Taking the Guesswork out of Magic Items in 5e with a Randomizer

By admin

In Dungeons and Dragons 5th edition (5e), magic item randomizers are tools that can be used by Dungeon Masters to generate random magical items for their players. These randomizers can be found in various forms, such as online generators or physical charts, and are designed to add unpredictability and excitement to the game. The magic item randomizers in 5e work by providing a list of different magical items, along with the probability of each item being rolled. For example, a randomizer might have a higher chance of generating a common magical item, such as a +1 weapon or a healing potion, while legendary items or artifacts might have a much lower chance. By using these randomizers, Dungeon Masters can create a sense of mystery and discovery for their players. They can roll on the randomizer table whenever the players find a treasure hoard or defeat a powerful enemy, and the resulting magical item can provide a unique and unexpected effect that can greatly impact the gameplay.



Thread: Sane Magic Item Prices Loot Generator

Does anyone know of a random magic items treasure table that uses the Sane Magic Item Prices?

If so could you point me towards it.

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Magic Item Generator Power Levels

Hey folks! You may have noticed that I’ve recently made several big changes to the magic item generator. One feature I added was the ability to select the power level of the magical effects that are generated. You may have also noticed that I chose not to use DnD 5e’s built-in categories for item rarity. Instead, I opted to use a custom power level categorization system that I think makes more sense for this particular tool. I am not suggesting that these power levels should replace the default DnD item rarity system in your own games (although that system could certainly use some improvements). I simply designed them as a way to express the relative power of items created using this magic item generator. It is not a perfect system, but I hope that it will at least be consistent. My goal is that when you select a specific power level, the resulting items are exactly what you’d expect them to be based on the descriptions provided below.

  • Mundane: Purely cosmetic and/or provide no clear mechanical benefit to the user (change item’s color, item attracts insects, etc.).
  • Low: Provides a small or situationally useful mechanical benefit to the user (change eye color, erase footprints, etc.).
  • Medium: Provides a clearly useful mechanical benefit but is still relatively niche and/or has limited uses (walk on water, once-per-day advantage, etc.).
  • High: Provides a broad, powerful mechanical benefit that is “always on” (permanent advantage on a skill check, damage resistance, etc.). These items may require attunement.
  • Curse: Any effect that is clearly negative or detrimental to the user (plagued by nightmares, damage vulnerability, etc.).

Trying to categorize magic items based on power level is more of an art than a science, especially when it comes to homebrew. The DnD 5e Dungeon Master’s Guide gives us categories based on rarity (common, uncommon, rare, very rare, legendary) and tells us that an item’s rarity can also be used to determine its relative power. It also provides very rough guidelines on what level PCs should be at to receive items of each rarity as well as rough price estimates. There is no guidance on how to rank homebrewed items within this categorization scheme. Hell, there’s not even a rule of thumb to tell you whether or not an item should require attunement. The best method I’ve found is to simply compare your homebrew item to officially published items (which vary wildly, even within the same rarity) to try and identify its rarity. This lack of official guidance means that deciding the rarity of homebrew items is a highly subjective practice.

I’ve been making homebrew items for my games for years, and I like to think that I’ve gotten pretty good at guesstimating the rarity of my items. So, when I sat down to categorize the effects of this random item generator, it quickly became clear that the standard DnD rarity categorization was not going to work for this tool. The vast majority of these magic effects would likely be classified as either ‘common’ or ‘uncommon’ using that method. That wouldn’t make this a very useful feature if you could essentially only select from two rarities when generating an item. As a result, I decided to go with my own classification system which I’m calling ‘power levels’ (I also always hated that DnD 5e used the term rarity to refer to power when it comes to magic items, but that’s a rant for another day).

