How Are Magic Item Tables Broken Down Dmg 5e

Nov 19, 2018  d100 Strange But Useful Magic Items for D&D 5e. Bracelets of Bonding - A set of bracelets that when one is broken the other immediately breaks as well. When one is mended, the other mends itself. But causes the user to hallucinate a random effect from the d100 tables for 1d4 hours. 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.

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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.

  • 5Activating an Item
  • 6Magic Items
  • 7Sentient Magic Items
    • 7.1Creating Sentient Magic Items

Attunement

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.

Wearing and Wielding Items

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 an Item

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.

Broken

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.

Magic Items

Common
ItemTypeSubtype
Potion of ClimbingPotion
Potion of Healing (Magic Item)Potion
Spell ScrollScroll
Uncommon
ItemTypeSubtype
Adamantine ArmorArmormedium or heavy, but not hide
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of Proof against Detection and LocationWondrous item
Bag of HoldingWondrous item
Bag of TricksWondrous item
Boots of ElvenkindWondrous item
Boots of Striding and SpringingWondrous item
Boots of the WinterlandsWondrous item
Bracers of ArcheryWondrous item
Brooch of ShieldingWondrous item
Broom of FlyingWondrous item
Circlet of BlastingWondrous item
Cloak of ElvenkindWondrous item
Cloak of ProtectionWondrous item
Cloak of the Manta RayWondrous item
Decanter of Endless WaterWondrous item
Deck of IllusionsWondrous item
Dust of DisappearanceWondrous item
Dust of DrynessWondrous item
Dust of Sneezing and ChokingWondrous item
Efficient QuiverWondrous item
Elemental GemWondrous item
Eversmoking BottleWondrous item
Eyes of CharmingWondrous item
Eyes of Minute SeeingWondrous item
Eyes of the EagleWondrous item
Figurine of Wondrous PowerWondrous item
Gauntlets of Ogre PowerWondrous item
Gem of BrightnessWondrous item
Gloves of Missile SnaringWondrous item
Gloves of Swimming and ClimbingWondrous item
Goggles of NightWondrous item
Hat of DisguiseWondrous item
Headband of IntellectWondrous item
Helm of Comprehending LanguagesWondrous item
Helm of TelepathyWondrous item
Immovable RodRod
Javelin of LightningWeaponjavelin
Lantern of RevealingWondrous item
Medallion of ThoughtsWondrous item
Mithral ArmorArmormedium or heavy, but not hide
Necklace of AdaptationWondrous item
Oil of SlipperinessPotion
Pearl of PowerWondrous item
Periapt of HealthWondrous item
Periapt of Wound ClosureWondrous item
Philter of LovePotion
Pipes of HauntingWondrous item
Pipes of the SewersWondrous item
Potion of Animal FriendshipPotion
Potion of Giant StrengthPotion
Potion of GrowthPotion
Potion of Healing (Magic Item)Potion
Potion of PoisonPotion
Potion of ResistancePotion
Potion of Water BreathingPotion
Restorative OintmentWondrous item
Ring of JumpingRing
Ring of Mind ShieldingRing
Ring of SwimmingRing
Ring of WarmthRing
Ring of Water WalkingRing
Robe of Useful ItemsWondrous item
Rope of ClimbingWondrous item
Shield, +1, +2, or +3Armorshield
Slippers of Spider ClimbingWondrous item
Spell ScrollScroll
Staff of the PythonStaff
Stone of Good Luck (Luckstone)Wondrous item
Trident of Fish CommandWeapontrident
Wand of Magic DetectionWand
Wand of Magic MissilesWand
Wand of SecretsWand
Wand of WebWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Wind FanWondrous item
Winged BootsWondrous item
Rare
ItemTypeSubtype
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of HealthWondrous item
Armor, +1, +2, or +3Armorlight, medium, or heavy
Armor of ResistanceArmorlight, medium, or heavy
Armor of VulnerabilityArmorplate
Arrow-Catching ShieldArmorshield
Bag of BeansWondrous item
Bead of ForceWondrous item
Belt of DwarvenkindWondrous item
Belt of Giant StrengthWondrous item
Berserker AxeWeaponany axe
Boots of LevitationWondrous item
Boots of SpeedWondrous item
Bowl of Commanding Water ElementalsWondrous item
Bracers of DefenseWondrous item
Brazier of Commanding Fire ElementalsWondrous item
Cape of the MountebankWondrous item
Censer of Controlling Air ElementalsWondrous item
Chime of OpeningWondrous item
Cloak of DisplacementWondrous item
Cloak of the BatWondrous item
Cube of ForceWondrous item
Dagger of VenomWeapondagger
Dimensional ShacklesWondrous item
Dragon SlayerWeaponany sword
Elven ChainArmorchain shirt
Feather TokenWondrous item
Figurine of Wondrous PowerWondrous item
Flame TongueWeaponany sword
Folding BoatWondrous item
Gem of SeeingWondrous item
Giant SlayerWeaponany axe or sword
Glamoured Studded LeatherArmorstudded leather
Handy HaversackWondrous item
Helm of TeleportationWondrous item
