5e Dmg Items With Charges

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Nov 30, 2014  Rare items tend not to be cost-effective to forge, but Uncommon items can be forged in three weeks with 500 gp at third level (theoretically). What are the best items to forge? So far I've spotted the following, in rough order of how badly I'd want to spend the 500 gp to forge them: Top 3: Wand of Web (uncommon, 7 charges/recharge 1d6+1 daily, cast DC 15 Web for one charge, requires attunement.

Magic wands used to be packed with power in previous editions of D&D. Wands were like loaded guns waiting to go off. Finding a magic wand in a treasure trove was a big deal because if it had the right magic contained within, it could drastically change a party's balance of power. Now in 4e D&D wands are just sticks that Wizards, Bards, Artificers and Warlocks use to focus and channel their magic through.

Wands and other consumable or limited-use items used to be a big part of D&D. These items could replicate almost every power spell-casting classes brought to the table from healing to flying, from turning someone invisible to shooting fireballs. With the right items you could often make up for an individual character's inadequacies or an unbalanced party's shortfalls. No one was forced to play a Cleric when you could just buy everyone a Wand of Cure Light Wounds.

In 4e D&D things changed, and although there are still consumable items they certainly don't pack the punch we saw in previous editions. By removing the abundance and variety of throw-away items, players quickly realized that there are going to be certain things unbalanced parties simply cannot do on their own.

In previous editions of D&D, I played a lot of adventures with parties of less than five PCs. With 4e it's practically impossible to run balanced encounters for small parties or solo adventurers. The main reason is that with the overall balance 4e brought to D&D it categorized all the classes into one of four roles and made each role dependent upon the others. A party without a leader lacks healing; a party without a striker lacks damage output. We've come to understand that this is how 4e works and that a party has to have all the roles represented to achieve maximum efficiency.

Making a Smaller Party Work

Recently my home gaming group's interest in 4e has dwindled considerably. Most of my fellow gamers are experiencing burnout. There are still a few of use that are keen to keep playing 4e but we don't have enough to run a full, balanced party. In the past when we've run less-than-optimized parties the results were ugly. We've tried adding NPCs to shore up the holes but it's not the same. What we need is a way to keep those small parties (or solo adventurers) viable in a normal 4e D&D setting. And perhaps bringing back practical, functional, heavy-hitting limited-use items is the way to do it.

In 3.5e there was a skill called Use Magic Device. By training this skill any character could (in theory) attempt to work any magic item. This allowed you to give your one-trick-pony a new and unexpected trick. We saw things like a melee Fighter with a Wand of Fireballs, a Rogue with a Wand of Cure Light Wounds, or a Barbarian with a Wand of Invisibility. By giving the players a way to use the existing mechanics to bring additional versatility to their PC they had much less difficulty playing with smaller parties. In this case all they had to do was train a skill and spend some gold. Now the party had a way to mimic powers and abilities that other classes usually brought to the table. Sure the item wasn't as powerful or reliable as having that class represented in the party, but it as a way to make small adventuring parties work.

The Need for Balance

In a system where magic wands are plentiful and powerful there are bound to be problems. In the previous edition the only real checks and balances were the cost of these items (which wasn't usually that much) and the need to train a skill that you might not otherwise train. The more powerful and rich a party became the more of these limited-use items they'd eventually purchase. DMs quickly realized that there wasn't anything he could throw at the group that they couldn't overcome with one of their wands or scrolls or potions. So although I'm leaning towards bringing back wands and other throw-away items to my home game, I'm not crazy enough to do it without some means of keeping things balanced.

Right now in 4e D&D items that can do special things are limited to once per encounter or once per day. For consumables and rituals there is often a personal cost in the form of healing surges. This is certainly a good way to ensure that limited-use items are used sparingly, but it doesn't make them practical enough to replace a missing PC. The only solution I see is to give items charges. Os x lion dmg file download.

I like the idea of giving magic items charges again. Like bullets in a gun, the item is only dangerous while there are charges contained within. Now we have to figure out how the charges get in there in the first place and then how a PC uses the charges to activate the item. I'd argue that for this to work the item has to be truly expendable. It's loaded when created, used, and then thrown away. The only way to recharge it is to make a new one.

