chunk_id
stringlengths
5
8
book
stringclasses
2 values
page
int64
1
321
text
stringlengths
164
4.12k
dmg_1300
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] tyle without having to pay the 1 gp per day, -a comfortable lifestyle at half the normal cost (see -prer 5, "Equipment," of the Player's Handbook). -__ .• ING RENOWN _ aracter can spend downtime improving his or _ renown within a particular...
dmg_1301
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] . After pursuing these · ·iries for a combined number of days equal to his -er current renown multiplied by 10, the character's ~m increases by 1. PERFORMING SACRED RITES A pious character can spend time between adventures performing sacre...
dmg_1302
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] these rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices in a temple or assist a priest with a rite. A character who spends at least 10 days performing sacred rites gains inspiration (described i...
dmg_1303
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] g into dungeons or saving the world. A character might inherit a smithy, or the party might be given a parcel of farmland or a tavern as a reward. If they hold on to the business, they might feel obliged to spend time between adventures main...
dmg_1304
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] he number of days spent on this downtime activity (maximum 30), then compares the total to the Running a Business table to determine what happens. If the character is required to pay a cost as a result of rolling on this table but fails to ...
dmg_1305
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] his table. RUNNING A BUSINESS dlOO + Days Result 01-20 You must pay one and a halftimes the business's maintenance cost for each of the days . 21-30 You must pay the business's full maintenance cost for each of the days. 31-40 You mu...
dmg_1306
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] maintenance cost for each of the days. 61-80 The business covers its own maintenance cost for each of the days . It earns a profit ofld6 x 5 gp. 81-90 The business covers its own maintenance cost for each of the days. It earns a profit of...
dmg_1307
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] afford to buy a magic item, and fewer still know how to find one. Adventurers are exceptional in this regard due to the nature of their profession. A character who comes into possession of a common, uncommon, rare, or very rare magic item th...
dmg_1308
dmg
130
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] ADVENTURES T29 . T30 individuals interested in buying magic items. Legendary magic items and priceless artifacts can't be sold during downtime. Finding someone to buy such an item can be the substance of an adventure or quest. For each sa...
dmg_1309
dmg
130
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] to assist with the search, granting advantage on the checks. On a failed check, no buyer for the item is found after a search that lasts 10 days. On a successful check, a buyer for the item is found after a number of days based on the item's...
dmg_1310
dmg
130
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] ligence (Investigation) checks, the searches a~e occurring simultaneously, and the results of multiple failures or successes aren't added together. For example, if the character finds a buyer for a common magic item in 2 days and a buyer for...
dmg_1311
dmg
130
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] entile dice and consults the Selling a Magic Item table, applying a modifier based on the item's rarity, as shown in the Salable Magic Items table. The character also makes a Charisma (Persuasion) check and adds that check's total to the rol...
dmg_1312
dmg
130
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] You determine a buyer's identity. Buyers sometimes procure rare and very rare items through proxies to ensure that their identities remain unknown. If the buyer is shady, it's up to you whether the sale creates legal complications for the pa...
dmg_1313
dmg
130
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] 10 Very rare 50,000 gp 1d10 -20 *Apply this modifier to rolls on the Selling a Magic Item table. SELLING A MAGIC ITEM dlOO +Mod. You Find ... 20 or lower A buyer offering a tenth of the base price 21-40 A buyer offering a quarter of ...
dmg_1314
dmg
131
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] e price 81-90 A buyer offering the full base price 91 or higher A shady buyer offering one and a half times the base price, no questions asked . S OWING R UMORS waying public opinion can be an effective way to bring down a villain or elev...
dmg_1315
dmg
131
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] umors can increase the subject's -randing in a community or embroil someone in scandal. A rumor needs to be simple, concrete, and hard o disprove. An effective rumor also has to be believable, playing off what people want to believe about th...
dmg_1316
dmg
131
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] a number of days depending on the size of the community, as shown in the Sowing Rumors table. In a own or city, the time spent must be continuous. If the character spreads a rumor for ten days, disappears on an adventure for another few days...
