Dmg 5e Magic Items

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The item sheet is used by Players and Dungeon Master to view items in the campaign and by the Dungeon Master to create new items (equipment, weapons, armor, treasures etc) for use in the campaign. To open up the items dialog click the 'Items' button in the right hand menu. Players will only be able to view items which have been shared by the Dungeon Master, either via a module (such as the Player's Handbook) or directly shared in the campaign. Conclusion 2: Magical treasure is given out rather sparingly in 5e, apart from minor items, which are given out like candy. Let’s take a 6-person party, three of whom are weapon users. Each character won’t have his or her own major item until level 6, and all three weapon users won’t have magical weapons until around level 9.

The missing index from the Dungeon Master's Guide for 5e

This index contains the magic items from the Dungeon Master's Guide grouped according to their category.

Categories

Armor

NameDMG page
Adamantine Armor150
Animated Shield151
Armor, +1, +2, or +3152
Armor of Invulnerability152
Armor of Resistance152
Armor of Vulnerability152
Arrow-Catching Shield152
Demon Armor165
Dragon Scale Mail165
Dwarven Plate167
Efreeti Chain167
Elven Chain168
Glamoured Studded Leather172
Mariner's Armor181
Mithral Armor182
Plate Armor of Etherealness185
Sentinel Shield199
Shield, +1, +2, or +3200
Shield of Missile Attraction200
Spellguard Shield201

Potions

NameDMG page
Elixir of Health168
Oil of Etherealness183
Oil of Sharpness184
Oil of Slipperiness184
Philter of Love184
Potion of Animal Friendship187
Potion of Clairvoyance187
Potion of Climbing187
Potion of Diminution187
Potion of Fire Breath187
Potion of Flying187
Potion of Gaseous Form187
Potion of Giant Strength187
Potion of Growth187
Potion of Healing187
Potion of Heroism188
Potion of Invisibility188
Potion of Invulnerability188
Potion of Longevity188
Potion of Mind Reading188
Potion of Poison188
Potion of Resistance188
Potion of Speed188
Potion of Vitality188
Potion of Water Breathing188

Rings

NameDMG page
Ring of Animal Influence189
Ring of Djinni Summoning190
Ring of Elemental Command190
Ring of Evasion191
Ring of Feather Falling191
Ring of Free Action191
Ring of Invisibility191
Ring of Jumping191
Ring of Mind Shielding191
Ring of Protection191
Ring of Regeneration191
Ring of Resistance192
Ring of Shooting Stars192
Ring of Spell Storing192
Ring of Spell Turning193
Ring of Swimming193
Ring of Telekinesis193
Ring of the Ram193
Ring of Three Wishes193
Ring of Warmth193
Ring of Water Walking193
Ring of X-ray Vision193

Rods

5e dmg magic item creation
NameDMG page
Immovable Rod175
Rod of Absorption195
Rod of Alertness196
Rod of Lordly Might196
Rod of the Pact Keeper197
Rod of Resurrection197
Rod of Rulership197
Rod of Security197
Tentacle Rod208

Scrolls

5e SRD:Magic Items - D&D Wiki - Dandwiki.com

NameDMG page
Scroll of Protection199
Spell Scroll200

Staffs

NameDMG page
Staff of Charming201
Staff of Fire201
Staff of Frost202
Staff of Healing202
Staff of Power202
Staff of Striking203
Staff of Swarming Insects203
Staff of the Adder203
Staff of the Magi203
Staff of the Python204
Staff of the Woodlands204
Staff of Thunder and Lightning204
Staff of Withering205

Wands

NameDMG page
Wand of Binding209
Wand of Enemy Detection210
Wand of Fear210
Wand of Fireballs210
Wand of Lightning Bolts211
Wand of Magic Detection211
Wand of Magic Missiles211
Wand of Paralysis211
Wand of Polymorph211
Wand of Secrets211
Wand of the War Mage, +1, +2, or +3212
Wand of Web212
Wand of Wonder212

