D D 5e Minor Properties Dmg

Thanks for the response. I am not sure what you mean by 'non-standard powers.' I am asking about the minor properties, which is a defined thing in the DMG. Please see the table at Special Features NOTE: I wrote a longer explanation but the WYSIWYG editor ate it:). Now this is just a question that I thought of randomly and I couldn't find an answer with a preliminary Google search. With most artifacts, you can roll on random beneficial and detrimental tables, and in the Minor Beneficial Properties Table, it has some abilities where you can cast a spell of the DM's choice using the artifact. On this week's DM Guild Spotlight, Ted highlights a document providing additional minor properties to magical items. This expands on the existing 20 provided. 2D100+ artifact properties, minor and major. A player and I are working together to make his character the main source of cool magic items for a pathed homebrew campaign. This is a 5e D&D campaign, but don't let that discourage other edition effects. Additional weapon damage die of a certain type (acid, fire etc) on critical hit.

Anyone who plays D&D in campaigns comes to the realization, that the characters will have more gear at some point than they need. Be it due the numbers of attuneable items (I love the attunement system for the limit, normally) or because they found simply better gear and the old one is not needed anymore. Or, of course, because you, the DM, gave all these enemies some cheap magical items, for whatever reasons.

Or maybe your players wants to buy some simpler magic gear, like a Battle Axe +1 without going through all the trouble of a great adventure.

Dungeon Master's Guide. Although examples from the DMG and MM aren't relevant to your exact use-case (since players ostensibly aren't looking at DM-facing materials most of the time), these discrepancies are still important to note. For instance, the 2018 DMG errata says: New Rod of Lordly Might (p.

The main question remains: How do you determine the price. Of course the DMG have a table, which shows the value of a magic item, but it’s always in a range.

  • Common: 50-100 gp
  • Uncommon: 101-500 gp
  • Rare: 501-5.000 gp
  • Very Rare: 5.001 – 50,000 gp
  • Legendary: 50,001+ gp

For my campaigns, I use simple pointers.

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  • Potions are always the least possible price
  • Scrolls are twice as valuable as Potions, this is also the standard price for one-time consumables
  • for every further charge of non-rechargeable consumables add a potion
  • Weapons and Armor uses a special table, depending on their type (see below)
  • non-combat gear is 30% of the highest possible price, if you have to attune it and 60% if you don’t have to
  • 60% for attuneable combat gear and 90% for gear you don’t need to

This won’t be helpful for all items, but at least it covers a lot. For weapon and armors, I simply take the highest possible price for the rarity and takes a portion of it, depending on the type of item. Since I personally think, that a dagger is much easier to enchant than a greatsword (since it’s simply lesser you need to work on) and the power of a weapon or armor often synergies with its price.

D D 5e Minor Properties Dmg Map

Armor (Rare; x10 for very rare and x100 for legendary)

Here you have consider the fact, that there are some things to consider. First, the most powerful armor in each category have to be more expensive than a lesser armor of a category before, since they are less useful. And heavy armors in general are bad except the Plate Armor or if you have a sub-par Strength score. You always have disadvantage and only your STR determines the final outcome and most characters which uses heavy armor, should have STR 15 to see it through.

  • Padded 501 gp
  • Leather 550 gp
  • Studded leather 1100 gp
  • Hide 550
  • Chain shirt 1100
  • Scale mail 1100
  • Breastplate 3500
  • Half plate 4000
  • Ring mail 550
  • Chain mail 1500
  • Splint 3000
  • Plate 5000
  • Shield (Common 110gp, Uncommon 550 and then use the x10 formula)

Weapons (Uncommon, rare x5, very rare x50, legendary x500)

D d 5e minor properties dmg list

Since most weapons aren’t as pricey as armor and there are actually reasons to have a certain weapon within your proficiencies, these should be normally less valuable. But don’t hesitate to push up the value of certain weapons, like Flametongue, which seems to be too great of a weapon for the ‘over the thumb ruling’ I provide.

Tables In The DMG And Their Page Number // Take On Rules

  • Club 101 gp
  • Dagger 110 gp
  • Greatclub 110 gp
  • Handaxe 120 gp
  • Javelin 120 gp
  • Light hammer 110 gp
  • Mace 120 gp
  • Quarterstaff 110 gp
  • Sickle 101 gp
  • Spear 101 gp
  • Crossbow, light 250 gp
  • Dart 120 gp
  • Shortbow 250 gp
  • Sling 101 gp
  • Battleaxe 150 gp
  • Flail 150 gp
  • Glaive 200 gp
  • Greataxe 300 gp
  • Greatsword 450 gp
  • Halberd 200 gp
  • Lance 150 gp
  • Longsword 175 gp
  • Maul 150 gp
  • Morningstar 175 gp
  • Pike 120 gp
  • Rapier 250 gp
  • Scimitar 250 gp
  • Shortsword 150 gp
  • Trident 120 gp
  • War pick 120 gp
  • Warhammer 175 gp
  • Whip 110 gp
  • Blowgun 150 gp
  • Crossbow, hand 500 gp
  • Crossbow, heavy 450 gp
  • Longbow 450 gp
  • Net 101 gp

Be beware

These are only quick and dirty rules for the value of items. If a player asks about a certain item, like: “How much would it be, if I want to acquire a Longsword +1?”, you can look this list up, to say: “At least 175gp, but be prepared to spend more.”

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If the players asks about a “Manual of Bodily Health”, of course you’re supposed to answer in mean laughter. A permanent boost to an ability score is of course something, which isn’t measured in gold pieces, but in mercy.

D D 5e Minor Properties Dmg

Dnd 5e Minor Beneficial Properties

Consider always the possibility to lower or raise the price, if you can or if the item is especially powerful or too specialized to be useful most of the time. You should even go over the normal limits of the category, if you think it’s doable.

What Is/is Not An 'consumable' Magic Item?

And of course, it’s only the value. For selling, you should adjust it (normally half the value, but I often use reputation and such to raise or drop the selling price).