Contents
Zobeck: Magic Items for Sale
Reaction Roll
Sometime a player may choose to schmooze or intimidate a purveyors of magic item. These NPCs start off at indifferent unless they are dealers of illicit goods, which start at hostile. Player makes a Charisma (ability) check to modify the NPC's initial reaction.
Example: Rodger goes to see his friendly neighborhood magic item purveyor, Tannis. Rodger is 1st level and has a +5 to his Charisma (Persuasion). Rodger rolls an 16 for a total of 21, moving Tannis' current reaction up to Friendly. More rolls like this or maybe a special mission and Rodger may permanently increase Tannis' base reaction.
Conversation Reaction Table
Loyal DC | Friendly DC | Indifferent DC | Unfriendly DC | Hostile DC | Current Reaction | Discount % |
---|---|---|---|---|---|---|
0 | 10 | Hostile | 0 | |||
0 | 10 | 20 | Unfriendly | 5 | ||
0 | 10 | 20 | Indifferent | 10 | ||
0 | 10 | 20 | Friendly | 15 | ||
10 | 20 | Loyal | 20 |
Magic Stock Roll
Once per session a single player can make a Charisma (ability) roll DC 15. The amount above 15 is number of times they roll on Table 1 below (minimum 1).
Example: Rodger talks to Tannis about his magic item stock and is asked to roll Charisma (Persuasion). He gets a 12 for a total of 17; two rolls on the table! Rodger rolls a 67 and a 24, two common magic items individually priced at 85GP takling in the 15% discount from his reaction.
Table 1: Magic Item Stock
d100 | Table | Cost (-React DC%) |
---|---|---|
01-75 | Table A: Minor Common Magic Items | 100GP |
76-99 | Table B: Minor Uncommon Magic Items | 500GP |
00 | Table C: Minor Rare Magic Items | 5,000GP |
Minor common
d12 | d10 | Item | Type | Attune? |
---|---|---|---|---|
1 | 1-2 | Armor of gleaming | Armor | No |
1 | 3-4 | Bead of nourishment | Wondrous item | No |
1 | 5-6 | Bead of refreshment | Wondrous item | No |
1 | 7-8 | Boots of false tracks | Wondrous item | No |
1 | 9-0 | Candle of the deep | Wondrous item | No |
2 | 1-2 | Cast-off armor | Armor | No |
d12 | d10 | Item | Type | Attune? |
---|---|---|---|---|
2 | 3-4 | Charlatan's die | Wondrous item | Yes |
2 | 5-6 | Cloak of billowing | Wondrous item | No |
2 | 7-8 | Cloak of many fashions | Wondrous item | No |
2 | 9-0 | Clockwork amulet | Wondrous item | No |
3 | 1-2 | Clothes of mending | Wondrous item | No |
3 | 3-4 | Dark shard amulet | Wondrous item | Yes (Wk) |
3 | 5-6 | Dread helm | Wondrous item | No |
3 | 7-8 | Ear horn of hearing | Wondrous item | No |
3 | 9-0 | Enduring spellbook | Wondrous item | No |
4 | 1-2 | Ersatz eye | Wondrous item | Yes |
4 | 3-4 | Hat of vermin | Wondrous item | No |
4 | 5-6 | Hat of wizardry | Wondrous item | Yes (Wz) |
4 | 7-8 | Heward's handy spice pouch | Wondrous item | No |
4 | 9-0 | Horn of silent alarm | Wondrous item | No |
5 | 1-2 | Instrument of illusions | Wondrous item | Yes |
5 | 3-4 | Instrument of scribing | Wondrous item | Yes |
5 | 5-6 | Lock of trickery | Wondrous item | No |
5 | 7-8 | Moon-touched sword | Weapon | No |
5 | 9-0 | Mystery key | Wondrous item | No |
6 | 1-2 | Orb of direction | Wondrous item | No |
6 | 3-4 | Orb of time | Wondrous item | No |
6 | 5-6 | Perfume of bewitching | Wondrous item | No |
6 | 7-8 | Pipe of smoke monsters | Wondrous item | No |
6 | 9-0 | Pole of angling | Wondrous item | No |
7 | 1-2 | Pole of collapsing | Wondrous item | No |
7 | 3-4 | Pot of awakening | Wondrous item | No |
