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The subject of 'Wealth by Level' came up in one of the recent 5e threads and it got me thinking...
5e doesn't exactly have any kind of guidelines for wealth by level. There are three things that it does have, though.
1) Random Treasure Tables (DMG p136-149)
2) Guidelines for at what sort of level you should find different rarities of magic item (DMG p135)
3) A starting wealth table for characters joining a campaign at higher than first level (DMG p38)
So, between the three of these, can we get an idea of what characters of a certain level might have accumulated during their adventures?
The first thing we need to do is throw away the starting wealth table. That table seriously under-estimates things. Even on its 'High Magic Campaign' column, a tenth level character is expected to have only a single uncommon item - and in any campaign other than that they're not expected to have any magic items at all until eleventh level. While I'm sure there are some campaigns out there that have so little magic, I'm sure that's not representative at all - it's clearly at odds with the other two sources of information.
The second source of information - the guidelines for level versus magic item rarity - are interesting. They don't give any indication of how much wealth or how many items characters are expected to have, but they do place soft guidelines for when you're supposed to start finding magic items of a particular rarity. Reversing the table, we get:
1st-4th level = Common & Uncommon items
5th-10th level = Common, Uncommon & Rare items
11th-16th level = Common, Uncommon, Rare and Very Rare items
17th -20th level = Common, Uncommon, Rare, Very Rare, and Legendary items
As you can see, this doesn't tally up at all with the starting wealth guidelines. Characters are expected to start finding rare items at 5th level, but apparently even in a 'high magic' campaign they're not expected to have more than a single uncommon magic item until they hit 11th level (by which point on this table they should be starting to find very rare items).
From the point of view of a campaign, of course, both these are only vague guidelines.
Something that's much bigger is the set of random treasure tables. All the guidelines in the world about when characters should expect to find treasure (and how much) are irrelevant if the DM is rolling random treasure on these tables. If the guidelines say that characters should be finding rare items at 5th level but the treasure tables don't give them out at 5th level, then they won't find them at that level despite what the guidelines say. Similarly, if the treasure tables give out legendary items at first level, it doesn't matter when the guidelines say the party should expect to find them. Unless the DM fudges their rolls, there's a chance they'll find them earlier than the guidelines say.
So the big question is: can we construct some kind of average wealth-by-level expectation from the random treasure tables? Assuming a DM is giving out random treasure as per the tables for the encounters that the players have, how much will they accumulate as they increase in level?
The way the treasure tables work is that there are basically four categories (kind of like the 'Treasure Types' in AD&D). These are based solely on the challenge of the encounter. They are:
Challenge 0-4
Challenge 5-10
Challenge 11-16
Challenge 17+
Notice that they follow the same 'tiers' as the other guidelines.
Each table works by giving you a random amount of money, plus a d100 roll which then gives you a random amount of valuable items and magic items. The magic items are in a bunch of tables (A-I), so for example if you roll a 64 on the table for Challenge 0-4 you get 2d6 gems worth 10gp each and 1d4 magic items from table B. This is on top of the 6d6x100 copper, 3d6x100 silver, and 2d6x10 gold you always get in a Challenge 0-4 hoard.
I've spent a good chunk of this weekend sticking all these treasure tables through Excel.
Firstly, I went through each of the magic item tables A-I and checked out the rarity of the items on each one. For example a roll on table F will always give you an uncommon item, but a roll on table H has a 2% chance of giving you an uncommon item, a 6% chance of giving you a rare item, and a 91% chance of giving you a very rare item (the percentages don't always add up to exactly 100% because I counted consumable items as half an item of the same rarity and I ignored the half a dozen or so cursed items).
Secondly, I went through the treasure tables for each challenge rating in a similar manner to see what the average treasure was, using my summarised magic item tables. For example if a roll on magic item table C gives you 0.54 chance of getting a rare item, and a roll on the Challenge 5-10 table gives you a 0.11 chance of getting 1d4 rolls on table C, then a roll on the Challenge 5-10 table therefore gives you an average of 0.11*2.5*0.54 = 0.1485 rare items from table C. Of course the actual chance of getting a rare item from a roll on the Challenge 5-10 table is more than that because you can get them from tables other than table C, so we have to sum all the chances.
Long story short (too late!) here is the average loot from each of the four treasure tables...
