본문 바로가기

카테고리 없음

How Are Magic Item Tables Broken Down Dmg 5e



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)

D20
Roll
Weapon Standard
Damage
1 Arrow (4d6) d6/d6
2 Arrow (3d6) d6/d6
3 Arrow (2d6) d6/d6
4-5 Axe d6/d4
6 Battle axe d8/d8
7 Bolt (2d10) d4/d4
8 Bolt (2d6) d4+1/d6+1
9 Bullet, Sling d4+1/d6+1
10-12 Dagger d4/d3
13 Dart (3d4) d3/d2
14 Flail d6+1/2d4
15 Javelin (1d2) d6/d6
16 Knife d3/d2
17 Lance *
18-19 Mace d6+1/d6
20 Special (roll on Table 110) ~~

Subtable B (3-6)

D20
Roll
Weapon Standard
Damage
1 Military Pick d6+1/2d4
2 Morning Star 2d4/d6+1
3 Pole Arm *
4-5 Scimitar d8/d8
6-8 Spear d6/d8
9-17 Sword *
18 Trident d6+1/3d4
19 Warhammer d4+1/d4
20 Special (roll on Table 110) ~~

* 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 ~~ ~~

How Are Magic Item Tables Broken Down Dmg 5e

* 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

Flex tape thats alot of dmg song. Oct 09, 2017  Now thats a lot of damage. Now thats a lot of damage. Skip navigation Sign in. This video is unavailable. Testing Flex Tape - As Seen On Tv - Duration: 10:13.

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.