Homebrew Magical Items

Langy

Explorer
This thread is intended to discuss homebrew magical items that we've created for our parties, with accompanying critics from fellow DMs and players.

I'm a relatively new DM to D&D 5e (though not to RPGs), so I'm still getting a feel for the balance game - but I'm relentlessly interested in putting my own stamp on things, so I pretty much refuse to use any of the magical items that are present in the basic books and instead like to make my own, or at least modify the bog-standard items in the books to make them more interesting. I'd like it if others, more experienced than me, would look over some of my ideas and let me know what problems they may see.

I'll be posting a few other magic items later (a sword that eats magic, a dice set that alters fate, and a cloak that births shadow duplicates), but for now we'll start with a single item I've been thinking about this week.

This item is intended to be wielded by a boss character, but it's unclear whether or not my players (six level 4 PCs) will let him live or whether they'll be able to loot his stuff.

As-is, the item provides some very useful benefits if you want to be a 'controller' of the battlefield via grappling, as well as some nice utility that doesn't require attunement to use - so I don't see the group ditching the item even if nobody wants to be the grapple-master.

I'm not certain whether or not it's too powerful as-is for its rarity. It's essentially a homebrew Spiked Chain from D&D 3.5e written up in 5e (stats immediately below), with the magical-ness providing some utility as well as mimicking some features of two feats (Tavern Brawler for the bonus action to grapple and Grappler for advantage on grapple checks). This, along with the ability to grapple at a 5 foot reach granted by the basic Spiked Chain properties, makes it an extremely useful weapon for a grapple-focused build - but is it enough to make it Rare (worthy of a level 5-10 party) rather than Uncommon (worthy of a level 1-4 party)? The Grappler feat isn't considered to be very good, and the Tavern Brawler provides some other bits as well - and other things that provide the equivalent of an ASI are considered Uncommon. Still, I feel like this is on the verge of Uncommon and Rare - which I'm fine with if the PCs wind up in possession of it.

Does anyone see anything particularly worrisome with this design?

Also: I'm not settled on the magic item's name being 'the Chain That Binds' due to the doubling of the magical property name (which is a thing I am settled on using and doing).

Spiked Chain
Proficiency. Martial.
Weight. 10 pounds.
Damage. 2d4 piercing.
Properties. Heavy, reach, special. A spiked chain has two ends, and each end may be used to perform a Disarm, Grapple, or Shove against a target within its reach. When an end is being used to Grapple a target, that end can only be used to Attack or Shove that target. When wielded in one hand, you may only use a single end of the spiked chain. When Shoving a target with a spiked chain, you cannot push the target backwards, but can pull it towards you.

The Chain That Binds

Spiked Chain, uncommon (requires attunement)


Chain That Grasps.
When attuned and upon a successful hit, the Chain That Binds may be used to take a bonus action to perform a Disarm, Grapple, or Shove against the target using the rules for a spiked chain. When attuned, you have advantage on any grapple check made using the Chain.
The Chain That Binds may be thrown like a grappling hook, one end held by you and the other tossed at a post, rock, or similar. Make an Athletics check with a DC equal to 10 plus 1 per 5 feet the Chain is thrown; on a success, the Chain magically wraps around the target and holds tight. It has a Strength of 20 for this effect.


Chain That Binds. When attuned and while a target is grappled by the Chain That Binds, you may use an action to attempt to have the Chain bind the target. Make a grapple check; on a success, the Chain magically tightens and the target is restrained until the start of your next turn or until the grapple ends.
While the target is restrained in this manner, it takes 2d4 piercing damage at the end of its turn if it takes an action. While restraining a target in this manner, you have only half your normal movement, may not move farther than ten feet from the target, have disadvantage on dexterity saving throws, and you are at disadvantage on any attacks and attacks against you have advantage.


Unending Chain. While pulling the chain taught, you may magically extend the Chain That Binds up to a full fifty feet, adding extra links at the middle. While holding the chain, you may retract it with an effective Strength of 20 at a rate of five feet per round to a minimum length of ten feet. The chain does not change in weight as it changes size.
The Chain That Binds may be burst with a DC 25 Strength check. You may repair it by holding the broken lengths together and focusing upon it through a short rest.
 

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