Challenge 0-4
196gp in money
180gp in valuable objects
0.38 common magic items
0.59 uncommon magic items
0.16 rare magic items
0.07 very rare magic items
Challenge 5-10
3,857gp in money
688gp in valuable objects
0.25 common magic items
0.68 uncommon magic items
0.25 rare magic items
0.13 very rare magic items
Challenge 11-16
31,500gp in money
4,700gp in valuable objects
0.16 common magic items
0.43 uncommon magic items
0.61 rare magic items
0.68 very rare magic items
0.09 legendary magic items
Challenge 17+
322,000gp in money
14,026gp in valuable objects
0.03 uncommon magic items
0.45 rare magic items
1.16 very rare magic items
0.62 legendary magic items
This gives us some idea of what characters will be finding. For example, on average one in four treasure hoards from a Challenge 5-10 encounter will contain a rare magic item, but only one in six and a quarter treasure hoards from a Challenge 0-4 encounter will contain one.
So if we can estimate how many encounters (and of what level) it takes a party to advance from each level to the next, we can estimate how many hoards of each category they'll have picked up (on average) as a result of those encounters and therefore how much money and how many items of which rarity (again, on average) the party will have found too.
This should give us an average 'wealth by level' estimate for campaigns in which the DM uses the random treasure tables, which can then be used as a baseline to which other campaigns can be compared.
So how do we estimate the encounters needed for each level?
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Sentinel data products are made available systematically and free of charge to all data users including the general public, scientific and commercial users. The data will be delivered within an hour of reception for Near Real-Time (NRT) emergency response, within three hours for NRT priority areas and within 24 hours for systematically archived. Astute Cloak: Advantage on Wis saves is a bit strong for an uncommon magic item, since Wis saves are pretty common with a lot of spells and monster effects. Dropping the boost to Wis saves leaves the cloak on par with similar uncommon items (like the Sentinel Shield, DMG 199 for example).
Much of this is a port from an original document which I (Zibby (talk)) did not write, but am putting in as a basis for how items are planned to function. Thank you to those who have contributed to this conglomerate both knowing and otherwise, which has ended up as the items and how items work in Voidhaven.

- 3Magic Item Values in Voidhaven
Crafting Magic Items[edit]
Crafting magic items is a time-consuming process in most games, but as this game world is meant to be a high-magic setting, crafting magic items has been modified to be considerably less time consuming.The progress in gp which can be made toward crafting a magic item increases as a character gains levels, as below. This also applies for gp per day progress when disenchanting.
| Level | GP/Day |
|---|
| 1 | 50 |
| 5 | 100 |
| 10 | 150 |
| 15 | 200 |
| 20 | 250 |
Disenchanting[edit]
A character who takes this activity is disassembling a magic item, and extracting its magical essences into a useful common material, called arcane dust. A character must be at least a high enough level to craft a given item, in order to disenchant it. For each day of disenchanting, the character makes progress toward destroying the magic item based on their level as above, up to the full value of the item. Upon destruction of the magic item, they obtain a pile of arcane dust, a glowing blue metallic powder, worth half the value of the magic item it was extracted from. This dust counts as a magic item, and can only be sold through the selling a magic item downtime activity on p.129-130 of the DMG, but cannot be broken down any farther. Residuum can be used in the place of spell components, if you lack a components pouch or focus, and can be spent to cover the gp value of valuable spell components, but it is always consumed when used this way. Arcane dust can be spent in the place of the monetary expense of copying spells into a spellbook. It's main purpose is to be spent to reduce the crafting time of a new magic item, by artificially reducing its value for crafting purposes at a 1:1 ratio. (IE, if you have 50gp of arcane dust, and make a magic item with a value of 90gp, then you only need to craft up to 40gp of that to complete the item. The item is still worth 90gp, you just took a shortcut.) It is always consumed when used, releasing its metaphysical form from its temporarily physical state.
Many thanks to Kydo for your original work on Disenchanting.
Magic Item Values in Voidhaven[edit]
(Sane magic item prices)
Introduction[edit]
Have you ever wondered how much an item truly costs?Have you been wanting to find or craft an item but aren’tsure how it fits in to the grand scheme of things? Did youever look at sovereign glue and say to yourself, “There isno way that glue is worth 500,000 gp when Sentinal shieldis worth 500gp”. Well you are in luck because this guideis for you.Brainstorming with the Giant In the Playground, /r/DnDNext, and EnWorld forums, Saidoro has put togethera set of tables that break down the costs, reasons for thecosts, and DMG page to find the item.
