- How Are Magic Item Tables Broken Down Dmg 5e 2
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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.
The Dungeon Master's Guide provides a series of Magic Item Tables lettered A through I (pp. 144 to 149), organized for random treasure selection. Xanathar's Guide to Everything introduces a distinction between minor magic items and major magic items as a broad categorization (p. 135) in addition to the common, uncommon, rare, very rare, and legendary rarities introduced in the DMG. Dec 04, 2014 Roll an Adventure Using the 5e Dungeon Master’s Guide — Part I Posted on December 4, 2014 by James Floyd Kelly. 13 Comments Earlier this week, I wrote about the newly released 5th edition Dungeon Master’s Guide and how much I had enjoyed reading through it and uncovering some great tools for creating custom campaigns and adventures.
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. 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
D20 Roll | Category |
---|---|
01-20 | Potions |
21-35 | Scrolls |
36-40 | Rings |
41 | Rods |
42 | Staves |
43-45 | Wands |
46 | Miscellaneous Magic: Books and Tomes |
47-48 | Miscellaneous Magic: Jewels and Jewelry |
49-50 | Miscellaneous Magic: Cloaks and Robes |
51-52 | Miscellaneous Magic: Boots and Gloves |
53 | Miscellaneous Magic: Girdles and Helms |
54-55 | Miscellaneous Magic: Bags and Bottles |
56 | Miscellaneous Magic: Dusts and Stones |
57 | Miscellaneous Magic: Household Items and Tools |
58 | Miscellaneous Magic: Musical Instruments |
59-60 | Miscellaneous Magic: The Weird Stuff |
61-75 | Armor and Shields |
76-00 | Weapons |
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)
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Animal Control* | 250 | 400 |
2 | Clairaudience | 250 | 400 |
3 | Clairvoyance | 300 | 500 |
4 | Climbing | 300 | 500 |
5-6 | Delusion** | ~~ | 150 |
7 | Diminution | 300 | 500 |
8 | Dragon Control* | 700 | 5,000-9,000 |
9 | Elixir of Health | 350 | 2,000 |
10-11 | Elixir of Madness** | ~~ | ~~ |
12 | Elixir of Youth | 500 | 10,000 |
13 | ESP | 500 | 850 |
14-15 | Extra-Healing | 400 | 800 |
16 | Fire Breath | 400 | 4,000 |
17 | Fire Resistance | 250 | 400 |
18 | Flying | 500 | 750 |
19 | Gaseous Form | 300 | 400 |
20 | DM's Choice | ~~ | ~~ |
Subtable B (3-4)
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Giant Control* | 600 | 1,000-6,000 |
2 | Giant Strength* (Warrior) | 550 | 900-1,400 |
3 | Growth | 250 | 300 |
4-5 | Healing | 200 | 400 |
6 | Heroism (Warrior) | 300 | 500 |
7 | Human Control* | 500 | 900 |
8 | Invisibility | 250 | 500 |
9 | Invulnerability (Warrior) | 350 | 500 |
10 | Levitation | 250 | 400 |
11 | Longevity | 500 | 1,000 |
12 | Oil of Acid Resistance | 500 | 5,000 |
13 | Oil of Disenchantment | 750 | 3,500 |
14 | Oil of Elemental Invulnerability* | 500 | 5,000 |
15 | Oil of Etherealness | 600 | 1,500 |
16 | Oil of Fiery Burning | 500 | 4,000 |
17 | Oil of Fumbling** | ~~ | 1,000 |
18 | Oil of Impact | 750 | 5,000 |
19 | Oil of Slipperiness | 400 | 750 |
20 | DM's Choice | ~~ | ~~ |
Subtable C (5-6)
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Oil of Timelessness | 500 | 2,000 |
2 | Philter of Glibness | 500 | 2,500 |
3 | Philter of Love | 200 | 300 |
4 | Philter of Persuasiveness | 400 | 850 |
5 | Philter of Stammering and Stuttering** | ~~ | 1,500 |
6 | Plant Control | 250 | 300 |
7-8 | Poison** | ~~ | ~~ |
9 | Polymorph Self | 200 | 350 |
10 | Rainbow Hues | 200 | 800 |
11 | Speed | 200 | 450 |
12-13 | Super-heroism (Warrior) | 450 | 750 |
14 | Sweet Water | 200 | 250 |
15 | Treasure Finding | 600 | 2,000 |
16 | Undead Control* | 700 | 2,500 |
17 | Ventriloquism | 200 | 800 |
18 | Vitality | 300 | 2,500 |
19 | Water Breathing | 400 | 900 |
20 | DM's Choice | ~~ | ~~ |
* 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)
D20 Roll |
Item* | Level Range** |
---|---|---|
1-3 | 1 spell | 1-4 |
4-5 | 1 spell | 1-6 |
6 | 1 spell | 2-9 (2-7**) |
7 | 2 spells | 1-4 |
8 | 2 spells | 2-9 (2-7**) |
9 | 3 spells | 1-4 |
10 | 3 spells | 2-9 (2-7**) |
11 | 4 spells | 1-6 |
12 | 4 spells | 1-8 (1-6**) |
13 | 5 spells | 1-6 |
14 | 5 spells | 1-8 (1-6**) |
15 | 6 spells | 1-6 |
16 | 6 spells | 3-8 (3-6**) |
17 | 7 spells | 1-8 |
18 | 7 spells | 2-9 (2-7**) |
19 | 7 spells | 4-9 (4-7**) |
20 | DM's Choice | ~~ |
* 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:
The XP Value (experience point value) for spell scrolls is equal tothe total spell levels contained on the scroll x 100.
