[duplicate]. How to calculate the price of a fully unlocked legacy weapon? However, if you want to allow buying magic items in your campaign, While I would love to ignore taking an items rarity into account, it is going to be needed for items like potion of healing which have different versions that are more effective the rarer they become. There is something useful we can see at least, the strongest poisons are quite close to each other regarding cost based on the max damage that they can deal. Average: 50 gp / 7 damage = 7gp 1sp 4cp per point of healingMax: 50 gp / 10 damage = 5gp per point of healing. Lets go ahead and find the average, which is 7 (3.5 * 2). In my free time, I recover old arcade machines and I believe that today we have the ability, the knowledge and technology to enhance the mystic around them. If you expel a charge, another hit with this weapon will leave your target with 1 of 3 impacts of your choice: The weapon stores 5 charges of this enhancement and takes 1 hour to recover 1 charge. If we take our single target no save damage cost of 3.57 gp per point of damage, we can then get better costs: Serpent Venom: 3.57 gp * 10 = 35.7gpWyvern Poison: 3.57gp * 24 = 85.68gp * 2 rarity = 171.36 gpMidnight Tears: 3.57gp * 31 = 110.67gp * 3 rarity = 332.01 gpPurple Worm: 3.57gp * 42 = 149.94gp * 5 rarity = 749.70 gp. When you make a successful melee attack, you can expend 1 charge of the enchantment to make 3 illusionary duplicates of your self that interact with your target in an offensive or defensive manner. Shocking, probably no one, the prices remain pretty much the same until your average healing is less reliant on dice and more on the flat bonus you get. Each monster hit with this weapon must make a DC 10 + Proficiency Saving Throw or be pushed back 5 feet for every 5 hit points of damage done.
From here, I think we can sort the poisons out like this: Serpent Venom - Common / DC 10 to DC 12NONE - Uncommon / DC 13 to DC 14Wyvern Poison - Rare / DC 15 to DC 16Midnight Tears - Very Rare / DC 17 to DC 18Purple Worm - Legendary / DC 19+. Lets look at that in action now. But we have quite a few things we can look at for damage with a saving throw unfortunately this is a bit of a problem as they are poisons and they seem INCREDIBLY expensive but maybe itll all make sense. Easy peasy. A permanent effect should cost more but how much more. So now that we know how our rarity tax (convenience tax) will work, we can now begin pricing them out. Activating any amount of charge is a free action. Roll d%: 01-95 suggests the item is of a standard type, and 96-100 suggests that it is made of a special substance. Special abilities count as further bonuses for determining this products market value but do not modify attack or damage bonuses (except where specifically noted). And whats going on with the turtles?
If the plant is less than 5 ft diameter and 5 ft tall, then a creature already about the plant or moving onto the plant will automatically snore. And once per day you gain 5 ft of blind sense for 12 minutes. A few of the weapons listed as melee weapons may also be used as ranged weapons. We respect your privacy and will only send one email on Saturday with our posts from the last week. All creatures that finish their turn within 5 of the singularity take 1d4 to Force damage. Backed by the fury of your blows, the forces of the arcane combines the swing using this weapon when you choose. Youre also granted the ability to use your bonus action to make an extra attack with the enchanted weapon. 123. (Can not possess a hollow hammer with this to store things inside it). Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. Alright, lets start looking at magic weapon prices. I think it isnt unreasonable to say that a permanent effect should be at least x10 more than a consumable one, which would mean a +1 damage on a weapon would cost 35.7 gp.
