Magic Item Table B Dmg
Table Name | DMG Page | Roll |
---|---|---|
Ability Check Proficiencies by Class | 263 | |
Ability Check Usage | 237 | |
Abyssal Corruption | 62 | d10 |
Adventure Allies | 74 | d12 |
Adventure Climax | 75 | d12 |
Adventure Introduction | 74 | d12 |
Adventure Patrons | 74 | d20 |
Adventure Villains | 74 | d20 |
Adventuring Day XP | 83 | |
Airborne and Waterborne Vehicles | 119 | |
Artifacts: Major Beneficial Property | 219 | d100 |
Artifacts: Major Detrimental Property | 220 | d100 |
Artifacts: Minor Beneficial Property | 219 | d100 |
Artifacts: Minor Detrimental Property | 220 | d100 |
Astral Color Pools | 47 | d20 |
Building a Stronghold | 128 | |
Buildings: Building Type | 113 | d20 |
Buildings: Relgious Building | 113 | d20 |
Buildings: Residence | 113 | d20 |
Buildings: Shop | 114 | d20 |
Buildings: Tavern | 113 | d20 |
Buildings: Tavern Name Generator | 113 | d20 |
Buildings: Warehouse | 113 | d20 |
Carousing | 128 | d100 |
Cataclysmic Disaster | 28 | d10 |
Chase: Escape Factors | 253 | |
Chase: Urban Chase Complications | 254 | d20 |
Chase: Wilderness Chase Complications | 254 | d20 |
Cleric: Death Domain Spells | 94 | |
Conversation Reaction | 245 | |
Crafting Magic Items | 129 | |
Creature Size and Space | 251 | |
Cult and Religious Groups | 100 | d20 |
Customizing Encounters: Effective Hit Points Based on Resistance and Immunities | 276 | |
Customizing Encounters: Experience Points by Challenge Rating | 275 | |
Customizing Encounters: Hit Dice by Size | 276 | |
Customizing Encounters: Monster Features | 280 | |
Customizing Encounters: Monster Statistics by Challenge Rating | 274 | |
Customizing Encounters: NPC Features | 282 | |
Damage Severity and Level | 249 | |
Damage Severity by Level | 121 | |
Dawn War Deities | 10 | |
Difficulty Class | 238 | |
Discoveries | 31 | d10 |
Dungeon Creator | 100 | d20 |
Dungeon Goals | 73 | d20 |
Dungeon History | 101 | d20 |
Dungeon Location | 99 | d100 |
Dungeon Purpose | 101 | d20 |
Encounter Multipliers | 82 | |
Ether Cyclone | 49 | d20 |
Ethereal Curtains | 49 | d8 |
Event-Based Goals | 76 | d20 |
Event-Based Villain Actions | 75 | d6 |
Examples of Faction Ranks | 22 | |
Exotic Location | 99 | d20 |
Explosives | 268 | |
Extinction or Depletion | 30 | d8 |
Feywild Time Warp | 50 | d20 |
Figuring Out Alien Technology | 268 | |
Firearms | 268 | |
Food and Water Needs | 111 | |
Foraging DCs | 111 | |
Forms of Government | 18 | d100 |
Framing Events | 79 | d100 |
Gate-Towns of the Outlands | 67 | |
Improvising Damage | 249 | |
Invading Forces | 29 | d8 |
Leader Types | 27 | d6 |
Lingering Injuries | 272 | |
Madness: Indefinite | 260 | d100 |
Madness: Long-Term | 260 | d100 |
Madness: Short-Term | 259 | d100 |
Magic Item Power by Rarity | 284 | |
Magic Item Table A | 144 | d100 |
Magic Item Table B | 144 | d100 |
Magic Item Table C | 145 | d100 |
Magic Item Table D | 145 | d100 |
Magic Item Table E | 145 | d100 |
Magic Item Table F | 146 | d100 |
Magic Item Table G | 147 | d100 |
Magic Item Table H | 148 | d100 |
Magic Item Table I | 148 | d100 |
Magic Item: Alchemy Jug Liquid | 150 | |
Magic Item: Apparatus of Kwalish Levers | 151 | |
Magic Item: Armor of Resistance | 152 | d10 |
Magic Item: Bag of Beans Effect | 153 | d100 |
Magic Item: Belt of Giant Strength | 155 | |
