Magical Properties
This variant rule is meant to expand on / rework the minor and major magical properties in the artifact section of the Dungeon Master's Guide. It is intended to allow DMs to relatively quick and easily create random magical items to give out as loot, or simply provide a long list of magical effects to choose from when creating one for you campaign. It is not intended to replace unique magical items entirely, only make the more "generic" or "unimportant" magical items feel more fun and impactful.
While the Dungeon Master's Guide splits magical properties into 2 categories (minor and major), this rule instead has 3; minor, moderate, and major.
Minor properties have minimal (if any) direct effect on gameplay, their purpose mainly being to provide minor flavor and roleplaying opportunities.
Moderate properties have direct, simple effects, such as small bonuses to AC or saving throws, or limited uses of low level spells or similar abilities. In the case of cursed items, these should be nuisances, but not crippling.
Major properties should have a constant, significant effect on how a player decides to play their character. They should not solely define a characters playstyle, but should often be on the player's mind.
Additionally, each property (excluding minor properties) are divided into beneficial or detrimental effects (blessings or curses, in other words).
Below is a table describing the rough amount of magical properties a magic item should have, based on it's rarity. Whether the properties are beneficial or detrimental is up to the DM.
Minor properties have negligible direct effect on gameplay, and as such are not divided into beneficial or detrimental. The DM can roll for these effects, or choose what they feel fits the flavor of the more powerful effects rolled.
While the Dungeon Master's Guide splits magical properties into 2 categories (minor and major), this rule instead has 3; minor, moderate, and major.
Minor properties have minimal (if any) direct effect on gameplay, their purpose mainly being to provide minor flavor and roleplaying opportunities.
Moderate properties have direct, simple effects, such as small bonuses to AC or saving throws, or limited uses of low level spells or similar abilities. In the case of cursed items, these should be nuisances, but not crippling.
Major properties should have a constant, significant effect on how a player decides to play their character. They should not solely define a characters playstyle, but should often be on the player's mind.
Additionally, each property (excluding minor properties) are divided into beneficial or detrimental effects (blessings or curses, in other words).
Amount of Magical Properties
Below is a table describing the rough amount of magical properties a magic item should have, based on it's rarity. Whether the properties are beneficial or detrimental is up to the DM.
Minor Properties
Minor properties have negligible direct effect on gameplay, and as such are not divided into beneficial or detrimental. The DM can roll for these effects, or choose what they feel fits the flavor of the more powerful effects rolled.
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