Table 40: Tables in the DMG and their Page Number
Table NameDMG PageRoll
Ability Check Proficiencies by Class263
Ability Check Usage237
Abyssal Corruption62d10
Adventure Allies74d12
Adventure Climax75d12
Adventure Introduction74d12
Adventure Patrons74d20
Adventure Villains74d20
Adventuring Day XP83
Airborne and Waterborne Vehicles119
Artifacts: Major Beneficial Property219d100
Artifacts: Major Detrimental Property220d100
Artifacts: Minor Beneficial Property219d100
Artifacts: Minor Detrimental Property220d100
Astral Color Pools47d20
Building a Stronghold128
Buildings: Building Type113d20
Buildings: Relgious Building113d20
Buildings: Residence113d20
Buildings: Shop114d20
Buildings: Tavern113d20
Buildings: Tavern Name Generator113d20
Buildings: Warehouse113d20
Carousing128d100
Cataclysmic Disaster28d10
Chase: Escape Factors253
Chase: Urban Chase Complications254d20
Chase: Wilderness Chase Complications254d20
Cleric: Death Domain Spells94
Conversation Reaction245
Crafting Magic Items129
Creature Size and Space251
Cult and Religious Groups100d20
Customizing Encounters: Effective Hit Points Based on Resistance and Immunities276
Customizing Encounters: Experience Points by Challenge Rating275
Customizing Encounters: Hit Dice by Size276
Customizing Encounters: Monster Features280
Customizing Encounters: Monster Statistics by Challenge Rating274
Customizing Encounters: NPC Features282
Damage Severity and Level249
Damage Severity by Level121
Dawn War Deities10
Difficulty Class238
Discoveries31d10
Dungeon Creator100d20
Dungeon Goals73d20
Dungeon History101d20
Dungeon Location99d100
Dungeon Purpose101d20
Encounter Multipliers82
Ether Cyclone49d20
Ethereal Curtains49d8
Event-Based Goals76d20
Event-Based Villain Actions75d6
Examples of Faction Ranks22
Exotic Location99d20
Explosives268
Extinction or Depletion30d8
Feywild Time Warp50d20
Figuring Out Alien Technology268
Firearms268
Food and Water Needs111
Foraging DCs111
Forms of Government18d100
Framing Events79d100
Gate-Towns of the Outlands67
Improvising Damage249
Invading Forces29d8
Leader Types27d6
Lingering Injuries272
Madness: Indefinite260d100
Madness: Long-Term260d100
Madness: Short-Term259d100
Magic Item Power by Rarity284
Magic Item Table A144d100
Magic Item Table B144d100
Magic Item Table C145d100
Magic Item Table D145d100
Magic Item Table E145d100
Magic Item Table F146d100
Magic Item Table G147d100
Magic Item Table H148d100
Magic Item Table I148d100
Magic Item: Alchemy Jug Liquid150
Magic Item: Apparatus of Kwalish Levers151
Magic Item: Armor of Resistance152d10
Magic Item: Bag of Beans Effect153d100
Magic Item: Belt of Giant Strength155
Magic Item: Candle of Invocation157d20
Magic Item: Carpet of Flying157d100
Magic Item: Cube of Force Charges Lost160
Magic Item: Cube of Force Faces160
Magic Item: Deck of Illusions162
Magic Item: Deck of Many Things162
Magic Item: Dragon Scale Mail165
Magic Item: Efreeti Bottle Effect167
Magic Item: Elemental Gem168
Magic Item: Gray Bag of Tricks154d8
Magic Item: Horn of Valhalla175d100
Magic Item: Instrument of the Bards176
Magic Item: Iron Flask Contents178
Magic Item: Manual of Golems180d20
Magic Item: Necklace of Prayer Beads182d20
Magic Item: Potion of Giant Strength187
Magic Item: Potion of Healing188
Magic Item: Potion of Resistence188
Magic Item: Qual's Feather Token188d100
Magic Item: Ring of Resistance192d10
Magic Item: Ring of Shooting Stars192
Magic Item: Robe of Useful Items195d100
Magic Item: Rust Bag of Tricks154d8
Magic Item: Scroll of Protection199d100
Magic Item: Spell Scroll200
Magic Item: Sphere of Annihilation201d100
Magic Item: Staff of Power203
Magic Item: Staff of the Magi203
Magic Item: Sword of Answering206
Magic Item: Tan Bag of Tricks154d8
Magic Item: Wand of Wonder212d100
Maintenance Costs127
Map Travel Pace242
Mixing Potions140d100
Mob Attacks250
Monsters by Challenge Rating306
Monsters by Environment: Arctic Monsters302
Monsters by Environment: Coastal Monsters302
Monsters by Environment: Desert Monsters302
Monsters by Environment: Forest Monsters302
Monsters by Environment: Grassland Monsters303
Monsters by Environment: Hill Monsters304
Monsters by Environment: Mountain Monsters304
Monsters by Environment: Swamp Monsters304
Monsters by Environment: Underdark Monsters305
Monsters by Environment: Underwater Monsters305
Monsters by Environment: Urban Monsters305
Monuments108d20
Moral Quandaries79d20
NCP Class101d20
New Organizations31d10
NPC Abilities: High Ability89d6
NPC Abilities: Low Ability89d6
