Dmg Magic Item Table 3.5
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- 5e Dmg Magic Item Tables
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- 1Treasure
- 1.1Monsters With Treasure
- 1.1.1Using the Treasure Table
- 1.1Monsters With Treasure
Treasure
Monsters With Treasure
- Nov 02, 2015 In 5e, characters can only have three magic items attuned at a time (DMG pg 138). Therefore, unlike 4e, the number of magic item slots available to characters are very limited and magic items must be carefully considered. Naturally, items that are good and do not require attunement will be given greater consideration.
- Wondrous Item Descriptions. Standard wondrous items are described below. Amulet of Health. This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal.
Bracers of the Blinding Strike (MoF, not the same as the MIC item), Flexible Spine graft (LoM), Stone of Good Luck (DMG), Ioun Stone, Pale Green (DMG), Initiative weapon enhancement (OA), Rod of Alertness (DMG). Jul 15, 2010 Random item generation Hawk, not random treasure tables. At least I haven't seen random treasure generation tables. I'll go double check and get back to you. Edit: There is NO random treasure table in the GMG. There is a Random Item Generator for random magic items, but I've been still using table 3-5 for awarding random Treasure. Jan 08, 2015 UPDATE: +Bill Logan did a beautiful conversion of this table for use in the BareBones Fantasy Roleplaying Game. You can find it here. CONFESSION: Items 51-100 are not new. I wrote them yesterday and added them to the 50 items that I wrote today. I'm sorry, I just really wanted an even 100.
Every monster has a treasure rating (indicating how much treasure it has, although for some creatures the rating is “None”). The tables found below are used to determine the specifics. After referencing the level and kind of treasure (coins, goods, items) found in the creature’s description, roll on the appropriate row and columns of the proper table.
When generating an encounter dealing with monsters away from their lair, remember that a creature only takes what it can easily carry with it. In the case of a creature that cannot use treasure, that generally means nothing. The monster safeguards or hides its treasure as well as it can, but it leaves it behind when outside the lair.
Using the Treasure Table
Cross-reference the level of the treasure on the left with the type of treasure. The level of the treasure is equal to the CR of the monsters in the encounter. A standard treasure (one that includes coins, goods, and items) requires three rolls, one for each category.
Encounter Level | Treasure per Encounter | Encounter Level | Treasure per Encounter |
---|---|---|---|
1 | 300 gp | 11 | 7,500 gp |
2 | 600 gp | 12 | 9,800 gp |
3 | 900 gp | 13 | 13,000 gp |
4 | 1,200 gp | 14 | 17,000 gp |
5 | 1,600 gp | 15 | 22,000 gp |
6 | 2,000 gp | 16 | 28,000 gp |
7 | 2,600 gp | 17 | 36,000 gp |
8 | 3,400 gp | 18 | 47,000 gp |
9 | 4,500 gp | 19 | 61,000 gp |
10 | 5,800 gp | 20 | 80,000 gp |
On average, the PCs should earn one treasure suitable to their level for each encounter they overcome.
Type | Average Result |
---|---|
Gem | 275 gp |
Art object | 1,100 gp |
Mundane item | 350 gp |
Minor magic item | 1,000 gp |
Medium magic item | 10,000 gp |
Major magic item | 40,000 gp |
Level | d% | Coins | d% | Goods | d% | Items |
---|---|---|---|---|---|---|
1st | 01–14 | — | 01–90 | — | 01–71 | — |
15–29 | 1d6 × 1,000 cp | 91–95 | 1 gem | 72–95 | 1 mundane | |
30–52 | 1d8 × 100 sp | 96–100 | 1 art | 96–100 | 1 minor | |
53–95 | 2d8 × 10 gp | |||||
96–100 | 1d4 × 10 pp | |||||
2nd | 01–13 | — | 01–81 | — | 01–49 | — |
14–23 | 1d10 × 1,000 cp | 82–95 | 1d3 gems | 50–85 | 1 mundane | |
24–43 | 2d10 × 100 sp | 96–100 | 1d3 art | 86–100 | 1 minor | |
44–95 | 4d10 × 10 gp | |||||
96–100 | 2d8 × 10 pp | |||||
3rd | 01–11 | — | 01–77 | — | 01–49 | — |
