D&D 5E Diablo II Magic Item Generator

CapnZapp

Legend
Let's use this old ASP to create a dozen fully 5e-compatible magic items! :)

http://archive.wizards.com/dnd/D2Demo/full_item_generator.asp

Throwing Axe of Performance


Damage 1d4/1d4, thrown 10/20/30 (ROF 1/1); minimum base damage with this item is 5
A throwing axe which never deals less than 5 damage. We'll assume standard 5e statistics. More a curiosity than a truly useful item. At least it counts as magical.

Serpent's Ring of Draining


Worn on hand, one per hand; +1 1st-5th level spells per day (if the user can cast such spells); -2 Intelligence
So, a ring that gives one extra spell slot of your highest spell level (up to 5th). Impressive.

Just a fly in the ointment for Wizards :)

Green Throwing Axe of the Sun


Damage 1d4/1d4, thrown 10/20/30 (ROF 1/1); +1 save vs. poison; any light source carried by user has a +30' radius
Throwing Axe. 5e doesn't really do numerical bonuses to specific damage types. Let's upgrade this to advantage on saving throws against poison.

Veiled Robe of Blocking


AC 10; user is invisible to all beings more than 10' away; extra attack/round when using this item to parry or as armor 2d4 damage on the attacker
It's a Robe providing a permanent Greater Invisibility effect to its wearer. Except it doesn't work on creatures adjacent to you :)

Good thing enemies take 2d4 damage each time they successfully hit you with an attack.

Fine Robe of Protection


AC 10; +1 AC; -2 hit points of damage suffered with each attack
Another robe. This one grants a powerful version of the Heavy Armor Master feat:

While you are wearing the Fine Robe of Protection, bludgeoning, piercing, and slashing damage that you take is reduced by 3. You also gain +1 bonus to AC, provided you wear no armor.

Crystal Long Sword of the Lamprey


Damage 1d8/1d12; +3 save vs. mind-affecting spells and effects; hit heals the user 2d4 hit points
It's a longsword, but not with any magic bonus.

The first property we'll implement as "while wielding this weapon, you gain advantage on saving throws against being charmed".

Healing yourself 5 points on average for every hit is mega powerful. A balanced version might be "you gain 5 temporary hit points each time you make a successful attack with this weapon".

Heavy Kris of Vim


Damage 1d4+1/1d4, thrown 10/20/30 (ROF 1/1); double base damage on a natural 17-20; +3 Constitution
Attacks made with this dagger score a critical hit on a roll of 17-20. Your Constitution score increases by 2, to a maximum of 20, while wielding this dagger.

Ability changes are best kept to even values.

Berserker's Long Sword of Slaughter


Damage 1d8/1d12; +2 level/score with nonweapon profs and spells (Barbarians only); +5 damage
I don't really understand these AD&D stats, but I'm gonna go ahead with the following:

While attuned to this Longsword, your proficiency bonus is increased by 1. Your Rage Damage (your bonus damage while raging) is doubled for attacks made with this weapon.

Elixir of Chi


+1 Wisdom for 1 day
When you drink this elixir, your Wisdom increases by 2, to a maximum of 24 for one day.

This this was generated as a fairly high-level item, I thought its interest would mainly lie in its ability to break the twenty barrier.

Stalking War Staff of Plenty


Damage 1d8/1d8 two-handed; user is invisible on any round he or she does not move, attack, or cast a spell; Can fire two charges/arrows per round for free (others cost or must be provided)
Staff. The first benefit we can use verbatim.

"user is invisible on any round he or she does not move, attack, or cast a spell"

The second would make sense for a weapons user or something like a wand. What we'll do is this:

The staff has 10 charges. As an action, you can spend 1 or more of its charges to recharge another magic item with charges you are attuned to and are holding, up to its maximum.
Additionally, when you cast a spell that has a casting time of 1 action, you can spend 2 charges from the staff to change the casting time to 1 bonus action for this casting.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Prismatic Brandistock of the Sun


Damage 1d10/2d6, minimum Strength 18, cannot be disarmed; +3 on all saves; any light source carried by user has a +30' radius
Oookay, so this becomes a Legendary (+3) Pike that grants a bonus to attack and damage rolls, as well as saving throws. The bonus is determined by the weapon's rarity.