dmg_1317
dmg
131
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] y Time Required 2d6 days 4d6 days 6d6 days The character must spend 1 gp per day to cover - e cost of drinks, social appearances, and the like. _ r the end of the time spent sowing the rumor, the -haracter must make a DC 15 Charisma (Dec...
dmg_1318
dmg
131
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] tep toward friendly or hostile, as the character ishes. If the check fails, the rumor gains no traction, and further attempts to propagate it fail. Shifting a community's general attitude toward a person or organization doesn't affect everyo...
dmg_1319
dmg
131
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] NG TO GAIN LEVELS - a variant rule, you can require characters to spend :.owntime training or studying before they gain the oefits of a new level. If you choose this option, once a aracter has earned enough experience points to attain "' ne...
dmg_1320
dmg
131
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] ng time required depends on the level to be , ained, as shown on the Training to Gain Levels table. e training cost is for the total training time. RA INING TO GAIN LEVELS Level Attained Training Time Training Cost 2nd-4th 10 days 20 gp...
dmg_1321
dmg
131
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] IME AC T IVITIES Your players might be interested in pursuing downtime activities that aren't covered in this chapter or in the Player's Handbook. If you invent new downtime activities, remember the following: An activity should never negat...
dmg_1322
dmg
131
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] . Activities that reveal new adventure hooks and previously unknown facts about your campaign can help you foreshadow future events and conflicts. For an activity you expect a character to repeat with variable degrees of success, consider c...
dmg_1323
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] ity, consider granting a bonus to ability checks made by the character to complete that activity successfully. CHAPTER 6 I BETWEEN ADVENTURES . . CHAPTER 7: TREASURE DVENTURERS STRIVE FOR MANY THINGS, including glory, knowledge, and justice. Many advent...
dmg_1324
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] ns, enameled scepters, bolts of silk cloth, and powerful magic items all wait to be seized or unearthed by intrepid, treasure-seeking adventurers. This chapter details magic items and the placement of treasure in an adventure, as well as special rewards t...
dmg_1325
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] asic type of treasure is money, including copper pieces (cp), silver pieces (sp), electrum pieces (ep), gold pieces (gp), and platinum pieces (pp). Fifty coins of any type weigh 1 pound. Gemstones. Gemstones are small, lightweight, and easily secured comp...
dmg_1326
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] s cast of solid gold, necklaces tudded with precious stones, paintings of ancient kings, bejeweled dishes- art objects include all these and more. See the "Art Objects" sectiori for types of decorative and valuable artworks that can be found as treasure. ...
dmg_1327
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] scrolls, rings, rods, staffs, wands, weapons, and wondrous items. Magic items also have rarities: common, uncommon, rare, very rare, and legendary. Intelligent monsters often use magic items in their possession, while others might hide them away to ensure...
dmg_1328
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] n tribe has a +llongsword and an alchemy jug in its treasure hoard, the tribe's warlord might wield the word, while the jug is kept somewhere safe. RANDOM TREASURE The following pages contain tables that you can use to randomly generate treasures carried ...
dmg_1329
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] retion. The key is to make sure the players feel rewarded for playing, and that their characters are rewarded for overcoming dangerous challenges. TREASURE TABLES Treasure can be randomly allocated based on a monster's challenge rating. There are tables ...
dmg_1330
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] rmine how much money an individual monster carries (the D&D equivalent of pocket change) or the amount of wealth found in a larger treasure hoard. ' USING THE INDIVIDUAL TREASURE TABLES An Individual Treasure table helps you randomly determine how much t...
dmg_1331
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] he incidental treasure left behind by the monster's victims. Use the Individual Treasure table that corresponds to the monster's challenge rating. Roll a dlOO, and read the result across to determine how many coins of each type the monster carries. The ta...
dmg_1332
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] al treasure for a group of similar creatures, you can save time by rolling once and multiplying the result by the number of creatures in the group. If it doesn't make sense for a monster to carry a large pile of coins, you can convert the coins into gemsto...
