Item Crafting Dmg 5e

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Sep 17, 2016  This video explains what a players character needs to craft magic items. Skip navigation. (5e): Crafting Magic Items. (5E D&D) Official Magic Item Creation Rules. I'm not very familiar with any rules about crafting in 5e, but I'm curious about how a blacksmith might craft their own suit of plate armor over time? We fight a lot of enemies with armor of various kinds, and if I could cannibalize theirs piecemeal I might gather enough materials to make my own plate armor at a reduced cost, if any. Complete list of all D&D spells, rulebooks, feats, classes and more!

  1. Dmg 5e Pdf
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  3. Crafting In Dnd 5e
  4. Dnd 5e Items List

Based upon work fromPathfinder Unchained by Paizo Inc.

Dungeons and Dragons (D&D) Fifth Edition (5e) Magic Items. A comprehensive list of all official magic items for Fifth Edition. I was able to find the rules for how to go about crafting a magic item, but not the rules for determining the price and rarity of a potion or wand that isn't listed in the DMG. Suppose my character would fancy crafting a wand of shield of faith, or a ranger wanted to craft a wand of hunters mark.

In folklore, a major part of any magic item's mystique is the tale of its creation. With the dynamic magic item creation system, the crafting of magic items becomes a quick but interesting story in which the whole party can participate. Items created in this way have unusual properties that lend them character and remind the PCs of the choices they made during item creation.

Overview

The magic item creation system in this section divides the creation of magic items (other than potions and scrolls) into a series of challenges that the creators try to overcome. These challenges represent either setbacks or opportunities in the course of the creation process. The first and final challenges in the process are the same for every item: preparing the vessel and completing the item.

Between those steps, the characters face a number of random challenges. Having more challenges means it's more likely that an item will have unexpected properties, for good or ill. It also makes the item's creation more expensive or time consuming on average for less skilled characters, and conversely the process will likely be cheaper and faster for a highly skilled party.

Item Rarity

The creation of a magic item is a long and expensive task. The creator must be a spellcaster of a minimum level determined by the item's rarity, and be able to cast any spells that the item will be able to use. Crafting an item also requires the creator to be proficient with an applicable set of artisan's tools (for example, smith's tools for a sword or jeweler's tools for a fine ring). The item's rarity also determines the base creation cost of the item and the number of random challenges the creator will face.

Item RarityMinimum Crafter LevelBase CostBase TimeRandom ChallengesTask DC Adjustment
Common3rd100 gp1 day1
Uncommon3rd500 gp3 days1+2
Rare6th5000 gp7 days2+4
Very Rare11th50,000 gp21 days4+6
Legendary17th500,000 gp70 days8+8

Challenges

Each challenge the PCs face represents a setback or opportunity in the magic item creation process. This system assumes that the PCs involved are gathering exotic ingredients, searching through the notes of others who have crafted similar items, and dealing with unexpected mystical variables. It allows the entire party to participate, so anyone who wishes to help counts as a creator.

Attempting Challenges

Each challenge presents two tasks. One creator can choose a single task to attempt, or two creators can each choose to do a different task. For example, when faced with a sesquipedalian elucidation challenge, a wizard might rely on her own arcane vocabulary and make an Intelligence (Arcana) check, while a rogue would have to pull out a dictionary and attempt an Intelligence (Investigation) check.

This choice of tasks to attempt must be made before rolling any associated checks. Creators cannot work together on a single item creation task. Some tasks don't require checks, but present other conditions for success. If a creator takes on such a task, it must be completed before attempting a task that involves a check.

The number of tasks attempted and their success or failure determines the outcome of the challenge, as detailed below.

One Task AttemptedBoth Tasks AttemptedChallenge Result
Succeed at bothCritical success
SucceedSucceed at one and fail the other by less than 5Success
FailSucceed at one and fail the other by 5 or moreFailure
Fail bothCritical failure

Paying for the Item

The default cost for item creation with this method is 85% of the item's base creation cost. Various challenges can raise and lower this amount. A party encountering and critically succeeding at a large number of challenges can likely bring the cost below 50%.

Before attempting the first challenge, the PCs purchase the initial materials by spending 25% of the item's base creation cost. As part of the final challenge, the PCs must pay the remaining amount, accounting for any adjustments.

The PCs can abandon an item at any time. They don't have to pay the remaining amount, but they can't use the materials from one attempt on another item.

