D&D 5E Level 1 Magic Item To Powerful?

Forget for a moment about whether such an item is appropriate for 1st-level adventurers, because the game world doesn't know that the adventurers are 1st level and customize itself to fit their needs. The real question is: what is such a powerful artifact doing just lying around where 1st-level PCs can find it? Items like that are (under normal D&D assumptions) extremely rare and in very high demand. The weapon is more likely to be in the hands of a mighty fey lord or in guarded by a grove of obstreperous treants. If the PCs on their very first adventure just so happen to be in proximity to this item, what does that imply statistically about the density of such items of power on your world?

Imagine you're walking down the street. There's a diamond the size of your fist in the storm drain. You may search the storm drain and find it, or you may just walk on by. It doesn't really matter -- either way, this whole scenario is spectacularly improbable, because there are very few diamonds the size of your fist in the world, and the people who possess them tend to keep careful track of them. They don't often end up in storm drains.
 

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Forget for a moment about whether such an item is appropriate for 1st-level adventurers, because the game world doesn't know that the adventurers are 1st level and customize itself to fit their needs. The real question is: what is such a powerful artifact doing just lying around where 1st-level PCs can find it? Items like that are (under normal D&D assumptions) extremely rare and in very high demand. The weapon is more likely to be in the hands of a mighty fey lord or in guarded by a grove of obstreperous treants. If the PCs on their very first adventure just so happen to be in proximity to this item, what does that imply statistically about the density of such items of power on your world?

Imagine you're walking down the street. There's a diamond the size of your fist in the storm drain. You may search the storm drain and find it, or you may just walk on by. It doesn't really matter -- either way, this whole scenario is spectacularly improbable, because there are very few diamonds the size of your fist in the world, and the people who possess them tend to keep careful track of them. They don't often end up in storm drains.

Its D&D they put sunblades in abandoned tombs. And its not lying in a street for anyone to pick up but a lost elven blade that is the key to finding Mithrendain a lost Elven city;).

IRL there are also htings such as several treasure hordes worth several billion dollars that have been lost as well.

The Florde la Mar
The San Migual
Faberge eggs
The Amber Room




[h=3]San Migual[/h]
 
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I don't think that handing out a +3 weapon at first level is really a problem. Now before everyone jumps me for this, I'd like to explain.

You, [MENTION=6716779]Zardnaar[/MENTION], understand how magic items work in 5e. I can tell that from your posts. You know that this would be very powerful for the character and likely last them for their entire career. As such, you also wouldn't hand such items out like candy and are therefore unlikely to significantly harm game balance.

Let's think about what this item would be. A +3 weapon is listed as Very Rare. Giving an extra attack on a kill (thought I will echo those who suggest making it take a bonus action) and dealing +1d6 damage is more than enough to bump it up to legendary. Yes, I still think that giving a legendary item to a first level character is fine.

Now that we know that this is a legendary item, let's create a history to explain why it is so powerful. This is an item that wars would be fought over and could very well attract the attention of plane-hopping adventurers. As JonnyP71 said, 15th level PCs would jump at a chance to gain something like this. Its bond with nature suggests that it would be associated with some great druid or ranger. Its ability to make an additional attack against an adjacent enemy reminds me somewhat of the ranger's Horde Breaker ability. Lastly, the fact that such a desirable item was undiscovered until now suggests to me that it was lost in a spectacular fashion.

We now have enough information to make a rough history behind the item. For instance, the ranger, a guardian of the natural world, stood alone against an endless tide of demons while his allies worked to dismantle the portal through which they poured. For hours he held them back, until the demonic commander grew tired of his interference and dueled him. In the end the ranger could not stand against the balor alone and was felled, but not before breaking the demon's blade / putting out his eye / removing his hand / other noticeable scar. However, at this time of defeat the other adventurers managed to seal the portal, dragging the balor and his minions back into the Abyss. The demon was not slain, and there he broods in his anger at the mortals who dared inflict [previous injury] upon him. One day he shall return. At that time, legends, say, that the ranger's blade will be found again and taken up by a new champion, this time to permanently defeat the demon.

With that, I would let the players find this +3 shortsword from legends. I wouldn't have anyone recognize it for a couple sessions, and when it IS recognized then the campaign can really kick off. Some NPCs will want to take the sword so that they can be the great hero. Others will fear the approaching doom, causing mass hysteria.

I suppose my advice boils down to: use the massively overpowered magic weapon, and build the game around it.

"Rarity shouldn't get in the way of your campaign's story. If you want a ring of invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story will arise from that event." -- DMG, 135
 

IRL there are also htings such as several treasure hordes worth several billion dollars that have been lost as well.

The Florde la Mar
The San Migual
Faberge eggs
The Amber Room
But what are the odds you come anywhere near one of these treasures in the course of doing something else entirely? If it were the focus of the adventure, it would make total sense (c.f. Lord of the Rings), but if it were just sort of there on the side? Wouldn't you find it kind of weird and implausible if you were told that there happened to be a lost Faberge egg in the bushes outside Nakatomi Plaza in Die Hard, and John or Al could have found it if they'd gone poking around?
 