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)
D20 Roll |
Item | XP Value |
---|---|---|
1 | Map | ~~ |
2 | Protection - Acid | 2,500 |
3 | Protection - Cold | 2,000 |
4 | Protection - Dragon Breath | 2,000 |
5 | Protection - Electricity | 1,500 |
6-7 | Protection - Elementals | 1,500 |
8 | Protection - Fire | 2,000 |
9 | Protection - Gas | 2,000 |
10-11 | Protection - Lycanthropes | 1,000 |
12 | Protection - Magic | 1,500 |
13 | Protection - Petrification | 2,000 |
14 | Protection - Plants | 1,000 |
15 | Protection - Poison | 1,000 |
16 | Protection - Possession | 2,000 |
17 | Protection - Undead | 1,500 |
18 | Protection - Water | 1,500 |
19 | Curse | ~~ |
20 | DM'sChoice | ~~ |
Rings (D6)
Subtable A (1-4)
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Animal Friendship | 1,000 | 5,000 |
2 | Blinking | 1,000 | 5,000 |
3 | Chameleon Power | 1,000 | 5,000 |
4 | Clumsiness | ~~ | 3,000 |
5 | Contrariness | ~~ | 1,000 |
6-7 | Delusion | ~~ | 2,000 |
8 | Djinni Summoning* | 3,000 | 20,000 |
9 | Elemental Command | 5,000 | 25,000 |
10 | Feather Falling | 1,000 | 5,000 |
11 | Fire Resistance | 1,000 | 5,000 |
12 | Free Action | 1,000 | 5,000 |
13 | Human Influence | 2,000 | 10,000 |
14 | Invisibility | 1,500 | 7,500 |
15-16 | Jumping | 1,000 | 5,000 |
17 | Mammal Control* | 1,000 | 5,000 |
18 | Mind Shielding | 500 | 5,000 |
19 | Protection | 1,000** | see below |
20 | DM's Choice | ~~ | ~~ |
Subtable B (5-6)
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1-2 | Protection | 1,000** | see below |
3 | Ram, Ring of the* | 750 | 7,500 |
4 | Regeneration | 5,000 | 40,000 |
5 | Shocking Grasp | 1,000 | 5,000 |
6 | Shooting Stars | 3,000 | 15,000 |
7 | Spell Storing | 2,500 | 22,500 |
8 | Spell Turning | 2,000 | 17,500 |
9 | Sustenance | 500 | 3,500 |
10 | Swimming | 1,000 | 5,000 |
11 | Telekinesis* | 2,000 | 10,000 |
12 | Truth | 1,000 | 5,000 |
13 | Warmth | 1,000 | 5,000 |
14 | Water Walking | 1,000 | 5,000 |
15 | Weakness | ~~ | 1,000 |
16 | Wishes, Multiple* | 5,000 | 25,000 |
17 | Wishes, Three* | 3,000 | 15,000 |
18 | Wizardry* (Wizard) | 4,000 | 50,000 |
19 | X-Ray Vision | 4,000 | 35,000 |
20 | DM's Choice | ~~ | ~~ |
How Are Magic Item Tables Broken Down Dmg 5e 2
*The power of these rings is limited by the number of charges.
** per +1 of protection (XP only)
D100 Roll |
Level of Protection | Market Value |
---|---|---|
01-70 | +1 | 5,000 |
71-82 | +2 | 12,000 |
83 | +2, 5-foot radius protection | 15,000 |
84-90 | +3 | 20,000 |
91 | +3, 5-foot radius protection | 25,000 |
92-97 | +4 on AC, +2 to saving throws | 24,000 |
98-00 | +6 on AC, +1 to saving throws | 30,000 |
40% of these rings have secondary bonuses vs. certain types of attacks, which further affects the price.
