Custom Magic Items

the Jester

Legend
All right, who has homebrewed 4e magic items? Post 'em here!

So far I've only got a few, but here they are...

NOTE: As I am posting these, I realize that I need to mention that I use a "colorful critical hit system" to maim the pcs, lopping off limbs and putting out eyes and stuff. The armor and weapons referencing "critical severity" refer to this custom system. Those of you that have seen my colorful critical hit system should appreciate them, though. :)

NEW MAGIC ITEMS IN CYDRA

ARMOR

ARMOR OF VITALS PROTECTION

This armor has extra protection over all the major vital areas.
-Lvl 3: +1-- 680 gp; -Lvl 18: +4-- 85,000 gp
-Lvl 8: +2-- 3,400 gp; Lvl 23: +5-- 425,000 gp
-Lvl 13: +3-- 17,000 gp; Lvl 28: +6-- 2,125,000 gp
Armor: Any
Enhancement: AC
Property: When you suffer a critical hit, you reduce the severity of the critical hit by 1d3.
Level 8: Reduce by 1d4.
Level 13: Reduce by 1d6.
Level 18: Reduce by 2d4.
Level 23: Reduce by 2d6.
Level 28: Reduce by 2d8.

WEAPONS

DEADLY WEAPON
When this weapon scores a critical hit, the target suffers grievously.
-Lvl 3: +1-- 680 gp; Lvl 18: +4-- 85,000 gp
-Lvl 8: +2--3,400 gp; Lvl 23: +5-- 425,000 gp
-Lvl 13: +3-- 17,000 gp; Lvl 28: +6-- 2,125,000 gp
Weapon: Any
Enhancement: Attack rolls and damage rolls.
Property: When you inflict a critical hit, you increase the severity of the critical hit by 1d3.
Level 8: Increase by 1d4.
Level 13: Increase by 1d6.
Level 18: Increase by 2d4.
Level 23: Increase by 2d6.
Level 28: Increase by 2d8.



NECK SLOT ITEMS

SERPENT AMULET
This amulet is made of serpentine and is carved to resemble a twisting serpent.
-Lvl 10: +2-- 5,000 gp; Lvl 25: +5-- 625,000 gp
-Lvl 15: +3-- 25,000 gp ; Lvl 30: +6-- 3,125,000 gp
-Lvl 20: +4-- 125,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex and Will
Property: When you attack with a power that inflicts ongoing poison damage, that poison damage increases by the amulet's enhancement bonus.
Power (Daily*Poison): Free action; Trigger: An enemy within 10 squares of you makes a saving throw against a poison effect. Effect: The enemy instead fails its saving throw against the triggering effect.


WAIST SLOT ITEMS

GIRDLE OF COMBAT SKILL

This thick belt is covered in icons of different weapons.
-Lvl 10: 5,000 gp; Lvl 30: 3,125,000 gp
-Lvl 20: 125,000 gp
Item Slot: Waist
Power (Encounter): No action. When you make a basic attack, you may instead use an at-will attack power.
Level 20: You may instead use an at will or encounter attack power.
Level 30: You may instead use any of your unexpended attack powers.

WONDROUS ITEMS

MORDENKAINEN'S OINTMENT

This cream contains speckles of residuum suspended within it.
-Lvl 6: 1,800 gp; Lvl 21: 225,000 gp
-Lvl 11: 9,000 gp; Lvl 26: 1,125,000 gp
-Lvl 16: 45,000 gp
Wondrous Item
Power (At Will):
Short rest. You apply the ointment to a 1st level magic item and its power increases to that of an item of its type of 6th level or lower. Usually, this means that you increase the item's enhancement bonus by one, but you can apply it to other items with different leveled versions as well. This expends the Mordenkainen's ointment.
11th level: Apply to a 6th or lower level magic item; it improves to an item of its type of 11th level or lower.
16th level: Apply to an 11th or lower level magic item; it improves to an item of its type of 16th level or lower.
21st level: Apply to a 16th or lower level magic item; it improves to an item of its type of 21st level or lower.
26th level: Apply to a 21st or lower level magic item; it improves to an item of its type of 16th level or lower.
 
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I've got a few magic items I handed out at level 11. These are pseudo artifacts that level up with the players, though they don't have concordance or anything. They were mostly there to give the players an item they could build their character with, rather than switching out items every 4 or 5 levels.

Bahamut's Fang
Garb of the Raven Queen
Nature's Bounty
Emblem of the Darkened Sun
Nehima, Charter Blade
Mantle of the Wandering Master

The items may or may not change/upgrade powers at levels 16/21/26/30; I haven't decided that yet.
 

Deadly Weapon:

I assume by "suffer a critical hit" you intended "inflict a critical hit."

Mordenkainen's Ointment:

How long does the effect last? Is it permanent?

If I have a 1st level magic item that has 11th and 21st level versions (but no 6th and 16th level versions) can I apply both an L6 ointment and an L11 ointment to up it to 11th level?
 

Deadly Weapon:

I assume by "suffer a critical hit" you intended "inflict a critical hit."

Oops! Yep, sure did. :D

Mordenkainen's Ointment:

How long does the effect last? Is it permanent?

If I have a 1st level magic item that has 11th and 21st level versions (but no 6th and 16th level versions) can I apply both an L6 ointment and an L11 ointment to up it to 11th level?

The effect is permanent.

If you have a 1st level item and you apply a level 11 ointment to it, it will "power up" to the 11th level version. 6th level ointment won't do jack to it, though. The ointment can skip intermediate values, no problem.

Looked at from a cost analysis, the ointment "costs" slightly more than enchanting the new item yourself- there's no real reason to ever buy Mordenkainen's ointment of your level or lower, it's a losing proposition (since you don't "get back" the 20% of the lower level item's value like you would if you disenchanted it and enchanted a new one). Nonetheless, as treasure found, the ointment allows pcs to choose a favored but lower-level item and upgrade it to keep it useful.

Note that using the ointment expends it, but it is priced as a wondrous item rather than a consumable. This, obviously, is because if you price it as a consumable, it is far cheaper to make your higher-level items with ointment than to simply enchant them- the opposite effect of what I wanted.
 

Chainmail +2 Ashtur’s Coat
Enhancement: +2 AC
Power: (Daily): Minor Action. Activate this power to gain a +5 to hit and +15 damage on your next attack roll. The power activates on the next attack roll and is discharged on a hit or a miss. After this attack roll regain hit points equal to your surge value at no surge cost.


I included this one before I realized what pain integrating them into the CB would be like. Oh well, the gnome bard in my campaign loves this. :D
 

On the ointment: love the idea, but think it should be levels 10, 15, 20, 25 and 30

Otherwise, how do you ever get your favourite item, that you've had since level 4/5, to level 30?

Just a niggling thought.
 

On the ointment: love the idea, but think it should be levels 10, 15, 20, 25 and 30

Otherwise, how do you ever get your favourite item, that you've had since level 4/5, to level 30?

Just a niggling thought.

The problem is that you then need a 10th level item to make your 1st level item 6th level. :(

I thought I might include a 31st level version in the end, but I haven't entered the epic tier with any of my 4e groups yet, so I've held off. There aren't any items above 30th level that I've seen, but that might not stop me... ;)
 

The problem is that you then need a 10th level item to make your 1st level item 6th level. :(

I thought I might include a 31st level version in the end, but I haven't entered the epic tier with any of my 4e groups yet, so I've held off. There aren't any items above 30th level that I've seen, but that might not stop me... ;)
Perhaps you can add residuum to adjust them to work for a slightly higher level?
 

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