dmg_1333
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] up. If it doesn't make sense for a monster to carry a large pile of coins, you can convert the coins into gemstones or art objects of equal value. USING THE TREASURE HOARD TABLES A Treasure Hoard table helps you randomly determine the contents of a large...
dmg_1334
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] e powerful creature that likes to hoard treasure (such as a dragon), or the reward bestowed upon a party after completing a quest for a benefactor. You can also split up a treasure hoard so that the adventurers don't find or receive it all at once. When d...
dmg_1335
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] . When rolling to determine a treasure hoard belonging to a large group of monsters, use the challenge rating of the monster that leads the group. If the hoard belongs to no one, use the challenge rating of the monster that presides over the dungeon or la...
dmg_1336
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] ns, as shown at the top of each table. Roll a dlOO and consult the table to determine how many gemstones or art objects the hoard contains, if any. Use the same roll to determine whether the hoard contains magic items. As with the individual treasure table...
dmg_1337
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] e hoard seems too small, you can roll multiple times on the table. Use this approach for monsters that are particularly fond of amassing treasure. Legendary creatures that accumulate treasure are wealthier than normal. Always roll at least twice on the ap...
dmg_1338
dmg
133
[Path: Master of Adventures > Treasure > Random Treasure ] mal. Always roll at least twice on the appropriate table and add the results together. You can hand out as much or as little treasure as you want. Over the course of a typical campaign, a party finds treasure hoards amounting to seven rolls on the Challen...
dmg_1339
dmg
134
[Path: Master of Adventures > Treasure > Random Treasure ] on the Challenge 5- 10 table, twelve rolls on the Challenge 11- 16 table, and eight rolls on the Challenge 17+ table. CHAPTER 7 I TREASURE 133 . !34 GEMSTONES If a treasure hoard includes gemstones, you can use the following tables to randomly determin...
dmg_1340
dmg
134
[Path: Master of Adventures > Treasure > Random Treasure ] und, based on their value. You can roll once and assume all the gems are the same, or roll multiple times to create mixed collections of gemstones. 10 GP GEMSTONES dl2 Stone Description Azurite (opaque mottled deep blue) 2 Banded agate (translucent str...
dmg_1341
dmg
134
[Path: Master of Adventures > Treasure > Random Treasure ] If a treasure hoard includes art objects, you can use the following tables to randomly determine what art objects are found, based on their value. Roll on a table as many times as there are art objects in the treasure hoard. There can be more than one of a...
dmg_1342
dmg
134
[Path: Master of Adventures > Treasure > Random Treasure ] sed on their value. Roll on a table as many times as there are art objects in the treasure hoard. There can be more than one of a given art object. 25 GP ART OBJECTS dlO Object 2 3 4 5 6 7 8 9 10 Silver ewer Carved bone statuette Small gold br...
dmg_1343
dmg
135
[Path: Master of Adventures > Treasure > Magic Items ] Pair of engraved bone dice Small mirror set in a painted wooden frame Embroidered silk handkerchief Gold locket with a painted portrait inside . 250 GP ART OBJECTS dlO Object Gold ring set with bloodstones 2 Carved ivory statuette 3 Large gold bracelet ...
dmg_1344
dmg
135
[Path: Master of Adventures > Treasure > Magic Items ] vory drinking horn with gold filigree MAGIC ITEMS Magic items are gleaned from the hoards of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabil...
dmg_1345
dmg
135
[Path: Master of Adventures > Treasure > Magic Items ] dary. Common magic items, such as a potion of healing, are the most plentiful. Some legendary items, such as the apparatus of Kwalish, are unique. The game assumes that the secrets of creating the most powerful items arose centuries ago and were then graduall...
dmg_1346
dmg
135
[Path: Master of Adventures > Treasure > Magic Items ] h measure of an item's power relative to other magic items. Each rarity corresponds to character level, as shown in the Magic Item Rarity . table. A character doesn't typically find a rare magic item, for example, until around 5th level. That said, rarity sho...
dmg_1347
dmg
135
[Path: Master of Adventures > Treasure > Magic Items ] No doubt a great story will arise from that event. If your campaign allows for trade in magic items, rarity can also help you set prices for them. As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are provide...
