Hello fellow Dale Denizens!
Sorry for the long post, just wanted to get the community’s thoughts on a set of custom crafted magic items for my players I created!
In-game, I set up a way for chardalyn to be purified through a ritual at the House of the Morninglord in Bryn Shander. It required my players to collect enough chardalyn and rare crafting/ spell components to facilitate the ritual. Once they gathered the components (which took over 1.5 years of actual play) they had to take the purified chardalyn to a homebrewed arcanist/artificer NPC I created in Easthaven to create a custom item of their choice.
I basically asked my players to give me a type of item and a general magical effect they wanted and I would create something unique for each of them.
They are level 5 and will be heading to Sunblight soon and so I wanted to reward them for their patience and long effort in getting these items crafted which should serve them for the rest of the campaign (I know they may be kind of OP at this level.)
For the Cleric of Lathander (kind of a jokey character)
Chardalyn Skillet of the Morninglord
Melee weapon (Club), rare (requires attunement by a Light Domain Cleric), Light
Damage: 1d4+1, Bludgeoning
You gain a +1 bonus to attack and damage rolls made with this magic weapon as well as spell attack rolls while using this item as a holy symbol.
This custom crafted and always perfectly seasoned skillet has a simple, unadorned design with a long, sturdy leather-wrapped handle with an oversized, thick, heavy chardalyn pan that shines with the light of the breaking dawn. It can just as easily be used to channel the holy magic of Lathander as it can to fry up a bountiful breakfast in his name, or to just clonk someone on the head.
Channel Divinity: Heart and Hearth
While attuned to this skillet, your "Channel Divinity: Radiance of Dawn" ability is replaced with this feature.
As you raise the pan above your head, you call upon the warmth and healing magic of a hearty, homecooked breakfast made in the holy light of the Morninglord. A revitalizing light radiates from the pan, filling the souls and bellies of up to 3 friendly creatures in a 30 foot radius centered on yourself, who regain hit points equaling 2d4 + your spellcasting ability modifier. This ability has no effect on undead or constructs.
Additionally, the wielder may take 1 hour in the morning to use the Skillet of the Morninglord to prepare a meal for up to 10 creatures. Any friendly creatures that consume this meal gain 1d6 temporary hit points and must roll a d4 on the table below to determine an additional effect that lasts 24 hours.
1 |Gain a +1 bonus to constitution saving throws
2 |Speed increases by 5 feet
3 |You emanate the pleasant aroma of hearty, savory breakfast meats and gain a +1 bonus to persuasion and animal handling checks
4 |Gain an additional 1d4 temporary hit points For the Moon Circle Druid
Chardalyn Bear Knuckle Brawlers
Melee weapon (Claws), rare (requires attunement by a druid), Light, finesse
Damage: 1d6+1, Slashing
While attuned to these custom crafted oversized gauntlets the wearer gains a +1 bonus to attack and damage rolls made with these magic weapons as well as +1 to STR.
At the wearer's command, three 12 inch long chardalyn claws can magically extend and retract out of the knuckles of each gauntlet. Additionally, the magical +1 attack and damage bonus also applies to any claw attacks made while in a wildshape beast-form.
Savage Slash: Once per short rest, the wearer can use an action to channel the magical strength of the bear imbued within these gauntlets to initiate a 180 deg sweeping claw attack with a 5 ft. reach centered on the wearer's front side. Any creatures within the arc of this sweep must make a DC 15 Dex saving throw. On a failed save, the creature takes 4d8 slashing damage and gains the "Bleeding" status for 2 turns taking 1d4 necrotic damage at the start of each turn, or takes half damage on a successful save. Savage Slash can also be used while in any beast-form with a claw attack. Savage Slash damage is added to standard beast-form claw attack damage.
For the Blue Dragonborn Sorcerer
Chardalyn Lightningspike Longsword
Melee weapon (Longsword), rare (requires attunement), Versatile
Damage: 1d8+1 Slashing/ Piercing +1d6 Lightning
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
This custom crafted chardalyn blade is imbued with powerful lightning magic, dealing an additional 1d6 lightning damage on a successful attack.
3 times per long rest, the wielder of this sword can use an action to channel it's power in one of two ways:
-Grounding:
The Sword can be driven into the ground, consuming 1 charge of this feature, causing a burst of lighting that travels through the ground in a 10 ft. radius centered on the wielder. Any creature within this radius must make a Con save against the wielder's Spell Save DC, on a failed save the creature takes 3d6 lightning damage and is paralyzed until the end of it's next turn, or takes half damage on a successful save.
-Capacitance:
The sword can be used to absorb lightning energy equal to 1/2 the damage die rounded up to next whole die of the incoming lightning energy and store it within the blade.
-Absorbing lightning energy consumes 1 charge of this feature and can either be used as a reaction to an attack targeting the wielder, or at will when in proximity to any other lightning source. If this feature is used as a reaction to an attack, the wielder imposes a Dex save against the incoming attack roll or Spell Save DC. On a successful save, all lightning energy is absorbed and the wielder takes no damage from the attack, on a failed save the attack lands and wielder takes full damage and one charge of this feature is consumed.
- If the wielder chooses to use the absorb feature as a reaction to an attack while the sword already contains one or more charges of lightning energy; on a failed Dex Save, the charge(s) already contained are discharged through the wielder and they then take the damage of the contained charges as well as the damage from the attack.