NPC Alignment100d20
NPC Appearance89d20
NPC Bonds91d10
NPC Flaws and Secrets91d12
NPC Ideals: Chaotic90d6
NPC Ideals: Evil90d6
NPC Ideals: Good90d6
NPC Ideals: Lawful90d6
NPC Ideals: Neutral90d6
NPC Ideals: Other90d6
NPC Interaction Traits90d12
NPC Mannerism90d20
NPC Talents90d20
Object Armor Class246
Object Hit Points247
Other Goals74d12
Paladin: Oathbreaker Spells96
Poisons257
Proficiency Die263
Psychic Wind Effects: Location Effect48d20
Psychic Wind Effects: Mental Effect48d20
Random Dungeon Chamber Contents296d20
Random Dungeon Chamber Purpose: Death Trap292d20
Random Dungeon Chamber Purpose: General Chambers295d100
Random Dungeon Chamber Purpose: Lair293d20
Random Dungeon Chamber Purpose: Maze293d20
Random Dungeon Chamber Purpose: Mine293d20
Random Dungeon Chamber Purpose: Planar Gate293d100
Random Dungeon Chamber Purpose: Stronghold294d100
Random Dungeon Chamber Purpose: Temple or Shrine294d100
Random Dungeon Chamber Purpose: Tomb295d20
Random Dungeon Chamber Purpose: Treasure Vault295d20
Random Dungeon Chamber State295d20
Random Dungeon Dressing: Air299d100
Random Dungeon Dressing: Books, Scrolls, and Tomes301d100
Random Dungeon Dressing: Container Contents301d100
Random Dungeon Dressing: General Features299d100
Random Dungeon Dressing: General Furnishings and Appointments299d100
Random Dungeon Dressing: Mage Furnishings300d100
Random Dungeon Dressing: Noises298d100
Random Dungeon Dressing: Odors299d100
Random Dungeon Dressing: Religious Articles and Furnishings300d100
Random Dungeon Dressing: Utensils and Personal Items300d100
Random Dungeon Random Traps: Damage Severity297d6
Random Dungeon Random Traps: Effects297d100
Random Dungeon Random Traps: Trigger297d6
Random Dungeon Tricks: Objects298d20
Random Dungeon Tricks: Objects298d20
Random Dungeon: Beyond a Door291d20
Random Dungeon: Chamber Exits291d20
Random Dungeon: Chambers291d20
Random Dungeon: Door Type291d20
Random Dungeon: Dungeon Hazard296d20
Random Dungeon: Exit Location291d20
Random Dungeon: Exit Type291d20
Random Dungeon: Monster Motivation296d20
Random Dungeon: Obstacles297d20
Random Dungeon: Passage Width290d20
Random Dungeon: Passages290d20
Random Dungeon: Stairs291d20
Random Dungeon: Starting Area290d10
Random Encounters at Sea d12+d8117
Random Undersea Encounters d12+d8116
Random Urban Encounters d12+d8114
Running a Business129d100
Salable Magic Items130
Sample Hierarchy of Noble Titles19
Saving Throw Usage238
Scroll Mishaps140d6
Selling a Magic Item130
Sentient Magic Item: Alignment216d100
Sentient Magic Item: Communication214d100
Sentient Magic Item: Moonblade Properties217d100
Sentient Magic Item: Senses214d4
Sentient Magic Item: Special Purpose216d10
Settlements: Current Calamity112d20
Settlements: Known for its..112d20
Settlements: Notable Traits112d20
Settlements: Race Relations112d20
Settlements: Ruler's Status112d20
Shadowfell Despair52d6
Side Quests81d8
Sowing Rumors131
Speed Factor Initiative Modifiers271
Spell Damage284
Spell Points: By Level289
Spell Points: Cost288
Starting Equipment38
Sylvan Forest Encounters d12+d887
System Shock273
Targets in Areas of Effect249
The Calendar of Harptos33
The Outer Planes58
Tracking DCs244
Training to Gain Levels131
Trap Save DCs and Attack Bonuses121
Treasure: 10 GP Gemstones134d12
Treasure: 100 GP Gemstones134d10
Treasure: 1000 GP Gemstones134d8
Treasure: 25 GP Art Object134d10
Treasure: 250 GP Art Object135d10
Treasure: 2500 GP Art Object135d10
Treasure: 50 GP Gemstones134d12
Treasure: 500 GP Gemstones134d6
Treasure: 5000 GP Gemstones134d8
Treasure: 750 GP Art Object135d10
Treasure: 7500 GP Art Object135d8
Treasure: Horde: Challenge 0-4137d100
Treasure: Horde: Challenge 11-16138d100
Treasure: Horde: Challenge 17+139d100
Treasure: Horde: Challenge 5-10137d100
Treasure: Individual Treasure Challenge 0-4136d100
Treasure: Individual Treasure Challenge 11-16136d100
Treasure: Individual Treasure Challenge 17+136d100
Treasure: Individual Treasure Challenge 5-10136d100
Treasure: Magic Item Rarity135
Twists80d10
Underwater Encounter Distance116
Villain's Methods94d20
Villain's Scheme94d8
Villain's Weakness94d8
Weather: Precipitation109d20
Weather: Temperature109d20
Weather: Wind109d20
Weird Locales109d20
What is a Detail from its History?141d8
What Minor Property Does it Have?142d20
What Quirk Does it Have?143d12
Who Created It or Was Intended to Use It?141d20
Wilderness Goals73d20
Wildnerss Navigation DC112
World-Shaking Events27d10
Wuxia Weapon Names41
XP Thresholds by Character Level82

