D D 5e Minor Properties Dmg

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I'm looking at the minor magic item properties on p. 143 of the DMG, and I seem to remember a longer list being released by the WotC at some point, as a pdf. I though it might have been an Unearthed Arcana article, but I can't find it in the archives (I remember it as the plain black-on-white article design, I don't think it was a 3rd-party. So while it is most certainly an artifact in 5E D&D terms, we’ll leave the sentience off the table. As an artifact, our Power Sword will have a few traits straight out of the DMG, which indicates up to 4 minor beneficial properties and 2 major beneficial properties along with up to 4 minor detrimental and 2 major detrimental properties. Dnd 5e Minor Properties. You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the Duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. Apr 23, 2021 D-day; D'angelo Russell; D-mannose; 5e Minor Beneficial Properties; We would like to show you a description here but the site won’t allow us. Search the world's information, including webpages, images, videos and more. Google has many special features to help you find exactly what you're looking for.

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We would like to show you a description here but the site won’t allow us. Search the world's information, including webpages, images, videos and more. Google has many special features to help you find exactly what you're looking for. Minor Upgrade edit edit source Starting at 10th level, you choose a minor upgrade for your model to receive, to improve yourself. It was assumed that your body was slowly crafting this upgrade over time, and finished it once you gain this feature. At 15th level, you choose a second minor upgrade.

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D D 5e Minor Properties Dmg

Magic items are gleaned from the hoards of conquered monsters or discovered in long-­‐‑lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.

An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one ring of protection at a time.

A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.

Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.

In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.

When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.

Multiple Items of the Same Kind

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.

Paired Items

Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.

Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.

If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.

Command Word

A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the area of the silence spell.

Consumables

Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.

Spells

Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.

A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don’t have a spellcasting ability—perhaps you’re a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.

Charges

Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.

Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.

Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.

Sentient magic items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.

Creating Sentient Magic Items

When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here.

Abilities

A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.

Communication

A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.

D-day

d100Communication
01-60The item communicates by transmitting emotion
to the creature carrying or wielding it.
61-90The item can speak, read, and understand one
or more languages.
91-00The item can speak, read, and understand one
or more languages. In addition, the item can
communicate telepathically with any character
that carries or wields it.
Senses

With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.

d4Senses
1Hearing and normal vision out to 30 feet.
2Hearing and normal vision out to 60 feet.
3Hearing and normal vision out to 120 feet.
4Hearing and darkvision out to 120 feet.
Alignment

A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.

d100Alignmentd100Alignment
01-15Lawful good74-85Chaotic neutral
16-35Neutral good86-89Lawful evil
36-50Chaotic good90-96Neutral evil
51-63Lawful neutral97-00Chaotic evil
64-73Neutral neutral
Special Purpose

You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.

d10Purpose
1Aligned: The item seeks to defeat or destroy those of a
diametrically opposed alignment. (Such an item is
never neutral.)
2Bane: The item seeks to destroy creatures of a
particular kind, such as fiends, shapechangers, trolls,
or wizards.
3Protector: The item seeks to defend a particular race
or kind of creature, such as elves or druids.
4Crusader: The item seeks to defeat, weaken, or
destroy the servants of a particular deity.
5Templar: The item seeks to defend the servants and
interests or a particular deity.
6Destroyer: The item craves the destruction and goads
its user to fight arbitrarily.
7Glory Seeker: The item seeks renown as the greatest
magic item in the world, by establishing its user as a
famous or notorious figure.
8Lore Seeker: The item craves knbowledge or is
determined to solve a mystery, learn a secret, or
unravel a cryptic prophecy.
9Destiny Seeker: The item is convinced that it and its
wielder have key roles to play in future events.
10Creator Seeker: The item seeks its creator and wants
to understand why it was created.

D'angelo Russell

Conflict

A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands:

  • The item insists on being carried or worn at all times.
  • The item demands that its wielder dispose of anything the item finds repugnant.
  • The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.
  • The item demands to be given to someone else. If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:
  • Make it impossible for its wielder to attune to it.
  • Suppress one or more of its activated properties.
  • Attempt to take control of its wielder.

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.

Orb of Dragonkind

Wondrous item, artifact (requires attunement)

In ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.

As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.

Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.

An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.

