Best mac duplicate photo cleaner. Metal download mac. The missing index from the Dungeon Master's Guide for 5e
The following demon names have been published in official Dragon/Dungeon magazines, TSR or WotC products. Where possible, the source is named, along with any other information that might be available. List inspired by request on ENWorld 1. Champions are also known to carry the Tratnyr (Adventurers' Vault, pg 10), a winged spear that can be thrown as a javelin from the air but are just as effective when used in melee. Dragonborn commandants sometimes ride into battle on rage drakes (MM, pg. A mysterious 2-week long absence? What happened? Did I give up on homebrew? Did life happen? Did I straight-up die? Turns out, I was working on an incredible 17-page long set of optional rules for strongholds!
This index contains the magic items from the Dungeon Master's Guide grouped according to their category. Virus cleaner for mac free download 2016.
Categories
Armor
Name | DMG page |
---|---|
Adamantine Armor | 150 |
Animated Shield | 151 |
Armor, +1, +2, or +3 | 152 |
Armor of Invulnerability | 152 |
Armor of Resistance | 152 |
Armor of Vulnerability | 152 |
Arrow-Catching Shield | 152 |
Demon Armor | 165 |
Dragon Scale Mail | 165 |
Dwarven Plate | 167 |
Efreeti Chain | 167 |
Elven Chain | 168 |
Glamoured Studded Leather | 172 |
Mariner's Armor | 181 |
Mithral Armor | 182 |
Plate Armor of Etherealness | 185 |
Sentinel Shield | 199 |
Shield, +1, +2, or +3 | 200 |
Shield of Missile Attraction | 200 |
Spellguard Shield | 201 |
Potions
Name | DMG page |
---|---|
Elixir of Health | 168 |
Oil of Etherealness | 183 |
Oil of Sharpness | 184 |
Oil of Slipperiness | 184 |
Philter of Love | 184 |
Potion of Animal Friendship | 187 |
Potion of Clairvoyance | 187 |
Potion of Climbing | 187 |
Potion of Diminution | 187 |
Potion of Fire Breath | 187 |
Potion of Flying | 187 |
Potion of Gaseous Form | 187 |
Potion of Giant Strength | 187 |
Potion of Growth | 187 |
Potion of Healing | 187 |
Potion of Heroism | 188 |
Potion of Invisibility | 188 |
Potion of Invulnerability | 188 |
Potion of Longevity | 188 |
Potion of Mind Reading | 188 |
Potion of Poison | 188 |
Potion of Resistance | 188 |
Potion of Speed | 188 |
Potion of Vitality | 188 |
Potion of Water Breathing | 188 |
Rings
Name | DMG page |
---|---|
Ring of Animal Influence | 189 |
Ring of Djinni Summoning | 190 |
Ring of Elemental Command | 190 |
Ring of Evasion | 191 |
Ring of Feather Falling | 191 |
Ring of Free Action | 191 |
Ring of Invisibility | 191 |
Ring of Jumping | 191 |
Ring of Mind Shielding | 191 |
Ring of Protection | 191 |
Ring of Regeneration | 191 |
Ring of Resistance | 192 |
Ring of Shooting Stars | 192 |
Ring of Spell Storing | 192 |
Ring of Spell Turning | 193 |
Ring of Swimming | 193 |
Ring of Telekinesis | 193 |
Ring of the Ram | 193 |
Ring of Three Wishes | 193 |
Ring of Warmth | 193 |
Ring of Water Walking | 193 |
Ring of X-ray Vision | 193 |
Rods
Name | DMG page |
---|---|
Immovable Rod | 175 |
Rod of Absorption | 195 |
Rod of Alertness | 196 |
Rod of Lordly Might | 196 |
Rod of the Pact Keeper | 197 |
Rod of Resurrection | 197 |
Rod of Rulership | 197 |
Rod of Security | 197 |
Tentacle Rod | 208 |
Scrolls
Name | DMG page |
---|---|
Scroll of Protection | 199 |
Spell Scroll | 200 |
Staffs
Name | DMG page |
---|---|
Staff of Charming | 201 |
Staff of Fire | 201 |
Staff of Frost | 202 |
Staff of Healing | 202 |
Staff of Power | 202 |
Staff of Striking | 203 |
Staff of Swarming Insects | 203 |
Staff of the Adder | 203 |
Staff of the Magi | 203 |
Staff of the Python | 204 |
Staff of the Woodlands | 204 |
Staff of Thunder and Lightning | 204 |
Staff of Withering | 205 |
Wands
Name | DMG page |
---|---|
Wand of Binding | 209 |