Adjustments

The first challenge, preparing the vessel, sets some base statistics for the new magic item. Further challenges can cause adjustments to the magic item. The DM can create her own challenges, and should consider the DCs of the challenge's tasks when deciding adjustments. Challenges with lower DCs should typically have benefits that merely avoid negative adjustments, while challenges with higher DCs should be more likely to add beneficial adjustments.

Where indicated, uncommon items add +2 to the DC of a check, rare items add +4, very rare items add +6, and legendary items add +8.

Cost: Challenges that adjust the cost increase or decrease the crafting cost by increments of 5% of the base creation cost. The cost can go over 100%, meaning the item would cost more to make than its market value. The final cost can never be lower than the initial 25% investment; the characters can't get a refund of that expenditure.

Time: Challenges may add or subtract the number of remaining days of work required to create the item. When this happens, adjust the timing of challenges accordingly. The total number of days of work can never decrease below 1, nor can it decrease below the number of days the characters have already spent crafting the item.

Perks, Quirks, and Flaws: A challenge may add a beneficial perk, a somewhat neutral quirk, or a detrimental flaw to the item. These three types of adjustments give an item a distinct flavor that sets it apart from others of its kind. The DM should secretly roll for perks, quirks, and flaws as they occur, rerolling duplicate or contradictory results.

Destruction: A few challenges can, if critically failed, destroy the in-progress item, which costs the PCs their current investment. Such challenges come with enticing benefits for critically succeeding, making them potentially worth the risk.

Base Challenges

The following two challenges bookend the dynamic magic item creation process. Preparing the vessel is always the first challenge, and completing the item is always last.

Prepare the Vessel

You must create or prepare an item to handle the magic you intend to instill within it.

Tasks

Forge a New Vessel: Applicable ability (artisan's tools) DC 10 + item rarity

Mystical Preparations: Intelligence (Arcana) DC 10 + item rarity

Results

Critical Success: You have a superlative and efficient vessel. Set the item creation cost at 75% of the base creation cost, and subtract 3 days from the item creation time.

Item

Success: You have a satisfactory vessel. Set the item creation cost at 85% of the base creation cost.

Failure: You have a flawed vessel. Set the item creation cost at 100% of the base creation cost.

Critical Failure: The vessel is destroyed. You lose 25% of the item's base creation cost and must start over.

Complete the Item

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You put the finishing touches on the item.

Tasks

Improvise: Intelligence (Arcana) DC 15 + item rarity

Just the Minimum: Meet all the item's construction requirements Dmg 5e screenshots.

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Results

Critical Success: You complete the item with a masterful flourish. Reduce the item's cost by 10%.

Success: You have completed the item.

Failure: The item is destroyed.

Item Crafting Dmg 5e Guide

Critical Failure: The item is destroyed.

Random Challenges

The Game Master should roll on the table below to determine which challenges the player characters face while making the item. Alternatively, the DM can instead choose a particular challenge based on the circumstances of the campaign.

01-04

Aberrant Mutation

The item's components have mutated, and so has the item, evolving in strange new ways.

Tasks

Alter Mutation: Intelligence (Arcana) DC 10 + item rarity

Analyze Mutation: Wisdom (Arcana) DC 15

Results

Critical Success: Mutation proves helpful. 1 perk.

Success: Mutation proves harmless. 1 quirk.

Failure: Mutation proves harmful. 1 flaw.

Critical Failure: Mutation spirals out of control. Item switches to a random item of the same type or slot, but of lesser value. If none exists, the item is instead destroyed; lose 25% of the item's base creation cost and start over.

05-09

All-Nighter

You are at a critical stage of the creation process and cannot be interrupted.

Tasks

Brew a Stronger Coffee: Intelligence (alchemist's tools) DC 15

No Sleep Until Dawn: Constitution DC 15

Results

Critical Success: Finished with time to spare. -3 days.

Success: Just in time. No adjustment.

Failure: Finished, but missed something. 1 quirk.

Critical Failure: Wasted effort. +10% cost, +1 day.

10-14

Challenging Construction

One or more elements of the creation process are particularly difficult to execute.

Tasks

Blueprint and Plan: Intelligence (Arcana) DC 10 + item rarity

Rely on Your Craftsmanship: Applicable ability (artisan's tools) DC 10 + item rarity

Results

Critical Success: Challenge exceeded. -5% cost, -1 day.

Success: Challenge overcome. No adjustment.

