D&d 5e Minor Properties Dmgminew

Posted By admin On 24/08/21

5e Random Generator What: Encounters Traps Treasure NPCs Trinkets Cyphers Magic Items Arcane Tomes Spellbook Weird Magic Item Wild Magic Surges Business Events Carousing Events. Random Properties. An Orb of Dragonkind has the following random properties: 2 minor beneficial properties; 1 minor detrimental property; 1 major detrimental property; Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn.

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Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Reach.Free sheet music pop songs. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.


Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see “Special Weapons” later in this section).

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed. This weapon requires two hands when you attack with it.


Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack.

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D'angelo Russell

Hey all. I have a D&D blog now, this is my first article, wanted to see what the Playground thought. Hope you like it.
Blog post with intro and some examples:
Quick rules:
Item sets are groups of magical items that work together in tandem, providing greater benefit than the items used alone. The origin of a set in your campaign can vary to suit your world. In some cases, the items could have been created separately but all belonged to a great hero or terrible villain who used them together for so long that their magical energies became attuned to one another and took on traits of their user. Alternatively, the items were constructed as a set and were meant to be used together, and grow weaker when separated.
An item set is approximately equivalent to an artifact in terms of power. Finding all the pieces of the set should be relatively difficult, and even acquiring a single piece can be dangerous, as those possessing other pieces of the set may desire to complete the collection and take action, whether subtle or direct, to relieve the character of the items.
Set Properties:
All item sets require attunement. Once you are attuned to one piece of a set, adding additional pieces requires no additional attunement time. Sets can count as a single or multiple attuned items for purposes of a character’s maximum number of attuned items, as follows:
1 or 2 pieces of a set count as 1 item.
3 or 4 pieces of a set count as 2 items.
Additionally, while attuned to one or more pieces of a set, the bearer can sense if another piece of the set is within 2 miles, though not its location. If within 1,000 feet of another item in the set, the bearer knows its general direction. The bearer can also immediately recognize and identify another piece of the set on sight.
Similar to artifacts, sets can have minor or major beneficial and detrimental properties, however, these properties only become evident when multiple pieces of the set are worn or used. You can use the tables for artifacts found in the DMG, or you can create your own, similar properties. Unlike artifacts, it is recommended that you set the properties in advance rather than roll randomly when the item is acquired, to preserve the theme of the set. If you roll or choose a property that occurs when the user becomes attuned to the artifact, it occurs immediately when the user adds the required piece to the set. Additionally, when assembled, the set provides artifact level powers to the user, which should be crafted along the theme of its origin. A set should be 2 to 4 items. The larger the number of pieces in the set, the more powerful and dangerous the set can be.
A two piece set, when assembled, gains a unique ability determined by the DM. When the second piece is added, the set will have one minor beneficial property and one minor detrimental property.
A three piece set functions as above, but the unique power is not activated until all three pieces are assembled. Adding the third piece also adds a major beneficial property and an additional minor detrimental property.
A four piece set will have a unique power for assembling 3 pieces, and an additional unique power for adding the 4th piece. Artifact properties accumulate as above, but adding the 4th piece adds an additional minor beneficial property and a major detrimental property (for a total of 1 major and 2 minor properties of each type).