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.

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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
ItemTypeSubtype
Potion of ClimbingPotion
Potion of Healing (Magic Item)Potion
Spell ScrollScroll
Uncommon
ItemTypeSubtype
Adamantine ArmorArmormedium or heavy, but not hide
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of Proof against Detection and LocationWondrous item
Bag of HoldingWondrous item
Bag of TricksWondrous item
Boots of ElvenkindWondrous item
Boots of Striding and SpringingWondrous item
Boots of the WinterlandsWondrous item
Bracers of ArcheryWondrous item
Brooch of ShieldingWondrous item
Broom of FlyingWondrous item
Circlet of BlastingWondrous item
Cloak of ElvenkindWondrous item
Cloak of ProtectionWondrous item
Cloak of the Manta RayWondrous item
Decanter of Endless WaterWondrous item
Deck of IllusionsWondrous item
Dust of DisappearanceWondrous item
Dust of DrynessWondrous item
Dust of Sneezing and ChokingWondrous item
Efficient QuiverWondrous item
Elemental GemWondrous item
Eversmoking BottleWondrous item
Eyes of CharmingWondrous item
Eyes of Minute SeeingWondrous item
Eyes of the EagleWondrous item
Figurine of Wondrous PowerWondrous item
Gauntlets of Ogre PowerWondrous item
Gem of BrightnessWondrous item
Gloves of Missile SnaringWondrous item
Gloves of Swimming and ClimbingWondrous item
Goggles of NightWondrous item
Hat of DisguiseWondrous item
Headband of IntellectWondrous item
Helm of Comprehending LanguagesWondrous item
Helm of TelepathyWondrous item
Immovable RodRod
Javelin of LightningWeaponjavelin
Lantern of RevealingWondrous item
Medallion of ThoughtsWondrous item
Mithral ArmorArmormedium or heavy, but not hide
Necklace of AdaptationWondrous item
Oil of SlipperinessPotion
Pearl of PowerWondrous item
Periapt of HealthWondrous item
Periapt of Wound ClosureWondrous item
Philter of LovePotion
Pipes of HauntingWondrous item
Pipes of the SewersWondrous item
Potion of Animal FriendshipPotion
Potion of Giant StrengthPotion
Potion of GrowthPotion
Potion of Healing (Magic Item)Potion
Potion of PoisonPotion
Potion of ResistancePotion
Potion of Water BreathingPotion
Restorative OintmentWondrous item
Ring of JumpingRing
Ring of Mind ShieldingRing
Ring of SwimmingRing
Ring of WarmthRing
Ring of Water WalkingRing
Robe of Useful ItemsWondrous item
Rope of ClimbingWondrous item
Shield, +1, +2, or +3Armorshield
Slippers of Spider ClimbingWondrous item
Spell ScrollScroll
Staff of the PythonStaff
Stone of Good Luck (Luckstone)Wondrous item
Trident of Fish CommandWeapontrident
Wand of Magic DetectionWand
Wand of Magic MissilesWand
Wand of SecretsWand
Wand of WebWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Wind FanWondrous item
Winged BootsWondrous item
Rare
ItemTypeSubtype
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of HealthWondrous item
Armor, +1, +2, or +3Armorlight, medium, or heavy
Armor of ResistanceArmorlight, medium, or heavy
Armor of VulnerabilityArmorplate
Arrow-Catching ShieldArmorshield
Bag of BeansWondrous item
Bead of ForceWondrous item
Belt of DwarvenkindWondrous item
Belt of Giant StrengthWondrous item
Berserker AxeWeaponany axe
Boots of LevitationWondrous item
Boots of SpeedWondrous item
Bowl of Commanding Water ElementalsWondrous item
Bracers of DefenseWondrous item
Brazier of Commanding Fire ElementalsWondrous item
Cape of the MountebankWondrous item