Magic Item: Candle of Invocation | 157 | d20 |
Magic Item: Carpet of Flying | 157 | d100 |
Magic Item: Cube of Force Charges Lost | 160 | |
Magic Item: Cube of Force Faces | 160 | |
Magic Item: Deck of Illusions | 162 | |
Magic Item: Deck of Many Things | 162 | |
Magic Item: Dragon Scale Mail | 165 | |
Magic Item: Efreeti Bottle Effect | 167 | |
Magic Item: Elemental Gem | 168 | |
Magic Item: Gray Bag of Tricks | 154 | d8 |
Magic Item: Horn of Valhalla | 175 | d100 |
Magic Item: Instrument of the Bards | 176 | |
Magic Item: Iron Flask Contents | 178 | |
Magic Item: Manual of Golems | 180 | d20 |
Magic Item: Necklace of Prayer Beads | 182 | d20 |
Magic Item: Potion of Giant Strength | 187 | |
Magic Item: Potion of Healing | 188 | |
Magic Item: Potion of Resistence | 188 | |
Magic Item: Qual's Feather Token | 188 | d100 |
Magic Item: Ring of Resistance | 192 | d10 |
Magic Item: Ring of Shooting Stars | 192 | |
Magic Item: Robe of Useful Items | 195 | d100 |
Magic Item: Rust Bag of Tricks | 154 | d8 |
Magic Item: Scroll of Protection | 199 | d100 |
Magic Item: Spell Scroll | 200 | |
Magic Item: Sphere of Annihilation | 201 | d100 |
Magic Item: Staff of Power | 203 | |
Magic Item: Staff of the Magi | 203 | |
Magic Item: Sword of Answering | 206 | |
Magic Item: Tan Bag of Tricks | 154 | d8 |
Magic Item: Wand of Wonder | 212 | d100 |
Maintenance Costs | 127 | |
Map Travel Pace | 242 | |
Mixing Potions | 140 | d100 |
Mob Attacks | 250 | |
Monsters by Challenge Rating | 306 | |
Monsters by Environment: Arctic Monsters | 302 | |
Monsters by Environment: Coastal Monsters | 302 | |
Monsters by Environment: Desert Monsters | 302 | |
Monsters by Environment: Forest Monsters | 302 | |
Monsters by Environment: Grassland Monsters | 303 | |
Monsters by Environment: Hill Monsters | 304 | |
Monsters by Environment: Mountain Monsters | 304 | |
Monsters by Environment: Swamp Monsters | 304 | |
Monsters by Environment: Underdark Monsters | 305 | |
Monsters by Environment: Underwater Monsters | 305 | |
Monsters by Environment: Urban Monsters | 305 | |
Monuments | 108 | d20 |
Moral Quandaries | 79 | d20 |
NCP Class | 101 | d20 |
New Organizations | 31 | d10 |
NPC Abilities: High Ability | 89 | d6 |
NPC Abilities: Low Ability | 89 | d6 |
NPC Alignment | 100 | d20 |
NPC Appearance | 89 | d20 |
NPC Bonds | 91 | d10 |
NPC Flaws and Secrets | 91 | d12 |
NPC Ideals: Chaotic | 90 | d6 |
NPC Ideals: Evil | 90 | d6 |
NPC Ideals: Good | 90 | d6 |
NPC Ideals: Lawful | 90 | d6 |
NPC Ideals: Neutral | 90 | d6 |
NPC Ideals: Other | 90 | d6 |
NPC Interaction Traits | 90 | d12 |
NPC Mannerism | 90 | d20 |
NPC Talents | 90 | d20 |
Object Armor Class | 246 | |
Object Hit Points | 247 | |
Other Goals | 74 | d12 |
Paladin: Oathbreaker Spells | 96 | |
Poisons | 257 | |
Proficiency Die | 263 | |
Psychic Wind Effects: Location Effect | 48 | d20 |
Psychic Wind Effects: Mental Effect | 48 | d20 |
Random Dungeon Chamber Contents | 296 | d20 |
Random Dungeon Chamber Purpose: Death Trap | 292 | d20 |
Random Dungeon Chamber Purpose: General Chambers | 295 | d100 |
Random Dungeon Chamber Purpose: Lair | 293 | d20 |
Random Dungeon Chamber Purpose: Maze | 293 | d20 |
Random Dungeon Chamber Purpose: Mine | 293 | d20 |
Random Dungeon Chamber Purpose: Planar Gate | 293 | d100 |
