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Monday, January 6, 2025

D&D Items for the party - spoilers

You get TWO Attunement slots per character. 


Reference for "player given grades" of artifacts, seems reasonable opinions: https://dumpstatadventures.com/a-players-perspective/a-players-guide-to-artifacts-iv
And I'll ask again, does it seem like magic super swords are always grade A, while staffs and such are often grade C or worse? hmmm. 

IDEA - to present quests for loot

4 ghosts of kindred spirit, behind the crack in the mountain wall (near waterfall), known today as:
  1. The Rager
  2. The Evoker
  3. The Defender 
  4. The Wild one
Choose wisely these things… several loot items. 
Then he d pick blindly?
Or they explain?
More than one per??

 

How about this instead: 

One item exists there in grave per each hero (as ghosts they can always recover one item, part of their haunting).

But quest again to find the ones scattered away by secondary lost heroes. 

      • Quest to YesterHill
        • Sprinkle the dust from any of following onto Sickle to activate RedSkelFungusSickle
          • thighbone of Marikornucopia
          • normal red fungus spores from an evil druid (or a turned good one)
          •  absorb power from the green gem??
          • .... maybe depending on which one, it gets a different power up. 



UPDATE: STARTING ITEM IDEAS
1. gauntlets ogre power ((FROM RAGER))
1.1 +1 axe, battle axe one hander
2. red skel fungal sickle ---> TO FULLY POWER IT UP... +1 now, but +2 later when... ... the evil druids. Destroy the tree. 
3. cloak protection  ((from defender))
3.3 ((DEFENDER)) Breath of Life (2 charges) on a magic amulet. Brings em back from dead. 

5. ((FROM EVOKER))... something to raise WIS or CHARIS (what does warlock need, just CHARIS?)
   5.5 HELMET of.... CHAR +1 (intimidating), AC+1 
6. Animated Shield ((from Defender))
7. +1 mace



Find in random places, later:

1. +1 axe, battle axe  
2. +1 mace
3. bracers protection ((from defender))
4. cloak protection  ((from defender))
4. Mage style bracers protection ((from evoker))

ITEMS

  • STAFF of The Dungeon... cast Knock (unlock door) + Detect Magic + Detect Trap + Ice Knife
    • I made this up... since party doesnt have a thief or a wizard
    • +1 att, +1 AC, +1 on spell attack and +1 spell DC
    • 10 charges max
      • costs 1 charge to detect magic
      • costs 1 charges to Knock
      • costs 1 charge to Ice Knife
      • 2 charges to flaming sphere
      • costs 1 charge to detect Trap
      • Full recharge or Regains 1d6+6 charges every morning
  • Staff of Defense - +1 AC, only for Warlock, Wiz, Sorc (attune)
  • Don't forget the Sunsword is +2, dmg 1d8 (or 1d10 twohanded), only for Sword ppl. 1d8 extra dmg to undead and stuff. 
  • +2 Red Skeleton-fungus Sickle for Druid - 
    • HIDDEN BEHIND a super holy NATURE thing (DRUID's provide, b/c undeath is anti-Nature) that Strahd can't get to, he wants the Party to get this dangerous weapon b/c he's arrogant and thinks he can kill the Party then destroy this dangerous weapon. 
    • The Druids have been encouraging nature ... even through decay (fungus) to fight against undeath. Strahd might know decay and weird funguses and such is a thing in "his land", but he's not wise enough/too arrogant to realize the potential of simple things to be his downfall. It's been growing in caves and such right under his nose... and now it's going to bite him in the ass. 
      • [I just read that there are evil druids there in YesterHill]. HURRY, says the druid leader of the good ghosts/ACORN SPEAKING TO DRUIDS BACK HOME(?), don't let the evil druids create this Gulthias tree! One portal will get them close-ish to there or no need? 
        • But One Druid of the 6 evil betrays Strahd, helps Party during fight. 

