Difference between revisions of "Magic Items (5A)"

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A creature must be able to speak to do this. Animal noises are not sufficient.
 
A creature must be able to speak to do this. Animal noises are not sufficient.
 
This includes most familiars.
 
This includes most familiars.
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'''Use-Activated Items
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Any creature of intelligence 3 or more can use a use-activated item as long as it can do the action required.
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Note that familiars cannot perform the Attack action, which is required for a number of use-activated items, such as the ''ring of the ram'''.
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'''Command Word
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Command word activated items are activated by words, not grunts or animal noises.
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A creature must have an Intelligence of 5 or more and be able to speak to do this. 
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This precludes most familiars from using command word activated items.
  
 
=== Attunement ===
 
=== Attunement ===

Revision as of 09:30, 27 August 2021

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We will be using the values for magic items given in Sane Magic Item Prices and supplemented in Tasha's Sane Magic Item Prices. For items not on either of these lists, the GM will set the prices.

Magic Item Prices and Levels

Rather than using the very rough price guidelines and levels of the DMG, this table is to be used. This gives the lowest level at which a character can purchase items of the listed price. This is also the highest value item a character can craft.

Level This is the level of the character and restricts what items the character can make - you can craft anything up to the given price. This is also a limit on what items you can purchase. It reflects that your prestige that gives you access to new markets. This is somewhat artificial, but an easy way to maintain some balance.

Consumables This is the maximum cost of each consumable item you can make or buy. Items like wands, that have charges and a small chance to fail when overused, are not considered consumables. This number is inflated so that it is possible to pack more omph into a single-use item. Watch out for overspending in this category, which can make a character powerful at lower levels and then poor at higher levels.

Permanent This is the cost limit for all items that are not consumables.

Using Magic Items

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 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 3 or less or who lack manipulator limbs. This includes most familiars. Such a creature can still be fed a potion.

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 includes most familiars.

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. Note that familiars cannot perform the Attack action, which is required for a number of use-activated items, such as the ring of the ram'.

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.

Attunement

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.

Any number of items can be attuned as if they were one item, as long as their total cost is less than or equal to the listed cost limit for a single item of your level -5.

Magic Item Prices

we use Sane Magic Item Prices and Tasha's Sane Magic Item 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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