Random Dungeon Chamber Purpose: Stronghold | 294 | d100 |
Random Dungeon Chamber Purpose: Temple or Shrine | 294 | d100 |
Random Dungeon Chamber Purpose: Tomb | 295 | d20 |
Random Dungeon Chamber Purpose: Treasure Vault | 295 | d20 |
Random Dungeon Chamber State | 295 | d20 |
Random Dungeon Dressing: Air | 299 | d100 |
Random Dungeon Dressing: Books, Scrolls, and Tomes | 301 | d100 |
Random Dungeon Dressing: Container Contents | 301 | d100 |
Random Dungeon Dressing: General Features | 299 | d100 |
Random Dungeon Dressing: General Furnishings and Appointments | 299 | d100 |
Random Dungeon Dressing: Mage Furnishings | 300 | d100 |
Random Dungeon Dressing: Noises | 298 | d100 |
Random Dungeon Dressing: Odors | 299 | d100 |
Random Dungeon Dressing: Religious Articles and Furnishings | 300 | d100 |
Random Dungeon Dressing: Utensils and Personal Items | 300 | d100 |
Random Dungeon Random Traps: Damage Severity | 297 | d6 |
Random Dungeon Random Traps: Effects | 297 | d100 |
Random Dungeon Random Traps: Trigger | 297 | d6 |
Random Dungeon Tricks: Objects | 298 | d20 |
Random Dungeon Tricks: Objects | 298 | d20 |
Random Dungeon: Beyond a Door | 291 | d20 |
Random Dungeon: Chamber Exits | 291 | d20 |
Random Dungeon: Chambers | 291 | d20 |
Random Dungeon: Door Type | 291 | d20 |
Random Dungeon: Dungeon Hazard | 296 | d20 |
Random Dungeon: Exit Location | 291 | d20 |
Random Dungeon: Exit Type | 291 | d20 |
Random Dungeon: Monster Motivation | 296 | d20 |
Random Dungeon: Obstacles | 297 | d20 |
Random Dungeon: Passage Width | 290 | d20 |
Random Dungeon: Passages | 290 | d20 |
Random Dungeon: Stairs | 291 | d20 |
Random Dungeon: Starting Area | 290 | d10 |
Random Encounters at Sea d12+d8 | 117 | |
Random Undersea Encounters d12+d8 | 116 | |
Random Urban Encounters d12+d8 | 114 | |
Running a Business | 129 | d100 |
Salable Magic Items | 130 | |
Sample Hierarchy of Noble Titles | 19 | |
Saving Throw Usage | 238 | |
Scroll Mishaps | 140 | d6 |
Selling a Magic Item | 130 | |
Sentient Magic Item: Alignment | 216 | d100 |
Sentient Magic Item: Communication | 214 | d100 |
Sentient Magic Item: Moonblade Properties | 217 | d100 |
Sentient Magic Item: Senses | 214 | d4 |
Sentient Magic Item: Special Purpose | 216 | d10 |
Settlements: Current Calamity | 112 | d20 |
Settlements: Known for its.. | 112 | d20 |
Settlements: Notable Traits | 112 | d20 |
Settlements: Race Relations | 112 | d20 |
Settlements: Ruler's Status | 112 | d20 |
Shadowfell Despair | 52 | d6 |
Side Quests | 81 | d8 |
Sowing Rumors | 131 | |
Speed Factor Initiative Modifiers | 271 | |
Spell Damage | 284 | |
Spell Points: By Level | 289 | |
Spell Points: Cost | 288 | |
Starting Equipment | 38 | |
Sylvan Forest Encounters d12+d8 | 87 | |
System Shock | 273 | |
Targets in Areas of Effect | 249 | |
The Calendar of Harptos | 33 | |
The Outer Planes | 58 | |
Tracking DCs | 244 | |
Training to Gain Levels | 131 | |
Trap Save DCs and Attack Bonuses | 121 | |
Treasure: 10 GP Gemstones | 134 | d12 |
Treasure: 100 GP Gemstones | 134 | d10 |
Treasure: 1000 GP Gemstones | 134 | d8 |
Treasure: 25 GP Art Object | 134 | d10 |
Treasure: 250 GP Art Object | 135 | d10 |
Treasure: 2500 GP Art Object | 135 | d10 |
Treasure: 50 GP Gemstones | 134 | d12 |
Treasure: 500 GP Gemstones | 134 | d6 |
