5e Item Prices

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Magical items range from common to legendary. There are low-level items that anyone in the party can use as well as items only the wizards or the sorcerers of the group can play around with. In 5e, there are different types of low-level magical items the Dungeon Master can give their part early on to help them during their adventures. A magic item shop inventory generator based on Sane Magic Item Prices for 5th Edition Dungeons and Dragons. Quickly create shops and share the price list with your players. 5E Magic Shop Generator with Prices — Magic Item Shop Generator.

  1. 5e Sane Magic Item Prices
  2. 5e Magic Item Prices
  3. 5e Magical Item Prices
5e item prices 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 PersonalityQuirks, 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

D&d 5e item pricesA 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.
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.
d100
01 - 60The item communicates by transmitting emotion to the creating 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 to 30 ft.
2Hearing and normal vision to 60 ft.
3Hearing and normal vision to 120 ft.
4Hearing and Darkvision to 120 ft.
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.
d100
01 - 15Lawful Good
16 - 35Neutral Good
36 - 50Chaotic Good
51 - 63Lawful Neutral
64 - 73Neutral
74 - 85Chaotic Neutral
86 - 89Lawful Evil
90 - 96Neutral Evil
97 - 00Chaotic Evil

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 SpecialPurpose, 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 SpecialPurpose 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 defeat or destroy creates 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 of a particular deity.
6Destroyer: The item craves 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 knowledge 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.

5e Sane Magic Item Prices


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:

5e Magic Item Prices


  • 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.
5e Item PricesIf 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.

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See also: 5e SRD:Trade Goods

Trade Goods

Use this table to supplement the trade goods in the Player's Handbook (p. 157).

CostFood and SpicesMaterialsLivestock
1 cp1 lb. of riceOne ashlar block[1]
2 cpTwo dozen eggs
1 lb. of dried fruit
1 lb. root vegetables[2]
1 lb. of fungi
1 lb. of coal
5 cp1 lb. of cheese
One salted herring
One goose
1 sp1 lb. of beef or mutton
1 lb. of raw or fried beans
1 lb. of zinc
2 sp1 gallon of milk
1 pint of honey
1 lb. of wool
1 lb. of tallow
1 lb. of lead
3 spOne fleece of wool (1,5 lb.)
5 sp1 lb. of butter
One salmon
1 gallon of cream
1 lb. of wax
1 lb. of pewter
1 gp1 lb. of alum1 lb. of cotton
1 lb. of ivory
1 lb. of tin
2 gp1 lb. of camphor
1 lb. of nutmeg
1 lb. of sugar
1 lb. of tea
1 lb. of bronze
1 lb. of brass
3 gpOne barrel[3] of poor-quality ale
1 lb. of frankincense
1 lb. of mustard
5 gpOne barrel of medium-quality ale
One quarter[4] of grain
1 lb. of steel
8 gpOne barrel of good-quality ale
1 lb. of ginseng
1 lb. of myrrh
10 gpOne barrel of salmon (cleaned and salted)
15 gpOne barrel of cheap wine
20 gpOne barrel of beef (salted)1 lb. of electrum
50 gpOne barrel of fine wineOne sack of wool (170 fleeces)
200 gpOne slave, maid
500 gp
  1. A dressed and faced masonry stone
  2. Potatoes, carrots, turnips etc.
  3. 60 gallons
  4. Eight bushels, enough to make bread and porridge for one person for one year
Medieval Fair (Source)

5e Services

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