D&D General How Do You Create Great Magical Items?

Retreater

Legend
What are some tips for creating good magical items?
I often get stuck on just having +1 swords or armor, but what are some other cool features that could be added? (I'm not necessarily talking about giving them descriptions or interesting backstories, as that will vary a lot from campaign to campaign.)
For example, one I created recently that I liked was a suit of armor that would imprint on itself key scenes of the wearer's battles. The character can use these for Charisma checks to Intimidate or Persuade in addition to the magical protection bonus of the armor.
 

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Democratus

Adventurer
Every magic item in my campaign was built for a purpose. When it is fulfilling that purpose, it does "more" than a generic magic item. Sometimes that purpose can cause trouble (i.e. always fight the biggest enemy, never retreat, etc.).
 

DEFCON 1

Legend
Supporter
What are some tips for creating good magical items?
Have players that actually look at them as more than just new game mechanics. ;)

This is precisely why I don't bother trying to make the magic items in my games special anymore... because none of my players interact with them or roleplay them as being anything more than just higher numbers and additional powers. I've tried... whether it be stories of the items, or plotlines connected to their existence, or anything like that... they just don't care. They treat the items merely as tools and game mechanics to use when necessary.

So I don't really bother anymore. I throw out items here and there that they hold onto and use when they need the power, but I don't bother trying to make them special because the players just don't see them as anything to invest their time or imagination in. And I suspect the same will hold true for many other tables... magic items are only as special as the players are willing to treat them as such.
 

Lanefan

Victoria Rules
What are some tips for creating good magical items?
I often get stuck on just having +1 swords or armor, but what are some other cool features that could be added? (I'm not necessarily talking about giving them descriptions or interesting backstories, as that will vary a lot from campaign to campaign.)
For example, one I created recently that I liked was a suit of armor that would imprint on itself key scenes of the wearer's battles. The character can use these for Charisma checks to Intimidate or Persuade in addition to the magical protection bonus of the armor.
I start with thinking "what could this item do as an extension of what it already does?". Many of the most obvious of these have already been done as classic items; for example boots are for transport and so you have boots of speed, boots of flying, boots of climbing, etc. which all just make a pair of boots better at what it already does. There's still lots of space here.

Failing that, I think "what could this do that'd just be plain cool but not completely overpowered?". Your idea with the armour would fall into this category, though my concern as DM there would be I'd constantly be expected to come up with on the fly just what those battle scenes were.

Sometimes it can be as simple as taking the properties of a well-known item (say, Arrow of Direction) and putting them in an unexpected thing (so now you have a Broom of Direction; and watch your players go nuts trying to make it fly!).

I also sometimes think "what might be a good drawback or curse for this to carry?", as not every item is always helpful all the time. :)

For weapons, I have a long list of possible properties they can have - ditto for armour - and I'm always coming up with new ideas. Intelligent items are also cool, as they can become almost like mini-NPCs you can have fun with.
 

I love going to the Special Features tables that start on page 142 of the DMG. From just a few details, it's easy to extrapolate. A ring of resistance to fire that was created by fiends might also give a bonus to deception checks.

When adding special abilities to magic items, I also will benchmark it against exiting magic items, to make sure its power levels match.

Another thing I like about those tables is that it gets you thinking about what they look like, about the fluff part. A plain ring of fire is just a ring, but when you start describing it as blackened, pitted iron with a red gem that glows faintly, the whole thing faintly smelling of sulfur, then it becomes a more intriguing.
 


cbwjm

Seb-wejem
I look at earlier editions and 5e adventures for item ideas. I've a dwarf NPC who is crafting his masterwork (all dwarves have the potential to craft a unique item of power in my world, if they have the right skills/tools). Its going to be a battle axe based on the maul of a demon lord in descent to avernus. It makes the wielder immune to lightning and explodes in lightning each time it hits, no + to hit, what its got is enough.

I like the armour, granting a bonus on persuasion and intimidation is a a nice effect and a fun boost. I like having "shadowed" attached to light armour which grants a bonus to stealth when in dim light/darkness. Something as simple as a magical mace that can glow as the light spell on command is, I think, a cool effect. It also counts as magical so even if it doesn't have a + to hit, it still hurts creatures resistant to magic.

I also like items which interact with with race or class abilities. I have a series of weapons called dragonfangs which allow a dragon born to smite by expending his breath weapon. Another is a wizard blade, common among the bladesinging elves it allows a wizard to use intelligence instead of strength or dexterity as their attack stat. I also have a number of wands which grant not just a spell that uses charges but also access to a cantrip. If you have a wand of flame then you add fire bolt to your cantrips known as well as being able to cast burning hands with the stored charges.

