Item Crafting Dmg 5e

  1. To quote the DMG, 'magic items are the DM’s purview, so you decide how they fall into the party’s possession.' There's separate rules for crafting magic items in DMG chapter 6. These rules require the crafter to be a spellcaster of a certain level and acquire a formula for the item; progress is made at a rate of 25 gp per day.
  2. To quote the DMG, 'magic items are the DM’s purview, so you decide how they fall into the party’s possession.' There's separate rules for crafting magic items in DMG chapter 6. These rules require the crafter to be a spellcaster of a certain level and acquire a formula for the item; progress is made at a rate of 25 gp per day.

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.

IMPORTANT NOTICE: Although this crafting system leverages many existing mechanics published under the 5e SRD and OGL, the final product is completely home-brewed.The finer details of this system are still being revised, and those changes will slowly be introduced into this document. However, the system as a whole is totally functional and ready to be used in any campaign. Crafting a magic weapon requires one day for each 1,000 gp value of the base price. Item Creation Feat Required. Craft Magic Arms and Armor. Creating Potions. The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. Can certain crafting activities be performed while traveling? This obviously depends on what kind of crafting is being performed—I don't see how a blacksmith could bring his forge and anvil with him on an adventure. However, I don't know why it would be so difficult for a painter, a leatherworker, or a jeweler to craft an item while traveling. Item Crafting Rules for 5e. From Charles Stapleford. ADD TO WISHLIST PDF $. The final selling price of the blade should be between 200-300 which is the recommended price in the DMG for a magic item of this rarity, and represents the total cost of production (182 gp), plus labor (2 people, 2 days), plus any other mark-up they decide to add.

Dmg

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. Find Ki Unleashed on DriveThruRPG, from Tribality Publishing.

Feat Category – Item Creation

Item Crafting Dnd 5e

‹‹ previous1next ›› (total 76 items)

