I'm designing some legacy items for my level 3 players (magic weapons, armor, doodads that start with small magic abilities that grow and multiply as the players level up) and I want to set them up so that each item has 2 minor properties to start. But the table in the DMG is a little sparse. Please suggest more minor properties! While attuned to this weapon, you can use an action to cast minor illusion (save DC 11) from it at will. You can only use the spell to create a sound, not an image, and the sound must emanate from the weapon. Paralysis Sac When you cast a spell that deals lightning damage, you gain a +1 bonus to its spell attack roll.
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! Dmg 5e Properties. The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties.
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by Mike on 26 May 2015
The 5th Edition Dungeon Master's Guide is packed with useful information for your 5e Dungeons and Dragons game. One of its most useful features is the huge amount of random tables. Random tables are a fantastic tool of the Lazy Dungeon Master. They break you out of ruts and give you interesting and deep options for your adventure without hardly any preparation before your game. They are also a fantastic aid to help us improvise right at the table.
Breaking Out of Stereotypes
One of the most useful features of random tables is their ability to help us break out of stereotypes and cliches. When we're thinking on our feet it can be hard for us to come up with something new instead of falling back to something familiar. Our NPCs could start to look and act the same or every castle seems to feel like the ones in your favorite TV show. Random tables can help us break out of these ruts. They point us in a completely unexpected direction when we might be tempted to head in a straight and well traveled line.
The Random Table Index
Unfortunately, the Dungeon Master's Guide doesn't include an index of all of the random charts in the book. This makes it hard for us to find the chart we need when we need it while our game is running fast and furious. Where the DMG falls, however, we can pick it up on our own.
Below you will find a list of all of the charts in the 5th Edition Dungeon Master's Guide. You can also download a PDF of the random table index printable on a single piece of paper you can cut to size and tape inside your copy of the DMG itself.
Here's the index itself.
Table | Page Number |
---|---|
Forms of Government | 18 |
World-Shaking Events | 27 |
Leader Types | 27 |
Cataclysmic Disasters | 28 |
Invading Force | 29 |
Extinction or Depletion | 30 |
New Organizations | 31 |
Discoveries | 31 |
Astral Color Pools | 47 |
Psychic Wind Effects | 48 |
Ethereal Curtains | 49 |
Ether Cyclone | 49 |
Feywild Time Warp | 50 |
Shadowfell Despair | 52 |
Abyssal Corruption | 62 |
Dungeon Goals | 73 |
Wilderness Goals | 73 |
Other Goals | 74 |
Adventure Villains | 74 |
Adventure Allies | 74 |
Adventure Patrons | 74 |
Advenure Introductions | 74 |
Adventure Climax | 75 |
Event-Based Villain Actions | 75 |
Event-Based Goals | 76 |
Framing Events | 79 |
Moral Quandaries | 79 |
Twists | 80 |
Side Quests | 81 |
Sylvan Forest Encounters | 87 |
NPC Appearance | 89 |
NPC Abilities | 89 |
NPC Talents | 90 |
Mannerism | 90 |
NPC Interaction Traits | 90 |
NPC Ideals | 90 |
NPC Bonds | 91 |
NPC Flaws and Secrets | 91 |
Villain's Scheme | 94 |
Villains Methods | 95 |
Villain's Weakness | 96 |
Dungeon Location | 99 |
Exotic Location | 99 |
Dungeon Creator | 100 |
Cults and Religious Groups | 100 |
NPC Alignment | 100 |
NPC Class | 101 |
Dungeon Purpose | 101 |
Dungeon History | 101 |
Monuments | 108 |
Weird Locales | 109 |
Weather | 109 |
Race Relations | 112 |
Ruler's Status | 112 |
Notable Traits | 112 |
Known For Its | 112 |
Current Calamity | 112 |
Building Type | 113 |
Residence | 113 |
Religious Building | 113 |
Tavern | 113 |
Tavern Name Generator | 113 |
Warehouse | 113 |
Shop | 114 |
Random Urban Encounters | 114 |
Random Undersea Encounters | 116 |
