Equipment of Zendikar in D&D, Part 3

Part 1

Part 2

Delving back into equipment design after an equipment-adjacent post with the Stoneforge Mystic fighter archetype last week, I thought this week I’d make some more Zendikar equipment items.

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Blazing Torch
5cp, 1lb
This torch burns for one hour, providing bright light in a 30-foot radius, and dim light for an additional 30 feet.

Undead creatures within 30ft suffer disadvantage on their attack rolls against you while the Blazing Torch is lit.

If you make a melee attack with this torch while it is burning, and hit, it deals 1d4 fire damage. 

The design of this item is focused on adapting the rules of a standard torch into one which mechanically mirrors the Blazing Torch. From a flavour standpoint, giving it the larger area of brightness goes with the idea of it being more brightly-burning than a standard torch. For the card’s actual abilities, I represented the “can’t be blocked by vampires and zombies” by giving undead disadvantage on attacks against the wielder while within the radius of bright light, flavour being that the bright light makes it harder for them to attack. The damage ability was represented by raising the damage of a standard torch from 1 to 1d4.

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Chitinous Cloak
Wondrous Item – Uncommon
You gain a +1 bonus to AC.
While wearing this item, creatures that attack you must succeed on a DC13 Wisdom saving throw or become frightened of you. At the end of each of its turns, the affected creature can make another Wisdom saving throw. On a success, the creature is no longer frightened. If a creature would be affected but has at least one ally within 5 feet of it and isn’t incapacitated, the creature is not affected by this ability.

I made a long post about the design for this one and how to put menace into D&D’s rule system, which you can find here.

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Kitesail
50lbs, 75gp
While a character has this item equipped, the user has a flying speed of 40ft, but cannot ascend in normal circumstances, unless aided by strong winds or an updraft. A character flying with this item descends 5 feet each turn, but may make a DC 14 Dexterity check to slow their descent to 5 feet for the next 30 seconds. A character who lands without slowing their descent suffers 5d6 bludgeoning damage.

Annoyingly, designing this meant that some rules had to be a little vague (strong winds or an updraft) to make this item seem flavourful and mechanically functional. I took inspiration from many other homebrew gliders, but thought that it’d be appropriate to add a way to slow the descent, and damage if the pilot fails, to match the card’s flavour text that the item is potentially very dangerous to an unskilled pilot. 

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Ogre’s Cleaver – version 2
50gp, 12lbs
2d8 Slashing damage, Heavy, Reach, Two-handed
You must have a minimum Strength of 13 or higher to wield this weapon.
When you use an action, bonus action or reaction to attack with this weapon, you can only make one attack regardless of the number of attacks you can normally make.

This is a redesign after some really great feedback from @nahiri and @huwbert-time on my initial post (you should follow both of them btw!). I increased the weight of the item from the initial post and gave it a strength requirement to accentuate the fact that the weapon is, in fact, bloody huge. Limiting it to one attack per turn is a little harsh, but it prevents overuse of comboing it with the Great Weapon Fighting ability, Great Weapon Master for a huge amount of damage with this weapon, and other abilities that could turn the damage into something a little too overpowered.

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Stoneforge Masterwork
Armour (plate) – Rare (requires attunement)
The wearer of this armour receives a bonus to AC equal to the number of friendly characters they can see within 15ft, to a maximum of +3 AC.

One of my main design specifications with this item was to limit it to a rating of Rare, so that it could be produced with the Stoneforged Masterwork ability on my homebrew Stoneforge Mystic fighter archetype. The design on this was initially going to be based on being a continuation of how I worked on Pennon Blade, but I quickly realised that the buff of this armour working as an activated ability wouldn’t make much sense. The manner in which this item functions allows it to reach the +3 Armour status reserved for legendary items, but if the character wearing it finds themselves attacked alone,

affected by the Blindness condition,

or separated from their allies in any other way, it provides no bonus at all, which acts to balance the higher end bonus the item is capable of providing.

I have a feeling that I will have completed designs for all the equipment of Zendikar within the next few weeks, so I’m looking at other planes to work from, as well as some more powerful items, and non-equipment magic items from Zendikar. I’ve got some more subclasses in the pipeline too, and after touching on Innistrad, I may make some more equipment of that plane too. As always, feedback is greatly appreciated! 

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