10 gp Gemstones DMG. 25 gp Art Objects DMG. 50 gp Gemstones DMG. 100 gp Gemstones DMG. 250 gp Art Objects DMG. 500 gp Gemstones DMG. 750 gp Art Objects DMG. 1,000 gp Gemstones DMG. 2,500 gp Art Objects DMG. Thanks for the response. I am not sure what you mean by 'non-standard powers.' I am asking about the minor properties, which is a defined thing in the DMG. Please see the table at Special Features NOTE: I wrote a longer explanation but the WYSIWYG editor ate it:). The first version of this document, containing 30 additional minor properties was published on April 2nd, 2016. This document updates the list to include 50 more, for a total of 80 additional minor properties, plus the 20 already in the DMG. Please leave a message to let me know if you find any errors. Thanks for your support! Dungeon Master's Guide. Although examples from the DMG and MM aren't relevant to your exact use-case (since players ostensibly aren't looking at DM-facing materials most of the time), these discrepancies are still important to note. For instance, the 2018 DMG errata says: New Rod of Lordly Might (p.
Just ordered the Sword Coast Guide due to learning it has a number of extra backgrounds available for 5e.
One is called the Inheritor, what I'd like to find out is your own views on this background?
I'm looking at this as the background for a character who was left a antique Bastard Sword that's possessed by the ghost of a former owner.
It was originally a +1 Sure Striking Bastard Sword bought during a 3.0 Faerun game and the character that wielded it is intended to be the ghost as this was set prior to the Spellplague and the death of Helm.
That ghost was a Bulwark of Helm who died during the fight against the demons released just before I moved away and couldn't continue running that character.
I'm not sure how the Inheritor works but assume its possible for the inherited item to be a sword and even if its left disenchanted having it home to a LN ghost would make a reasonable subplot for the character who is currently looking like a Paladin but as I said I don't know how this would work best.
What is your view on this and the Inheritor background in particular?
Going Mad
Various magical Effects can inflict madness on an otherwise stable mind. Certain Spells, such as Contact Other Plane and , can cause insanity, and you can use the madness rules here instead of the spell Effects of those Spells. Diseases, Poisons, and planar Effects such as Psychic Wind or the howling winds of Pandemonium can all inflict madness. Some Artifacts can also break the psyche of a character who uses or becomes attuned to them.What Is/is Not An 'consumable' Magic Item?
Resisting a madness-inducing Effect usually requires a Wisdom or Charisma saving throw.
Madness Effects
Madness can be short-term, long-term, or indefinite. Most relatively mundane Effects impose short-term madness, which lasts for just a few minutes. More horrific Effects or cumulative Effects can result in long-term or indefinite madness.A character afflicted with short-term madness is subjected to an Effect from the Short-Term Madness table for 1d10 minutes.
A character afflicted with long-term madness
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is subjected to an Effect from the Long-Term Madness table for 1d10 × 10 hours.A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.
d100 | Effect (lasts 1d10 minutes) |
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01–20 | The character retreats into his or her mind and becomes Paralyzed. The Effect ends if the character takes any damage. |
21–30 | The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping. |
31–40 | The character becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear. |
41–50 | The character begins babbling and is incapable of normal Speech or Spellcasting. |
51–60 | The character must use his or her action each round to Attack the nearest creature. |
61–70 | The character experiences vivid hallucinations and has disadvantage on Ability Checks. |
71–75 | The character does whatever anyone tells him or her to do that isn’t obviously self- destructive. |
76–80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
81–90 | The character is Stunned. |
91–100 | The character falls Unconscious. |
Removing Curses From Magic Items
d100 | Effect (lasts 1d10 × 10 hours) |
---|---|
01–10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
11–20 | The character experiences vivid hallucinations and has disadvantage on Ability Checks. |
21–30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. |
31–40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy Effect of the Antipathy/Sympathy spell. |
41–45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its Effects. |
46–55 | The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it. |
56–65 | The character is Blinded (25%) or Deafened (75%). |
66–75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity. |
76–85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took Effect. |
86–90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The ConfusionEffect lasts for 1 minute. |
91–95 | The character loses the ability to speak. |
96–100 | The character falls Unconscious. No amount of jostling or damage can wake the character. |
D&D 5E - DMG: Hard Rules Or Just DM Advice? | EN World ...
D D 5e Minor Properties Dmg 5e
d100 | Flaw (lasts until cured) |
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01–15 | “Being drunk keeps me sane.” |
16 - 25 | 'I keep whatever I find.' |
26–30 | “I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.” |
31–35 | “I must bend the truth, exaggerate, or outright lie to be interesting to other people.” |
36–45 | “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.” |
46–50 | “I find it hard to care about anything that goes on around me.” |
51–55 | “I don’t like the way people judge me all the time.” |
56–70 | “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.” |
71–80 | “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.” |
81–85 | “There’s only one person I can trust. And only I can see this Special friend.” |
86–95 | “I can’t take anything seriously. The more serious the situation, the funnier I find it.” |
96–100 | “I’ve discovered that I really like killing people.” |
Curing Madness
A Calm Emotions spell can suppress the Effects of madness, while a Lesser Restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, Remove Curse or dispel evil might also prove effective. A Greater Restoration spell or more powerful magic is required to rid a character of indefinite madness.