Random Encounters At Sea | 118 |
Carousing | 128 |
Running A Business | 129 |
Selling A Magic Item | 130 |
Gemstones | 134 |
Art Objects | 134-135 |
Individual Treasure | 136 |
Treasure Hoard | 137-138 |
Mixing Potions | 140 |
Scroll Mishaps | 140 |
Magic Item Special Features | 142-143 |
Random Magic Items | 144-149 |
Bag of Beans | 153 |
Potion of Resistance Elements | 188 |
Wand of Wonder Effect | 212-213 |
Sentient Magic Items | 214-215 |
Artifact Properties | 219-220 |
Urban Chase Complications | 254 |
Wilderness Chase Complications | 254 |
Madness Effects | 259-260 |
Lingering Injuries | 272 |
System Shock | 273 |
Random Dungeon Starting Area | 290 |
Passage | 290 |
Passage Width | 290 |
Door Type | 291 |
Beyond a Door | 291 |
Chamber | 291 |
Chamber Exits | 291 |
Exit Location | 291 |
Exit Type | 291 |
Stairs | 291 |
Dungeon: Death Trap | 292 |
Dungeon: Lair | 293 |
Dungeon: Maze | 293 |
Dungeon: Mine | 293 |
Dungeon: Planar Gate | 293 |
Dungeon: Stronghold | 294 |
Dungeon: Temple or Shrine | 294 |
Dungeon: Tomb | 295 |
Dungeon: Treasure Vault | 295 |
General Dungeon Chambers | 295 |
Current Chamber State | 295 |
Dungeon Chamber Contents | 296 |
Monster Motivation | 296 |
Dungeon Hazards | 296 |
Obstacles | 297 |
Trap Trigger | 297 |
Trap Damage Severity | 297 |
Trap Effect | 297 |
Trick Objects | 298 |
Tricks | 298 |
Noises | 298 |
Air | 299 |
Odors | 299 |
General Features | 299 |
General Furnishings and Appointments | 299 |
Religious Articles and Furnishings | 300 |
Mage Furnishings | 300 |
Utencils and Personal Items | 300 |
Container Contents | 301 |
Books, Scrolls, and Tomes | 301 |
Not All Random Tables Are Created Equal
![5etools 5etools](https://slyflourish.com/images/random_chart_with_dragon.jpg)
Not all tables end up being that useful when we're running our game. The Dungeon Master's Guide contains nearly 150 random tables yet only a handful of these may come up as you run your adventure. We've highlighted some of the more useful tables you might want to reference. The random table index PDF includes a second index with just these useful charts in case you don't want an exhaustive index and just want the ones you'll reference the most. These highlighted tables may become staples in your game to add the most interest and excitement with just a quick roll of the dice.
Top Random Tables in the DMG
Framing Events | 79 |
Weather | 109 |
Tavern Name Generator | 114 |
Random Urban Encounters | 114 |
Carousing | 128 |
Selling A Magic Item | 130 |
Gemstones | 134 |
Art Objects | 134-135 |
Treasure Hoard | 137-138 |
Scroll Mishaps | 140 |
Magic Item Special Features | 142-143 |
Random Magic Items | 144-149 |
Madness Effects | 259-260 |
Lingering Injuries | 272 |
Obstacles | 297 |
Trap Trigger | 297 |
Trap Damage Severity | 297 |
Trap Effect | 297 |
Two Tables in the Player's Handbook
There are also two tables in the 5th Edition Player's Handbook that are also useful for a dungeon master to have on hand. These are the 'Wild Magic Surge' table on page 104 and the 'Trinkets' table on page 160 and 161 of the Player's Handbook. It's worth keeping these referenced as well and both can be found in the random table index PDF.
Fuel For Your Imagination
A random table is simply a way to spark a white hot flame in the furnace of your imagination. Our brains are the most powerful systems on earth for coming up with creative situations, ideas, and stories. These random tables are simply an ignition switch to help us avoid falling back to the familiar and get us thinking in a new direction. This index is designed to help you get the most out of the excellent fantastic tables in the Dungeon Master's Guide. Use it well.
Related Articles
New to Sly Flourish? Start here, subscribe to the Sly Flourish newsletter, watch Sly Flourish videos on Youtube, join the Sly Flourish Discord server, or support Sly Flourish on Patreon.
Check out Mike's books including Return of the Lazy Dungeon Master, the Lazy DM's Workbook, Fantastic Lairs, Fantastic Adventures, and Fantastic Adventures: Ruins of the Grendleroot.
