D&D 5E DMG: A Few Magic Item Variants, Epic Boons

evilives

First Post
Mixing potions effects are in as a variant rule, percentile roll with a low probability of explosion, poison, or permanence ala 1st edition.

Scroll mishaps is in.

Magic item details (the creation, history, quirks and minor effects from the playtest) is in.

Sidebar gives some ideas about using magic item formulas, but alas no examples.

You can sell magic items, but you roll percentiles to see what kind of buyer you get ( a low roll gets you a skinflint, a medium roll might get you a moral quandry: low price to a buyer, higher price to a shady buyer). Takes a random number of days to find a buyer, more time for rarer stuff.

Epic Boons (alternatives for these are ability increase [can take you up to 30] or feat

Suggested as rewards for characters at 20th level as they gain XP they no longer can use. Page full of examples (cannot select same boon more than once unless explicitly indicated). Here's two:

Boon of Magic Resistance: advantage to save versus spells and other magical effects
Boon of Quick Casting: choose a spell (max 3rd level) with 1 action casting time. Now you cast that spell as a bonus action.
 

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You can sell magic items, but you roll percentiles to see what kind of buyer you get ( a low roll gets you a skinflint, a medium roll might get you a moral quandry: low price to a buyer, higher price to a shady buyer). Takes a random number of days to find a buyer, more time for rarer stuff.

This is very nice!
 




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