Hi guys. Does anyone have a chart to generate magical items?
I had a new player bring the original DM guide the other night and I asked to borrow it. They had an interesting section towards the end to create an artifact. Each artifact had ~five slots and you rolled on a table to give it five different powers (and curses!) I am looking for something similar but need low powered ideas as I run a low to moderate magic game.
Many thanks, Velstitzen
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Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
PS: This book was published before I was born but it was certainly fun to flip through!
Rollback Post to RevisionRollBack
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Roll twice on the appropriate table below. You can only use one "upgrade to Attunement" option per item.
Uncommon Item Table (items have only 1 charge which is regained at Dawn):
+1d4 to checks with one specified skill. Upgrade to Attunement: Advantage on the skill instead.
+1 to attack and damage rolls (item must be a weapon only).
Spend 1 charge to Dash as a Bonus Action. Upgrade to Attunement: +10 ft to walking speed instead.
Spend 1 charge to cast a specified 1st or 2nd level spell from the Wizard, Cleric, or Druid spell list with a Duration: Instantaneous. Upgrade to Attunement: the chosen spell can have a duration up to 1 hour with or without concentration.
Spend 1 charge as a Bonus Action to push one creature within reach of this item up to 20 ft away from you.
Learn to read, write, and speak one specified language. Upgrade to Attunement: 30 ft Telepathy instead.
Cast one specified cantrip at will.
Gain 60 ft of Darkvision.
Spend 1 charge as a Reaction to gain resistance to one damage type until the start of your next turn. Upgrade to Attunement: gain resistance to all damage instead of one damage type.
Able to Hide as a bonus action when in a specific type of terrain (e.g. rocky, tall grass, underwater, sand, forest, snow, dehydration)
Can cast a specific 1st level spell with the Ritual tag as a ritual at will.
Immunity to one type of environmental challenge (e.g. extreme heat, extreme cold, toxic gases, diseases, non-magical difficult terrain, drowning, falling damage). Upgrade to Attunement: gain resistance to one of the following damage types: acid, cold, fire, lightning, thunder.
As a Magic Action, spend 1 charge to regain one 1st level spellslot. Upgrade to Attunement: regain one 1st or 2nd level spell slot.
The item can be activated to cause it to glow producing bright light in a 20 ft radius, and dim light for an additional 20 ft.
Increase one of [ choose one: Strength, Intelligence, or Charisma] to up to 14 unless it is already higher. Upgrade to Attunement: increase the chosen ability score to 19 rather than 14.
Gain +1d4 to one specified saving throw.
Spend 1 charge to increase damage dealt on a successful weapon attack / unarmed strike by 2d8.
Spend 1 charge to increase one damage roll for a spell by 1d8.
The item automatically teleports back to your hand if you summon it while within 300 ft of it.
Spend 1 charge to summon one specific CR 0 beast which follows your commands for 1 hour then disappears.
Rare Item Table: (items have 3 charges which are regained at Dawn):
Advantage with one specified skill. Upgrade to Attunement: Advantage on initiative checks instead of a skill.
+2 to attack and damage rolls (item must be a weapon only).
Spend 1 charge to Dash as a Bonus Action. Upgrade to Attunement: take the Disengage action as part of the same Bonus action.
Spend 1 charge to cast a specified 1st or 2nd level spell from the Wizard, Cleric, or Druid spell list.
Spend 3 charges to cast a specified 3rd or 4th level spell from the Wizard, Cleric or Druid spell list with a Duration: Instantaneous. Upgrade to Attunement: the chosen spell can have a duration up to 1 hour with or without concentration.
Spend 1 charge as a Bonus Action to push one creature within reach of this item up to 20 ft away from you and knock them prone.
Gain proficiency in one specified skill. Upgrade to Attunement: gain proficiency in one of Strength, Intelligence, or Charisma saving throws instead
Cast one 1st or 2nd level spell that does not deal damage nor cause another creature to make a saving throw at will.
Gain 120 ft of Darkvision. Upgrade to Attunement: Gain 30 ft of Blindsight instead.
Spend 1 charge as a free action to gain resistance to one instance of acid, fire, cold, lightning, or thunder damage. Upgrade to Attunement: gain resistance to one specific damage type.
Gain Advantage on saving throws against one of the following conditions: frightened, charm, poisoned.
Learn one spell of any spell level with the Ritual tag which can be cast only as a ritual from the item.
Spend 1 charge as a Bonus Action to gain a fly speed equal to your walking speed for 1 minute.
As a Bonus Action, spend 1 or more charges to regain spellslots of a total level equal to the number of charges spent.
The item can be activated to cause it to glow producing bright light in a 20 ft radius, and dim light for an additional 20 ft.
Increase one of [ choose one: Strength, Intelligence, or Charisma] to up to 14 unless it is already higher. Upgrade to Attunement: increase the chosen ability score to 19 rather than 14.
Spend 1 charge as a reaction to either give an ally within 60 ft of you Advantage on an attack roll, or to give one enemy within 60 ft disadvantage on an attack roll.
Spend 1 charge to increase damage dealt on a successful weapon attack / unarmed strike by 2d8.
Spend 1 charge to increase one damage roll for a spell by 1d8.
As a Bonus Action you can teleport up to 60 ft to a location within 5 ft of this item.