If this is from a system where weapons are +1 to +5, it should be toned down to a +2 at the very least... but even as a +2 weapon, it's really powerful. It should be possible to tone it down further and still function as it's supposed to be - a weapon that works best in the woods, is powerful enough to impress the characters, and works as a maguffin (key to find the lost city).
 

That sort of weapon would certainly increase PC damage output. And, given a more normal spread of OTHER magic items, is likely to exceed any other weapon the PCs are likely to find any time soon...or in many, many character levels. The main question you should be asking yourself is: Is there any narrative, story, or balance purpose that is served by putting such an item in? If you just want to hand the PCs a powerful magical item and watch them play with it, that's perfectly fine. It's your game after all. But it WILL result in abnormally high damage output...and possibly one character (i.e. the wielder) who is performing better than others, fairly or not.
 

I have put this weapon in a level 1 adventure. Odds are the PC will not find it but you never know.

+3 SYLVAN WEAPON: This +3 weapon, when used outdoors in a woodland climate, inflicts an additional 1d6 of damage on a hit. If a target is struck to 0 hit points by a single strike, the wielder of the weapon gains an attack as a bonus action on another single target within melee range of the weapon’s wielder.

How would you reword this for 5E? Its from Castles and Crusades and I might require that it requires attunement by a Druid or Ranger otherwise it functions as a +1 sword. Druid melee damage sucks anyway so I am not to worried if one of them gets this and I will likely make the blade a short sword or scimitar (probably scimitar).


Is this weapon too powerful in a level 1 5e adventure?

As written, absolutely. A +3 bonus is 150% of a level one character's proficiency bonus. Ignoring the proficiency bonus, it's 100% of a character's stat modifier if the stat is 16 or 17. That bonus alone would make it a very good weapon. To put the bonus math into perspective, the 150% bonus increase could be said to make the wielder attack with the skill of a character 9-12 levels higher.

The extra attack, although conditioned on dropping a target to zero HPs, is substantial. Many foes that a first level party would face can be dropped to zero HPs on the first or second round of combat, effectively granting the extra attack quite often against the more fragile foes encountered at early levels, and especially when that 1d6 bonus damage is added in. As you progress in levels, this ability will be seen less often due simply to HP inflation.

If I were to make a sylvan weapon for 5e, I'd remove the bonus entirely and simply keep the +1d6 damage, no attunement needed.

If I were converting this specific weapon to 5e without altering the level of power it had, I would replace the +3 bonus with an additional +2d6 damage. That skates around the issue of the wielder hitting significantly more often but makes the hits that do happen crushingly effective. I might be inclined to keep the extra attack, but conditioning it instead on a critical hit (a circumstance that, mostly, is unimpacted by level the way dropping a foe to zero HPs is).
 
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Sylvan Sword (could be any blade)
+1 to-hit, +1d6 damage when wielded outdoors in a woodland. Requires attunement, but if attuned by a Primal character, an extra goodie is unlocked (a cantrip?).

This sword is one of a set, each of which is attuned to a different biome or climate. Woodland, seashore, savannah / prairie, mountains, icecap, &c. Bring them all together and a Primal Spirit (or a goddess of Nature) will stop by for a visit.
 

Is this weapon too powerful in a level 1 5e adventure?

As written, absolutely. A +3 bonus is 150% of a level one character's proficiency bonus. Ignoring the proficiency bonus, it's 100% of a character's stat modifier if the stat is 16 or 17. That bonus alone would make it a very good weapon. To put the bonus math into perspective, the 150% bonus increase could be said to make the wielder attack with the skill of a character 9-12 levels higher.

The extra attack, although conditioned on dropping a target to zero HPs, is substantial. Many foes that a first level party would face can be dropped to zero HPs on the first or second round of combat, effectively granting the extra attack quite often against the more fragile foes encountered at early levels, and especially when that 1d6 bonus damage is added in. As you progress in levels, this ability will be seen less often due simply to HP inflation.

If I were to make a sylvan weapon for 5e, I'd remove the bonus entirely and simply keep the +1d6 damage, no attunement needed.

If I were converting this specific weapon to 5e without altering the level of power it had, I would replace the +3 bonus with an additional +2d6 damage. That skates around the issue of the wielder hitting significantly more often but makes the hits that do happen crushingly effective. I might be inclined to keep the extra attack, but conditioning it instead on a critical hit (a circumstance that, mostly, is unimpacted by level the way dropping a foe to zero HPs is).

Well there is the Sword of Speed in the DMG which is an extra attack.

Turns out they found it in C&C a few levels earlier than planned (planned level 5/6, found level 2). THe C&C one seems to have no limit on the cleave ability (usable multiple times) in a system where most things have around half the hit points of 5E.

I'll either put it in at higher levels or put it in as a one shot item that is removed from the game after an adventure (fate, destiny) and I'll flesh out the adventure thing a lot better as jsut running a sandbox game using the Assault on Blacktooth Ridge adventure back drop.
 

Its waaaaaaay OP mate. Echoing the sentiments of others.

Perhaps scaling it to the PC? It grants a bonus of (PCs proff bonus/2 round down) to its weilder (fluff it as its power can only be unlocked by the greatest of heroes) and deals an extra 1d6 radiant damage outdoors when weilded by a PC profficient in survival.

Even that is damn potent.
 

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