Finally, I also look to mythology for ideas. I'm wanting to have my players fight something like the nemean lion after which they can fashion a cloak which grants resistance to slashing and piercing damage.
 

Retreater

Legend
Failing that, I think "what could this do that'd just be plain cool but not completely overpowered?". Your idea with the armour would fall into this category, though my concern as DM there would be I'd constantly be expected to come up with on the fly just what those battle scenes were.
That's why I left it up to the player to tell me what scenes are going on the armor. It gets him engaged in the campaign and desiring to do awesome feats to brag about later. :)
 

akr71

Hero
I try to create magic items that have abilities or properties that are new or hopefully exciting to the players. Things like:
  • the Shieldbow - when attuned, you can cast Shield 2/long rest without components
  • the Elderbow, a +2 longbow that uses strength instead of dexterity and does extra damage vs undead - also the wielder needs a strength minimum to wield it
  • Spleenripper, a +2 shortsword that crits on a 19 or 20 when used to sneak attack. The wielder can also spend their own HD and add the total to the damage (once/long rest)
 

I tend to make magic items with their own story and keep them to a minimum. Here is an example:

I start out with the item's history.
Book of the Giants
The book of the Giants is an ancient text used for centuries. Its unique features offer a variety of tools for finding, communicating and fighting giants. History In centuries past, the wars between giants and man become more and more common. Men would move into an area rich in resources, push the giants out, and then the giants would retaliate. Unfortunately for their reproductive cycle, the giants were at a severe disadvantage.
Enter one elven diplomat who sympathized with the giants. His name was Flore “Cup Bringer” D’Leaf. His name can still be heard in some storm giant songs. He brought about diplomacy through drink and wit. He kept the peace through power.
Once on the scene, peace lasted for over a century. The giants and humans traded with him present. Any aggression was won over with charm. And, in general, according to the history books, times were good. That’s when Flore disappeared.
His spell book would appear ten years later at a library. There were no other signs of Flore or his whereabouts. The book was bought by many who wished to understand its secrets, some to continue Flore’s work, others to undue it. In the end, the giants drifted away, tired of the human’s surreptitious ways. Which leads to today, where the book has been found once again. The book that once held the giants and people at peace.

Then I go for its description.
Gulp: The book of many drinks. On almost all pages there are wine circles, coffee circles and tea circles, almost as if done on purpose.
Silver & Gold: Hints of elven silver twist with constellation patterns across a midnight blue background. The stars shift on each page, and the connecting silver strands curve and stretch to connect. It seems to tell an ancient story: a giant and hero, locked in immortal combat.
Hints of Power: A partial solar eclipse centers of this book cover. When the visible portion of the sun is touched, a slight heat is generated. When the lunar portion is touched, a faint hint of cold can be felt. The rim between the sun and moon gives off a slight electric pulse. This pulse seems to match the book’s owner’s heartbeat.

Then I move to abilities. I try to make the powers intermittent, so it acts as like a Christmas present, maybe even one the player forgot about. I also do my best to make sure one or two the powers don't always align exactly with the character. It's nice because it allows them to stretch their wings a little.
Ability's Level; Title; Ability
1; Silver & Gold; After being attuned to this item, the owner is able to speak giant fluently
2; Gulp; While this book is in the owner’s possession they are unable to become inebriated
4; Hints of Power; When a spell using the damage type fire is memorized from this book, it deals damage 1 spell slot higher
5; Hints of Power; When a spell using the damage type cold is memorized from this book, it deals damage 1 spell slot higher
6; Broken Mirror; The owner of this book is able to cut themselves using the mirror on the back side of the book. The blood will create a compass needle and point in the direction of the nearest giant
9; Silver & Gold; When the spell Charm Person is memorized from this book, its power is increased to include giants, not just humanoids.
12; Hints of Power; When a spell using the damage type lightning is memorized from this book, it deals damage 3 spell slots higher

Lastly, I tend to write a few narratives that describes how they received the power. If it happens in game, that is just icing on the cake. But in case it doesn't, it is nice to have a little story about the PC's downtime and what they (and their item) happened to experience.
Noisy Night
“You toss and turn all night. Each moment of sleep interrupted by dreams. Dreams of bawdy jokes, loud laughter, and then, in serious tones, talks of family, life, and death. The voices are deep and echo in your head. Each time you awake, the area around you is quiet. Then, as your eyes close, the dreams begin again. When you awake you realize it was all in giant’s tongue, one which you now understand.”

Hope this helps. It's a bit of work, but what I can say is it gets the focus on the magic item, and in turn, makes it feel special.
 

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