Rods
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1-2 | Absorption (Priest, Wizard) | 7,500 | 40,000 |
3-4 | Alertness | 7,000 | 50,000 |
5 | Beguiling (Priest, Wizard, Rogue) | 5,000 | 30,000 |
6-7 | Cancellation | 10,000 | 15,000 |
8 | Flailing | 2,000 | 20,000 |
9 | Lordly Might (Warrior) | 6,000 | 20,000 |
10 | Passage | 5,000 | 50,000 |
11 | Resurrection (Priest) | 10,000 | 35,000 |
12 | Rulership | 8,000 | 35,000 |
? | Scepter of Entrapment | 3,000 | 45,000 |
13-14 | Security | 3,000 | 30,000 |
15-16 | Smiting (Priest, Wizard) | 4,000 | 15,000 |
17 | Splendor | 2,500 | 25,000 |
18-19 | Terror | 3,000 | 15,000 |
20 | DM's Choice | ~~ | ~~ |
Staves
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1-2 | Mace | 1,500 | 12,500 |
3 | Command (Priest, Wizard) | 5,000 | 25,000 |
4-5 | Curing (Priest) | 6,000 | 25,000 |
6 | Magi (Wizard) | 15,000 | 75,000 |
7 | Power (Wizard) | 12,000 | 60,000 |
8 | Serpent (Priest) | 7,000 | 35,000 |
9-10 | Slinging (Priest) | 2,000 | 10,000 |
11-12 | Spear | 1,000* | 5,000-25,000 |
13-14 | Striking (Priest, Wizard) | 6,000 | 15,000 |
15 | Swarming Insects (Priest, Wizard) | 100** | 500** |
16 | Thunder & Lightning | 8,000 | 20,000 |
17-18 | Withering | 8,000 | 35,000 |
19 | Woodlands (Druid) | 8,000 | 40,000 |
20 | DM's Choice | ~~ | ~~ |
* per +1 of power
** per charge
Wands
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Conjuration (Wizard) | 7,000 | 35,000 |
2 | Earth and Stone | 1,000 | 10,000-15,000 |
3 | Enemy Detection | 2,000 | 10,000 |
4 | Fear (Priest, Wizard) | 3,000 | 15,000 |
5 | Fire (Wizard) | 4,500 | 25,000 |
6 | Flame Extinguishing | 1,500 | 10,000 |
7 | Frost (Wizard) | 6,000 | 50,000 |
8 | Illumination | 2,000 | 10,000 |
9 | Illusion (Wizard) | 3,000 | 20,000 |
10 | Lightning (Wizard) | 4,000 | 30,000 |
11 | Magic Detection | 2,500 | 25,000 |
12 | Magic Missiles | 4,000 | 35,000 |
13 | Metal and Mineral Detection | 1,500 | 7,500 |
14 | Negation | 3,500 | 15,000 |
15 | Paralyzation (Wizard) | 3,500 | 25,000 |
16 | Polymorphing (Wizard) | 3,500 | 25,000 |
17 | Secret Door and Trap Location | 5,000 | 40,000 |
18 | Size Alteration | 3,000 | 20,000 |
19 | Wonder | 6,000 | 10,000 |
20 | DM's Choice | ~~ | ~~ |
Miscellaneous Magic: Books, Librams, Manuals, Tomes
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1-3 | Boccob's Blessed Book (Wizard) | 4,500 | 35,000 |
4 | Book of Exalted Deeds (Priest) | 8,000 | 40,000 |
5 | Book of Infinite Spells | 9,000 | 50,000 |
6 | Book of Vile Darkness (Priest) | 8,000 | 40,000 |
7 | Libram of Gainful Conjuration (Wizard) | 8,000 | 40,000 |
8 | Libram of Ineffable Damnation (Wizard) | 8,000 | 40,000 |
9 | Libram of Silver Magic (Wizard) | 8,000 | 40,000 |
10 | Manual of Bodily Health | 5,000 | 50,000 |
11 | Manual of Gainful Exercise | 5,000 | 50,000 |
12 | Manual of Golems (Priest, Wizard) | 3,000 | 30,000 |
13 | Manual of Puissant Skill at Arms (Warrior) | 8,000 | 40,000 |
14 | Manual of Quickness in Action | 5,000 | 50,000 |
15 | Manual of Stealthy Pilfering (Rogue) | 8,000 | 40,000 |
16 | Tome of Clear Thought | 8,000 | 48,000 |
17 | Tome of Leadership and Influence | 7,500 | 40,000 |
18 | Tome of Understanding | 8,000 | 43,500 |
19 | Vacuous Grimoire | ~~ | 1,000 |
20 | DM's Choice | ~~ | ~~ |
Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6)
Subtable A (1-3)
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Amulet of Inescapable Location | ~~ | 1,000 |
2 | Amulet of Life Protection | 5,000 | 20,000 |
3 | Amulet of the Planes | 6,000 | 30,000 |
4 | Amulet of Proof Against Detection and Location | 4,000 | 15,000 |
5 | Amulet Versus Undead | 200* | 1000 |
6 | Beads of Force | 200 ea. | 1000 ea. |
7 | Brooch of Shielding | 1,000 | 10,000 |
8 | Gem of Brightness | 2,000 | 17,500 |
9 | Gem of Insight | 3,000 | 30,000 |
10 | Gem of Seeing | 2,000 | 25,000 |
11 | Jewel of Attacks | ~~ | 1,000 |
12 | Jewel of Flawlessness | ~~ | 1,000/facet |