12–21 | 2d10 × 1,000 cp | 78–95 | 1d3 gems | 50–79 | 1d3 mundane | |
22–41 | 4d8 × 100 sp | 96–100 | 1d3 art | 80–100 | 1 minor | |
42–95 | 1d4 × 100 gp | |||||
96–100 | 1d10 × 10 pp | |||||
4th | 01–11 | — | 01–70 | — | 01–42 | — |
12–21 | 3d10 × 1,000 cp | 71–95 | 1d4 gems | 43–62 | 1d4 mundane | |
22–41 | 4d12 × 1,000 sp | 96–100 | 1d3 art | 63–100 | 1 minor | |
42–95 | 1d6 × 100 gp | |||||
96–100 | 1d8 × 10 pp | |||||
5th | 01–10 | — | 01–60 | — | 01–57 | — |
11–19 | 1d4 × 10,000 cp | 61–95 | 1d4 gems | 58–67 | 1d4 mundane | |
20–38 | 1d6 × 1,000 sp | 96–100 | 1d4 art | 68–100 | 1d3 minor | |
39–95 | 1d8 × 100 gp | |||||
96–100 | 1d10 × 10 pp | |||||
6th | 01–10 | — | 01–56 | — | 01–54 | — |
11–18 | 1d6 × 10,000 cp | 57–92 | 1d4 gems | 55–59 | 1d4 mundane | |
19–37 | 1d8 × 1,000 sp | 93–100 | 1d4 art | 60–99 | 1d3 minor | |
38–95 | 1d10 × 100 gp | 100 | 1 medium | |||
96–100 | 1d12 × 10 pp | |||||
7th | 01–11 | — | 01–48 | — | 01–51 | — |
12–18 | 1d10 × 10,000 cp | 49–88 | 1d4 gems | 52–97 | 1d3 minor | |
19–35 | 1d12 × 1,000 sp | 89–100 | 1d4 art | 98–100 | 1 medium | |
36–93 | 2d6 × 100 gp | |||||
94–100 | 3d4 × 10 pp | |||||
8th | 01–10 | — | 01–45 | — | 01–48 | — |
11–15 | 1d12 × 10,000 cp | 46–85 | 1d6 gems | 49–96 | 1d4 minor | |
16–29 | 2d6 × 1,000 sp | 86–100 | 1d4 art | 97–100 | 1 medium | |
30–87 | 2d8 × 100 gp | |||||
88–100 | 3d6 × 10 pp | |||||
9th | 01–10 | — | 01–40 | — | 01–43 | — |
11–15 | 2d6 × 10,000 cp | 41–80 | 1d8 gems | 44–91 | 1d4 minor | |
16–29 | 2d8 × 1,000 sp | 81–100 | 1d4 art | 92–100 | 1 medium | |
30–85 | 5d4 × 100 gp | |||||
86–100 | 2d12 × 10 pp | |||||
10th | 01–10 | — | 01–35 | — | 01–40 | — |
11–24 | 2d10 × 1,000 sp | 36–79 | 1d8 gems | 41–88 | 1d4 minor | |
25–79 | 6d4 × 100 gp | 80–100 | 1d6 art | 89–99 | 1 medium | |
80–100 | 5d6 × 10 pp | 100 | 1 major | |||
11th | 01–08 | — | 01–24 | — | 01–31 | — |
09–14 | 3d10 × 1,000 sp | 25–74 | 1d10 gems | 32–84 | 1d4 minor | |
15–75 | 4d8 × 100 gp | 75–100 | 1d6 art | 85–98 | 1 medium | |
76–100 | 4d10 × 10 pp | 99–100 | 1 major | |||
12th | 01–08 | — | 01–17 | — | 01–27 | — |
09–14 | 3d12 × 1,000 sp | 18–70 | 1d10 gems | 28–82 | 1d6 minor | |
15–75 | 1d4 × 1,000 gp | 71–100 | 1d8 art | 83–97 | 1 medium | |
76–100 | 1d4 × 100 pp | 98–100 | 1 major | |||
13th | 01–08 | — | 01–11 | — | 01–19 | — |
09–75 | 1d4 × 1,000 gp | 12–66 | 1d12 gems | 20–73 | 1d6 minor | |
76–100 | 1d10 × 100 pp | 67–100 | 1d10 art | 74–95 | 1 medium | |
96–100 | 1 major | |||||
14th | 01–08 | — | 01–11 | — | 01–19 | — |
09–75 | 1d6 × 1,000 gp | 12–66 | 2d8 gems | 20–58 | 1d6 minor | |
76–100 | 1d12 × 100 pp | 67–100 | 2d6 art | 59–92 | 1 medium | |
93–100 | 1 major | |||||
15th | 01–03 | — | 01–09 | — | 01–11 | — |
04–74 | 1d8 × 1,000 gp | 10–65 | 2d10 gems | 12–46 | 1d10 minor | |
75–100 | 3d4 × 100 pp | 66–100 | 2d8 art | 47–90 | 1 medium | |
91–100 | 1 major | |||||
16th | 01–03 | — | 01–07 | — | 01–40 | — |
04–74 | 1d12 × 1,000 gp | 08–64 | 4d6 gems | 41–46 | 1d10 minor | |
75–100 | 3d4 × 100 pp | 65–100 | 2d10 art | 47–90 | 1d3 medium | |
91–100 | 1 major | |||||
17th | 01–03 | — | 01–04 | — | 01–33 | — |
04–68 | 3d4 × 1,000 gp | 05–63 | 4d8 gems | 34–83 | 1d3 medium | |
69–100 | 2d10 × 100 pp | 64–100 | 3d8 art | 84–100 | 1 major | |
18th | 01–02 | — | 01–04 | — | 01–24 | — |
03–65 | 3d6 × 1,000 gp | 05–54 | 3d12 gems | 25–80 | 1d4 medium | |
66–100 | 5d4 × 100 pp | 55–100 | 3d10 art | 81–100 | 1 major | |
19th | 01–02 | — | 01–03 | — | 01–04 | — |
03–65 | 3d8 × 1,000 gp | 04–50 | 6d6 gems | 05–70 | 1d4 medium | |
66–100 | 3d10 × 100 pp | 51–100 | 6d6 art | 71–100 | 1 major | |
20th | 01–02 | — | 01–02 | — | 01–25 | — |
03–65 | 4d8 × 1,000 gp | 03–38 | 4d10 gems | 26–65 | 1d4 medium | |
66–100 | 4d10 × 100 pp | 39–100 | 7d6 art | 66–100 | 1d3 major |
For treasures above 20th level, use the 20th-level row and then add a number of random major items.
