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 items like scrolls and potions, with a small chance of select utility (non-combat) uncommon items.
EDIT: I think I roughly hacked the design of the magic item tables...not perfect, but perfect enough...
Table A. small table = common potions with small chance of select uncommon potion (greater healing), common scrolls (cantrip-1st) with small chance of 2nd level scrolls, small chance of select utility (non-combat) uncommon magic items.
Table B. uncommon potions, uncommon scrolls (2nd-3rd), uncommon items (including magic armors without +1 bonus), +1 ammo (NOT +1 weapons), Water breathing/swimming items.
Table C. rare potions (including Flying), rare scrolls (4th-5th), rare items that are either utility or limited-use combat (necklace of fireballs, beads of force), +2 ammo.
Table D. very rare potions (including Invisibility), very rare scrolls (6th-8th), select very rare / rare items (e.g. bag of devouring, horseshoes of a zephyr, portable hole), +3 ammo.
Table E. small table = a few very rare potions, very rare/legendary scrolls (8th-9th), very rare/legendary expendable items (e.g. sovereign glue)
Table F. NO potions/scrolls, weapon +1, shield +1, wand/rod +1, Flying items (broom of flying, winged boots), uncommon instruments, uncommon decks, stat-boosting items (gauntlets of ogre power), uncommon rings, uncommon staves, weird mix of uncommon items (e.g. boots of elvenkind)
Table G. NO potions/scrolls, weapon +2, shield +2, wand/rod +2, armor +1, rare rings, rare ioun stones, Flying items (cloak of the bat, ring of levitation, wings of flying), CR 5 Summoning items (brazier of commanding fire elementals), Teleportation (helm of teleportation), mix of rare items, figurines of wondrous power
Table H. NO potions/scrolls, weapon +3, shield +3, wand/rod +3, armor +2, rare staves, very rare weapons (sword of sharpness), very rare staves, very rare rings, very rare ioun stones, Flying items (carpet of flying), Planewalking items (amulet of the planes), CR 11 Summoning items (efreeti bottle), Permanent stat-boosting items (tome of leadership and influence)
Table I. NO potions/scrolls, armor +3, legendary items
From D&D Wiki
Magic Item Table C d100 Magic Item 01–15 Potion of superior healing 16–22 Spell scroll (4th level) 23–27 Ammunition, +2 28–32 Potion of clairvoyance 33–37 Potion of diminution 38–42 Potion of gaseous form 43–47 Potion of frost giant strength 48–52 Potion of stone giant strength 53–57 Potion of heroism 58–62 Potion of.
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Weapon (Special), Special (Special) Choose entries from the tables below, or roll at random, to create a magic weapon. Design Note: The wiki is filling up with magic weapons of every conceivable combination of type and damage. If you can make the weapon using the tables below, it doesn't need its own page. Perhaps this will encourage editors to think of unique features for weapons other than 'it deals an extra 1d6 fire damage'. |
- 3Table 2: Magic Feature
Rarity[edit]
Some of the results on the table below have a 'level adustment' (LA) value. Add all these values together. The total LA tells you what the rarity of the weapon is, by referring to the Magic Item Rarity table (DMG p. 135). For example, if the final LA is 6, the item has rare rarity.