Censer of Controlling Air ElementalsWondrous item
Chime of OpeningWondrous item
Cloak of DisplacementWondrous item
Cloak of the BatWondrous item
Cube of ForceWondrous item
Dagger of VenomWeapondagger
Dimensional ShacklesWondrous item
Dragon SlayerWeaponany sword
Elven ChainArmorchain shirt
Feather TokenWondrous item
Figurine of Wondrous PowerWondrous item
Flame TongueWeaponany sword
Folding BoatWondrous item
Gem of SeeingWondrous item
Giant SlayerWeaponany axe or sword
Glamoured Studded LeatherArmorstudded leather
Handy HaversackWondrous item
Helm of TeleportationWondrous item
Horn of BlastingWondrous item
Horn of ValhallaWondrous item
Horseshoes of SpeedWondrous item
Instant FortressWondrous item
Ioun StoneWondrous item
Iron Bands of BindingWondrous item
Mace of DisruptionWeaponmace
Mace of SmitingWeaponmace
Mace of TerrorWeaponmace
Mantle of Spell ResistanceWondrous item
Necklace of FireballsWondrous item
Necklace of Prayer BeadsWondrous item
Oil of EtherealnessPotion
Periapt of Proof against PoisonWondrous item
Portable HoleWondrous item
Potion of ClairvoyancePotion
Potion of DiminutionPotion
Potion of Gaseous FormPotion
Potion of Giant StrengthPotion
Potion of Healing (Magic Item)Potion
Potion of HeroismPotion
Potion of Mind ReadingPotion
Ring of Animal InfluenceRing
Ring of EvasionRing
Ring of Feather FallingRing
Ring of Free ActionRing
Ring of ProtectionRing
Ring of ResistanceRing
Ring of Spell StoringRing
Ring of X-ray VisionRing
Ring of the RamRing
Robe of EyesWondrous item
Rod of RulershipRod
Rope of EntanglementWondrous item
Shield, +1, +2, or +3Armorshield
Shield of Missile AttractionArmorshield
Spell ScrollScroll
Staff of CharmingStaff
Staff of HealingStaff
Staff of Swarming InsectsStaff
Staff of WitheringStaff
Staff of the WoodlandsStaff
Stone of Controlling Earth ElementalsWondrous item
Sun BladeWeaponlongsword
Sword of Life StealingWeaponany sword
Sword of WoundingWeaponany sword
Vicious WeaponWeaponany
Wand of BindingWand
Wand of Enemy DetectionWand
Wand of FearWand
Wand of FireballsWand
Wand of Lightning BoltsWand
Wand of ParalysisWand
Wand of WonderWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Wings of FlyingWondrous item
Very Rare
ItemTypeSubtype
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of the PlanesWondrous item
Animated ShieldArmorshield
Armor, +1, +2, or +3Armorlight, medium, or heavy
Arrow of SlayingWeaponarrow
Bag of DevouringWondrous item
Belt of Giant StrengthWondrous item
Candle of InvocationWondrous item
Carpet of FlyingWondrous item
Cloak of ArachnidaWondrous item
Crystal BallWondrous item
Dancing SwordWeaponany sword
Demon ArmorArmorplate
Dragon Scale MailArmorscale mail
Dwarven PlateArmorplate
Dwarven ThrowerWeaponwarhammer
Efreeti BottleWondrous item
Figurine of Wondrous PowerWondrous item
Frost BrandWeaponany sword
Helm of BrillianceWondrous item
Horn of ValhallaWondrous item
Horseshoes of a ZephyrWondrous item
Ioun StoneWondrous item
Manual of Bodily HealthWondrous item
Manual of Gainful ExerciseWondrous item
Manual of GolemsWondrous item
Manual of Quickness of ActionWondrous item
Marvelous PigmentsWondrous item
Mirror of Life TrappingWondrous item
Nine Lives StealerWeaponany sword
OathbowWeaponlongbow
Oil of SharpnessPotion
Potion of FlyingPotion
Potion of Giant StrengthPotion
Potion of Healing (Magic Item)Potion
Potion of InvisibilityPotion
Potion of SpeedPotion
Potion of VitalityPotion
Ring of RegenerationRing