Item Crafting Dmg 5e 2

Feat nameShort descriptionRulebook
Attune GemYou can magically imbue gems to hold a spell until ...Magic of Faerun
Attune Magical WeaponThrough your study of magic weapons, you have become adept ...Eberron Campaign Setting
Bind ElementalYou can craft magic items that use bound elementals for ...Eberron Campaign Setting
Brew PotionYou can create potions, which carry spells within themselves. See ...Player's Handbook v.3.5
Construct GrafterYou can apply consiruci grafts to other living creatures or ...Faiths of Eberron
Craft Aboleth GlyphAn aboleth with this feat can create magic glyphs that ...Lords of Madness
Craft Alchemical itemYou are capable of creating alchemical items and substances.Unearthed Arcana
Craft Cognizance CrystalYou can create psionic cognizance crystals that store power points.Expanded Psionics Handbook
Craft ConstructA creature with this feat can create golems and other ...Monster Manual IV
Craft ConstructA creature with this feat can create golems and other ...Monster Manual III
Craft ConstructA creature with this feat can create golems and other ...Monster Manual v.3.5
Craft Contingent SpellYou know how to create contingent spells, which are semipermanent ...Unapproachable East
Craft Contingent SpellYou know how to attach semipermanent spells to a creature ...Complete Arcane
Craft Crystal CapacitorYou can create psionic crystal capacitors that store power points ...Psionics Handbook 3.0
Craft Crystal WeaponYou can create magic weapons from Kuni crystal, which is ...Oriental Adventures
Craft DorjeYou can create slender crystal wands called dorjes than can ...Psionics Handbook 3.0
Craft DorjeYou can create slender crystal wands called dorjes than manifest ...Expanded Psionics Handbook
Craft Epic Magic Arms and ArmorYou can craft magic arms and armor of epic power.Epic Level Handbook
Craft Epic RodYou can craft magic rods of epic power.Epic Level Handbook
Craft Epic StaffYou can craft magic staffs of epic power.Epic Level Handbook
Craft Epic Wondrous ItemYou can craft wondrous items of epic power.Epic Level Handbook
Craft Magic Arms and ArmorYou can create magic weapons, armor, and shields.Player's Handbook v.3.5
Craft Masterwork ArmorYou are trained in the creation of fi ne armor ...Unearthed Arcana
Craft Masterwork Ranged WeaponYou are trained in the creation of fi ne ranged ...Unearthed Arcana
Craft Masterwork WeaponYou are trained in the creation of fi ne melee ...Unearthed Arcana
Craft PsicrownYou can create psicrowns, which have multiple psionic effects.Expanded Psionics Handbook
Craft Psionic Arms and ArmorYou can create psionic weapons, armor, and shields (se Chapter ...Psionics Handbook 3.0
Craft Psionic Arms and ArmorYou can create psionic weapons, armor, and shields.Expanded Psionics Handbook
Craft Psionic ConstructYou can create golems and other psionic automatons that obey ...Expanded Psionics Handbook
Craft Psionic SealA creature with this feat can create psionic glyphs or ...Lords of Madness
Craft RodYou can create magic rods, which have varied magical effects.Player's Handbook v.3.5
Craft Rune CircleYou can create rune circles, stationary magic items that hold ...Races of Stone
Craft ScepterYou know the ancient Netherese secret of creating magic scepters-- ...Lost Empires of Faerun
Craft Skull TalismanYou can create skull talismans, which carry spells within themselves ...Frostburn
Craft StaffYou can create magic staffs, each of which has multiple ...Player's Handbook v.3.5
Craft TalismanYou can create magic fetishes, single-use magic items that hold ...Oriental Adventures
Craft Universal ItemYou can create miscellaneous psionic items, such as third eyes ...Psionics Handbook 3.0
Craft Universal ItemYou can create universal psionic items, such as a third ...Expanded Psionics Handbook
Craft WandYou can create wands, which hold spells (see the Dungeon ...Player's Handbook v.3.5
Craft Wondrous Item You can create a wide variety of magic items, such ...Player's Handbook v.3.5
Create InfusionYou store a divine spell within a specially prepared herb ...Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Create PortalYou have learned the ancient craft of creating a portal, ...Forgotten Realms Campaign Setting
Deathless FleshgrafterYou can grow and graft the tissues and body parts ...Magic of Eberron
Dorje MasteryPsionic dorjes are more potent in your hands.Magic of Eberron
Eldeen PlantgrafterYou can create and apply plant grafts onto others, granting ...Magic of Eberron
Elemental GrafterYou can create and apply elemental grafts onto others, granting ...Magic of Eberron
Encode StoneYou can create power stones, from which you or another ...Psionics Handbook 3.0
Enhance ItemYou can increase the minimum DC for saving throws of ...Epic Level Handbook
Etch SchemaYou can create a minor schema.Magic of Eberron
Exceptional ArtisanYou are an expert at creating magic items faster than ...Eberron Campaign Setting
Extra RingsYour familiarity with forging magic rings allows you to make ...Eberron Campaign Setting
Extraordinary ArtisanYou are an expert at creating magic items at a ...Eberron Campaign Setting
Forge Epic RingYou can craft magic rings of epic power.Epic Level Handbook
Forge RingYou can create magic rings, which have varied magical effects.Player's Handbook v.3.5
Graft FleshYou can apply a certain type of grafts to other ...Fiend Folio
Graft FleshYou can apply a certain type of graft to other ...Lords of Madness
Graft FleshYou can apply a certain type of grafts to other ...Libris Mortis: The Book of the Dead
Graft Illithid FleshYou can apply illithid grafts to other living creatures or ...Underdark
Graft Yuan-Ti FleshYou can apply yuan-ti grafts to other living creatures or ...Serpent Kingdoms
Grell AlchemyA creature that has this feat has studied the alien ...Lords of Madness
Imprint StoneYou can create power stones to store psionic powers.Expanded Psionics Handbook
Improved Flight ItemYou have learned to make use of the manifest zone ...Sharn: City of Towers
Inscribe RuneYou can create magic runes that hold spells until triggered.Forgotten Realms Campaign Setting
Inscribe RuneYou can create magic runes that hold spells until triggered.Player's Guide to Faerûn
Legendary ArtisanYou have mastered the method of creating magic items.Eberron Campaign Setting
Portal MasterYou are especially profi cient at creating portals--permanent magic devices ...Player's Guide to Faerûn
Sanctify RelicYou can create magic items that are imbued with a ...Magic Item Compendium
Sanctify RelicYou can create magic items that are imbued with a ...Complete Divine
Scribe ScrollYou can create scrolls, from which you or another spellcaster ...Player's Handbook v.3.5
Scribe TattooYou can create psionic tattoos, also called psionic circuits, which ...Psionics Handbook 3.0
Scribe TattooYou can create psionic tattoos, which store powers within their ...Expanded Psionics Handbook
Talented CrafterYou have an extraordinary talent for item creation.Unearthed Arcana
Tattoo MagicYou can create tattoos that store spells.Races of Faerun
Tattoo MagicYou can create tattoos that store spells.Lords of Darkness
Wand MasteryWands are far more potent in your hands.Eberron Campaign Setting
WyrmgrafterYou can apply draconic grafts to other living creatures or ...Races of the Dragon