Current Events > To D&D players, rate these custom 5e items. *Critical Role spoilers*

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pegusus123456
09/12/17 5:13:03 AM
#1:


These items are designed to "level up," having three different states. For brevity, I'm only gonna list the most powerful version. All require attunment.

Cabal's Ruin: Cloak
- Grants the wearer advantage on all saving throws against spells and other magical effects
- Has max 10 charges and regains 1d6+4 charges daily at dawn.
- When the wearer is targeted by an enemy’s spell, they can use their reaction to have the cloak swallow part of the spell. The cloak gains a number of charges equal to the spell level of the triggering spell. The wearer is still subject to whatever effects the spell would normally inflict on them, but gains resistance to the damage of that spell. The ability cannot be used again until they finish a short or long rest.
-When the wearer hits with an attack, they can choose to expend any number of charges from the cloak, dealing an additional 1d6 lightning damage per charge expended, which is inflicted on the target of that attack. If the attack strikes multiple targets, the wearer must choose one target from the group to be subject to this damage.

Deathwalker's Ward: Studded leather armor
- +3 bonus to AC
- Advantage on death-saving throws.
- While wearing this attuned armor, the wearer chooses and imbues this armor with resistance to a damage type of their choice: fire, cold, acid, lightning, or necrotic. This choice can be changed during a short rest.
- As a bonus action, the wearer can grow large, black raven wings. These last for 1 hour, and grant a fly speed of 60 feet. They cannot use this ability again until they finish a long rest.

Fenthras, Wrath of the Fey Warden: Longbow
- +3 bonus to attack and damage rolls. Additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d6 lightning damage
-When firing an arrow from this weapon, the wielder can declare an oracle shot, allowing them to project their sight through the arrow they fire for up to 10 minutes. They cannot use this ability again until they finish a short rest.
-When a creature is killed by an arrow from this weapon, a single six-foot tree rapidly grows out of their corpse over the next minute.
-When the wielder hits with an attack, they can declare a bramble shot. The target takes an additional 3d8 piercing damage, and they must make a DC 17 Strength saving throw or become restrained by the suddenly sprouting steel-hard thorn brambles that immediately grow from the arrow. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This ability can only be used twice until the wielder finishes a short or long rest.

Mythcarver: Longsword; can only be attuned to bards
- +3 bonus to attack and damage rolls. Additionally, targets damaged with this weapon take an additional 1d6 points of force damage.
- Whenever the Bardic Inspiration feature is used, the wielder gains advantage on attacks with this weapon until the end of their turn.
- Whenever the wielder uses their Cutting Words feature while wielding this blade, the target has disadvantage on their next saving throw.
-The wielder can spend an action to let the spirit of the sword overtake them momentarily. They make four melee attacks with this sword, then suffer one point of exhaustion. They cannot use this ability again until they finish a long rest.

Continued the next post.
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pegusus123456
09/12/17 5:13:15 AM
#2:


Plate of the Dawnmartyr: Plate armor
- +3 bonus to AC
- When struck by a melee attack, the wearer may use their reaction to cause the attacker to suffer 2d6 points of fire damage.
- The wearer gains immunity to the frightened condition.
- The wearer gains resistance to fire damage.
- If the wearer is knocked unconscious by an attack or spell, a blast of healing flame surrounds them. The wearer immediately regains 1 hit point and is lifted to their feet. All enemy creatures within 10 feet of the wearer suffer 2d6 fire damage. The wearer cannot use this ability again until they finish a long rest.

