When you create homebrew player content (i.e. items, spells, feats), make sure to stay within the 5e power levels. The below guidelines help judge power levels and equivalent gp values.
GM Notes on Character Profiles. Whenever you give treasure or other rewards, use Distribute Rewards → Notes.
If you would like to feature homebrew that is above and beyond the typical 5e power levels, such homebrew cannot leave your region unless the destination GM approves. The same is true if you award a volume of treasure that is well above the Myriad Legends guidelines.
Armor and Weapons
AAttunement Required
Common (greater) 100 gp
- You gain advantage on saving throws against one conditionA
- You gain advantage on a skill in certain situationsA
- At will cast a cantripA
- 1/day cast a moderate 1st-level spell (alarm, featherfall)A
Uncommon (lesser) 200 gp
- Weapon +1 to attack and damage
- Weapon extra 1d4 damage on a hitA
- At will cast two cantripsA
- 1/day cast a powerful 1st-level spell (command, shield)A
Uncommon (greater) 500 gp
- Shield +1 to AC
- Weapon +1 to attack and damage & extra 1d4 damage on a hitA
- Weapon +1 to attack and damage & 1/day cast a 1st or 2nd-level spellA
- Weapon extra 1d6 damage on a hitA
Rare (lesser) 2,000 gp
- Armor +1 to AC
- Shield +1 to AC & minor passive benefitA
- Weapon +2 to attack and damage
- Weapon +1 to attack and damage & 1/day each cast a 1st and a 2nd-level spellA
- Weapon extra 2d6 damage on a hitA
Rare (greater) 5,000 gp
- Armor +1 to AC & minor benefitA
- Armor resistance to one damage type (not b/p/s)
- Shield +2 to AC
- Weapon +2 to attack and damage & extra 1d6 damage on a hitA
- Weapon +2 to attack and damage & 1/day each cast a 2nd and a 3rd-level spellA
Very Rare (lesser) 20,000 gp
- Armor +2 to AC
- Armor +1 to AC & resistance to one damage type (not b/p/s)
- Armor resistance to two damage types (not b/p/s)
- Shield +2 to AC & minor benefitA
- Armor or Shield with major benefitA
- Weapon +3 to attack and damage
- Weapon +2 to attack and damage & 1/day each cast a 3rd and a 4th-level spellA
- Weapon extra 2d8 damage on a hitA
Very Rare (greater) 50,000 gp
- Armor +2 to AC & minor benefitA
- Armor +2 to AC & resistance to one damage type (not b/p/s)
- Shield +3 to AC
- Shield +1 to AC & major benefitA
- Weapon +3 to attack and damage & extra 1d6 damage on a hitA
- Weapon +3 to attack and damage & 1/day each cast a 4th and a 5th-level spellA
- Weapon +1 to attack and damage & extra 2d8 damage on a hitA
Legendary (lesser) 100,000 gp
- Armor +3 to AC
- Shield +3 to AC & minor benefitA
- Shield +2 to AC & major benefitA
- Weapon +3 to attack and damage & extra 1d6 damage on a hit & 1/day each cast a 5th and a 6th-level spellA
Legendary (greater) 250,000 gp
- Armor +3 to AC & major benefitA
- Armor +3 to AC & resistance to two damage types (not b/p/s)
- Shield +3 to AC & major benefitA
- Weapon +3 to attack and damage & extra 2d6 damage on a hit & 1/day each cast a 6th and a 7th-level spellA
Wondrous Items and Misc. Magic Items
AAttunement Required
Common (lesser) 50 gp
- Consumable item with an effect equivalent to a moderate 1st-level spell (alarm, featherfall)
- 2/day cast a cantripA
Common (greater) 100 gp
- Consumable item with an effect equivalent to a powerful 1st-level spell (command, shield) or moderate 2nd-level spell (darkvision, flaming sphere)
- At will cast a cantripA
Uncommon (lesser) 200 gp
- Consumable item with an effect equivalent to a powerful 2nd-level spell (knock, spider climb)
- At will cast two cantripsA
- 1/day cast a 1st-level spellA
Uncommon (greater) 500 gp
- Consumable item with an effect equivalent to a 3rd-level spell
- 2/day cast a 1st-level spellA
- 1/day cast a 2nd-level spellA
Rare (lesser) 2,000 gp
- Consumable item with an effect equivalent to a 4th-level spell
- 2/day each cast a 1st and a 2nd-level spellA
- 2/day cast a 1st-level spell & 1/day cast a 3rd-level spellA
Rare (greater) 5,000 gp
- Consumable item with an effect equivalent to a 5th-level spell
- 2/day each cast a 2nd and a 3nd-level spellA
- Resistance to one damage type (b/p/s)
- +2 to an ability scoreA
Very Rare (lesser) 20,000 gp
- Consumable item with an effect equivalent to a 6th or 7th-level spell
- 2/day each cast a 3rd and a 4th-level spellA
- Resistance to two damage types (b/p/s)
Very Rare (greater) 50,000 gp
- Consumable item with an effect equivalent to an 8th-level spell
- 2/day each cast a 4th and a 5th-level spellA
- +4 to an ability scoreA
Legendary (lesser) 100,000 gp
- Consumable item with an effect equivalent to an 9th-level spell
- 1/day each cast a 5th and a 6th-level spellA
Legendary (greater) 250,00 gp
- 2/day each cast a 5th and a 6th-level spellA
- 1/day each cast a 6th and a 7th-level spellA
Proficiencies and Boons
If a character gains a proficiency through a magical effect or divine boon, it counts as treasure, and its equivalent rarity must be noted. Such power is usually rated higher than magic items, as it bypasses the limitations of 3 attunement slots and the class feature progression.
For reference, gaining proficiency in a language or tool typically takes 10 workweeks (10 DA) and costs 250 gp, and typically, other proficiencies cannot be gained outside of class features.
Proficiency with a Language or Tool. Rare (lesser) 2,000 gp
Proficiency with a Skill. Rare (greater) 5,000 gp
Expertise with a Skill. Very Rare (lesser) 20,000 gp
Proficiency with a Weapon. Rare (lesser) 2,000 gp
Training with Light–Medium Armor. Rare (greater) 5,000 gp
Training with Light–Heavy Armor and Shields. Very Rare (lesser) 20,000 gp
Proficiency with a Saving Throw. Very Rare (lesser) 20,000 gp
Bonus Origin Feat or Fighting Style Feat. Very Rare (lesser) 20,000 gp
Bonus General Feat. Very Rare (greater) 50,000 gp
Bonus Epic Boon Feat. Legendary (lesser) 100,000 gp
Divine Boon (effects similar to a wondrous item). Rarity one step higher than the equivalent magic item.
Ability Score Increase: +2. Very Rare (greater) 50,000 gp
Ability Score Increase: +4. Legendary (greater) 250,000 gp
Class Features and Racial Traits
Replacements. A class feature or racial trait that replaces another of the same level and power does not count as a treasure value, since the character’s total power did not change.
Additional Features and Traits. Gauge the power of an additional class feature or racial trait by comparing it to magic items. This counts as treasure, and its equivalent rarity must be noted. Such power is usually rated higher than magic items, as it bypasses the limitations of 3 attunement slots and the class feature progression.