Level | Magic Items | Level | Magic Items | Level | Magic Items |
---|---|---|---|---|---|
21st | +1 | 25th | +9 | 28th | +23 |
22nd | +2 | 26th | +12 | 29th | +31 |
23rd | +4 | 27th | +17 | 30th | +42 |
24th | +6 |
d% | Value | Average | Examples |
---|---|---|---|
01–25 | 4d4 gp | 10 gp | Banded, eye, or moss agate; azurite; blue quartz; hematite; lapis lazuli; malachite; obsidian; rhodochrosite; tiger eye turquoise; freshwater (irregular) pearl |
26–50 | 2d4 × 10 gp | 50 gp | Bloodstone; carnelian; chalcedony; chrysoprase; citrine; iolite, jasper; moonstone; onyx; peridot; rock crystal (clear quartz); sard; sardonyx; rose, smoky, or star rose quartz; zircon |
51–70 | 4d4 × 10 gp | 100 gp | Amber; amethyst; chrysoberyl; coral; red or brown-green garnet; jade; jet; white, golden, pink, or silver pearl; red spinel, red-brown or deep green spinel; tourmaline |
71–90 | 2d4 × 100 gp | 500 gp | Alexandrite; aquamarine; violet garnet; black pearl; deep blue spinel; golden yellow topaz |
91–99 | 4d4 × 100 gp | 1,000 gp | Emerald; white, black, or fire opal; blue sapphire; fiery yellow or rich purple corundum; blue or black star sapphire; star ruby |
100 | 2d4 × 1,000 gp | 5,000 gp | Clearest bright green emerald; blue-white, canary, pink, brown, or blue diamond; jacinth |
d% | Value | Average | Examples |
---|---|---|---|
01–10 | 1d10 × 10 gp | 55 gp | Silver ewer; carved bone or ivory statuette; finely wrought small gold bracelet |
11–25 | 3d6 × 10 gp | 105 gp | Cloth of gold vestments; black velvet mask with numerous citrines; silver chalice with lapis lazuli gems |
26–40 | 1d6 × 100 gp | 350 gp | Large well-done wool tapestry; brass mug with jade inlays |
41–50 | 1d10 × 100 gp | 550 gp | Silver comb with moonstones; silver-plated steel longsword with jet jewel in hilt |
51–60 | 2d6 × 100 gp | 700 gp | Carved harp of exotic wood with ivory inlay and zircon gems; solid gold idol (10 lb.) |
61–70 | 3d6 × 100 gp | 1,050 gp | Gold dragon comb with red garnet eye; gold and topaz bottle stopper cork; ceremonial electrum dagger with a star ruby in the pommel |
71–80 | 4d6 × 100 gp | 1,400 gp | Eyepatch with mock eye of sapphire and moonstone; fire opal pendant on a fine gold chain; old masterpiece painting |
81–85 | 5d6 × 100 gp | 1,750 gp | Embroidered silk and velvet mantle with numerous moonstones; sapphire pendant on gold chain |
86–90 | 1d4 × 1,000 gp | 2,500 gp | Embroidered and bejeweled glove; jeweled anklet; gold music box |
91–95 | 1d6 × 1,000 gp | 3,500 gp | Golden circlet with four aquamarines; a string of small pink pearls (necklace) |
96–99 | 2d4 × 1,000 gp | 5,000 gp | Jeweled gold crown; jeweled electrum ring |
100 | 2d6 × 1,000 gp | 7,000 gp | Gold and ruby ring; gold cup set with emeralds |
d% | Item Type | ||
---|---|---|---|
d% | Mundane Item | ||
01–17 | Alchemical item | ||
01–12 | Alchemist’s fire (1d4 flasks, 20 gp each) | ||
13–24 | Acid (2d4 flasks, 10 gp each) | ||
25–36 | Smokesticks (1d4 sticks, 20 gp each) | ||
37–48 | Holy water (1d4 flasks, 25 gp each) | ||
49–62 | Antitoxin (1d4 doses, 50 gp each) | ||
63–74 | Everburning torch | ||
75–88 | Tanglefoot bags (1d4 bags, 50 gp each) | ||
89–100 | Thunderstones (1d4 stones, 30 gp each) | ||
18–50 | Armor (roll d%: 01–10=Small, 11–100=Medium) | ||
01–12 | Chain shirt (100 gp) | ||
13–18 | Masterwork studded leather (175 gp) | ||
19–26 | Breastplate (200 gp) | ||
27–34 | Banded mail (250 gp) | ||
35–54 | Half-plate (600 gp) | ||
55–80 | Full plate (1,500 gp) | ||
81–90 | Darkwood | ||
01–50 | Buckler (205 gp) | ||
51–100 | Shield (257 gp) | ||
91–100 | Masterwork shield | ||
01–17 | Buckler (165 gp) | ||