Horn of BlastingWondrous item
Horn of ValhallaWondrous item
Horseshoes of SpeedWondrous item
Instant FortressWondrous item
Ioun StoneWondrous item
Iron Bands of BindingWondrous item
Mace of DisruptionWeaponmace
Mace of SmitingWeaponmace
Mace of TerrorWeaponmace
Mantle of Spell ResistanceWondrous item
Necklace of FireballsWondrous item
Necklace of Prayer BeadsWondrous item
Oil of EtherealnessPotion
Periapt of Proof against PoisonWondrous item
Portable HoleWondrous item
Potion of ClairvoyancePotion
Potion of DiminutionPotion
Potion of Gaseous FormPotion
Potion of Giant StrengthPotion
Potion of Healing (Magic Item)Potion
Potion of HeroismPotion
Potion of Mind ReadingPotion
Ring of Animal InfluenceRing
Ring of EvasionRing
Ring of Feather FallingRing
Ring of Free ActionRing
Ring of ProtectionRing
Ring of ResistanceRing
Ring of Spell StoringRing
Ring of X-ray VisionRing
Ring of the RamRing
Robe of EyesWondrous item
Rod of RulershipRod
Rope of EntanglementWondrous item
Shield, +1, +2, or +3Armorshield
Shield of Missile AttractionArmorshield
Spell ScrollScroll
Staff of CharmingStaff
Staff of HealingStaff
Staff of Swarming InsectsStaff
Staff of WitheringStaff
Staff of the WoodlandsStaff
Stone of Controlling Earth ElementalsWondrous item
Sun BladeWeaponlongsword
Sword of Life StealingWeaponany sword
Sword of WoundingWeaponany sword
Vicious WeaponWeaponany
Wand of BindingWand
Wand of Enemy DetectionWand
Wand of FearWand
Wand of FireballsWand
Wand of Lightning BoltsWand
Wand of ParalysisWand
Wand of WonderWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Wings of FlyingWondrous item
Very Rare
ItemTypeSubtype
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of the PlanesWondrous item
Animated ShieldArmorshield
Armor, +1, +2, or +3Armorlight, medium, or heavy
Arrow of SlayingWeaponarrow
Bag of DevouringWondrous item
Belt of Giant StrengthWondrous item
Candle of InvocationWondrous item
Carpet of FlyingWondrous item
Cloak of ArachnidaWondrous item
Crystal BallWondrous item
Dancing SwordWeaponany sword
Demon ArmorArmorplate
Dragon Scale MailArmorscale mail
Dwarven PlateArmorplate
Dwarven ThrowerWeaponwarhammer
Efreeti BottleWondrous item
Figurine of Wondrous PowerWondrous item
Frost BrandWeaponany sword
Helm of BrillianceWondrous item
Horn of ValhallaWondrous item
Horseshoes of a ZephyrWondrous item
Ioun StoneWondrous item
Manual of Bodily HealthWondrous item
Manual of Gainful ExerciseWondrous item
Manual of GolemsWondrous item
Manual of Quickness of ActionWondrous item
Marvelous PigmentsWondrous item
Mirror of Life TrappingWondrous item
Nine Lives StealerWeaponany sword
OathbowWeaponlongbow
Oil of SharpnessPotion
Potion of FlyingPotion
Potion of Giant StrengthPotion
Potion of Healing (Magic Item)Potion
Potion of InvisibilityPotion
Potion of SpeedPotion
Potion of VitalityPotion
Ring of RegenerationRing
Ring of Shooting StarsRing
Ring of TelekinesisRing
Robe of Scintillating ColorsWondrous item
Robe of StarsWondrous item
Rod of AbsorptionRod
Rod of AlertnessRod
Rod of SecurityRod
Scimitar of SpeedWeaponscimitar
Shield, +1, +2, or +3Armorshield
Spell ScrollScroll
Spellguard ShieldArmorshield
Staff of FireStaff
Staff of FrostStaff
Staff of PowerStaff
Staff of StrikingStaff
Staff of Thunder and LightningStaff
Sword of SharpnessWeaponany sword that deals slashing damage
Tome of Clear ThoughtWondrous item
Tome of Leadership and InfluenceWondrous item
Tome of UnderstandingWondrous item
Wand of PolymorphWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Legendary
ItemTypeSubtype
Apparatus of the CrabWondrous item
Armor, +1, +2, or +3Armorlight, medium, or heavy
Armor of InvulnerabilityArmorplate
Belt of Giant StrengthWondrous item
Crystal BallWondrous item
Cubic GateWondrous item
Deck of Many ThingsWondrous item
DefenderWeaponany sword
Hammer of ThunderboltsWeaponmaul
Holy AvengerWeaponany sword
Horn of ValhallaWondrous item
Ioun StoneWondrous item
Iron FlaskWondrous item
Luck BladeWeaponany sword
Plate Armor of EtherealnessArmorplate
Potion of Giant StrengthPotion
Ring of Djinni SummoningRing
Ring of Elemental CommandRing
Ring of InvisibilityRing
Ring of Spell TurningRing
Ring of Three WishesRing
Robe of the ArchmagiWondrous item
Rod of Lordly MightRod
Scarab of ProtectionWondrous item
Sovereign GlueWondrous item
Spell ScrollScroll
Sphere of AnnihilationWondrous item
Staff of the MagiStaff
Talisman of Pure GoodWondrous item
Talisman of Ultimate EvilWondrous item
Talisman of the SphereWondrous item
Universal SolventWondrous item
Vorpal SwordWeaponany sword that deals slashing damage
Well of Many WorldsWondrous item

Artifacts

ArtifactTypeSubtype
Orb of DragonkindWondrous item

Sentient Magic Items

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.