DM Preface[edit]
Your world need not sell the magic items for the pricesgiven below. Your world does not even need to sell themagic items below at all. The primary purpose of thetables below is to establish the relative price of magicitems so that you can have a reasonably sane economyand/or so that you can quickly eyeball how much the swagyou’re giving your players is worth.The items are divided into a few different lists for yourconvenience. The lists are as follows:
- Consumables are items that are used some set amount of times (usually once) and then are gone.
- Summoning Items are items that summon creatures to kill things or solve problems for you.
- Combat Items are items that primarily make the user better at killing things. Some also have other killing-unrelated effects, but these are not the primary source of their utility.
- Noncombat Items are items that primarily make the user better at solving problems in a killing-unrelated manner. Some also make the user better at killing things, but this is not the primary source of their utility.
- Game-Changing Items are items that can have major effects on the way the players engage with the world or that can resculpt the campaign world in some major way all on their own. They are not necessarily overpowered, but the GM should take a look at them to make sure that the items they allow are compatible with the sort of game and world they want to create.
Each is discussed further in their own section. Byadjusting the prices of the various lists, the DM can makeit easier or harder to get their hands on various types ofproblem solving abilities.
Again, the prices below are not absolute. The DM mayadjust the prices of items individually or by list, they maymake any item available or not, they may say that magicitems can’t be sold for gold at all and that the below pricesonly roughly estimate value when people are tradingmagic items for other magic items or they may even notshow these tables to their PCs at all and just use them toestimate treasure values. The below lists are intended as atool, not an imposition on your campaign world.
Consumables Consumables represent all items that can be usedup when used in their intended manner. By default,consumables are somewhere around one tenth theprice of an equivalent permanent item. The scroll pricesbelow represent a typical scroll of that level. Scrolls withsignificant direct value, such as scrolls of fabricate orwish, may be priced differently. | Name | Value | Page | Rarity | MM Page |
|---|
| Spell Scroll level 0 | 10 | 200 | Common | | Ammunition +1 (each) | 25 | 150 | Uncommon | | Potion of Healing | 50 | 187 | Common | | Quaal's Feather Token Anchor | 50 | 188 | Rare | | Spell Scroll Level 1 | 60 | 200 | Common | | Philter of Love | 90 | 184 | Uncommon | | Ammunition +2 (ea) | 100 | 150 | Rare | | Potion of Poison | 100 | 188 | Uncommon | | Dust of Dryness (1 pellet) | 120 | 166 | Uncommon | | Elixir of Health | 120 | 168 | Rare | | Keoghtom's Ointment (Per dose) | 120 | 179 | Uncommon | | Spell Scroll Level 2 | 120 | 200 | Uncommon | | Potion of Fire Breath | 150 | 187 | Uncommon | | Potion of Greater Healing | 150 | 187 | Uncommon | | Potion of Climbing | 180 | 187 | Common | | Potion of Heroism | 180 | 188 | Rare | | Potion of Invisibility | 180 | 188 | Very Rare | | Potion of Mind Read-ing | 180 | 188 | Rare | | Potion of Water Breathing | 180 | 188 | Uncommon | | Scroll of Protection | 180 | 199 | Rare | | Nolzur's Marvelous Pigments | 200 | 183 | Very Rare | | Potion of Animal Friendship | 200 | 187 | Uncommon | | Spell Scroll Level 3 | 200 | 200 | Uncommon | | Quaal's Feather Token Fan | 250 | 188 | Rare | | Quaal's Feather Token Whip | 250 | 188 | Rare | | Potion of Diminution | 270 | 187 | Rare | | Potion of Growth | 270 | 187 | Uncommon | | Dust of Disappearance | 300 | 166 | Uncommon | | Necklace of Fireballs (One bead) | 300 | 182 | Rare | | Potion of Gaseous Form | 300 | 187 | Rare | | Potion of Resistance | 300 | 188 | Uncommon | | Universal Solvent | 300 | 209 | Legendary | | Spell Scroll Level 4 | 320 | 200 | Rare | | Ammunition +3 (ea) | 400 | 150 | Very Rare | | Potion of Speed | 400 | 188 | Very Rare | | Sovereign Glue | 400 | 200 | Legendary | | Horn of Blasting | 450 | 174 | Rare | | Potion of Superior Healing | 450 | 187 | Very Rare | | Dust of Sneezing and Choking | 480 | 166 | Uncommon | | Necklace of Fireballs (Two beads) | 480 | 182 | Rare | | Oil of Slipperiness | 480 | 184 | Uncommon | | Potion of Flying | 500 | 187 | Very Rare | | Arrow of Slaying (ea) | 600 | 152 | Very Rare | | Spell Scroll Level 5 | 640 | 200 | Rare | | Bead of Force | 960 | 154 | Rare | | Elemental Gem | 960 | 167 | Uncommon | | Necklace of Fireballs (Three beads) | 960 | 182 | Rare | | Potion of Clairvoyance | 960 | 187 | Rare | | Potion of Vitality | 960 | 188 | Very Rare | | Spell Scroll Level 6 | 1280 | 200 | Very Rare | | Potion of Supreme Healing | 1350 | 187 | Very Rare | | Chime of Opening | 1500 | 158 | Rare | | Necklace of Fireballs (Four beads) | 1600 | 182 | Rare | | Oil of Etherealness | 1920 | 183 | Rare | | Ioun Stone Absorption | 2400 | 177 | Very Rare | | Spell Scroll Level 7 | 2560 | 200 | Very Rare | | Quaal's Feather Token Bird | 3000 | 188 | Rare | | Quaal's Feather Token Swan Boat | 3000 | 188 | Rare | | Oil of Sharpness | 3200 | 184 | Very Rare | | Necklace of Fireballs (Five beads) | 3840 | 182 | Rare | | Potion of Invulnerability | 3840 | 188 | Rare | | Gem of Brightness | 5000 | 171 | Uncommon | | Spell Scroll Level 8 | 5120 | 200 | Very Rare | | Deck of Illusions | 6120 | 161 | Uncommon | | Necklace of Fireballs (Six beads) | 7680 | 182 | Rare | | Spell Scroll Level 9 | 10240 | 200 | Legendary | | Ioun Stone Greater Absorption | 31000 | 177 | Legendary | | Rod of Absorption | 50000 | 195 | Very Rare | | Talisman of Ultimate Evil | 61440 | 207 | Legendary | | Talisman of Pure Good | 71680 | 207 | Legendary | | Robe of Useful Items | Items * 5 | 195 | Uncommon |
Summoning Items Summoning items give their users shiny new friendsto help them destroy their enemies or solve problems.With the exception of the Onyx dog, the Silver Ravenand the Ivory Goat of Terror, the value of these items isheavily dependent on how expensive mercenaries are inyour campaign world. The basic rules makes hiring evenquite competent allies startlingly cheap, and while theseitems aren’t based on the ridiculous 2 gp/day rule, they doassume that hiring combat ready minions is a relativelycheap activity that most players will be doing a little bitof if the situation warrants it. Adjust the below pricesaccordingly if this is not true in your campaign world. | Name | Value | Page | Rarity | MM Page | | Ivory Goat (Travail) | 400 | 169 | Rare | 326 | | Goldean Lion (ea) | 600 | 169 | Rare | 331 | | Ivory Goat (Traveling) | 1000 | 169 | Rare | 336 | | Staff of the Python | 2000 | 204 | Uncommon | 324 | | Onyx Dog | 3000 | 170 | Rare | 332 | | Silver Raven | 5000 | 170 | Uncommon | 335 | | Silver Horn of Valhalla | 5600 | 175 | Rare | 344 | | Marble Elephant | 6000 | 170 | Rare | 322 | | Bowl of Commanding Water Elementals | 8000 | 156 | Rare | 125 | | Brazier of Commanding Fire Elementals | 8000 | 156 | Rare | 125 | | Censer of Controlling Air Elementals | 8000 | 158 | Rare | 124 | | Stone of Controlling Earth Elementals | 8000 | 205 | Rare | 124 | | Brass Horn of Valhalla | 8400 | 175 | Rare | 344 | | Bronze Horn of Valhalla | 11200 | 175 | Very Rare | 344 | | Iron Horn of Valhalla | 14000 | 175 | Legendary | 344 | | Ivory Goat (Terror) | 20000 | 169 | Rare | 326 |
| Combat Items Combat items are primarily good for killing things.A few have other uses as well, like the luckstone or theIoun Stone Mastery, but their biggest effect is makingtheir owner better at killing or not getting killed. Increasethe price of these items if you want your players mostlygetting oddball magic items that don’t interact much at allwith combat. All items which are weapons or armor addthe cost of the base weapon or armor that makes them upto their price. | Name | Value | Page | Rarity |
|---|
| Vicious Weapon | 350 | 209 | Rare | | Adamantine Armor | 500 | 150 | Uncommon | | Mithral Armor | 800 | 182 | Uncommon | | +1 Weapon | 1000 | 213 | Uncommon | | Sword of Life-Stealing | 1000 | 206 | Rare | | Ioun Stone Protection | 1200 | 177 | Rare | | Wand of the War Mage +1 | 1200 | 212 | Uncommon | | Bracers of Archery | 1500 | 156 | Uncommon | | Circlet of Blasting | 1500 | 158 | Uncommon | | Javelin of Lightning | 1500 | 178 | Uncommon | | Prayer Bead - Smiting | 1500 | 182 | Rare | | Wind Fan | 1500 | 213 | Uncommon | | Sword of Sharpness | 1700 | 206 | Rare | | Staff of the Adder | 1800 | 203 | Uncommon | | Dancing Sword | 2000 | 160 | Very Rare | | Glamoured Studded Leather | 2000 | 172 | Rare | | Pipes of the Sewers | 2000 | 185 | Uncommon | | Prayer Bead - Bless | 2000 | 182 | Rare | | Saddle of the Cavalier | 2000 | 199 | Uncommon | | Sword of Wounding | 2000 | 207 | Rare | | Frost Brand | 2200 | 171 | Very Rare | | Dagger of Venom | 2500 | 160 | Rare | | Gloves of Missile Snaring | 3000 | 172 | Uncommon | | Ioun Stone Agility | 3000 | 177 | Very Rare | | Ioun Stone Fortitude | 3000 | 177 | Very Rare | | Ioun Stone Insight | 3000 | 177 | Very Rare | | Ioun Stone Intellect | 3000 | 177 | Very Rare | | Ioun Stone Leadership | 3000 | 177 | Very Rare | | Ioun Stone Strength | 3000 | 177 | Very Rare | | Staff of Withering | 3000 | 205 | Rare | | Cloak of Protection | 3500 | 159 | Uncommon | | Oathbow | 3500 | 183 | Very Rare | | Ring of Protection | 3500 | 191 | Rare | | +2 Weapon | 4000 | 213 | Rare | | Boots of Speed | 4000 | 155 | Rare | | Dragon Scale Mail | 4000 | 165 | Very Rare | | Elven Chain | 4000 | 168 | Rare | | Ioun Stone Regeneration | 4000 | 177 | Legendary | | Iron Bands of Bilarro | 4000 | 177 | Rare | | Prayer Bead - Curing | 4000 | 182 | Rare | | Rope of Entanglement | 4000 | 197 | Rare | | Wand of Enemy Detection | 4000 | 210 | Rare | | Luckstone | 4200 | 205 | Uncommon | | Wand of the War Mage +2 | 4800 | 212 | Rare | | Flame Tongue | 5000 | 170 | Rare | | Periapt of Wound Closure | 5000 | 184 | Uncommon | | Ring of Evasion | 5000 | 191 | Rare | | Ring of the Ram | 5000 | 193 | Rare | | Tentacle Rod | 5000 | 208 | Rare | | Animated Shield | 6000 | 151 | Very Rare | | Armor of Resistance | 6000 | 152 | Rare | | Arrow-Catching Shield | 6000 | 152 | Rare | | Belt of Dwarvenkind | 6000 | 155 | Rare | | Bracers of Defense | 6000 | 156 | Rare | | Ioun Stone Reserve | 6000 | 177 | Rare | | Pearl of Power | 6000 | 184 | Uncommon | | Pipes of Haunting | 6000 | 185 | Uncommon | | Ring of Resistance | 6000 | 192 | Rare | | Robe of Scintillating Colors | 6000 | 194 | Very Rare | | Scimitar of Speed | 6000 | 199 | Very Rare | | Shield of Missile Attraction | 6000 | 200 | Rare | | Giant Slayer | 7000 | 172 | Rare | | Mace of Smiting | 7000 | 179 | Rare | | Brooch of Shielding | 7500 | 156 | Uncommon | | Amulet of Health | 8000 | 150 | Rare | | Dragon Slayer | 8000 | 1166 | Rare | | Gauntlets of Ogre Power | 8000 | 171 | Uncommon | | Headband of Intellect | 8000 | 173 | Uncommon | | Mace of Disruption | 8000 | 179 | Rare | | Mace of Terror | 8000 | 180 | Rare | | Nine Lives Stealer (Fully Charged) | 8000 | 183 | Very Rare | | Wand of Magic Missiles | 8000 | 211 | Uncommon | | Wand of Web | 8000 | 212 | Uncommon | | Staff of Thunder and Lightning | 10000 | 204 | Very Rare | | Wand of Binding | 10000 | 209 | Rare | | Wand of Fear | 10000 | 210 | Rare | | Ioun Stone Awareness | 12000 | 177 | Rare | | Rod of the Pact Keeper +1 | 12000 | 197 | Rare | | Staff of Charming | 12000 | 201 | Rare | | Sunblade | 12000 | 205 | Rare | | Staff of Healing | 13000 | 202 | Rare | | Ring of Shooting Stars | 14000 | 192 | Very Rare | | Ioun Stone Mastery | 15000 | 177 | Legendary | | +3 Weapon | 16000 | 213 | Very Rare | | Hammer of Thunderbolts | 16000 | 173 | Legendary | | Rod of the Pact Keeper +2 | 16000 | 197 | Rare | | Staff of Fire | 16000 | 201 | Very Rare | | Staff of Swarming Insects | 16000 | 203 | Rare | | Wand of Paralysis | 16000 | 211 | Rare | | Ring of Fire Elemental Command | 17000 | 190 | Legendary | | Dwarven Thrower | 18000 | 167 | Very Rare | | Wand of the War Mage +3 | 19200 | 212 | Very Rare | | Efreeti Chain | 20000 | 167 | Legendary | | Ring of Free Action | 20000 | 191 | Rare | | Sentinel Shield | 20000 | 199 | Uncommon | | Staff of Striking | 21000 | 203 | Very Rare | | Ring of Spell Storing | 24000 | 192 | Rare | | Vorpal Sword | 24000 | 209 | Legendary | | Ring of Water Elemental Command | 25000 | 191 | Legendary | | Rod of Alertness | 25000 | 195 | Very Rare | | Staff of Frost | 26000 | 201 | Very Rare | | Instrument of the Bards - Fochulan Bandlore | 26500 | 176 | Uncommon | | Instrument of the Bards - Mac-Fuirmidh Cittern | 27000 | 176 | Uncommon | | Rod of Lordly Might | 28000 | 195 | Legendary | | Rod of the Pact Keeper +3 | 28000 | 197 | Very Rare | | Instrument of the Bards - Doss Lute | 28500 | 176 | Uncommon | | Instrument of the Bards - Canaith Mandolin | 30000 | 176 | Rare | | Mantle of Spell Resistance | 30000 | 180 | Rare | | Ring of Spell Turning | 30000 | 193 | Legendary | | Prayer Bead - Favor | 32000 | 182 | Rare | | Wand of Fireballs | 32000 | 210 | Rare | | Wand of Lightning Bolts | 32000 | 211 | Rare | | Wand of Polymorph | 32000 | 211 | Very Rare | | Instrument of the Bards - Cli Lyre | 35000 | 176 | Rare | | Scarab of Protection | 36000 | 199 | Legendary | | Sword of Answering | 36000 | 206 | Legendary | | Staff of the Woodlands | 44000 | 204 | Rare | | Spellguard Shield | 50000 | 201 | Very Rare | | Cloak of Displacement | 60000 | 158 | Rare | | Robe of Stars | 60000 | 194 | Very Rare | | Weapon of Warning | 60000 | 213 | Uncommon | | Prayer Bead - Wind Walking | 96000 | 182 | Rare | | Instrument of the Bards - Anstruth Harp | 109000 | 176 | Very Rare | | Instrument of the Bards - Ollamh Harp | 125000 | 176 | Legendary | | Prayer Bead - Summons | 128000 | 182 | Rare | | Holy Avenger | 165000 | 174 | Legendary |
