- 1 Rod Of The Pact Keeper Uncommon Dmg 1977
- 1 Rod Of The Pact Keeper Uncommon Dmg 197 Full
- 1 Rod Of The Pact Keeper Uncommon Dmg 197 Game
- 1 Rod Of The Pact Keeper Uncommon Dmg 197 Free
- 1 Rod Of The Pact Keeper Uncommon Dmg 197 Movie
- Adamantine Armor Armor Uncommon medium or heavy, but not hide dmg 150
- Mithral Armor Armor Uncommon medium or heavy, but not hide dmg 182
- Shield, +1 Armor Uncommon shield dmg 200
- Philter of Love Potion Uncommon dmg 184
- Potion of Animal Friendship Potion Uncommon dmg 187
- Potion of Greater Healing Potion Uncommon dmg 187
- Potion of Hill Giant Strength Potion Uncommon dmg 187
- Potion of Resistance Potion Uncommon dmg 188
- Ring of Jumping Ring Uncommon yes dmg 191
- Ring of Swimming Ring Uncommon dmg 193
- Ring of Water Walking Ring Uncommon dmg 193
- Rod of the Pact Keeper, +1 Rod Uncommon yes warlock dmg 197
- Spell Scroll, 3rd Level Scroll Uncommon dmg 200
- Staff of the Adder Staff Uncommon yes cleric, druid, or warlock dmg 203
- Staff of the Python Staff Uncommon yes cleric, druid, or warlock dmg 204
- Wand of Magic Missiles Wand Uncommon dmg 211
- Wand of Web Wand Uncommon yes spellcaster dmg 212
- Wand of the War Mage, +1 Wand Uncommon yes spellcaster dmg 212
- Ammunition, +1 Weapon Uncommon any ammunition dmg 150
- Javelin of Lightning Weapon Uncommon javelin dmg 178
- Sword of Vengeance Weapon Uncommon yes any sword dmg 206
- Trident of Fish Command Weapon Uncommon yes trident dmg 209
- Weapon, +1 Weapon Uncommon dmg 213
- Amulet of Proof Against Detection and Location Wondrous Item Uncommon yes dmg 150
- Bag of Tricks Wondrous Item Uncommon dmg 154
- Boots of Striding and Springing Wondrous Item Uncommon yes dmg 156
- Boots of the Winterlands Wondrous Item Uncommon yes dmg 156
- Bracers of Archery Wondrous Item Uncommon yes dmg 156
- Brooch of Shielding Wondrous Item Uncommon yes dmg 156
- Cap of Water Breathing Wondrous Item Uncommon dmg 157
- Circlet of Blasting Wondrous Item Uncommon dmg 158
- Cloak of Elvenkind Wondrous Item Uncommon yes dmg 158
- Cloak of Protection Wondrous Item Uncommon yes dmg 159
- Cloak of the Manta Ray Wondrous Item Uncommon dmg 159
- Decanter of Endless Water Wondrous Item Uncommon dmg 161
- Driftglobe Wondrous Item Uncommon dmg 166
- Dust of Disappearance Wondrous Item Uncommon dmg 166
- Dust of Sneezing and Choking Wondrous Item Uncommon dmg 166
- Eversmoking Bottle Wondrous Item Uncommon dmg 168
- Eyes of Charming Wondrous Item Uncommon yes dmg 168
- Eyes of Minute Seeing Wondrous Item Uncommon dmg 168
- Eyes of the Eagle Wondrous Item Uncommon yes dmg 168
- Figurine of Wondrous Power, Silver Raven Wondrous Item Uncommon dmg 170
- Gauntlets of Ogre Power Wondrous Item Uncommon yes dmg 171
- Gloves of Missile Snaring Wondrous Item Uncommon yes dmg 172
- Gloves of Swimming and Climbing Wondrous Item Uncommon yes dmg 172
- Goggles of Night Wondrous Item Uncommon dmg 172
- Hat of Disguise Wondrous Item Uncommon yes dmg 173
- Headband of Intellect Wondrous Item Uncommon yes dmg 173
- Helm of Comprehending Languages Wondrous Item Uncommon dmg 173
- Helm of Telepathy Wondrous Item Uncommon yes dmg 174
- Instrument of the Bards, Doss Lute Wondrous Item Uncommon yes bard dmg 176
- Instrument of the Bards, Fochlucan Bandore Wondrous Item Uncommon yes bard dmg 176
- Instrument of the Bards, Mac-Fuirmidh Cittern Wondrous Item Uncommon yes bard dmg 176
- Keoghtom's Ointment Wondrous Item Uncommon dmg 179
- Lantern of Revealing Wondrous Item Uncommon dmg 179
- Medallion of Thoughts Wondrous Item Uncommon yes dmg 181
- Necklace of Adaptation Wondrous Item Uncommon yes dmg 182
- Pearl of Power Wondrous Item Uncommon yes spellcaster dmg 184
- Periapt of Wound Closure Wondrous Item Uncommon yes dmg 184
- Pipes of the Sewers Wondrous Item Uncommon yes dmg 185
- Robe of Useful Items Wondrous Item Uncommon dmg 195
- Saddle of the Cavalier Wondrous Item Uncommon dmg 199
- Slippers of Spider Climbing Wondrous Item Uncommon yes dmg 200
- Stone of Good Luck Wondrous Item Uncommon yes dmg 205
- Winged Boots Wondrous Item Uncommon yes dmg 214
Rod of the Pact Keeper; DMG 197. Flavor the rod to be an ancient relic or gift of the warlock's patron. As the young warlock grows in power so to may the rod, by simply increasing the rarity. Flavorful and incredibly useful, some might even argue necessary for warlock to function on par with the other casters. This banner text can have markup. Web; books; video; audio; software; images; Toggle navigation. Hollow Marvel by - Created with GM Binder. This website exists thanks to the contribution of patrons on Patreon. If you find these tools helpful, please consider supporting this site. Even just disabling your adblocker will help (it's only text and plain image ads I promise).
