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Starting Items Table for Higher Level PCs
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<blockquote data-quote="S'mon" data-source="post: 6632309" data-attributes="member: 463"><p>I did a handy "uncommon magic items table for higher level PCs" using the items in the Basic rules. It's intended to resemble what would actually happen in-play, so there is no 'balance'. You can make similar tables for Rare & Very Rare for high-magic campaigns.</p><p></p><p>Starting Magic Items for High Level PCs - roll d20 as many times as appropriate, eg a rare magic campaign would roll once at level 11-16 and twice at 17-20.</p><p></p><p>1. Bag of Holding</p><p>Wondrous item, uncommon</p><p>This bag has an interior space considerably larger</p><p>than its outside dimensions, roughly 2 feet in diameter</p><p>at the mouth and 4 feet deep. The bag can hold up to</p><p>500 pounds, not exceeding a volume of 64 cubic feet.</p><p>The bag weighs 15 pounds, regardless of its contents.</p><p>Retrieving an item from the bag requires an action.</p><p>If the bag is overloaded, pierced, or torn, it ruptures</p><p>and is destroyed, and its contents are scattered in the</p><p>Astral Plane. If the bag is turned inside out, its contents</p><p>spill forth, unharmed, but the bag must be put right</p><p>before it can be used again. Breathing creatures inside</p><p>the bag can survive up to a number of minutes equal</p><p>to 10 divided by the number of creatures (minimum 1</p><p>minute), after which time they begin to suffocate.</p><p>Placing a bag of holding inside an extradimensional</p><p>space created by a Heward’s handy haversack, portable</p><p>hole, or similar item instantly destroys both items and</p><p>opens a gate to the Astral Plane. The gate originates</p><p>where the one item was placed inside the other. Any</p><p>creature within 10 feet of the gate is sucked through it</p><p>to a random location on the Astral Plane. The gate then</p><p>closes. The gate is one-way only and can’t be reopened.</p><p></p><p>2. Boots of Striding and Springing</p><p>Wondrous item, uncommon (requires attunement)</p><p>While you wear these boots, your walking speed</p><p>becomes 30 feet, unless your walking speed is higher,</p><p>and your speed isn’t reduced if you are encumbered</p><p>or wearing heavy armor. In addition, you can jump</p><p>three times the normal distance, though you can’t jump</p><p>farther than your remaining movement would allow.</p><p></p><p>3. Cloak of Elvenkind</p><p>Wondrous item, uncommon (requires attunement)</p><p>While you wear this cloak with its hood up, Wisdom</p><p>(Perception) checks made to see you have disadvantage,</p><p>and you have advantage on Dexterity (Stealth) checks</p><p>made to hide, as the cloak’s color shifts to camouflage</p><p>you. Pulling the hood up or down requires an action.</p><p></p><p>4. Gauntlets of Ogre Power</p><p>Wondrous item, uncommon (requires attunement)</p><p>Your Strength score is 19 while you wear these</p><p>gauntlets. They have no effect on you if your Strength is</p><p>already 19 or higher.</p><p></p><p>5. Gloves of Swimming and Climbing</p><p>Wondrous item, uncommon (requires attunement)</p><p>While wearing these gloves, climbing and swimming</p><p>don’t cost you extra movement, and you gain a +5 bonus</p><p>to Strength (Athletics) checks made to climb or swim.</p><p></p><p>6. Goggles of Night</p><p>Wondrous item, uncommon</p><p>While wearing these dark lenses, you have darkvision</p><p>out to a range of 60 feet. If you already have darkvision,</p><p>wearing the goggles increases its range by 60 feet.</p><p></p><p>7. Headband of Intellect</p><p>Wondrous item, uncommon (requires attunement)</p><p>Your Intelligence score is 19 while you wear this</p><p>headband. It has no effect on you if your Intelligence is</p><p>already 19 or higher.</p><p></p><p>8. Keoghtom’s Ointment</p><p>Wondrous item, uncommon</p><p>This glass jar, 3 inches in diameter, contains 1d4 + 1</p><p>doses of a thick mixture that smells faintly of aloe. The</p><p>jar and its contents weigh 1/2 pound.