By sixth level, he was more or less "the it guy!" I'd done it out of sheer inexperience. I had one of the deities (Sarku) bless a character with a dagger that added powers each time he leveled up. I've seen this idea backfire: it happened to me when I ran an Empire of the Petal Throne campaign (a setting that was very OD&D in style and feel). Caveat: double check for OP at each progression The player liked it so much that he decided to keep the sword (as an idea) and use it as a quest item called Pillagar's Sword for his next campaign. That's when the DM told us what he'd done. We only had a few more sessions after the ninth level adventures before the group broke up (people moving). Every other level (5, 7, 9) the sword would talk to the player and tell him "by the way, we can do this also" - and, the DM changed his mind at level 7 when the fly spell unlocked. With his deity being illegal you have a plot hook from level 2 through level 20 of.No worry about the paladin 'needing' another magical weapon for the rest of the campaign.The sword can grow with your player's character but there are also two side benefits to what you have done: Unlocking powers as they level up can be a great technique Since you have a deity involved, you can intertwine the sword's growing powers with 'what the deity wants/needs their holy warrior to do' or something similar. You can design this up front from bottom to top, but emergent growth is a cool way for this sword to grow with the character. What you have done is similar to foreshadowing: something good is coming that you get to experience with the player. That tingly feeling is a good idea, narratively. The fact that it is magical at all means that it handles the resistant / immune to magical attacks already: this is good for a paladin who may be battling nefarious beasties or wererats. Make it a sword with a modest amount of magic on it. (It looks like the paladin was offered something like a 'friends and family discount' by the shop keeper). Your reason wasn't a bad oneĪ common magic item costing 60 GP is within DMG and Xanathar's Guide to Everything (XGtE) cost bounds for common magic items. It's an old DM/referee mode that's been around since before D&D was published. Welcome to the wonderful world of "winging it" I had a hard time deciding which to accept. I was thinking of tiering it, at 1st tier it does nothing, second tier 1d6 extra radiant damage and +1 AC or something, add an extra d6 and armor boost per tier, by L17 it'll be +3 AC and 3d6 extra radiant, but I am afraid that might be too good for something he bought and didn't even do anything to get. I don't want to make it a lame +1 sword or something, when I narrated it as something powerful. To clarify, neither I nor the player know what item he has. I don't want to backpedal lamely and make it weak, but it seems like a sorta dumb way to get a great item. But then I realized he's level two, the game has barely started, and I had him buy what seems to be a potentially extremely powerful magic item for 60 gp. I narrated a tingling feeling when he touched it. The god he follows is illegal in that world, so I thought it would be cool if the shopkeep had one, so I narrated an old padded box that she takes out with a sword that exactly matched his holy symbol (which is a sword in a circle). When a paladin in the game I run went into the local store ran by an ex adventurer, he went to the back to see the fancy swords, and asked if any looked like his holy symbol.
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