CapnZapp
Legend
Page 11
*) meaning it really isn't better than, say a greatsword's 2d6. If we contrast this +0 weapon with a +2 greatsword we need to shrink its 2d10 dice four steps (two each for attack and damage). This means its dice go from 2d10 to 1d10+1d8 to 2d8 to 1d8+1d6 to - you guessed it - 2d6. It remains more fun to crit with, tho'
Turns out the weapon keywords aren't the main reason for this as long as it can be used two-handed (and since it is versatile, it can) - the weapon dice are. That's why I think I made it too good. Alternatively, several times too cheap. (Even before taking the special ability into account).
My consolation is that it will suck against damage resistent paragon and epic monsters (I'm houseruling damage resistance to only be overcome by +1 weaponry for heroic-tier monsters).
It really is mostly a cool item - fighting with a torch is so satisfying. But it should appeal to a rogue.
Since it can't be used by the players I was free to place a seriously expensive item to showcase Sane's pricing in this regard
Vest of Resistance +1 (req attn) 4000 sp
You gain a +1 bonus to saving throws.
It's an interesting question - what part of a Cloak of Protection is the most valuable: +1 AC or +1 to all saves? The above price assumes the latter. A subtle factor: vests aren't common but it's quite possible you already have another cloak. There aren't item slots in 5E but the underlying resource game still remains.Cloak of Protection (req attn) 5000 sp
You gain a +1 bonus to AC and saving throws while you wear this cloak.
The MIC certainly is a wonderful source of inspiration. I'm quite pleased the way it's subtly hinted this is a throwing dagger - because if you use its power in melee you explode yourself!Meteoric Knife +1 4250 sp
This throwing knife is made from a seamless piece of shining black metal. This magical dagger has the returning property: at the end of each attack, it returns to your hand. In addition, it has three charges (recharged daily). You may spend any or all charges whenever you make a damage roll, adding +1d6 fire per charge spent. If you used the dagger to cause the damage, spending one (or more) charges additionally creates a fiery explosion that deals an extra 3d6 points of fire damage to the target and all adjacent creatures (Dexterity DC13 half).
I might have stumbled with this item - as I designed/translated it, I assumed a warhammer was a lesser kind of weapon. After all, noone uses a warhammer, right? The point was to choose between optimal build utility and getting a second weapon die while sacrificing the attack plus*.Galeb Duhr Hammer 5000 sp
A galeb duhr hammer acts as a magic warhammer with two weapon damage dice: 2d8 bludgeoning (versatile 2d10). In addition, whenever you score a critical hit with a galeb duhr hammer against a non-flying creature, the ground attempts to hold the creature in place. For one minute, the target gains Speed 5 and melee attacks against it are made with advantage.
*) meaning it really isn't better than, say a greatsword's 2d6. If we contrast this +0 weapon with a +2 greatsword we need to shrink its 2d10 dice four steps (two each for attack and damage). This means its dice go from 2d10 to 1d10+1d8 to 2d8 to 1d8+1d6 to - you guessed it - 2d6. It remains more fun to crit with, tho'
Turns out the weapon keywords aren't the main reason for this as long as it can be used two-handed (and since it is versatile, it can) - the weapon dice are. That's why I think I made it too good. Alternatively, several times too cheap. (Even before taking the special ability into account).
My consolation is that it will suck against damage resistent paragon and epic monsters (I'm houseruling damage resistance to only be overcome by +1 weaponry for heroic-tier monsters).
The high price might surprise you but you do get a highly sought-after crit extension. I have carefully crafted the item to be incompatible with greatweapons (unless you have three hands) and with the Champion's improved critical (it doesn't stack to make 18-20).Knight's Torch of Plenty 16050 sp
A magical club that burns with magical fire upon command. When lit, sheds light as a torch and deals +1d4 fire damage. When you wield this torch in one hand, your melee weapon attacks score a critical hit on 19 – 20.
It really is mostly a cool item - fighting with a torch is so satisfying. But it should appeal to a rogue.
I believe a price list should contain items for every class, including ones currently not used by the players.Instrument of the Bards –Anstruth Harp (req attn) 80000 sp
DMG176
Since it can't be used by the players I was free to place a seriously expensive item to showcase Sane's pricing in this regard