Wand of Enemy Detection | 210 |
Wand of Fear | 210 |
Wand of Fireballs | 210 |
Wand of Lightning Bolts | 211 |
Wand of Magic Detection | 211 |
Wand of Magic Missiles | 211 |
Wand of Paralysis | 211 |
Wand of Polymorph | 211 |
Wand of Secrets | 211 |
Wand of the War Mage, +1, +2, or +3 | 212 |
Wand of Web | 212 |
Wand of Wonder | 212 |
Weapons
Name | DMG page |
---|---|
Ammunition, +1, +2, or +3 | 150 |
Arrow of Slaying | 152 |
Berserker Axe | 155 |
Blackrazor (Sentient Item) | 216 |
Dagger of Venom | 161 |
Dancing Sword | 161 |
Defender | 164 |
Dragon Slayer | 166 |
Dwarven Thrower | 167 |
Flame Tongue | 170 |
Frost Brand | 171 |
Giant Slayer | 172 |
Hammer of Thunderbolts | 173 |
Holy Avenger | 174 |
Javelin of Lightning | 178 |
Luck Blade | 179 |
Mace of Disruption | 179 |
Mace of Smiting | 179 |
Mace of Terror | 180 |
Moonblade (Sentient Item) | 217 |
Nine Lives Stealer | 183 |
Oathbow | 183 |
Scimitar of Speed | 199 |
Sun Blade | 205 |
Sword of Answering | 206 |
Sword of Life Stealing | 206 |
Sword of Sharpness | 206 |
Sword of Vengeance | 206 |
Sword of Wounding | 207 |
Trident of Fish Command | 209 |
Vicious Weapon | 209 |
Vorpal Sword | 209 |
Wave (Sentient Item) | 218 |
Weapon, +1, +2, or +3 | 213 |
Weapon of Warning | 213 |
Whelm (Sentient Item) | 218 |
Wondrous Items
Name | DMG page |
---|---|
Alchemy Jug | 150 |
Amulet of Health | 150 |
Amulet of Proof against Detection and Location | 150 |
Amulet of the Planes | 150 |
Apparatus of Kwalish | 151 |
Bag of Beans | 152 |
Bag of Devouring | 153 |
Bag of Holding | 153 |
Bag of Tricks | 154 |
Bead of Force | 154 |
Belt of Dwarvenkind | 155 |
Belt of Giant Strength | 155 |
Boots of Elvenkind | 155 |
Boots of Levitation | 155 |
Boots of Speed | 155 |
Boots of Striding and Springing | 156 |
Boots of the Winterlands | 156 |
Bowl of Commanding Water Elementals | 156 |
Bracers of Archery | 156 |
Bracers of Defense | 156 |
Brazier of Commanding Fire Elementals | 156 |
Brooch of Shielding | 156 |
Broom of Flying | 156 |
Candle of Invocation | 157 |
Cap of Water Breathing | 157 |
Cape of the Mountebank | 157 |
Carpet of Flying | 157 |
Censer of Controlling Air Elementals | 158 |
Chime of Opening | 158 |
Circlet of Blasting | 158 |
Cloak of Arachnida | 158 |
Cloak of Displacement | 158 |
Cloak of Elvenkind | 158 |
Cloak of Invisibility | 158 |
Cloak of Protection | 159 |
Cloak of the Bat | 159 |
Cloak of the Manta Ray | 159 |
Crystal Ball | 159 |
Cube of Force | 159 |
Cubic Gate | 160 |
Daern's Instant Fortress | 160 |
Decanter of Endless Water | 161 |
Deck of Illusions | 161 |
Deck of Many Things | 162 |
Dimensional Shackles | 165 |
Driftglobe | 166 |
Dust of Disappearance | 166 |
Dust of Dryness | 166 |
Dust of Sneezing and Choking | 166 |
Efreeti Bottle | 167 |
Elemental Gem | 167 |
Eversmoking Bottle | 168 |
Eyes of Charming | 168 |
Eyes of Minute Seeing | 168 |
Eyes of the Eagle | 168 |
Figurine of Wondrous Power | 169 |
Folding Boat | 170 |
Gauntlets of Ogre Power | 171 |
Gem of Brightness | 171 |
Gem of Seeing | 172 |
Gloves of Missile Snaring | 172 |
Gloves of Swimming and Climbing | 172 |
Gloves of Thievery | 172 |
Goggles of Night | 172 |
Hat of Disguise | 173 |
Headband of Intellect | 173 |
Helm of Brilliance | 173 |
Helm of Comprehending Languages | 173 |
Helm of Telepathy | 174 |
Helm of Teleportation | 174 |
Heward's Handy Haversack | 174 |
Horn of Blasting | 174 |
Horn of Valhalla | 175 |
Horseshoes of a Zephyr | 175 |
Horseshoes of Speed | 175 |
Instrument of the Bards | 176 |
Ioun Stone | 176 |
Iron Bands of Bilarro | 177 |
Iron Flask | 178 |
Keoghtom's Ointment | 179 |
Lantern of Revealing | 179 |
Mantle of Spell Resistance | 180 |
Manual of Bodily Health | 180 |
Manual of Gainful Exercise | 180 |
Manual of Golems | 180 |