13 | Medallion of ESP | 2,000 (was 1K/3K) |
10,000/30,000 |
14 | Medallion of Thought Projection | ~~ | 1,000 |
15 | Necklace of Adaptation | 1,000 | 10,000 |
16-17 | Necklace of Missiles | 100** | 200** |
18 | Necklace of Prayer Beads (Priest) | 500*** | 3,000*** |
19 | Necklace of Strangulation | ~~ | 1,000 |
20 | DM's Choice | ~~ | ~~ |
Subtable B (4-6)
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Pearl of Power (Wizard) | 200* | 2,000* |
2 | Pearl of the Sirines | 900 | 4,500 |
3 | Pearl of Wisdom (Priest) | 500 | 5,000 |
4 | Periapt of Foul Rotting | ~~ | 1,000 |
5 | Periapt of Health | 1,000 | 10,000 |
6 | Periapt of Proof Against Poison | 1,500 | 12,500 |
7 | Periapt of Wound Closure | 1,000 | 10,000 |
8 | Phylactery of Faithfulness (Priest) | 1,000 | 7,500 |
9 | Phylactery of Long Years (Priest) | 3,000 | 25,000 |
10 | Phylactery of Monstrous Attention (Priest) | ~~ | 2,000 |
11 | Scarab of Death | ~~ | 2,500 |
12 | Scarab of Enraging Enemies | 1,000 | 8,000 |
13 | Scarab of Insanity | 1,500 | 11,000 |
14 | Scarab of Protection | 2,500 | 25,000 |
15 | Scarab Versus Golems | **** | 15,000 |
16 | Talisman of Pure Good (Priest) | 3,500 | 27,500 |
17 | Talisman of the Sphere (Wizard) | 100 | 10,000 |
18 | Talisman of Ultimate Evil (Priest) | 3,500 | 32,500 |
19 | Talisman of Zagy | 1,000 | 10,000 |
20 | DM's Choice | ~~ | ~~ |
* Per level
** Per die of damage
*** Per special bead
**** See item description
Miscellaneous Magic: Cloaks and Robes
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Cloak of Arachnida | 3,000 | 25,000 |
2 | Cloak of Displacement | 3,000 | 17,500 |
3-4 | Cloak of Elvenkind | 1,000 | 6,000 |
5 | Cloak of Poisonousness | ~~ | 2,500 |
6-8 | Cloak of Protection | 1,000* | 10,000* |
9 | Cloak of the Bat | 1,500 | 15,000 |
10 | Cloak of the Manta Ray | 2,000 | 12,500 |
11 | Robe of the Archmagi (Wizard) | 6,000 | 65,000 |
12 | Robe of Blending | 3,500 | 35,000 |
13 | Robe of Eyes (Wizard) | 4,500 | 50,000 |
14 | Robe of Powerlessness (Wizard) | ~~ | 1,000 |
15 | Robe of Scintillating Colors (Priest, Wizard) | 2,750 | 25,000 |
16 | Robe of Stars (Wizard) | 4,000 | 12,000 |
17-18 | Robe of Useful Items (Wizard) | 1,500 | 15,000 |
19 | Robe of Vermin (Wizard) | ~~ | 1,000 |
20 | DM's Choice | ~~ | ~~ |
* Per plus
Miscellaneous Magic: Boots, Bracers, Gloves
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Boots of Dancing | ~~ | 5,000 |
2 | Boots of Elvenkind | 1,000 | 5,000 |
3 | Boots of Levitation | 2,000 | 15,000 |
4 | Boots of Speed | 2,500 | 20,000 |
5 | Boots of Striding and Springing | 2,500 | 20,000 |
6 | Boots of the North | 1,500 | 7,500 |
7 | Boots of Varied Tracks | 1,500 | 7,500 |
8 | Boots, Winged | 2,000 | 20,000 |
9 | Bracers of Archery (Warrior) | 1,000 | 10,000 |
10 | Bracers of Brachiation | 1,000 | 10,000 |
11-12 | Bracers of Defense | 500* | 3,000* |
13 | Bracers of Defenselessness | ~~ | 2,000 |
14 | Gauntlets of Dexterity | 1,000 | 10,000 |
15 | Gauntets of Fumbling | ~~ | 1,000 |
16 | Gauntlets of Ogre Power (Priest, Rogue, Warrior) | 1,000 | 15,000 |
17 | Gauntlets of Swimming and Climbing (Priest, Rogue, Warrior) | 1,000 | 10,000 |
18 | Gloves of Missile Snaring | 1,500 | 10,000 |
19 | Slippers of Spider Climbing | 1,000 | 10,000 |
20 | DM's Choice | ~~ | ~~ |
* Per AC of protection less than 10
Miscellaneous Magic: Girdles, Hats, Helms
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1-3 | Girdle of Dwarvenkind | 3,500 | 20,000 |
4 | Girdle of Femininity/Masculinity (Priest, Rogue, Warrior) | ~~ | 1,000 |
5-6 | Girdle of Giant Strength (Priest, Rogue Warrior) | 2,000 | 25,000 |
7-9 | Girdle of Many Pouches | 1,000 | 10,000 |
10 | Hat of Disguise | 1,000 | 7,500 |
11 | Hat of Stupidity | ~~ | 1,000 |
12 | Helm of Brilliance | 2,500 | 60,000 |
13-14 | Helm of Comprehending Languages and Reading Magic | 1,000 | 12,500 |
15 | Helm of Opposite Alignment | ~~ | 1,000 |