        • The good ghost or acorn knows which evil.Druid is on the verge (or totally good?).
          • G.Ghost was magically calling out to the e.druid who was turning good, helped convince. Easy(?) for druids, b/c naturally they want to be balanced, on the side of nature. 
            • Maybe he was an old hero they were trying to convert to evil.
            • Does he stick around? 
              • Maybe he insists on staying on the inside to keep helping out? Or would Strahd know? I think not, the druids can detect animal spies. 
              • Maybe he is taken out during fight
        • I'm starting to really dislike this Strahd dude; he "makes" the druids + berserkers sleep in dirt graves? They are dirty with twisted hair and all that the description reads. Stinker. See, he's looking down on nature... thinks he can control it all and only his corruption plans rule. EEeeiihnnt, wrong. 
        • can the party fight 6 druids and 6 beserkers??
        • maybe with some new loot
        • OPTION - need gem from gulthias tree to make the RedSkeleton-Fungus Sickle????
          • Or one more type of fungus spore from e.druid turned good
          • Or fungus spore from any e.druid ... they are the ones growing them?! NAH. But maybe need one type of fungus to cross with another. 
          • Or dust from the thighbone of Marikovikovia. 
            • Red Fungus drew power from that thighbone?? 
      • YesterHill. Read pg. 198-200 of the 5e Curse of Strahd... there are some evil ( say rise from their "graves", what's that mean) druids that Strahd controls to make a TreeBlight. 
        • I say, the original first Gulthias Tree in the Sunless Citadel that created twig blights... one of the blights wandered into Ravenloft and so corrupted druids used it as a basis for their new Gulthias tree. 
        • BloodSpear nearby is given only to a Barbarian or druid in our party's situation. Via Kavan, another Barbarian ghost. 
          • Kavan talks of the Whispering Wall
            • How about CRACK in the WALL here too?!?! Why not many cracks, many walls. Maybe she didn't say "Wall of Mountain" just "WALL" and we interpreted it as mountain. 
      • ?Druids are going to communicate through (THRU ACORN MEDALIAN!) wherever into the cave to the party? Or just through the druid ghost? 
      • ?Cave leads to PORTALS within Ravenloft... maybe various places??
      • Thighbone of Marikovikova first ... since it turns to dust eventually.
        • Maybe have vamp spawn guarding the super loot, use thighbone vs them.
        • but first against ghouls/zombies
    • Two weapons in one, MAYBE make this a 
      • converts between this version and the regular +2 Moon Sickle depending on shape of fungus. So pick during fight.
      • Or maybe have this split into TWO, so you'd have to shelve your shield... unless of course you got the animated shield. ;)
    • Made from weird fungus that looks like bones, it hates undead
    • (when split in two) Doubles dmg on hit and dbl dmg on level 2 (or 3) and below spells vs. undead (just like the sunsword dbl dmg, hah?!?!)
    • AND/OR ... max dmg on spells twice a day vs. Undead for spell levels 3-6. 
  •  +2 Moon Sickle (starts as +1, you gotta level it up later at Gulthias tree) - for Druid - Thinking, there is a Druid circle in 5e Ravenloft 'Strahd
  • +2 Rod of the Pact Keeper - for Warlock - +2 on "everything" also
  • Animated Shield, always +2 AC (no +3 version) (((Druids can use wooden shields)))
  • Mercile's Animated Shield For Casters (homebrew)
    • My damn homebrew which does give you the +2 AC if you are a wizardy type. 
    • Or just be boring and give +2 or +4 bracers of protection or something I guess. I just read the updated desc which basically says not for pure casters. Why can't you have a pet shield protecting you if you are a magic-user, seems very biased. If that's the case, stop giving all the damn magic casting to the various non-caster classes. Grrr, I'll bias right back. 
      • On 3rd thought, I guess this is just game balance. AC affects every attack forever so... meh. Look at Bracers of defense, only for those NOT wearing any armor or using a shield. 
  • Bonecounter

    Weapon (Mace), rare
    Simple weapon, melee weapon
    4 lb.
    1d6 Bludgeoning

    This weapon is a magical +2 mace called Bonecounter. Whenever this weapon is used to destroy an undead creature, a single silver piece appears in the wielder's pocket.


  • Boots of Elvenkind
  • Ring of cure wounds or something
    • Our version, 5 times per day, 1d8 +2 HP healed. 
  • Bracers of Defense

    Wondrous item, rare (requires attunement)

    While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.

  • Staff of Defense - +1 AC, only for Warlock, Wiz, Sorc (attune)
  • White Dragon Cape

    TftYPp193

    You have resistance to cold damage while wearing this cape.


  • Weapon of Warning

    Generic variant, uncommon (requires attunement)

    As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.

    Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.

    Supernatural Readiness. Each subject has Advantage on its Initiative rolls.

    Base items. This item variant can be applied to the following base items:


  • Warrior's Passkey

    Wondrous item, rare (requires attunement)

    This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the Knock spell from the key.

    Transforming the Key. While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals 1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form.

    If you end your attunement to the item while it's in its sword form, it automatically reverts to its key form.



Warlock Specifically, they list some here: https://eventyrgames.com/2023/06/20/best-magic-items-for-warlocks-in-5e/
  • Pearl of Power that lets you regain an expended spell slot as an action – although the new slot is 3rd level if the expended one was of 4th level or higher
  • Warlocks can wear some armor
    • glamoured studded leather – a +1 studded leather with the flavorful feature of letting you change its appearance as a bonus action. Another option is an elven chain, which is a +1 chain shirt that doesn’t require proficiency in medium armor – and would grant you 1 higher AC than a glamoured studded leather unless your Dexterity score is really high for some reason.
      cloak of protection and a ring of protection, both of which gives you a +1 bonus to
  •  AC and saving throws
  • Ring of spell storing
  • An amulet of health is a simple yet incredibly powerful magic item that sets your Constitution score to 19 while wearing it. As you’ll have to prioritize between raising your Charisma score, picking up various cool feats, and, hopefully, also putting a few points into Constitution, Dexterity, and other ability scores that fit your character, an amulet of health is a godsend! Aside from increasing your hit points and freeing up resources for other stuff, a high Constitution score also comes with the added benefit of making you better at concentrating on spells, such as hex!

UPDATE New ones below


  • Stirring Scaled Ornament

    Wondrous item, rare (requires attunement)

    This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.

    You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.


  • Stirring Dragon-Touched Focus

    Wondrous item, rare (requires attunement by a spellcaster)

    This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.

    You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.

    The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring:

    • Chromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell's damage rolls.

    • Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.

    • Metallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.



  • Staff of the Woodlands

    Staff, weapon, rare (requires attunement by a druid)

    • Is pretty cool, it can cast low and two high level spells but also can turn into a tree
      • High level spells are - Awaken and Wall of Thorns
  • Staff of the Rooted Hills

    Staff, weapon, rare (requires attunement)
    Simple weapon, melee weapon

    • Nice. If you hit with it, ONCE per battle, they are restrained by vines till your next turn. 
      • Can also just cast "hold person" aka hold via vines.
      • Speak to plants.
  • Staff of the Forgotten One

    Staff, weapon, artifact (requires attunement by a sorcerer, warlock, or wizard)
    Simple weapon, melee weapon


  • Red Dragon Mask. Its damage type is fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire. If you've ever complained that a fireball should set creatures and clothes on fire, this is the mask for you.
  • Staff of Swarming Insects

    Staff, weapon, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
    Simple weapon, melee weapon







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