Crafting Magic Items

For DMs

This is meant for a campaign where magic items are pretty commmon. If magic items are few and far between then the standard rules make more sense.

The crafting time might seem super quick, but keep in mind that this is specifically for a campaign where players don't have a lot of time\recources. If neccessary you can always say the item needs a special component and have them quest for it.

I also wouldn't allow your players to make legendary items in general, although with the type of game this is made for that shouldn't be a problem.

Lastly, keep in mind that creating a magic item could have strange effects, like causing a bright light visible for miles on creation, or a hideous noise that attracts every cat in the city. Perhaps it could even attract the attention of a lich if the item is powerful enough. Manipulating powerful magic should not be taken for granted.

If you want to add an element of danger but don't want to throw things off too much you could have the creature that creates the item roll a die (i recomend a d4 for max chaos) and if they roll a certain number they must roll on the Magic Surge table.

Materials

This is where you gather the components needed to create the item. Depending on the rarity of the item or the composition of the item you may have to quest for materials, but if not then the cost to make the item is half of what it would normally cost. If the item is a consumable then the cost is 1/4th the regular price.

The exception to this rule is wands and staffs, which require an Arcane Focus of the appropriate type as their material cost and nothing else (excepting special materials determined by your DM). At your DM's discretion you may be able to craft one of these using the rules on this page.

You must have all the neccessary items and materials before you can begin crafting the item.

Time

The amount of time neccessary is dependant on the rarity of the item, as shown on the table below. This time does not have to be consecutive and can be done in bits and pieces.

Rarity Hours Required Commmon 4 hours Uncommon 8 hours Rare 24 hours Very Rare 72 hours Legendary 168 hours

Magic

In order to craft certain item you might be required to have the ability to cast spells or to cast specific spells. This is mostly determined by your DM but if an item allows you to cast a certain spell you must know that spell and have it prepared whenever you work on the item. You must also "cast" the spell into the item every hour you work on the item. Doing so does not actually cause the effects to manifest but instead helps to imbue the spell in the item.

If the item does not require a specific spell you instead expend a spell slot for every hour dependent on the rarity of the item as seen below.

Rarity Spell Slot Required Commmon 1st level Uncommon 2nd level Rare 3rd level Very Rare 4th level Legendary 5th level

Crafting the item

In order to craft the item you must have the appropriate tools on hand. For example. woodcarvers tools for a wand or smiths tools for a weapon. If you are proficient with the appropriate item you can add your Proficiency bonus to the following check.

When you have completed the time neccessary to attempt crafting the item you make an Intelligence check to attempt to create the item. The DC is dependent on the rarity. If you fail the check you can attempt it again over the course of an hour. If you Critically fail the check you must start the time portion over again. If you Critically succeed you create the item and can attune and un-attune to it as an action as opposed to over an hour. This effect is permenant.