16 | Helm of Telepathy | 3,000 | 35,000 |
17 | Helm of Teleportation | 2,500 | 30,000 |
18-19 | Helm of Underwater Action | 1,000 | 10,000 |
20 | DM's Choice | ~~ | ~~ |
Miscellaneous Magic: Bags, Bottles, Pouches, Containers
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Alchemy Jug | 3,000 | 12,000 |
2 | Bag of Beans | 1,000 | 5,000 |
3 | Bag of Devouring | ~~ | 1,500 |
4-7 | Bag of Holding | 5,000 | 25,000 |
8 | Bag of Transmuting | ~~ | 500 |
9 | Bag of Tricks | 2,500 | 15,000 |
10 | Beaker of Plentiful Potions | 1,500 | 12,500 |
11 | Bucknard's Everfull Purse | * | 15K/25K/40K |
12 | Decanter of Endless Water | 1,000 | 3,000 |
13 | Efreeti Bottle | 9,000 | 45,000 |
14 | Eversmoking Bottle | 500 | 2,500 |
15 | Flask of Curses | ~~ | 1,000 |
16 | Heward's Handy Haversack | 3,000 | 30,000 |
17 | Iron Flask | ~~ | ~~ |
18 | Portable Hole | 5,000 | 50,000 |
19 | Pouch of Accessibility | 1,500 | 12,500 |
20 | DM's Choice | ~~ | ~~ |
* See item description
Miscellaneous Magic: Candles, Dusts, Ointments, Incense, and Stones
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Candle of Invocation (Priest) | 1,000 | 5,000 |
2 | Dust of Appearance | 1,000 | 4,000 |
3 | Dust of Disappearance | 2,000 | 8,000 |
4 | Dust of Dryness | 1,000 | 8,000 |
5 | Dust of Illusion | 1,000 | 100/pinch |
6 | Dust of Tracelessness | 500 | 200/pinch |
7 | Dust of Sneezing and Choking | ~~ | 1,000 |
8 | Incense of Meditation (Priest) | 500 | 7,500 |
9 | Incense of Obsession (Priest) | ~~ | 500 |
10 | Ioun Stones | 300* | 5,000* |
11 | Keoghtom's Ointment | 500 | 10,000 |
12 | Nolzur's Marvelous Pigments | 500* | 3,000* |
13 | Philosopher's Stone | 1,000 | 10,000 |
14 | Smoke Powder** | ~~ | 30,000 |
15 | Sovereign Glue | 1,000/oz. | 1,000/oz. |
16 | Stone of Controlling Earth Elementals | 1,500 | 12,500 |
17 | Stone of Good Luck (Luckstone) | 3,000 | 25,000 |
18 | Stone of Weight (Loadstone) | ~~ | 1,000 |
19 | Universal Solvent | 1,000 | 7,000 |
20 | DM's Choice | ~~ | ~~ |
* 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
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Brazier Commanding Fire Elementals (Wizard) | 4,000 | 25,000 |
2 | Brazier of Sleep Smoke (Wizard) | ~~ | 1,000 |
3 | Broom of Animated Attack | ~~ | 3,000 |
4 | Broom of Flying | 2,000 | 10,000 |
5 | Carpet of Flying | 7,500 | 25,000 |
6 | Mattock of the Titans (Warrior) | 3,500 | 7,000 |
7 | Maul of the Titans (Warrior) | 4,000 | 12,000 |
8 | Mirror of Life Trapping (Wizard) | 2,500 | 25,000 |
9 | Mirror of Mental Prowess | 5,000 | 50,000 |
10 | Mirror of Opposition | ~~ | 2,000 |
11 | Murlynd's Spoon | 750 | 4,000 |
12-13 | Rope of Climbing | 1,000 | 10,000 |
14 | Rope of Constriction | ~~ | 1,000 |
15 | Rope of Entanglement | 1,500 | 12,000 |
16 | Rug of Smothering | ~~ | 1,500 |
17 | Rug of Welcome (Wizard) | 6,500 | 45,000 |
18 | Saw of Mighty Cutting (Warrior) | 2,000 | 12,500 |
19 | Spade of Colossal Excavation (Warrior) | 1,000 | 6,500 |
20 | DM's Choice | ~~ | ~~ |
Miscellaneous Magic: Musical Instruments
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Chime of Interruption | 2,000 | 20,000 |
2 | Chime of Opening | 3,500 | 20,000 |
3 | Chime of Hunger | ~~ | ~~ |
4 | Drums of Deafening | ~~ | 500 |
5 | Drums of Panic | 6,500 | 35,000 |
6 | Harp of Charming | 5,000 | 25,000 |
7 | Harp of Discord | ~~ | 20,000 |
8 | Horn of Blasting | 1,000 | 55,000 |
9 | Horn of Bubbles | ~~ | ~~ |
10 | Horn of Collapsing | 1,500 | 25,000 |
11 | Horn of Fog | 400 | 4,000 |
12 | Horn of Goodness (Evil) | 750 | 3,250 |
13 | Horn of the Tritons (Priest, Warrior) | 2,000 | 17,500 |
14 | Horn of Valhalla | 1,000* | 15,000* |
15 | Lyre of Building | 5,000 | 30,000 |
16 | Pipes of Haunting | 400 | 5,000 |
17 | Pipes of Pain | ~~ | 10,000 |
18 | Pipes of Sounding | 1,000 | 10,000 |
19 | Pipes of the Sewers | 2,000 | 8,500 |
20 | DM's Choice | ~~ | ~~ |
* Only if used by character of appropriate class.
