D&D General Belts of Giant Strength?

Smart monsters should target easier to hit squishier combatants as the opportunity arises.

With Cloak of Displacement, "If you take damage, the property ceases to function until the start of your next turn." So it will reduce the number of hits you take, but once you are hit, the rest of the attacks against you are not at disadvantage. Thus, it won't be particularly effective if the cloak wearer is being swarmed by multiple monsters, or vs. a monster with 3+ attacks.
 

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I actually prefer the items that set strength to a specific amount. It adds some uncertainty around how to build the best character as you typically don’t know if you will find such an item.
 


I actually prefer the items that set strength to a specific amount. It adds some uncertainty around how to build the best character as you typically don’t know if you will find such an item.

Was it Horde of the Dragon Queen where one of the available magic items was Gauntlets of Ogre Power, and munchkins figured out that with the Adventurer's League rule about do-overs, if you got the Gauntlets by level 4 you could re-allocate your stats and only put 8 into Str?

Disappointing to see things come to that.
 

I dislike the 5e belts of giant strength (and some other comparable items) because instituting a fixed strength ends up making the PC's actual ability score irrelevant. Unlike the gauntlets of ogre power, which set it at 19, the various giant strength ones set strength to scores the character could not even surpass if they dumped all their ASIs into that ability, so that ability is just off the table. I think magic items should (generally) enhance a PC's capabilities, not replace them.

Yeah, I greatly dislike items for this type for similar reasons and I never allow them.
 

All ability adjusting items use the 3e rules. They don't replace, they add up to a certain number. So gauntlets of ogre power add +2 max 20, belt of hill giant strength add +2 up to 22, frost giant +4 up to 24 and so on.

I've always thought it was dumb that someone could have strength as a dump stat up until they could get gauntlets or a belt.
 

All ability adjusting items use the 3e rules. They don't replace, they add up to a certain number. So gauntlets of ogre power add +2 max 20, belt of hill giant strength add +2 up to 22, frost giant +4 up to 24 and so on.

I've always thought it was dumb that someone could have strength as a dump stat up until they could get gauntlets or a belt.
It is dumb, but then how much use (and-or how survivable) is a low-strength Fighter going to be during the time before a strength device shows up? That's a fairly big player-side gamble, I think.

That, and if someone's rolling up a warrior type and doesn't put at least a half-decent stat into strength it might be worth asking why; and if the answer comes back "I'm putting a strength device on my wish list" or similar you've probably got a problem on the horizon.
 

My solution is to make them neither fixed strength nor stat boosting. Instead they grant a Might die, plus something fun as well.

Might Die: A might die adds to Strength attribute checks, saving throws, and weapon attacks made using strength. If you have more than one Might die, you can roll them all and pick the highest.

If you have a Might Die, your carrying capacity is multiplied by the largest value of the might die.

Note that these do not add to accuracy. This is intentional; I like my accuracy to be bounded.

Example items using Might dice:

Guantlets of Ogre Power: (Uncommon, requires Attunement)
Grants a 1d4 Might die. In addition, you can wield two handed melee weapons in one hand; if you do so, they lose the HEAVY property.

Belt of Hill Giant Strength: (Rare, requires Attunement)
Grants a 1d6 Might die. In addition, as an action you can throw a boulder with 40/80 range of up to 10 lbs. It acts as a thrown weapon that deals 1d8 bludgeoning damage for every 5 lbs of weight (max 2d8 (9)).

Belt of Stone Giant Strength: (Very Rare, requires Attunement)
Grants a 1d8 Might die. You can cast Mold Earth at-will and Stone Shape as a ritual. In addition, as an action you can throw a boulder with 60/120 range of up to 20 lbs. It acts as a thrown weapon that deals 1d12 bludgeoning damage for every 5 lbs of weight (max 4d12 (26)).

Belt of Frost Giant Strength: (Very Rare, requires Attunement)
Grants a 1d8 Might die and you gain resistance to Fire and immunity to Cold damage. In addition, as an action you can throw a boulder with 40/80 range of up to 15 lbs. It acts as a thrown weapon that deals 1d8 bludgeoning and 1d4 cold damage for every 5 lbs of weight (max 3d8 (13)+3d4 (7))

Belt of Fire Giant Strength: (Very Rare, requires Attunement)
Grants a 1d8 Might die and you gain immunity to Fire damage. When hit by a melee attack or grappled, you can cast Hellish Rebuke; once you have done so, you cannot do so again until the next noon. In addition, as an action you can throw a boulder with 40/80 range of up to 15 lbs. It acts as a thrown weapon that deals 1d8 bludgeoning and 1d4 fire damage for every 5 lbs of weight (max 3d8 (13)+3d4 (7)).

Belt of Cloud Giant Strength: (Legendary, requires Attunement)
Grants a 1d10 Might die. You can cast invisibility, feather fall, misty step, fog cloud, and levitation on yourself; once you have cast each, you cannot cast that one again until the next noon. In addition, as an action you can throw a boulder with 40/80 range of up to 20 lbs. It acts as a thrown weapon that deals 1d10 bludgeoning damage for every 5 lbs of weight (max 4d10 (22)).

Belt of Storm Giant Strength: (Legendary, requires Attunement)
Grants a 1d12 Might die and you gain immunity to lightning damage and resistance to thunder damage. In addition, you can create and throw a lightning bolt as an action. The bolts act as a thrown weapon with 50/100 range and deals 3d12 lightning damage. The lightning bolts dissipate at the end of the turn they leave your possession, or if you summon another bolt.

The "side ability" scales with the rarity of the item. You can make the Might die system work for other attributes.

Reflex die for Dex

Fortitude die for Con (it adds to rolls that heal you directly)

Lore die for Int, Oracle die for Wis, Glamour die for Cha (all add damage on attribute-based spells as well, at most once per target)

Add side benefits with higher rarities to taste. Make the item not just "Belt of Dexterity", but something else, then add another ability based on that flavour (like I did with the giant belts).

The giant bolders; you either need to truck a huge number of such boulders around, or you'll have a limited amount of ammo. They scale from 2d8 up to 4d10 damage (plus strength, plus might die), but they require an action to throw them (so no multiple attacks).
 
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It is dumb, but then how much use (and-or how survivable) is a low-strength Fighter going to be during the time before a strength device shows up? That's a fairly big player-side gamble, I think.

That, and if someone's rolling up a warrior type and doesn't put at least a half-decent stat into strength it might be worth asking why; and if the answer comes back "I'm putting a strength device on my wish list" or similar you've probably got a problem on the horizon.

Sadly, with WOTC versions of D&D dexterity is king. You can have nearly the same damage potential and AC with a high dex fighter as a high strength fighter. It's something I don't care for but nothing is perfect.
 

Sadly, with WOTC versions of D&D dexterity is king. You can have nearly the same damage potential and AC with a high dex fighter as a high strength fighter. It's something I don't care for but nothing is perfect.
I think it's only really ramped up in importance in 5e. 3e, damage was still based on strength and you needed a feat to use dexterity for hit bonus. 4e it was just another attack stat which was tied to class powers so it didn't matter as much.
 

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