D&D 5E Magic Item design?

I'd like to see magical foci (special holy symbols/relics for clerics, maybe a particular natural crystal or rare herb for druids, and rods/wands/staffs for arcane users) that offer some bonus to their spellcasting...maybe adding to saves against particular magics as well.

I would also like to see, and given how they have rolled out classes (gaining new class features with the first few levels) I guess it is a possibility, for magic items that "scale" (for lack of a better term). That is, with powers that increase/get better/"unlock" more powers/secrets from the device as the PC increases in level/the longer they have ["attuned to"] the item. This goes for everything from the fabled Staff of Wizardry: the low level spell abilities might be right off...but you need to have and use it for a level or 2 before you get the 2nd level spell effects...3 levels for the 3rd level spell effects...to the +1 Sword...which, after using it for 1 level, turns out to be a flame blade...which, after 3 levels more, turns out to be a long-unused/"sleeping" white dragon or frost giant-slayer of legend...etc.

"Intelligent" swords would be great for this as they always have weird-seeming extra powers...and gives some story/fluff basis for the traditional idea of their "ego." A +1 short sword that turns out to have been some ancient faye-/elflord's blade that is, ya know, basic +1 weapon and gives you +1 to CHA/interactions with elves & sylvan creatures...a couple of levels later, it's +2, can transform into a longsword on command and the bonus now applies to saves against enchantment magics, and it can Charm Person 1/day...a couple of levels later it's +3 (to attacks, charm saves, and all interactions) and adds Sleep/Charm Monster/allow telepathic contact with faye creatures/what have you.

Ye olde Cloak of Elvinkind could start out with the LotR style "blending/camouflage against natural surroundings" [any attack/movement/sound negates] to the "semi-invisibility" (noticed 1 on d6, I think it began as) of the original item, and eventually to full-on "Sheila the Thief" invisibility cloak!

Would also lead, I suspect, to a lot less "magic item trade-in", as the longer you keep/use the item, the better it becomes.

It wouldn't surprise me to hear of other systems that might already do this. I think it would make/help the 5e assertion of magic items being more "special" and "different" than previous editions and plays nicely with the "attune" mechanic already in place. Just instead of "unlocking" the item all at once, it comes in steps. I think it could be largely applied to any magic items (I mean, not "one shots" like potions or scrolls, obviously).

I think this would be a great way to design magic items in any world.

Afterthought: Maybe one of the things that make artifacts truly "OMG IMMENSE COSMIC POWER ARTIFACT!!!" is that all of their powers are available all at once/immediately. hmmm...
 

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For my own part, I think that engaging the system in magic item design produces items that have both flavor and utility. If you follow the "Magical Monday" link in my sig you'll see what I mean: items that are directly tied to component systems of the new game. In their own way. +x items are like that, but in a straight forward and boring way. Magic items that use tools like advantage/disadvantage or impact core class abilities are more interesting and more fun.
 

I would like a magic system that favors attunement of magic items towards the martial types. So at any given level martial characters like a fighter will have access to use more items. That will help compensate for the utility already built into casters in the game widening to quadratic proportions. I also would like a neutral magic system where almost any item is usable by any class. The exception may be artifacts, or unique items.
 

I hope it features ways to make magic items that grow with the characters, such that at certain levels, new abilities come forth.

I'm betting it will. But I don't think it would be too hard to come up with such things myself. I have a player whose PC has a bond that is the shield passed down to him, a family heirloom. I plan on revealing that it is indeed magical and will grow in power as it is used.

I'm actually enjoying creating magic items for this game. Having a baseline from the items in Basic and the adventures is enough to get a good idea how to make my own.
 

I'd suggest against magic items that increase spell save DCs. Spell save DCs already increase more than monsters save bonuses do.
 

Note that ANYONE can now use wands... So that gives fighters something else.

But in playing through the starter set, and reading through the first adventure (HotDQ), it seems that casters are getting the better loot. There are staves and wands that seem better than even the strongest magic weapons.


But as far as overall design, we are going to see more Lord of the Rings/old skool approach to magic items on characters. Gone are the days of the shopping list, and glowing adventurers laden with magic items upon magic items... now they will mean something, and even help define characters.

Instead of +1 keen longsword we will see things like Sunsword, a +1 longsword that glows in the brightness of the sun, gaining power as it does. As long as the Sunsword is exposed to sunlight for 1 hour it glows with the effect of the light spell for 8 hours or until its special ability is discharged or the wielder commands it to stop(can be restarted as an action). Additionally the Sunsword deals maximum weapon damage to any creature it hits that possesses darkvision. Special: 1/day as long as the Sunsword is glowing from its light ability, the wielder can release a blast of daylight as per the spell. After which the sword functions as just a +1 longsword until recharged in direct sunlight.
 

But there are things like headband of intellect which sets your Interest to 19.

That is a pretty nice interest rate. It would be exciting if the game was about finance. :p

Note that ANYONE can now use wands... So that gives fighters something else.

Do we know this for a fact or is this a guess based on the wand of magic missiles? A 1E fighter could use a MM wand too. That didn't mean they could use most wands.
 

Do we know this for a fact or is this a guess based on the wand of magic missiles? A 1E fighter could use a MM wand too. That didn't mean they could use most wands.

There is a wand in Hoard of the Dragon Queen (not listed in supplement) that can be used by anyone. So we've seen 2 magic wands, both usable by anyone... pretty favorable odds.
 


As it stands, if you wanted to make a wand for your campaign, it would probably be usable by everyone, have 7 charges, use 1 charge per spell slot used and only require attunement if it was using some higher level spells.

We are running an Age of Worms campaign converted to 5e. Off the top of my head, we so far have wands of magic missile, healing word (old cure light wounds), unseen servant, ray of enfeeblement and shatter.
 

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