You need Strength 18+ to attune to this weapon. You become immune to disarm attempts. This pike is shedding bright light in a 30-foot radius and dim
light for an additional 30 feet.

The item is too high level to merely affect other sources of light, so I baked it in. A brandistock is apparently a short spear-like polearm with folding points. Since 5e doesn't support anything fancy I chose the pike based on the damage type: piercing.

Fine Gothic Shield of the Zodiac


AC +2 against all attacks, minimum Strength 18; +1 AC; +5 to all ability scores
Yowza! At least it's something appropriate for a level 20 Hell item! What the difference between the two kinds of AC bonus is, I don't know. Let's make it interesting:

We'll begin by making it a +2 Shield. Then it grants every ally (including you) within 30 ft a +1 bonus to AC and saving throws.

While you remain attuned to this shield, all of your ability scores are increased by 4. The scores can exceed 20 but can't exceed 24.
 

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Fanaelialae

Legend
Shortly after 5e came out, I pulled out my old Diablo setting books (from 2e/3e) and intended to update the charts to 5e. Still haven't gotten around to it 3? years later, but I'd still like to do it some day. We used the charts quite regularly for a while during 2e/3e and they were a lot of fun.
 

CapnZapp

Legend
I think what the above shows you is, that updating on the fly is sufficiently easy, that a full before-the-fact conversion isn't really necessary! :)
 

Ace864

Villager
This is cool stuff, but unfortunately, in Diablo 2 there is a lot of rare items that kill almost all the challenge in this game. Luckily, they fixed it in the third part of the game. The only issue I had in both parts of this game that it was hard to find runes. Recently, I’ve read on yesgamers.com that it is possible to purchase runes for Diablo 2. Now, I’m considering installing the second part again on my laptop and try to play with purchased runes. Sometimes, I truly miss the old second part. I remember we used to play this game altogether when we were kids.
 
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CapnZapp

Legend
This is cool stuff, but unfortunately, in Diablo 2 there is a lot of rare items that kill almost all the challenge in this game.
Thank you!

The point here was - are my conversions really broken? I don't think so. Meaning you could use the generator for inspiration, waving aside the fact that, yes, the AD&D implementation of Diablo resulted in broken game of epic proportions
 

Weiley31

Legend
Okay, I know they had a Diablo setting book for 3E, but had no idea they had one for 2E as well. How good are the magic item creation tables for 2E and 3E/3.5?
 
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CapnZapp

Legend
Depends on your definition of "good"...

(you could call them "inspiring"... or "random"... or "shite"... :sneaky: you can't call them "balanced" thou :giggle:)
 

CapnZapp

Legend
But why don't you have a go at the generator and see for yourself - it's still functional (link in OP above) (y)

I got this one just now:
Code:
Short Battle Bow of the Exposed

Fired 50/100/150 (2/1 ROF), 1d8/1d8+1; 2 spells per day must be memorized as if they were 1 level higher

XP: 0   Gold: 151
Cheeky name ;)

For this one I can't see any magic improvements unless "2/1 ROF means it shoots faster than usual. Of course, you pay a price if you know any spells... (Archer mages are hosed, but perhaps more commonly Rangers are too)
 

CapnZapp

Legend
Okay just one more...

Code:
Champion's War Staff of Quickness

Damage 1d8/1d8 two-handed; +4 to hit, double base damage on a natural 13-20; -4 initiative when attacking with this item

XP: 6000   Gold: 30100
Okay so it's a +4 magic weapon with an absolutely enormous "keen" range. In 5E terms probably +3. Remember that in AD&D lower initiative is better, so I'd do advantage on initiative in 5E.

Champion's War Staff of Quickness
+3 Staff
Wielder gets advantage to Dexterity checks when rolling for Initiative
The War Staff scores a critical hit on a roll of 18 or 20. (anything more is just ridiculous)
 

Weiley31

Legend
Depends on your definition of "good"...

(you could call them "inspiring"... or "random"... or "shite"... :sneaky: you can't call them "balanced" thou :giggle:)
Good as in you can use it as an actual substitution for magic items creation in 2E/3E/3.5? and it will do the job adequately and not be iss poor.
 

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