Weapons

NameDMG page
Ammunition, +1, +2, or +3150
Arrow of Slaying152
Berserker Axe155
Blackrazor (Sentient Item)216
Dagger of Venom161
Dancing Sword161
Defender164
Dragon Slayer166
Dwarven Thrower167
Flame Tongue170
Frost Brand171
Giant Slayer172
Hammer of Thunderbolts173
Holy Avenger174
Javelin of Lightning178
Luck Blade179
Mace of Disruption179
Mace of Smiting179
Mace of Terror180
Moonblade (Sentient Item)217
Nine Lives Stealer183
Oathbow183
Scimitar of Speed199
Sun Blade205
Sword of Answering206
Sword of Life Stealing206
Sword of Sharpness206
Sword of Vengeance206
Sword of Wounding207
Trident of Fish Command209
Vicious Weapon209
Vorpal Sword209
Wave (Sentient Item)218
Weapon, +1, +2, or +3213
Weapon of Warning213
Whelm (Sentient Item)218

Wondrous Items

NameDMG page
Alchemy Jug150
Amulet of Health150
Amulet of Proof against Detection and Location150
Amulet of the Planes150
Apparatus of Kwalish151
Bag of Beans152
Bag of Devouring153
Bag of Holding153
Bag of Tricks154
Bead of Force154
Belt of Dwarvenkind155
Belt of Giant Strength155
Boots of Elvenkind155
Boots of Levitation155
Boots of Speed155
Boots of Striding and Springing156
Boots of the Winterlands156
Bowl of Commanding Water Elementals156
Bracers of Archery156
Bracers of Defense156
Brazier of Commanding Fire Elementals156
Brooch of Shielding156
Broom of Flying156
Candle of Invocation157
Cap of Water Breathing157
Cape of the Mountebank157
Carpet of Flying157
Censer of Controlling Air Elementals158
Chime of Opening158
Circlet of Blasting158
Cloak of Arachnida158
Cloak of Displacement158
Cloak of Elvenkind158
Cloak of Invisibility158
Cloak of Protection159
Cloak of the Bat159
Cloak of the Manta Ray159
Crystal Ball159
Cube of Force159
Cubic Gate160
Daern's Instant Fortress160
Decanter of Endless Water161
Deck of Illusions161
Deck of Many Things162
Dimensional Shackles165
Driftglobe166
Dust of Disappearance166
Dust of Dryness166
Dust of Sneezing and Choking166
Efreeti Bottle167
Elemental Gem167
Eversmoking Bottle168
Eyes of Charming168
Eyes of Minute Seeing168
Eyes of the Eagle168
Figurine of Wondrous Power169
Folding Boat170
Gauntlets of Ogre Power171
Gem of Brightness171
Gem of Seeing172
Gloves of Missile Snaring172
Gloves of Swimming and Climbing172
Gloves of Thievery172
Goggles of Night172
Hat of Disguise173
Headband of Intellect173
Helm of Brilliance173
Helm of Comprehending Languages173
Helm of Telepathy174
Helm of Teleportation174
Heward's Handy Haversack174
Horn of Blasting174
Horn of Valhalla175
Horseshoes of a Zephyr175
Horseshoes of Speed175
Instrument of the Bards176
Ioun Stone176
Iron Bands of Bilarro177
Iron Flask178
Keoghtom's Ointment179
Lantern of Revealing179
Mantle of Spell Resistance180
Manual of Bodily Health180
Manual of Gainful Exercise180
Manual of Golems180
Manual of Quickness of Action181
Medallion of Thoughts181
Mirror of Life Trapping181
Necklace of Adaptation182
Necklace of Fireballs182
Necklace of Prayer Beads182
Nolzur's Marvelous Pigments183
Pearl of Power184
Periapt of Health184
Periapt of Proof against Poison184
Periapt of Wound Closure184
Pipes of Haunting185
Pipes of the Sewers185
Portable Hole185
Quaal's Feather Token188
Quiver of Ehlonna189
Robe of Eyes193
Robe of Scintillating Colors194
Robe of Stars194
Robe of the Archmage194
Robe of Useful Items195
Rope of Climbing197
Rope of Entanglement197
Saddle of the Cavalier199
Scarab of Protection199
Sending Stones199
Slippers of Spider Climbing200
Sovereign Glue200
Sphere of Annihilation201
Stone of Controlling Earth Elementals205
Stone of Good Luck (Luckstone)205
Talisman of Pure Good207
Talisman of the Sphere207
Talisman of Ultimate Evil207
Tome of Clear Thought208
Tome of Leadership and Influence208
Tome of the Stilled Tongue208
Tome of Understanding209
Universal Solvent209
Well of Many Worlds213
Wind Fan213
Winged Boots214
Wings of Flying214

If you’re playing by-the-book 5e D&D, how much magical treasure is a party likely to find? Is it less than other editions? Is that wererat’s immunity to normal weapons a big deal?