Spire of Conflux: Spellcaster staff
- Has 20 max charges and regains 1d6+4 daily at dawn.
- Whenever a spell that deals fire, ice, or lightning damage is cast and the wielder rolls a 1 on a damage die, they can reroll the die and must use the new result.
- While holding this staff, the wielder gains a +1 bonus to spell attack rolls, and their spell save DC increases by 1.
- While holding the staff, the wielder can expend some of its charges to cast one of the following spells from it, using their spell save DC and spellcasting ability:
*Burning Hands (1 charge)
*Fireball (3 charges)
*Ice Storm (4 charges)
*Conjure Elemental (5 charges)
*Chain Lightning (6 charges)
*Fire Storm (7 charges)

Titanstone Knuckles: Gauntlets
- The wielder's Strength score becomes 26.
- The wielder gains the Siege effect of being able to deal double damage against objects and structures.
- The wielder can use an action to grow in size as per the Enlarge spell for 10 minutes. They cannot use this ability again until they finish a long rest.
- While the wielder is under the effects of the Enlarge spell granted by this item, they gain resistance to fire, cold, and lightning damage. This lasts as long as they are affected by the spell.

Whisper: Dagger
- +3 bonus to attack and damage rolls. Additionally, a target that is hit with this weapon takes an additional 1d8 psychic damage.
- Whenever a creature is struck with a critical hit from Whisper, the target must make a DC 17 Wisdom saving throw or become frightened of the wielder for 1 minute. On a success, they are immune to being frightened by this effect for the next 24 hours.
- Whenever Whisper is thrown but before it hits, the wielder can choose to transform into shadow and merge with the blade, teleporting instantly to wherever the blade impacts. If the target is a creature, the wielder emerges adjacent to the target in a space of their choice. If they miss with the attack, the DM determines where the wielder teleports accordingly.

And just for fun, an evil talking hungry sword.
VENYbmC
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gunplagirl
09/12/17 5:24:44 AM
#3:


I read the first one and um

That's way too many charges and to refill that many daily seems too strong
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pegusus123456
09/12/17 5:34:20 AM
#4:


Keep in mind that these are for really high-level characters. The basic version only has 4 charges and gains 1d4 charges.
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DirkDiggles
09/12/17 5:34:22 AM
#5:


Let me reach into my bag of infinite bag of holding and see what good stuff I can pull out.
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gunplagirl
09/12/17 5:39:31 AM
#6:


pegusus123456 posted...
Keep in mind that these are for really high-level characters. The basic version only has 4 charges and gains 1d4 charges.

That's... Slightly more okay then. Especially if they end up fighting a sharknado or mecha tarrasquasaurus Rex.
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pegusus123456
09/13/17 2:13:47 AM
#7:


Bumping with extra shit. These are blessings from the gods, also for high-level characters.

Blessing of Sarenrae
-2 CON
-As a bonus action, you can summon the wings of the Everlight, granting you a flying speed of 40 feet for up to ten minutes. While you these have these wings, any spells you cast that cause creatures to regain hit points heal an additional 10 HP. Once this ability is used, it cannot be used for another seven days.

Blessing of Pelor
-Resistance to necrotic damage
-As a bonus action, you channel the light of day into your being. For one hour you emit bright light in a 120 foot radius and any evil creature within that 120 foot radius that hits you with an attack or spell immediately suffers 4d6 radiant damage and is knocked prone. Once this blessing ability is used, it can’t be used for seven days.

Blessing of Ioun
-+2 INT
-As a bonus action, you can can channel omniscience of Ioun, for one hour, whenever you successfully hit a creature with a spell or an attack, you can learn you can learn one of the creature’s stats of your choice from the following list:
*AC
*senses
*saving throw bonuses
*damage resistance
*damage immunities
*damage vulnerabilities
-During this hour, you also have advantage on initiative and saving throws. Once this ability is used, it cannot be used again for seven days.