Miscellaneous Magic: The Weird Stuff (D6)
Subtable A (1-3)
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Apparatus of Kwalish | 8,000 | 35,000 |
2-3 | Boat, Folding | 10,000 | 25,000 |
4 | Bowl Commanding Water Elementals (Wizard) | 4,000 | 25,000 |
5 | Bowl of Watery Death (Wizard) | ~~ | 1,000 |
6 | Censer Controlling Air Elementals (Wizard) | 4,000 | 25,000 |
7 | Censer of Summoning Hostile Air Elementals (Wizard) | ~~ | 1,000 |
8-9 | Crystal Ball (Wizard) | 1,000 | 5,000 |
10 | Crystal Hypnosis Ball (Wizard) | ~~ | 3,000 |
11 | Cube of Force | 3,000 | 20,000 |
12-13 | Cube of Frost Resistance | 2,000 | 14,000 |
14 | Cubic Gate | 5,000 | 17,500 |
15 | Daern's Instant Fortress | 7,000 | 27,500 |
16 | Deck of Illusions | 1,500 | 15,000 |
17 | Deck of Many Things | ~~ | 10,000 |
18 | Eyes of Charming (Wizard) | 4,000 | 24,000 |
19 | Eyes of Minute Seeing | 2,000 | 12,500 |
20 | DM's Choice | ~~ | ~~ |
Subtable B 4-6
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Eyes of Petrification | ~~ or 12,500 | ~~ or 50,000 |
2 | Eyes of the Eagle | 3,500 | 18,000 |
3-4 | Figurine of Wondrous Power | 100* | 1,000* |
? | Glowing Globe | 100 | 200 |
5 | Horseshoes of a Zephyr | 1,500 | 7,500 |
6-7 | Horseshoes of Speed | 2,000 | 10,000 |
8 | Iron Bands of Bilarro | 750 | 5,000 |
9 | Lens of Detection | 250 | 1,500 |
10 | Quaal's Feather Token | 1,000 | 2,000/7,000 |
11-12 | Quiver of Ehlonna | 1,500 | 10,000 |
13 | Sheet of Smallness | 1,500 | 12,500 |
14 | Sphere of Annihilation | 4,000 | 30,000 |
15 | Stone Horse | 2,000 | 12,000 |
16 | Well of Many Worlds | 6,000 | 12,000 |
17-18 | Wind Fan | 500 | 2,500 |
19 | Wings of Flying | 750 | 7,500 |
20 | DM's Choice | ~~ | ~~ |
* Per Hit Die of the figurine.
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.
Armor Type
D20 Roll |
Armor | AC | Standard GP Value |
Base Magic GP Value |
---|---|---|---|---|
1 | Banded mail | 4 | 200 | 2,000 |
2 | Brigandine | 6 | 120 | 1,000 |
3-5 | Chain mail | 5 | 75 | 1,500 |
6 | Field plate | 2 | 2000 | * |
7 | Full plate | 1 | 4000 - 10,000 | * |
8 | Leather | 8 | 5 | 0 |
9-12 | Plate mail | 3 | 600 | 3,000 |
13 | Ring mail | 7 | 100 | 500 |
14 | Scale mail | 6 | 120 | 1,000 |
15-17 | Shield | +1 | 1, 3, 7 or 10 | 500 |
18 | Splint mail | 4 | 80 | 2,000 |
19 | Studded leather | 7 | 20 | 500 |
20 | Special | ~~ | ~~ | ~~ |
* Field Plate and Full Plate are priced on the following table:
+1 | +2 | +3 | +4 | +5 | |
---|---|---|---|---|---|
Field Plate | 15,000 | 30,000 | 50,000 | 80,000 | 120,000 |
Full Plate | 30,000 | 50,000 | 80,000 | 120,000 | 200,000 |
Armor Class Adjustment
D20 Roll |
AC Adj. | XP Value |
GP Value |
---|---|---|---|
1-2 | -1 | ~~ | ~~ |
3-10 | +1 | 500 | 2,000 |
11-14 | +2 | 1,000 | 6,000 |
15-17 | +3 | 1,500 | 12,000 |
18-19 | +4 | 2,000 | 18,000 |
20 | +5 | 3,000 | 25,000 |
Special Armors
D20 Roll |
Armor Type | XP Value |
GP Value |
---|---|---|---|
1-2 | Armor of Command | 1,000 | 15,000 |
3-4 | Armor of Blending | 500 | 5000 |
5-6 | Armor of Missile Attraction | ~~* | 1,500 |
7-8 | Armor of Rage | ~~* | 2,000 |
9-10 | Elven Chain Mail | +1,000 | +5,000 |
11-12 | Plate Mail of Etherealness | 5,000 | 30,000 |
13-14 | Plate Mail of Fear | 4,000 | 35,000 |
15-16 | Plate Mail of Vulnerability | ~~ | 1,500 |
17-18 | Shield, Large, +1, +4 vs. Missiles | 400 | 4,000 |
19-20 | Shield -1, Missile Attractor | ~~ | 750 |
* 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)
Subtable A (1-2)
|
Subtable B (3-6)
|
* See item description.