Activation

Since we don't have a Use Magic Device skill in 4e there's the question of activating the item. To continue the gun metaphor is it as simple as pointing the wand and pulling the trigger or does the PC need to know how to work the item? Perhaps there's a magic word or phrase that needs to be vocalized before the item will work? Personally this is how I've always worked magic wands. If a command word is needed then we can tie the powers a charged item replicates to the skill most closely associated with power source of that class.

5e Dmg Items With Charges On Iphone

For example, a Wand of Magic Missiles replicates a Wizard's spell so an Arcana check would be required. A Healing Word Wand replicates a Cleric's power so a Religion check would be required. You could go one step further and say that if you're not trained in the appropriate skill the item cannot work in your hands. This would allow Wizards to easily use wands that imitate their own powers, but make it more difficult for them to use wands that replicate powers from another class.

Mechanically I'd require a successful skill check when the item is first discovered to unlock the means of activation. Each PC can attempt the check once per day until they've cracked it. Each PC must make his own check. The Wizard can't just make all the Arcana checks and tell the other PCs the activation word. However, the Wizard can assist another character with their Arcana check. Once the password is known the PC can use the wands in combat if they make another successful check as a minor action. They only have to make this check once during combat but they have to make it again every encounter. This reinforces the need for training and doesn't make a Fighter feel cheated because he's taken training in Arcana.

Expending Charges

Once we've determined how the magic is released we need to consider how frequently the item can be used. If a Wand of Fireballs has 10 charges in it, should a PC be able to use it 10 times in a single encounter? I think we'd all agree that the answer is no. Instead I think we need to look at the mechanics 4e monsters for direction. Powers that monsters use against the party often imitate PC powers. The more powerful the power the less likely the monster can use it all the time. The compromise is that the power is rechargeable. A Dragon can use his breath weapon many times in an encounter but not unless he rolls high enough on the d6 to recharge it. Off the top of my head I'd make charged limited-use magic items (such as wands) work the same way. Except the item would still have a finite nuber of charges contained within.

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If the power the wand replicates is a daily power it might only recharge on a 6, encounter attack powers 5-6, utility powers that don't do damage 4-6, and at will-powers 3-6. This gives the PC the option of using the wand in combat, but it's unlikely that they can use it every round. The frequency of use is directly related to the power being expended. And once all the charges are gone the PCs is left holding a non-magical stick.

Attack Scores and Damage

Finally there's the question of attack and damage numbers. In order to keep things as simple as possible I'd say that the item replicates the power in all regards exactly as written. If the power is normally Int vs Ref then so is the wand. If it normally does 1d8 + Wis damage then so does the wand. Remember that this is not the PCs primary area of expertise in most cases so the item isn't supposed to be on par with their other attacks. It's there to address some other deficiency.

Final Thoughts

The easiest way to shore up a character's weaknesses or make up for an unbalanced party is by adding the right magic items. This is by no means a perfect solution but it can help. There are plenty of items in the game already that may work, but I have a fondness for bringing back items with charges. As a DM I found that these items could get my PCs out of a jam but not completely unbalance a long-term campaign. The items had limited uses and then when they were expended it was back to business as usual. I think this kind of change can work in 4e and I encourage more DMs to try it.

What do you think of adding items with charges back into 4e D&D? Do you think my proposed mechanics would work or would they be too complicated to be useful? What other tricks or tweaks have you used to make small parties or solo adventurers more viable in 4e D&D?

Best riven stat priority crit or dmg. Related reading:

  • D&D Party of One: Solo Adventuring (Part 1 | Part 2 | Part 3)
  • Adventuring With A Sub-Optimal Party (Part 1 | Part 2 | Part 3 | Part 4)


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  • 15e Equipment Design Guide
    • 1.2Mundane Equipment
    • 1.3Magical Items

5e Equipment Design Guide[edit]

Have you ever felt like you creating an item to highlight a unique idea or concept, but were unsure of how to create a piece of equipment? Well, you're in luck, because this guideline is a good place to start, as it should help cover how to create most types of equipment in 5e. As with everything on the wiki, please make sure that you are familiar with the precedent, which in this case for items is set by the 5th edition corebooks, the Player's Handbook, (PHB) and Dungeon Master's Guide, (DMG). Explicit guidelines for creating a magical item are provided on 5e DMG pp. 284-5.

