Unlocking the Mysteries: Unveiling the Secrets of the Dnd Random Magic Item Generator

By admin

The Dnd random magic item generator is a tool used by Dungeon Masters and players in the tabletop role-playing game Dungeons and Dragons. This generator allows users to create unique and often fantastical items that can be found within the world of the game. The generator works by randomly selecting various attributes for the magic item, such as its type, rarity, and special abilities. These attributes are then combined to create a fully-formed magic item that can add excitement and intrigue to the game. The random magic item generator is a popular tool for players and Dungeon Masters alike because it adds an element of surprise and unpredictability to the game. Instead of relying solely on pre-determined magic items, the generator allows for the creation of truly unique and unexpected items that can enhance gameplay and storytelling.



DnD 5e Random Treasure Generator – RPGBOT

The RPGBOT 5e Random Treasure Generator leans heavily on the rules provided in the Dungeon Master’s Guide to generate random treasure. Special care has been taken to avoid reproducing actual rules content for legal reasons, so you will still need a copy of Dungeon Master’s Guide to use any items generated here which are not included in the System Reference Document (SRD).

A Note Regarding Item Details

The four item details tables can add a lot of fun flavor to magic items, but it obviously doesn’t make sense to roll them for every magic item the players encounter. If every item has a million details about it, eventually the details become meaningless noise, and the items return to being featureless stat blocks.

I recommend reserving magic item details for permanent items which require attunement. Since players can only use a fixed number of these items, they should feature more prominently in your players’ minds, and deserve a bit of flair to distinguish them from every every +1 pointy stick which they find.

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About The Author

T.E. "RPGBOT" Kamstra

Tyler "RPGBOT" Kamstra has been the author of RPGBOT.net since 2013. Tyler began playing tabletop RPGs with 3rd edition Dungeons and Dragons over 20 years ago. Tyler has a long-standing love for building characters and for game mechanics, and brings that enthusiasm to everything he creates.

Random Magic Item Generator

Items can be generated for a settlement depending on population size.
Advanced options include a particular item type, my own house rules (for when I generate items for my campaign) and the option to make all items intelligent (as long as they can normally be intelligent)

Any feedback (like bugs or suggestions) are welcome.

UPDATE: Website no longer exists, sorry for any inconvenience

Last edited: Jun 13, 2013 Reactions: Nebten , Ampersand999 , DragonLancer and 4 others log in or register to remove this ad

freyar

Extradimensional Explorer

Nice! Any chance you'd like to make a random treasure generator? Similar options, except you type in a target level or gp value and get a random list of treasure?

PieAndDragon

Duncan T

I think there are a variety of random treasure generators out there already.

However, I could add a feature enabling a user to enter a certain gp value, and it would generate magic items up to that total value (or thereabouts), with restrictions on the maximum value of any particular magic item.

Sylrae

First Post

The ability to create magic items by price would be fantastic. Especiall if you could pick the lower bound as well.

I've seen a few generators for 3.5 that let you pick the max cost, but you'd still usually end up with really cheap stuff most of the time. If it supports minimum price and maximum price, it would be awesome.

PieAndDragon

Duncan T

I've added options to specify a number of magic items, and to set a maximum and minimum for each item, and an optional total value.

Reactions: Sylrae

Sylrae

First Post

Wow! That's fantastic!

Now it'll be usable for generating magic items for encounters too!

Any chance of you adding the magic items from other PF Books, or adding Spells form them for wands and such? (the ability to select the books would make it even better, but that may be a bit too much work).

Or possibly shoving them into categories (IE: Don't include magic items associated with Race X)

Last edited: Jul 18, 2010

PieAndDragon

Duncan T

I plan on adding spells and items from the APG and Bestiary II (if there are relevant ones), but I'm not aware of many other items from additional sources. In the advanced options section I plan on having checkboxes for the APG and other sources (if I ever add any).

As far as I'm aware there aren't many defined categories for magic items in general, apart from fairly subjective ones.

My plans for the future include cursed items (as an option) and a way to export the magic items (probably to .csv format which allows them to be used in MS Excel)

I will probably have a go at a simple treasure generator using the tables from the Draconomicon as a base.

How do you reward treasure for an encounter using the Magic Item Compendium's list?

The Magic Item Compendium on Appendix 2: Random Treasure makes no mention of Encounter Level and, instead, has the DM determine treasure for each creature present during an encounter individually. On How to Use the Tables, in part, says

Step 1: Roll on Table A–1: Treasure, using the monster’s CR to determine which row you will use.

Step 2: Roll the number of dice indicated and multiply as shown to determine the number of coins.

Step 3: Use Table A–2: Goods to generate each piece using the letter codes provided.…

Step 4: Find the table that lists items of the level or levels in the “Items” column on the table you referred to.… (265)

Thus an enemy's treasure is based entirely on its challenge rating, and the Compendium's treasure distribution by challenge ratings stops at 20. (See also here.) (A foe's equipment is, apparently, still calculated separately; see also here.)