| Noncombat Items Noncomat items give some sort of problem-solvingability not directly related to combat. Some, like theEversmoking Bottle and the Boots of Levitation are alsouseful in combat, but that isn’t where the bulk of theirutility comes from. Increase the price of these items ifyou’d rather have your players resort to combat morepredictably instead of coming up with complicatedschemes that avoid direct fighting. | Name | Value | Page | Rarity |
|---|
| Helm of Comprehend Languages | 500 | 173 | Uncommon | | Driftglobe | 750 | 166 | Uncommon | | Trident of Fish Command | 800 | 209 | Uncommon | | Cap of Water Breathing | 1000 | 157 | Uncommon | | Eversmoking Bottle | 1000 | 168 | Uncommon | | Quiver of Ehlonna | 1000 | 189 | Uncommon | | Ioun Stone Sustenance | 1000 | 177 | Rare | | Ring of Warmth | 1000 | 193 | Uncommon | | Goggles of Night | 1500 | 172 | Uncommon | | Horseshoes of the Zephyr | 1500 | 175 | Very Rare | | Mariner's Armor | 1500 | 181 | Uncommon | | Necklace of Adaption | 1500 | 182 | Uncommon | | Ring of Water Walking | 1500 | 193 | Uncommon | | Wand of Magic Detection | 1500 | 211 | Uncommon | | Wand of Secrets | 1500 | 211 | Uncommon | | Gloves of Swimming and Climbing | 2000 | 172 | Uncommon | | Heward's Handy Haversack | 2000 | 174 | Rare | | Rope of Climbing | 2000 | 197 | Uncommon | | Ring of Feather Falling | 2000 | 191 | Rare | | Boots of Elvenkind | 2500 | 155 | Uncommon | | Eyes of Minute Seeing | 2500 | 168 | Uncommon | | Eyes of the Eagle | 2500 | 168 | Uncommon | | Ring of Jumping | 2500 | 191 | Uncommon | | Dimensional Shackles | 3000 | 165 | Rare | | Eyes of Charming | 3000 | 168 | Uncommon | | Medallion of Thoughts | 3000 | 181 | Uncommon | | Ring of Swimming | 3000 | 193 | Uncommon | | Bag of Holding | 4000 | 153 | Uncommon | | Boots of Levitation | 4000 | 155 | Rare | | Ring of Animal Influence | 4000 | 189 | Rare | | Boots of Striding and Springing | 5000 | 156 | Uncommon | | Cloak of Arachnida | 5000 | 158 | Very Rare | | Cloak of Elvenkind | 5000 | 158 | Uncommon | | Gloves of Thievery | 5000 | 172 | Uncommon | | Hat of Disguise | 5000 | 173 | Uncommon | | Horseshoes of Speed | 5000 | 175 | Rare | | Immovable Rod | 5000 | 175 | Uncommon | | Lantern of Revealing | 5000 | 179 | Uncommon | | Periapt of Health | 5000 | 184 | Uncommon | | Periapt of Proof Against Poison | 5000 | 184 | Rare | | Slippers of Spider Climbing | 5000 | 200 | Uncommon | | Cloak of the Bat | 6000 | 159 | Rare | | Cloak of the Manta Ray | 6000 | 159 | Uncommon | | Ring of X-Ray Vision | 6000 | 193 | Rare | | Cape of the Mountebank | 8000 | 157 | Rare | | Portable Hole | 8000 | 185 | Rare | | Apparatus of Kwalish | 10000 | 151 | Legendary | | Boots of the Winterlands | 10000 | 156 | Uncommon | | Folding Boat | 10000 | 170 | Rare | | Ring of Invisibility | 10000 | 191 | Legendary | | Helm of Telepathy | 12000 | 174 | Uncommon | | Cube of Force | 16000 | 159 | Rare | | Ring of Mind Shielding | 16000 | 191 | Uncommon | | Rod of Rulership | 16000 | 197 | Rare | | Mirror of Life Trapping | 18000 | 181 | Very Rare | | Amulet of Proof Against Detection and Location | 20000 | 150 | Uncommon | | Robe of Eyes | 30000 | 193 | Rare | | Gem of Seeing | 32000 | 172 | Rare | | Plate Armor of Etherealness | 48000 | 185 | Legendary |
