[many and fabulous bazaars] item design discussion

CapnZapp

Legend
Page 11

Vest of Resistance +1 (req attn) 4000 sp
You gain a +1 bonus to saving throws.
Cloak of Protection (req attn) 5000 sp
You gain a +1 bonus to AC and saving throws while you wear this cloak.
It's an interesting question - what part of a Cloak of Protection is the most valuable: +1 AC or +1 to all saves? The above price assumes the latter. A subtle factor: vests aren't common but it's quite possible you already have another cloak. There aren't item slots in 5E but the underlying resource game still remains.

Meteoric Knife +1 4250 sp
This throwing knife is made from a seamless piece of shining black metal. This magical dagger has the returning property: at the end of each attack, it returns to your hand. In addition, it has three charges (recharged daily). You may spend any or all charges whenever you make a damage roll, adding +1d6 fire per charge spent. If you used the dagger to cause the damage, spending one (or more) charges additionally creates a fiery explosion that deals an extra 3d6 points of fire damage to the target and all adjacent creatures (Dexterity DC13 half).
The MIC certainly is a wonderful source of inspiration. I'm quite pleased the way it's subtly hinted this is a throwing dagger - because if you use its power in melee you explode yourself!

Galeb Duhr Hammer 5000 sp
A galeb duhr hammer acts as a magic warhammer with two weapon damage dice: 2d8 bludgeoning (versatile 2d10). In addition, whenever you score a critical hit with a galeb duhr hammer against a non-flying creature, the ground attempts to hold the creature in place. For one minute, the target gains Speed 5 and melee attacks against it are made with advantage.
I might have stumbled with this item - as I designed/translated it, I assumed a warhammer was a lesser kind of weapon. After all, noone uses a warhammer, right? The point was to choose between optimal build utility and getting a second weapon die while sacrificing the attack plus*.

*) meaning it really isn't better than, say a greatsword's 2d6. If we contrast this +0 weapon with a +2 greatsword we need to shrink its 2d10 dice four steps (two each for attack and damage). This means its dice go from 2d10 to 1d10+1d8 to 2d8 to 1d8+1d6 to - you guessed it - 2d6. It remains more fun to crit with, tho'

Turns out the weapon keywords aren't the main reason for this as long as it can be used two-handed (and since it is versatile, it can) - the weapon dice are. That's why I think I made it too good. Alternatively, several times too cheap. (Even before taking the special ability into account).

My consolation is that it will suck against damage resistent paragon and epic monsters (I'm houseruling damage resistance to only be overcome by +1 weaponry for heroic-tier monsters).

Knight's Torch of Plenty 16050 sp
A magical club that burns with magical fire upon command. When lit, sheds light as a torch and deals +1d4 fire damage. When you wield this torch in one hand, your melee weapon attacks score a critical hit on 19 – 20.
The high price might surprise you but you do get a highly sought-after crit extension. I have carefully crafted the item to be incompatible with greatweapons (unless you have three hands) and with the Champion's improved critical (it doesn't stack to make 18-20).

It really is mostly a cool item - fighting with a torch is so satisfying. But it should appeal to a rogue.

Instrument of the Bards –Anstruth Harp (req attn) 80000 sp
DMG176
I believe a price list should contain items for every class, including ones currently not used by the players.

Since it can't be used by the players I was free to place a seriously expensive item to showcase Sane's pricing in this regard :)
 

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CapnZapp

Legend
http://www.enworld.org/forum/showth...ort-Nyanzaru&p=7390501&viewfull=1#post7390501

Domain Draughts
A domain draught is the distilled essence of a cleric domain. Specifically, you gain domain spells and the Channel Divinity effect(s) for the indicated domain as if you were a Cleric of half your character level or your cleric level, whichever is highest. The draught lasts until you take a long rest.
Domain Draught, Arcana (SCAG125) 1350 sp
Domain Draught, Forge (XGE18) 2300 sp
Domain Draught, Knowledge 1350 sp
Domain Draught, Trickery 2300 sp
Would be interested in any comments on the function and price of these.

Scrolls
Spell scrolls from the PHB wizard class list are available for purchase
I don't intend this section to be anything more than a stop-gap measure for my specific campaign. Normally, allowing players to select themselves the exact nature of items available for purchase is a very complex idea that easily back-fires.

Congenio's Ritual 2500 sp
Over the course over a tenday, you join the temple's elders in retreat, in an attempt to unlock the mystical energies of Ioun stones. As a prerequisite you must permanently devote one of your attunement slots to Ioun – it can no longer be used to attune any other item than Ioun stones. Then make three DC 20 Intelligence (Arcana) ability checks, each taking 8 hours of time. Each success means one extra Ioun stone can share the attunement slot you devoted to Ioun.
I'm quite pleased how this one turned out :)
 

CapnZapp

Legend
page 13

Heward's Fortifying Bedroll 2500 sp
This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender. After sleeping for 1 hour in the bedroll, you recover one spell slot if you are a spellcaster. After sleeping for 4 hours in the bedroll, you additionally recover 1 hit point per character level. After sleeping for 8 hours in the bedroll, you additionally gain advantage on one Constitution check to resist Exhaustion during the day. Once you stop sleeping, the bedroll does not function again until the next dusk.
Turns out, the first ability is the best, at least in a campaign like mine where you can't long rest any time you want. Also allows the Sorcerer to prioritize slots over hit dice when the rest of the party short rests.

Eternal Scroll Case 3000 sp (req attn by a spellcaster)
If you store a single spell scroll in this scroll case for at least a number of days equal to its level, you gain a mystical connection to it. While you have this connection, you may read the scroll as if its spell was on your class' spell list. If the spell is on your class' spell list but of a higher level than you can normally cast, you gain advantage on the spellcasting ability check. Your mystical connection persist until the scroll is used up or you store another spell scroll in the scroll case.
Design intent obviously to get around the hard limits on spell scroll use. For its price requiring attunement was a no-brainer but as you might imagine this makes it down-prioritized.

At least I can point to it if a character bitches about not being able to cast a spell just because it's not on her class spell list! :)

Longbow of Brilliance +1 4000 sp
When making an attack with this magical longbow, you use your choice of your Dexterity or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Bolt Shirt 5000 sp
Golden lightning bolts are embroidered along the sleeves of this sturdy tunic of blue linen. You may teleport, along with any equipment you are wearing or carrying, to the endpoint of any lightning spell you cast, appearing in the nearest unoccupied space. This ability can be used twice per week.
Book of Dimension Door 8000 sp
When you read this book during a short or long rest, you add Dimension Door to your class' spell list and to your list of known or prepared spells. The book then disappears, reappearing in a random location on your plane of existence. Whenever you cast Dimension Door during combat, either you or your passenger (your choice) may reroll Initiative, effective from the start of the next round.
Great items for specialist builds. The fact none of them are taken is mostly just because nobody's playing these builds:

Longbow of Brilliance: for the Wizard who doesn't like cantrips.
Bolt Shirt: for the electricity-focused arcane caster.
Book of Dimension Door: at higher levels, price is no concern. Getting to bring the ninja along and rerolling a poor initiative can be used to effectively go twice.
 

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