Treasure: 5000 GP Gemstones | 134 | d8 |
Treasure: 750 GP Art Object | 135 | d10 |
Treasure: 7500 GP Art Object | 135 | d8 |
Treasure: Horde: Challenge 0-4 | 137 | d100 |
Treasure: Horde: Challenge 11-16 | 138 | d100 |
Treasure: Horde: Challenge 17+ | 139 | d100 |
Treasure: Horde: Challenge 5-10 | 137 | d100 |
Treasure: Individual Treasure Challenge 0-4 | 136 | d100 |
Treasure: Individual Treasure Challenge 11-16 | 136 | d100 |
Treasure: Individual Treasure Challenge 17+ | 136 | d100 |
Treasure: Individual Treasure Challenge 5-10 | 136 | d100 |
Treasure: Magic Item Rarity | 135 | |
Twists | 80 | d10 |
Underwater Encounter Distance | 116 | |
Villain's Methods | 94 | d20 |
Villain's Scheme | 94 | d8 |
Villain's Weakness | 94 | d8 |
Weather: Precipitation | 109 | d20 |
Weather: Temperature | 109 | d20 |
Weather: Wind | 109 | d20 |
Weird Locales | 109 | d20 |
What is a Detail from its History? | 141 | d8 |
What Minor Property Does it Have? | 142 | d20 |
What Quirk Does it Have? | 143 | d12 |
Who Created It or Was Intended to Use It? | 141 | d20 |
Wilderness Goals | 73 | d20 |
Wildnerss Navigation DC | 112 | |
World-Shaking Events | 27 | d10 |
Wuxia Weapon Names | 41 | |
XP Thresholds by Character Level | 82 |
Magic Items; Encounter Size Calculator; Initiative Tracker; Random Generator; Random Dungeon Generator; Random Encounter Generator; Random Magic Shop Generator; Random Treasure Generator; Weird Fiction. Weird Name Generator; Random Generator; Science Fiction. SciFi Name Generator; Random Generator; SWd20 Freight Jobs. It then provides a series of new well-organized Magic Item Tables that incorporate all the magic items from the DMG and Xanathar's itself, organized by minor/major, then by rarity, and then alphabetized for ease of lookup. For example, there is a table of minor rare items and a table of major legendary items. Purchasing this bundle unlocks the Dungeon Master's Guide book in digital format in the game compendium with all the artwork and maps, cross-linking, and tooltips. The Compendium Content bundle does not grant access to all the content’s options in the rest of the toolset, such as the searchable listings, character builder, or digital sheet. Jan 22, 2019 I’ve created another easy list for Dungeons and Dragons (D&D) players who like to play organized league play in Dungeons and Dragons Adventurers League (DDAL). Bookmark this page for quick and easy reference. Magic Item Table A. Magic Item Table B. Potion of greater healing (Potion, uncommon) 8 TCPs 8 TCPs or Continue reading 'D&D Adventurers League: Treasure. Feb 18, 2016 The DMG, in Chapter 7, presents random magic item tables. Can anyone offer any insight into how these are constructed? What determines whether an item goes in Table B, versus Table C, versus Table E? For example, I can tell that Table A is strictly common or uncommon items, mostly expendable. Even some of the modules lean on the DMG. I just ran Storm Kings Thunder, and there were a lot of places where it would have a trebuchet, and say 'see DMG for stats' or a loot stash would say 500gp and 2 items from magic item table B in the DMG. Magic Items; Encounter Size Calculator; Initiative Tracker; Random Generator; Random Dungeon Generator; Random Encounter Generator; Random Magic Shop Generator.