Gamechanging Items Gamechanging items significantly impacteither the gameworld as a whole or the sortof things that are capable of challenging theirholders. I don’t really see either of these asa problem, but they may not fit with somecampaigns or some settings, so the DMshould take a careful look at the items onthis list and decide whether or not they areallowed. | Name | Value | Page | Rarity | MM Page |
|---|
| +1 Armor | 1500 | 152 | Rare | | +1 Shield | 1500 | 200 | Uncommon | | Sending Stones | 2000 | 199 | Uncommon | | Wings of Flying | 5000 | 214 | Rare | | Alchemy Jug | 6000 | 150 | Uncommon | | +2 Armor | 6000 | 152 | Very Rare | | +2 Shield | 6000 | 200 | Rare | | Ebony Fly | 6000 | 169 | Rare | | Bronze Griffon | 8000 | 169 | Rare | | Broom of Flying | 8000 | 156 | Uncommon | 174 | | Serpentine Owl | 8000 | 170 | Rare | | Winged Boots | 8000 | 214 | Uncommon | 327 | | Dwarven Plate | 9000 | 167 | Very Rare | | Potion of Longevity | 9000 | 188 | Very Rare | | Carpet of Flying | 12000 | 157 | Very Rare | | Ring of Regeneration | 12000 | 191 | Very Rare | | Sphere of Annihilation | 15000 | 201 | Legendary | | Armor of Invulnerability | 18000 | 152 | Legendary | | Talisman of the Sphere | 20000 | 207 | Legendary | | +3 Armor | 24000 | 152 | Legendary | | +3 Shield | 24000 | 200 | Very Rare | | Defender | 24000 | 164 | Legendary | | Ring of Earth Elemental Command | 31000 | 190 | Legendary | | Robe of the Archmagi | 34000 | 194 | Legendary | | Ring of Air Elemental Command | 35000 | 190 | Legendary | | Cubic Gate | 40000 | 160 | Legendary | | Crystal Ball | 50000 | 159 | Very Rare | | Helm of Teleportation | 64000 | 174 | Rare | | Daern's Instant Fortress | 75000 | 160 | Rare | | Ring of Telekinesis | 80000 | 193 | Very Rare | | Cloak of Invisibility | 80000 | 158 | Legendary | | Rod of Security | 90000 | 197 | Very Rare | | Staff of Power | 95500 | 202 | Very Rare | | Obsidian Steed | 128000 | 170 | Very Rare | 235 | | Decanter of Endless Water | 135000 | 160 | Uncommon | | Amulet of the Planes | 160000 | 150 | Very Rare |
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Items that Won’t be priced[edit]

Candle of Invocation: Because we’ve learned a thing or two from 3.5
Deck of Many Things, Efreeti Bottle, Iron flask, Ring of Three Wishes, and Luck Blade: Because Wishes
Well of Many Worlds: Because if the GM wants you to have a TARDIS you’ll have one and if they don’t you won’t
Wand of Wonder: Because lolrandom
Ring of Djinni Summoning: It’s pretty much everything from the gamechanging list in a single item
Bag of Tricks: Creating permanent living creatures does absolutely silly things to the economy
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Tome of the Stilled Tongue: No wizard would ever sell this
Manuals and tomes +2: If these come up, the GM is probably giving them to the whole party as a “level up” type thing
Belt of giant Strength and Potion of Giant Strength: breaks bounded accuracy
Rod of Resurrection: Plot device
Helm of Brilliance: Lolrandom
Bag of Beans: Lolrandom (Seriously, it summons mummy lords with treasure filled crypts)
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Staff of the Magi: Too much power
Manual of Golems: This is a blueprint, not an item. Use whatever rules go into pricing blueprints for your campaign and adjustthe golem crafting prices as needed
Cursed items
Credits:Saidoro: For the list and the work putting it all together.SalmonSquire: For the layout of the original document.Wizard of the Coast: For making a great 5th edition of D&D.Giant In The Playground: For their help refining the list./r/DnDNext and EnWorld: For their extra input.
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