Hexmage-EN
Legend
And because of this, it's even more important for DMs to make them special in other ways. Many of us were doing this already, but it's more necessary now since a lot of the time a magic item's powers won't be making anyone "ooh" or "aah" on their own.
Currently I'm leaving magic items as they are. I don't want to mess with the balance at this point. Once I've gained more experience with the new system, I may drop a more potent item into the mix here and there.![]()
An easy way to do that is to simply describe the magic item's effects in unique ways.
Take a Lifedrinker Dagger for example. The mechanics say that it simply drains HP on a hit. What if it were instead a "Tendril of Zuggtmoy" that buries blood-sucking fungal mycelia into the wounds it inflicts? Then, when the blood is drained, mycelia grow into the wielder's hands and transfer the vitality. The wielder feels this as a strange, tickling sensation.
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