D&D 5E List of magic items from "Lost Mine of Phendelver"

Razberry Randi

First Post
Here is a list of magic items from Lost Mine of Phendelver or the Basic Dungeon Master Guide

+1 Armor
+1 Weapon
Amulet of Heath
Bag of Holding
Boots of Striding and Springing
Gauntlets of Ogre Power
Gloves of Swimming and Climbing
Goggles of Night
Headband of Intellect
Potion of Flying
Potion of Invisibility
Potion of Vtality
Ring of Evasion
Ring of Protection
Ring of Resistance
Spell Scroll
Wand of Magic Detection
Wand of Magic Missles

Pdf attachment has the magic item plus descriptions in a nice layout.
 

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brehobit

Explorer
Seems like considerably more magic items than I was hoping would the standard for levels 1-5. And some huge ones. Moving a stat to 19 by 5th level seems like too much given that's the very best a PC could do by level 5...

I think I like most of the items though. The wand of magic missiles in particular is well done.
 

CapnZapp

Legend
Keep in mind Mearls has said some items are intentionally tucked away.

Meaning you should not expect to find all of them. Viewed like this, the amount doesn't feel overly large.

Regarding the "Ability 19" items, well, as you yourself are admitting, ability scores of 19 is well within reach of low-level characters, especially if given their level four stat bump: start with 16, choose a +2 race, and bam, you're already hitting the ceiling (20) at fourth level.

So my concern isn't that these items will unbalance anything. My main concern is how much easier these items make certain builds.

That is, if you knew you were looking to get, say Dex 19 at fourth level, this would open up so many builds even with mediocre stats that it isn't funny.

The biggest "problem" is therefore the randomness of which abilities are covered by these items. In one adventure, such as this one, one party member can ignore Constitution, since if he or she survives this far, he or she is set for life with Con 19.

But in another adventure, a dozen levels might pass by with Int 19 items or Wis 19 items etc etc and not a single Con 19 item in sight. And for a certain party, that Int 19 item can be, well perhaps not worthless... but definitely a "second tier item": the Wizard is already sporting Int 18 well on his wat to Int 20, and nobody else has focussed on any skills. In such a group, an Int 19 item would... well, not be thrown away, but the ranger or cleric ending up with it won't exactly see new avenues of character growth with it, and may well ditch it when they come across their fourth attunement item.

Contrast this with a Dex 19 item for a dragon sorcerer who had to focus on Con and Cha, leaving Dex at 10.

Or the adventure item (Con 19) for a barbarian who took Str and Dex and didn't roll more than a 12 in Con. Not only does this item open up the cool Unarmored Defense feature, it might at 6th level give him a cool +18 hp... Point is: this is infinitely more desirable than a Cleric getting a +3 on his Int saves, and getting above-average Int-based skills... for this particular group.

Since there does not seem to be any magic item economy (making items, trading for items) in 5E our hope is for the DMG to include advice for the DM to ask for "wish lists" from his or her players, I guess.
 

Rilak

First Post
Note that this list is the adventure and the basic DMG. All of the listed items are not in the adventure, and some of the items are only available if you manage to kill all the BBEGs before they escape.
 

wedgeski

Adventurer
Note that this list is the adventure and the basic DMG. All of the listed items are not in the adventure, and some of the items are only available if you manage to kill all the BBEGs before they escape.
Yes, and even if all of these items were obvious and readily lootable in the adventure, it doesn't seem like too much for four players over five levels.
 



BoldItalic

First Post
As a rough guideline, based on the Adventurers League material, it seems that PCs might expect one permanent magic item per party per level (not counting potions and scrolls, that is). So, on average, an individual PC might get four items by level 20, of which three can be attuned.
 

CapnZapp

Legend
As a rough guideline, based on the Adventurers League material, it seems that PCs might expect one permanent magic item per party per level (not counting potions and scrolls, that is). So, on average, an individual PC might get four items by level 20, of which three can be attuned.
That is significantly less than the norm set by published modules.

Sent from my C6603 using EN World mobile app
 


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