dmg_1348
dmg
135
[Path: Master of Adventures > Treasure > Magic Items ] Item Rarity table. The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity. MAGIC ITEM RARITY Rarity Character Level Value Common 1st or higher 50-100 gp Uncommon 1st or higher 101-...
dmg_1349
dmg
135
[Path: Master of Adventures > Treasure > Magic Items ] 001+ gp BUYING AND SELLING Unless you decide your campaign works otherwise, most magic items are so rare that they aren't available for purchase. Common items, such as a potion of healing, can be procured from an alchemist, herbalist, or spellcaster. Doing s...
dmg_1350
dmg
135
[Path: Master of Adventures > Treasure > Magic Items ] ather than coin. In a large city with an academy of magic or a major temple, buying and selling magic items might be possible, at your discretion. If your world includes a large number of adventurers engaged in retrieving ancient magic items, trade in these i...
dmg_1351
dmg
136
[Path: Master of Adventures > Treasure > Magic Items ] t thieves. Selling magic items is difficult in most D&D worlds primarily because of the challenge of finding a buyer. CHAPTER 7 I TREASURE 135 . Plenty of people might like to have a magic sword, but few of them can afford it. Those who can afford such an i...
dmg_1352
dmg
136
[Path: Master of Adventures > Treasure > Magic Items ] y to handle selling magic items. In your campaign, magic items might be prevalent enough that adventurers can buy and sell them with some effort. Magic items might be for sale in bazaars or auction houses in fantastical locations, such as the City of Brass, ...
dmg_1353
dmg
136
[Path: Master of Adventures > Treasure > Magic Items ] accompanied by a thriving black market. Artificers might craft items for use by military forces or adventurers, as they do in the world of Eberron. You might also allow characters to craft their own magic items, as discussed in chapters 6. IDENTIFYING A MAGIC...
dmg_1354
dmg
136
[Path: Master of Adventures > Treasure > Magic Items ] nspicuously. Whatever a magic item's appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a magic item's properties isn't automatic, however. The identify spell is the fastest way to reveal ...
dmg_1355
dmg
136
[Path: Master of Adventures > Treasure > Magic Items ] 1-30 Sd6 (17) 31-60 4d6 (14) EP 61-70 3d6 (10) 71-95 96- 00 INDIVIDUAL TREASURE: CHALLENGE 5-10 CP SP EP physical contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them. Potions are an e...
dmg_1356
dmg
136
[Path: Master of Adventures > Treasure > Magic Items ] command word to activate a ring mighr be etched in tiny letters inside it, or a feathered design might suggest that it's a ring of feather falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character pu...
dmg_1357
dmg
136
[Path: Master of Adventures > Treasure > Magic Items ] teps fee strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high. VARIANT: MORE DIFFICULT IDENTIFICATION If you prefer magic items to have a greater mystique, consider removing ...
dmg_1358
dmg
136
[Path: Master of Adventures > Treasure > Magic Items ] veal what a magic item does. ATTUNEMENT Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a...
dmg_1359
dmg
136
[Path: Master of Adventures > Treasure > Magic Items ] nt, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster GP pp 3d6 (10) ld6 (3) GP pp dlOO 01-30 31-60 61 -70 7...
dmg_1360
dmg
137
[Path: Master of Adventures > Treasure > Magic Items ] GP 8d6 X lQQ (2,8QQ) ld6 X 1,000 (3,500) ld6 X 1,000 (3,500) 3d6 (10) pp ld6 X lQ (35) 2d6 X lQ (70) pp ld6 X 100 (350) 2d6 X 100 (700) . TREASURE HOARD: CHALLENGE 0-4 CP SP EP GP Coins 6d6 X 100 (2,100) 3d6 X 100 (1,050) 2d6 X 10 (70) dlOO Ge...
dmg_1361
dmg
137
[Path: Master of Adventures > Treasure > Magic Items ] ems 2d4 (5) 25 gp art objects 2d6 (7) 50 gp gems 2d4 (5) 25 gp art objects 2d6 (7) 50 gp gems Magic Items Roll1 d6 times on Magic Item Table A. Roll l d6 times on Magic Item Table A. Rollld6 times on Magic Item Table A. Roll 1 d4 times on Magic lt~ m Tabl...