The DMG and Xanathar’s Guide offer some guidance: “Over the course of a typical campaign, a party finds treasure hoards amounting to seven rolls on the Challenge 0-4 table, eighteen rolls on the Challenge 5-10 table, twelve rolls on the Challenge 11-16 table, and eight rolls on the Challenge 17+ table.” That’s 45 rolls, roughly two per character level: three per level at CR 5-10, because level advancement slows there because that’s the game’s “sweet spot”. (I’m assuming that most fights are intended to be against a CR equal to character level, which may be a big assumption, but which looks borne out by this treasure distribution.)

Xanathar’s Guide has a further table, Magic Items Awarded by Tier, which specifies the number of major and minor items the party should expect to collect. For instance, during character levels 1-4, it says the party is supposed to accumulated 9 “minor” items (mostly expendable items like potions and scrolls, plus a few low-power permanent items) and 2 “major” items (like magic swords and shields and ioun stones and the like). During character levels 5-10, the party should find 28 more minor items and 6 more major items.

Items

Because I like to check math, I decided to, well, check the math, and I found that the Xanathar’s chart is close to, but not 100%, accurate. For example, let’s take the number of major items collected during levels 5-10. Xanathar’s says 6 items will be accumulated over 18 treasure rolls. Let’s compare this to the Dungeon Master’s Guide treasure tables.

In one treasure roll for levels 5-10, you have a 14% chance of getting 1d4 items from Magic Item Table F (an expectation of .35 items), a 4% chance of getting 1d4 items from Magic Item Table G (an expectation of .1 items), and a 2% chance of an item from Magic Item H (.02 items). Over 18 rolls, that’s 8.46 major magic items. Not a big difference from 6 – 40% off, which is in the ballpark – but if the Xanathar’s table is at all useful to you, you may like to have a more accurate version of the table.
My more detailed (broken down by level) and accurate chart is below.

I’ve also added a column for Magic Weapons: this is how many of the party’s major items can be expected to be magic weapons, based on the percentage of magic weapons on each treasure table. This is useful if you want to know, for instance, how big of a deal it is that gargoyles are resistant to, and lycanthropes are immune to, nonmagic weapons.

Magic Items A To Z :: 5e.d20srd.org

Magic Items Accumulated By Level

The discrepancy in numbers between my chart and Xanathar’s may be nothing more than rounding error in the Xanathar chart: despite different estimates per level, we end up in the same place. Xanathar’s Guide says that over 20 levels, a party will find “roughly one hundred items.” According to my calculations, the party should find 101.8 items – pretty damn close to 100. Of these, 75 will be minor items, and only 7 will be magic weapons.

Items

Conclusion 1: Use my chart instead of Xanathar’s if you are a fan of unnecessarily high precision.

Alchemy Jug

Conclusion 2: Magical treasure is given out rather sparingly in 5e, apart from minor items, which are given out like candy. Let’s take a 6-person party, three of whom are weapon users. Each character won’t have his or her own major item until level 6, and all three weapon users won’t have magical weapons until around level 9. That means that that CR 2 Wererat (or CR 1/2 jackalwere), will probably be an annoyance for some time.

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Caveat: This treasure distribution doesn’t match my game, and it probably doesn’t match yours either. In fact, it may not match any real-world game at all. Are there any DMs who provide purely random treasure, and at the by-the-book rate of distribution? I know that when I DM, the monsters drop minor magic items at a much lower rate, and major items at a much higher rate. Another DM may be much stingier than me. But if you are striving to play by-the-book, this may help you.