From D&D Wiki
Magic items are gleaned from the hoards of conquered monsters or discovered in long‑lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways.
- 5Activating an Item
- 6Magic Items
- 7Sentient Magic Items
- 7.1Creating Sentient Magic Items
Attunement
Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.
A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
Wearing and Wielding Items
Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.
In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.
When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear boots.
Multiple Items of the Same Kind
Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.
Nov 16, 2018.See below for more info and timestamps. So in this guide we're taking a look at the frenzy barb. I had some request to re-do the old 2015 guide, and this is the result. Truely this build. Feb 16, 2006 A Sharp Grand Charm of Maiming can get +14 max dmg, which gives more dmg per sqaure than +3 max smalls. Now that I think of it, 'Grief' is probably the way to go since 20%DS is essentially another 20%ed after all other damage modifiers. Just getting nit-picky. Max dmg barb on diablo 2. Jan 07, 2015 Diablo 2 Max damage Barb build - HD 29K WW Dmg. Duration: 8:40. Michiel Koning 446,917 views.
Paired Items
Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.
Activating an Item
Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.
If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item.
Search The File?”. Photoshop cc dmg not launching. In this folder look for the amtb.dll and select it then click on Open. Just click on Ok and you will then see a new window appears.All you need to do is choose My Computer Local Disk (C) Program Files Adobe. (For x64 users who use x32 version, just follow this patch My Computer Local Disk (C) Program Files (32bit) Adobe).That’s it you will see the Patched Successfully Message in the AMTEmu screen.
Command Word
A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can't be activated in an area where sound is prevented, as in the area of the silence spell.
Consumables
Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.
Spells
Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn't expend any of the user's spell slots, and requires no components, unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability—perhaps you're a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.
Charges
Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.
Magic Items
Common
Item | Type | Subtype |
---|---|---|
Potion of Climbing | Potion | |
Potion of Healing (Magic Item) | Potion | |
Spell Scroll | Scroll |
Uncommon
Item | Type | Subtype |
---|---|---|
Adamantine Armor | Armor | medium or heavy, but not hide |
Ammunition, +1, +2, or +3 | Weapon | any ammunition |
Amulet of Proof against Detection and Location | Wondrous item | |
Bag of Holding | Wondrous item | |
Bag of Tricks | Wondrous item | |
Boots of Elvenkind | Wondrous item | |
Boots of Striding and Springing | Wondrous item | |
Boots of the Winterlands | Wondrous item | |
Bracers of Archery | Wondrous item | |
Brooch of Shielding | Wondrous item | |
Broom of Flying | Wondrous item | |
Circlet of Blasting | Wondrous item | |
Cloak of Elvenkind | Wondrous item | |
Cloak of Protection | Wondrous item | |
Cloak of the Manta Ray | Wondrous item | |
Decanter of Endless Water | Wondrous item | |
Deck of Illusions | Wondrous item | |
Dust of Disappearance | Wondrous item | |
Dust of Dryness | Wondrous item | |
Dust of Sneezing and Choking | Wondrous item | |
Efficient Quiver | Wondrous item | |
Elemental Gem | Wondrous item | |
Eversmoking Bottle | Wondrous item | |