Ring of Shooting StarsRing
Ring of TelekinesisRing
Robe of Scintillating ColorsWondrous item
Robe of StarsWondrous item
Rod of AbsorptionRod
Rod of AlertnessRod
Rod of SecurityRod
Scimitar of SpeedWeaponscimitar
Shield, +1, +2, or +3Armorshield
Spell ScrollScroll
Spellguard ShieldArmorshield
Staff of FireStaff
Staff of FrostStaff
Staff of PowerStaff
Staff of StrikingStaff
Staff of Thunder and LightningStaff
Sword of SharpnessWeaponany sword that deals slashing damage
Tome of Clear ThoughtWondrous item
Tome of Leadership and InfluenceWondrous item
Tome of UnderstandingWondrous item
Wand of PolymorphWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Legendary
ItemTypeSubtype
Apparatus of the CrabWondrous item
Armor, +1, +2, or +3Armorlight, medium, or heavy
Armor of InvulnerabilityArmorplate
Belt of Giant StrengthWondrous item
Crystal BallWondrous item
Cubic GateWondrous item
Deck of Many ThingsWondrous item
DefenderWeaponany sword
Hammer of ThunderboltsWeaponmaul
Holy AvengerWeaponany sword
Horn of ValhallaWondrous item
Ioun StoneWondrous item
Iron FlaskWondrous item
Luck BladeWeaponany sword
Plate Armor of EtherealnessArmorplate
Potion of Giant StrengthPotion
Ring of Djinni SummoningRing
Ring of Elemental CommandRing
Ring of InvisibilityRing
Ring of Spell TurningRing
Ring of Three WishesRing
Robe of the ArchmagiWondrous item
Rod of Lordly MightRod
Scarab of ProtectionWondrous item
Sovereign GlueWondrous item
Spell ScrollScroll
Sphere of AnnihilationWondrous item
Staff of the MagiStaff
Talisman of Pure GoodWondrous item
Talisman of Ultimate EvilWondrous item
Talisman of the SphereWondrous item
Universal SolventWondrous item
Vorpal SwordWeaponany sword that deals slashing damage
Well of Many WorldsWondrous item

Artifacts

ArtifactTypeSubtype
Orb of DragonkindWondrous 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.

d100Communication
01-60The item communicates by transmitting emotion to the creature carrying or wielding it.
61-90The item can speak, read, and understand one or more languages.
90-00The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it.

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.

Magic item table b dmg 2
d4Senses
1Hearing and normal vision out to 30 feet.
2Hearing and normal vision out to 60 feet.
3Hearing and normal vision out to 120 feet.
4Hearing and darkvision out to 120 feet.

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.

d100Alignmentd100Alignment
01-15Lawful good74-85Chaotic neutral
16-35Neutral good86-89Lawful evil
36-50Chaotic good90-96Neutral evil
51-63Lawful neutral97-00Chaotic evil
64-73Neutral

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.

d10Purpose
1Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)
2Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards.
3Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids.
4Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity.
5Templar: The item seeks to defend the servants and interests of a particular deity.
6Destroyer: The item craves destruction and goads its user to fight arbitrarily.
7Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure.
8Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.
9Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events.
10Creator Seeker: The item seeks its creator and wants to understand why it was created.

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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