7 | 5-8 | Potion of climbing | Potion | No |
7 | 9-0 | Rope of mending | Wondrous item | No |
7 | 1-2 | Ruby of the war mage | Wondrous item | Yes (SC) |
8 | 3-4 | Shield of expression | Armor | No |
8 | 5-6 | Smoldering armor | Armor | No |
8 | 7-8 | Spell scroll (cantrip) | Scroll | No |
8 | 9-0 | Spell scroll (1st level) | Scroll | No |
8 | 1-2 | Staff of adornment | Staff | No |
9 | 3-4 | Staff of birdcalls | Staff | No |
9 | 5-6 | Staff of flowers | Staff | No |
9 | 7-8 | Talking doll | Wondrous item | Yes |
9 | 9-0 | Tankard of sobriety | Wondrous item | No |
d12 | d10 | Item | Type | Attune? |
---|---|---|---|---|
9 | 1-2 | Unbreakable arrow | Weapon | No |
10 | 3-4 | Veteran?s cane | Wondrous item | No |
10 | 5-6 | Walloping ammunition | Weapon | No |
10 | 7-8 | Wand of conducting | Wand | No |
10 | 9-0 | Wand of pyrotechnics | Wand | No |
10 | 1-2 | Wand of scowls | Wand | No |
11 | 3-4 | Wand of smiles | Wand | No |
11 | 5-6 | Brawler's Leather | Weapon | No |
11 | 7-8 | Lifeblood Gear, Small | Wondrous item | No |
11 | 9-0 | Spicebox Spoon | Wondrous item | No |
12 | 1-4 | Tactile Unguent | Potion | No |
12 | 5-6 | Tailor's Clasp | Wondrous item | No |
12 | 7-8 | Whispering Powder | Wondrous item | No |
12 | 9-0 | Roll Again Twice | - | - |
Table B: Minor Uncommon Magic Items
2d8 | Item | Type | Attune? |
---|---|---|---|
11 | Alchemy jug | Wondrous item | No |
12 | Ammunition,+1 | Weapon | No |
13 | Bag of holding | Wondrous item | No |
14 | Cap of water breathing | Wondrous item | No |
15 | Cloak of the manta ray | Wondrous item | No |
16 | Decanter of endless water | Wondrous item | No |
17 | Driftglobe | Wondrous item | No |
18 | Dust of disappearance | Wondrous item | No |
21 | Dust of dryness | Wondrous item | No |
22 | Dust of sneezing and choking | Wondrous item | No |
23 | Elemental gem | Wondrous item | No |
24-25 | Eyes of minute seeing | Wondrous item | No |
25 | Goggles of night | Wondrous item | No |
26-27 | Helm of comprehending languages | Wondrous item | No |
28-31 | Immovable rod | Rod | No |
32-33 | Keoghtom?s ointment | Wondrous item | No |
34-35 | Lantern of revealing | Wondrous item | No |
36-37 | Mariner's armor | Armor | No |
38-41 | Mithral armor | Armor | No |
42-43 | Oil of slipperiness | Potion | No |
44-45 | Periapt of health | Wondrous item | No |
46-47 | Philter of love | Potion | No |
48 | Potion of animal friendship | Potion | No |
51 | Potion of fire breath | Potion | No |
2d8 | Item | Type | Attune? |
---|---|---|---|
52 | Potion of healing, greater | Potion | No |
53 | Potion of growth | Potion | No |
54 | Potion of hill giant strength | Potion | No |
55-56 | Potion of poison | Potion | No |
57-58 | Potion of resistance | Potion | No |
61 | Potion of water breathing | Potion | No |
62 | Ring of swimming | Ring | No |
63 | Robe of useful items | Wondrous item | No |
64 | Rope of climbing | Wondrous item | No |
65 | Saddle of the cavalier | Wondrous item | No |
66 | Sending stones | Wondrous item | No |
67 | Spell scroll(2nd level) | Scroll | No |
68 | Spell scroll(3rd level) | Scroll | No |
71 | Wand of magic detection | Wand | No |
72 | Wand of secrets | Wand | No |
73 | Alchemical Lantern | Wondrous item | No |
74 | Blinding Lantern | Wondrous item | No |
75 | Boots of Solid Footing | Wondrous item | No |
76 | Burglar's Lock and Key | Wondrous item | No |
