D&D 5E Ideas for Artifacts for Goofy Player Characters?

So, I'm currently running a 5e campaign that's heavily influenced by Homebrew content. My plan for the campaign is to have the players go on epic quests to acquire an artifact that is unique to them for them to use to drive the Devils, Demons, Undead, etc. off of Earth. One of my players created a Barbarian Battlerager based off of himself, and he's a goofball. I want to design these artifacts to be significant to the character wielding them. Any suggestions on how to go about making an artifact for this goofy barbarian battlerager?
 

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In what way is he goofy? Perhaps something that suits that oddness. What tactics does the player/character typically employ? Do you want this artifact significant in combat, out of combat, or both?

More details can breed a better understanding of what may mesh with this character more.
 

The Goofball. Attunement. When you speak the command word this ball bearing flies and lands at a point within 30 feet of you and expands into a large sphere. The sphere is made up of differently textured panels. On your turn you can use a bonus action to direct the Goof Ball to move up to 30 feet. When the Goof Ball collides with a creature or a creature starts its turn within 5 feet of the Goof Ball the target must make a DC15 Dex saving throw. If they fail roll 1d6 to determine which type of panel the creature is struck by.

1d6
1: Spikes, the target takes 6d6 piercing damage
2: Rubber, the target takes 2d6 bludgeoning damage and is pushed 15 feet away from the Goof Ball
3: Thorns, the target takes 2d6 piercing damage, 2d6 poison damage and must make a DC 15 Con save or be poisoned for 1 minute
4: Goo, the target must make a DC 15 Dex save or become restrained and be attached to the Goof Ball
5: Ice, the target takes 4d6 cold damage and has their speed reduced by 10 until the end of your next turn
6: Roll again twice ignoring this result if it comes up again

After 10 minutes the Goof Ball returns to its ball bearing form and returns to you. If the Goof Ball is more than 100 feet away from you in reverts.

I'm not sure how powerful you want it to be, but you can adjust the numbers as you see fit. You could also add more options if you're more creative than I.
 
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Look up some FR lore, for the sword named Dornavver.
For your purposes, it also impels the wielder to attack fiends first (regardless of what good tactics would indicate for the situation) while bellowing "LEEEEERRROOOOOY JENNNNNKINNNNS !"

But really, you should talk to the player away-from-table to see what kind of Artifact he thinks would suit his character. Maybe the character can be present and aid in its creation?
 

In what way is he goofy? Perhaps something that suits that oddness. What tactics does the player/character typically employ? Do you want this artifact significant in combat, out of combat, or both?

More details can breed a better understanding of what may mesh with this character more.

Basically, he runs around with a chain coif and gym shorts, wielding a golf club, with spike pads duct-taped to him, and grapples enemies and proceeds to punch them in the face. He's got a Sanity Score of 7, a Wisdom of 12, and a Charisma of 18. When he enters his Barbarian Rage, he makes noises comparable to Boss Nass from Star Wars: A Phantom Menace. He's also prone to breaking out into song.
 

The Goofball. Attunement. When you speak the command word this ball bearing flies and lands at a point within 30 feet of you and expands into a large sphere. The sphere is made up of differently textured panels. On your turn you can use a bonus action to direct the Goof Ball to move up to 30 feet. When the Goof Ball collides with a creature or a creature starts its turn within 5 feet of the Goof Ball the target must make a DC15 Dex saving throw. If they fail roll 1d6 to determine which type of panel the creature is struck by.

1d6
1: Spikes, the target takes 6d6 piercing damage
2: Rubber, the target takes 2d6 bludgeoning damage and is pushed 15 feet away from the Goof Ball
3: Thorns, the target takes 2d6 piercing damage, 2d6 poison damage and must make a DC 15 Con save or be poisoned for 1 minute
4: Goo, the target must make a DC 15 Dex save or become restrained and be attached to the Goof Ball
5: Ice, the target takes 4d6 cold damage and has their speed reduced by 10 until the end of your next turn
6: Roll again twice ignoring this result if it comes up again

After 10 minutes the Goof Ball returns to its ball bearing form and returns to you. If the Goof Ball is more than 100 feet away from you in reverts.

I'm not sure how powerful you want it to be, but you can adjust the numbers as you see fit. You could also add more options if you're more creative than I.

I'll have to remember that one when reviewing my options. That's pretty good.
 

The webcomic goblins had a couple nice odd items. Armor that changes color to whatever color you've last spoken. A sword that any time you let it go future you grabs it from across time and space from whenever you're next going to draw it so there's odd instances of hearing/seeing future events briefly of when you're going to draw your blade next (this could turn into not being able to draw it until said event actually happens which could be interesting).
 

Spike Armor Pads of the Bouncing Battlerager.
-These armor pads are magically enhanced, granting +2 AC, and +2 on attack and damage rolls made with the armor spikes (the bonus action attack from the Battlerager feature). (Actual bonus should be calibrated to your campaign.)
-When grappling you do 1d4+2+Str piercing damage (instead of the 3 points you normally do from the Battlerager path)
-While wearing these spiked armor pads, part of your movement can be along walls and ceilings, as long as you end your movement for the turn on a flat surface. (You are literally bouncing off the walls and ceiling as you charge.)
-If at least part of your movement is along the walls or ceiling prior to attacking this turn, your first attack has advantage (due to the unexpected angle of attack) and does +5 damage (due to the momentum from your movement)
-You are resistant to falling damage. You are just naturally bouncy.
Drawbacks:
-You are at disadvantage to resist or save against any attack or effect that causes forced movement. You are just naturally bouncy.
-While raging you have no filter between your inner voice and your external voice. Just say everything as soon as you think of it.


Because who doesn't love a bouncing ball of spikey death with a running commentary on everything they see or think ?
 
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Spike Armor Pads of the Bouncing Battlerager.
-These armor pads are magically enhanced, granting +2 AC, and +2 on attack and damage rolls made with the armor spikes (the bonus action attack from the Battlerager feature). (Actual bonus should be calibrated to your campaign.)
-When grappling you do 1d4+2+Str piercing damage (instead of the 3 points you normally do from the Battlerager path)
-While wearing these spiked armor pads, part of your movement can be along walls and ceilings, as long as you end your movement for the turn on a flat surface. (You are literally bouncing off the walls and ceiling as you charge.)
-If at least part of your movement is along the walls or ceiling prior to attacking this turn, your first attack has advantage (due to the unexpected angle of attack) and does +5 damage (due to the momentum from your movement)
-You are resistant to falling damage. You are just naturally bouncy.
Drawbacks:
-You are at disadvantage to resist or save against any attack or effect that causes forced movement. You are just naturally bouncy.
-While raging you have no filter between your inner voice and your external voice. Just say everything as soon as you think of it.


Because who doesn't love a bouncing ball of spikey death with a running commentary on everything they see or think ?

That's pretty brilliant.
 


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