Attack Roll Adjustment
D20 Roll |
Melee Adj. |
XP Value |
GP Value |
Range Adj. |
XP Value |
GP Value* |
---|---|---|---|---|---|---|
1-2 | -1 | ~~ | 500 | -1 | ~~ | 500 |
3-10 | +1 | 400 | 2,000 | +1 | 20 | 120 |
11-14 | +2 | 800 | 4,000 | +1 | 20 | 120 |
15-17 | +3 | 1,400 | 8,000 | +2 | 50 | 300 |
18-19 | +4 | 2,000 | 12,000 | +2 | 50 | 300 |
20 | +5 | 3,000 | 18,000 | +3 | 75 | 450 |
* 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)
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Arrow of Direction | 2,500 | 17,500 |
2 | Arrow of Slaying | 250 | 2,500 |
3 | Axe +2, Throwing | 750 | 4,500 |
4 | Axe of Hurling | 1,500/+* | 15,000/+ |
5-6 | Bow +1 | 500 | 3,500 |
7 | Crossbow of Accuracy, +3 | 2,000 | 12,000 |
8 | Crossbow of Distance | 1,500 | 7,500 |
9 | Crossbow of Speed | 1,500 | 7,500 |
10-11 | Dagger +1, +2 vs. Tiny or Small creatures | 300 | 750 |
12-13 | Dagger +2, +3 vs. larger than man-sized | 300 | 2,000 |
14 | Dagger +2, Longtooth | 300 | 2,500 |
15 | Dagger of Throwing | 150+100/+* | 1,500+1,000/+ |
16 | Dagger of Venom | 350 | 3,000 |
17 | Dart of Homing | 450 | 4,500 |
18 | Hammer +3, Dwarven Thrower | 1,500 | 15,000 |
19 | Hammer of Thunderbolts | 2,500 | 25,000 |
20 | DM's Choice | ~~ | ~~ |
* See item description
Subtable B (4-6)
D20 Roll |
Item | XP Value |
GP Value |
---|---|---|---|
1 | Hornblade | * | * |
2 | Javelin of Lightning | 250 | 3,000 |
3 | Javelin of Piercing | 250 | 3,000 |
4-5 | Knife, Buckle | 100/+* | 1,000/+* |
6-7 | Mace of Disruption | 2,000 | 17,500 |
8 | Net of Entrapment | 1,000 | 7,500 |
9 | Net of Snaring | 1,000 | 6,000 |
10-11 | Quarterstaff, Magical | 250/+* | 1,500/+* |
12 | Scimitar of Speed | 2,000+500/+* | 6,000+3,000/+ |
13-14 | Sling of Seeking +2 | 700 | 7,000 |
15 | Spear, Cursed Backbiter | ~~ | 1,000 |
16 | Trident of Fish Command | 500 | 4,000 |
17 | Trident of Submission | 1,500 | 12,500 |
18 | Trident of Warning | 1,000 | 10,000 |
19 | Trident of Yearning | ~~ | 1,000 |
20 | DM's Choice | ~~ | ~~ |
* See item description
Subtable C (7-9)
D20 Roll |
Sword | XP Value |
GP Value |
---|---|---|---|
1 | Sun Blade | 3,000 | 20,000 |
2-7 | Sword +1, +2 vs. magic-using & enchanted creatures | 600 | 3,000 |
8-10 | Sword +1, +3 vs. lycanthropes & shape-changers | 700 | 3,500 |
11-12 | Sword +1, +3 vs. regenerating creatures | 800 | 4,000 |
13 | Sword +1, +4 vs. reptiles | 800 | 4,000 |
14-15 | Sword +1, Cursed | ~~ | 1,000 |
16 | Sword +1, Flame Tongue | 900 | 4,500 |
17 | Sword +1, Luck Blade | 1,000 | 5,000 |
18 | Sword +2, Dragon Slayer | 900 | 4,500 |
19 | Sword +2, Giant Slayer | 900 | 4,500 |
20 | DM's Choice | ~~ | ~~ |
How Are Magic Item Tables Broken Down Dmg 5e Pdf
Subtable D (10)
D20 Roll |
Swords | XP Value |
GP Value |
---|---|---|---|
1 | Sword +2, Nine Lives Stealer | 1,600 | 8,000 |
2-3 | Sword +3, Frost Brand | 1,600 | 8,000 |
4 | Sword +4, Defender | 3,000 | 15,000 |
5 | Sword +5, Defender | 3,600 | 18,000 |
6 | Sword +5, Holy Avenger | 4,000 | 20,000 |
7-8 | Sword -2, Cursed | ~~ | 500 |
9 | Sword of Dancing | 4,400 | 22,000 |
10 | Sword of Life Stealing | 5,000 | 25,000 |
11 | Sword of Sharpness | 7,000 | 35,000 |
12 | Sword of the Planes | 2,000 | 30,000 |
13 | Sword of Wounding | 4,400 | 22,000 |
14-16 | Sword, Cursed Berserking | ~~ | 500 |
17-18 | Sword, Short, Quickness (+2) | 1,000 | 17,500 |
19 | Sword, Vorpal Weapon | 10,000 | 50,000 |
20 | DM's Choice | ~~ | ~~ |
If you’re playing by-the-book 5e D&D, how much magical treasure is a party likely to find? Is it less than other editions? Is that wererat’s immunity to normal weapons a big deal?