Blessing of the Raven Queen
-Undead Nature: You do not require air, food, or drink.
-Turn Immunity: You are immune to effects that turn undead.
-Ability Score Increase: Your Constitution score increased by 1.
-Relentless Nature: Your DM assigns a goal to you, typically, one related to your character's death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits:
*If you are below half of your hit point maximum at the start of your turn, you regain 1 hit point.
*If you die, you return to life 24 hours after your death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it.
*You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledge to defend. This awareness fails if the creature is on another plane of existence.
*When your goal is complete, you finally find rest. You die and cannot be restored to life.
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pegusus123456
09/14/17 10:07:32 AM
#8:


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#9
Post #9 was unavailable or deleted.
Gen_Lee_Enfield
09/14/17 10:39:57 AM
#10:


I play D&D, but I can't rate that stuff for you cause I stuck with 3.5.
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ChromaticAngel
09/14/17 10:48:15 AM
#11:


Responses in BOLD

pegusus123456 posted...
Cabal's Ruin: Cloak
first three powers are broken as fuck, fourth power is totally pointless. This is like legendary artifact type of shit that you'd find guarded by like 8 different demon princes


Deathwalker's Ward: Studded leather armor
Reasonable equipment for a high level character like 14+

Fenthras, Wrath of the Fey Warden: Longbow
another reasonable high level item

Mythcarver: Longsword; can only be attuned to bards
slightly OP but not as much the cloak first item. Biggest issue is 4 attacks which really gives advantage in action economy. Please be aware that a level 20 bard essentially has permanent attack advantage

Plate of the Dawnmartyr: Plate armor
fourth ability should be considered a bonus action. Might consider increasing the fire damage across the board from 2d6 to 3d6

Spire of Conflux: Spellcaster staff
must specify that spells cast through this object are always base level. otherwise ok

Titanstone Knuckles: Gauntlets
no real issues here

Whisper: Dagger
need limits on 3rd power. suggest once per short rest or 3 times per long rest

And just for fun, an evil talking hungry sword.
no comment. I wouldn't allow this in my game personally

Blessing of Sarenrae
I assume you mean +2 con? Also PLEASE EXCLUDE CANTRIPS FROM THIS ITEM

Blessing of Pelor
seems fine


Blessing of Ioun
NO DO NOT DO THIS

Blessing of the Raven Queen
would be ok for a specific adventure revolving around it. would not allow in general play


just my opinions
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Darkman124
09/14/17 11:03:48 AM
#12:


simply put if it's better than a holy avenger it shouldn't be in your campaign
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pegusus123456
09/14/17 6:27:56 PM
#13:


ChromaticAngel posted...
Cabal's Ruin: Cloak
first three powers are broken as fuck, fourth power is totally pointless. This is like legendary artifact type of shit that you'd find guarded by like 8 different demon princes

What makes the first three broken but the once-per-long rest add 10d6 damage to an attack pointless?

ChromaticAngel posted...
Blessing of Ioun
NO DO NOT DO THIS

What's wrong with this one? Is knowing an enemy's stats really that strong?

ChromaticAngel posted...
Blessing of the Raven Queen
would be ok for a specific adventure revolving around it. would not allow in general play

This one apparently already exists in some version of D&D. It's just the powers of a revenant from Unearthed Arcana (I think).

And for reference, these items (except the talking sword) are being used in the Critical Role webseries to fight a Vecna that has ascended to godhood and has revived a dead titan that stands "hundreds and hundreds of feet tall" to use as his mobile fortress.
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ChromaticAngel
09/14/17 8:36:31 PM
#14:


pegusus123456 posted...

What makes the first three broken but the once-per-long rest add 10d6 damage to an attack pointless?

I misread it's actually much more powerful than I thought.
1. Third ability refuels charges.
2. Third ability doesn't specify the spell needs to cause damage (something like Zone of Truth could trigger it).
3. Enemy is ambiguously defined. A warlock traveling with the party could refill the charges every short rest.

pegusus123456 posted...
What's wrong with this one? Is knowing an enemy's stats really that strong?

Bad interpretation. I thought learn meant you could use the stat in question. Not a big deal.

pegusus123456 posted...

This one apparently already exists in some version of D&D. It's just the powers of a revenant from Unearthed Arcana (I think).