Failure: Construction proved costly. +5% cost.

Critical Failure: Construction botched. +10% cost, 1 flaw.

15-19

Contradictory Instructions

Two respected sources disagree vehemently on the next stage in the creation process.

Tasks

Invent a Middle Path: Intelligence (Arcana) DC 10 + item rarity

Trust Your Instinct: Wisdom (Arcana) DC 10 + item rarity

Results

Critical Success: Best of both worlds. -5% cost, -1 day.

Success: Contradiction resolved. No adjustment.

Failure: Misstep. +5% cost, +1 day.

Critical Failure: Worst of both worlds. +10% cost, +1 day.

20-23

Distracting Visitor

An unwanted interloper shows up while you're trying to work, making it challenging to concentrate.

Tasks

Ignore the Distraction: Intelligence DC 10 + item rarity

Send them Away: Charisma (Intimidation or Persuasion) DC 15

Results

Critical Success: Unexpected helpfulness. -5% cost, -1 day.

Success: Short chat. No adjustment.

Failure: Distracted. +1 day, 1 quirk.

Critical Failure: Offended visitor interferes. +5% cost, +1 day, 1 flaw.

24-28

Emotional Requisite

The item's creation requires you to harness a specific raw emotion.

Tasks

Elicit through Performance: Charisma (Performance) DC 15

Manipulate Others: Charisma (Deception) DC 15

Results

Critical Success: Power from emotional surge. -5% cost, 1 perk.

Success: Harnessed emotions. No adjustment.

Failure: Tepid emotions. +5% cost, 1 quirk.

Critical Failure: Interference from opposing emotions. +10% cost, 1 flaw.

29-33

Energy Overload

A sudden surge of energy builds up within the item, threatening to damage or destroy it.

Tasks

Channel into Yourself: Constitution save DC 10 + item rarity

Divert to Another Item: Applicable ability (artisan's tools) DC 15

Results

Critical Success: Overload leveraged. -5% cost, 1 perk.

Success: Overload diverted. 1 quirk.

Failure: Expensive damage. +10% cost, 1 flaw.

Critical Failure: Eldritch explosion. Creators take 6d6 points of fire damage. Item destroyed. Lose 25% of the item's base creation cost and start over.

34-38

Exotic Flower

The item's creation requires a rare flower, which only grows in the most remote, difficult-to-reach places.

Tasks

Climb the Mountain: Strength (Athletics) DC 10 + item rarity

Narrow the Search: Intelligence (cartographer's tools) DC 10 + item rarity

Results

Critical Success: Perfect specimen. -5% cost, 1 perk.

Success: Great view from the top. No adjustment.

Failure: Wilted lily. 1 quirk.

Critical Failure: Wrong flower. +3 days, 1 flaw.

39-42

Forbidden Requisite

The item's creation requires it to be brought to an archmage's private laboratory, a temple's most sacred chamber, or some other location which is forbidden to you.

Tasks

Official Inspection: Charisma (Deception) DC 10 + item rarity

Sneak In: Dexterity (Stealth) DC 10 + item rarity

Results

Critical Success: Auspicious convergence. -1 day, 1 perk.

Success: Enough time for the ritual. No adjustment.

Failure: Misaligned location. +1 day, 1 quirk.

Critical Failure: Deleterious convergence. +3 days, 1 flaw.

43-47

Fragile Components

Some of the most important components of the item are extremely fragile.

Tasks

Reinforce the Design: Applicable ability (artisan's tools) DC 10 + item rarity

Use a Delicate Touch: Dexterity DC 15

Results

Critical Success: Flawless components. -10% cost.

Success: Undamaged components. No adjustment.

Failure: Damaged components. +5% cost, +1 day.

Critical Failure: Item destroyed. Lose 25% of the item's base creation cost and start over.

48-52

Illegal Components

One or more of the necessary components is completely illegal, and needs to be acquired through criminal means.

Tasks

Entreat the Black Market: Charisma (Persuasion) DC 10 + item rarity

Smuggle it Yourself: Dexterity (Sleight of Hand) DC 15

Results

Critical Success: Sell surplus to a fence. -10% cost.

Success: Found just enough. No adjustment.

Failure: Failed procurement. +5% cost, +1 day.

Critical Failure: Caught and fined. +10% cost, +3 days.

53-57

Incomplete Instructions

You discover that the creation process is incomplete, and must search for a rare tome in a large library for the missing information.