Where Are The Magic Item Tables In Dmg 1
Table 1: Base Type[edit]
d100 | Weapon | d100 | Weapon | d100 | Weapon |
---|---|---|---|---|---|
1 | Club | 25–27 | Greataxe | 55–57 | Hand crossbow |
2–3 | Dagger | 28–30 | Greatsword | 58–60 | Heavy crossbow |
4 | Greatclub | 31–32 | Halberd | 61–63 | Longbow |
5 | Javelin | 33–34 | Lance | 64–65 | Fauchard |
6–7 | Light hammer | 35–36 | Longsword | 66–67 | Scythe |
8–9 | Mace | 37–38 | Maul | 68 | Elven Lightblade |
10 | Quarterstaff | 39–40 | Morningstar | 69–70 | Heavy Flail |
11 | Sickle | 41 | Pike | 71 | Elven Thinblade |
12 | Spear | 42–43 | Rapier | 72–73 | Heavy Pickaxe |
13–14 | Light crossbow | 44–45 | Scimitar | 74 | Long Cane |
15 | Dart | 46–47 | Shortsword | 75 | Chain Sickle |
16–17 | Shortbow | 48 | Trident | 76 | Mattock |
18 | Sling | 49 | War pick | 77 | War Mattock |
19–20 | Battleaxe | 50–51 | Warhammer | 78 | War Ribbon |
21–22 | Flail | 52 | Whip | 79 | Crossbow, Repeating |
23–24 | Glaive | 53–54 | Blowgun | 80 | Broadsword |
Table 2: Magic Feature[edit]
Roll d20 and consult the Magic Features table. The weapon receives the resulting effect.
Keep a running total of the Level Adjustments (LA) indicated by the magic features. Keep rolling on the Magic Features table until the total LA is equal to or greater than the target LA for your desired rarity. Note that this means you will occasionally create a weapon that is 'overpowered' compared to other items of the desired rarity, but note that a rarity's associated character level is only a rough indication not a strict cut-off. (see DMG p. 135).
Rarity | Target LA |
---|---|
Common | 1 |
Uncommon | 2 |
Rare | 4 |
Very rare | 8 |
Legendary | 16 |
Magic Features Table[edit]
Bonuses to attack and damage rolls do not stack; use the highest.
d20 | Feature | LA |
---|---|---|
1–4 | +1 to attack rolls and damage rolls | +2 |
5–7 | +2 to attack rolls and damage rolls | +6 |
8–9 | +3 to attack rolls and damage rolls | +12 |
10–12 | Elemental | varies |
13–15 | Bane | varies |
16–18 | #Table 2c: Property-Specific Benefit | varies |
19–20 |
Table 2a: Elemental[edit]
Roll d6 on each 'feature' column
d6 | Feature | LA | Extra damage | LA | Feature | LA |
---|---|---|---|---|---|---|
1–2 | Extra cold damage on a hit | +0 | 2 | +3 | None | n/a |
3–4 | Extra fire damage on a hit | +0 | 1d6 | +6 | None | n/a |
5 | Extra acid damage on a hit | +0 | 1d8 | +8 | 2x elemental damage 5 charges, expend charge on hit to deal elemental damage regain 1d4 + 1 expended charges daily at dawn | +2 |
6 | Extra lightning damage on a hit | +0 | 1d10 | +10 |
Table 2b: Bane[edit]
Roll d6 on the first column to determine the benefit, roll d6 on the second column to determine which creature type the benefit applies against.
After you roll d6 for creature type, roll an additional d6 to determine specific type. Design note: I have based LA of a creature type on its frequency in a typical campaign. Humanoids are far more common than dragons, so a sword that deals extra damage to humanoids is 'worth' more than one that deals extra damage to dragons. If your campaign has different frequencies, then the LAs may need adjusting.
d6 | Feature | LA | Creature Type | LA |
---|---|---|---|---|
1 | Extra 2d4 | +2 | 1–2: Undead 3–4: Fiend 5–6: Both | +2 +0 +3 |
2 | Extra 2d6 | +4 | 1–3: Dragon 4–6: Elemental | +0 +0 |
3 | Extra 2d10 | +8 | Construct | +0 |
4 | +2 to attack and damage rolls | +3 | 1–3: Aberration 4–6: Monstrosity | +2 +2 |
5 | +3 to attack and damage rolls | +6 | 1–3: Ooze 4–6: Giant | +2 +2 |
6 | Score critical hit on 18–20 | +4 | 1–2: Humanoid 3–4: Beast 5–6: Both | +4 +4 +6 |
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