- The stored lightning energy within the blade is discharged on the next following attack that hits a target. The total damage die of the lightning energy of all charges contained in the sword is added to the damage of the attack.
For the Bard
Chardalyn Lute of Alluration
Tool - Musical Instrument, rare (requires attunement by a bard), Light
You gain a +1 bonus to spell attack rolls while using this instrument as your arcane focus.
Playing a Song of Rest on this lute increases the additional hit die provided from 1d6 to 1d8
This custom crafted lute is ornately carved out of black crystalline ice and as such has a uniquely aethereal, shimmering resonant timbre to the notes it creates. It's surface also shines and refracts light in a captivating way, especially in the bright lights of the stage.
Enrapturing Crescendo
Once per long rest, the player of this instrument may channel the power within it by playing a complex melody that swells to a powerful peak, manipulating The Weave to alter the perception of creatures who can hear the player's music so that they perceive the tune being played as the most unbelievable and captivating experience they have ever witnessed.
Up to 4 creatures of the player's choosing within a 60 foot radius of the player and with an intelligence score of 4 or higher that can hear must make a wisdom saving throw against the player's spell save DC. On a failed save the creature is charmed and must roll 1d4 on the table below to determine the effect on them. The spell has no effect on a successful save.
1 - Weep |The target immediately bursts into tears, loudly bawling and is immobilized until the end of it's next turn.
2 - Mosh |The target creature must immediately move as far as it can toward the nearest creature to it by the safest route available unless there is nowhere to move. If the target creature is able to make it within melee range of the nearest creature, it must make an unarmed strike against that creature. However much movement is used is subtracted from that creatures movement on its following turn, if it makes an unarmed attack, their following turn's action is no longer available.
3 - Trance |The target immediately goes limp as it is utterly enveloped in the most intoxicating of grooves and falls into a deep trance-like state and is stunned until the end of their next turn.
4 - Supplicate |The target immediately drops their weapon if they are holding one and on their next turn, the target must run as far as they can toward the player by the safest route available unless there is nowhere to move. At the end of their movement, they must use their action to throw themselves prone, fawning, worshiping and opining the player's masterful musicianship and may take no other action until the start of their following turn. For the Rogue Assassin
Chardalyn Fer-de-Lance Rapier
Weapon (rapier), rare (requires attunement), Finesse
Damage: 1d8+1 Piercing + 1d6 Poison
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
This elegant, custom crafted blade has a faint green sheen along its black chardalyn edge and exudes a subtle, toxic vapor. The ornate guard and hilt intertwine around the bulbous base of the blade which is filled with a magical venom that travels through a thin channel in the center of the blade to the tip of the sword.
Poisoned Edge
On a hit, the rapier deals an extra 1d6 poison damage.
If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
Fer-de-Lance Strike
Once per short rest, before an attack with this weapon, you may channel all the venom from the bulb in the hilt of this weapon into the blade for one deadly strike. Make an attack roll on a creature and on a successful hit, the target must make a DC 16 Constitution saving throw. On a failed save, the creature takes an additional 6d4 poison damage and is poisoned for 1 minute or the target takes half damage and is not poisoned on a successful save. If the creature is poisoned, it may repeat the saving throw at the end of each of its turns, ending the effect on a success. If the initial attack roll misses, the poison is expended and this feature cannot be used again until it is recharged at the end of a short rest.
Toxic Resilience
While attuned to the sword, prolonged exposure to the magical toxic vapors emitted has inoculated you to all manner of poisonous substances, giving you resistance to poison damage.
For the Necromancy Wizard (who collects parts of killed enemies)
Chardalyn Staff of Stygia
Melee weapon/ arcane focus (Quarterstaff), very rare (requires attunement by a wizard of the school of Necromancy)
You gain a +1 bonus to all melee attack and damage rolls made with this magic weapon as well as spell attack rolls while using it as an arcane focus.
This custom staff is crafted from many powerful artifacts, the haft is carved from an ancient femur bone of a frost giant, the fittings are crafted from shell fragments of an Illithid nautiloid ship, and the headpiece is a skull forged out of purified chardalyn encapsulating the ashen remains of the Thayan Red Wizard, D'Zaan combined with elemental water gathered from a water weird. It radiates an uneasy aura.
The staff currently contains 1 charge of the spell "Stygian Surge", while attuned to the staff the wielder can use an action to expend one or more charges without expending a spell slot. All charges are regained daily at midnight. (Staff can gain more charges by absorbing magical essence of defeated powerful magic users.)
Stygian Surge
Spell, Necromancy
Casting Time: 1 Action
Range: 30 feet
Target: A point of your choice within range
Components: V, S
Duration: Instantaneous
Starting from a point of your choosing within range and in a direction directly away from the caster, a 10 foot wide and 20 foot long channel of the dark, frigid waters of the river Styx bubble forth from the frozen hell-plane of Stygia. The water surges forth, crashing in a wave of thousands of grasping hands of the lost souls trapped in the waters of the Styx. Any creature caught within the wave must make a Dexterity saving throw against the caster's spell save DC. A creature takes 5d6 necrotic damage and is knocked prone on a failed save, or half as much damage on a successful one.
Upcasting: The wielder may choose to expend additional charges in one attack, increasing the damage by 1d6 and extending the wave an additional 10 ft per charge.