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.
90-00The 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

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 defeat or 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 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.

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.

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This is part of the 5e System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Retrieved from 'https://www.dandwiki.com/w/index.php?title=5e_SRD:Magic_Items&oldid=927167'

These tables are intended as a general reference and guidelineregarding what a party of adventurers might get on the openmarket for an item if they worked at it. The main purpose for thispage is to provide data for discussion of in-party pricing of magicitems when loot is distributed.

As there are no prices assigned to magic items in Second EditionAD&D, the prices on this page were arrived at by using1st Ed. DMG prices whenever possible, using 1stEd. Unearthed Arcana prices when the DMG didn't cover the item, usingHackMaster (4th Ed.) prices when neither AD&D sourceprovided a price and finally making something that seemed reasonableup in the few cases when none of those sources sufficed. Then theresults were adjusted where necessary to fit the economics of the gameworld.

Note that this is not the source I refer to for prices, andcertainly not what I refer to for the selection of magic items for mycampaign. I make use of a considerably larger, more customizedversion of this page - its evolutionary descendant, if you will. Thatversion contains far too many Things YouDon't Want To Know (the whole Miscellaneous Magic: Sausagestable, for example) to be used here. Suffice it to say that this pagemirrors that one wherever possible and should be sufficient for partyuse.

Table 88:

Magical Items

D20 RollCategory
01-20Potions
21-35Scrolls
36-40Rings
41Rods
42Staves
43-45Wands
46Miscellaneous Magic: Books and Tomes
47-48Miscellaneous Magic: Jewels and Jewelry
49-50Miscellaneous Magic: Cloaks and Robes
51-52Miscellaneous Magic: Boots and Gloves
53Miscellaneous Magic: Girdles and Helms
54-55Miscellaneous Magic: Bags and Bottles
56Miscellaneous Magic: Dusts and Stones
57Miscellaneous Magic: Household Items and Tools
58Miscellaneous Magic: Musical Instruments
59-60Miscellaneous Magic: The Weird Stuff
61-75Armor and Shields
76-00Weapons


Oncethe general category is determined, the DM can choose a specific itemfrom the tables below. (Each item on the tables is given a die rollnumber so that the DM can select items randomly, if he chooses.) Sometables have several subtables. Each subtable has a range of numbersin parentheses at the top. To select the appropriate subtable, checkthe die listed after the table's title. Roll the listed die and findthe result in the number range at the top of one of the subtables.This is the subtable you read to determine which item in the list hasbeen found.

Forexample, the Potions and Oils table has '(D6)' after the title.That means you roll a 6-sided die to determine which Subtable (A, B,or C) to read. If you roll a 2, for example, you check subtable A(which has '1-2' at the top); if you roll a 6, you readsubtable C (which has '5-6' at the top). Roll 1d20 on theappropriate subtable to determine the specific item found. Then turnto the descriptions following the tables to find out what each itemdoes.


Potions and Oils (D6)

Subtable A (1-2)

D20
Roll
ItemXP
Value
GP
Value
1Animal Control*250400
2Clairaudience250400
3Clairvoyance300500
4Climbing300500
5-6Delusion**~~150
7Diminution300500
8Dragon Control*7005,000-9,000
9Elixir of Health3502,000
10-11Elixir of Madness**~~~~
12Elixir of Youth50010,000
13ESP500850
14-15Extra-Healing400800
16Fire Breath4004,000
17Fire Resistance250400
18Flying500750
19Gaseous Form300400
20DM's Choice~~~~


Subtable B (3-4)

D20
Roll
ItemXP
Value
GP
Value
1Giant Control*6001,000-6,000
2Giant Strength* (Warrior)550900-1,400
3Growth250300
4-5Healing200400
6Heroism (Warrior)300500
7Human Control*500900
8Invisibility250500
9Invulnerability (Warrior)350500
10Levitation250400
11Longevity5001,000
12Oil of Acid Resistance5005,000
13Oil of Disenchantment7503,500
14Oil of Elemental Invulnerability*5005,000
15Oil of Etherealness6001,500
16Oil of Fiery Burning5004,000
17Oil of Fumbling**~~1,000
18Oil of Impact7505,000
19Oil of Slipperiness400750
20DM's Choice~~~~



Subtable C (5-6)

D20
Roll
ItemXP
Value
GP
Value
1Oil of Timelessness5002,000
2Philter of Glibness5002,500
3Philter of Love200300
4Philter of Persuasiveness400850
5Philter of Stammering and Stuttering**~~1,500
6Plant Control250300
7-8Poison**~~~~
9Polymorph Self200350
10Rainbow Hues200800
11Speed200450
12-13Super-heroism (Warrior)450750
14Sweet Water200250
15Treasure Finding6002,000
16Undead Control*7002,500
17Ventriloquism200800
18Vitality3002,500
19Water Breathing400900
20DM's Choice~~~~


* The type of creature affected can be determined by die roll (seethe specific item description for more information).

