D&D 5E (2024) Indirectly Buffing Rogues, Rangers, Monks Via Magic Items?

Hence curated lists. I dont hand out much in the way of vicious weapons (they're "the best").
I actually like Vicious weapons the best.
With following bounded accuracy design goal, they work better than +X items

Hence the following house ruled items.

Magic weapons:

Common: +1 damage
Uncommon: +1d6 damage
Rare: +2d6 damage
Very rare: +3d6 damage
Legendary: +4d6 damage

Magic armor: damage reduction from all attacks.

Common: DR 1
Uncommon: DR 3
Rare: DR 6
Very rare: DR 9
Legendary: DR 12

As for casters "implements"
they gain damage/healing bonus to one roll of the spell per spell level(cantrips are level 1 spells for this)

IE: for 3rd level spell
it would be
Common: +3 damage/healing
Uncommon: +3d6 damage/healing
Rare: +6d6 damage/healing
Very rare: +9d6 damage/healing
Legendary: +12d6 damage/healing

for 9th level spell it would be:
Common: +9 damage/healing
Uncommon: +9d6 damage/healing
Rare: +18d6 damage/healing
Very rare: +27d6 damage/healing
Legendary: +36d6 damage/healing

As for save bonuses from items, they are also removed.
now they give save proficiencies chosen after a short rest with using the item.

Uncommon: 1 save proficiency
Rare: 2 saves proficiency
Very rare: 3 saves proficiency
Legendary: 4 saves proficiency
 

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