Manual of Quickness of Action | 181 |
Medallion of Thoughts | 181 |
Mirror of Life Trapping | 181 |
Necklace of Adaptation | 182 |
Necklace of Fireballs | 182 |
Necklace of Prayer Beads | 182 |
Nolzur's Marvelous Pigments | 183 |
Pearl of Power | 184 |
Periapt of Health | 184 |
Periapt of Proof against Poison | 184 |
Periapt of Wound Closure | 184 |
Pipes of Haunting | 185 |
Pipes of the Sewers | 185 |
Portable Hole | 185 |
Quaal's Feather Token | 188 |
Quiver of Ehlonna | 189 |
Robe of Eyes | 193 |
Robe of Scintillating Colors | 194 |
Robe of Stars | 194 |
Robe of the Archmage | 194 |
Robe of Useful Items | 195 |
Rope of Climbing | 197 |
Rope of Entanglement | 197 |
Saddle of the Cavalier | 199 |
Scarab of Protection | 199 |
Sending Stones | 199 |
Slippers of Spider Climbing | 200 |
Sovereign Glue | 200 |
Sphere of Annihilation | 201 |
Stone of Controlling Earth Elementals | 205 |
Stone of Good Luck (Luckstone) | 205 |
Talisman of Pure Good | 207 |
Talisman of the Sphere | 207 |
Talisman of Ultimate Evil | 207 |
Tome of Clear Thought | 208 |
Tome of Leadership and Influence | 208 |
Tome of the Stilled Tongue | 208 |
Tome of Understanding | 209 |
Universal Solvent | 209 |
Well of Many Worlds | 213 |
Wind Fan | 213 |
Winged Boots | 214 |
Wings of Flying | 214 |
Normal PC behavior |
Now, I have played in games where we didn't receive gold. The organizations we worked for (guilds, crusades, etc) paid for our expenses, or the good we did for others was enough to make sure we always had enough favors to call on that we could use to stay alive. But that also isn't an interesting choice. Besides, adventuring for gold is so ingrained in modern players, from video games, novels, and even RPG experience. Players expect cool treasure.
As I laid out last week, the allure of cool magic items at high costs can certainly give a player something to save up for, to forego their usual routine of hoarding gold or just buying health potions and ten-foot-poles until their backpacks explode.
But what if you have a low-magic campaign setting?
Goals for Gold
It's accountancy that makes the world go 'round |
But in a low-magic campaign, you can still use the idea of a distant goal to encourage long-term planning. This should be a similar mindset to how players look forward to gaining new abilities and deciding if they should multiclass. If they know about how much gold they can squeeze out of a dungeon, that gives them a timeline before they have their own sword of sharpness. That makes them want to keep playing.
So even if magic items and wizards everywhere isn't your bag, you can still create a world that asks characters to engage with the economy and make big choices.
Living Expenses
The only thing he can afford is a generic surly Scottish accent |
First, living expenses as a low-level character suck. If every weekend you go out dungeon-hunting and earn 100GP, then 10 GP of living expenses is the difference between an extra healing potion and nothing. It can be difficult to track, but we're setting up a bigger picture here: that gold is necessary in the world, and that at higher levels players might be able to break out of that cycle.
Second, living expenses can represent much, much more that a paltry 1GP per day. Perhaps the cleric in the party is required to tithe 10% of his share to his temple, or the place will fall into ruin and he will be ousted from the church. Perhaps the fighter has a family back home that he sends care packages and gold to. Even the classic 'orphan urchin' adventurer has to have a bond to something or someone. Fellow urchins, people who helped them (such as an orphanage), or even charities could be linked to the character and require occasional monetary support.