** The DM shouldn't reveal the exact nature of the potion.


Scrolls (D6)


Subtable A (1-4)

D20
Roll
Item*Level Range**
1-31 spell1-4
4-51 spell1-6
61 spell2-9 (2-7**)
72 spells1-4
82 spells2-9 (2-7**)
93 spells1-4
103 spells2-9 (2-7**)
114 spells1-6
124 spells1-8 (1-6**)
135 spells1-6
145 spells1-8 (1-6**)
156 spells1-6
166 spells3-8 (3-6**)
177 spells1-8
187 spells2-9 (2-7**)
197 spells4-9 (4-7**)
20DM's Choice ~~


* See 'Scrolls' in Appendix 3 to determine whether apriest scroll or a wizard scroll is found.

** Level Range lists the range of spell levels on the scroll.Ranges marked with double asterisks (**) are used to determine priestspells.


Experience Point Value:

The XP Value (experience point value) for spell scrolls is equal tothe total spell levels contained on the scroll x 100.


Gold Piece Sale Value:

Any scroll can be sold in the 'open market' for 300gp times itstotal spell levels or 5 times its XP value.



Subtable B (5-6)

D20
Roll
ItemXP
Value
1Map~~
2Protection - Acid2,500
3Protection - Cold2,000
4Protection - Dragon Breath2,000
5Protection - Electricity1,500
6-7Protection - Elementals1,500
8Protection - Fire2,000
9Protection - Gas2,000
10-11Protection - Lycanthropes1,000
12Protection - Magic1,500
13Protection - Petrification2,000
14Protection - Plants1,000
15Protection - Poison1,000
16Protection - Possession2,000
17Protection - Undead1,500
18Protection - Water1,500
19Curse~~
20DM'sChoice~~


Rings (D6)


Subtable A (1-4)

D20
Roll
ItemXP
Value
GP
Value
1Animal Friendship1,0005,000
2Blinking1,0005,000
3Chameleon Power1,0005,000
4Clumsiness~~3,000
5Contrariness~~1,000
6-7Delusion~~2,000
8Djinni Summoning*3,00020,000
9Elemental Command5,00025,000
10Feather Falling1,0005,000
11Fire Resistance1,0005,000
12Free Action1,0005,000
13Human Influence2,00010,000
14Invisibility1,5007,500
15-16Jumping1,0005,000
17Mammal Control*1,0005,000
18Mind Shielding5005,000
19Protection1,000**see below
20DM's Choice~~~~



Subtable B (5-6)

D20
Roll
ItemXP
Value
GP
Value
1-2Protection1,000**see below
3Ram, Ring of the*7507,500
4Regeneration5,00040,000
5Shocking Grasp1,0005,000
6Shooting Stars3,00015,000
7Spell Storing2,50022,500
8Spell Turning2,00017,500
9Sustenance5003,500
10Swimming1,0005,000
11Telekinesis*2,00010,000
12Truth1,0005,000
13Warmth1,0005,000
14Water Walking1,0005,000
15Weakness~~1,000
16Wishes, Multiple*5,00025,000
17Wishes, Three*3,00015,000
18Wizardry* (Wizard)4,00050,000
19X-Ray Vision4,00035,000
20DM's Choice~~~~


*The power of these rings is limited by the number of charges.

** per +1 of protection (XP only)

D100
Roll
Level of ProtectionMarket Value
01-70+15,000
71-82+212,000
83+2, 5-foot radius protection15,000
84-90+320,000
91+3, 5-foot radius protection25,000
92-97+4 on AC, +2 to saving throws24,000
98-00+6 on AC, +1 to saving throws30,000
40% of these rings have secondary bonuses vs. certain types of attacks, which further affects the price.


Rods


D20
Roll
ItemXP
Value
GP
Value
1-2Absorption (Priest, Wizard)7,50040,000
3-4Alertness7,00050,000
5Beguiling (Priest, Wizard, Rogue)5,00030,000
6-7Cancellation10,00015,000
8Flailing2,00020,000
9Lordly Might (Warrior)6,00020,000
10Passage5,00050,000
11Resurrection (Priest)10,00035,000
12Rulership8,00035,000
?Scepter of Entrapment3,00045,000
13-14Security3,00030,000
15-16Smiting (Priest, Wizard)4,00015,000
17Splendor2,50025,000
18-19Terror3,00015,000
20DM's Choice~~~~


