Crafting A Magic Item 5e Dmg

Crafting A Magic Item 5e Dmg Average ratng: 8,2/10 2026 reviews
Questionable Arcana Crafting System
Item Crafting RulesArtwork Crafting Rules
The Artisan's Tools
Alchemist's SuppliesBrewer's Supplies
Calligrapher's SuppliesCarpenter's Tools
Cartographer's ToolsCobbler's Tools
Cook's UtensilsGlassblower's Tools
Jeweler's ToolsLeatherworker's Tools
Mason's ToolsPainter's Supplies
Poisoner's KitPotter's Tools
Smith's ToolsTinker's Tools
Weaver's ToolsWoodcarver's Tools
Other Homebrew Rules
Critical Hit ChartsWild Magic
More Martial ActionsD&D Drinking Game

Notes: I have a love/hate relationship with magic shields. Still, mechanical throughput issues notwithstanding, this is a dope item. As such, the crafting method should feel equally cool and epic. In this case, we’re back to an oil. I know I go to it a lot, but it’s versatile and fits different crafting methods.

  • This video explains what a players character needs to craft magic items. Skip navigation. D&D (5e): Calculating the Crafting Cost of a Permanent Magic Item. D&D 5e Magic-Item Over.
  • Magic Item Gold Piece Values. Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to match the new item to an item that is already priced that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Price Values. Multiple Similar Abilities.
  • Apr 01, 2019  Instead of altering the amount of magical items a party receives to compensate for this crafting system, couldn’t you just make the system require the use of pre-existing magic items? Like you deconstruct a magic item for X magic dust or essence or whatever, which always gives less GP value.
  • Jan 21, 2015  I want to add the effect of one magic item to another that I already have. They both occupy the same body slot and I have the Craft Wondrous Item feat. I'm not sure how to calculate the cost for doing so. The Magic Item Compendium covers this under Improving Magic Items on page 233 but the text confounds me. The example given there is with adding the effect of a Ring of Feather Falling to a.
Updates – 2017/05/30

Creating Magic Items In 5e

  • The crafting location contribution bonus now counts as progress towards building an artisan’s tool proficiency and expertise.
  • Gaining expertise now requires 15,000 GP(up from 10,000 GP) worth of crafting contributions.
  • Defined who is able to imbue magical items(magic users or non-magic users who have satisfied special conditions defined by the DM)

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. Furthermore, the rules and concepts discussed are intended to work in-tandem with the expanded artisan's tools rules found in Xanathar's Guide to Everything. If nothing else I hope this document and its siblings can be used as a source of guidance and inspiration for whatever crafting system you decide to go with.

There are a lot of things that players and DMs disagree on when it comes to 5th edition. Should natural 1s and 20s matter on ability checks? Should we use critical hit tables in our campaign? Does Eldritch Blast need to be removed from the game?

In fact, we disagree on so many things, it seems miraculous we can finish a fight in a four-hour session. Still, there’s one thing I think nearly all participants in a 5th edition D&D campaign can agree on: the base crafting rules provided by Wizards of The Coast need some help.

Now, Now, Let’s Keep Things Positive

The reason I put this system in place was to add a bit more structure and depth to the existing rules. I wanted a system that was consistent and flexible, but still true to 5th edition’s theme of keeping things simple.

As you read on, you may notice my system has some similarities to the standard crafting system. Despite the shortcomings of the existing system, I did my best to leverage the parts that did work. The end result allows players to create items faster, involves more dice rolling, gives players access to tool proficiencies, and allows them to boost these proficiencies over time.

One Last Thing

Before we dig into the nitty-gritty, I think it’s important to explain what this crafting system is not.

This system will NOT feature a matrix of tables containing crafting materials and spell effects based on item type. This system does its best to utilize RAW items and mechanics wherever possible. The intent is to improve on the existing rules without adding excessive bookkeeping.

With that out of the way, let’s break this down.

System Overview

At a basic level, crafting any item using our system has 5 requirements:

  1. A Lead Artisan – one artisan who is proficient with the crafting tool required to craft the item and meets the minimum level requirements to craft the item. This section has some minor differences from the original rules.
  2. Crafting Materials – The materials the instructions call for, mundane or otherwise. Mundane items should cost roughly 50% of the item’s market value, and magic items should cost 100%. This section is basically the same as the original rules, but I added some clarification on what the artisans are spending their money on during the crafting process for magical items.
  3. Means of Production – Some crafting processes only require the crafting kit, but others may require special equipment, like a forge. Magical items can also require special conditions for the item to be made. This section is similar to the original rules, but I added some structure to the mechanics around crafting locations.
  4. Instructions – Either memorized instructions or a written blueprint/recipe detailing the materials and the process. This section is nearly identical to the original rules.
  5. Labor – Once all four of the previous conditions are satisfied, the crafting process can begin. The artisans work in 8 hour increments to contribute progress measured in GP. This section is heavily modified from the original rules.