Naming Your Item[edit]

Mundane Equipment[edit]

Most mundane items and equipment tend to be quite common in any campaign, mainly due to the fact that many townsfolk have jobs relating to the creation and sale of mundane equipment. This section of the Equipment Design Guideline will go over many of the nuances behind creating a homebrew piece of mundane equipment as well as guide the creation process of creating any particular piece of mundane equipment.

Mundane Weapons[edit]

A mundane weapon should have something that differentiates itself from other existing homebrew and 1st party mundane weapons. A mundane weapon can be made to be unique through a variety of ways. It can have differing properties than another weapon. It can deal a different amount of damage. It could deal a different damage type. Or, it could even have a special property unique to the weapon.

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General

Mundane items should be able to be used by all characters. They should not have class, race, or background requirements and they should not provide additional features for being a certain class, race, background.

Mundane Item Description

Adding a description to nonmagical items is essential to understanding what the item looks like. Everyone is not going to know what exactly you mean when you call an item a katana, even if the name fits the item you are creating. Explaining how the weapon looks, its length, and any other discerning characteristics is key to having a good description.

Cost

Realistically, changing the cost of mundane weapons does not affect how balanced the item would be, though if an item does have a gold cost that falls too out of line of the standard gold cost for mundane weapons, it likely needs to be adjusted. Weapons should, however, usually have a gold cost similar to its weapon counterpart if it has one. Below are the approximate costs of what a mundane weapon should cost based on the 1st party mundane weapons.

  • Simple melee weapons should usually cost between 1 sp and 5 gp
  • Simple ranged weapons usually shouldn't cost more than 25 gp
  • Martial melee weapons should usually cost between 5 and 50 gp
  • Martial ranged weapons should usually cost between 25 and 100 gp
  • Renaissance weapons costs vary greatly, but they should usually fall between 50 and 500 gp
  • Modern and futuristic items are assumed to be anachronistic in a vanilla D&D campaign, so do not have a purchase cost(—). [1] Specific campaigns in which these items are considered 'mundane' may list prices.

Considerations for the cost include:

  • The materials used. For example, a steel-hafted polearm will cost more than a wooden one. Even if the weapon statistics are the same, it matters when the DM needs to adjudicate (such as what might burn, or what is magnetic). It could conceivably matter for a homebrew class's weapon proficiencies, for example, if the class is restricted to cheaper wooden weapons.
  • If the item has some versatility (not as in the versatile property!). For example, if the weapon can deal more than one type of damage, this could add an extra 5 gp to its value.
Properties

While weapons can have a variety of different properties, there are some combinations of properties that a singular weapon should not have.

  • Heavy weapons may not have the light property
  • Two-handed weapons may not have the light or versatile properties
  • Light weapons may not have the versatile property

Mundane Armor[edit]

General

Even more so than mundane weapons, a homebrew piece of armor should be unique and not serve the same purpose as another piece of armor, whether homebrew or official. Below you can find a few pointers on how to create a piece of armor.

  • Armor should fit into the general theme of medieval armor (no steampunk armor)
  • Armor should generally fit into its appropriate category (no heavy metal light armor)
  • Light armor should add your Dexterity modifier
  • Medium armor should add your Dexterity modifier, but should have a maximum such as (max 2)
  • Heavy armor should just provide a static Armor Class, such as 15
Cost

A piece of armor's cost should be reflective of how much AC the armor provides, what material the armor is made out of, whether it has any requirements, and whether it has any special properties. See 5e SRD:Armor for the costs of armor of mundane 1st party armor and 5e Armor for the costs of several homebrew pieces of armor.

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Trinkets[edit]

If you have ever wanted to create a bobble and feel like it wouldn't fit well as a common magical item, well you're in luck, D&D Wiki is host to an ever-growing list of trinkets on the 5e Trinkets page. While some PC's may consider these items to be worthless, they have the potential to both create interesting backstories on how you obtained such an item and they can be used for plot purposes by DM's. Remember, these items are meant to be mysterious and whimsical, so have fun using and creating them.