Unearthed Arcana in 5th edition is just the term for public playtest material. Wotc themselves said it's probably breakable and not suited for general purpose. It's not official until it gets put in a book.

The first book with Unearthed Arcana junk is coming out in November called Xanathar's Guide to Everything.
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pegusus123456
09/14/17 8:46:42 PM
#15:


ChromaticAngel posted...
3. Enemy is ambiguously defined. A warlock traveling with the party could refill the charges every short rest.

Surely the DM would just say, "No, that's bullshit, you know what it means."

And I dunno if you missed it, but both the bow's bramble shot and the cloak's attack doesn't have to be called before rolling so you're always going to hit with them <_<
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ChromaticAngel
09/14/17 8:52:31 PM
#16:


pegusus123456 posted...
And I dunno if you missed it, but both the bow's bramble shot and the cloak's attack doesn't have to be called before rolling so you're always going to hit with them <_<

I'm well aware of the bows power it's fine and won't affect significantly anything worth a damn at high levels. Enemy saves are so high they'll pass in most cases even with disadvantage.

pegusus123456 posted...
Surely the DM would just say, "No, that's bullshit, you know what it means."

How/why?

If the wizard cast fireball in an area that included me and 5 enemies, could I use it?

Seems so.

What if the 5 enemies are also fire elementals?

D&D is not a game of "you know what I meant" and never was ever since Wish was printed.
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pegusus123456
09/14/17 9:02:29 PM
#17:


ChromaticAngel posted...
If the wizard cast fireball in an area that included me and 5 enemies, could I use it?

Seems so.

An enemy isn't casting it, so you'd have to take it.

ChromaticAngel posted...
What if the 5 enemies are also fire elementals?

I don't...see why that would matter.
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ChromaticAngel
09/14/17 10:07:55 PM
#18:


pegusus123456 posted...
An enemy isn't casting it, so you'd have to take it.

Enemy isn't a meaningful designation in D&D.
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pegusus123456
09/14/17 10:12:19 PM
#19:


ChromaticAngel posted...
pegusus123456 posted...
An enemy isn't casting it, so you'd have to take it.

Enemy isn't a meaningful designation in D&D.

But it's a word. With a definition. I know D&D players have a reputation for rules lawyering, but surely they understand the intention of the word.
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ChromaticAngel
09/14/17 10:14:21 PM
#20:


pegusus123456 posted...
But it's a word. With a definition. I know D&D players have a reputation for rules lawyering, but surely they understand the intention of the word.

It's a magic item. The magic item operates under a set of rules. I know what those rules are in character if I'm attuned to the magic item. If you say it only stops attacks from enemies, you have to define enemy as the artifact understands an enemy to be and I can work within the artifact's limitations.
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pegusus123456
09/14/17 10:17:41 PM
#21:


en·e·my
&#712;en&#601;m&#275;/
noun
noun: enemy; plural noun: enemies

a person who is actively opposed or hostile to someone or something.

There you go
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ChromaticAngel
09/14/17 10:18:28 PM
#22:


pegusus123456 posted...
There you go

ok during a short rest, the warlock in our group is actively hostile casting things like fear spells on me wtf
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pegusus123456
09/14/17 10:20:45 PM
#23:


He's still just casting on you simply to up your charges, he is not your enemy.

Like holy shit, people are playing the game, you should be able to interpret the idea of what is an enemy and what is not.
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ChromaticAngel
09/14/17 10:23:07 PM
#24:


pegusus123456 posted...
He's still just casting on you simply to up your charges, he is not your enemy.


You said an enemy is someone who is actively hostile to me.

Look, I said the artifact is broken as fuck and shit like this proves my point.
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pegusus123456
09/14/17 10:25:51 PM
#25:


ChromaticAngel posted...
You said an enemy is someone who is actively hostile to me.

And he's not hostile to you just because he's casting damage spells on you.

ChromaticAngel posted...
Look, I said the artifact is broken as fuck and shit like this proves my point.