Eyes of Charming | Wondrous item | |
Eyes of Minute Seeing | Wondrous item | |
Eyes of the Eagle | Wondrous item | |
Figurine of Wondrous Power | Wondrous item | |
Gauntlets of Ogre Power | Wondrous item | |
Gem of Brightness | Wondrous item | |
Gloves of Missile Snaring | Wondrous item | |
Gloves of Swimming and Climbing | Wondrous item | |
Goggles of Night | Wondrous item | |
Hat of Disguise | Wondrous item | |
Headband of Intellect | Wondrous item | |
Helm of Comprehending Languages | Wondrous item | |
Helm of Telepathy | Wondrous item | |
Immovable Rod | Rod | |
Javelin of Lightning | Weapon | javelin |
Lantern of Revealing | Wondrous item | |
Medallion of Thoughts | Wondrous item | |
Mithral Armor | Armor | medium or heavy, but not hide |
Necklace of Adaptation | Wondrous item | |
Oil of Slipperiness | Potion | |
Pearl of Power | Wondrous item | |
Periapt of Health | Wondrous item | |
Periapt of Wound Closure | Wondrous item | |
Philter of Love | Potion | |
Pipes of Haunting | Wondrous item | |
Pipes of the Sewers | Wondrous item | |
Potion of Animal Friendship | Potion | |
Potion of Giant Strength | Potion | |
Potion of Growth | Potion | |
Potion of Healing (Magic Item) | Potion | |
Potion of Poison | Potion | |
Potion of Resistance | Potion | |
Potion of Water Breathing | Potion | |
Restorative Ointment | Wondrous item | |
Ring of Jumping | Ring | |
Ring of Mind Shielding | Ring | |
Ring of Swimming | Ring | |
Ring of Warmth | Ring | |
Ring of Water Walking | Ring | |
Robe of Useful Items | Wondrous item | |
Rope of Climbing | Wondrous item | |
Shield, +1, +2, or +3 | Armor | shield |
Slippers of Spider Climbing | Wondrous item | |
Spell Scroll | Scroll | |
Staff of the Python | Staff | |
Stone of Good Luck (Luckstone) | Wondrous item | |
Trident of Fish Command | Weapon | trident |
Wand of Magic Detection | Wand | |
Wand of Magic Missiles | Wand | |
Wand of Secrets | Wand | |
Wand of Web | Wand | |
Wand of the War Mage, +1, +2, or +3 | Wand | |
Weapon, +1, +2, or +3 | Weapon | any |
Wind Fan | Wondrous item | |
Winged Boots | Wondrous item |
Rare
Item | Type | Subtype |
---|---|---|
Ammunition, +1, +2, or +3 | Weapon | any ammunition |
Amulet of Health | Wondrous item | |
Armor, +1, +2, or +3 | Armor | light, medium, or heavy |
Armor of Resistance | Armor | light, medium, or heavy |
Armor of Vulnerability | Armor | plate |
Arrow-Catching Shield | Armor | shield |
Bag of Beans | Wondrous item | |
Bead of Force | Wondrous item | |
Belt of Dwarvenkind | Wondrous item | |
Belt of Giant Strength | Wondrous item | |
Berserker Axe | Weapon | any axe |
Boots of Levitation | Wondrous item | |
Boots of Speed | Wondrous item | |
Bowl of Commanding Water Elementals | Wondrous item | |
Bracers of Defense | Wondrous item | |
Brazier of Commanding Fire Elementals | Wondrous item | |
Cape of the Mountebank | Wondrous item | |
Censer of Controlling Air Elementals | Wondrous item | |
Chime of Opening | Wondrous item | |
Cloak of Displacement | Wondrous item | |
Cloak of the Bat | Wondrous item | |
Cube of Force | Wondrous item | |
Dagger of Venom | Weapon | dagger |
Dimensional Shackles | Wondrous item | |
Dragon Slayer | Weapon | any sword |
Elven Chain | Armor | chain shirt |
Feather Token | Wondrous item | |
Figurine of Wondrous Power | Wondrous item | |
Flame Tongue | Weapon | any sword |
Folding Boat | Wondrous item | |
Gem of Seeing | Wondrous item | |
Giant Slayer | Weapon | any axe or sword |
Glamoured Studded Leather | Armor | studded leather |
Handy Haversack | Wondrous item | |
Helm of Teleportation | Wondrous item | |
Horn of Blasting | Wondrous item | |
Horn of Valhalla | Wondrous item | |
Horseshoes of Speed | Wondrous item | |
