Magic Items (5A)

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Magic items follow the general rules of Gear (5A), but also these more detailed rules.

Using Magic Items

Magic items can't be used by just anyone.

Abilities Governed by User

I like it when the user matters more than the item.

  • A magic item always uses your save DC and Spell Attack Bonus. If you lack such values, use the values listed in the item description.
  • A magic item cannot do more dice of damage than the user's level.

Who Can Use What

Specific class abilities can override these general rules.

Scrolls can be used by any spellcaster who has or will gain the spell to their spell list from class choices already made.

Potions, elixirs, ointments etc. Any creature can gain the benefits of a potion, even creatures that lack a metabolism. Can be used by anyone who can open the bottle and drink the contents. This excludes creatures with an Int of 2 or less or who lack manipulator limbs. This includes most familiars. Such a creature can still be fed a potion.

It is a bonus action to take out and use a potion (not ointment etc) on yourself, an action to take from and/or use a potion on a willing or helpless creature within 5 feet.

Staffs and Wands either cast a spell or require a command word. If a staff or wand fails to note this in its description, it is still assumed to be so. A creature must be able to speak to do this. Animal noises are not sufficient. This precludes familiars from using such items.

Use-Activated Items Any creature of intelligence 3 or more can use a use-activated item as long as it can do the action required.

Command Word Command word activated items are activated by words, not grunts or animal noises. A creature must have an Intelligence of 5 or more and be able to speak to do this. This precludes most familiars from using command word activated items.


Any creature can attune the same number of magic items, intelligent or not. A creature need not be intelligent to attune a magic item, but its use of the item is certainly limited by Intelligence.

Minor Item Attunement

This is a radical rule, subject to change.

You can attune any number of items with a cost is less than or equal to the listed cost limit of a consumable of half your level. This does not count against your atonement limit.

Magic Item Prices and Levels

We will be using the values for magic items given in Sane Magic Item Prices. Items from Tasha's Cauldron of Everything might be available, but these are more uncommon, consult the GM on availability. For items not on either of these lists, the GM will set the prices.

Price of Common Magic Items

Prices of common magic items.

Common Magic Items
Armor of Gleaming 50 gp
Bead of Nurishment 5 gp
Bead of Refreshment 1 gp
Boots of False Tracks 200 gp
Candle of The Deep 2 gp
Cast-Off Armor 120 gp
Charlatan's Die 100 gp
Cloak of Billowing 10 gp
Cloak of Many Fashions 200 gp
Clockwork Amulet 150 gp
Clothes of Mending 100 gp
Dark Shard Amulet 120 gp
Dread Helm 20 gp
Ear Horn of Hearing 50 gp
Enduring Spellbook 100 gp
Ersatz Eye 80 gp
Hat of Vermin 40 gp
Hat of Wizardry 90 gp
Heward's Handy Spice Pouch 75 gp
Horn of Silent Alarm 50 gp
Instrument of Illusions 100 gp
Instrument of Scribing 75 gp
Lock of Trickery x5 gp
Moon-Touched Sword 70 gp
Mystery Key 10 gp
Orb of Direction 5 gp
Orb of Time 25 gp
Perfume of Bewitching 20 gp
Pipe of Smoke Monsters 20 gp
Pole of Angling 10 gp
Pole of Collapsing 25 gp
Pot of Awakening 15 gp
Potion of Climbing (Dmg) 180 gp
Rope of Mending 100 gp
Ruby of The War Mage 40 gp
Shield of Expression 25 gp
Smoldering Armor 10 gp
Staff of Adornment 75 gp
Staff of Birdcalls 150 gp
Staff of Flowers 60 gp
Talking Doll 100 gp
Tankard of Sobriety 120 gp
Unbreakable Arrow 50 gp
Veteran's Cane 75 gp
Walloping Ammunition 25 gp
Wand of Conducting 120 gp
Wand of Pyrotechnics 60 gp
Wand of Scowls 75 gp
Wand of Smiles 75 gp

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