Staves


D20
Roll
ItemXP
Value
GP
Value
1-2Mace1,50012,500
3Command (Priest, Wizard)5,00025,000
4-5Curing (Priest)6,00025,000
6Magi (Wizard)15,00075,000
7Power (Wizard)12,00060,000
8Serpent (Priest)7,00035,000
9-10Slinging (Priest)2,00010,000
11-12Spear1,000*5,000-25,000
13-14Striking (Priest, Wizard)6,00015,000
15Swarming Insects (Priest, Wizard)100**500**
16Thunder & Lightning8,00020,000
17-18Withering8,00035,000
19Woodlands (Druid)8,00040,000
20DM's Choice~~~~

* per +1 of power

** per charge


Wands


D20
Roll
ItemXP
Value
GP
Value
1Conjuration (Wizard)7,00035,000
2Earth and Stone1,00010,000-15,000
3Enemy Detection2,00010,000
4Fear (Priest, Wizard)3,00015,000
5Fire (Wizard)4,50025,000
6Flame Extinguishing1,50010,000
7Frost (Wizard)6,00050,000
8Illumination2,00010,000
9Illusion (Wizard)3,00020,000
10Lightning (Wizard)4,00030,000
11Magic Detection2,50025,000
12Magic Missiles4,00035,000
13Metal and Mineral Detection1,5007,500
14Negation3,50015,000
15Paralyzation (Wizard)3,50025,000
16Polymorphing (Wizard)3,50025,000
17Secret Door and Trap Location5,00040,000
18Size Alteration3,00020,000
19Wonder6,00010,000
20DM's Choice~~~~


Miscellaneous Magic: Books, Librams, Manuals, Tomes


D20
Roll
ItemXP
Value
GP
Value
1-3Boccob's Blessed Book (Wizard)4,50035,000
4Book of Exalted Deeds (Priest)8,00040,000
5Book of Infinite Spells9,00050,000
6Book of Vile Darkness (Priest)8,00040,000
7Libram of Gainful Conjuration (Wizard)8,00040,000
8Libram of Ineffable Damnation (Wizard)8,00040,000
9Libram of Silver Magic (Wizard)8,00040,000
10Manual of Bodily Health5,00050,000
11Manual of Gainful Exercise5,00050,000
12Manual of Golems (Priest, Wizard)3,00030,000
13Manual of Puissant Skill at Arms (Warrior)8,00040,000
14Manual of Quickness in Action5,00050,000
15Manual of Stealthy Pilfering (Rogue)8,00040,000
16Tome of Clear Thought8,00048,000
17Tome of Leadership and Influence7,50040,000
18Tome of Understanding8,00043,500
19Vacuous Grimoire~~1,000
20DM's Choice~~~~



Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6)


Subtable A (1-3)

D20
Roll
ItemXP
Value
GP
Value
1Amulet of Inescapable Location~~1,000
2Amulet of Life Protection5,00020,000
3Amulet of the Planes6,00030,000
4Amulet of Proof Against Detection and Location4,00015,000
5Amulet Versus Undead200*1000
6Beads of Force200 ea.1000 ea.
7Brooch of Shielding1,00010,000
8Gem of Brightness2,00017,500
9Gem of Insight3,00030,000
10Gem of Seeing2,00025,000
11Jewel of Attacks~~1,000
12Jewel of Flawlessness~~1,000/facet
13Medallion of ESP2,000
(was 1K/3K)
10,000/30,000
14Medallion of Thought Projection~~1,000
15Necklace of Adaptation1,00010,000
16-17Necklace of Missiles100**200**
18Necklace of Prayer Beads (Priest)500***3,000***
19Necklace of Strangulation~~1,000
20DM's Choice~~~~


Subtable B (4-6)

D20
Roll
ItemXP
Value
GP
Value
1Pearl of Power (Wizard)200*2,000*
2Pearl of the Sirines9004,500
3Pearl of Wisdom (Priest)5005,000
4Periapt of Foul Rotting~~1,000
5Periapt of Health1,00010,000
6Periapt of Proof Against Poison1,50012,500
7Periapt of Wound Closure1,00010,000
8Phylactery of Faithfulness (Priest)1,0007,500
9Phylactery of Long Years (Priest)3,00025,000
10Phylactery of Monstrous Attention (Priest)~~2,000
11Scarab of Death~~2,500
12Scarab of Enraging Enemies1,0008,000
13Scarab of Insanity1,50011,000
14Scarab of Protection2,50025,000
15Scarab Versus Golems****15,000
16Talisman of Pure Good (Priest)3,50027,500
17Talisman of the Sphere (Wizard)10010,000
18Talisman of Ultimate Evil (Priest)3,50032,500
19Talisman of Zagy1,00010,000
20DM's Choice~~~~

* Per level

** Per die of damage

*** Per special bead

**** See item description


How Are Magic Item Tables Broken Down Dmg 5e


Miscellaneous Magic: Cloaks and Robes


How Are Magic Item Tables Broken Down Dmg 5e System

D20
Roll
ItemXP
Value
GP
Value
1Cloak of Arachnida3,00025,000
2Cloak of Displacement3,00017,500
3-4Cloak of Elvenkind1,0006,000
5Cloak of Poisonousness~~2,500
6-8Cloak of Protection1,000*10,000*
9Cloak of the Bat1,50015,000
10Cloak of the Manta Ray2,00012,500
11Robe of the Archmagi (Wizard)6,00065,000
12Robe of Blending3,50035,000
13Robe of Eyes (Wizard)4,50050,000
14Robe of Powerlessness (Wizard)~~1,000
15Robe of Scintillating Colors (Priest, Wizard)2,75025,000
16Robe of Stars (Wizard)4,00012,000
17-18Robe of Useful Items (Wizard)1,50015,000
19Robe of Vermin (Wizard)~~1,000
20DM's Choice~~~~

