Opinions On Some Items
So in the current game I'm running, my players are still really early level and I've decided to make a couple Homebrew items.
For my barbarian, I've thought up a 'Rusted Greataxe' that uses a D10 instead of D12 to represent it's broken nature, however when you hit a target with the weapon, they'll need to make a Con save of 10 or more. On a failed save, you roll a D4, and on a 1, the target takes an extra 7 points of bleeding damage from the jagged edges on the weapon, on a 2 or 3, no extra effects happen, and on a 4, the target becomes paralyzed for 6 seconds.
Then for the wizard, I've come up with these 'Potions of Empowerment' that they'll be able to find and buy throughout the campaign. There are two levels to these potions, first level potions allow you to upcast a spell by one spell level, without needing to to use a higher level spell slot, and will last 24 seconds or until a spell is cast. If the spell used deals damage to an enemy, the caster must make a concentration check of 10 + the spells level or take 2D4 psychic damage. The second level variant of this potion is the same, however the the potion lasts for 48 seconds and it's psychic damage is increased to 4D4.
We have a third player who will be joining us at a later date who is brand new to D&D and isn't much for combat, so they want to play a bard and try their hand at roleplay, so I was considering giving them an animated instrument that could act as a sort of familiar for them. I could see it helping them, during performances or helping to distract enemies during combat, but it would only have and AC of 10 and HP of 5, so it could easily be taken out if he isn't careful. But i figured I would let him 'resummon' it once a day so it won't be a perma loss.
So far though the campaign is going well, I misjudged the first big battle and accidently took out the barbarian, but I used some trickery to keep them from being dead and have given them a side quest to go on, so they'll be starting the main campaign with a few extra levels and gear at least.
For my barbarian, I've thought up a 'Rusted Greataxe' that uses a D10 instead of D12 to represent it's broken nature, however when you hit a target with the weapon, they'll need to make a Con save of 10 or more. On a failed save, you roll a D4, and on a 1, the target takes an extra 7 points of bleeding damage from the jagged edges on the weapon, on a 2 or 3, no extra effects happen, and on a 4, the target becomes paralyzed for 6 seconds.
Then for the wizard, I've come up with these 'Potions of Empowerment' that they'll be able to find and buy throughout the campaign. There are two levels to these potions, first level potions allow you to upcast a spell by one spell level, without needing to to use a higher level spell slot, and will last 24 seconds or until a spell is cast. If the spell used deals damage to an enemy, the caster must make a concentration check of 10 + the spells level or take 2D4 psychic damage. The second level variant of this potion is the same, however the the potion lasts for 48 seconds and it's psychic damage is increased to 4D4.
We have a third player who will be joining us at a later date who is brand new to D&D and isn't much for combat, so they want to play a bard and try their hand at roleplay, so I was considering giving them an animated instrument that could act as a sort of familiar for them. I could see it helping them, during performances or helping to distract enemies during combat, but it would only have and AC of 10 and HP of 5, so it could easily be taken out if he isn't careful. But i figured I would let him 'resummon' it once a day so it won't be a perma loss.
So far though the campaign is going well, I misjudged the first big battle and accidently took out the barbarian, but I used some trickery to keep them from being dead and have given them a side quest to go on, so they'll be starting the main campaign with a few extra levels and gear at least.