+1 Rod of the Pact Keeper (uncommon, dmg 197) (+1 to warlock attack spells and save DC’s; can regain one warlock spell slot as an action while holding the rod - usable once per long rest) Amulet of Proof Against Detection and Location (uncommon, dmg 150) (wearer is hidden from divination magic; can’t be targeted by divination magic. The bonus is determined by the rod's rarity. In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. PREABILITY:1,CATEGORY=Attunement,Rod Of The Pact Keeper +2 SPROP:Not attuned to Item !PREABILITY:1,CATEGORY=Attunement,Rod Of The Pact Keeper +2.
From D&D Wiki
Much of this is a port from an original document which I (Zibby (talk)) did not write, but am putting in as a basis for how items are planned to function. Thank you to those who have contributed to this conglomerate both knowing and otherwise, which has ended up as the items and how items work in Voidhaven.
- 3Magic Item Values in Voidhaven
Crafting Magic Items[edit]
Crafting magic items is a time-consuming process in most games, but as this game world is meant to be a high-magic setting, crafting magic items has been modified to be considerably less time consuming.The progress in gp which can be made toward crafting a magic item increases as a character gains levels, as below. This also applies for gp per day progress when disenchanting.
Level | GP/Day |
---|---|
1 | 50 |
5 | 100 |
10 | 150 |
15 | 200 |
20 | 250 |
Disenchanting[edit]
A character who takes this activity is disassembling a magic item, and extracting its magical essences into a useful common material, called arcane dust. A character must be at least a high enough level to craft a given item, in order to disenchant it. For each day of disenchanting, the character makes progress toward destroying the magic item based on their level as above, up to the full value of the item. Upon destruction of the magic item, they obtain a pile of arcane dust, a glowing blue metallic powder, worth half the value of the magic item it was extracted from. This dust counts as a magic item, and can only be sold through the selling a magic item downtime activity on p.129-130 of the DMG, but cannot be broken down any farther. Residuum can be used in the place of spell components, if you lack a components pouch or focus, and can be spent to cover the gp value of valuable spell components, but it is always consumed when used this way. Arcane dust can be spent in the place of the monetary expense of copying spells into a spellbook. It's main purpose is to be spent to reduce the crafting time of a new magic item, by artificially reducing its value for crafting purposes at a 1:1 ratio. (IE, if you have 50gp of arcane dust, and make a magic item with a value of 90gp, then you only need to craft up to 40gp of that to complete the item. The item is still worth 90gp, you just took a shortcut.) It is always consumed when used, releasing its metaphysical form from its temporarily physical state.
Many thanks to Kydo for your original work on Disenchanting.
Magic Item Values in Voidhaven[edit]
(Sane magic item prices)
Introduction[edit]
Have you ever wondered how much an item truly costs?Have you been wanting to find or craft an item but aren’tsure how it fits in to the grand scheme of things? Did youever look at sovereign glue and say to yourself, “There isno way that glue is worth 500,000 gp when Sentinal shieldis worth 500gp”. Well you are in luck because this guideis for you.Brainstorming with the Giant In the Playground, /r/DnDNext, and EnWorld forums, Saidoro has put togethera set of tables that break down the costs, reasons for thecosts, and DMG page to find the item.
DM Preface[edit]
Your world need not sell the magic items for the pricesgiven below. Your world does not even need to sell themagic items below at all. The primary purpose of thetables below is to establish the relative price of magicitems so that you can have a reasonably sane economyand/or so that you can quickly eyeball how much the swagyou’re giving your players is worth.The items are divided into a few different lists for yourconvenience. The lists are as follows:
- Consumables are items that are used some set amount of times (usually once) and then are gone.