* Per plus


Miscellaneous Magic: Boots, Bracers, Gloves


D20
Roll
ItemXP
Value
GP
Value
1Boots of Dancing~~5,000
2Boots of Elvenkind1,0005,000
3Boots of Levitation2,00015,000
4Boots of Speed2,50020,000
5Boots of Striding and Springing2,50020,000
6Boots of the North1,5007,500
7Boots of Varied Tracks1,5007,500
8Boots, Winged2,00020,000
9Bracers of Archery (Warrior)1,00010,000
10Bracers of Brachiation1,00010,000
11-12Bracers of Defense500*3,000*
13Bracers of Defenselessness~~2,000
14Gauntlets of Dexterity1,00010,000
15Gauntets of Fumbling~~1,000
16Gauntlets of Ogre Power (Priest, Rogue, Warrior)1,00015,000
17Gauntlets of Swimming and Climbing (Priest, Rogue, Warrior)1,00010,000
18Gloves of Missile Snaring1,50010,000
19Slippers of Spider Climbing1,00010,000
20DM's Choice~~~~

* Per AC of protection less than 10


Miscellaneous Magic: Girdles, Hats, Helms


D20
Roll
ItemXP
Value
GP
Value
1-3Girdle of Dwarvenkind3,50020,000
4Girdle of Femininity/Masculinity (Priest, Rogue, Warrior)~~1,000
5-6Girdle of Giant Strength (Priest, Rogue Warrior)2,00025,000
7-9Girdle of Many Pouches1,00010,000
10Hat of Disguise1,0007,500
11Hat of Stupidity~~1,000
12Helm of Brilliance2,50060,000
13-14Helm of Comprehending Languages and Reading Magic1,00012,500
15Helm of Opposite Alignment~~1,000
16Helm of Telepathy3,00035,000
17Helm of Teleportation2,50030,000
18-19Helm of Underwater Action1,00010,000
20DM's Choice~~~~


Miscellaneous Magic: Bags, Bottles, Pouches, Containers


D20
Roll
ItemXP
Value
GP
Value
1Alchemy Jug3,00012,000
2Bag of Beans1,0005,000
3Bag of Devouring~~1,500
4-7Bag of Holding5,00025,000
8Bag of Transmuting~~500
9Bag of Tricks2,50015,000
10Beaker of Plentiful Potions1,50012,500
11Bucknard's Everfull Purse*15K/25K/40K
12Decanter of Endless Water1,0003,000
13Efreeti Bottle9,00045,000
14Eversmoking Bottle5002,500
15Flask of Curses~~1,000
16Heward's Handy Haversack3,00030,000
17Iron Flask~~~~
18Portable Hole5,00050,000
19Pouch of Accessibility1,50012,500
20DM's Choice~~~~

* See item description


Miscellaneous Magic: Candles, Dusts, Ointments, Incense, and Stones


D20
Roll
ItemXP
Value
GP
Value
1Candle of Invocation (Priest)1,0005,000
2Dust of Appearance1,0004,000
3Dust of Disappearance2,0008,000
4Dust of Dryness1,0008,000
5Dust of Illusion1,000100/pinch
6Dust of Tracelessness500200/pinch
7Dust of Sneezing and Choking~~1,000
8Incense of Meditation (Priest)5007,500
9Incense of Obsession (Priest)~~500
10Ioun Stones300*5,000*
11Keoghtom's Ointment50010,000
12Nolzur's Marvelous Pigments500*3,000*
13Philosopher's Stone1,00010,000
14Smoke Powder**~~30,000
15Sovereign Glue1,000/oz.1,000/oz.
16Stone of Controlling Earth Elementals1,50012,500
17Stone of Good Luck (Luckstone)3,00025,000
18Stone of Weight (Loadstone)~~1,000
19Universal Solvent1,0007,000
20DM's Choice~~~~

* Per stone or pot of pigment

** This item is optional and should not be given unless the arquebus isallowed in the campaign.


Miscellaneous Magic: Household Items and Tools


D20
Roll
ItemXP
Value
GP
Value
1Brazier Commanding Fire Elementals (Wizard)4,00025,000
2Brazier of Sleep Smoke (Wizard)~~1,000
3Broom of Animated Attack~~3,000
4Broom of Flying2,00010,000
5Carpet of Flying7,50025,000
6Mattock of the Titans (Warrior)3,5007,000
7Maul of the Titans (Warrior)4,00012,000
8Mirror of Life Trapping (Wizard)2,50025,000
9Mirror of Mental Prowess5,00050,000
10Mirror of Opposition~~2,000
11Murlynd's Spoon7504,000
12-13Rope of Climbing1,00010,000
14Rope of Constriction~~1,000
15Rope of Entanglement1,50012,000
16Rug of Smothering~~1,500
17Rug of Welcome (Wizard)6,50045,000
18Saw of Mighty Cutting (Warrior)2,00012,500
19Spade of Colossal Excavation (Warrior)1,0006,500
20DM's Choice~~~~