Notes on the Compendium's alternative system

This section's introduction is correct when it says, "It’s now [unlike the Dungeon's Master's Guide's rules] far less likely that you will get hardly any gold, hardly any goods, and hardly any items," but that was true largely only at low levels with the Dungeon Master's Guide's rules. In fact, this DM's experience has been that because the Magic Item Compendium's alternative rules tend to sharply limit the number of magic items per creature—usually to but a lone significant and level-appropriate magic item—, high-level encounters against multiple foes using the Compendium's alternative rules are often less profitable (and, by extension, less difficult) than encounters using original rules from the Dungeon Master's Guide. This DM has bounced between these two systems and has come to respect and prefer the elegance of the Dungeon Master's Guide system despite it being somewhat stingy at low levels.

Dragonsfoot

Instead of relying solely on pre-determined magic items, the generator allows for the creation of truly unique and unexpected items that can enhance gameplay and storytelling. Using the generator, players and Dungeon Masters can easily come up with magic items for their campaigns, whether it be a powerful weapon or a mysterious artifact. The generator takes the guesswork out of creating magic items, allowing for a more streamlined and enjoyable gaming experience.

Encyclopedia Magica Item Index and Random Item Generator

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Mock26 Elder Deity of Dragonsfoot
Posts: 17052 Joined: Wed Mar 15, 2006 9:18 pm Location: Chicago, IL Contact:

Encyclopedia Magica Item Index and Random Item Generator

Post by Mock26 » Sun Jan 16, 2011 10:46 pm

Here it is, folks, a spreadsheet with all of the names of every single magic item from the Encyclopedia Magica AND random item generation tables. I was bored one week and copied/transcribed them into a giant spread sheet. Each category has its own tab and all of the items are listed twice. The first column is exactly as they appear in the index, so under Elixirs the first item is simply listed as "of Additional Weaponry". The second column lists the full name of the item, so in the previous example the first item is listed as "Elixir of Additional Weaponry." (There is a third, hidden column, but that is used for the generation tables.)

The main tab of the spread sheet is an index of all the various categories and these are hyperlinked to the appropriate tab. The Title on each individual tab is also linked back to the index tab. Additionally, next to category is a randomly generated item from that particular category. Hit F9 to generate a new list of items. There is also a Random Table tab where 30 random items are generated, as well as 20 items for each of the various categories.

I did not add in all of the various Item Enhancements or Quirks (those will be added, hopefully, at some point in the future). Nor did I list any of the various options under most of the items. If you roll a Girdle of Giant Strength you still have to look it up yourself and determine what type it is. The exception to this are the weapons and swords. For those I incorporated all of the various item types and magical bonuses. So if you roll up a sling it will generate the type of sling (e.g. Fustibalus). I tried to make sure that most of these also say the type of weapon, so next to Fustibalus it will say "(Sling)" so as to remove confusion and in case people do not want to use the more exotic/bizarre types of weapons.

Please bear in mind that I did my best to eliminate spell mistakes and bad labeling of items, but there are bound to be mistakes. Also bear in mind that when I was writing the formulas for the random generation tables that I changed my mind a couple of times so some of the formulas are sloppy. For the sake of embarrassment and to keep the spreadsheet somewhat clean I hid all of the worksheet areas. If you find any mistakes or formula errors please send me a private message and/or post it in the this thread.

And finally, the the document is a bit on the big side, topping the scales at a weight of 3,825 KB!

Well, enough babbling. You can download the spreadsheet HERE! Enjoy!


Take care and have a great day.


PS I would like to thank the moderators for allowing me to list this item! Thanks!

Dnd random magic item generator

In addition to creating new magic items, the generator can also be used to inspire creativity and spark new ideas. By randomly generating magic items, players and Dungeon Masters can brainstorm new possibilities and explore different avenues of gameplay. Overall, the Dnd random magic item generator is a valuable tool for any Dungeons and Dragons player or Dungeon Master. Its ability to create unique and unexpected magic items adds depth and excitement to the game, while also serving as a tool for inspiration and creativity. Whether used to enhance gameplay or spark new ideas, the generator is a must-have for any Dnd enthusiast..

Reviews for "A Hint of Magic: Designing Unique Items with the Dnd Random Generator"

1. Emily - ★★☆☆☆
I was really disappointed with the Dnd random magic item generator. While it had potential, the execution was lacking. The generated items were often nonsensical and didn't seem to fit within the game's world and lore. Additionally, the descriptions and effects of the items were vague and confusing. It made it difficult to understand how to properly use the generated items in gameplay. Overall, I found the generator to be more frustrating than helpful.
2. Jason - ★☆☆☆☆
I found the Dnd random magic item generator to be extremely underwhelming. The items it generated were bland and uninspired, lacking any sort of creativity or uniqueness. It felt like the generator simply combined random words together without any consideration for balance or gameplay mechanics. Additionally, the lack of options to customize or tailor the items to fit my character or campaign was a major drawback. I ultimately found the generator to be a waste of time and would not recommend it.
3. Sarah - ★★☆☆☆
The Dnd random magic item generator had potential, but it fell short in several areas. The items it generated often felt unbalanced and overpowered, disrupting the game's natural progression and challenge. The lack of variety in item types and effects was also disappointing. It seemed to generate mostly weapons and armor, neglecting other important categories like potions or scrolls. While it was a nice concept, the execution left much to be desired, and I would suggest looking for alternative generators with more options and better balance.

The Science of Serendipity: Understanding the Dnd Random Magic Item Generator

Uncover the Enchantment: Exploring the Dnd Random Magic Item Generator