- Summoning Items are items that summon creatures to kill things or solve problems for you.
- Combat Items are items that primarily make the user better at killing things. Some also have other killing-unrelated effects, but these are not the primary source of their utility.
- Noncombat Items are items that primarily make the user better at solving problems in a killing-unrelated manner. Some also make the user better at killing things, but this is not the primary source of their utility.
- Game-Changing Items are items that can have major effects on the way the players engage with the world or that can resculpt the campaign world in some major way all on their own. They are not necessarily overpowered, but the GM should take a look at them to make sure that the items they allow are compatible with the sort of game and world they want to create.
Each is discussed further in their own section. Byadjusting the prices of the various lists, the DM can makeit easier or harder to get their hands on various types ofproblem solving abilities.
Again, the prices below are not absolute. The DM mayadjust the prices of items individually or by list, they maymake any item available or not, they may say that magicitems can’t be sold for gold at all and that the below pricesonly roughly estimate value when people are tradingmagic items for other magic items or they may even notshow these tables to their PCs at all and just use them toestimate treasure values. The below lists are intended as atool, not an imposition on your campaign world.
Consumables Consumables represent all items that can be usedup when used in their intended manner. By default,consumables are somewhere around one tenth theprice of an equivalent permanent item. The scroll pricesbelow represent a typical scroll of that level. Scrolls withsignificant direct value, such as scrolls of fabricate orwish, may be priced differently.
Summoning Items Summoning items give their users shiny new friendsto help them destroy their enemies or solve problems.With the exception of the Onyx dog, the Silver Ravenand the Ivory Goat of Terror, the value of these items isheavily dependent on how expensive mercenaries are inyour campaign world. The basic rules makes hiring evenquite competent allies startlingly cheap, and while theseitems aren’t based on the ridiculous 2 gp/day rule, they doassume that hiring combat ready minions is a relativelycheap activity that most players will be doing a little bitof if the situation warrants it. Adjust the below pricesaccordingly if this is not true in your campaign world.
| Combat Items Combat items are primarily good for killing things.A few have other uses as well, like the luckstone or theIoun Stone Mastery, but their biggest effect is makingtheir owner better at killing or not getting killed. Increasethe price of these items if you want your players mostlygetting oddball magic items that don’t interact much at allwith combat. All items which are weapons or armor addthe cost of the base weapon or armor that makes them upto their price.
| Noncombat Items Noncomat items give some sort of problem-solvingability not directly related to combat. Some, like theEversmoking Bottle and the Boots of Levitation are alsouseful in combat, but that isn’t where the bulk of theirutility comes from. Increase the price of these items ifyou’d rather have your players resort to combat morepredictably instead of coming up with complicatedschemes that avoid direct fighting.
Gamechanging Items Gamechanging items significantly impacteither the gameworld as a whole or the sortof things that are capable of challenging theirholders. I don’t really see either of these asa problem, but they may not fit with somecampaigns or some settings, so the DMshould take a careful look at the items onthis list and decide whether or not they areallowed.
|
Items that Won’t be priced[edit]
Candle of Invocation: Because we’ve learned a thing or two from 3.5
Deck of Many Things, Efreeti Bottle, Iron flask, Ring of Three Wishes, and Luck Blade: Because Wishes
Well of Many Worlds: Because if the GM wants you to have a TARDIS you’ll have one and if they don’t you won’t
Wand of Wonder: Because lolrandom
Ring of Djinni Summoning: It’s pretty much everything from the gamechanging list in a single item
1 Rod Of The Pact Keeper Uncommon Dmg 1977
Bag of Tricks: Creating permanent living creatures does absolutely silly things to the economy
1 Rod Of The Pact Keeper Uncommon Dmg 197 Full
Tome of the Stilled Tongue: No wizard would ever sell this
1 Rod Of The Pact Keeper Uncommon Dmg 197 Game
Manuals and tomes +2: If these come up, the GM is probably giving them to the whole party as a “level up” type thing
Belt of giant Strength and Potion of Giant Strength: breaks bounded accuracy
Rod of Resurrection: Plot device
Helm of Brilliance: Lolrandom
Bag of Beans: Lolrandom (Seriously, it summons mummy lords with treasure filled crypts)
Staff of the Magi: Too much power
Manual of Golems: This is a blueprint, not an item. Use whatever rules go into pricing blueprints for your campaign and adjustthe golem crafting prices as needed
Cursed items
Credits:Saidoro: For the list and the work putting it all together.SalmonSquire: For the layout of the original document.Wizard of the Coast: For making a great 5th edition of D&D.Giant In The Playground: For their help refining the list./r/DnDNext and EnWorld: For their extra input.
1 Rod Of The Pact Keeper Uncommon Dmg 197 Free
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