Is 10% too much? 5 out of 5 greedy players say yes |
The point of all this is to give players a regular way to interact with their gold, and set up challenges when it comes to saving up for the bigger items.
Home Sweet Home
Not pictured: your players |
Well, let's fix that. Here are some ideas for the benefits granted by each of the Strongholds listed in the DMG. I've also included the businesses listed in the 'Maintenance Costs' table (DMG pg. 127), since a business whose only purpose is to generate more gold is no better than the other strongholds listed.
Dnd 5e Dmg Page 129
- Abbey: no longer must pay tithe, personal center for historical and magical research, open to many faiths, can house a brewery run by monks, can cast abjuration spells and divination spells at higher levels or as rituals
- Farm: living expenses cut in half due to food provisions, garden provides herbalism components, stables can house horses and other mounts, pens can hold livestock for bonus on business rolls
- Guildhall: living expenses cut in half once you gain 50 guild members, skilled hirelings available for small tasks at no cost or large endeavors at half cost, armory/arcane lab/poisoner's room available based on type of guild
- Inn, rural: living expenses cut in half, starting rumors takes half regular time, small quests can be found immediately
- Inn, town: living expenses covered, starting rumors takes half regular time, well-paying quests can be found immediately
- Keep: living expenses covered, barracks for hirelings, thick walls and guards, personal jail cells, might include library/smithy/docks, renown increases, stables can house horses or other mounts
- Lodge: Living expenses halved, hunters and wilderness guides available for no cost, stables can house horses or other mounts
- Noble Estate: wealthy living expenses covered, barracks for hirelings, thick walls and guards, personal jail cells, might include library/smithy/docks, renown increases significantly, garden provides herbalism components, stables can house horses or other mounts, personal graveyard for fallen friends, noble cartographers can help map world/plan journeys, personal armory, free hirelings up to small squad
- Outpost: living expenses cut in half, barracks for hirelings, thick walls and guards, personal jail cells, hunters and wilderness guides available for no cost, stables can house horses or other mounts
- Palace: requirement to rule a city/ country, aristocratic living expenses covered, barracks for hirelings, thick walls and guards, personal jail cells, includes library/smithy/docks, renown increases significantly, garden provides herbalism components, stables can house horses or other mounts, personal graveyard for fallen friends, noble cartographers can help map world/plan journeys, personal armory, starting rumors takes half regular time, well-paying quests can be found immediately, free hirelings up to small militia
- Shop: items shop sells have price cut in half for personal use, starting rumors takes half regular
- Temple: no longer must pay tithe, personal center for historical and magical research, open to one faith, can automatically gain inspiration from performing services, can cast divination/conjuration/necromancy spells at higher levels or as rituals
- Tower: half living expenses covered, barracks for hirelings, thick walls and guards, personal jail cells, might include library/smithy/docks
- Trading Post: living expenses cut in half, items shop sells have price cut in half for personal use, starting rumors takes half regular
And still not enough room for the greedy characters.. |
Old School Cool
Dnd 5e Dmg Pg 128 3
Finally, you might consider a classic method for using gold in very old-school D&D: Gold as experience.
Let's see if you survive this next one |
In that way, players are paying for their levels. The key here is making enough gold available. Use a creature's experience point value as a guide to how much gold they might have on their person. If it seems like a monster wouldn't carry that much gold (what would a ghost do with 1,100GP?) then redistribute the gold into quest rewards, treasure hoards of more appropriate monsters (the necromancer who raised the ghost might have a chest laden with gold), or simply have the players find the gold in chests or dusty corners over the course of the adventure.
If you decide to do this route, I would either give the players more gold than they need or have them only able to buy experience with it. Each of these options presents a different playstyle that could suit a group better.
Dnd 5e Dmg Pg 128 9
- If you give the players extra gold, they may resort to living a squalid lifestyle just to level up more efficiently. Remember to use real-world consequences for such actions. Nobles will not give them quests, guards who need bribes will not allow them to access certain places, and other adventurers may look down on them.
- If you only allow players to use gold on experience, I would either set aside a list of magic items that each player receives upon leveling up (as part of the 'cost' of leveling), or place more magic items in your dungeons to make sure the PCs can also have the gear they need at higher levels.
This picture is just too good. Is it going out or in? Does it matter? |
![Dmg Dmg](/uploads/1/3/4/3/134365424/910088614.jpg)