Is the fact that ZFC implies that 1+1=2 an absolute truth? At least 500 gp. While I cant say that that is right, as then you are looking at a +3 weapon costing 30,000gp; I cant say that that is wrong for all tables. Once per day as a standard action, you can expel moonlight from the weapon into a monster within 10 that will see you. Rush delivery it would be a full 4,000-5,000 and take at least 1 full day. Thanks to our work above, we know a consumable should cost 3.57gp per point of damage. What is Lapis? There are also homebrew rules out there that can help if you want to start introducing market forces like having a small village charge more than a large city for the same item. If 3 charges strike an enemy, they need to succeed on a Constitution saving throw (DC 10 + 1/2 Character Level) or be frozen (immobilized) before the beginning of its next turn. This zombie exists as spores, infecting living creatures and turning them into ticking time bombs. What drives the appeal and nostalgia of Margaret Thatcher within UK Conservative Party? If it collides with a creature during its recurrence, it is only going to inflict 1 damage if its slashing or bludgeoning weapon. You can use your action to create an extension of plain water that can be used to whip creatures. You can find suggestions for rules on crafting magic items in either the DMG or XGtE, though I prefer XGtE's rules. Thats our first value and I couldnt be prouder. This weapon is imbued with the capacity to ignite itself with a magic fire which does no damage to the wielder nor itself. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls doesnt pile with their enhancement bonus on attack rolls. Within the range, creatures have to succeed on a DC 12 + Proficiency Bonus Strength saving throw or suffer 1d8 lightning damage and are pushed back 10 feet and knocked pronely. The examples we have are a vial of acid and holy water that deals 2d6 damage and costs 25 gp, and really that is what we have. Is asking for 565 gp so a player can do a one-time extra 42 damage (save for half) that much to ask for on a consumable? First, we have to figure out what the common magic weapon would cost as well as figure out what the +1 to hit and damage should cost. That creature must succeed on a Constitution Saving Throw of DC 11 + Proficiency Bonus or be blinded until the end of your next turn. Offensive:The illusionary duplicates every make an attack roll against your target. Those who begin their turn in the glaciers take 1d8 cold damage and therefore are in difficult terrain. If possible, can you provide an example? I'd treat it as crafting a rare magic item. How To Run DnD Puzzles And Some Of The Best DND 5e Puzzles & Traps. The wearer gains +1 AC when the weapon is transformed into gauntlets, and their unarmed attacks become 1d4. Using this result, your weapon can reach an additional five feet but deals your Weapon Damage dice + Proficiency Bonus bludgeoning damage. When triggered, this weapon adds 1d4 lightning damage to attacks with it until the end of your turn. Whilst using this weapon through a bonus round, your attack rolls with it gain a +3. You can as a free activity cause the weapon to turn into astral. This effect does not operate on sentient plants. What happens if I accidentally ground the output of an LDO regulator? Skipping a calculus topic (squeeze theorem). Frost Brand gives a 1d6 cold damage as well as some other abilities (resist v fire damage, it's a torch in freezing temps, and extinguish flames w/in 30ft). Although you cant recall a held or restrained weapon, it will try to move towards you with the little power it offers. Can only be used twice per hour. A new island appears in the archipelago - is the party brave enough to deal with hundreds of kobolds attempting to summon their dragon-god? Your email address will not be published. Greater Healing / Uncommon / 4d4 + 4Average: 14 damage * 7.14gp = 99.96 gp * 1.5 rarity = 149.94 gpMax: 20 damage * 5gp = 100 gp * 1.5 rarity = 150 gp, Superior Healing / Rare / 8d4 + 8Average: 28 damage * 7.14gp = 199.92 gp * 2 rarity = 399.84 gpMax: 40 damage * 5gp = 200 gp * 2 rarity = 400 gp, Supreme Healing / Very Rare / 10d4 + 20Average: 45 damage * 7.14gp = 321.3 gp * 3 rarity = 963.9 gpMax: 60 damage * 5gp = 300 gp * 3 rarity = 900 gp. Midnight Tears Avg Cost: 48.38 gp, Max Cost: 27.7 gpPurple Worm Poison Avg Cost: 47.61 gp, Max Cost: 27.7 gpSerpent Venom Avg Cost: 20 gp, Max Cost: 11.11 gpWyvern Poison Avg Cost: 50 gp, Max Cost: 28.57 gp. The target creatures speed is reduced to 0 before starting their next turn on a failed rescue. All creatures within 10 feet of this singularity should succeed on a DC 12+Proficiency bonus strength saving throw or have their speed decreased to 0 and be pulled to within 5 feet of their singularity if there is room to. We know that an uncommon +1 weapon costs 300 gp, but we can create a new formula to decide the bonuses. So this is telling us that a consumable, single target, no save, effect is 3.57 gp per point of damage (on the average). To that end, every item is going to have their price increased if it is uncommon or higher. Is it patent infringement to produce patented goods but take no compensation? Im just interested in the raw numbers for a single target damage consumable that happens once, this will be important to figure out when we want to look at permanent effects and can help us determine how much a flame tongue or a giantslayer might be worth. This is a big leap of logic to go from "there is no magic item economy" to "you can buy magic items, just not specific ones you're looking for." Since I want to create a spreadsheet that can help do the bulk of the math, I dont care that we are looking at weird numbers like 2.68gp or have strange formulas. Dalkos is in need of adventurers to help him track down his favorite lute, while Lorraine is a banshee seeking revenge against her killer. Common items are widespread enough that there are no increases to their cost just due to the law of supply and demand. (Appendix) A is for Adventure - Mark takes a deep dive into Adventure Design found in the Dungeon Masters Guide. About as much as an uncommon-rarity magic item. Magic Weapon / Common / 100 gp+1 Magic Weapon / Uncommon / 300 gp / +1 bonus to hit and damage+2 