5e Dynamic Magic Item Creation

Based upon work from Pathfinder Unchained by Paizo Inc.

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 Rarity Minimum Crafter Level Base Cost Base Time Random Challenges Task DC Adjustment Common 3rd 100 gp 1 day 1 — Uncommon 3rd 500 gp 3 days 1 +2 Rare 6th 5000 gp 7 days 2 +4 Very Rare 11th 50,000 gp 21 days 4 +6 Legendary 17th 500,000 gp 70 days 8 +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 Attempted Both Tasks Attempted Challenge Result — Succeed at both Critical success Succeed Succeed at one and fail the other by less than 5 Success Fail Succeed at one and fail the other by 5 or more Failure — Fail both Critical 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. 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 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 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. 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 Challenge

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.

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

01-03 Aberrant: The item has eyes, maws, and tentacles, though this has no additional effect. 04-07 All About that Bass: The bearer's voice deepens an octave. 08-11 Bearding: The bearer grows a fine dwarven beard, which grows anew every dawn if it is trimmed or cut off. 12-15 Bloodthirsty: The item shakes slightly whenever blood is spilled within 20 feet of it. 16-19 Color-Shifting: The color of the bearer's eyes, hair, or skin changes when she carries or wears the item. 20-23 Convergent: 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. 24-26 Decorous: The item activates only if the user says "please" and ceases function for 1 hour if the user doesn't thank it afterward. 27-30 Decrepit: The item looks extremely old, worn, rusted, or otherwise of low quality, hiding its true power. 31-34 Dirty: The item is always covered in dirt or mud, no matter how often it is washed or cleaned. 35-38 Flaw: Roll on the table of flaws instead. 39-42 Glittering: 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. 43-46 Levitating: This item always floats slightly above the ground when laid down, dropped, or otherwise unattended. 47-50 Loyal: 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. 51-53 Magnificent: The item looks more powerful and valuable than it actually is. 54-57 Noisy: The item makes an odd though not particularly loud noise when in use, such as a mace that squeaks when it's swung. 58-61 Perk: Roll on the table of perks instead. 62-65 Pristine: The item is always clean, no matter how dirty everything else is. 66-69 Scaly: Scaled skin covers this item, which occasionally sheds the skin and grows a new one. 70-73 Seems Heavy: Until the bearer has attuned to the item, it weighs twice as much as normal. 74-77 Slimy: The item is covered in putrid slime, which seeps out to cover the bearer as well. 78-80 Soprano: The bearer's voice rises by an octave. 81-84 Spiritbound: 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. 85-88 Unusual Coloration: The item is an odd color for an item of its type, such as a sword that is bright pink. 89-92 Unusual 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. 93-96 Verdant: Leaves, moss, and vines cover the item, and leaves sprout from the targets of the item's effects. 97-00 Wet: 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.