Random Magic Item Generation (5e Variant Rule)

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.

RarityProperties
Common2 Rank I, 1 Rank II
Uncommon2 Rank I, 1 Rank III
Rare2 Rank II, 1 Rank III
Very Rare2 Rank II, 1 Rank IV
Legendary2 Rank II, 1 Rank V
Artifact2 Rank III, 1 Rank V

For each property roll a D10 on the chart below, rerolling duplicate numbers.

D10Property
1Damage
2Heal
3Status
4Area of Effect
5Charges
6DC/Attack Bonus
7Stored Spell
8AC Bonus
9Range
10Usage 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.

RankDamage
I3d4
II2d10
III3d8
IV4d10
V5d10
D6Damage Type
1Poison
2Cold
3Fire
4Lightning
5Thunder
6Force

If you did not roll heal, the item does no healing. If you did roll heal, here is how much healing the item does.

RankAmount Healed
I3d6
II2d12
III3d10
IV4d12
V5d12

If you did not roll status, the item applies no statuses. If you did roll status, here is what status the item applies.

RankStatus
IProne (Dex Save)
IIPoisoned (Con Save)
IIIStunned (Con Save)
IVParalyzed (Con Save)
VPetrified (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.

RankAOE
I10 by 10 Foot Cube
II15 by 15 Foot Cube
III20 by 20 Foot Cube
IV30 by 30 Foot Cube (Uses can also discriminate between targets in area, allowing allies not to be hit.)
V50 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.

RankCharges
I2 Charges (2 Regained on long rest)
II2 Charges (2 Regained on long rest)
III4 Charges (2 Regained on long rest)
IV5 Charges (3 Regained on long rest)
V10 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.

RankDC/Attack Bonus
IDC 14/+2
IIDC 16/+4
IIIDC 17/+5
IVDC 19/+7
VDC 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.

RankSpell Level
ILevels 1 or 2
IILevels 3 or 4
IIILevels 5 or 6
IVLevels 7 or 8
VLevel 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.

RankAC 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.

RankRange
I15 ft
II25 ft
III45 ft
IV90 ft
V150 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.

RankUsage Time
IBonus Action
IIBonus Action or as Extra Attack
IIIBonus Action or Reaction
IVBonus Action or Reaction or Extra Attack
VFree 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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