Magic item tables are often for monsters but these are for use by characters or DMs wanting to add magic items to an adventure for particular characters or types. Inspired by the 5E DMG and available on DM's Guild along with similar tables I could even see this as a “shift all rarity up one or down one” based upon the magic level of the campaign (assigned in the DMG – low, moderate, high).Magic Item Tables for characters interested in stealth and espionage, exploration or nature and the elements of air, earth, fire and water.Īll item tables - martial | protection & utility | stealth & exploration | spellcasters & strange Magic Items of Stealth, Exploration and Nature )įinally, one note of recommended consideration is the basic rule template for skill challenges baked in to reflect the rarity more directly. The d100 modifier roll to determine a type of seller is brilliant! And for an extra dash of OSR twist how about a “66” roll option of selling a “cursed” item. Your build out of a core system to leverage downtime (or in-game roll-play) to obtain a magic item is a nice call out, especially for consumables such as potions and scrolls. It seems like a very nice build/draw from the work done in Dungeonworld, Mouseguard, and Pathfinder Ultimate Campaign. I’m a BIG fan of downtime in the new system game. Categories Rules Tags D&D5E, Magic Items Post navigation If the roll fails, the scroll is destroyed. One alternate rule we use for scrolls is that if the spell is not potentially accessible to the character (i.e., not on the class spell list), the scroll requires an Intelligence (Arcana) roll with a DC of 8 + Spell Level. Personally, I include Healing Potions into the mix. I doubt you can just walk into a general store and buy a dozen Healing Potions, but if that’s the commonality of magic in your game go for it. Additionally, scrolls are usable by anyone and can provide useful utility to non-casters.
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Scrolls are important as they are the primary means for Wizards to learn new spells. This includes potions and scrolls primarily.
#DMG 5E MAGIC ITEMS TABLE FULL#
d100 + ModĪ shady seller offering a tenth of the base priceĪ shady seller offering a quarter of the base price (50%), or a seller offering half the base price (50%)Ī shady seller offering half the base price (50%), or a seller offering the full base price (50%)Ī seller offering one and a half times the base price Other options include: requiring attunement when the item does not normally require it, limiting the number of uses per day, requiring some other cost (e.g., gp, HP, mundane consumables such as oil, holy water, etc.). I found the easiest thing to do is to use the Magic Item Quirks table (DMG 143) as the reason why, or to exaggerate a Minor Property (DMG 143) to the point of being annoying. Shady sellers always have strings attached. Search results should always interesting. † If the transaction is purely monetary, it is likely 10x the price of a Very Rare item
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Increase the DC by 2 for a market town or 5 for a small town. The DC to find the item is as follows based on item rarity: Rarity This roll can be eliminated with the right roleplaying or story, but absent any other context the roll is a useful mechanic. You can search for as many items as you like, but a failure results in 10 days of your time and ends that cycle of buying. The general premise is still the same: use Intelligence (Investigation) to find a seller and make the deal. We also had some fun roleplaying opportunities a couple of times when engaging with certain sellers. The pacing seemed about right to me, and kept items rare (relatively).
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I found that over the course of a a campaign the players ended up with mostly what they wanted, but never 100%, and it often took several shopping sprees to get those items. These rules are meant to be fun and provide a little structure around character wish lists. The DMG provides some great guidance on selling items, but I thought it needed a little embellishment for buying items.