While attuned to an orb, you can use an action to peer into the orb’s depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.

While you are charmed by the orb, you can’t voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.

Random Properties. An Orb of Dragonkind has the following random properties:

  • 2 minor beneficial properties
  • 1 minor detrimental property
  • 1 major detrimental property

Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges).

Properties

You can also use an action to cast the detect magicDownload quotes for funeral programs free. spell from the orb without using any charges.

Call Dragons. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour.

Destroying an Orb. An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.

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Note: You can now find the magic items in this article as a part of50 New Magic Items, a Pay What You Want product on the DMs Guild.

We need to talk about common magic items. There’s four of them in the Dungeon Master’s Guidepotion of climbing, potion of healing, cantrip spell scroll, and 1st level spell scroll. That’s all! No more! Why even have that distinction if you’re going to have so few items in that category? I suppose I should mention there’s not as few as it seems. Cantrip and 1st level spell scrolls are far more than just two magic items. There’s as many of those bad boys as there are spells of those levels. Still that leaves much to be desired in the common magic item rarity category.

Fifth edition Dungeons and Dragons is designed in a way that characters need not be weighed down with magic items as they were in the third and fourth editions of the game. That means getting a magic item is special and by its nature a rare occurrence. So there are no permanent magic items in the common rarity category because if everyone has a +1 longsword then finding one becomes less special and more, “I need this in order for the game to stay balanced.” Even so it can still occasionally be fun to find and give a magic sword, even if it doesn’t give the PC a mechanical boost to attack and damage.

There are at least two reasons I can think that a dungeon master might want some permanent common magic items to give out. First is that a DM might just like giving out magic items, but do not want to overpower their party. The second is that they do NOT like giving out magic items, but want their party to be able to face tough beasts like dragons and golems which are usually at least resistant if not immune to nonmagical weapon damage. For this second reason I’m focusing on weapons in this post. Today I’m going to show off some common magic weapon properties I designed which I think fit the bill quite well.

Designing Common Magic Weapons

D&D 5E - Additional Minor Magic Item Properties | EN World ...

Calling potions of healing and 1st level spell scrolls common is a bit of a misnomer. It’s not like every peasant, merchant, or even noble has a pantry full of these items. In most cases they have nada when it comes to magic items. Common rarity is just as much about the item’s power level as it is about its abundance.

Now that’s not to say magic items in the same rarity category need to have the exact same level of power. Just look at spell scrolls. Cantrip and 1st level spell scrolls have the same rarity, even though a 1st level spell scroll is by definition more powerful than a cantrip spell scroll. Similarly a +1 shield, a 2nd level spell scroll, a gem of brightness, a headband of intellect, and a sword of vengeance are all uncommon rarity level, but vary in their power level. Still not sold that all items of a given rarity category have different power levels? Consider this – a scroll of fly lets a PC cast fly a single time before becoming worthless. Winged boots let a PC fly for four hours each day without having to maintain concentration and the PC never loses this ability as long as the boots are on foot. Granted the scroll makes a PC’s flying speed 60 feet while the boots use the creature’s normal walking speed, but I’d say even with that fact considered the boots are way more powerful even though both items have an uncommon rarity.

So now that we’ve established items of the same rarities can have different power levels, I should point out that items of the same rarity have a similar power level ceiling. Reading through the Dungeon Master’s Guide you can get a feel for what these parameters are. For instance in the uncommon rarity category no weapon or shield gives a bonus greater than +1, no permanent items increase attributes beyond 19, and no magic items duplicate the effects of a spell greater than 3rd level.

With all this power level stuff in mind I sat down to determine what weapon properties would common rarity magic items have. Here’s the parameters I gave myself.

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D-mannose

  • It is fine for these weapons to surpass the power level of a potion of healing or a 1st level spell scroll in the sense that they are permanent magic items and almost by that fact alone they are more useful than single-use items.
  • These weapons should not have power equal to or greater than a +1 weapon. This means that any bonuses given to attack or damage of these weapons should have their access limited to these boons through circumstances (e.g. bonuses only apply when attacking a specific creature type) or through item recharges (e.g. the property can only be used once per day).
  • These weapons should not duplicate the effects of any spell greater than 1st level.

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5e Minor Beneficial Properties

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Useless Trinkets Or Magical Items


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