Miscellaneous Magic: Musical Instruments


D20
Roll
ItemXP
Value
GP
Value
1Chime of Interruption2,00020,000
2Chime of Opening3,50020,000
3Chime of Hunger~~~~
4Drums of Deafening~~500
5Drums of Panic6,50035,000
6Harp of Charming5,00025,000
7Harp of Discord~~20,000
8Horn of Blasting1,00055,000
9Horn of Bubbles~~~~
10Horn of Collapsing1,50025,000
11Horn of Fog4004,000
12Horn of Goodness (Evil)7503,250
13Horn of the Tritons (Priest, Warrior)2,00017,500
14Horn of Valhalla1,000*15,000*
15Lyre of Building5,00030,000
16Pipes of Haunting4005,000
17Pipes of Pain~~10,000
18Pipes of Sounding1,00010,000
19Pipes of the Sewers2,0008,500
20DM's Choice~~~~

* Only if used by character of appropriate class.



Miscellaneous Magic: The Weird Stuff (D6)


Subtable A (1-3)

D20
Roll
ItemXP
Value
GP
Value
1Apparatus of Kwalish8,00035,000
2-3Boat, Folding10,00025,000
4Bowl Commanding Water Elementals (Wizard)4,00025,000
5Bowl of Watery Death (Wizard)~~1,000
6Censer Controlling Air Elementals (Wizard)4,00025,000
7Censer of Summoning Hostile Air Elementals (Wizard)~~1,000
8-9Crystal Ball (Wizard)1,0005,000
10Crystal Hypnosis Ball (Wizard)~~3,000
11Cube of Force3,00020,000
12-13Cube of Frost Resistance2,00014,000
14Cubic Gate5,00017,500
15Daern's Instant Fortress7,00027,500
16Deck of Illusions1,50015,000
17Deck of Many Things~~10,000
18Eyes of Charming (Wizard)4,00024,000
19Eyes of Minute Seeing2,00012,500
20DM's Choice~~~~


Subtable B 4-6

D20
Roll
ItemXP
Value
GP
Value
1Eyes of Petrification~~ or 12,500~~ or 50,000
2Eyes of the Eagle3,50018,000
3-4Figurine of Wondrous Power100*1,000*
?Glowing Globe100200
5Horseshoes of a Zephyr1,5007,500
6-7Horseshoes of Speed2,00010,000
8Iron Bands of Bilarro7505,000
9Lens of Detection2501,500
10Quaal's Feather Token1,0002,000/7,000
11-12Quiver of Ehlonna1,50010,000
13Sheet of Smallness1,50012,500
14Sphere of Annihilation4,00030,000
15Stone Horse2,00012,000
16Well of Many Worlds6,00012,000
17-18Wind Fan5002,500
19Wings of Flying7507,500
20DM's Choice~~~~

* Per Hit Die of the figurine.




Todetermine the magical item found, roll for the type of armor on Table105 and then the magical adjustment on Table 106. If a Special armoris found, roll for the type on Table 107.



Armor Type


D20
Roll
Armor AC Standard
GP Value
Base Magic
GP Value
1Banded mail42002,000
2Brigandine61201,000
3-5Chain mail5751,500
6Field plate22000*
7Full plate14000 - 10,000*
8Leather850
9-12Plate mail36003,000
13Ring mail7100500
14Scale mail61201,000
15-17Shield+11, 3, 7 or 10500
18Splint mail4802,000
19Studded leather720500
20Special~~~~~~

* Field Plate and Full Plate are priced on the following table:


How Are Magic Item Tables Broken Down Dmg 5e Guide

+1+2+3+4+5
Field Plate15,00030,00050,00080,000120,000
Full Plate30,00050,00080,000120,000200,000


Armor Class Adjustment


D20
Roll
AC Adj.XP
Value
GP
Value
1-2-1~~~~
3-10+15002,000
11-14+21,0006,000
15-17+31,50012,000
18-19+42,00018,000
20+53,00025,000


Special Armors


D20
Roll
Armor TypeXP
Value
GP
Value
1-2Armor of Command1,00015,000
3-4Armor of Blending5005000
5-6Armor of Missile Attraction~~*1,500
7-8Armor of Rage~~*2,000
9-10Elven Chain Mail+1,000+5,000
11-12Plate Mail of Etherealness5,00030,000
13-14Plate Mail of Fear4,00035,000
15-16Plate Mail of Vulnerability~~1,500
17-18Shield, Large, +1, +4 vs. Missiles4004,000
19-20Shield -1, Missile Attractor~~750

* No experience points are gained, regardless of the amount ofadditional AC protection the item provides.



Todetermine the type of magical weapon found, roll once on Table 108for a weapon type. Then roll on Table 109 to determine the plus (orminus) of the weapon. If a Special result is rolled, roll on Table110 to determine the exact weapon found. A range of numbers inparentheses is the number of items found.


