Magical Items for Thieves

When possible, the DM should select the magical items he will give out in his campaign. Sometimes, though, a fast and random selection may be needed. In this case, if the DM rolls 99 or 00 on Table 88 of the Dungeon Master's Guide (p. 135), he should not roll for a magical weapon, but make a simple d20 roll on Table 32 below.

The items shown in the later tables fall into three categories:

(i) Items restricted to use by thieves only. These are indicated by (T) following the title of the item in the tables.

(ii) Items which do not have to be restricted to thieves only, but which have more than one effect, with at least some of their effects being of value for thieves alone. That is, thieves will benefit far more from these items than other characters. These are indicated by (T*) following the title of the item in the tables. The DM may well wish to rule that these items can only be used by thieves in his campaign.

(iii) Items which can be used by nonthieves as well as thieves, but which are clearly important for such typical thief activities as spying, stealing, snooping, sneaking and such.

As a general note, most of the items in this section are of relatively low power. This should allow DMs to introduce one or two such items into even a fairly low-magic campaign with no fear of upsetting game balance.

Table 32:

MAGICAL ITEMS FOR THIEVES

d20


Roll
Category
Table
1-7
Potions and oils
33
8-11
Miscellaneous Magic: Clothing and Jewelry
34
12-15
Miscellaneous Magic:Other Sneaky Stuff
35
16-19
Weapons
36
20
Special
(see below)

For each of the later tables 33 through 36, a simple d6 roll is used to determine

the nature of the item found. None of these later tables has any subtables to worry about.

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