Power levels are divided into four categories (plus curses): mundane, low, medium, and high. A brief explanation on how I determine which category a magical effect fits into is included above, so I won’t repeat that here. As I mentioned before, most of the effects in this generator are relatively low power compared to many traditional DnD items. This is by design. I want the focus of this generator to be on simple magical items with descriptions that are only about 1-3 sentences, and that can stand on their own without needing to reference external spells or other sources. Most powerful magical items require a full paragraph or two to explain all the cool abilities they grant the user. Maybe one day in the future I’ll add more powerful, robust magic effects to this generator, but, until then, even the items in the ‘high’ power level are only roughly equivalent to ‘rare’ items in DnD’s standard categorization system.

Power levels are simply a way to express an item’s power relative to other items created using this generator. This system isn’t perfect, but I hope it at least allows you to narrow the focus of the items you generate so you get something in the realm of what you’re looking for. In the spirit of DnD 5e, I leave it up to you as the GM to determine the item’s final rarity. Afterall, each party/game/setting is different, and the same item that is underpowered for one GM’s situation could be overpowered for another. As always, if you have feedback on this system or any suggestions, feel free to reach out and share them with me. Happy looting!

What are the rankings of magic items/artifacts?

\$\begingroup\$ Just to get perfect clarity, you're asking for the ranking of these in terms of level of power, right? Like, what category of item is the more powerful? Otherwise, I think we definitely need to get a description of what kind of ranking you're after. \$\endgroup\$

Mar 25, 2023 at 19:48 Mar 25, 2023 at 19:49

\$\begingroup\$ @TheDragonOfFlame Your comment seems to be a good answer, would you mind making it one? That is, answering the question rather than commenting on it. \$\endgroup\$

Mar 25, 2023 at 20:03 Apr 10, 2023 at 3:16

They can roll on the randomizer table whenever the players find a treasure hoard or defeat a powerful enemy, and the resulting magical item can provide a unique and unexpected effect that can greatly impact the gameplay. Magic item randomizers in 5e can also be useful for DMs who want to save time and effort in coming up with their own custom magical items. Instead of spending hours brainstorming and balancing new enchantments, the randomizer can do the work for them, providing a wide range of options that fit the appropriate power level for the players.

2 Answers 2

Sorted by: Reset to default \$\begingroup\$
Magic item randomizer 5e

However, it's important for Dungeon Masters to use these randomizers responsibly. They should consider the balance and suitability of each item generated, ensuring that it fits the story and the power level of the campaign. Additionally, DMs can always modify or tweak the generated items to better suit their needs or the preferences of their players. Overall, magic item randomizers in 5e can be valuable tools for Dungeon Masters to enhance their campaigns and surprise their players with unique and exciting treasures. By incorporating these randomizers into their games, DMs can add an element of unpredictability and wonder to the world of Dungeons and Dragons..

Reviews for "Shaking Up Gameplay: Magic Item Randomizer in 5e"

1. Sarah - 2/5 stars - I was really excited to try out the Magic Item Randomizer for 5e, but I was extremely disappointed with the results. The items it generated for my session were completely unbalanced and made the game feel unfair. It seemed like every enemy had amazing random loot, while my party struggled to find anything useful. Additionally, some of the items were just plain silly and didn't fit the tone of our campaign at all. It ended up being more frustrating than fun, and I won't be using it again.
2. Michael - 1/5 stars - The Magic Item Randomizer for 5e was a waste of time and effort. The items it spat out were all generic and uninteresting, adding nothing to the overall enjoyment of our game. It felt like the system simply recycled the same few items over and over, with no originality or excitement. Plus, the descriptions of the items were poorly written and lacked any imaginative or creative flair. I wouldn't recommend this randomizer to any DMs looking to spice up their campaigns with unique magic items.
3. Emily - 2/5 stars - I had high hopes for the Magic Item Randomizer for 5e, but it fell short of my expectations. The items it generated were often too powerful, throwing off the balance of our game. It also seemed to favor certain types of items, leaving us with an abundance of weapons and armor but a severe lack of utility or support items. Furthermore, the randomizer sometimes generated items that were completely irrelevant to our campaign or setting, which made them feel out of place and useless. Overall, it just didn't add anything positive to our gaming experience.

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