There's a whiff of some of that on the castle, tomb, temple, etc. Eventually, I'd like to put together variants on each of these- the luxurious imperial palace, the Northman/Viking keep, the desert/Egyptian/mummy tomb, the vampire King/queen's tomb, etc. Similar to how the enchanted forest and haunted forest tables are specific variants of the forest tables.
The DMG, in Chapter 7, presents random magic item tables.
Can anyone offer any insight into how these are constructed? What determines whether an item goes in Table B, versus Table C, versus Table E?
For example, I can tell that Table A is strictly common or uncommon items, mostly expendable items like scrolls and potions, with a small chance of select utility (non-combat) uncommon items.
EDIT: I think I roughly hacked the design of the magic item tables..not perfect, but perfect enough..
Table A. small table = common potions with small chance of select uncommon potion (greater healing), common scrolls (cantrip-1st) with small chance of 2nd level scrolls, small chance of select utility (non-combat) uncommon magic items.
Table B. uncommon potions, uncommon scrolls (2nd-3rd), uncommon items (including magic armors without +1 bonus), +1 ammo (NOT +1 weapons), Water breathing/swimming items.
Table C. rare potions (including Flying), rare scrolls (4th-5th), rare items that are either utility or limited-use combat (necklace of fireballs, beads of force), +2 ammo.
Table D. very rare potions (including Invisibility), very rare scrolls (6th-8th), select very rare / rare items (e.g. bag of devouring, horseshoes of a zephyr, portable hole), +3 ammo.
Table E. small table = a few very rare potions, very rare/legendary scrolls (8th-9th), very rare/legendary expendable items (e.g. sovereign glue)
Table F. NO potions/scrolls, weapon +1, shield +1, wand/rod +1, Flying items (broom of flying, winged boots), uncommon instruments, uncommon decks, stat-boosting items (gauntlets of ogre power), uncommon rings, uncommon staves, weird mix of uncommon items (e.g. boots of elvenkind)
Table G. NO potions/scrolls, weapon +2, shield +2, wand/rod +2, armor +1, rare rings, rare ioun stones, Flying items (cloak of the bat, ring of levitation, wings of flying), CR 5 Summoning items (brazier of commanding fire elementals), Teleportation (helm of teleportation), mix of rare items, figurines of wondrous power
Table H. NO potions/scrolls, weapon +3, shield +3, wand/rod +3, armor +2, rare staves, very rare weapons (sword of sharpness), very rare staves, very rare rings, very rare ioun stones, Flying items (carpet of flying), Planewalking items (amulet of the planes), CR 11 Summoning items (efreeti bottle), Permanent stat-boosting items (tome of leadership and influence)
Table I. NO potions/scrolls, armor +3, legendary items
Can anyone offer any insight into how these are constructed? What determines whether an item goes in Table B, versus Table C, versus Table E?
For example, I can tell that Table A is strictly common or uncommon items, mostly expendable items like scrolls and potions, with a small chance of select utility (non-combat) uncommon items.
EDIT: I think I roughly hacked the design of the magic item tables..not perfect, but perfect enough..
Table A. small table = common potions with small chance of select uncommon potion (greater healing), common scrolls (cantrip-1st) with small chance of 2nd level scrolls, small chance of select utility (non-combat) uncommon magic items.
Table B. uncommon potions, uncommon scrolls (2nd-3rd), uncommon items (including magic armors without +1 bonus), +1 ammo (NOT +1 weapons), Water breathing/swimming items.
Table C. rare potions (including Flying), rare scrolls (4th-5th), rare items that are either utility or limited-use combat (necklace of fireballs, beads of force), +2 ammo.
Table D. very rare potions (including Invisibility), very rare scrolls (6th-8th), select very rare / rare items (e.g. bag of devouring, horseshoes of a zephyr, portable hole), +3 ammo.
Table E. small table = a few very rare potions, very rare/legendary scrolls (8th-9th), very rare/legendary expendable items (e.g. sovereign glue)
Table F. NO potions/scrolls, weapon +1, shield +1, wand/rod +1, Flying items (broom of flying, winged boots), uncommon instruments, uncommon decks, stat-boosting items (gauntlets of ogre power), uncommon rings, uncommon staves, weird mix of uncommon items (e.g. boots of elvenkind)
Table G. NO potions/scrolls, weapon +2, shield +2, wand/rod +2, armor +1, rare rings, rare ioun stones, Flying items (cloak of the bat, ring of levitation, wings of flying), CR 5 Summoning items (brazier of commanding fire elementals), Teleportation (helm of teleportation), mix of rare items, figurines of wondrous power
Table H. NO potions/scrolls, weapon +3, shield +3, wand/rod +3, armor +2, rare staves, very rare weapons (sword of sharpness), very rare staves, very rare rings, very rare ioun stones, Flying items (carpet of flying), Planewalking items (amulet of the planes), CR 11 Summoning items (efreeti bottle), Permanent stat-boosting items (tome of leadership and influence)
Table I. NO potions/scrolls, armor +3, legendary items
Dmg Table For Magic Tables 5e 1
Dmg Table For Magic Tables 5e 1
Spell Sheet; Monster List; Magic Items; Encounter Size Calculator; Initiative Tracker; Random Generator; Random Dungeon Generator. 5e Magic Items. These tools are critical for a DM in a time pinch and a good random table can add an element of fun to a story that you just can’t get otherwise. Magic Item Tables (DMG 144-149) History, Properties, Details, Quirks of Magic Items (DMG 142-143). Wow not see dmg numbers 1. Finlam, GM Advice 5e, 5th Edition, D&D, DM, DM Resources, dnd, Dungeons and Dragons, GM, GM.