28.01.2019 Views

Dungeon Master's Guide

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Plenty of people might like to have a magic sword, but<br />

few of them can afford it. Those who can afford such an<br />

item usually have more practical things to spend on. See<br />

chapter 6, "Between Adventures," for one way to handle<br />

selling magic items.<br />

In your campaign, magic items might be prevalent<br />

enough that adventurers can buy and sell them with<br />

some effort. Magic items might be for sale in bazaars or<br />

auction houses in fantastical locations, such as the City<br />

of Brass, the planar metropolis of Sigil, or even in more<br />

ordinary cities. Sale of magic items might be highly<br />

regulated, accompanied by a thriving black market.<br />

Artificers might craft items for use by military forces<br />

or adventurers, as they do in the world of Eberron. You<br />

might also allow characters to craft their own magic<br />

items, as discussed in chapters 6.<br />

IDENTIFYING A MAGIC ITEM<br />

Some magic items are indistinguishable from their<br />

nonmagical counterparts, whereas other magic items<br />

display their magical nature conspicuously. Whatever a<br />

magic item's appearance, handling the item is enough to<br />

give a character a sense that something is extraordinary<br />

about it. Discovering a magic item's properties isn't<br />

automatic, however.<br />

The identify spell is the fastest way to reveal an<br />

item's properties. Alternatively, a character can focus<br />

on one magic item during a short rest, while being in<br />

physical contact with the item. At the end of the rest, the<br />

character learns the item's properties, as well as how<br />

to use them. Potions are an exception; a little taste is<br />

enough to tell the taster what the potion does.<br />

Sometimes a magic item carries a clue to its<br />

properties. The command word to activate a ring mighr<br />

be etched in tiny letters inside it, or a feathered design<br />

might suggest that it's a ring of feather falling.<br />

Wearing or experimenting with an item can also offer<br />

hints about its properties. For example, if a character<br />

puts on a ring of jumping, you could say, "Your steps fee<br />

strangely springy." Perhaps the character then jumps<br />

up and down to see what happens. You then say the<br />

character jumps unexpectedly high.<br />

VARIANT: MORE DIFFICULT IDENTIFICATION<br />

If you prefer magic items to have a greater mystique,<br />

consider removing the ability to identify the properties<br />

of a magic item during a short rest, and require the<br />

identify spell, experimentation, or both to reveal what a<br />

magic item does.<br />

ATTUNEMENT<br />

Some magic items require a creature to form a bond<br />

with them before their magical properties can be used.<br />

This bond is called attunement, and certain items<br />

have a prerequisite for it. If the prerequisite is a class,<br />

a creature must be a member of that class to attune to<br />

the item. (If the class is a spellcasting class, a monster<br />

INDIVIDUAL TREASURE: CHALLENGE 0-4<br />

dlOO CP SP<br />

EP<br />

01-30 Sd6 (17)<br />

31-60 4d6 (14)<br />

61-70 3d6 (10)<br />

71-95<br />

96- 00<br />

GP<br />

3d6 (10)<br />

pp<br />

ld6 (3)<br />

INDIVIDUAL TREASURE: CHALLENGE 5-10<br />

dlOO<br />

CP SP EP<br />

GP<br />

pp<br />

01-30<br />

4d6 X lQQ (1,400) ld6 X lQ (35)<br />

31-60<br />

6d6 X lQ (210)<br />

2d6 X lQ (70)<br />

61 -70<br />

3d6 X 10 (lOS)<br />

2d6 X lQ (70)<br />

71-95<br />

4d6 X lQ (140)<br />

96- 00<br />

2d6 X lQ (70)<br />

3d6 (10)<br />

INDIVIDUAL TREASURE: CHALLENGE 11-16<br />

dlOO CP SP EP<br />

01-20 4d6 X lQQ (1 ,400)<br />

21 - 35 ld6 X lQQ (350)<br />

36- 75<br />

76- 00<br />

GP<br />

ld6 X lQQ (350)<br />

ld6 X lQQ (350)<br />

2d6 X lQQ (7QQ)<br />

2d6 X lQQ (7QQ)<br />

pp<br />

ld6 X lQ (35)<br />

2d6 X lQ (70)<br />

INDIVIDUAL TREASURE: CHALLENGE 17+<br />

dlOO<br />

CP<br />

SP<br />

EP<br />

GP<br />

pp<br />

01-15<br />

2d6 X l ,QQQ (7,QQQ)<br />

8d6 X lQQ (2,8QQ)<br />

16-55<br />

ld6 X 1,000 (3 ,500)<br />

ld6 X 100 (350)<br />

56- 00<br />

ld6 X 1,000 (3 ,500)<br />

2d6 X 100 (700)<br />

CHAPTER 7 I TREASURE

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!