Now, each requirement in more detail.

Requirement 1: The Lead Artisan

Crafting an item requires one artisan with proficiency in the crafting tool associated with the item. The artisan also needs to meet the minimum level requirement to craft the item. This person serves as the Lead Artisan on the project, contributing to the item’s construction and enabling apprentice artisans to contribute. As long as you have a Lead Artisan, members of the party who are not proficient in the tool required, or do not meet the minimum player level, are still able to contribute to the crafting process.

The only requirement to craft mundane items (those in Chapter 5 of The Player’s Handbook) is tool proficiency. Mundane items have no level restriction.

Magic items, on the other hand, require the Lead Artisan to meet a level requirement based on the rarity of the item being created. A table detailing this information can be found in the Dungeon Master’s Guide on page 129, but for your convenience I’ve included it here:

Item RarityMinimum Player Level
Common3rd
Uncommon3rd
Rare6th
Very Rare11th
Legendary17th

Requirement 2: Crafting Materials

For mundane items, the crafting materials can be acquired anywhere adventuring gear can be purchased. The standard price of materials is 50% of the value of the final item. Discounts to material costs can be obtained by making deals with local guilds and suppliers. These discounts are assessed at the DM’s discretion.

Magical effects are added to items by using gemstones to imbue the items with magical essence. The gemstones required and method of imbuing are determined by the crafting recipe. The spells required in the imbuing process are also determined by the crafting instructions, all of which are ultimately designed by the DM.

On top of gemstones, there may be other special materials required. For example: an Adamantium Breastplate may require the player to acquire a set amount of adamantium. The overall cost and/or difficultly of acquiring said items is also determined by the DM.

Any materials required beyond the gemstones must be crafted at full cost. The final combined cost of a magical item is set by the DM, but should be derived from the item’s rarity.

The item rarity table can be found in the Dungeon Master’s Guide on page 129, but I’ve included it here as well:

Item RarityMinimum Creation Cost
Common100 GP
Uncommon500 GP
Rare5,000 GP
Very Rare50,000 GP
Legendary500,000 GP
Detailed examples of the cost structure can be found in Requirement 4: Instructions.

Requirement 3: Means of Production

At a basic level, the means of production for any crafting process are the crafting tools (with or without proficiency) and a crafting location. Most crafting projects do not require a location, but all can benefit from the use of a crafting location. Crafting locations confer a standard bonus detailed by the table below, but at the DM’s discretion players can find, construct, or utilize inferior/superior crafting locations capable of granting a greater bonus.
Artisan’s ToolsCrafting RequirementsIdeal Crafting LocationIdeal Location Bonus
Alchemist’s SuppliesAccess to fireLab+10 GP
Brewer’s SuppliesAccess to a breweryBrewery+10 GP
Calligrapher’s suppliesNoneStudio+10 GP
Carpenter’s ToolsAccess to a workshopWorkshop+10 GP
Cartographer’s ToolsNoneStudio+10 GP
Cobbler’s ToolsNoneWorkshop+10 GP
Cook’s UtensilsAccess to fireKitchen+10 GP
Glassblower’s ToolsAccess to fireStudio+10 GP
Jeweler’s ToolsNoneStudio+10 GP
Leatherworker’s ToolsNoneWorkshop+10 GP
Mason’s ToolsAccess to workshopWorkshop+10 GP
Painter’s SuppliesNoneStudio+10 GP
Poisoner’s KitNoneLab+10 GP
Potter’s ToolsAccess to fireStudio+10 GP
Smith’s ToolsAccess to forgeForge+10 GP
Tinker’s ToolsAccess to WorkshopWorkshop+10 GP
Weaver’s ToolsNoneStudio+10 GP
Woodcarver’s ToolsNoneWorkshop+10 GP

The process of imbuing an item with magical properties requires a connection to the magical weave. All spellcasters by default are able to interface with the weave and as a result can assist with imbuing an item. At the DM’s discretion non-casters such as barbarians can eventually learn to imbue magical items, but this is typically obtained through either extensive training, or through special circumstances such as divine intervention.

