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Signature Magic Items: What They Are, How to Run Them, and Why You Should Put Them in Your RPG Campaigns

Greetings, gamers from all systems, places and timelines! 

They say a hero is only as good as their weapon, which may not be true but if you’re Thor, She-Ra, Drizzt Do’urden, or Trevor Belmont, but it gives them one hell of an edge.  Not to say that their amazing magic weapons or objects of badassery define them as characters, but they definitely add to their personas.   

The same concept can apply to D&D characters, with the only difference being, because the game is interactive, it allows the player to add a degree of customization to their item – what we call a “signature item.” This, in turn, adds flavor to the game itself. 

A player with a signature item can reach into their inspiration to refine their character in a way that is typically left in the hands of the DM. This is why we are making the case that both you and your players will want to have signature items in the RPG campaign, and we’ll show you how to handle them once they’re there. 

Let’s Start With a Baseline Signature Item Description 

A signature item can be an object, weapon or even a set of items that is the ace up the sleeve for that character, just like Captain America’s shield or Doctor Who’s sonic screwdriver. So, while Wolverine could come at you with a katana, you know you’re really up shits creek if he’s using his adamantium claws.

How to Introduce Signature Magic Items to Your RPG Campaign

Consider that iconic heroes like Green Lantern, Doctor Strange and even King Authur acquired their signature items early in their careers. However, there was always a catch. It was an unwritten contract that they were acquiring this power because they needed it to face the arduous trials ahead. Or, in other words, the DM threw out a plot hook that had bait their audience found nearly irresistible. Because, seriously, if some wizard’s ghost showed up at your house offering awesome magical powers so you could protect a nearby city, they probably wouldn’t have to ask twice. 

All of this begs one very important question: Is this something that will be available to just one player of destiny or the entire group. To which, my incredibly short answer is, you are always better off sharing the power. Allow each player to have something unique so no one is stealing anyone else’s thunder – no one likes being someone else’s backup for half a campaign, either. 

Why Would You Want Signature Magic Items in Your Game?

Running a game, particularly a full-length campaign, is a bit of a balancing act. A signature item can be a tool that solves two potential problems at once: The first is it handles the issues surrounding rewards in terms of what to give the party to motivate them and when to do so. Let the party move around your game world, get a few levels and then acquire the signature item(s) so its awesomeness can be appreciated. (Trust me, nothing bites worse than acquiring a major character reward late in the campaign and shortly before it closes.) 

The second issue this handles is that reward giving isn’t always easy. This comes back to the collaborative opportunities we mentioned earlier. Allow the player to have input with the object’s creation so it not only gives them a boost but builds on the image of their character. This, in turn, can add to the lore and depth of your campaign, making it something truly unique and interesting. 

Building Magic Items of Legend 

During our Tomb of Annihilation Campaign, DM Chris presented the party with signature items and this is how he ran it: 

  1. First, the plot hook was cast when the party had just reached level three. 
  2. Then, they were visited by a group of spirit guardians (not the ghosts of Christmas) of Chult who revealed the land was in danger and would need protectors from impending threats. 
  3. If the party chose to accept the mission, they were offered magic that could be shaped into an item or weapon of their own design. 

The new signature item came with a +1 bonus and spell abilities, both of which will increase in level with the character. There were also choices to make around spell abilities the item would start with that will affect powers the items acquire down the road. 

All of this led to the players becoming more invested in their characters and the campaign itself. 

What to Avoid 

All of this can easily get twisted if a single player acquires something way above the power curve. For example, if you give the tier-2 party warrior a custom vorpal sword, it won’t be long before everyone wants something on par. This either leaves members of the party feeling under-rewarded or completely overpowered to the point where your 5th level party needs to be attacked by at least two Cr 9 monsters to remotely challenge them.  

At the same time, in terms of treasure, you’ve closed the door on most of the rewards a typical low-tier party would have appreciated. If the party fighter has a custom vorpal sword, then what’s next? A storm giant belt of strength? Pretty soon, the whole party looks like a traveling shop of legendary items and relics. Giving the party items that level with their characters handles all of this. 

Final Thoughts 

If you’re considering introducing this concept to your game, it should be attached to both a plot hook and a degree of added responsibility. This signature item shouldn’t be static in its abilities because that will allow you to introduce it early in your game and still hold its value later on as new powers develop. Remember to share these items with your group, because no one likes being a part of someone else’s story (and if one character has a signature item and no one else does, they’re definitely the main character). 

Have you created or ever received a signature item created to fit a specific character? If so, we would love to hear about it. 

And lastly, a special shout out to DM Chris, who really nailed handling this in his campaign. 

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