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Personal Item Crafting Quest for Armorer Artificer

I will be DMing a DnD 5e adventure going from levels 1-12 starting this week. I am finishing up the personal quests for each character to help tie them in more into the adventure and give them something to look forward to for themselves. Most of the characters were pretty easy to work with, but I am somewhat stuck on the Armorer Artificer.

They have stated that their character's dream is to create a legendary item. Whether it be an artefact or just some other powerful magic item, doesn't matter too much to them. Handing out a powerful magic item as the final reward for a personal quest is very classical anyways, so I'd love to go with it.

The problem is, I can't think of anything fun to give an Armorer Artificer. They have lots of stuff to work with on their own, so neither a weapon nor an armor is really going to be of interest to them.

Have any of you homebrewed some fun items just for Armorer Artificers or have any idea for existing (be it Wizards stuff or homebrew) stuff to hand out? It should be a considerable reward for someone around level 10.

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7 comments
  • Some unobtanium ore to create a legendary weapon/armor.

    An enchanted gemstone to forge into an enchanted weapon/armor.

    An enchanted anvil of +2 smithing. Good luck getting it home without being encumbered.

  • Keep in mind that just because the item is legendary doesn't mean that they get to keep it. After it has served it's purpose it could be destroyed or if they do get to keep it then it could be severely weakened or damaged, or it could even be something that isn't meant for them. Obviously if they don't get to keep it they would still get something out of the creation process.

    This gives you some freedom to go absolutely bonkers with it since it's only going to be used for a little bit.

    Some personal ideas of mine

    1. A Giant Mecha to fight a Kaiju.

    2. A dying god needs a new body.

    3. A Mastersword like weapon. A powerful weapon that works for a time and then needs to recharge.

    4. Are the Warforged a thing in your world? They could literally be the father of an entire race.

    5. Are Airships a thing? If no then they could invent that, if yes they can create an upgraded version. This has a benefit of being a boon for the whole party.

    6. My personal favorite idea, assuming they're into it. Let them design their own creation, they are the inventor after all.

  • 10th level I imagine a year from now. A lot can change in that time, including but not limited to character and player desires. What I would do is that if you have questions ask the player about their character and use those answers. Why are they an artificer? What do they need to protect themselves from? Also what does the player find cool. Use that to find the reward. Doesn't need to be "real" until it is handed out.

    Also look at what class options they take and supercharge those. Thunder gauntlets mk2 now allows the wearer 1/day to cast chain lightning without spending a spell slot. Homunculus Servant revision R upgrades it to the equivalent of a ranger's pet.

    Onto this statement

    They have stated that their character’s dream is to create a legendary item

    In my book a legendary item cannot be created as its history and past users is what gives it power. Like everyone having added their evilness to the Book of Vile Darkness. A legendary item without a pedigree is just a powerful doo-hickey. I would turn the statement back to the player - Why. Why does their character want to create a "legendary" item? Is there something they need to prove?

    • I agree with your statements, I've made the mistake of pre planning too much before.

      What concerns me more is having a plan on how to set his character up for that journey of creating such an item. When they say legendary, they mean an item that would become renowned for having been created, maybe not necessarily truly legendary. The characters primary motivation is to prove themselves the equal of their long-standing idol artificer.

      I guess what bothers me is the fact that I have a thorough idea for engaging character quests for all the other players. I have thought of personal storylines that each player gets to explore that will lead their character along some plot line based on their backstory. It's only the artificer that I can't think of something overly compelling for.

      • If it is OK to have the idol fall you can always have them be a Henry Ford X Saruman. A titan of industry and a learned scholar but peeling the facade they are just absolutely vile. Let the first act be about the artificer gaining their idol's attention. Perhaps a showcase/competition for up and coming artificers with the grand prizes being internships. Unpaid and have to fund their personal projects of course. But they get mentorship. Act two then is unpeeling the facade as they get more insight into the idol's work and actual person. Let there be a schism. Act three then is with the realization that the idol is either actively working with the BBEG or knowingly profit from them.

        But this isn't closer to figuring out their craft. However since we don't need to know the leggy yet, only the fair item. Still excellent and awesome but can be of lesser power.

7 comments