Instant Fortress | Wondrous item | |
Ioun Stone | Wondrous item | |
Iron Bands of Binding | Wondrous item | |
Mace of Disruption | Weapon | mace |
Mace of Smiting | Weapon | mace |
Mace of Terror | Weapon | mace |
Mantle of Spell Resistance | Wondrous item | |
Necklace of Fireballs | Wondrous item | |
Necklace of Prayer Beads | Wondrous item | |
Oil of Etherealness | Potion | |
Periapt of Proof against Poison | Wondrous item | |
Portable Hole | Wondrous item | |
Potion of Clairvoyance | Potion | |
Potion of Diminution | Potion | |
Potion of Gaseous Form | Potion | |
Potion of Giant Strength | Potion | |
Potion of Healing (Magic Item) | Potion | |
Potion of Heroism | Potion | |
Potion of Mind Reading | Potion | |
Ring of Animal Influence | Ring | |
Ring of Evasion | Ring | |
Ring of Feather Falling | Ring | |
Ring of Free Action | Ring | |
Ring of Protection | Ring | |
Ring of Resistance | Ring | |
Ring of Spell Storing | Ring | |
Ring of X-ray Vision | Ring | |
Ring of the Ram | Ring | |
Robe of Eyes | Wondrous item | |
Rod of Rulership | Rod | |
Rope of Entanglement | Wondrous item | |
Shield, +1, +2, or +3 | Armor | shield |
Shield of Missile Attraction | Armor | shield |
Spell Scroll | Scroll | |
Staff of Charming | Staff | |
Staff of Healing | Staff | |
Staff of Swarming Insects | Staff | |
Staff of Withering | Staff | |
Staff of the Woodlands | Staff | |
Stone of Controlling Earth Elementals | Wondrous item | |
Sun Blade | Weapon | longsword |
Sword of Life Stealing | Weapon | any sword |
Sword of Wounding | Weapon | any sword |
Vicious Weapon | Weapon | any |
Wand of Binding | Wand | |
Wand of Enemy Detection | Wand | |
Wand of Fear | Wand | |
Wand of Fireballs | Wand | |
Wand of Lightning Bolts | Wand | |
Wand of Paralysis | Wand | |
Wand of Wonder | Wand | |
Wand of the War Mage, +1, +2, or +3 | Wand | |
Weapon, +1, +2, or +3 | Weapon | any |
Wings of Flying | Wondrous item |
Very Rare
Item | Type | Subtype |
---|---|---|
Ammunition, +1, +2, or +3 | Weapon | any ammunition |
Amulet of the Planes | Wondrous item | |
Animated Shield | Armor | shield |
Armor, +1, +2, or +3 | Armor | light, medium, or heavy |
Arrow of Slaying | Weapon | arrow |
Bag of Devouring | Wondrous item | |
Belt of Giant Strength | Wondrous item | |
Candle of Invocation | Wondrous item | |
Carpet of Flying | Wondrous item | |
Cloak of Arachnida | Wondrous item | |
Crystal Ball | Wondrous item | |
Dancing Sword | Weapon | any sword |
Demon Armor | Armor | plate |
Dragon Scale Mail | Armor | scale mail |
Dwarven Plate | Armor | plate |
Dwarven Thrower | Weapon | warhammer |
Efreeti Bottle | Wondrous item | |
Figurine of Wondrous Power | Wondrous item | |
Frost Brand | Weapon | any sword |
Helm of Brilliance | Wondrous item | |
Horn of Valhalla | Wondrous item | |
Horseshoes of a Zephyr | Wondrous item | |
Ioun Stone | Wondrous item | |
Manual of Bodily Health | Wondrous item | |
Manual of Gainful Exercise | Wondrous item | |
Manual of Golems | Wondrous item | |
Manual of Quickness of Action | Wondrous item | |
Marvelous Pigments | Wondrous item | |
Mirror of Life Trapping | Wondrous item | |
Nine Lives Stealer | Weapon | any sword |
Oathbow | Weapon | longbow |
Oil of Sharpness | Potion | |
Potion of Flying | Potion | |
Potion of Giant Strength | Potion | |
Potion of Healing (Magic Item) | Potion | |
Potion of Invisibility | Potion | |
Potion of Speed | Potion | |
Potion of Vitality | Potion | |
Ring of Regeneration | Ring | |
Ring of Shooting Stars | Ring | |
Ring of Telekinesis | Ring | |
Robe of Scintillating Colors | Wondrous item | |
Robe of Stars | Wondrous item | |
Rod of Absorption | Rod | |
Rod of Alertness | Rod | |