dmg_1362
dmg
137
[Path: Master of Adventures > Treasure > Magic Items ] . Rollld4 times on Magic Item Table C. Roll1d4 times on Magic Item Table F. Roll1d4 times on Magic Item Table F. Roll once on Magic Item Table G. Roll once on Magic Item Table G.
dmg_1363
dmg
137
[Path: Master of Adventures > Treasure > Magic Items ] le C. Roll1d4 times on Magic Item Table F. Roll1d4 times on Magic Item Table F. Roll once on Magic Item Table G. Roll once on Magic Item Table G. TREASURE HOARD: CHALLENGE 5-10 CP SP EP GP Coins 2d6 X 100 (700) 2d6 X l ,000 (7,000) 6d6 X 100 (2,100) ...
dmg_1364
dmg
137
[Path: Master of Adventures > Treasure > Magic Items ] (5) 250 gp art objects 2d4 (5) 25 gp art objects 3d6 (10) 50 gp gems 3d6 (10) 100 gp gems 2d4 (5) 250 gp art objects 2d4 (5) 25 gp art objects . 3d6 (10) 50 gp gems 3d6 (10) 100 gp gems 2d4 (5) 250 gp art objects 2d4 (5) 25 gp art objects 3d6 (l 0) 50 gp...
dmg_1365
dmg
137
[Path: Master of Adventures > Treasure > Magic Items ] 3d6 (10) 100 gp gems 2d4 (5) 250 gp art objects 3d6 (10) 100 gp gems 2d4 (5) 250 gp art objects Magic Items Rollld6 times on Magic Item Table A. Roll1d6 times on Magic Item Table A. Roll1d6 times on Magic Item Table A. Rollld6 times on Magic Item Table A. ...
dmg_1366
dmg
137
[Path: Master of Adventures > Treasure > Magic Items ] l1d4 times on Magic Item Table C. Rollld4 times on Magic Item Table C. Roll 1 d4 times on Magic Item Table C. Rollld4 times on Magic Item Table C. Roll once on Magic Item Table D. Roll once on Magic Item Table D. Roll once on Magic Item Table D. Roll once o...
dmg_1367
dmg
137
[Path: Master of Adventures > Treasure > Magic Items ] F. Rollld4 times on Magic Item Table G. Rol l l d4 times on Magic Item Table G. Roll once on Magic Item Table H. Roll once on Magic Item Table H. pp pp 3d6 x 10 (105) CHAPTER 7 I TREASURE 137 . qualifies if that monster has spell slots and uses that cla...
dmg_1368
dmg
138
[Path: Master of Adventures > Treasure > Magic Items ] a fou;- item fails; the creature must end its attunement to ill! item first. Additionally, a creature can't attune to mo-- than one copy of an item. For example, a creature ca.:; attune to more than one ring of protection at a time. Without becoming attuned to ...
dmg_1369
dmg
138
[Path: Master of Adventures > Treasure > Magic Items ] magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties. A creature's attunement to an item ends if the ere<:: no longer satisfies the prerequisites for attunement. the...
dmg_1370
dmg
138
[Path: Master of Adventures > Treasure > Magic Items ] s for attunement. the item has been more than 100 feet away for at le~ 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily attunement by spending another short rest focused Attuning to an item requires a...
dmg_1371
dmg
138
[Path: Master of Adventures > Treasure > Magic Items ] properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the ite...
dmg_1372
dmg
138
[Path: Master of Adventures > Treasure > Magic Items ] ITEMS the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. Some magic items bear curses that bedevil their u sometimes long after a user has stopped using an ir A magic it...
dmg_1373
dmg
138
[Path: Master of Adventures > Treasure > Magic Items ] E SP EP GP pp 4d6 X 1,000 (14,000) 5d6 X 100 (1 ,750) pp Magic Items Roll1d4 times on Magic Item Table A and 1d6 times on Magic Item Table B. Roll1d4 times on Magic Item Table A and 1d6 times on Magic Item Table B. Roll1d4 times on Magic Item Table A and...