18–40 | Light wooden shield (153 gp) | ||
41–60 | Light steel shield (159 gp) | ||
61–83 | Heavy wooden shield (157 gp) | ||
84–100 | Heavy steel shield (170 gp) | ||
51–83 | Weapons | ||
01–50 | Masterwork common melee weapon | ||
51–70 | Masterwork uncommon weapon | ||
71–100 | Masterwork common ranged weapon | ||
84–100 | Tools and gear | ||
01–03 | Backpack, empty (2 gp) | ||
04–06 | Crowbar (2 gp) | ||
07–11 | Lantern, bullseye (12 gp) | ||
12–16 | Lock, simple (20 gp) | ||
17–21 | Lock, average (40 gp) | ||
22–28 | Lock, good (80 gp) | ||
29–35 | Lock, superior (150 gp) | ||
36–40 | Manacles, masterwork (50 gp) | ||
41–43 | Mirror, small steel (10 gp) | ||
44–46 | Rope, silk (50 ft.) (10 gp) | ||
47–53 | Spyglass (1,000 gp) | ||
54–58 | Artisan’s tools, masterwork (55 gp) | ||
59–63 | Climber’s kit (80 gp) | ||
64–68 | Disguise kit (50 gp) | ||
69–73 | Healer’s kit (50 gp) | ||
74–77 | Holy symbol, silver (25 gp) | ||
78–81 | Hourglass (25 gp) | ||
82–88 | Magnifying glass (100 gp) | ||
89–95 | Musical instrument, masterwork (100 gp) | ||
96–100 | Thieves’ tools, masterwork (50 gp) |
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- 1Weapons
- 1.18Specific Weapons
- 2Epic Weapons
Weapons
Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.
In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus. Mac os x lion 10.7 dmg free download.
A weapon or a kind of ammunition may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material.
Caster Level for Weapons
The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Additional Damage Dice
Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.
Ranged Weapons and Ammunition
The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Magic Ammunition and Breakage
When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed.
Light Generation
Fully 30% of magic weapons shed light equivalent to a lightspell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.
Hardness and Hit Points
An attacker cannot damage a magic weapon that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the weapon’s or shield’s hardness and hit points. Each +1 of enhancement bonus adds 2 to a weapon’s or shield’s hardness and +10 to its hit points.
Activation
Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate then the user usually needs to utter a command word (a standard action).
Magic Weapons and Critical Hits
Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.
Weapons for Unusually Sized Creatures
The cost of weapons for creatures who are neither Small nor Medium varies. The cost of the masterwork quality and any magical enhancement remains the same.
Special Qualities
Roll d%. If the item is a melee weapon, a 01–30 result indicates that the item sheds light, 31–45 indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 46–100 indicates no special qualities.
If the item is a ranged weapon, a 01–15 result indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 16–100 indicates no special qualities.
In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus. Can i see other players dmg with combat metrics.
Minor | Medium | Major | Weapon Bonus | Base Price1 |
---|---|---|---|---|
01–70 | 01–10 | — | +1 | 2,000 gp |
71–85 | 11–29 | — | +2 | 8,000 gp |
— | 30–58 | 01–20 | +3 | 18,000 gp |
— | 59–62 | 21–38 | +4 | 32,000 gp |
— | — | 39–49 | +5 | 50,000 gp |
— | — | — | +62 | 72,000 gp |
— | — | — | +72 | 98,000 gp |
— | — | — | +82 | 128,000 gp |
— | — | — | +92 | 162,000 gp |
— | — | — | +102 | 200,000 gp |
86–90 | 63–68 | 50–63 | Specific weapon3 | — |
91–100 | 69–100 | 64–100 | Special ability and roll again4 | — |
|
d% | Weapon Type |