Weapon Type (D6)


Subtable A (1-2)

D20
Roll
WeaponStandard
Damage
1Arrow (4d6)d6/d6
2Arrow (3d6)d6/d6
3Arrow (2d6)d6/d6
4-5Axed6/d4
6Battle axed8/d8
7Bolt (2d10)d4/d4
8Bolt (2d6)d4+1/d6+1
9Bullet, Slingd4+1/d6+1
10-12Daggerd4/d3
13Dart (3d4)d3/d2
14Flaild6+1/2d4
15Javelin (1d2)d6/d6
16Knifed3/d2
17Lance*
18-19Maced6+1/d6
20Special (roll on Table 110)~~

Subtable B (3-6)

D20
Roll
WeaponStandard
Damage
1Military Pickd6+1/2d4
2Morning Star2d4/d6+1
3Pole Arm*
4-5Scimitard8/d8
6-8Speard6/d8
9-17Sword*
18Tridentd6+1/3d4
19Warhammerd4+1/d4
20Special (roll on Table 110)~~

* See item description.


Attack Roll Adjustment


D20
Roll
Melee
Adj.
XP
Value
GP
Value
Range
Adj.
XP
Value
GP
Value*
1-2-1~~500-1~~500
3-10+14002,000+120120
11-14+28004,000+120120
15-17+31,4008,000+250300
18-19+42,00012,000+250300
20+53,00018,000+375450

* Bows, crossbows, and slings have permanent enchantments and arepriced as melee weapons.

If the max damage for a weapon is below 4, reduce the price by 60%,otherwise, if the max damage is below 6, reduce the price by 30%. Ifthe min damage for a weapon is above 1, increase the price by 25%. Ifthe max damage for a weapon is above 8, increase the price by 35%.


Special Weapons (D10)


Subtable A (1-3)

D20
Roll
ItemXP
Value
GP
Value
1Arrow of Direction2,50017,500
2Arrow of Slaying2502,500
3Axe +2, Throwing7504,500
4Axe of Hurling1,500/+*15,000/+
5-6Bow +15003,500
7Crossbow of Accuracy, +32,00012,000
8Crossbow of Distance1,5007,500
9Crossbow of Speed1,5007,500
10-11Dagger +1, +2 vs. Tiny or Small creatures300750
12-13Dagger +2, +3 vs. larger than man-sized3002,000
14Dagger +2, Longtooth3002,500
15Dagger of Throwing150+100/+*1,500+1,000/+
16Dagger of Venom3503,000
17Dart of Homing4504,500
18Hammer +3, Dwarven Thrower1,50015,000
19Hammer of Thunderbolts2,50025,000
20DM's Choice~~~~

* See item description


Subtable B (4-6)

D20
Roll
ItemXP
Value
GP
Value
1Hornblade**
2Javelin of Lightning2503,000
3Javelin of Piercing2503,000
4-5Knife, Buckle100/+*1,000/+*
6-7Mace of Disruption2,00017,500
8Net of Entrapment1,0007,500
9Net of Snaring1,0006,000
10-11Quarterstaff, Magical250/+*1,500/+*
12Scimitar of Speed2,000+500/+*6,000+3,000/+
13-14Sling of Seeking +27007,000
15Spear, Cursed Backbiter~~1,000
16Trident of Fish Command5004,000
17Trident of Submission1,50012,500
18Trident of Warning1,00010,000
19Trident of Yearning~~1,000
20DM's Choice~~~~

* See item description


Subtable C (7-9)

D20
Roll
SwordXP
Value
GP
Value
1Sun Blade3,00020,000
2-7Sword +1, +2 vs. magic-using & enchanted creatures6003,000
8-10Sword +1, +3 vs. lycanthropes & shape-changers7003,500
11-12Sword +1, +3 vs. regenerating creatures8004,000
13Sword +1, +4 vs. reptiles8004,000
14-15Sword +1, Cursed~~1,000
16Sword +1, Flame Tongue9004,500
17Sword +1, Luck Blade1,0005,000
18Sword +2, Dragon Slayer9004,500
19Sword +2, Giant Slayer9004,500
20DM's Choice~~~~


How

Subtable D (10)

How Are Magic Item Tables Broken Down Dmg 5e 1

D20
Roll
SwordsXP
Value
GP
Value
1Sword +2, Nine Lives Stealer1,6008,000
2-3Sword +3, Frost Brand1,6008,000
4Sword +4, Defender3,00015,000
5Sword +5, Defender3,60018,000
6Sword +5, Holy Avenger4,00020,000
7-8Sword -2, Cursed~~500
9Sword of Dancing4,40022,000
10Sword of Life Stealing5,00025,000
11Sword of Sharpness7,00035,000
12Sword of the Planes2,00030,000
13Sword of Wounding4,40022,000
14-16Sword, Cursed Berserking~~500
17-18Sword, Short, Quickness (+2)1,00017,500
19Sword, Vorpal Weapon10,00050,000
20DM's Choice~~~~