make a wisdom saving throw or become stunned for 1 round.
  • Carve the Corrupt: When wielded against entities with an 'Evil' alignment who have previously held a 'Good' alignment (so f.x. will not work on devils & demons and so on, as they are considered evil from creation), the weapon deals 1 extra damage die/double damage dice/double all damage.

(Yes, the idea is that the advisor wields it and so the party can identify it to see that something isn't adding up in their perception)

Essentially, I'm here to ask those of you more experienced than me to help me with the balancing part.

Does this seem unbalanced to you?

What level does it feel appropriate for the players to be for this weapon to show up?

And if they, for some reason are not that level (on account of the usual "Let's skip to the boss fight because we figured it out immediately" underlevelling or "We went on a months long sidequest to dye all the geese blue and accidentally stopped three liches" overlevelling shenanigans), what tweaks would you make to appropriately match the weapon to the player level? Does it make sense to throw a +1 on there as well?

For the Carve the Corrupt, does it feel like something that should have limited availability, such as once per long/short rest? Also, any preferences in the extra/double damage department?

Anyways thanks in advance, appreciate it

reddit.com
u/ClassyUnicornMaster — 10 days ago