---|---|
01–70 | Common melee weapon |
71–80 | Uncommon weapon |
81–100 | Common ranged weapon |
d% | Weapon | Weapon Cost1 |
---|---|---|
01–04 | Dagger | +302 gp |
05–14 | Greataxe | +320 gp |
15–24 | Greatsword | +350 gp |
25–28 | Kama | +302 gp |
29–41 | Longsword | +315 gp |
42–45 | Mace, light | +305 gp |
46–50 | Mace, heavy | +312 gp |
51–54 | Nunchaku | +302 gp |
55–57 | Quarterstaff2 | +600 gp |
58–61 | Rapier | +320 gp |
62–66 | Scimitar | +315 gp |
67–70 | Shortspear | +302 gp |
71–74 | Siangham | +303 gp |
75–84 | Sword, bastard | +335 gp |
85–89 | Sword, short | +310 gp |
90–100 | Waraxe, dwarven | +330 gp |
|
d% | Weapon | Weapon Cost1 |
---|---|---|
01–03 | Axe, orc double2 | +660 gp |
04–07 | Battleaxe | +310 gp |
08–10 | Chain, spiked | +325 gp |
11–12 | Club | +300 gp |
13–16 | Crossbow, hand | +400 gp |
17–19 | Crossbow, repeating (heavy or light) | +550 gp |
20–21 | Dagger, punching | +302 gp |
22–23 | Falchion | +375 gp |
24–26 | Flail, dire2 | +690 gp |
27–31 | Flail, heavy | +315 gp |
32–35 | Flail | +308 gp |
36–37 | Gauntlet | +302 gp |
38–39 | Gauntlet, spiked | +305 gp |
40–41 | Glaive | +308 gp |
42–43 | Greatclub | +305 gp |
44–45 | Guisarme | +309 gp |
46–48 | Halberd | +310 gp |
49–51 | Spear | +301 gp |
52–54 | Hammer, gnome hooked2 | +620 gp |
55–56 | Hammer, light | +301 gp |
57–58 | Handaxe | +306 gp |
59–61 | Kukri | +308 gp |
62–64 | Lance | +310 gp |
65–67 | Longspear | +305 gp |
68–70 | Morningstar | +308 gp |
71–72 | Net | +320 gp |
73–74 | Pick, heavy | +308 gp |
75–76 | Pick, light | +304 gp |
77–78 | Ranseur | +310 gp |
79–80 | Sap | +301 gp |
81–82 | Scythe | +318 gp |
83–84 | Shuriken | +301 gp |
85–86 | Sickle | +306 gp |
87–89 | Sword, two-bladed2 | +700 gp |
90–91 | Trident | +315 gp |
92–94 | Urgrosh, dwarven2 | +650 gp |
95–97 | Warhammer | +312 gp |
98–100 | Whip | +301 gp |
|
d% | Weapon | Weapon Cost1 | |
---|---|---|---|
01–10 | Ammunition (roll again): | ||
01–50 | Arrows (50) | +350 gp | |
51–80 | Bolts, crossbow (50) | +350 gp | |
81–100 | Bullets, sling (50) | +350 gp | |
11–15 | Axe, throwing | +308 gp | |
16–25 | Crossbow, heavy | +350 gp | |
26–35 | Crossbow, light | +335 gp | |
36–39 | Dart | +300 gp 5 sp | |
40–41 | Javelin | +301 gp | |
42–46 | Shortbow | +330 gp | |
47–51 | Shortbow, composite (+0 Str bonus) | +375 gp | |
52–56 | Shortbow, composite (+1 Str bonus) | +450 gp | |
57–61 | Shortbow, composite (+2 Str bonus) | +525 gp | |
62–65 | Sling | +300 gp | |
66–75 | Longbow | +375 gp | |
76–80 | Longbow, composite | +400 gp | |
81–85 | Longbow, composite (+1 Str bonus) | +500 gp | |
86–90 | Longbow, composite (+2 Str bonus) | +600 gp | |
91–95 | Longbow, composite (+3 Str bonus) | +700 gp | |
96–100 | Longbow, composite (+4 Str bonus) | +800 gp | |
All magic weapons are masterwork weapons. |
Minor | Medium | Major | Special Ability | Base Price Modifier1 |
---|---|---|---|---|
01–10 | 01–06 | 01–03 | Bane | +1 bonus |
11–17 | 07–12 | — | Defending | +1 bonus |
18–27 | 13–19 | 04–06 | Flaming | +1 bonus |
28–37 | 20–26 | 07–09 | Frost | +1 bonus |
38–47 | 27–33 | 10–12 | Shock | +1 bonus |
48–56 | 34–38 | 13–15 | Ghost touch | +1 bonus |
57–67 | 39–44 | — | Keen2 | +1 bonus |
68–71 | 45–48 | 16–19 | Ki Focus | +1 bonus |
72–75 | 49–50 | — | Merciful | +1 bonus |
76–82 | 51–54 | 20–21 | Mighty cleaving | +1 bonus |
83–87 | 55–59 | 22–24 | Spell storing | +1 bonus |
88–91 | 60–63 | 25–28 | Throwing | +1 bonus |
92–95 | 64–65 | 29–32 | Thundering | +1 bonus |
96–99 | 66–69 | 33–36 | Vicious | +1 bonus |
— | 70–72 | 37–41 | Anarchic | +2 bonus |
— | 73–75 | 42–46 | Axiomatic | +2 bonus |