Tasks

Scan the Shelves: Wisdom (Perception) DC 15

Search the Index: Intelligence (Investigation) DC 10 + item rarity

Results

Critical Success: Expedient search. -3 days.

Success: Found it! -1 day.

Failure: Lengthy search. +3 days.

Critical Failure: Huge delays and fees. +5% cost, +7 days.

58-61

Interesting Offer

A shady figure approaches you with an offer that would make completing the item faster and cheaper.

Tasks

Discern True Worth: Wisdom (Insight) DC 15

Incorporate Offer: Intelligence (Arcana) DC 10 + item rarity

Results

Critical Success: It actually worked! -5% cost, -1 day, 1 quirk.

Success: Avoid mischief. No adjustment.

Failure: Not exactly as advertised. +1 day, 1 flaw.

Critical Failure: Completely duped. +5% cost, +1 day, 1 flaw.

62-66

Intrusive Spirit

The item's creation draws the attention of a wandering spirit with some affinity for it.

Tasks

Coax Spirit: Charisma (Persuasion) DC 10 + item rarity

Remove Spirit: Intelligence (Religion) DC 10 + item rarity

Results

Critical Success: Spirit's boon. -5% cost, 1 perk.

Success: Spirit works with you. -5% cost, 1 quirk.

Failure: Spirit interferes with you. +5% cost, 1 flaw.

Critical Failure: Spirit's wrath. Item creation proceeds as normal but it becomes a cursed item.

67-71

Powdered Gemstone

The item's creation requires a gemstone crushed by mortal hands.

Tasks

Crushing Strength: Strength DC 10 + item rarity

Gemcutter's Trick: Wisdom (jeweler's tools) DC 15

Results

Critical Success: Finest powder. -10% cost.

Success: Diamond dust. No adjustment.

Failure: Shattered sapphire. 1 quirk.

Critical Failure: Ruined ruby. +10% cost, +1 day.

72-76

Semi-Sentient Components

Somehow, one or more of the item's components have developed a limited intelligence.

Tasks

Coax Sentience: Intelligence (Arcana) DC 10 + item rarity

Herd Components: Wisdom (Animal Handling) DC 10 + item rarity

Results

Critical Success: Item creation proceeds as normal but it becomes an intelligent item of your alignment.

Success: Components work with you. 1 perk.

Failure: Components sabotage the item. +5% cost, 1 flaw.

Critical Failure: Item creation proceeds as normal but it becomes an intelligent item of a contrary alignment.

77-81

Sesquipedelian Elucidation

The instructions for the next stage are nearly impossible to understand due to abstruse language.

Tasks

Arcane Vocabulary: Intelligence (Arcana) DC 10 + item rarity

Consult a Dictionary: Intelligence (Investigation) DC 15

Results

Critical Success: Master of erudition. -5% cost, -1 day.

Success: Instructions elucidated. -1 day.

Failure: Nonplussed. +3 days.

Critical Failure: Confounded. +5% cost, +3 days.

82-85

Structural Flaw

Partway through the creation process, you notice a flaw in the item's physical construction.

Tasks

Examine Flaw: Wisdom (Perception) DC 15

Turn to Your Advantage: Applicable ability (artisan's tools) DC 10 + item rarity

Results

Critical Success: Surprising benefits. -10% cost, +1 day, 1 perk.

Success: Meticulousness pays off. -5% cost, +1 day.

Failure: Insurmountable flaw. +5% cost, +3 days.

Critical Failure: Item destroyed in repair attempt. Lose 25% of the item's base creation cost and start over.

86-90

Toxic Reaction

You accidentally create a cloud of poisonous fumes when two components react with each other.

Tasks

Create Antidote: Wisdom (Medicine) DC 10 + item rarity

Hold Your Breath: Constitution save DC 15

Results

Critical Success: Strange result. -5% cost, 1 quirk.

Success: Don't do that again. No adjustment.

Failure: Limited damage. +5% cost, 1 quirk.

Critical Failure: Expensive damage. +10% cost, 1 flaw. Creators take 6d6 points of poison damage.

91-95

Traditional Difficulty

The creation process has run into a difficulty shared by many other crafters in the past.

Tasks

Learn from History: Intelligence (History) DC 10 + item rarity

Solve It Yourself: Intelligence (Arcana) DC 15 + item rarity

Results

Critical Success: An amazing workaround overcomes the issue. -10% cost.