Tools[edit]

Tools are specialized equipment that allows you to do things you normally wouldn't be able to do such as create glasswork, create a painting, or sew a blanket. A tool always has an associated tool proficiency, so you need to describe what the character can achieve with that proficiency, e.g. proficiency with this tool lets you add your proficiency bonus to any ability checks you make to (whatever the tool does). Any ability check you make with a tool that you are proficient in allows you to add your proficiency bonus to the check.

Tools should not state what ability score is required to use them as the use of a tool should not be tied to a single ability score, [2] and DM's should interpret how a tool is used. For example, a DM could ask for an Intelligence check to come up with on how to incorporate a reloading feature with tinker's tools onto a crossbow and a Dexterity check to see whether you could create such an apparatus. See 5e PHB pp. 154 for the list of descriptions on 1st party artisan tools.

Poisons[edit]

5e Dmg Items With Charges Free

While often hard to obtain without the right contacts, poisons they can be extremely useful to a trained assassin. The effects of poison and how they are applied vary considerably, but there are some things that should remain consistent across all poisons. Creatures should be able to apply poisons by contact, ingestion, inhalation, or through an injury, poisons should always require a saving throw, poisons should never just kill a creature, and the price of a poison indicates its cost per single dose. Info on what each how poisons are applied can be found on 5e DMG pp. 257.

Mounts and Vehicles[edit]

The speed of vehicles is measured in mph and the speed of mounts is measured in movement speed per turn. As a rule of thumb, 1mph equals a movement speed of 10 feet.

Mounts

Mounts are common tamable creatures that can be used to carry gear and pull vehicles. Creating a mount is fairly straightforward, all you need a creature name, a gold cost, a movement speed, and a carrying capacity. When you are creating the mount think about how its size and physical characteristics translate into stats. See 5e PHB pp. 156-7 for more info on mounts.

Vehicles

See the 5e DMG pp. 119.

Magical Items[edit]

So you want to create a magical item? Well then your in luck, as this section on magical items should provide you with a plethora of tips and tricks on how to properly build a magical item. Let us get started then.

Making A Unique Magical Item

Making a unique magical item is usually much trickier than making mundane items. When creating such an item, ask yourself, has a similar item to this already been made by WotC(see 5e DMG pp. 150-214/5e SRD) and do a quick search on the wiki's relevant equipment section to see whether there is an already existing item that is similar to what you are trying to create. In general though, your magical items should not just provide a bonus to damage or AC, or something else similar as those concepts aren't interesting and have already been done plenty of times before. Try giving the item a one of a kind property or two to differentiate it from other magic items, and by doing so, turning a plain magical item into an interesting one.

Adding A Description

Besides having one of a kind properties, adding a description to your magical item will make it both more flavorful while also differentiating it from other magical items. Magical item descriptions can include: a short description of how the magical item was made or info on the history of the item, or info on how the item look. Specifically, if the magical item is a piece of armor or weapon describe how the item is different than a standard piece of that specific armor or weapon. For example, does the item have a different color palette than a regular weapon or armor? Does the item have a slightly different shape? Is the item made of unique or different materials than regular weapon or armor? And are there any small touches to the item that would make it unique, such as having a tassel, engravings/inscriptions, or something else.

Looking At Balance

If you are unsure of how balanced a magical item you are creating would be, it is a good idea to look up a relevant 1st party magical item to compare it to. See the 5e DMG pp. 150-214 for the full list of magical items and see 5e SRD:Magic Items for magical items that appear in the System Reference Document(SRD). In terms of magical item balance, remember that items that give bonuses that you don't need to hold are better than those you do need to hold, as demonstrated by the +2 shield and the +1 armor being the same rarity(rare).

Magic Item Rarity
RarityCharacter Level
Common1st
Uncommon1st
Rare5th
Very rare11th
Legendary17th
Do's and Don'ts

While you do have a lot of creative freedom when creating a magical item, there are some guidelines you should follow when creating a magical item.

With

Trinkets[edit]

If you have ever wanted to create a bobble and feel like it wouldn't fit well as a common magical item, well you're in luck, D&D Wiki is host to an ever-growing list of trinkets on the 5e Trinkets page. While some PC's may consider these items to be worthless, they have the potential to both create interesting backstories on how you obtained such an item and they can be used for plot purposes by DM's. Remember, these items are meant to be mysterious and whimsical, so have fun using and creating them.