— | 76–78 | 47–49 | Disruption3 | +2 bonus |
— | 79–81 | 50–54 | Flaming burst | +2 bonus |
— | 82–84 | 55–59 | Icy burst | +2 bonus |
— | 85–87 | 60–64 | Holy | +2 bonus |
— | 88–90 | 65–69 | Shocking burst | +2 bonus |
— | 91–93 | 70–74 | Unholy | +2 bonus |
— | 94–95 | 75–78 | Wounding | +2 bonus |
— | — | 79–83 | Speed | +3 bonus |
— | — | 84–86 | Brilliant energy | +4 bonus |
— | — | 87–88 | Dancing | +4 bonus |
— | — | 89–90 | Vorpal | +5 bonus |
100 | 96–100 | 91–100 | Roll again twice | — |
|
Magic Item Compendium
Minor | Medium | Major | Special Ability | Base Price Modifier1 |
---|---|---|---|---|
01–12 | 01–08 | 01–04 | Bane | +1 bonus |
13–25 | 09–16 | 05–08 | Distance | +1 bonus |
26–40 | 17–28 | 09–12 | Flaming | +1 bonus |
41–55 | 29–40 | 13–16 | Frost | +1 bonus |
56–60 | 41–42 | — | Merciful | +1 bonus |
61–68 | 43–47 | 17–21 | Returning | +1 bonus |
69–83 | 48–59 | 22–25 | Shock | +1 bonus |
84–93 | 60–64 | 26–27 | Seeking | +1 bonus |
94–99 | 65–68 | 28–29 | Thundering | +1 bonus |
— | 69–71 | 30–34 | Anarchic | +2 bonus |
— | 72–74 | 35–39 | Axiomatic | +2 bonus |
— | 75–79 | 40–49 | Flaming burst | +2 bonus |
— | 80–82 | 50–54 | Holy | +2 bonus |
— | 83–87 | 55–64 | Icy burst | +2 bonus |
— | 88–92 | 65–74 | Shocking burst | +2 bonus |
— | 93–95 | 75–79 | Unholy | +2 bonus |
— | — | 80–84 | Speed | +3 bonus |
— | — | 85–90 | Brilliant energy | +4 bonus |
100 | 96–100 | 91–100 | Roll again twice2 | — |
|
Specific Weapons
The following specific weapons usually are preconstructed with exactly the qualities described here.
Minor | Medium | Major | Specific Weapon | Market Price |
---|---|---|---|---|
01–15 | — | — | Sleep arrow | 132 gp |
16–25 | — | — | Screaming bolt | 267 gp |
26–45 | — | — | Silver dagger, masterwork | 322 gp |
46–65 | — | — | Cold iron longsword, masterwork | 330 gp |
66–75 | 01–09 | — | Javelin of lightning | 1,500 gp |
76–80 | 10–15 | — | Slaying arrow | 2,282 gp |
81–90 | 16–24 | — | Adamantine dagger | 3,002 gp |
91–100 | 25–33 | — | Adamantine battleaxe | 3,010 gp |
— | 34–37 | — | Slaying arrow (greater) | 4,057 gp |
— | 38–40 | — | Shatterspike | 4,315 gp |
— | 41–46 | — | Dagger of venom | 8,302 gp |
— | 47–51 | — | Trident of warning | 10,115 gp |
— | 52–57 | 01–04 | Assassin’s dagger | 10,302 gp |
— | 58–62 | 05–07 | Shifter’s sorrow | 12,780 gp |
— | 63–66 | 08–09 | Trident of fish command | 18,650 gp |
— | 67–74 | 10–13 | Flame tongue | 20,715 gp |
— | 75–79 | 14–17 | Luck blade (0 wishes) | 22,060 gp |
— | 80–86 | 18–24 | Sword of subtlety | 22,310 gp |
— | 87–91 | 25–31 | Sword of the planes | 22,315 gp |
— | 92–95 | 32–37 | Nine lives stealer | 23,057 gp |
— | 96–98 | 38–42 | Sword of life stealing | 25,715 gp |
— | 99–100 | 43–46 | Oathbow | 25,600 gp |
— | — | 47–51 | Mace of terror | 38,552 gp |
— | — | 52–57 | Life-drinker | 40,320 gp |
— | — | 58–62 | Sylvan scimitar | 47,315 gp |
— | — | 63–67 | Rapier of puncturing | 50,320 gp |
— | — | 68–73 | Sun blade | 50,335 gp |
— | — | 74–79 | Frost brand | 54,475 gp |
— | — | 80–84 | Dwarven thrower | 60,312 gp |
— | — | 85–91 | Luck blade (1 wish) | 62,360 gp |
— | — | 92–95 | Mace of smiting | 75,312 gp |
— | — | 96–97 | Luck blade (2 wishes) | 102,660 gp |
— | — | 98–99 | Holy avenger | 120,630 gp |
— | — | 100 | Luck blade (3 wishes) | 142,960 gp |
Epic Weapons
Except when otherwise stated, epic magic weapons follow the rules for nonepic magic weapons. There is no limit to an epic magic weapon’s enhancement bonus, to the market price modifier of an epic magic weapon special ability, or to the total of an epic magic weapon’s enhancement bonus and market price modifier.
