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Magic items are gleaned from the hoards of conquered monsters or discovered in longlost vaults. Such items grant capabilities a character could rarely have otherwise, or
they complement their owner's capabilities in wondrous ways.
RARITY
Each magic item has a rarity: common, uncommon, rare, very rare, or legendary.
Common magic items, such as a potion of healing, are the most plentiful. Some
legendary items, such as the apparatus of Kwalish, are unique. The game assumes that
the secrets of creating the most powerful items arose centuries ago and were then
gradually lost as a result of wars, cataclysms, and mishaps. Even uncommon items
can't be easily created.
Thus, many magic items are well-preserved antiquities.
Rarity provides a rough measure of an item's power relative to other magic items. Each
rarity corresponds to character level, as shown in the Magic Item Rarity table. A
character doesn't typically find a rare magic item, for example, until around 5th level.
That said, rarity shouldn't get in the way of your campaign's story. If you want a ring of
invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story
will arise from that event.
If your campaign allows for trade in magic items, rarity can also help you set prices for
them. As the DM, you determine the value of an individual magic item based on its
rarity. Suggested values are provided in the Magic Item Rarity table. The value of a
consumable
item, such as a potion or scroll, is typically half the value of a permanent item of the
same rarity.
MAGIC ITEM RARITY
Rarity
Common
Uncommon
Rare
Very rare
Legendary
Character Level
1st or higher
1st or higher
5th or higher
11th or higher
17th or higher
Value
50 100 gp
101 500 gp
501 5000 gp
5001 50,000 gp
50,001+ gp
more common. Even so, it's likely to remain similar to the market for fine art in the real
world, with invitation-only auctions and a tendency to attract thieves.
Selling magic items is difficult in most D&D worlds primarily because of the challenge of
finding a buyer. Plenty of people might like to have a magic sword, but few of them can
afford it. Those who can afford such an item usually have more practical things to spend
on. See chapter 6, "Between Adventures," for one way to handle selling magic items.
In your campaign, magic items might be prevalent enough that adventurers can buy and
sell them with some effort. Magic items might be for sale in bazaars or auction houses
in fantastical locations, such as the City of Brass, the planar metropolis of Sigil, or even
in more ordinary cities. Sale of magic items might be highly regulated, accompanied by
a thriving black market. Artificers might craft items for use by military forces or
adventurers, as they do in the world of Eberron. You might also allow characters to craft
their own magic items, as discussed in chapters 6.
IDENTIFYING A MAGIC ITEM
Some magic items are indistinguishable from their nonmagical counterparts, whereas
other magic items display their magical nature conspicuously. Whatever a magic item's
appearance, handling the item is enough to give a character a sense that something is
extraordinary about it. Discovering a magic item's properties isn't automatic, however.
The identify spell is the fastest way to reveal an item's properties. Alternatively, a
character can focus on one magic item during a short rest, while being in physical
contact with the item. At the end of the rest, the character learns the item's properties,
as well as how to use them. Potions are an exception; a little taste is enough to tell the
taster what the potion does.
Sometimes a magic item carries a clue to its properties. The command word to activate
a ring might be etched in tiny letters inside it, or a feathered design might suggest that
it's a ring of feather falling. Wearing or experimenting with an item can also offer hints
about its properties. For example, if a character puts on a ring of jumping, you could
say, "Your steps fee strangely springy." Perhaps the character then jumps up and down
to see what happens. You then say the character jumps unexpectedly high.
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Magic Item
Potion of superior healing
Spell scroll (4th level)
Ammunition, +2
Potion of clairvoyance
Potion of diminution
Potion of gaseous form
Potion of frost giant strength
Potion of stone giant strength
Potion of heroism
Potion of invu lnerabil ity
Potion of mind reading
Spell scroll (5th le vel)
Elixir of health
Oil of etherealness
Potion of fire giant strength
Quaal's feather token
Scroll of protection
Bag of beans
Bead of force
Chime of opening
Decanter of endless water
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Magic Item
Dancing sword
Demon armor
Dragon scale mail
Dwarven pla te
Dwarven thrower
Efreeti bottle
Figurine of wondrous power (obsidian steed)
Frost brand
Helm of brilliance
Horn ofValhalla (bronze)
Instrument of the bards (Anstruth harp)
loun stone (absorption)
loun stone (agility)
loun stone (fortitude)
loun stone (insight)
loun stone (intellect)
loun stone (leadership)
loun stone (strength)
Armor, +2 leather
Manual of bodily health
Manual of gainful exercise
Manual of golems
Manual of quickness of action
Mirror of life trapping
Nine li ves stealer
Oath bow
Armor, +2 scale mail
Spellguard shield
Armor, + 1 splint
Armor of res istance (splint)
Armor, + 1 studded leather
Armor of resistance (studded leather)
Tome of clear thought
Tome of leadership and influence
Tome of understanding
MAGIC ITEM TABLE I
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Magic Item
Apparatus of Kwalish
Armor of invulnerability
Belt of storm giant strength
Cubic gate
Deck of many things
Efreeti chain
Armor of resistance (half plate)
Horn ofValhalla (iron)
Instrument of the bards (OIIamh harp)
loun stone (greater absorption)
loun stone (mastery)
loun stone (regeneration)
Plate armor of etherealness
Plate armor of resistance
Ring of air elemental command
Ring of earth elemental command
Ring of fire elemental command
Ring of three wishes
Ring of water elemental command
Sphere of annihilation
Talisman of pure good
Talisman of the sphere
Talisman of ultimate evil
Tome of the stilled tongue
PLIITE ARMOR
OF RESISTANCE
CHAPTER 7 I TREASURE
POTIONS OF HEALING
Potion, rare
HP Regained
2d4 + 2
4d4 + 4
8d4 + 8
10d4 + 20