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Post by Phun on Mar 4, 2016 6:01:01 GMT
Hello. I've been wanting to start DMing in D&D 5E, but have yet to do so. I have however thought a lot about different things, and one being magic items. I came up with an item inspired from X-Men's Nightcrawler which I would love to get some feedback on. What should be changed and how late in the campaign can such and item be given to the party?
Ring of Teleportation The wielder can as a quick action on his or her turn teleport 30 feet away to an unoccupied space that he or she can see. The wielder may then perform an action before getting automatically teleported back to his or her original position. This ability can be used once after every long rest.
This is like a Misty Step that I see inspiring creativity. You can't flee the melee opponent bashing your face in, but perhaps teleport to your tank, grab him and get teleported back with him between you and the foe trying to bash your face in, or "oh no, my party member fell down the hill! Teleport to him, grab him and get back to safety", or just get a free melee attack on someone while still keeping a distance. An option would be to have some DC on the ability which needs to be succeeded in order for the item to work. Any tips or tweaks appreciated, and I'd love to know other people's opinion on how far into a campaign such an item could be given to the party.
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Post by joatmoniac on Mar 4, 2016 7:23:05 GMT
I love the concept because it references the greatness that is the X-men. I think that the user being able to use a bonus action to teleport, an action of their choosing, and then teleported back to their original location is a solid idea. I would allow for more use of the item though, I would say that they could use it again after a short or long rest. I would also change the set 30ft to the movement speed of the character. If you wanted to make it more versatile with the use of "a DC check to use" I would certainly apply one for bringing an additional creature, and possibly apply a DC check that increases if the person wants to attempt to use the item more than once per short/long rest. I would place the item into the Rare category and figure out where in the 5th to 7th level range it makes sense to have the party get the item. Hope that helps, but could definitely benefit from more eyes on the idea.
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Post by dm_mainprize on Mar 22, 2016 13:56:14 GMT
How about also having it be powered by wild magic. And each time they teleport they roll a d20. On a crit or crit fail they turn blue for 1d8 hours???
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