Tools[edit]

Tools are specialized equipment that allows you to do things you normally wouldn't be able to do such as create glasswork, create a painting, or sew a blanket. A tool always has an associated tool proficiency, so you need to describe what the character can achieve with that proficiency, e.g. proficiency with this tool lets you add your proficiency bonus to any ability checks you make to (whatever the tool does). Any ability check you make with a tool that you are proficient in allows you to add your proficiency bonus to the check.

Tools should not state what ability score is required to use them as the use of a tool should not be tied to a single ability score, [2] and DM's should interpret how a tool is used. For example, a DM could ask for an Intelligence check to come up with on how to incorporate a reloading feature with tinker's tools onto a crossbow and a Dexterity check to see whether you could create such an apparatus. See 5e PHB pp. 154 for the list of descriptions on 1st party artisan tools.

Poisons[edit]

5e Dmg Items With Charges Free

While often hard to obtain without the right contacts, poisons they can be extremely useful to a trained assassin. The effects of poison and how they are applied vary considerably, but there are some things that should remain consistent across all poisons. Creatures should be able to apply poisons by contact, ingestion, inhalation, or through an injury, poisons should always require a saving throw, poisons should never just kill a creature, and the price of a poison indicates its cost per single dose. Info on what each how poisons are applied can be found on 5e DMG pp. 257.

Mounts and Vehicles[edit]

The speed of vehicles is measured in mph and the speed of mounts is measured in movement speed per turn. As a rule of thumb, 1mph equals a movement speed of 10 feet.

Mounts

Mounts are common tamable creatures that can be used to carry gear and pull vehicles. Creating a mount is fairly straightforward, all you need a creature name, a gold cost, a movement speed, and a carrying capacity. When you are creating the mount think about how its size and physical characteristics translate into stats. See 5e PHB pp. 156-7 for more info on mounts.

Vehicles

See the 5e DMG pp. 119.

Magical Items[edit]

So you want to create a magical item? Well then your in luck, as this section on magical items should provide you with a plethora of tips and tricks on how to properly build a magical item. Let us get started then.

Making A Unique Magical Item

Making a unique magical item is usually much trickier than making mundane items. When creating such an item, ask yourself, has a similar item to this already been made by WotC(see 5e DMG pp. 150-214/5e SRD) and do a quick search on the wiki's relevant equipment section to see whether there is an already existing item that is similar to what you are trying to create. In general though, your magical items should not just provide a bonus to damage or AC, or something else similar as those concepts aren't interesting and have already been done plenty of times before. Try giving the item a one of a kind property or two to differentiate it from other magic items, and by doing so, turning a plain magical item into an interesting one.

Adding A Description

Besides having one of a kind properties, adding a description to your magical item will make it both more flavorful while also differentiating it from other magical items. Magical item descriptions can include: a short description of how the magical item was made or info on the history of the item, or info on how the item look. Specifically, if the magical item is a piece of armor or weapon describe how the item is different than a standard piece of that specific armor or weapon. For example, does the item have a different color palette than a regular weapon or armor? Does the item have a slightly different shape? Is the item made of unique or different materials than regular weapon or armor? And are there any small touches to the item that would make it unique, such as having a tassel, engravings/inscriptions, or something else.

Looking At Balance

If you are unsure of how balanced a magical item you are creating would be, it is a good idea to look up a relevant 1st party magical item to compare it to. See the 5e DMG pp. 150-214 for the full list of magical items and see 5e SRD:Magic Items for magical items that appear in the System Reference Document(SRD). In terms of magical item balance, remember that items that give bonuses that you don't need to hold are better than those you do need to hold, as demonstrated by the +2 shield and the +1 armor being the same rarity(rare).

Magic Item Rarity
RarityCharacter Level
Common1st
Uncommon1st
Rare5th
Very rare11th
Legendary17th
Do's and Don'ts

While you do have a lot of creative freedom when creating a magical item, there are some guidelines you should follow when creating a magical item.