</p><p>As an action, one dose of the ointment can be</p><p>swallowed or applied to the skin. The creature that</p><p>receives it regains 2d8 + 2 hit points, ceases to be</p><p>poisoned, and is cured of any disease.</p><p></p><p>9-10. 2d4 potions of healing</p><p>A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. Each potion weighs 1/2 pound.</p><p></p><p></p><p>11-13. Spell Scroll of (50%) 1 2nd or 3rd level Spell, (40%) 2 1st level Spells, or (10%) 3 cantrips</p><p>Spell Level Rarity Save DC Attack Bonus</p><p>Cantrip Common 13 +5</p><p>1st Common 13 +5</p><p>2nd Uncommon 13 +5</p><p>3rd Uncommon 15 +7</p><p></p><p>14. Wand of Magic Detection</p><p>Wand, uncommon</p><p>This wand has 3 charges. While holding it, you can</p><p>expend 1 charge as an action to cast the detect magic</p><p>spell from it. The wand regains 1d3 expended charges</p><p>daily at dawn.</p><p></p><p>15. Wand of Magic Missiles</p><p>Wand, uncommon</p><p>While you hold this wand, you can use an action to</p><p>expend 1 to 3 of its 7 charges to cast the magic missile</p><p>spell without using any components. For 1 charge, you</p><p>cast the spell as if you used a 1st-level spell slot, and you</p><p>increase the spell slot level by one for each additional</p><p>charge you spend.</p><p>The wand regains 1d6 + 1 expended charges each day</p><p>at dawn. However, if you expend the wand’s last charge,</p><p>roll a d20. On a 1, the wand crumbles into ashes and</p><p>is destroyed.</p><p></p><p>16-20. Weapon, Rune Weapon +1</p><p>Weapon (any), uncommon (+1)</p><p>You have a +1 bonus to attack and damage rolls made with</p><p>this rune-carved magic weapon.</p></blockquote><p></p>
[QUOTE="S'mon, post: 6632309, member: 463"] I did a handy "uncommon magic items table for higher level PCs" using the items in the Basic rules. It's intended to resemble what would actually happen in-play, so there is no 'balance'. You can make similar tables for Rare & Very Rare for high-magic campaigns. Starting Magic Items for High Level PCs - roll d20 as many times as appropriate, eg a rare magic campaign would roll once at level 11-16 and twice at 17-20. 1. Bag of Holding Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. 2. Boots of Striding and Springing Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. 3. Cloak of Elvenkind Wondrous item, uncommon (requires attunement) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. 4. Gauntlets of Ogre Power Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. 5. Gloves of Swimming and Climbing Wondrous item, uncommon (requires attunement) While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. 6. Goggles of Night Wondrous item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. 7. Headband of Intellect Wondrous item, uncommon (requires attunement) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. 8. Keoghtom’s Ointment Wondrous item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. 9-10. 2d4 potions of healing A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. Each potion weighs 1/2 pound. 11-13. Spell Scroll of (50%) 1 2nd or 3rd level Spell, (40%) 2 1st level Spells, or (10%) 3 cantrips Spell Level Rarity Save DC Attack Bonus Cantrip Common 13 +5 1st Common 13 +5 2nd Uncommon 13 +5 3rd Uncommon 15 +7 14. Wand of Magic Detection Wand, uncommon This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. 15. Wand of Magic Missiles Wand, uncommon While you hold this wand, you can use an action to expend 1 to 3 of its 7 charges to cast the magic missile spell without using any components. For 1 charge, you cast the spell as if you used a 1st-level spell slot, and you increase the spell slot level by one for each additional charge you spend. The wand regains 1d6 + 1 expended charges each day at dawn. However, if you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. 16-20. Weapon, Rune Weapon +1 Weapon (any), uncommon (+1) You have a +1 bonus to attack and damage rolls made with this rune-carved magic weapon. [/QUOTE]
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