Send feedback to mike@mikeshea.net.
![Special Magic Item Features: Minor Properties (5E) | EN World ... Special Magic Item Features: Minor Properties (5E) | EN World ...](https://149455152.v2.pressablecdn.com/wp-content/uploads/2014/12/2014-12-03-13.25.34.jpg)
Source: Dungeon Master's Guide
Weapon (longsword), legendary (requires attunement by an elf or half-elf of neutral good alignment)
Of all the magic items created by the elves, one of the most prized and jealously guarded is a moonblade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.
A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.
![Minor Minor](http://media.wizards.com/2014/images/dnd/articles/Vecna_p1.jpg)
Not all tables end up being that useful when we're running our game. The Dungeon Master's Guide contains nearly 150 random tables yet only a handful of these may come up as you run your adventure. We've highlighted some of the more useful tables you might want to reference. The random table index PDF includes a second index with just these useful charts in case you don't want an exhaustive index and just want the ones you'll reference the most. These highlighted tables may become staples in your game to add the most interest and excitement with just a quick roll of the dice.
Top Random Tables in the DMG
Framing Events | 79 |
Weather | 109 |
Tavern Name Generator | 114 |
Random Urban Encounters | 114 |
Carousing | 128 |
Selling A Magic Item | 130 |
Gemstones | 134 |
Art Objects | 134-135 |
Treasure Hoard | 137-138 |
Scroll Mishaps | 140 |
Magic Item Special Features | 142-143 |
Random Magic Items | 144-149 |
Madness Effects | 259-260 |
Lingering Injuries | 272 |
Obstacles | 297 |
Trap Trigger | 297 |
Trap Damage Severity | 297 |
Trap Effect | 297 |
Two Tables in the Player's Handbook
There are also two tables in the 5th Edition Player's Handbook that are also useful for a dungeon master to have on hand. These are the 'Wild Magic Surge' table on page 104 and the 'Trinkets' table on page 160 and 161 of the Player's Handbook. It's worth keeping these referenced as well and both can be found in the random table index PDF.
Fuel For Your Imagination
A random table is simply a way to spark a white hot flame in the furnace of your imagination. Our brains are the most powerful systems on earth for coming up with creative situations, ideas, and stories. These random tables are simply an ignition switch to help us avoid falling back to the familiar and get us thinking in a new direction. This index is designed to help you get the most out of the excellent fantastic tables in the Dungeon Master's Guide. Use it well.
Related Articles
New to Sly Flourish? Start here, subscribe to the Sly Flourish newsletter, watch Sly Flourish videos on Youtube, join the Sly Flourish Discord server, or support Sly Flourish on Patreon.
Check out Mike's books including Return of the Lazy Dungeon Master, the Lazy DM's Workbook, Fantastic Lairs, Fantastic Adventures, and Fantastic Adventures: Ruins of the Grendleroot.
Send feedback to mike@mikeshea.net.
Source: Dungeon Master's Guide
Weapon (longsword), legendary (requires attunement by an elf or half-elf of neutral good alignment)
Of all the magic items created by the elves, one of the most prized and jealously guarded is a moonblade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.
A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.
A moonblade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.
A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moonblade an additional property. The DM chooses each property or determines it randomly on the Moonblade Properties table.
Moonblade Properties
d100 | Property |
---|---|
01-40 | Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus. |
41-80 | The moonblade gains a randomly determined minor property (see 'Special Features' in the Dungeon Master's Guide). |
81-82 | The moonblade gains the finesse property. |
83-84 | The moonblade gains the thrown property (range 20/60 feet). |
85-86 | The moonblade functions as a defender. |
87-90 | The moonblade scores a critical hit on a roll of 19 or 20. |
91-92 | When you hit with an attack using the moonblade, the attack an extra 1d6 slashing damage. |
93-94 | When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. |
95-96 | You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute . A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon. |
97-98 | The moonblade functions as a Ring of Spell Storing. |
99 | You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action. |
00 | The moonblade functions as a Vorpal Sword. |
Sentience. A moonblade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.
Personality. Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.
Beneficial And Detrimental Properties In Online Sheet
The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.
5E The 5E Magic User
If a moonblade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.