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[Unorthodox Treasures] - 101 Magic Items for your 5e Games

I'm going to say no on this one, TheLe. That's too powerful, even for a Rare item in my book. A solid bonus to rolls is really strong, even if it only applies to attacks. If that was all it did, I'd say that's fine, but all of those things together are too much. It might be better if you gave it a number of charges per day or tied its abilities to only when you score a Critical Hit. Like for instance...

But it's not all those things. The Bullseye Ring gives you a choice - attack bonus, critical threat increase, or a stunning attack, not all three.

Moreover, it takes 2 attacks to work - the first attack has to hit in order to "mark" the target, and the second attack gets imbued with your special attack (and the target is no longer marked after your second attack resolves, requiring you to "mark" your opponent again).

Your two alternate versions are far more powerful, especially at lower levels. Even though your versions uses up 'charges', you can literally use them anytime you want. The first one is particularly powerful with 20 charges. If you make 10 attacks, you can use it 10 times. With my version, if you make 10 attacks, you can only use the specials 5 times.... that is only if each of your first attacks is successful (i.e. "marks" the target).
 

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Well, mine's just a longbow that fires Radiant Damage arrows with a slightly improved critical hit. Not that bad. The other one requires your entire action and only functions about 3-5 times per day if you're lucky. Plus, you shouldn't be giving rare magic items to player characters until they're at least level 7 or so. That's about the strength of the items I gave. As for your response, since it requires the wearer to choose which bonus to recieve, it's much more balanced. Though your item makes Rogues ridiculously powerful. Every other attack at Advantage for a few turns? Because sneak attack wasn't crazy enough, let's just mix a few crits in there for good measure. In my item, if you read, the one won't work with Sneak Attack, so a rogue can't just crit targets into oblivion. The other allows them to crit, but it's not dealing any more or less damage than their ordinary longbow could do, just with some different damage tacked on.
 
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After some consideration, I've decided that I'm going to remove the increased critical hit range on my item. It's really strong. I'll leave it on the one with only 3 charges, though. That's the gimmick of the item.
 

Fool's Mace
Weapon (Mace), rare +1, very rare +2
This simple weapon either deals +1 damage or +2 damage and always looks new and unscathed; it always glows when held in moonlight. When used in combat, you may active it's arcane abilities to target any one foe on the battlefield. If you miss your attack against that target, you gain a +1 to your attack roll when using the Mace against the same target on your next attack, but your damage will also be reduced by 1.

Each time you miss an attack, your next attack roll will increase by 1 (and damage will decrease by 1). Once you hit your target, all bonuses (and penalties) will reset to zero.

You may only use this ability once per short rest. The activated ability lasts until the creature you are targeting is killed or 10 minutes, whichever is first.
 

Chaos Armor (requires attunement), Uncommon (+1), rare (+2), very rare (+3)

This classic leather armor has a felt-like touch. When worn the armor proves a +1 bonus to AC when you are attacked by creatures of Chaotic alignment. As a bonus action you may sacrifice this bonus to give yourself an equivalent bonus to all your attack and damage rolls against creatures of chaotic alignment; which lasts for exactly one hour.

Clarification: when using this ability, you sacrifice your entire bonus (+1, +2, or +3).
 

Magic Foot
Wondrous item, legendary (requires attunement)

This bizarre magic trinket is an ultra light wooden foot, but will never burn. When held with at least one free hand, as a bonus action you can command the foot to launch one or more of the toes -- which will detach and unerringly hit a target of your choice within 75 feet. Each toe deals 1d4+1 force damage, and they all strike simultaneously; you can direct the toes to hit one creature or several. Once used, the toes on the wooden foot will regenerate at the rate of one per three hours.

If you have arcane casting abilities, the range of this weapon is increased to 120 feet -- Arcane casters are really good at using the Magic Missile Toes.
 


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