In this post I’ve designed some more equipment, this time from Mirrodin. Mirrodin has a wealth of interesting artifacts, so I decided to follow on from the Kaldra items with some equipment cards:
Armour (shield) – Uncommon
You gain advantage on perception checks relying on sight, and cannot be surprised while you have this shield in one hand and are not blinded or incapacitated.
This item is a pretty simple design, and one which functions nicely according to the flavour text. To reflect (ha!) the flavour text of the shield being mirrored, I decided that the most appropriate effects would be advantage on sight-based perception checks, and cannot be surprised, since the shield allows the bearer “to watch foes ahead and behind.”
Wondrous Item – Rare
This circlet has 5 charges. As a bonus action, you can expend one charge to create an illusory duplicate of yourself, that lasts for 30 seconds. The illusion appears in an unoccupied space within 10 feet of you. The illusion remains within 10 feet of you, and moves alongside you when you move. Enemy creatures that can see you must make a DC 12 Wisdom saving throw when your illusion appears. On a failed save, they treat the illusion as though it were another enemy.
The circlet regains 1d4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the circled becomes nonmagical item of jewelry worth 150gp.
With this item, I wanted to invoke the flavour more than directly mirror the mechanics. The ability is based heavily on a trickster cleric’s Channel Divinity: Invoke Duplicity, as I felt that working closely with those existing rules would accurately represent the effect of the Echo Circlet – producing an illusionary duplicate and making the wearer able to face more enemies (enemies being drawn away from their allies, believing the duplicate to be another foe).
Armour (plate) – Legendary (requires attunement)
This magic armour grants you a bonus to your AC equal to your Intelligence modifier.
With cards in hand and the Intelligence ability score both representing knowledge recall, I felt that this would be an appropriate way to translate this item, but also experimented with basing the bonus on the highest level unused spell slot of the wearer. It quickly became apparent that this could give the wearer an AC of up to 31 with a shield and Shield of Faith, but more importantly the bonus encourages a player not to use their most exciting or powerful spells. This gave me more than enough reason to go with my original idea of using Intelligence modifier instead (with which the maximum AC combined with a shield and Shield of Faith is 27). I rated it as legendary because it can be potentially extremely powerful for a high Int Wizard with the right feats or an Eldritch Knight.
Magic Weapon (whip) – Very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this weapon. Whenever you are targeted by a spell, as a reaction, you may make
one target within 10 feet of you make a DC 15 dexterity saving throw. On a failed save, the target takes 2d6 lightning damage, or half as much on a successful one.
With this item, I felt that functioning at reaction speed would be ideal as it can be used both in response to enemy spell attacks, or immediately after receiving a boon from a friendly spellcaster. Limiting it to once per round seemed necessary to avoid the item being able to dish out excessive amounts of damage when faced with enemy spellcasters and having spellcasters in the wielder’s party.
Magic Weapon (greatsword) – Legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon. When this weapon hits a target, all creatures within 50 feet, including you, must make a DC15 dexterity saving throw. On a failed save, an affected creature takes 10d10 force damage and is pushed directly away from the Worldslayer 10d10 feet, landing prone. On a successful save, a character takes half that much damage and is not pushed away.
Oh, this card is an old favourite of mine (with Avacyn, in particular). I wanted to reflect both the ability and flavour from the art with the D&D translation, so focused on the appropriate amount and type of damage, and an appropriate radius. From a player’s standpoint, it’s a last resort, something that one would bring to bear against the final boss of a high level campaign. For particularly sadistic DMs on the other hand, this can be presented as a simple +1 greatsword, until someone hits with it.
This post only really scratches the surface of the strange and wonderful artefacts that the Mirrodin sets have to offer, so I can say for certain that I’ll be doing more. Also, today, June 17th, is Free RPG Day, so if you have the chance, head to a participating store and give some new games a go! And finally, a reminder: to celebrate reaching 1000 followers, I’m doing a competition for followers to choose cards that I’ll be translating to D&D, which you can find here.