Page 136 - Dungeon Master's Guide
P. 136
Plenty of people might like to have a magic sword, but physical contact with the item. At the end of the rest, the
few of them can afford it. Those who can afford such an character learns the item's properties, as well as how
item usually have more practical things to spend on. See to use them. Potions are an exception; a little taste is
chapter 6, "Between Adventures," for one way to handle enough to tell the taster what the potion does.
selling magic items. Sometimes a magic item carries a clue to its
In your campaign, magic items might be prevalent properties. The command word to activate a ring mighr
enough that adventurers can buy and sell them with be etched in tiny letters inside it, or a feathered design
some effort. Magic items might be for sale in bazaars or might suggest that it's a ring of feather falling.
auction houses in fantastical locations, such as the City Wearing or experimenting with an item can also offer
of Brass, the planar metropolis of Sigil, or even in more hints about its properties. For example, if a character
ordinary cities. Sale of magic items might be highly puts on a ring of jumping, you could say, "Your steps fee
regulated, accompanied by a thriving black market. strangely springy." Perhaps the character then jumps
Artificers might craft items for use by military forces up and down to see what happens. You then say the
or adventurers, as they do in the world of Eberron. You character jumps unexpectedly high.
might also allow characters to craft their own magic
items, as discussed in chapters 6. VARIANT: MORE DIFFICULT IDENTIFICATION
If you prefer magic items to have a greater mystique,
IDENTIFYING A MAGIC ITEM consider removing the ability to identify the properties
of a magic item during a short rest, and require the
Some magic items are indistinguishable from their identify spell, experimentation, or both to reveal what a
nonmagical counterparts, whereas other magic items
magic item does.
display their magical nature conspicuously. Whatever a
magic item's appearance, handling the item is enough to
ATTUNEMENT
give a character a sense that something is extraordinary
about it. Discovering a magic item's properties isn't Some magic items require a creature to form a bond
automatic, however. with them before their magical properties can be used.
The identify spell is the fastest way to reveal an This bond is called attunement, and certain items
item's properties. Alternatively, a character can focus have a prerequisite for it. If the prerequisite is a class,
on one magic item during a short rest, while being in a creature must be a member of that class to attune to
the item. (If the class is a spellcasting class, a monster
INDIVIDUAL TREASURE: CHALLENGE 0-4
dlOO CP SP EP GP pp
01-30 Sd6 (17)
31-60 4d6 (14)
61-70 3d6 (10)
71-95 3d6 (10)
96- 00 ld6 (3)
INDIVIDUAL TREASURE: CHALLENGE 5-10
dlOO CP SP EP GP pp
01-30 4d6 X lQQ (1,400) ld6 X lQ (35)
31-60 6d6 X lQ (210) 2d6 X lQ (70)
61 -70 3d6 X 10 (lOS) 2d6 X lQ (70)
71-95 4d6 X lQ (140)
96- 00 2d6 X lQ (70) 3d6 (10)
INDIVIDUAL TREASURE: CHALLENGE 11-16
dlOO CP SP EP GP pp
01-20 4d6 X lQQ (1 ,400) ld6 X lQQ (350)
21 - 35 ld6 X lQQ (350) ld6 X lQQ (350)
36- 75 2d6 X lQQ (7QQ) ld6 X lQ (35)
76- 00 2d6 X lQQ (7QQ) 2d6 X lQ (70)
INDIVIDUAL TREASURE: CHALLENGE 17+
dlOO CP SP EP GP pp
01-15 2d6 X l ,QQQ (7,QQQ) 8d6 X lQQ (2,8QQ)
16-55 ld6 X 1,000 (3,500) ld6 X 100 (350)
56- 00 ld6 X 1,000 (3,500) 2d6 X 100 (700)
CHAPTER 7 I TREASURE