Spend 1 charge to summon one specific CR 1/4 beast which follows your commands for 1 hour then disappears. Upgrade to Attunement: increase the CR of the beast to 1.
Hey, my apologies for not writing sooner. So do you roll 1d20 for ONE of the items on the above lists and then the player can use it once daily? OR do you let the player use one of ANY item on the list once daily?
There are definitely some good ideas here that I plan on borrowing.
Rollback Post to RevisionRollBack
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
This is what I came up with. It would be a fixed ability(ies) for the item. The spells might be an exception. I might let them pick a spell each time when the item is used, roll for a random spell each time it is used, or have a roll for a single spell upon acquisition of the item. That might also depend on the level of the character and class.
~V
Roll 1d100 | Ability 1-40 +1 to base damage and attack roll 41-50 +2 to base damage and attack roll 51-57 +1 AC Bonus 58-60 +2 AC Bonus 61-62 +1 to saves 63-65 +1 to a character trait (1d6 | Charisma, constitution, dexterity, intelligence, strength, wisdom) 66 Cause blindness, 1d4 rounds, save neg 67 Cause deafness 1d4 rounds, save neg 68 Cause fear 1d4 rounds, save neg 69 Cause paralysis, 1d4 rounds, save neg 70 Add elemental damage (1d5 | acid/cold/electricity/fire/poison) 71-74 Extra bonus vs ____ 75-77 Steal life 78-79 Magic resistance 10% 80 Magic resistance 20% 81-84 Berserk 85-88 Summon monster 89-91 Resist elements 25% (1d5 | cold/poison/fire/acid/electricity) 92-93 Change staff to animal (1d6 | bear, horse, giant spider, great cat, giant scorpion, snake) 94-96 Low level mage spell (1-6 | alarm, chromatic orb, dancing lights, feather fall, grease, shield) 97 High level mage spell (1-16 | acid arrow, blindness, confusion, deafness, explosive runs, flame arrow, fireball, fumble, haste, monster summoning I, monster summoning II, ray of enfeeblement, stinking cloud, summon swarm, water breathing) 98-99 Low level cleric spell (1-8 | aid, anti-vermin barrier, bless, CLW, endure heat/cold, remove fear, sanctuary) 100 High level cleric spell (1d10 | animate dead, call lightning, cure disease, CMW, CSW, flame strike, mass cure, PFE 10’ radius, protection from element, resist heat/cold)
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
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Hi guys. Does anyone have a chart to generate magical items?
I had a new player bring the original DM guide the other night and I asked to borrow it. They had an interesting section towards the end to create an artifact. Each artifact had ~five slots and you rolled on a table to give it five different powers (and curses!) I am looking for something similar but need low powered ideas as I run a low to moderate magic game.
Many thanks,
Velstitzen
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
PS: This book was published before I was born but it was certainly fun to flip through!
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Rules:
Roll twice on the appropriate table below. You can only use one "upgrade to Attunement" option per item.
Uncommon Item Table (items have only 1 charge which is regained at Dawn):
Rare Item Table: (items have 3 charges which are regained at Dawn):
Hey, my apologies for not writing sooner. So do you roll 1d20 for ONE of the items on the above lists and then the player can use it once daily? OR do you let the player use one of ANY item on the list once daily?
There are definitely some good ideas here that I plan on borrowing.
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
This is what I came up with. It would be a fixed ability(ies) for the item. The spells might be an exception. I might let them pick a spell each time when the item is used, roll for a random spell each time it is used, or have a roll for a single spell upon acquisition of the item. That might also depend on the level of the character and class.
~V
Roll 1d100 | Ability
1-40 +1 to base damage and attack roll
41-50 +2 to base damage and attack roll
51-57 +1 AC Bonus
58-60 +2 AC Bonus
61-62 +1 to saves
63-65 +1 to a character trait (1d6 | Charisma, constitution, dexterity, intelligence, strength, wisdom)
66 Cause blindness, 1d4 rounds, save neg
67 Cause deafness 1d4 rounds, save neg
68 Cause fear 1d4 rounds, save neg
69 Cause paralysis, 1d4 rounds, save neg
70 Add elemental damage (1d5 | acid/cold/electricity/fire/poison)
71-74 Extra bonus vs ____
75-77 Steal life
78-79 Magic resistance 10%
80 Magic resistance 20%
81-84 Berserk
85-88 Summon monster
89-91 Resist elements 25% (1d5 | cold/poison/fire/acid/electricity)
92-93 Change staff to animal (1d6 | bear, horse, giant spider, great cat, giant scorpion, snake)
94-96 Low level mage spell (1-6 | alarm, chromatic orb, dancing lights, feather fall, grease, shield)
97 High level mage spell (1-16 | acid arrow, blindness, confusion, deafness, explosive runs, flame arrow, fireball, fumble, haste, monster summoning I, monster summoning II, ray of enfeeblement, stinking cloud, summon swarm, water breathing)
98-99 Low level cleric spell (1-8 | aid, anti-vermin barrier, bless, CLW, endure heat/cold, remove fear, sanctuary)
100 High level cleric spell (1d10 | animate dead, call lightning, cure disease, CMW, CSW, flame strike, mass cure, PFE 10’ radius, protection from element, resist heat/cold)
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.