I know this is something frequently discussed, but when making a few homebrew magic items, I was wondering how you price some of them. the range on uncommon is (correct me if I’m wrong) 100-500, so I was wondering how I should price the following.
Longsword that when attuned is +1 and grants proficiency in persuasion checks
Magic bottle that you can cast the dust devil spell with once per day
I was thinking these items aren’t terribly powerful, but I was wondering if they should be upward of 200 (both seperately)? Or are they weak enough where they should be cheaper
I know how gold is very different depending on the game but thanks for any thoughts.
I don't like set prices so I'd pick a random number between 300 and 500 gold by rolling 2d100. If for some reason they are getting cheaper because for example they are buying it from a friend, do well at building contacts or do some kind of favor for the shop keeper then do 100-300 rolling 2d100 and adding it to 100. If for some reason items are more expensive because there are problems in the city, the dealer is shady or dislikes the party then do 400+ 2d100 or apply a modifier like x1.5.
A +1 weapon with no other powers is priced at 1,000 gp
It's a good list, but those potions are way to cheap. 50 gp for a healing potion? Players will pay through the nose for healing; that's one of my best money sinks.
A sword with extra ability? At least 2000. And a dust devil once per day? meh, 1000 maybe?
50 gold is the standard price for a Potion of Healing in 5e. For the real money sinks give them access to the higher level potions. Wandering healing spell casters are also a great way to suck their gold from them. But Strongholds are the ultimate money sink.
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I know this is something frequently discussed, but when making a few homebrew magic items, I was wondering how you price some of them.
the range on uncommon is (correct me if I’m wrong) 100-500, so I was wondering how I should price the following.
Longsword that when attuned is +1 and grants proficiency in persuasion checks
Magic bottle that you can cast the dust devil spell with once per day
I was thinking these items aren’t terribly powerful, but I was wondering if they should be upward of 200 (both seperately)? Or are they weak enough where they should be cheaper
I know how gold is very different depending on the game but thanks for any thoughts.
I don't like set prices so I'd pick a random number between 300 and 500 gold by rolling 2d100. If for some reason they are getting cheaper because for example they are buying it from a friend, do well at building contacts or do some kind of favor for the shop keeper then do 100-300 rolling 2d100 and adding it to 100. If for some reason items are more expensive because there are problems in the city, the dealer is shady or dislikes the party then do 400+ 2d100 or apply a modifier like x1.5.
Go here and compare what you made to what they said:
Sane Magical Item Pricing 5e, from Giant In the Playground
A +1 weapon with no other powers is priced at 1,000 gp
It's a good list, but those potions are way to cheap. 50 gp for a healing potion? Players will pay through the nose for healing; that's one of my best money sinks.
A sword with extra ability? At least 2000. And a dust devil once per day? meh, 1000 maybe?
50 gold is the standard price for a Potion of Healing in 5e. For the real money sinks give them access to the higher level potions. Wandering healing spell casters are also a great way to suck their gold from them. But Strongholds are the ultimate money sink.