Random Magic Item Generation (5e Variant Rule)
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Random Magic Item Generation
This variant rule allows for randomly generated magic items to be found in place of regular ones.
Each tier of magic item (common, uncommon, etc.) is assigned an amount of allowed properties of differing potencies. These potencies are organized into ranks going from I-V. There are also effects that do not count towards this limit called bonus effects. Bonus effects are far from guaranteed on every item however. The amount of properties and ranks each rarity can get is not concrete and can be adjusted to better fit any campaign. If you end up with a magic item with no properties that give it effects, I.E. Range, Area of Effect, and Charges or it gives properties a stored spell already has. Reroll the highest ranked property or the useless property until the item has effects.
Rarity | Properties |
---|---|
Common | 2 Rank I, 1 Rank II |
Uncommon | 2 Rank I, 1 Rank III |
Rare | 2 Rank II, 1 Rank III |
Very Rare | 2 Rank II, 1 Rank IV |
Legendary | 2 Rank II, 1 Rank V |
Artifact | 2 Rank III, 1 Rank V |
For each property roll a D10 on the chart below, rerolling duplicate numbers.
D10 | Property |
---|---|
1 | Damage |
2 | Heal |
3 | Status |
4 | Area of Effect |
5 | Charges |
6 | DC/Attack Bonus |
7 | Stored Spell |
8 | AC Bonus |
9 | Range |
10 | Usage time |
If you did not roll damage, the item does no damage. If you did roll damage, here is how much damage the item does. The damage is to hit, unless a status effect or AOE is applied. If the status effect is applied, so is the damage. The damage has a Dex saving throw on AOEs without statuses.
Rank | Damage |
---|---|
I | 3d4 |
II | 2d10 |
III | 3d8 |
IV | 4d10 |
V | 5d10 |
D6 | Damage Type |
---|---|
1 | Poison |
2 | Cold |
3 | Fire |
4 | Lightning |
5 | Thunder |
6 | Force |
If you did not roll heal, the item does no healing. If you did roll heal, here is how much healing the item does.
Rank | Amount Healed |
---|---|
I | 3d6 |
II | 2d12 |
III | 3d10 |
IV | 4d12 |
V | 5d12 |
If you did not roll status, the item applies no statuses. If you did roll status, here is what status the item applies.
Rank | Status |
---|---|
I | Prone (Dex Save) |
II | Poisoned (Con Save) |
III | Stunned (Con Save) |
IV | Paralyzed (Con Save) |
V | Petrified (Con Save) |
If you did not roll AOE, the item's uses do not have AOE. If you did roll AOE, here is what the item's AOE is.
Rank | AOE |
---|---|
I | 10 by 10 Foot Cube |
II | 15 by 15 Foot Cube |
III | 20 by 20 Foot Cube |
IV | 30 by 30 Foot Cube (Uses can also discriminate between targets in area, allowing allies not to be hit.) |
V | 50 by 50 Foot Cube (Uses can also discriminate between targets in area, allowing allies not to be hit.) |
If you did not roll Charges, the item is limited to 1 charge, regained at long rests unless otherwise stated If you did roll charge, here is how many charges the item has.
Rank | Charges |
---|---|
I | 2 Charges (2 Regained on long rest) |
II | 2 Charges (2 Regained on long rest) |
III | 4 Charges (2 Regained on long rest) |
IV | 5 Charges (3 Regained on long rest) |
V | 10 Charges (4 Regained on long rest) |
If you did not roll DC/Attack Bonus, the item has an attack bonus of +0 and a DC of 12 If you did roll DC/Attack Bonus, here is the DC/Attack Bonus.
Rank | DC/Attack Bonus |
---|---|
I | DC 14/+2 |
II | DC 16/+4 |
III | DC 17/+5 |
IV | DC 19/+7 |
V | DC 21/+9 |
If you did not roll stored spell, the item has no stored spell If you did roll stored spell, here are the levels of possible stored spells.
Rank | Spell Level |
---|---|
I | Levels 1 or 2 |
II | Levels 3 or 4 |
III | Levels 5 or 6 |
IV | Levels 7 or 8 |
V | Level 9 |
If you did not roll AC bonus, the item has no AC bonus If you did roll AC bonus, here are the possible bonuses when wielding this item.
Rank | AC Bonus |
---|---|
I | +1 |
II | +2 |
III | +3 |
IV | +4 |
V | +4 (Add half proficiency on saving throws that don't already have proficiencies. |
If you did not roll range the item has a range of touch which cannot be extended through familiars and other things similar to that. If you did roll range, these are the possible ranges of the item.
Rank | Range |
---|---|
I | 15 ft |
II | 25 ft |
III | 45 ft |
IV | 90 ft |
V | 150 ft |
If you did not roll usage time, the item has a usage time of 1 action. If you did roll usage time, here are the possible times.
Rank | Usage Time |
---|---|
I | Bonus Action |
II | Bonus Action or as Extra Attack |
III | Bonus Action or Reaction |
IV | Bonus Action or Reaction or Extra Attack |
V | Free Action |
Bonus Effects
Volatile
Roll a d20. on a 20, the item will now roll a d20 upon use. On a 1, the wild surge table will be rolled on.
Fractured
Roll a d20. on a 20, this item will now break if all of its charges are used. The item can no longer regain charges from rests. One of the items properties is now 1 rank higher.
Bound
Roll a d20. On a 20, this item will be cursed. The curse makes it so that when this item is attuned to, it cannot be removed from the person it is attuned to no matter what. It can not be unattuned to.
Sentient
Roll a d20. on a 20 this item is now fully sentient and can communicate vocally.
Ethereal
Roll a d20. on a 20 this item is cursed. The curse binds it to the ethereal plane, meaning that when the person attuned to it is knocked unconscious or killed, the item will be transported to the ethereal plane.
Luminous
Roll a d20. on a 20 this item sheds light 20 feet outwards. This light can be turned off but can not be dimmed.
Famous
Roll a d20. on a 20 this item is well known is both feared and envied by friends and foes.
Maddening
Roll a d20. on a 20 this item is cursed. It will ensue short term madness on the user after use.
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