5e Magic Items by Rarity. From D&D Wiki. Jump to: navigation, search. Back to Main Page → 5e Homebrew → Equipment. Magic Item Buster.
Nov 25, 2017 Do you commonly use the Minor Properties table for magic items from the DMG page 143? The idea is that any magic item should have some additional magical quality to make it unique. This is fitting with the 5E assumption that magic items should be relatively rare. I like the idea of using these. But admittedly, I haven't really done it. Jul 22, 2014 7 Weird D&D Magic Items. (Source: Page 82) Bag of Holding From the 2nd Edition Dungeon Master’s Guide: “As with other magical bags, this one appears to be a common cloth sack of about 2 feet by 4 feet size. The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions.
These tables are intended as a general reference and guidelineregarding what a party of adventurers might get on the openmarket for an item if they worked at it. The main purpose for thispage is to provide data for discussion of in-party pricing of magicitems when loot is distributed.
As there are no prices assigned to magic items in Second EditionAD&D, the prices on this page were arrived at by using1st Ed. DMG prices whenever possible, using 1stEd. Unearthed Arcana prices when the DMG didn't cover the item, usingHackMaster (4th Ed.) prices when neither AD&D sourceprovided a price and finally making something that seemed reasonableup in the few cases when none of those sources sufficed. Then theresults were adjusted where necessary to fit the economics of the gameworld.
Note that this is not the source I refer to for prices, andcertainly not what I refer to for the selection of magic items for mycampaign. Make a bootable dmg usb in windows. I make use of a considerably larger, more customizedversion of this page - its evolutionary descendant, if you will. Thatversion contains far too many Things YouDon't Want To Know (the whole Miscellaneous Magic: Sausagestable, for example) to be used here. Suffice it to say that this pagemirrors that one wherever possible and should be sufficient for partyuse.
Table 88:
Magical Items
Oncethe general category is determined, the DM can choose a specific itemfrom the tables below. (Each item on the tables is given a die rollnumber so that the DM can select items randomly, if he chooses.) Sometables have several subtables. Each subtable has a range of numbersin parentheses at the top. To select the appropriate subtable, checkthe die listed after the table's title. Roll the listed die and findthe result in the number range at the top of one of the subtables.This is the subtable you read to determine which item in the list hasbeen found.
Forexample, the Potions and Oils table has '(D6)' after the title.That means you roll a 6-sided die to determine which Subtable (A, B,or C) to read. If you roll a 2, for example, you check subtable A(which has '1-2' at the top); if you roll a 6, you readsubtable C (which has '5-6' at the top). Roll 1d20 on theappropriate subtable to determine the specific item found. Then turnto the descriptions following the tables to find out what each itemdoes.
Potions and Oils (D6)
Subtable A (1-2)
Subtable B (3-4)
Subtable C (5-6)
* The type of creature affected can be determined by die roll (seethe specific item description for more information).
** The DM shouldn't reveal the exact nature of the potion.
Scrolls (D6)
Subtable A (1-4)
* See 'Scrolls' in Appendix 3 to determine whether apriest scroll or a wizard scroll is found.
** Level Range lists the range of spell levels on the scroll.Ranges marked with double asterisks (**) are used to determine priestspells.
Experience Point Value:
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The XP Value (experience point value) for spell scrolls is equal tothe total spell levels contained on the scroll x 100.
Adobe creative cloud cleaner tool mac download. Gold Piece Sale Value:
Any scroll can be sold in the 'open market' for 300gp times itstotal spell levels or 5 times its XP value.
Subtable B (5-6)
Rings (D6)
Subtable A (1-4)
Subtable B (5-6)
*The power of these rings is limited by the number of charges.
** per +1 of protection (XP only)
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Rods
Staves
* per +1 of power
** per charge
Wands
Miscellaneous Magic: Books, Librams, Manuals, Tomes
Dmg 5 axis.
Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6)
Subtable A (1-3)
5e Dmg Magic Item Tables
Subtable B (4-6)
* Per level
** Per die of damage
*** Per special bead
**** See item description
Miscellaneous Magic: Cloaks and Robes
* Per plus
Miscellaneous Magic: Boots, Bracers, Gloves
* Per AC of protection less than 10
Miscellaneous Magic: Girdles, Hats, Helms
Miscellaneous Magic: Bags, Bottles, Pouches, Containers
* See item description
Miscellaneous Magic: Candles, Dusts, Ointments, Incense, and Stones
* Per stone or pot of pigment
** This item is optional and should not be given unless the arquebus isallowed in the campaign.
Miscellaneous Magic: Household Items and Tools
Miscellaneous Magic: Musical Instruments
* Only if used by character of appropriate class.
Creating Magic Items In 5e
Miscellaneous Magic: The Weird Stuff (D6)
Subtable A (1-3)
5e Weird Magic Items Dmg Download
Subtable B 4-6
* Per Hit Die of the figurine.
Dmg Magic Item Tables
Todetermine the magical item found, roll for the type of armor on Table105 and then the magical adjustment on Table 106. If a Special armoris found, roll for the type on Table 107.
5e Weird Magic Items Dmg 1
Armor Type
* Field Plate and Full Plate are priced on the following table:
Armor Class Adjustment
Special Armors
* No experience points are gained, regardless of the amount ofadditional AC protection the item provides.
Todetermine the type of magical weapon found, roll once on Table 108for a weapon type. Then roll on Table 109 to determine the plus (orminus) of the weapon. If a Special result is rolled, roll on Table110 to determine the exact weapon found. A range of numbers inparentheses is the number of items found.
Weapon Type (D6)
* See item description.
Attack Roll Adjustment
* Bows, crossbows, and slings have permanent enchantments and arepriced as melee weapons.
If the max damage for a weapon is below 4, reduce the price by 60%,otherwise, if the max damage is below 6, reduce the price by 30%. Ifthe min damage for a weapon is above 1, increase the price by 25%. Ifthe max damage for a weapon is above 8, increase the price by 35%.
Special Weapons (D10)
Subtable A (1-3)
* See item description
Subtable B (4-6)
* See item description
Subtable C (7-9)
Subtable D (10)
Do you commonly use the Minor Properties table for magic items from the DMG page 143?
The idea is that any magic item should have some additional magical quality to make it unique. This is fitting with the 5E assumption that magic items should be relatively rare. I like the idea of using these. But admittedly, I haven't really done it. The list is too brief really. I've been going through my 4E adventurers vault looking for additional properties that I might apply. The frustrating thing about the 4E books is that they didn't include any tables to randomize. I agree that you should choose items that make sense in context, instead of taking one at random. But 'roll until you find one that fits' is a good approach, and sometimes the random result can spark an idea that grows into something more. Comments are closed.
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