5e sample magic items from hordes over a campaign

Post date: Mar 18, 2016 6:28:43 PM

5e sample magic items from hordes over a campaign

I was curious just how much magic one ends up with in 5e, I didn't think it was very much, but decided to do a up treasure as suggested by the DMG for a campaign. I'm sure I could figure out exact probabilities, or roll up a number more campaigns, but that's quite a bit more work.

https://docs.google.com/spreadsheets/d/115IWC3zONUWeLlJjoWpg-p6J21rkfnjdNviViyI3abI/edit?usp=sharing

Level is a guess at what level the PCs would be when they got a horde.

The hordes were generated with donjon.bin.sh

Of note is that the first permanent magic is received at level 6, both together a +1 greatclub and a +1 Rod of the Pact Keeper, both pretty underwhelming, the rod only usable by a warlock. I'd expect 2/3 of parties don't have one, though both the games I'm in have one.

The next one at level 7 a lantern of revealing, not bad as it reveals any invisible creatures or items within 30'.

At level 8 Eyes of the Eagle, Javelin of Lightning, Ring of Water Walking. The javelin is very good - it is permanent in this edition and gives lighting once a day, as well as being a magic weapon (though I'm not sure what it does as it doesn't have any pluses). We finally have enough to give one permanent item to each PC, with one left over.

The permanent magic starts picking up a bit from here, getting enough for 2 per party member at 10, and getting more at the next tier from 11 on. At the end of level 20 we have 35 permanent ones, and have received 70 charged ones. Note, I'm counting wands etc. as permanent as they regenerate charges every day, though there is a small chance to break them by running them out of charges. I also counted a golem manual - as it allows you to make a golem even if it's a single use, and a bag of devouring.