D&D 5E I have the DMG!


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Nikosandros

Golden Procrastinator
What are the rules for buying magic items? (In those campaigns that like that option)
No specific rules. Just a note that the default is that magic items are not for sale, but this can be changed.

Alternatively, what options do the DMG present for the adventurer with several tens of thousands of gold pieces to spend?

If not magic items, then what?
Beyond the rules for downtime activities, I didn't find anything else on spending money.
 

Nikosandros

Golden Procrastinator
What information do they give on making your own monsters and assigning monsters levels of PC classes?

Do they explain how CR is calculated?
You can either start with an expected CR and look combat stats on a table, or assign stats such as HD and then look up the CR on a table. If you add character levels to a monster, the HD depend on the monster type and not on the class. Also, proficiency bonus depends on CR and not level.
 

Fralex

Explorer
The rules are optional. A character needs a formula and possibly special materials and locations (left to the DM). Common items cost 100 GP and require 3rd level; uncommon 500 GP and 3rd level; rare 5,000 GP and 6th level; very rare 50,0000 GP and 11th level; legendary 500,000 GP and 17th level.

A day of crafting (8 hours of work) is worth 25 GP of progress. If the item will cast a spell, the spell must be expended every day during the crafting, but of the spell can be cast once (such as a scroll) the spell needs to be expended only one time. Multiple characters that meet the level prerequisite can cooperate, each contributing 25 GP per day and, if needed, spell slots.

Wait, common magical items are really worth 100gp? But a common healing potion is only worth 50gp; how are the brewers making a profit? More to the point, the designers are clearly doing this solely to drive me crazy by almost following a predictable exponential pattern of [base price] = 5*10^[rarity tier].

Sorry, let me ask a more reasonable question: What would be the general steps to crafting a Potion of Healing using these rules?
 

Nikosandros

Golden Procrastinator
When you get a chance [MENTION=7993]Nikosandros[/MENTION] ,

Are there "Ravenloft" rules (Fear, Horror, and Madness)? If so, a quick overview of them?
Ravenloft is mentioned. The Domains of Dread are demiplanes, typically reached by the Shadowfell.

Fear: make a wisdom save or be frightened for 1 minute. Horror saves are based on charisma. On a failed save a character can become mad with short term insanity, long term and indefinite (reminds me a lot of CoC). Each thype has a table that you can roll on.
 

Nebulous

Legend
Ravenloft is mentioned. The Domains of Dread are demiplanes, typically reached by the Shadowfell.

Fear: make a wisdom save or be frightened for 1 minute. Horror saves are based on charisma. On a failed save a character can become mad with short term insanity, long term and indefinite (reminds me a lot of CoC). Each thype has a table that you can roll on.

Nice.
 

Nikosandros

Golden Procrastinator
Flanking! It's a big deal... Are there more details?

Does it give Advantage on attacks, or something like +2 to hit.
Does it say if you allow flanking, you should also change opportunity attacks, since it's so easy to move around creatures?


Thanks
Flanking grants advantage. No mention of OA. If you use facing, a character can only attack frontally and grants advantage to attacks from the rear.
 

Yamatoblaze

First Post
Wait, common magical items are really worth 100gp? But a common healing potion is only worth 50gp; how are the brewers making a profit?

No, making the common item costs 100gp in materials, if I understand the post correctly. We're talking about creating your own items here. The potion probably only cost 10 gp in materials or something.

Even if the DMG doesn't include guidelines for pricing/buying magic items, a DM could easily knock something of their own up by applying a multiplier to the manufacturing values, I reckon.

Ravenloft is mentioned. The Domains of Dread are demiplanes, typically reached by the Shadowfell.

Fear: make a wisdom save or be frightened for 1 minute. Horror saves are based on charisma. On a failed save a character can become mad with short term insanity, long term and indefinite (reminds me a lot of CoC). Each thype has a table that you can roll on.

Sweet, this sounds great!
 



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