Magic at Your Fingertips: 30 Random Dnd Magic Items

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In Dungeons and Dragons (D&D), a popular tabletop role-playing game, magic plays a significant role in the gameplay. One aspect of magic in D&D is the use of magical items. These items have various abilities and powers that can assist players in their adventures. One type of magical item that adds excitement and unpredictability to the game is the random magic item. These items are often discovered or obtained through looting treasure chests, defeating powerful enemies, or as rewards for completing quests. However, unlike other magical items, the specific abilities or powers of a random magic item are not known until it is used or identified.


If you did not roll AC bonus, the item has no AC bonus If you did roll AC bonus, here are the possible bonuses when wielding this item.

If you did not roll Charges, the item is limited to 1 charge, regained at long rests unless otherwise stated If you did roll charge, here is how many charges the item has. Rank Usage Time I Bonus Action II Bonus Action or as Extra Attack III Bonus Action or Reaction IV Bonus Action or Reaction or Extra Attack V Free Action.

Dnd random magic itwm

However, unlike other magical items, the specific abilities or powers of a random magic item are not known until it is used or identified. Random magic items can range from weapons and armor to potions, rings, amulets, and other accessories. When a player acquires a random magic item, they must first identify its properties through a process called "detect magic" or by using specific spells or abilities.

Random Magic Item Generation (5e Variant Rule)

This variant rule allows for randomly generated magic items to be found in place of regular ones.

Each tier of magic item (common, uncommon, etc.) is assigned an amount of allowed properties of differing potencies. These potencies are organized into ranks going from I-V. There are also effects that do not count towards this limit called bonus effects. Bonus effects are far from guaranteed on every item however. The amount of properties and ranks each rarity can get is not concrete and can be adjusted to better fit any campaign. If you end up with a magic item with no properties that give it effects, I.E. Range, Area of Effect, and Charges or it gives properties a stored spell already has. Reroll the highest ranked property or the useless property until the item has effects.

Rarity Properties
Common 2 Rank I, 1 Rank II
Uncommon 2 Rank I, 1 Rank III
Rare 2 Rank II, 1 Rank III
Very Rare 2 Rank II, 1 Rank IV
Legendary 2 Rank II, 1 Rank V
Artifact 2 Rank III, 1 Rank V

For each property roll a D10 on the chart below, rerolling duplicate numbers.

D10 Property
1 Damage
2 Heal
3 Status
4 Area of Effect
5 Charges
6 DC/Attack Bonus
7 Stored Spell
8 AC Bonus
9 Range
10 Usage time

If you did not roll damage, the item does no damage. If you did roll damage, here is how much damage the item does. The damage is to hit, unless a status effect or AOE is applied. If the status effect is applied, so is the damage. The damage has a Dex saving throw on AOEs without statuses.

Rank Damage
I 3d4
II 2d10
III 3d8
IV 4d10
V 5d10
D6 Damage Type
1 Poison
2 Cold
3 Fire
4 Lightning
5 Thunder
6 Force

If you did not roll heal, the item does no healing. If you did roll heal, here is how much healing the item does.

Rank Amount Healed
I 3d6
II 2d12
III 3d10
IV 4d12
V 5d12

If you did not roll status, the item applies no statuses. If you did roll status, here is what status the item applies.

Rank Status
I Prone (Dex Save)
II Poisoned (Con Save)
III Stunned (Con Save)
IV Paralyzed (Con Save)
V Petrified (Con Save)

If you did not roll AOE, the item's uses do not have AOE. If you did roll AOE, here is what the item's AOE is.

Rank AOE
I 10 by 10 Foot Cube
II 15 by 15 Foot Cube
III 20 by 20 Foot Cube
IV 30 by 30 Foot Cube (Uses can also discriminate between targets in area, allowing allies not to be hit.)
V 50 by 50 Foot Cube (Uses can also discriminate between targets in area, allowing allies not to be hit.)

If you did not roll Charges, the item is limited to 1 charge, regained at long rests unless otherwise stated If you did roll charge, here is how many charges the item has.

Rank Charges
I 2 Charges (2 Regained on long rest)
II 2 Charges (2 Regained on long rest)
III 4 Charges (2 Regained on long rest)
IV 5 Charges (3 Regained on long rest)
V 10 Charges (4 Regained on long rest)

If you did not roll DC/Attack Bonus, the item has an attack bonus of +0 and a DC of 12 If you did roll DC/Attack Bonus, here is the DC/Attack Bonus.

Rank DC/Attack Bonus
I DC 14/+2
II DC 16/+4
III DC 17/+5
IV DC 19/+7
V DC 21/+9

If you did not roll stored spell, the item has no stored spell If you did roll stored spell, here are the levels of possible stored spells.

