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What are some good magical items for a level 1 character?
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<blockquote data-quote="Cernor" data-source="post: 6882540" data-attributes="member: 6780066"><p>If they're going to be starting with magic items (given magic items are generally a Big Deal in 5e), why not go big? The Paladin starts with a Holy Avenger, the Rogue has a Ring of Invisibility, the wizard has a Robe of the Archmagi, and the Barbarian has a Vorpal Greatsword. They slaughter their way through any foe who dares stand up to them; gaining a few levels, saving a kingdom or two, then... Their items are stolen in the night.</p><p></p><p>Spend the next 6 months of campaigning chasing the thief across the world, getting tantalizingly close but always falling behind <em>just</em> enough for the thief to escape. Let them get level-appropriate loot and toss it aside "because it isn't my Overpowered Freebie (TM)!". As their desperation builds, and the players spiral into alcoholism to cope with the mind-numbing loss of their cool stuff, let them catch the thief and reveal the bad news: (S)he pawned the items years ago for a couple of beers, and has been running ever since because of the party's reputation for righteous/despotic vengeance.</p><p></p><p>Or you can do what [MENTION=6801845]Oofta[/MENTION] said, that's probably a more sane option. Fluff items which do interesting things are generally more fun than +speed/damage/saves, and given that 5e magic items are supplementary bonuses (rather than built-in to the game's math), you can be perfectly capable without them until level 8 or so, when nearly everything resists non-magical weapon damage.</p></blockquote><p></p>
[QUOTE="Cernor, post: 6882540, member: 6780066"] If they're going to be starting with magic items (given magic items are generally a Big Deal in 5e), why not go big? The Paladin starts with a Holy Avenger, the Rogue has a Ring of Invisibility, the wizard has a Robe of the Archmagi, and the Barbarian has a Vorpal Greatsword. They slaughter their way through any foe who dares stand up to them; gaining a few levels, saving a kingdom or two, then... Their items are stolen in the night. Spend the next 6 months of campaigning chasing the thief across the world, getting tantalizingly close but always falling behind [I]just[/I] enough for the thief to escape. Let them get level-appropriate loot and toss it aside "because it isn't my Overpowered Freebie (TM)!". As their desperation builds, and the players spiral into alcoholism to cope with the mind-numbing loss of their cool stuff, let them catch the thief and reveal the bad news: (S)he pawned the items years ago for a couple of beers, and has been running ever since because of the party's reputation for righteous/despotic vengeance. Or you can do what [MENTION=6801845]Oofta[/MENTION] said, that's probably a more sane option. Fluff items which do interesting things are generally more fun than +speed/damage/saves, and given that 5e magic items are supplementary bonuses (rather than built-in to the game's math), you can be perfectly capable without them until level 8 or so, when nearly everything resists non-magical weapon damage. [/QUOTE]
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What are some good magical items for a level 1 character?
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