Success: Stumble avoided. No adjustment.

Failure: Doomed to repeat the same mistake. +5% cost, +1 day.

Critical Failure: Mistakes result in disaster. +10% cost, 1 flaw.

96-00

Class-Specific Challenges

To generate a class-specific challenge, determine which of the following challenges applies to at least one creator working on the item and pick one randomly from among those options. If none of these applies, choose a fitting challenge from the previous section.

Cleric

Crisis of Faith

During the creation process, you experience ill omens from your patron deity that make you question your very faith.

Tasks

Persevere: Wisdom save DC 15

Search for Answers: Wisdom (Religion) DC 10 + item rarity

Results

Critical Success: Perseverance pays off. 1 perk.

Success: Crisis overcome. No adjustment.

Failure: Shaken faith. +5% cost, +1 day, 1 quirk.

Critical Failure: Patron's ire. +10% cost, +1 day, 1 flaw.

Cleric

Sign from the Gods

During the creation process, you receive signs that indicate your patron's favor.

Tasks

Donate to the Faith: Donate 5% of the item's base creation cost or more to your temple

Offer Prayers of Thanks: Intelligence (Religion) DC 10 + item rarity

Results

Critical Success: Divine intervention. -3 days, 1 perk.

Success: Favor's blessing. 1 perk.

Failure: Ingratitude's comeuppance. 1 flaw.

Critical Failure: Patron's ire. +10% cost, +1 day, 1 flaw.

Druid

Natural Disaster

During a stage of the item's creation in a natural setting, there's an unexpected natural disaster.

Tasks

Harness the Power: Intelligence (Nature) DC 10 + item rarity

Take the Proper Precautions: Wisdom (Survival) DC 10 + item rarity

Results

Critical Success: Shaped by the disaster's power. -10% cost, 1 quirk, 1 perk.

Success: Danger avoided. 1 quirk.

Failure: Damaging disaster. +10% cost, +3 days.

Critical Failure: Disastrous consequences. Item destroyed. Lose 25% of the item's base creation cost and start over. Creators take 6d6 points of damage of a type appropriate to the disaster.

Druid

Natural Wonder

During a stage of the item's creation in a natural setting, a rare wonder of nature reveals itself.

Tasks

Reflect on the Wonder's Beauty: Applicable ability (artisan's tools) DC 10 + item rarity

Show Respect for Nature: Intelligence (Nature) DC 10 + item rarity

Results

Critical Success: Wondrous boon. -10% cost, 1 perk.

Success: Inspiring wonder. -5% cost, 1 quirk.

Failure: Ephemeral wonder. +1 day, 1 quirk.

Critical Failure: Distracting wonder. +3 days, 1 quirk.

Sorcerer

Instability from Within

Something within you emerges at an inopportune time and threatens the item's creation.

Tasks

Account for the Instability: Intelligence (Arcana) DC 10 + item rarity

Roll with It: Charisma DC 15

Results

Critical Success: Instability exploited. -10% cost, 1 quirk.

Success: Instability avoided. No adjustment.

Failure: Erratic item. +5% cost, 1 quirk.

Critical Failure: Unstable item. +5% cost, 1 quirk, 1 flaw.

Perks

Perks are beneficial adjustments to an item, often gained from critical success at a challenge. Reroll duplicates and perks that don't fit the item. Feel free to invent your own perks or apply an appropriate perk without rolling.

01-05Compass: The bearer of the item can use it to determine which way is north.
06-10Delver: The bearer of the item can use it to determine how far underground they are.
11-15Dragon Bane: The weapon deals 1 additional point of damage against draconic creatures.
16-21Dread: The item has an ominous appearance, and grants a +1 bonus on intimidation checks.
22-26Foe of Giants: The weapon deals 1 additional point of damage against giant creatures.
27-31Hushed: The item dampens sound, and grants a +1 bonus on stealth checks.
32-36Key: The item acts as a key to unlock a specific container, door, or other physical barrier.
37-42Lightweight: The item weighs half as much as normal.
43-47Messenger: Once per week, the item can transform into an animal and deliver a message as the animal messenger spell.
48-52Perfectly Mundane: The item appears as though it were completely non-magical.
53-57Portal Key: The item acts as a key to open a specific teleportation or planar portal.
58-63Preserving: The item grants a +1 bonus to armor class and saving throws against undead creatures.
64-68Resizing: This item automatically resizes itself to match the size of its bearer. The size change takes 1 minute.
69-73Sacred: The item glows with the image of its creator's holy or unholy symbol, counting as a holy or unholy symbol for all purposes.
74-79Salubrious: The bearer of this item regains 1 additional hit point from any magical effect that causes her to regain hit points.
80-84Sympathetic: The item radiates a sympathetic aura, and grants a +1 bonus on persuasion checks.
85-89Undead Bane: The weapon deals 1 additional point of damage against undead creatures.
90-94When Orcs are Near: The item glows when a specific type of creature is nearby.
95-00Wild: The item resonates with the natural world, and grants a +1 bonus on nature checks.