It proves that you're one of those rules lawyers that people seem to deride. Maybe the item's overpowered because of its effects, but the "enemy" aspect is only an issue if you're playing with someone who's trying to be annoying.
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ChromaticAngel
09/14/17 10:26:42 PM
#26:


pegusus123456 posted...
And he's not hostile to you just because he's casting damage spells on you.


ok what does he need to do to become hostile?
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Squidkids
09/14/17 10:28:00 PM
#27:


No helm of disintegration that has D4 damage ?
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pegusus123456
09/14/17 10:30:10 PM
#28:


ChromaticAngel posted...
pegusus123456 posted...
And he's not hostile to you just because he's casting damage spells on you.


ok what does he need to do to become hostile?

He wants to kill you, let's say. Or he's actively opposed to your goals. Like I said, it's not that hard to interpret depending on context. A party member attacking you simply to up your spell charges obviously isn't an enemy unless you're trying to game the system.
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ChromaticAngel
09/14/17 10:32:09 PM
#29:


pegusus123456 posted...
He wants to kill you, let's say. Or he's actively opposed to your goals. Like I said, it's not that hard to interpret depending on context. A party member attacking you simply to up your spell charges obviously isn't an enemy unless you're a jackass trying to game the system.


Oh he's not attacking me to charge up my spells, he's trying to kill me because he's an asshole, he just gets bored after 2 spells and goes off to take a 5 minute nap.
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pegusus123456
09/14/17 10:35:10 PM
#30:


In which case the DM goes, "No, that's bullshit, you know it's bullshit, you get nothing, good day, sir."
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ChromaticAngel
09/14/17 10:40:21 PM
#31:


pegusus123456 posted...
In which case the DM goes, "No, that's bullshit, you know it's bullshit, you get nothing, good day, sir."

Ok so if the real power of the artifact is "When you're hit by a qualifying DM-approved spell, you get charges equal to the level of the spell." then just say that.
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pegusus123456
09/14/17 10:46:47 PM
#32:


I mean, the players in the game that uses this item never has an issue with the phrasing, but they don't really try to cheat the DM.
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ChromaticAngel
09/14/17 11:03:50 PM
#33:


pegusus123456 posted...
I mean, the players in the game that uses this item never has an issue with the phrasing, but they don't really try to cheat the DM.

In Exalted 3rd edition, the combat system works like this.

You have two kinds of attacks "withering" and "decisive"

You make a withering attack against an opponent. They lose points of initiative and you gain points of initiative if it hits. You can keep doing this until they hit negative initiative, basically. withering attacks don't inflict damage.

When you make a decisive attack, when it hits, instead of doing the damage of your weapon, you roll your initiative as damage. This opened up a bunch of questions. Things like "Can I carry around a deaf blind mute guy with no limbs and withering attack him?" and such.

The answer was this.

Yes you can attack friends / useless non combatants but this awards you no initiative because the combat system is an abstraction of advantage your opponents, so you can only gain initiative from actions that grant you some kind of advantage over your opponents.

But, if we're taking a "short rest" equivalent, during that short rest, I can go and fight with my buddies and gain and lose initiative just like it works in a conventional fight because during that fight, my buddy is my opponent.

This is a generally well thought out idea (The dice systems are horse crap, but there isn't anything wrong with the concept).

The cloak artifact is not well thought out.
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pegusus123456
09/14/17 11:17:49 PM
#34:


Well-thought out or not, it's only going to be an issue if someone like you makes it one. Everyone knows what the hell an enemy is.
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ChromaticAngel
09/14/17 11:24:10 PM
#35:


pegusus123456 posted...
Well-thought out or not, it's only going to be an issue if someone like you makes it one. Everyone knows what the hell an enemy is.


Hey. You asked me to rate the item.

It gets an F for being overpowered as fuck and poorly worded and also ignores D&D rules conventions.
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pegusus123456
09/14/17 11:29:32 PM
#36:


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