Selling Magic Tiem Dmg 5e
Apr 22, 2015 Buying Magic Items in D&D 5E. The DMG provides some great guidance on selling items, but I thought it needed a little embellishment for buying items. These rules are meant to be fun and provide a little structure around character wish lists.
From D&D Wiki
- 1Downtime Activity Proficiencies
Downtime Activity Proficiencies[edit]
When designing a class or backgrounds, you can use a downtime activity proficiency instead of a tool proficiency.
Crafting[edit]
If you have proficiency in Crafting, you can craft nonmagical items at a greater speed (PHB p. 187). You still need to be proficient with the appropriate set of tools. Your daily progress towards the value of the object increases by your proficiency bonus. For example, if your proficiency bonus is +2, you progress by a value of 7 gp (expending 3 gp 5 sp in raw materials) per day.
Profession[edit]
If you have proficiency in Profession, you earn more money than normal when practicing a profession (PHB p. 187), which allows you to support a higher lifestyle.
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Proficiency bonus | Lifestyle |
---|---|
+2 | Modest |
+3 | Comfortable |
+4 | Wealthy |
+5 | Master Profession |
+6 | Aristocratic |
Recuperation[edit]
If you have proficiency in Recuperation, you can add your proficiency bonus to Constitution saving throws you make while recuperating (PHB p. 187) if you are not already proficient with Constitution saving throws.
Researching[edit]
If you are proficient in Researching you add double your normal proficiency bonus to any ability checks made while researching (PHB p. 187).
Training[edit]
If you are proficient in Training, you can learn new proficiencies and languages at a faster rate when training (PHB p. 187). You reduce the time taken by a number of days equal to your proficiency bonus × 20.
Foremanship[edit]
If you are proficient in Foremanship, the construction time and cost of building a stronghold (DMG p. 128) is reduced. Each day that you spend overseeing the construction reduces the construction time a number of days equal to your proficiency bonus. Each day that you spend away from the site negotiating for materials and labor reduces the construction costs by gp equal to your proficiency bonus × 125.
Carousing[edit]
If you are proficient in Carousing, you are better able to avoid bad fortune while carousing (DMG p. 128). You roll twice on the carousing table and take either result.
Dweomercraft[edit]
If you are proficient in dweomercraft, you can craft magic items at a greater speed (DMG p. 128). Your daily progress towards the value of the object increases by 5 × your proficiency bonus. For example, if your proficiency bonus is +2, you progress by a value of 35 gp (expending 35 gp in raw materials) per day.
Prestige[edit]
If you are proficient in prestige, it is easier for you to gain renown during your downtime (DMG p. 129). The amount of time it takes for you to gain a renown point is decreased by your proficiency bonus × your current renown.
Selling Magic Time Dmg 5e Online
Piety[edit]
If you are proficient in piety, you gain the benefits from performing sacred rites for a longer period of time (DMG p. 129). When you roll to see how long your daily inspiration lasts for after completing sacred rites, you can add your proficiency bonus to the result.
Adminship[edit]
If you are proficient in adminship, you are better at running a business during your downtime (DMG p. 129). When you roll on the Running a Business table, roll twice and take either result.
Consigning[edit]
If you are proficient in consigning, it is easier for you to find a good buying price for salable magic items (DMG p. 129). When you roll on the Selling a Magic Item table, you can add 5 × your proficiency bonus to the percentile roll.
Talebearing[edit]
If you are proficient in talebearing, it is easier for you to sow rumors (DMG p. 131) by either reducing the time required to sow the rumor, or by increasing your chance of a successful rumor. If you decide to reduce the time required, roll on the Sowing Rumors table. The result is reduced by a number of days equal to your proficiency bonus. If you decide to increase the effectiveness of your rumor, you can add 5 × your normal proficiency bonus to the Charisma check made to see if your rumor is successful.
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From D&D Wiki
Back to Main Page → 5e Homebrew
Mundane | Magical | Other |
---|---|---|
Armor(135 items) | Armor(208 items) | Other Equipment(17 items) |
Weapons(1518 items) | Weapons(849 items) | Siege Equipment(50 items) |
Adventuring Gear(193 items) | Rings(200 items) | Artifacts(300 items) |
Tools(48 items) | Wondrous Items(704 items) | Sentient Items(105 items) |
Mounts and Vehicles(72 items) | Mounts and Vehicles(14 items) | Cursed Items(170 items) |
Expenses(39 items) | Wands(35 items) | Poisons(24 items) |
Trade Goods | Staves(63 items) | |
Trinkets | Potions(133 items) | |
Rods(29 items) | ||
All by Rarity |
Creating New Equipment
Go to the appropriate equipment list above, and use the 'create new' link. Keep '(5e Equipment)' in the title!
Magic item or mundane item? If you are making an item with unusual properties (perhaps it is clockwork, or made of an unusual material) it could be treated as either. Ask yourself the following questions.
- Can the item be routinely found for sale with no special restrictions? If so, it can be treated as mundane and given a gp value.
- Can the item not normally be purchased, and is it more appropriate as a reward or loot find? If so, give it a rarity and treat it as a magic item.
In some cases the item might be treated as both magical and mundane. For example, a potion of healing is magical and is a common reward or piece of loot, but it can also be routinely purchased.
And if you are looking for pointers on how equipment should be made, look no further than Equipment Design (5e Guideline).