Jun 07, 2015 I have searched and searched for them, but so far had not seen the DMG loot tables anywhere. So, I decided to create the random loot tables myself. If this has already been done, I apologize for duplicating this. I do not have it all completed yet. I have the basic tables from individual and hoard loot of all the different challenge ratings. I only have been able to get Magic Item Tables A. Mar 22, 2015 The magic item rules as presented in the 5th edition DMG are inconsistent, arbitrary and seem to actively discourage players from making magic items. The pricing structure is all wrong and the common/uncommon/rare availability throws up some weird glitches. Compare a potion of flying to any.
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- 1The Abilities
- 2Ability Scores
- 2.3Ability Modifiers
The Abilities
Each ability partially describes your character and affects some of his or her actions.
When an ability score changes, all attributes associated with that score change accordingly. A character does not retroactively get additional skill points for previous levels if she increases her intelligence.
Nonabilities
Some creatures lack certain ability scores. These creatures do not have an ability score of 0—they lack the ability altogether. The modifier for a nonability is +0. Other effects of nonabilities are detailed in the ability's description.
Ability Scores
Abilities and Spellcasters
The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and bards. In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level. (See the class descriptions for details.)
Dnd 5e Dmg
Abilities and Manifesters
The ability that your powers depend on—your key ability score as a manifester—is related to what psionic class (or classes) you have levels in: Intelligence (psion), Wisdom (psychic warrior), and Charisma (wilder). The modifier for this ability is referred to as your key ability modifier. If your character’s key ability score is 9 or lower, you can’t manifest powers from that psionic class.
Just as a high Intelligence score grants bonus spells to a wizard and a high Wisdom score grants bonus spells to a cleric, a character who manifests powers (psions, psychic warriors, and wilders) gains bonus power points according to his key ability score. Refer to Table: Ability Modifiers and Bonus Power Points.
Ability Modifiers
Each ability, after changes made because of race, has a modifier ranging from –5 to +5. Table: Ability Modifiers and Bonus Spells shows the modifier for each score. It also shows bonus spells, which you’ll need to know about if your character is a spellcaster.
The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.
Score | Modifier | Bonus Spells (by Spell Level) | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||
1 | –5 | Can’t cast spells tied to this ability | |||||||||
2–3 | –4 | ||||||||||
4–5 | –3 | ||||||||||
6–7 | –2 | ||||||||||
8–9 | –1 | ||||||||||
10–11 | 0 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- |
12–13 | +1 | -- | 1 | -- | -- | -- | -- | -- | -- | -- | -- |
14–15 | +2 | -- | 1 | 1 | -- | -- | -- | -- | -- | -- | -- |
16–17 | +3 | -- | 1 | 1 | 1 | -- | -- | -- | -- | -- | -- |
18–19 | +4 | -- | 1 | 1 | 1 | 1 | -- | -- | -- | -- | -- |
20–21 | +5 | -- | 2 | 1 | 1 | 1 | 1 | -- | -- | -- | -- |
22–23 | +6 | -- | 2 | 2 | 1 | 1 | 1 | 1 | -- | -- | -- |
24–25 | +7 | -- | 2 | 2 | 2 | 1 | 1 | 1 | 1 | -- | -- |
26–27 | +8 | -- | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | -- |
28–29 | +9 | -- | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
30–31 | +10 | -- | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
32–33 | +11 | -- | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 |
34–35 | +12 | -- | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 |
36–37 | +13 | -- | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
38–39 | +14 | -- | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 |
40–41 | +15 | -- | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 |
42–43 | +16 | -- | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 |
44–45 | +17 | -- | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
etc. . . |
How To Determine Bonus Power Points
Your key ability score grants you additional power points equal to your key ability modifier × your manifester level ×1/2. Table: Ability Modifiers and Bonus Power Points shows these calculations for class levels 1st through 20th and key ability scores from 10 to 41.
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Ability Score | Bonus Power Points (by Class Level) | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | 11th | 12th | 13th | 14th | 15th | 16th | 17th | 18th | 19th | 20th | |
10–11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
12–13 | 0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 |
14–15 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
16–17 | 1 | 3 | 4 | 6 | 7 | 9 | 10 | 12 | 13 | 15 | 16 | 18 | 19 | 21 | 22 | 24 | 25 | 27 | 28 | 30 |
18–19 | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 | 40 |
20–21 | 2 | 5 | 7 | 10 | 12 | 15 | 17 | 20 | 22 | 25 | 27 | 30 | 32 | 35 | 37 | 40 | 42 | 45 | 47 | 50 |
22–23 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 | 36 | 39 | 42 | 45 | 48 | 51 | 54 | 57 | 60 |
24–25 | 3 | 7 | 10 | 14 | 17 | 21 | 24 | 28 | 31 | 35 | 38 | 42 | 45 | 49 | 52 | 56 | 59 | 63 | 66 | 70 |
26–27 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 | 80 |
28–29 | 4 | 9 | 13 | 18 | 22 | 27 | 31 | 36 | 40 | 45 | 49 | 54 | 58 | 63 | 67 | 72 | 76 | 81 | 85 | 90 |
30–31 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 |
32–33 | 5 | 11 | 16 | 22 | 27 | 33 | 38 | 44 | 49 | 55 | 60 | 66 | 71 | 77 | 82 | 88 | 93 | 99 | 104 | 110 |
34–35 | 6 | 12 | 18 | 24 | 30 | 36 | 42 | 48 | 54 | 60 | 66 | 72 | 78 | 84 | 90 | 96 | 102 | 108 | 114 | 120 |
36–37 | 6 | 13 | 19 | 26 | 32 | 39 | 45 | 52 | 58 | 65 | 71 | 78 | 84 | 91 | 97 | 104 | 110 | 117 | 123 | 130 |
38–39 | 7 | 14 | 21 | 28 | 35 | 42 | 49 | 56 | 63 | 70 | 77 | 84 | 91 | 98 | 105 | 112 | 119 | 126 | 133 | 140 |
40–41 | 7 | 15 | 22 | 30 | 37 | 45 | 52 | 60 | 67 | 75 | 82 | 90 | 97 | 105 | 112 | 120 | 127 | 135 | 142 | 150 |
How To Figure Dmg In Dnd 5e System
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Players in my PbP, go away. Seriously, don't read this. >>
I'm trying to actually give balanced fights, and it's the one thing I suck at as a DM. I can put together all of the fluff, create NPCs, weave stories, all of that. However, when it comes to figuring out CR, or even what CR the party should be going up against, I'm usually at a loss. Either I hold back too much or go WAY overboard and dropping the party down to 1 member left standing. It makes it interesting, and it's good to know how to do that, yes, but I'd like to actually be able to do something in the middle.
So, for example, in my current PbP I've got a party of 4, all at level 10. Swift Hunter/Warblade, Warblade, Druid, Fighter. For the purposes of this fight, they'll also have a little bit of back up (namely three extra rangers, all around level 5 - 6).
I've figured out the enemies I want to throw at them. But seriously, how do I figure out what level each should be to put a challenge to the party? (Tentative levels are in parentheses) I have a pair of Swift Hunters (9), a Wizard (8), a Cleric (8) and a Crusader (10) to pit them against. Is that anywhere around what I should be shooting for? And like I said, how did you figure that out? I'd kill to know how to figure this out myself in the future.