It then provides a series of new well-organized Magic Item Tables that incorporate all the magic items from the DMG and Xanathar's itself, organized by minor/major, then by rarity, and then alphabetized for ease of lookup. 150 to 214), Xanathar's includes some minor common items (pp. In addition to the magic items listed in the DMG (pp. It is explicitly stated in Xanathar's that even though the terms "minor" and "major" are not used in the DMG the distinction was conceptually there all along because tables A through E include only minor items and tables I through F include only major items. (Minor items are usually consumable, while major items are usually permanent equipment, although there are exceptions.) For example, a potion of healing is a minor common item while a weapon +1 is a major uncommon item. 135) in addition to the common, uncommon, rare, very rare, and legendary rarities introduced in the DMG. Xanathar's Guide to Everything introduces a distinction between minor magic items and major magic items as a broad categorization (p. 144 to 149), organized for random treasure selection. Potion of diminution, superior healing, and supreme healing are all new to me, and although its easy to guess what the first does, I'm wondering how the latter two will scale.Īlso, Arrow of Slaying easier to roll for than Sovereign Glue? I suppose it would be easier to glue a dragon's mouth shut than to try and slay it with an arrow.The Dungeon Master's Guide provides a series of Magic Item Tables lettered A through I (pp. Makes taking the Tarrasque down with a magic carpet and a bow a lot more difficult doesn't it?ĭifferent potion names. I'm still not sure if a magic bow imparts its magic onto the ammunition that it fires, but it seems that with ammunition having its own bonus this is likely not the case. Too often in 3.5 you would roll for some major magic item in a beholder's lair and come up with a potion of remove paralysis and a scroll of speak with plants. And I also like the better split by rarity. I actually find it nice that they have all of the really nice permanent items up in the 90+ section, which hearkens back to how it was in AD&D as well. Seems like these might be split up into a "rarity by table" sort of thing, with the increasing strength of potions and the like.
I want "you're better at." rather than "you increase in.".if that makes any sense.
In fact, there should be virtually no magic items that just "add a bonus to a stat/ability". Something like that.makes you "smarter" without simply giving out stat points. Wizards may also, once per day, make a DC 10 + Spell Level Intelligence check (with Advantage) to not loose a spell slot of the spell they just cast".
just say NO to stat increasing! I can see it being something like " While wearing a Headband of Intellect, the wearer has Advantage to all skill checks with regards to pure mnemonics (e.g., the PC would get Advantage to gauge the worth of a gem, but he wouldn't get Advantage to cut a gemstone into a jewel). They had better not just slap a " +1 to +3 to INT". My only concern is how they are going to handle the " Headband of Intellect". Those should come via all other sources of 5e (adventure books mostly, but compilation book, supplemental books, etc. I'm also with some of the posters above.I'd rather have the standard, tried and true magic items covered before we start delving into all the "new and unique" things. In fact, I've already ruled in my 5e games that a regular Potion of Healing is NOT will not detect as magic.but is common enough that most people will recognize various "distillations" of said potion. With 5e having a Potion of Healing available in the PHB equipment list, this only reinforces that. Alchemists could create a 'magical' potion using regular ol' alchemy practices (e.g., no spell casting required).
In my campaigns I almost always had Potions being things that didn't actual require actual magical casting skills (most of the potions, anyway). I like that it seems they got away from the awful "liquid spell" style potions.