Rod of Security | Rod | |
Scimitar of Speed | Weapon | scimitar |
Shield, +1, +2, or +3 | Armor | shield |
Spell Scroll | Scroll | |
Spellguard Shield | Armor | shield |
Staff of Fire | Staff | |
Staff of Frost | Staff | |
Staff of Power | Staff | |
Staff of Striking | Staff | |
Staff of Thunder and Lightning | Staff | |
Sword of Sharpness | Weapon | any sword that deals slashing damage |
Tome of Clear Thought | Wondrous item | |
Tome of Leadership and Influence | Wondrous item | |
Tome of Understanding | Wondrous item | |
Wand of Polymorph | Wand | |
Wand of the War Mage, +1, +2, or +3 | Wand | |
Weapon, +1, +2, or +3 | Weapon | any |
Legendary
Item | Type | Subtype |
---|---|---|
Apparatus of the Crab | Wondrous item | |
Armor, +1, +2, or +3 | Armor | light, medium, or heavy |
Armor of Invulnerability | Armor | plate |
Belt of Giant Strength | Wondrous item | |
Crystal Ball | Wondrous item | |
Cubic Gate | Wondrous item | |
Deck of Many Things | Wondrous item | |
Defender | Weapon | any sword |
Hammer of Thunderbolts | Weapon | maul |
Holy Avenger | Weapon | any sword |
Horn of Valhalla | Wondrous item | |
Ioun Stone | Wondrous item | |
Iron Flask | Wondrous item | |
Luck Blade | Weapon | any sword |
Plate Armor of Etherealness | Armor | plate |
Potion of Giant Strength | Potion | |
Ring of Djinni Summoning | Ring | |
Ring of Elemental Command | Ring | |
Ring of Invisibility | Ring | |
Ring of Spell Turning | Ring | |
Ring of Three Wishes | Ring | |
Robe of the Archmagi | Wondrous item | |
Rod of Lordly Might | Rod | |
Scarab of Protection | Wondrous item | |
Sovereign Glue | Wondrous item | |
Spell Scroll | Scroll | |
Sphere of Annihilation | Wondrous item | |
Staff of the Magi | Staff | |
Talisman of Pure Good | Wondrous item | |
Talisman of Ultimate Evil | Wondrous item | |
Talisman of the Sphere | Wondrous item | |
Universal Solvent | Wondrous item | |
Vorpal Sword | Weapon | any sword that deals slashing damage |
Well of Many Worlds | Wondrous item |
Artifacts
Artifact | Type | Subtype |
---|---|---|
Orb of Dragonkind | Wondrous item |
Sentient Magic Items
Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.
Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.
Sentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.
Creating Sentient Magic Items
When you decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here.
Abilities
A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.
Communication
A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.
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Senses
Magic Item Table B Dmg 2017
With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.
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Alignment
A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.
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Magic Item Table B Dmg 2
Special Purpose
You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.
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Conflict
A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands:
- The item insists on being carried or worn at all times.
- The item demands that its wielder dispose of anything the item finds repugnant.
- The item demands that its wielder pursue the item's goals to the exclusion of all other goals.
- The item demands to be given to someone else.
If its wielder refuses to comply with the item's wishes, the item can do any or all of the following:
- Make it impossible for its wielder to attune to it.
- Suppress one or more of its activated properties.
- Attempt to take control of its wielder.
If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn.
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