EPIC WEAPON BASE PRICE
To find the base price of an epic magic weapon, roll on Table: Weapons. Note that the +6 to +10 rows apply only to weapons that provide an enhancement bonus of +6 to +10 or weapons with a single special ability whose market price modifier is +6 to +10. Magic weapons with a total effective bonus of +6 to +10 but that have an enhancement bonus of +5 or less and special abilities whose individual market price modifiers are +5 or less use the table for nonepic magic weaponsto determine price.
Table: Weapons
d% | Enhancement Bonus | Market Price1 |
---|---|---|
01–03 | +1 | +2,000 gp |
04–07 | +2 | +8,000 gp |
08–13 | +3 | +18,000 gp |
14–20 | +4 | +32,000 gp |
21–28 | +5 | +50,000 gp |
29–36 | +6 | +720,000 gp |
37–43 | +7 | +980,000 gp |
44–49 | +8 | +1,280,000 gp |
50–53 | +9 | +1,620,000 gp |
54–56 | +10 | +2,000,000 gp |
57–61 | Specific weapon2 | |
62–80 | Melee weapon with special ability and roll again3 | |
81–99 | Ranged weapon with special ability and roll again3 | |
100 | Roll on Table: Epic Weapons | |
1 This price is for 50 arrows, crossbow bolts, or sling bullets. | ||
2 See Table: Specific Weapons. | ||
3 See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons. |
Table: Epic Weapons
d% | Enhancement Bonus | Market Price |
---|---|---|
01–21 | +11 | +2,420,000 gp |
22–39 | +12 | +2,880,000 gp |
40–54 | +13 | +3,380,000 gp |
55–66 | +14 | +3,920,000 gp |
67–76 | +15 | +4,500,000 gp |
77–84 | +16 | +5,120,000 gp |
85–90 | +17 | +5,780,000 gp |
91–94 | +18 | +6,480,000 gp |
95–97 | +19 | +7,220,000 gp |
98–99 | +20 | +8,000,000 gp |
100 | Roll again and add +10 to bonus1 | 2 |
1This is cumulative if rolled multiple times. | ||
2 For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus x20,000 gp. |
Table: Weapon Type Determination
d% | Weapon Type |
---|---|
01–70 | Roll on Table: Common Melee Weapon |
71–80 | Roll on Table: Uncommon Melee Weapons |
81–100 | Roll on Table: Ranged Weapons |
Table: Common Melee Weapons
d% | Weapon1 | Weapon Cost2 |
---|---|---|
01–04 | Dagger | +302 gp |
05–14 | Greataxe | +320 gp |
15–24 | Greatsword | +350 gp |
25–28 | Kama | +302 gp |
29–41 | Longsword | +315 gp |
42–45 | Mace, light | +305 gp |
46–50 | Mace, heavy | +312 gp |
51–54 | Nunchaku | +302 gp |
55–57 | Quarterstaff3 | +600 gp |
58–61 | Rapier | +320 gp |
62–66 | Scimitar | +315 gp |
67–70 | Shortspear | +302 gp |
71–74 | Siangham | +303 gp |
75–84 | Sword, bastard | +335 gp |
85–89 | Sword, short | +310 gp |
90–100 | Waraxe, dwarven | +330 gp |
All magic weapons are masterwork weapons. | ||
1 For weapons normally made of steel, roll d% to determine material: 01–85 steel; 86–99 adamantine; 100 other. Adjust price accordingly. | ||
2 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
3 masterwork weaponsdouble weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100 on d%) and it has no special abilities. |
Table: Uncommon Melee Weapons
5e Dmg Magic Item Tables
d% | Weapon1 | Weapon Cost 2 |
---|---|---|
01–03 | Axe, orc double3 | +660 gp |
04–07 | Battleaxe | +310 gp |
08–10 | Chain, spiked | +325 gp |
11–12 | Club | +300 gp |
13–16 | Crossbow, hand | +400 gp |
17–19 | Crossbow, repeating light or heavy | +550 gp |
20–21 | Dagger, punching | +302 gp |
22–23 | Falchion | +375 gp |
24–26 | Flail, dire3 | +690 gp |
27–31 | Flail, heavy | +315 gp |
32–35 | Flail, light | +308 gp |
36–37 | Gauntlet | +302 gp |
38–39 | Gauntlet, spiked | +305 gp |
40–41 | Glaive | +308 gp |
42–43 | Greatclub | +305 gp |
44–45 | Guisarme | +309 gp |
46–48 | Halberd | +310 gp |
49–51 | Halfspear | +301 gp |
52–54 | Hammer, gnome hooked3 | +620 gp |
55–56 | Hammer, light | +301 gp |
57–58 | Handaxe | +306 gp |
59–61 | Kukri | +308 gp |
62–63 | Lance, heavy | +310 gp |
64–65 | Lance, light | +306 gp |
66–67 | Longspear | +305 gp |
68–70 | Morningstar | +308 gp |
71–72 | Net | +320 gp |
73–74 | Pick, heavy | +308 gp |
75–76 | Pick, light | +304 gp |
77–78 | Ranseur | +310 gp |
79–80 | Sap | +301 gp |
81–82 | Scythe | +318 gp |
83–84 | Shuriken | +301 gp |
85–86 | Sickle | +306 gp |