Rank Spell Level
I Levels 1 or 2
II Levels 3 or 4
III Levels 5 or 6
IV Levels 7 or 8
V Level 9

If you did not roll AC bonus, the item has no AC bonus If you did roll AC bonus, here are the possible bonuses when wielding this item.

Rank AC Bonus
I +1
II +2
III +3
IV +4
V +4 (Add half proficiency on saving throws that don't already have proficiencies.

If you did not roll range the item has a range of touch which cannot be extended through familiars and other things similar to that. If you did roll range, these are the possible ranges of the item.

Rank Range
I 15 ft
II 25 ft
III 45 ft
IV 90 ft
V 150 ft

If you did not roll usage time, the item has a usage time of 1 action. If you did roll usage time, here are the possible times.

Rank Usage Time
I Bonus Action
II Bonus Action or as Extra Attack
III Bonus Action or Reaction
IV Bonus Action or Reaction or Extra Attack
V Free Action

Roll a d20. on a 20, the item will now roll a d20 upon use. On a 1, the wild surge table will be rolled on.

Roll a d20. on a 20, this item will now break if all of its charges are used. The item can no longer regain charges from rests. One of the items properties is now 1 rank higher.

Roll a d20. On a 20, this item will be cursed. The curse makes it so that when this item is attuned to, it cannot be removed from the person it is attuned to no matter what. It can not be unattuned to.

Roll a d20. on a 20 this item is now fully sentient and can communicate vocally.

Roll a d20. on a 20 this item is cursed. The curse binds it to the ethereal plane, meaning that when the person attuned to it is knocked unconscious or killed, the item will be transported to the ethereal plane.

Roll a d20. on a 20 this item sheds light 20 feet outwards. This light can be turned off but can not be dimmed.

Roll a d20. on a 20 this item is well known is both feared and envied by friends and foes.

Roll a d20. on a 20 this item is cursed. It will ensue short term madness on the user after use.

If you did not roll range the item has a range of touch which cannot be extended through familiars and other things similar to that. If you did roll range, these are the possible ranges of the item.
Dnd random magic itwm

Once identified, the true nature of the item is revealed, providing the player with a surprise or unexpected benefit. The appeal of random magic items lies in their ability to introduce an element of chance and excitement into the game. Players never know exactly what they will receive when they acquire a random magic item, making each discovery a thrilling prospect. It adds an additional layer of strategy and decision-making for players as they must decide how to best utilize the newfound power of the item. Random magic items can also add depth and variety to the game, as they often come with unique abilities or effects that are not found in standard magical items. This can lead to creative solutions to in-game challenges or provide an advantage in combat. However, as with any random element in a game, there is also the potential for disappointment. The unknown nature of random magic items means that players may acquire an item that does not align with their character's abilities or play style. It is up to the Dungeon Master, who serves as the game's storyteller and arbiter, to ensure that random magic items are balanced and fair. In conclusion, random magic items are an exciting and unpredictable aspect of magic in D&D. They add an element of chance and surprise to the game, allowing players to discover unique abilities and powers. While they can be a source of excitement and strategic thinking, careful balance and consideration are necessary to ensure a fair and enjoyable experience for all players involved..

Reviews for "Embrace the Supernatural: 30 Random Dnd Magic Items"

- John Doe - 1 out of 5 stars - "Dnd random magic item is a waste of time. The items generated are completely random and often useless, making them feel more like a burden than a reward. I spent hours playing the game and all I got was a rusty spoon that supposedly has magical powers. What am I supposed to do with that? This game needs some serious improvements if it wants to be enjoyable."
- Jane Smith - 2 out of 5 stars - "I was really excited to try out Dnd random magic item, but it ended up being a disappointment. The items generated lacked creativity and didn't add any value to my gameplay. The descriptions were vague and the powers of the items were often underwhelming. It felt more like a chore to go through the random items than a fun and exciting experience. I would not recommend this game to anyone looking for a satisfying magic item generator."
- Mark Thompson - 1 out of 5 stars - "Dnd random magic item is a total letdown. The items generated are often illogical and don't make any sense within the context of the game. I received a magic ring that supposedly grants me the ability to speak to animals, but in reality, it did nothing of the sort. The game's lack of consistency and coherence is frustrating and destroys the immersion. I had high hopes for this game, but it failed to deliver on any level."
- Sarah Johnson - 2 out of 5 stars - "While Dnd random magic item has potential, it falls short in execution. The generated items are often unbalanced and can easily break the game. I received a staff that had the power to instantly kill any enemy, which made encounters feel trivial and unchallenging. The game needs better item balancing to ensure a fair and enjoyable experience. Until then, I cannot recommend it to other players."

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