dmg_1374
dmg
138
[Path: Master of Adventures > Treasure > Magic Items ] l1d6 times on Magic Item Table C. Roll1d6 times on Magic Item Table C. . Roll1d6 times on Magic Item Table C. Roll1d4 times on Magic Item Table D. Roll1d4 times on Magic Item Table D. Roll1d4 times on Magic Item Table D. Roll1d4 times on Magic Item Table D. ...
dmg_1375
dmg
138
[Path: Master of Adventures > Treasure > Magic Items ] Table E. Roll once on Magic Item Table F and 1d4 times on Magic Item Table G. Roll once on Magic Item Table F and 1d4 times on Magic Item Table G. Roll oncepn Magic Item Table F and 1d4 times on Magic Item Table G. Roll once on Magic Item Table F and 1d4 times...
dmg_1376
dmg
139
[Path: Master of Adventures > Treasure > Magic Items ] Roll once on Magic Item Table I. Roll once on Magic Item Table I. Roll once on Magic Item Table I. Roll once on Magic Item Table I. . i cursed. Most methods of identifying items, including rhe identify spell, fail to reveal such a curse, although ore might h...
dmg_1377
dmg
139
[Path: Master of Adventures > Treasure > Magic Items ] res an action. Applying an oil might take longer, as specified in its description. Once used, a potion takes effect immediately, and it is used up. Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with the remove...
dmg_1378
dmg
139
[Path: Master of Adventures > Treasure > Magic Items ] gh to find them. Unless a ring's description says otherwise, a ring must be worn on a finger, or a similar digit, for the ring's magic to function. .YfAGIC ITEM CATEGORIES Each magic item belongs to a category: armor, RODS potions, rings, rods, scrolls, staf...
dmg_1379
dmg
139
[Path: Master of Adventures > Treasure > Magic Items ] 3 feet long, 1 inch thick, and 2 to 5 pounds. SCROLLS -nless an armor's description says otherwise, armor must be worn for its magic to function. Some suits of magic armor specify the type of armor ;hey are, such as chain mail or plate. If a magic armor doe...
dmg_1380
dmg
139
[Path: Master of Adventures > Treasure > Magic Items ] r determine it randomly. Most scrolls are spells stored in written form, while P OTIONS a few bear unique incantations that produce potent wards. Whatever its contents, a scroll is a roll of paper, sometimes attached to wooden rods, and typically kept safe i...
dmg_1381
dmg
139
[Path: Master of Adventures > Treasure > Magic Items ] the category of potions: brews made from enchanted herbs, water from magical fountains or sacred springs, and A scroll is a consumable magic item. Whatever the nature of the magic contained in a scroll, unleashing that magic requires using an action to read t...
dmg_1382
dmg
139
[Path: Master of Adventures > Treasure > Magic Items ] rumbles into dust. oils that are applied to a creature or object. Most potions consist of one ounce of liquid. Potions are consumable magic items. Drinking a potion or administering a potion to another character Any creature that can understand a written lang...
dmg_1383
dmg
139
[Path: Master of Adventures > Treasure > Magic Items ] (42,000) 8d6 X 1,000 (28,000) dlOO Gems or Art Objects Magic Items 01 -02 03-05 3d6 (1 0) 1,000 gp gems Roll1d8 times on Magic Item Table C. 06-08 1d10 (5) 2,500 gp art objects Roll1d8 times on Magic Item Table C. 09-11 1d4 (2) 7,500 gp art objects R...
dmg_1384
dmg
139
[Path: Master of Adventures > Treasure > Magic Items ] 23-30 1dl0 (5) 2,500 gp art objects Roll1d6 times on Magic Item Table D. 31-38 1d4 (2) 7,500 gp art objects Roll1d6 times on Magic Item Table D. 39-46 1d8 (4) 5,000 gp gems Roll1d6 times on Magic Item Table D. 47-52 3d6 (10) 1,000 gp gems Roll1d6 times ...