Requirement 4: Instructions

For mundane items, the instructions requirement is met simply by having a Lead Artisan proficient in the tool required to construct the item.

For magical items, the instructions typically come in the form of a written recipe. Recipes can be given out as quest rewards or found in the course of exploration. An NPC with knowledge of the item could also serve as a Lead Artisan, enabling you to craft the item.

EXAMPLE: Crafting a Doss Lute

Recipe: Doss Lute
Item Rarity: Uncommon
Total Material Cost: 1035 GP
Mundane Item To Be Crafted: Lute
Gemstones/Special Materials Required: 3x Coral, 7x Pearl
Spells Required: Fly, Invisibility, Levitate, Protection From Evil and Good, Animal friendship, Protection from Energy, Protection from Poison

Crafting Instructions: A magic user must imbue each of the pearls with the 7 spells required by the recipe. The pearls are then set underneath each of the 7 bars in the lute. The 3 coral must then be imbued with magical force (no specific spell required). The coral is then set into the base of the chamber.

This example is for demonstration only; ultimately it is up to the DM to determine how to fulfill this requirement. This same item in a different campaign could have totally different crafting requirements.

Requirement 5: Labor

One crafting session lasts 8 hours. At the end of 8 hours, the progress in GP of the item(s) being crafted advances by each artisan’s individual crafting progression plus the location bonus.

The base crafting rate for mundane items is 5 GP. The base crafting rate for imbuing magical items is 25 GP.

Artisans proficient in the tools being used roll a proficiency die at the end of a crafting session and multiply the result by 5 to determine how much extra GP progress is added. The proficiency dice table used can be found on page 263 of the Dungeons Master Guide, and here:

Character LevelProficiency Die
1st – 4th1d4
5th – 8th1d6
9th – 12th1d8
13th – 16th1d10
17th – 20th1d12

Crafting Dnd 5e

When crafting magical items, magic users participating in the imbuing process do not need to have proficiency in the artisan’s tools. However, if they are proficient in the tools, they may add their proficiency roll multiplied by 5 to the imbuing process at the end of an 8 hour session.

An apprentice participating in the crafting process who is not proficient in the tools required can eventually gain proficiency. Once an apprentice has contributed 500 GP worth of crafting contributions using a single set of artisan’s tools, they gain proficiency in those tools. An apprentice only gains proficiency progress when assisting in the crafting of mundane items. Crafting progress gained while creating artwork is also counted, however a different set of crafting rules are used in the artwork creation process. Contributions provided by imbuing a magical item do not count towards the initial process of gaining tool proficiency.

Over time, as an artisan hones their skills, they can eventually become an expert at their craft. Once the artisan has contributed 15,000 GP worth of progress using a single set of tools, they’ve achieved expertise in those tools. Expertise allows the artisan to roll an additional proficiency die when using said tools. All crafting progress utilizing a tool the artisan is proficient with, including creating artwork and imbuing magical items, counts towards the 15,000 GP total.

Crafting Formula Example: 4 Players Crafting Plate Mail

If four artisans were building a plate mail and there was one expert artisan(PC level 4), one proficient artisan(PC level 3), and two apprentices(PC Level 3); the daily GP progress formula would be as follows:

[5 + 2d4 * 5](Expert Artisan) + [5+1d4 * 5](Proficient Artisan) + 5(Apprentice Artisan) + 5(Apprentice Artisan) +10(Location Bonus) = 20 + 3d4 * 5(37.5 Average) + 10 = ~67.5 GP/day

Finally there is currently no defined limitation on how many artisans can contribute to a single project. It is at the DM’s discretion to decide if the number of artisans on a project is reasonable.

In Conclusion

I believe the above system does a good job of enriching the RAW crafting system. The bookkeeping and table referencing is kept to a minimum, and it’s simple enough that any DM can pick it up and immediately apply it to their campaign.

As I see the system in practice in my own campaign, I will make minor updates to the rules. However, the concepts used in the rules above should remain mostly unchanged, and I encourage DMs to tweak the system to fit their needs.

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Based upon work fromPathfinder 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 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.

Item Crafting Dnd 5e

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.

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.

Crafting A Magic Item 5e Dmg 2

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

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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: Dmg urgent care. 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.

5e Dmg Magic Item Crafting

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.

01-03Aberrant: 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.

Crafting A Magic Item 5e Dmg List

Flaws

Crafting Magic Items 5e Dmg

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.