Quirks

Quirks are oddities that make an item unusual in a way that's generally neither positive nor negative, or may be a little of both. Feel free to invent your own quirks or apply an appropriate quirk without rolling.

Item crafting dmg 5e 2
01-03Aberrant: The item has eyes, maws, and tentacles, though this has no additional effect.
04-07All About that Bass: The bearer's voice deepens an octave.
08-11Bearding: The bearer grows a fine dwarven beard, which grows anew every dawn if it is trimmed or cut off.
12-15Bloodthirsty: The item shakes slightly whenever blood is spilled within 20 feet of it.
16-19Color-Shifting: The color of the bearer's eyes, hair, or skin changes when she carries or wears the item.
20-23Convergent: The item is connected to another plane, bringing its bearer into telepathic contact with an otherworldly entity. The entity can communicate with the bearer to serve its own ends. Choose an appropriate entity or choose randomly from among outsider subtypes. The entity shouldn't be a being that can cause harm to the bearer through telepathic contact, such as a star-spawn of Cthulhu.
24-26Decorous: The item activates only if the user says 'please' and ceases function for 1 hour if the user doesn't thank it afterward.
27-30Decrepit: The item looks extremely old, worn, rusted, or otherwise of low quality, hiding its true power.
31-34Dirty: The item is always covered in dirt or mud, no matter how often it is washed or cleaned.
35-38Flaw: Roll on the table of flaws instead.
39-42Glittering: The item leaves a trail of glowing, magical motes as it moves. They dissipate after 1 round. This effect can be activated or deactivated with a command word.
43-46Levitating: This item always floats slightly above the ground when laid down, dropped, or otherwise unattended.
47-50Loyal: The item offers a perk (determined randomly upon creation) when used by one of its creators, but it presents a flaw (determined randomly upon creation) for all other users.
51-53Magnificent: The item looks more powerful and valuable than it actually is.
54-57Noisy: The item makes an odd though not particularly loud noise when in use, such as a mace that squeaks when it's swung.
58-61Perk: Roll on the table of perks instead.
62-65Pristine: The item is always clean, no matter how dirty everything else is.
66-69Scaly: Scaled skin covers this item, which occasionally sheds the skin and grows a new one.
70-73Seems Heavy: Until the bearer has attuned to the item, it weighs twice as much as normal.
74-77Slimy: The item is covered in putrid slime, which seeps out to cover the bearer as well.
78-80Soprano: The bearer's voice rises by an octave.
81-84Spiritbound: The item's reality is imprinted onto its intended owner (creator's choice), such that the item simply doesn't exist outside of that owner's possession. The item can't be lost or stolen, and it also can't be sold or transferred.
85-88Unusual Coloration: The item is an odd color for an item of its type, such as a sword that is bright pink.
89-92Unusual Material: The item appears to be made of an odd material for an item of its type, such as plate armor made of carved wood.
93-96Verdant: Leaves, moss, and vines cover the item, and leaves sprout from the targets of the item's effects.
97-00Wet: The item and bearer are constantly soaking wet. This grants a -1 penalty on saves against cold and electricity, but a +1 bonus on saves against fire.

Flaws

Flaws are adjustments to an item that are detrimental in nature. Most are similar to curses, but not nearly as damaging or restrictive to the bearer. Whenever a challenge would add a flaw to an item, roll on the following table. Reroll duplicates and flaws that do not fit the item. Feel free to invent your own flaws or simply choose an appropriate one.