  • Don't have a magical item gain additional effects or charges based on your level, ability scores, class, race, other equipment, or through other means. A piece of equipment should also not grant additional effects to a PC's already existing traits or features.
  • Don't include a gold cost for a magical item as the purchasing of magic items and their cost should entirely be under the purview of the DM in the specific campaign that they are running.
  • Do use the standardized durations: 1 round, 1 minute, 10 minutes, 1 hour, etc. over durations with round-counting, e.g. 6 turns, 1d4 + 1 turns
  • Advantage on any check is extremely strong, if given consider making it circumstantial, for example, you have advantage on Charisma (Persuasion) checks made against dragons.
  • Do allow an item to have a prerequisite to attune to it. Examples include 15 Strength, class/es, and a spellcaster. Try and avoid homebrew class requirements as well, as it is far too strict of a requirement.
  • Don't change how much damage a weapon itself deals (a longsword should deal 1d8/10 not 2d8/2d10) or how much Armor Class a piece of armor itself gives (plate should only give 18 AC).
  • Don't have an effect that requires an on hit saving throw with every hit as it greatly slows down combat.
  • Do explain exactly what bonuses a magical item grants. A +2 battleaxe does not inform players what the +2 entails. Does it mean a bonus to spell attack rolls, just damage rolls, or something else?
  • Items themselves shouldn't have a level requirement, but the DMG does state that PC's should typically obtain certain rarity magical items when they are around a certain level [3]. See the Magic Item Rarity table for specifics.
Attunement

Remember, a character can only attune to 3 magical items at any time, and PC's who attempt to attune to any more must first end their attunement with one of their items before being able to attune to another[4]. Also, if a magical item can be abused by passing it around or if having multiple items with bonuses would make a PC too strong, an item should require attunement. [5]Magical items themselves should never allow you to attune to more magical items, or else PC's power can get out of control. Attunement slots should never be adjusted by player-accessible entities, as only the DM's should have full control over this power. By giving a PC an item that allows for them to attune to more magical items, it prevents the DM from fine-tuning the power granted to PC's by magical items.

Charges and Regaining Powers

So you want to give a magical item the ability to cast spells multiple times or use power from a pool of power, then creating a magical item with charges should suit your need. Charges can be used to use homebrew properties items have or casting spells, in which case the charge cost should typically cost the same as the spell slot level.

It is, however, important to remember that magical items have their own powers, and don't draw power from you. As such, magical items should regain a certain amount of charges and their uses of certain properties after a certain amount of time such as at dawn or after a certain amount of days. This is based on the precedent set by WotC for magical items. See these for an example of how a magical item's properties are recharged figurine of wondrous power, wand of lightning bolts, and staff of thunder and lightning.

Potions and Other Consumable Magic Items[edit]

Creating consumable items can be a fun endeavor. These items effects can provide a variety of boons and buffs to a PC or they can be downright silly. Also remember, when you use a consumable item such as a potion, scroll, or something else, the item is used up. [6] Generally, a consumable item should only provide an effect when used or drunk and the effect the consumable item provides shouldn't be permanent. Making its effect permanent would be like making an item that needs to require attunement and try and balance it around not requiring attunement. If done, you are effectively just giving PC's bonus traits/abilities that can not be taken back or reigned in by the DM if needed.

With that said, there a few magical items which can boost a pc's ability scores permanently. These items include the tomes and manuals. Although these and other potentially permanent consumable items could be given to pcs, DM's should remember to make these items both few and far between and not more powerful than a +2 ability score increase, lest the issues descripted above come to fruition.

Cursed Items[edit]

Generally, curses on items shouldn't be too deliberating since severely punishing a player for attuning to a magical item doesn't feel good as the PC and often times is just downright cruel. Cursed items should also require attunement as to not overtly punish PC's for being inflicted by a curse just for finding a magical item and because all 1st party cursed item require attunement. Also, when making a cursed item, the item itself should be balanced as a standalone item without the curse, as again, 1st party cursed items are balanced this way. Remember, that attunement to a cursed item cannot be undone except through use of a remove curse spell. [7] Having to suffer the effects of curse that you can not get rid of because it needs a spell of a much higher level than you have access to can be very frustrating for a player, especially if their character is dramatically changed (gender change, becoming another race, turning a neutral good hero into an chaotic evil murder without talking to your pc about it, etc.) and the effect has no relevance to the story. Remember that cursed items too are rated by rarity. [8] This helps you to balance the effects of the curse to something appropriate to the level at which the player character will be usually encountering the item. In general, no effect of a cursed item is permanent. In addition, no cursed item provides benefits unless it helps it fulfill the function of its curse, neither is it unique. (A bag of devouring function as a bag of holding so you want to reach inside it, a berserk axe grants an attack bonus so its berserk wielder can better kill people, etc.) Unique items with powerful, long lasting advantages and penalties are the purview of artifacts, the deck of many things (which functions more as an artifact and campaign killer than a 'normal' magic item) or items that grant access to the wish spell. Remember, you are trying to develop something FOR your PC's to interact and tell a story with, not to humiliate or punish them. Lastly, your players are very likely to find a way to weaponize cursed items against their enemies or for personal gain, so be careful with items that self replicate, control creatures, polymorph something into another form, etc.