77 | Clockwork Hand | Wondrous item | Yes |
78 | Fanged Mask | Wondrous item | Yes |
81 | Gliding Cloak | Wondrous item | Yes |
82-83 | Hardening Polish | Potion | No |
84 | Jungle Mess Kit | Wondrous item | No |
85 | Scoundrel's Gambit | Wondrous item | No |
86 | Shifting Shirt | Wondrous item | No |
87 | Shoes of the Shingled Canopy | Wondrous item | Yes |
88 | Spider Grenade | Wondrous item | No |
Table C: Minor Rare Magic Items
d8 | Item | Type | Attune? |
---|---|---|---|
1 | Bag of Traps | Wondrous item | No |
2 | Boots of the Swift Striker | Wondrous item | Yes |
3 | Catalyst Oil | Wondrous item | No |
4 | Ring of Giant Mingling | Wondrous item | Yes |
5 | Scarf of Deception | Wondrous item | No |
6 | *Shadowhound's Muzzle | Wondrous item | Yes |
7 | *Tick Stop Watch | Wondrous item No | |
8 | *Tipstaff | Weapon | Yes |
*Illegal and only available only at shady stores/sellers.
Inspiration
In the fifth edition dungeons and dragons, rules as written, inspiration can be used for advantage on a roll, before the roll is made. Most tables allow inspiration to add that die after the initial roll, I've taken that a step further and stole some rules from reddit and other places to make inspiration more useful. This can be dropped right into and d20 based system, and maybe a few others. What good is more uses for inspiration if you rarely get it? Worry no more, I have also came up with new ways to gain inspiration. Remember, role playing is a team sport so make sure to remind your dungeon master if you or someone else should gain inspiration.
Ways to use your inspiration*:
Reroll (not advantage, just reroll) any roll (even mine!). |
Add a flat 5 to the roll. |
Take an extra single action. |
Auto stablize. |
"If only I..." |
You can use it to have retroactively planned or done something plausible offscreen, but you have to act it out. |
You can use it to introduce a plot connection with a character that's plausible. |
Regain one short rest ability. |
Add advantage to a roll. |
Ways to gain inspiration:
Role play a flaw (may need to remind the DM). |
Doing nothing during downtime. |
Press through multiple encounters without a rest (after 2nd recieve at begining of next encounter). |
Reminding me of something not in their favor (Lair Action, exhaustion, etc). |
Choosing to go into danger to move the story forward. |
Travel
Terrain Difficulty Table
Difficulty | Example Terrain | DC* |
---|---|---|
Easy | Civilization | 10 |
Moderate | Borderlands | 15 |
Hard | Wildlands | 20 |
Very Hard | Hostile | 25 |
Nearly Impossible | Other Planes | 30 |
*Each full week beyond the first adds +1 DC
The base range for the skill challenge is 8 successes before 3 failures, although this can be modified for different kinds of journeys. Each time a failure is rolled, the player must roll on the Travel Challenge Failure Table below. Except for encounters, these effects take place immediately and happens to each character present.
Travel Challenge Failure
d6 | |
---|---|
1 | Lose 1 per each character level worth of abilities, spells count as 1/2 an ability. |
2 | +1 Exhaustion. |
3-4 | Encounter (2nd or third means harder encounter) upon arrival. |
5 | Lose level divided by 2 hit dice. |
6-8 | Lose 2 times the number of PCs pieces of equipment (bolts/arrows etc count as sold). |
9-11 | Lost add 1 day per level. |
12 | Lose 1 from attribute used until long rest. |