01-05Adhesive: The item is covered in webs or sticky slime, and tends to stick to things. Most of the time, this is just random bits of debris and insects.
06-10Allergic: The item is sensitive to the presence of a particular type of creature, and ceases to function whenever it is within 30 feet of such a creature.
11-15Backlash: When attacking with or activating the item, the bearer takes 1d6 points of damage from magical energy backlash.
16-21Covetous: The bearer becomes obsessed with material wealth.
22-26Fey-lit: The bearer is constantly surrounded by colorful light, as if affected by the spell faerie fire.
27-31Hallucinogenic: The bearer sees and hears mild hallucinations. While readily discernible as such, these hallucinations still impose a -1 penalty on perception and initiative checks.
32-36Heavy: The item weighs twice as much as normal.
37-42Insulting: The item constantly and loudly insults anyone around it. Silence and similar spells can suppress the sound as normal.
43-47Magnetic: The item is slightly magnetic, and tends to stick to ferrous objects. Most of the time, this is just random bits of iron and cutlery.
48-52Nighthawk: The item doesn't function in daylight, whether natural or magical.
53-57Obedient: The bearer takes a -1 penalty on saves against effects that exercise mental control. This includes all mind-affecting charm or compulsion effects, as well as any effect the DM deems appropriate.
58-63Paranoid: The bearer no longer trusts anyone and must attempt saving throws against all abilities and spells but her own, even those that are harmless.
64-68Possessive: The bearer does not want to give up the item under any circumstances, and suffers withdrawl effects if denied access to it.
69-73Prideful: The item doesn't allow its bearer to attune to other magic items. Other items already attuned to the bearer reamin so until their attunement ends.
74-79Singing: The item constantly sings in a loud voice. Silence and similar spells can suppress the sound as normal.
80-84Slippery: The bearer must occassionally make a Dexterity save against DC 15 or drop the item.
85-89Slothful: The bearer must rest for 12 hours each day to gain the benefits of a full night's rest, ignoring effects that reduce the amount of sleep needed. This can affect the bearer's ability to prepare spells or regain spell slots.
90-94Uncivilized: The item doesn't function in any area that would count as urban terrain.
95-00Zealous: The item functions only for worshipers of the creator's patron deity. If more than one creator qualifies, roll randomly between their patron deities.

For those who know me, or have been reading this blog since its inception, it comes as no surprise that I’m less than satisfied with the crafting rules of 5e. The good side of them is that even magic items don’t cost XP (because charging XP turns it into something like an in-character currency, and that’s weird), and you don’t have to spend character-build currency (skill proficiencies, feat slots, whatever) on improving a downtime action before you know if the DM will give you time to use those abilities. The bad side… well, there’s nothing to interact with in the system other than ticking one number down and another number up, for what may be an incredibly long time.
To understand where I’m coming from on this, read this post. Back when I wrote it, I had no idea that 5e was… relatively speaking… just around the corner. Well, okay, almost four years off, but whatever.
Let’s look at what’s there in the 5e crafting system, understanding that here I’m only interested in magic item crafting.

  • Items have a creation cost, in gold pieces. This is incidentally the same as their sale price. Creation cost scales based on the item’s rarity.
    • That’s kind of a problem, as the d100 roll to determine negotiated sale price is usually less than 100% of the sale price itself. There are World Logic issues here that the game asks you to simply ignore. The game would pay an unacceptable cost in usability and tone if they had attempted to implement a fully consistent magic item economy – 3.x tries, and the results are mixed at best.
    • It isn’t explicit here, but I assume that you should halve creation costs for one-shot items like potions and scrolls. I can’t find a rule like that right now, but I think it’s somewhere in the DMG… selling price or something, I dunno.
  • Items have a minimum level. Minimum level scales based on the item’s rarity. This is your minimum character level, not your minimum class level in a spellcasting class.
    • A little weird, but they kind of address the spellcasting minimum with…
  • If the item produces a particular spell effect, it has to come from the spellcaster(s) creating the item. You’re not going to find a lot of items producing spell effects of 6th level or above, other than spell scrolls, but that’s fine. Anyway, this produces a minimum class level requirement.
    • If there are spell components for that spell, you pay those either once ever, or once per day of crafting, depending on whether the magic item produces that effect once or more regularly.
  • At the DM’s discretion, the crafter may need a formula specific to the item in question.
    • This is a lot more data to track, but it’s also a lot more loot to hand out. If you can make PCs happy that they’ve found a formula (along with other loot, presumably), you’re doing well – and this is one of the things that MMOs such as World of Warcraft get very right.
  • At the DM’s discretion, there may be additional requirements such as crafting in a particular place.
    • I recommend not doing this for the majority of items, because it results in one character’s decision to create a magic item taking over the whole story. If it’s a plot-important magic item, that’s another matter entirely… but then the rest of the magic item creation rules may not be well-suited to that situation.
  • The PC(s) work their way from 0 to the item’s creation cost, at 25 gp per person per day.
    • The book mentions that you could speed this up if you wanted, just like you could retune the prices for each rarity of item. If you’re at all friendly to the idea of PCs making the more powerful magic items, I’d suggest that you increase the crafting rate, lower the creation costs, or both, because spending 365 days a year for almost five and a half years of in-game time to make a Very Rare item is probably not fun for anyone who isn’t involved in that project… and it’s only fun for those who are because you can fast-forward to the end.
  • Multiple characters can work together, but you can only contribute if you meet the prerequisites. If there are no specific spell requirements, the traditional four-character team has two characters who can contribute. The others need to be out there bringing in money to cover living expenses and item-creation expenses.