87–89 | Sword, two-bladed3 | +700 gp |
90–91 | Trident | +315 gp |
92–94 | Urgrosh, dwarven3 | +650 gp |
95–97 | Warhammer | +312 gp |
98–100 | Whip | +301 gp |
All magic weapons are masterwork weapons weapons. | ||
1 For weapons normally made of steel, roll d% to determine material: 01–85 steel; 86–99 adamantine; 100 other. Adjust price accordingly. | ||
2 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
3 masterwork weaponsdouble weapons incur double the masterwork weapons cost to account for each head (+300 gp masterwork weapons cost per head for a total of +600 gp). Double weapons have separate bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100) and it has no special abilities. |
Table: Ranged Weapons
d% | Weapon | Weapon Cost1 |
---|---|---|
01–10 | Ammunition | |
01–50 | Arrows (50) | +350 gp |
51–80 | Bolts, crossbow (50) | +350 gp |
81–100 | Bullets, sling (50) | +350 gp |
11–15 | Axe, throwing | +308 gp |
16–25 | Crossbow, heavy | +350 gp |
26–35 | Crossbow, light | +335 gp |
36–39 | Dart | +300 gp 5 sp |
40–41 | Javelin | +301 gp |
42–46 | Shortbow | +330 gp |
47–51 | Shortbow, composite | +375 gp |
52–56 | Shortbow, composite (+1 Str bonus) | +450 gp |
57–61 | Shortbow, composite (+2 Str bonus) | +525 gp |
62–65 | Sling | +300 gp |
66–75 | Longbow | +375 gp |
76–80 | Longbow, composite | +400 gp |
81–85 | Longbow, composite (+1 Str bonus) | +500 gp |
86–90 | Longbow, composite (+2 Str bonus) | +600 gp |
91–95 | Longbow, composite (+3 Str bonus) | +700 gp |
96–100 | Longbow, composite (+4 Str bonus) | +800 gp |
All magic weapons are masterwork weapons. | ||
1 Add to enhancement bonus on Table: Weapons to determine total market price. |
Table: Melee Weapon Special Abilities
d% | Special Ability | Market Price Modifier1 |
---|---|---|
01–08 | Acidic blast | +6 bonus |
09–16 | Fiery blast | +6 bonus |
17–24 | Icy blast | +6 bonus |
25–32 | Lightning blast | +6 bonus |
33–40 | Mighty disruption | +6 bonus |
41–48 | Sonic blast | +6 bonus |
49–56 | Dread | +7 bonus |
57–61 | Anarchic power | +8 bonus |
62–66 | Everdancing | +8 bonus |
67–71 | Holy power | +8 bonus |
72–76 | Axiomatic power | +8 bonus |
77–81 | Unholy power | +8 bonus |
82–89 | Roll on nonepic magic item Table: Melee Weapon Special Abilities, then roll again on this table. | |
90–97 | Roll twice on nonepic magic item Table: Melee Weapon Special Abilities. | |
98–100 | Roll twice again2 | |
1 Add to enhancement bonus on Table: Epic Weapons to determine total market price. | ||
2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better. |
Table: Ranged Weapon Special Abilities
Dmg Magic Item Tables 5th Edition
d% | Special Ability | Market Price Modifier1 |
---|---|---|
01–07 | Acidic blast | +6 bonus |
08–14 | Distant shot | +6 bonus |
15–21 | Fiery blast | +6 bonus |
22–28 | Icy blast | +6 bonus |
29–35 | Lightning blast | +6 bonus |
36–41 | Sonic blast | +6 bonus |
42–48 | Triple-throw | +6 bonus |
49–53 | Unerring accuracy | +6 bonus |
54–60 | Dread | +7 bonus |
61–65 | Anarchic power | +8 bonus |
66–70 | Holy power | +8 bonus |
71–75 | Axiomatic power | +8 bonus |
76–80 | Unholy power | +8 bonus |
81–88 | Roll on nonepic magic item Table: Ranged Weapon Special Abilities, then roll again on this table. | |
89–96 | Roll twice on nonepic magic item Table: Ranged Weapon Special Abilities. | |
97–100 | Roll twice again2 | |
1 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better. |
Table: Specific Weapons
Specific Epic Weapons
d% | Specific Weapon | Market Price |
---|---|---|
01–18 | Stormbrand | 235,350 gp |
19–33 | Quarterstaff of alacrity | 462,600 gp |
34–48 | Souldrinker | 478,335 gp |
49–60 | Backstabber | 770,310 gp |
61–68 | Mace of ruin | 1,000,312 gp |
69–72 | Gripsoul | 1,856,500 gp |
73–78 | Elven greatbow | 2,900,400 gp |
79–64 | Finaldeath | 3,580,308 gp |
85–90 | Chaosbringer | 4,025,350 gp |
91–94 | Holy devastator | 4,620,315 gp |
95–98 | Unholy despoiler | 4,620,315 gp |
99–100 | Everwhirling chain | 5,220,325 gp |
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