Delete files and folders on Mac. At any time, you can get rid of files, folders, and other items that you no longer need. You start by dragging items to the Trash in the Dock, but the items aren't deleted until you empty the Trash. To search for and locate files you want to delete, see Narrow your search results on Mac. Nov 13, 2017  If you can't delete the file for other reasons. Start up from macOS Recovery by holding down Command-R while your Mac starts up. When the macOS Utilities window appears, select Disk Utility and click Continue. In Disk Utility, select the disk that contains the file that you want to delete. Jun 19, 2011  #3 A DMG is like a ZIP file, but it mounts a virtual drive on your desktop for installation. You must 'eject' (or unmount) the virtual drive, then you can delete the DMG file from your computer. If the DMG has a virtual drive mounted, then you cannot delete it because it is still open. https://generationever.mystrikingly.com/blog/delete-dmg-file-mac-2017. Dec 17, 2017  Dec 17, 2017 6:25 PM in response to jack.cantwell It's not something on my Mac and I know it is part of an OS installer. It may be a leftover from a previous installation. I doubt it is needed, but for clarity, can you please give us the full path to the file. Go to the Finder and click on a search box in the upper right corner. Then, enter ‘ pkg' or ‘ dmg', depending on what you`re looking for. In the appearing menu, select the following sections: Kinds - Disk Image. Right after it will show you all KPG or DMG files stored on your hard drive.

Sentient Items[edit]

The 5e Dungeon Master's Guide contains an excellent guide on how to create sentient items, covering generating its ability scores, its method of communication, special senses, alignment, characteristics, purpose and conflict on page 214-6 which should be referenced throughout the process. Regardless, this design guide will go through the nuances of creating a sentient item as sentients items are one of the hardest types of equipment to create. But first, know that sentient items shouldn't just be more powerful than other items of its rarity, though they can have a variety of unique effects.

General Info

The first things to consider when making a sentient item is the name of the item and the name of the sentience that is occupying this item. This name may be identical, but it isn't the name of the sentient item should reflect the appearance and properties of the said sentient item. After that, the item likely needs a unique appearance that sets it apart from any regular item. Finally, you may include a summary as to how this sentient item was created and its background.

Properties

Overall, sentient items tend to just have more properties than a regular magical item of a similar rarity. For example, if a regular legendary item has 2 properties, a sentient item that is legendary might have 5. With that said, these properties should not make the sentient item more powerful than other items of its rarity. A legendary sentient item should still be on similar power level to other legendary items.

Sentience

The sentience section should have include all the mechanical stats of the sentient mind housed in a sentient item. This section should include the sentience's alignment, their mental (Intelligence, Wisdom, and Charisma) ability scores and their corresponding ability score modifiers, the sentience's hearing, vision range, and any special visions, what languages the sentience can speak, read, and understand, and how they communicate(out loud, telepathically to wielder, telepathically to creatures within X range).

Personality

Here you should describe the sentient item's personality traits, ideals, bonds, and flaws, as if you were making a new character. This info should include what the weapon likes, dislikes, its goals, how the item reacts to a wielder, and how the sentient item could possibly get into arguments with their wielder.

Finally, a model example of how a sentient item should be formatted and balanced can be found in Sunlight Rose (5e Equipment).

References[edit]

  1. 5e DMG pp. 267
  2. 5e PHB pp. 154
  3. 5e DMG pp. 135
  4. 5e DMG pp. 138
  5. 5e DMG pp. 285
  6. 5e DMG pp. 139
  7. 5e DMG pp. 138-9
  8. 5e DMG pp. 135

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