dmg_1385
dmg
139
[Path: Master of Adventures > Treasure > Magic Items ] Item Table E. 64-68 1d8 (4) 5,000 gp gems Roll1d6 times on Magic Item Table E. 69 3d6 (1 0) 1,000 gp gems Roll1d4 times on Magic Item Table G. 70 1d10 (5) 2,500 gp art objects Roll1d4 times on Magic Item Table G. 71 1d4 (2) 7,500 gp art objects Roll1d4...
dmg_1386
dmg
139
[Path: Master of Adventures > Treasure > Magic Items ] 76 l d1 0 (5) 2, 500 gp art objects Roll1d4 times on Magic Item Table H. 77-78 1d4 (2) 7,500 gp art objects Roll1d4 times on Magic Item Table H. 79-80 1d8 (4) 5,000 gp gems Roll1d4 times on Magic Item Table H. 81- 85 3d6 (10) 1,000 gp gems Roll1d4 times...
dmg_1387
dmg
140
[Path: Master of Adventures > Treasure > Magic Items ] I. 96-00 1d8 (4) 5,000 gp gems Roll1d4 times on Magic Item Table I. CHAPTER 7 I TREASURE 139 . STAFFS A magic staff is about 5 or 6 feet long. Staffs vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled an...
dmg_1388
dmg
140
[Path: Master of Adventures > Treasure > Magic Items ] escription says otherwise, a staff can be used as a quarterstaff. WANDS A magic wand is about 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material. WEAPONS Whether crafted for some fell purpose ...
dmg_1389
dmg
140
[Path: Master of Adventures > Treasure > Magic Items ] . WEAPONS Whether crafted for some fell purpose or forged to serve the highest ideals of chivalry, magic weapons are coveted by many adventurers. Some magic weapons specify the type of weapon they are in their descriptions, such as a longsword or VARIANT: M...
dmg_1390
dmg
140
[Path: Master of Adventures > Treasure > Magic Items ] ating potions can result in unpredictable interactions. When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects ...
dmg_1391
dmg
140
[Path: Master of Adventures > Treasure > Magic Items ] The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force damage to each creature within 5 feet of the mixer. The mixture becomes an ingested poison of the OM 's choice. Both potions lose their effects. One potion loses ...
dmg_1392
dmg
140
[Path: Master of Adventures > Treasure > Magic Items ] normally. The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally. Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one th...
dmg_1393
dmg
140
[Path: Master of Adventures > Treasure > Magic Items ] ane. At your discretion, an appropriate spell, such as dispel magic or remove curse, might end this lasting effect. CHAPTER 7 I TREASURE longbow. If a magic weapon doesn't specify its weapon type, you may choose the type or determine it randomly. WONDROUS IT...
dmg_1394
dmg
140
[Path: Master of Adventures > Treasure > Magic Items ] ches, and circlets. Bags, carpets, crystal balls, figurines, horns, musical instruments, and other objects also fall into this catch- all category. WEARING AND WIELDING ITEMS Using a magic item's properties might mean wearing or wielding it. A magic item mean...
dmg_1395
dmg
140
[Path: Master of Adventures > Treasure > Magic Items ] rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held in hand. In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic ...
dmg_1396
dmg
140
[Path: Master of Adventures > Treasure > Magic Items ] em to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, armor made by the drow might fit elves only. VARIANT: SCROLL MISHAPS A creature who tries and fails to cast a spell from a spell scroll must make a DC 10 In...
dmg_1397
dmg
140
[Path: Master of Adventures > Treasure > Magic Items ] ls, roll on the Scroll Mishap table. SCROLL MISHAP d6 Result A surge of magical energy deals the caster 1d6 force damage per level of the spell. 2 The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects ...
dmg_1398
dmg
140
[Path: Master of Adventures > Treasure > Magic Items ] spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold. The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the origi...
dmg_1399
dmg
140
[Path: Master of Adventures > Treasure > Magic Items ] the caster's ears for 1d10 minutes. The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, u...