Crafting In Dnd 5e

For this particular idea, I wanted to change as little as possible. Everything in the above breakdown remains true, but also:

  • There is a list of component items, which have the same rarity levels as magic items.
    • I’ve skipped Common, though, because there’s not much need to add interest to the four-or-so Common items in the game.
  • Component items are not required for crafting. Instead, they alter the crafting process in one of two ways:
    • by replacing gold piece cost (for example, this hanged man’s tongue – an uncommon component – replaces 150 gp of the creation cost of an amulet of proof against detection and location), or
    • by accelerating the daily progress (for example, this eagle stone triples daily progress for three days on bracers of archery).
      • Replacing gold piece cost does not, in itself, accelerate progress. It generally takes five to ten components to replace 100% of the cost.
      • Each item has one component that replaces a large amount of cost, one component that replaces about half that amount of cost, and one component that accelerates progress by (multiplier) for (number of days).
  • A component’s effect is idiosyncratic to the magic item you’re making. That is, an eagle stone might accelerate progress on one item, replace gold piece cost on another, and replace a different amount of cost on a third.
    • The point of this is to muddy the waters when it comes to pricing the components. I specifically don’t want players to look at it as a molecule-thin mask on the existing creation cost – I’m trying to accomplish something else here.
  • The primary way to obtain components is from the same adventuring activities you’re otherwise performing. The thing I’m changing to bring this about is the randomized treasure tables.
    • If components are replacing a magic item you would otherwise receive, you get a decent number of components of the same rarity as the item you would have received. Probably 3-5 components.
    • If components are in addition to receiving magic items and cash, you gain fewer of them, but they’re a pure bonus, so who cares?
    • There is also a treasure table for when you’re handing out loot that isn’t otherwise randomized.
    • The point here is that if the DM chooses the components PCs receive (other than times when you’ve gone out of your way to seek whatever-it-is), it influences their choices of what to make, or seems to indicate that the DM wants them to make one thing or another. This is one of the few areas of the game where I think it’s best to remove DM agency.
  • You can sometimes buy components in the open market. There’s a treasure table for that, too, giving you both the specific items available for sale and what the merchants want for them. There may be some directives on how long it takes the merchants to cycle out their stock.
  • Some components can be transmuted or refined into other components, to make sure that lower-grade components remain interesting and to add another layer of player influence over what they make. If at first you don’t get the right components to make what you want, you can either keep trying your luck (on adventures, traveling to distant markets, and maybe other means), or you can use a spot of alchemy.

The downside of this is that it does add a certain amount of bookkeeping – lists of components you’ve acquired, notes on what you can do with them, and notes on how where things are in consuming them to make magic items.
This is all a work in progress; the data-generation alone is about 5% complete, to say nothing of ironing out bugs. I’m hoping that when it’s done, I can publish a PDF that adds incentives to use the crafting system and gives the players intriguing pieces of treasure along the way – so that DMs can hand out rewards that feel like rewards, but aren’t ever-larger piles of currency or new magic items. Comments welcome!

You can buy my recent work, Ki Unleashed, online today.

The Myriad Pathways of KiKi is so much more than a monk’s personal reservoir of power. Its nature defies definition and comprehension. For some, it reconnects the dead with the living. Others use it to armor themselves against the powers of dream and nightmare or emulate the instinct and ferocity of wild animals. The monastic traditions herein describe those approaches to ki and the search for enlightenment.

Dnd 5e Items List

Find Ki Unleashed on DriveThruRPG, from Tribality Publishing.