The DMG and Xanathar’s Guide offer some guidance: “Over the course of a typical campaign, a party finds treasure hoards amounting to seven rolls on the Challenge 0-4 table, eighteen rolls on the Challenge 5-10 table, twelve rolls on the Challenge 11-16 table, and eight rolls on the Challenge 17+ table.” That’s 45 rolls, roughly two per character level: three per level at CR 5-10, because level advancement slows there because that’s the game’s “sweet spot”. (I’m assuming that most fights are intended to be against a CR equal to character level, which may be a big assumption, but which looks borne out by this treasure distribution.)
Xanathar’s Guide has a further table, Magic Items Awarded by Tier, which specifies the number of major and minor items the party should expect to collect. For instance, during character levels 1-4, it says the party is supposed to accumulated 9 “minor” items (mostly expendable items like potions and scrolls, plus a few low-power permanent items) and 2 “major” items (like magic swords and shields and ioun stones and the like). During character levels 5-10, the party should find 28 more minor items and 6 more major items.
Because I like to check math, I decided to, well, check the math, and I found that the Xanathar’s chart is close to, but not 100%, accurate. For example, let’s take the number of major items collected during levels 5-10. Xanathar’s says 6 items will be accumulated over 18 treasure rolls. Let’s compare this to the Dungeon Master’s Guide treasure tables.
In one treasure roll for levels 5-10, you have a 14% chance of getting 1d4 items from Magic Item Table F (an expectation of .35 items), a 4% chance of getting 1d4 items from Magic Item Table G (an expectation of .1 items), and a 2% chance of an item from Magic Item H (.02 items). Over 18 rolls, that’s 8.46 major magic items. Not a big difference from 6 – 40% off, which is in the ballpark – but if the Xanathar’s table is at all useful to you, you may like to have a more accurate version of the table.
My more detailed (broken down by level) and accurate chart is below.
I’ve also added a column for Magic Weapons: this is how many of the party’s major items can be expected to be magic weapons, based on the percentage of magic weapons on each treasure table. This is useful if you want to know, for instance, how big of a deal it is that gargoyles are resistant to, and lycanthropes are immune to, nonmagic weapons.
Magic Items Accumulated By Level
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How Are Magic Item Tables Broken Down Dmg 5e Free
The discrepancy in numbers between my chart and Xanathar’s may be nothing more than rounding error in the Xanathar chart: despite different estimates per level, we end up in the same place. Xanathar’s Guide says that over 20 levels, a party will find “roughly one hundred items.” According to my calculations, the party should find 101.8 items – pretty damn close to 100. Of these, 75 will be minor items, and only 7 will be magic weapons.
Conclusion 1: Use my chart instead of Xanathar’s if you are a fan of unnecessarily high precision.
Conclusion 2: Magical treasure is given out rather sparingly in 5e, apart from minor items, which are given out like candy. Let’s take a 6-person party, three of whom are weapon users. Each character won’t have his or her own major item until level 6, and all three weapon users won’t have magical weapons until around level 9. That means that that CR 2 Wererat (or CR 1/2 jackalwere), will probably be an annoyance for some time.
Caveat: This treasure distribution doesn’t match my game, and it probably doesn’t match yours either. In fact, it may not match any real-world game at all. Are there any DMs who provide purely random treasure, and at the by-the-book rate of distribution? I know that when I DM, the monsters drop minor magic items at a much lower rate, and major items at a much higher rate. Another DM may be much stingier than me. But if you are striving to play by-the-book, this may help you.