Magic Weapon / Rare / 728.60 gp / +2 bonus to hit and damage+3 Magic Weapon / Very Rare / 1,778 gp / +3 bonus to hit and damage. What about the other rarities? Each monster instantly takes their respective amount of harm as force damage which bypasses temporary hit points. Using a single charge, the weapon deals 14d Force damage. What are sources for Magic Items that are not adventure-specific? There not being a magical item market just means you can't walk up to a store and expect to be able to pick any item from the DMG, and have it delivered to your castle in a week. So, 2d6 acid damage, 25 gp, and its a common item because its just a generic piece of equipment. This effect requires the earth to become dirt or a coating of stone no thicker than 5 feet. It is not likely to be utilized at a thrown or dropped capacity, as though it were to be utilized in either action. Below is a list of the poisons in the Dungeon Masters Guide with their cost, average & max damage, and their DC. Within this weapon is a raging heart of water constantly in motion and sending a torrent of water across the borders of it whenever its unsheathed. I think the average is going to be the way to go, but we can go ahead and see what both costs are: As a reminder, a potion of healing heals 2d4+2 damage. In general, Maybe more? Targets must be within 5 feet of each other to be chained, and the lightning cannot double back. Once per long break as you are in full darkness, you can teleport around 10 feet to another space of total darkness as a bonus action. If any are available for This weapon has three rates of the ability and resets after a long break. +1d6 damage is significant (3.5 damage on average), especially in the hands of a fighter, but I don't think it's quite enough to push the weapon into rare territory unless it also has +1 to-hit or a similarly powerful ability. The weapon will take the path of least resistance to return to its owner but cant move if someone or something greater than 5 lbs is holding it in position. For a bonus action, this weapon could be transformed into armored gauntlets, another weapon of the same damage type and substance, or a defense. This would be like a less powerful flame tongue weapon, which is classed as a 'rare' item and would probably be in the 1000's of gp to buy. While outside at nighttime, this weapon is invisible unless detected by magic means. The weapon has the capacity of storing 5 charges of this ability at a time and requires 1 hour to recover 1 charge. bare minimum would be around 500-700 gold and roughly a week to complete (if the character was doing it themself) if they had someone enchant it for them easily 1,000-1,300 gp and still take a week.
It is 300 gp, which actually lines up with the 1d6*100 gp cost that Xanathars recommends for uncommon items! I have been playing DND, Destiny 2 & other PC Games for ages now. Why is the US residential model untouchable and unquestionable? WHAT ARE YOU THINKING STEPHEN!? At night, any creature damaged by this weapon may take two Radiant damage at the start of their turn for 1d8 turns. Several thousand gold, would require some kind of formal enchanting altar/setup, and PCs wouldn't know how to do it; this would be the kind of thing they'd have to go on a quest to find someone to do it, as it's a very specific thing. A weapon with a special ability must have at least a +1 enhancement bonus. Whether you play DnD on your pc or on the board, it is important to learn about enchantments. Alright, Ill be honest 7.14 gp (or 7gp 1sp 4cp) isnt very pretty to look at but lets go ahead and see what the cost for every other potion of healing would be and then we can decide which price point we want to go with. So, the name, ArcadeMan! Every consecutive blow performed with this weapon adds +1 pressure damage while triggered. I've ruled that to do this, he needs an appropriate spell to enchant it with, and a gemstone he can imbue the weapon with. When triggered, the upcoming successful attack performed with this weapon does an extra 1d8 fire damage and on failing a DC 9+Proficiency Bonus Dexterity save, the dire captures the target and deals 1d8 at the beginning of their turn. Consider dialing back the cost. Once a week on Saturday we will send out a single email with the latest posts from Dump Stat Adventures! With that said, I dont want to feel too constrained by the sourcebooks as I think 300 gp for a +1 weapon is low, so Id say the default cost for magic weapons in our formulas should be: Magic Weapon / Common / 500 gp+1 Magic Weapon / Uncommon / 750 gp / +1 bonus to hit and damage+2 Magic Weapon / Rare / 3,000 gp / +2 bonus to hit and damage+3 Magic Weapon / Very Rare / 9,000 gp / +3 bonus to hit and damage. This cant be changed again until after a chosen damage type has been in effect for the hour. Required fields are marked *. So if you were already doing that system in your games, than you may have sold a +1 weapon for as little as 100 gp or as much as 600 gp or even 300 gp. This effect requires the earth to become dirt or a coating of rock no thicker than 5 feet. The best answers are voted up and rise to the top, Start here for a quick overview of the site, Detailed answers to any questions you might have, Discuss the workings and policies of this site, Learn more about Stack Overflow the company, 3 levels of experience and 3 Lapis. However, that was last hit with this weapon knows the location of the weapon if it is withing 30 feet of them. So, its much better than before and makes it so that a +3 weapon requires a bit of an investment. Any monster can utilize their Reaction to attempt to catch the returning weapon in a Dexterity Assess of DC 10+Proficiency Bonus. Is 1000gp higher than the wealth of the Kingdom the PCs are standing in? Its kind of a mess and is a bad way to figure out the strength of an item and is a necessary sin for us to work with as it provides a rather simple function - it lets us know how available something is and that will always reflect in its price. You will have to ask what they have, rather than assume they can get what you want. The acid flask doesnt give a save for half damage while poisons do, which means that the acid flask is stronger because there is no chance to reduce its damage beyond just missing.