Starting with a magic item as a class feature?

fissionessence

First Post
Do you think this would be balanced? How 'big' of a feature would the class need to give up to get a magic item? What level of magic item could the class get 'for free'?

For example, what if the swordmage's abilities only worked with magic blades, and thus a level 1 swordmage would need a magic item at character creation (or else some of their features wouldn't work yet). Obviously this isn't the case with the swordmage, but it's just to serve as an example for contemplating the idea.

~ fissionessence
 

log in or register to remove this ad

I think that would make a good gimmick for some kind of 'Tech' power source.

I think that a class should only be able to get a level 1 item 'for free'.
The problem with a feature like this though is that it quickly becomes obsolete.

Hmmm... How does this look?

Blacksmith
You gain the Enchant Item ritual and can use it at level 1 even if you do not have the Ritual Caster feat.
The first time you use the Enchant Item ritual, you do not expend ritual components.
 

I think a magic item of up to the character's level (i.e. the PC may change it for a higher-level item when he gains a level) would not be too unbalanced, especially if the campaign follows standard wealth guidelines. It should probably be a fairly major ability, though - about as important as a beastmaster ranger's beast companion, a wizard's implement mastery, or a divine character's Channel Divinity ability.
 

I think a magic item of up to the character's level (i.e. the PC may change it for a higher-level item when he gains a level) would not be too unbalanced, especially if the campaign follows standard wealth guidelines. It should probably be a fairly major ability, though - about as important as a beastmaster ranger's beast companion, a wizard's implement mastery, or a divine character's Channel Divinity ability.
I agree with Fire; it's not a bad idea to include, but if it isn't counted against the character's loot per level, then I'd say its on par with the suggested class features.
 

The easiest solution is to give it to everyone in the party.

And regarding how any item quickly gets obsolete; have any such "soul" or "ancestral" weapon level up as you do (see Adventurer's Vault for rules on this). In other words, treat the magic item to always have your level.

But generally, a magic item of your own level isn't all that hot. A magic item four levels above your own (and staying there), on the other hand, is incredibly valuable.

So that's the span you have to work with :)

A level-2 item is mechanically insignificant, and will probably only serve a story role. I wouldn't sweat handing it out for free (even if you hand it out already at level 1 as a level 1 item - it leveling only when you reach level 4).

A level+0 item is probably something you can give out nearly for free. Perhaps a feat slot at most; but really, it might be better to simply give a small boon to other characters too.

A level+2 item is on the verge of being continuously useful. This I wouldn't hand out without some significant cost.

A level+4 item is (per treasure parcel rules) something that will stay as your top-of-the-line magic item throughout your career. It is easily worth sacrificing a major class feature (seeing all that money you free up).
 

OTOH, if the item you have in mind is a primary tool for the character (such as a swordmage's blade), don't hand it out unless it's at least a level+2 item.

Normal characters make it a priority of putting their highest level treasure to work as their primary tool (weapon or implement, or at least armor or neck item) so you shouldn't deny this to the character with a "clan sword"...
 

The only problem I can think of is that magic items are powerful only at a certain time. Example: If the character starts with a level 3 magic item at level 1 (as a class feature) they may be balanced at this point, but the magic item is useless to them at level 5, by which point they are down a class feature (and therefore weaker than the rest of the party).

The solution is to make the item a personalized part of the character that advances in power as they level up. This causes the class feature to be balanced at any level, rather than to be more powerful at some levels and useless at other levels. For example, if the character has a personalized sword, their class feature might allow them to make it magical with a level equal to their own + 2, and to change the enchantment during an extended rest. For example, at level 1, the character chooses a +1 frost weapon (level 3). When she learns that the monsters they have been hired to fight are weak against lightning, she changes it to a +1 resounding weapon (level 2) when she rests that night. When she levels up, she could select a +1 terror weapon (level 4).

This is approximately balanced. At level 1, the fighter has the same attack bonus as this character (fighter's weapon talent is the same to-hit bonus as a +1 weapon). At higher levels, the fighter will have an equally enchanted weapon and probably a higher to hit bonus.

DO NOT count this item against the players regularly gained treasure. If it is a class feature, then counting it against the players treasure is unfair. You do not deny rogues magic daggers because they get +1 to hit with daggers due to their weapon trick. If the player chooses a magic sword, let them find magic armor and shields instead.

Possible feat ideas would be one that allows the player to change the enchantment during a short rest. Another feat might allow the player to enchant an item that is normally not the right equipment type, for example, they could make a terror weapon out of a weapon that is not a "Axe, Hammer, or Heavy Blade".

My idea is that at level 1, the player chooses an item (longsword, scale mail, light shield etc). They give this item a name, choose an enchantment for it, and keep it for the rest of their career. When they level up, they may choose a different item to personalize instead (rather than retraining a skill, feat, or power). The personalized item must be non-magical. It becomes magical only in the hands of the Character. If removed from the character's possession, the item loses its powers. When the character retrieves the item, it regains its powers after an extended rest.

I would gear the power of the player around the idea that they are using a personalized magic item. For example, their daily power might increase the level of their personalized item by 5 until the end of the combat (effectively increasing its bonus by +1, and increasing any of its other powers affected by level. Another daily power might allow the character to use their items daily power without expending it.
 

Well, I wouldn't switch enchantments. If the weapon is a Frost weapon, a Frost weapon it will stay.

Just make it so that on the level where you get it (this might be level 1) it's slightly overpowered. Then two levels later, it's average. Then, two levels later still, it's borderline crap. But next level, the item "jumps" five levels and is back at being slightly overpowered.

In the end, it's pretty okay on average.

No need to change the weapon each level, which is especially nice if you like me dislike the idea that your weapon switches effects for no other reason than to "keep up". :)
 

Well, I wouldn't switch enchantments. If the weapon is a Frost weapon, a Frost weapon it will stay.

Just make it so that on the level where you get it (this might be level 1) it's slightly overpowered. Then two levels later, it's average. Then, two levels later still, it's borderline crap. But next level, the item "jumps" five levels and is back at being slightly overpowered.

In the end, it's pretty okay on average.

No need to change the weapon each level, which is especially nice if you like me dislike the idea that your weapon switches effects for no other reason than to "keep up". :)


Yup, just giving them a magic item that stays the same works as well, rather than changing all the time. I just suggest that the item levels up with them, not necessarily that it changes. A character that has a level 3 frost weapon would level up and their sword would become a level 4 frost weapon. A level 4 frost weapon (not listed in PHB) would be identical to a level 3 one, unless a power or another magic item specifically referenced the level of the item.

The reason that I recommended you let the player 'retrain' the weapon at level up was not because different magic items match different levels (ex being forced to change from a frost to terror weapon from level 4 to 5). I just recommended it be re-trainable, so that a player that chooses a frost weapon at level 1 isn't stuck with it for all eternity. That's really going to suck when the party's paragon tier questing centers around finding and killing a family of old white dragons. Also, it makes it possible for the players to eventually get magic items such as vorpal swords that they could not begin with at level 1.
 


Pets & Sidekicks

Remove ads

Top