D&D (2024) 2024 Magic Items, Crafting, Etc

That's a thought.

Make the recipe for items be somewhat random. This wand of magic missiles needs an emerald. But that one needs a amethyst. A couple of randomized tables and that becomes a fairly decent source of adventures.

Hrm...

I like that idea better than magic is just technology where every wand of magic missiles needs exactly the same components.
I was thinking more along the line of a wand of magic missiles needs a diamond, a wand of fireballs needs a ruby, a wand of lightning bolts needs an emerald, etc. And of course, each needs its own particular type of wood (and in the fireball case, that particular type of wood would need to come from a tree that had been in a wildfire; in the lightning bolt case, one that had been struck by lightning, etc.). And there might even be more steps to the process, like using the blood of a fire-using creature to imbue the wand of fireballs with its power.

But random works too!

I'm going to guess that the magic item creation will likely have rules and suggestions along these lines.
 

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Distracted DM

Distracted DM
Supporter
I feel like a lot of folks are glossing over the requirements to craft a magic item. If I understood the previews right, you need three things: an Arcana skill proficiency, the appropriate Artisan Tool proficiency for the item type, and the appropriate spell prepared for the specific item. And each participating crafter needs all three individually, not collectively.

Which means that maybe a Human Wizard with the Artisan Background and Skilled as their bonus Origin feat who was specifically designed to be an omni-crafter could make most of the items in the book. Assuredly there will be some items that require non-Wizard spells, after all. But you average PC caster? One that's not using Custom Backgrounds?

You average PC might grab Arcana proficiency, and they might make an effort to get one or two Artisan Tool proficiencies. But they don't have the Tool proficiency for a lot of items. They don't have the right spells available for a lot of items, especially if they're not a caster than can freely swap their spells out.

So I don't expect most parties to suddenly be self-sufficient with these rules. It's something that will fill a few gaps and be a possible use for downtime and gold. But a lot of time they'll still need to loot, purchase, or commission what they really want. And hey, these rules double a great template for commissioning NPCs to make what you want.
Yeah a PC has to be making crafting a goal- but they don't necessarily need to sacrifice much to do so. Tool proficiencies are pretty easy to train via downtime if you're looking to accrue them, especially for high-intelligence characters.
 

Horwath

Legend
I was thinking more along the line of a wand of magic missiles needs a diamond, a wand of fireballs needs a ruby, a wand of lightning bolts needs an emerald, etc. And of course, each needs its own particular type of wood (and in the fireball case, that particular type of wood would need to come from a tree that had been in a wildfire; in the lightning bolt case, one that had been struck by lightning, etc.). And there might even be more steps to the process, like using the blood of a fire-using creature to imbue the wand of fireballs with its power.

But random works too!

I'm going to guess that the magic item creation will likely have rules and suggestions along these lines.
this all very cool in flavor or as reward you find along the way, but in the end it is just a gold cost one way or another.

it's the same if its an emerald, 3 liters of troll blood and half a kilo of lava that is less than a year old. or just 2000GP.
 



Bushviper

lol/no
I have never liked stock D&D magic item creation rules so I scraped the myriad of options and compiled my own system. The details would result in an extremely long post so I'll keep it relatively simple.

In my game, item-crafting can be done one of two ways:

1. The first is similar to what 5e has put forth where making magic items is exclusively the domain of magic-users with gold and time being the primary gates that control the rate at which magic items are brought into the world.

However, the primary difference 5e and my system is that the process is considerably more expensive (gold) and success is not automatic. Checks are made at the halfway point and the end. Failures can extend the process (costing more time/gold) or end the process with a partial (or total) loss of investment.

2. The second system is the domain of artisans. The artisan does not need the ability to cast spells because they are re-shaping items with inherent magic. A prime example is an armorer (blacksmith) making dragonscale armor, but the process is not always as straightforward and can be more 'mystical.' Such as a jewelcrafter suffusing the blood of a demon into a necklace that gives it the ability to cast Darkness. Also, like with magic-users, the process requires skill checks.

The gate to this crafting method is the raw materials. Players have to find the types of items that would be useful for the items they want to craft. And be successful in gathering them. To facilitate that I also created a system of gathering from creatures. I know it sounds complicated, but it's fairly simple. The gathering system also incentivizes players to sometimes 'hunt' certain types of creatures if they want to make a specific type of item.

As I said, the details are far too many to post here, but there are also gates for the level of rarity players can make. I don't level-gate item rarity (which always felt "gamey" and dumb to me), but it's quite challenging (though not impossible) for players to craft an item that is not 'level-appropriate.'
 
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10) He calls out that a Rogue (Thief) with a Truestrike Longbow, which would require Woodcarvers Tool proficiency, 200gp for the magic plus the bow, and then 5-10 days work (5 if you have an assistant) and now you can use Truestrike as a bonus action on your turn, then ready an action to attack with the bow as soon as the next turn starts, and get double sneak attack.

Because he is not able to read properly.

He also said that you can now cast spells with longer casting times as an action when using enspelled staffs. He just seems not able to grasp that there is no action involved. It just allows you to cast a spell.
 

Mistwell

Crusty Old Meatwad (he/him)
Because he is not able to read properly.

He also said that you can now cast spells with longer casting times as an action when using enspelled staffs. He just seems not able to grasp that there is no action involved. It just allows you to cast a spell.
I don't know about the longer casting time part. But for the rest like a enspelled item, I disagree, I think that's settled now in the DMG. I think he's right, there is an action involved. I don't think there is much room in the rules to support that position any more but happy to see text from the DMG to change my mind. Looks like you don't cast the spell. Someone else did long ago when making the item, it has a fixed DC and level and other things unrelated to you, and you're not casting and the spell the item is releasing the spell that had been cast into it by the creator. You just need a magic action to activate the item, like almost all other magic items, which releases the spell.

I think there was a reasonable dispute with just the PHB rules. But now that we're seeing the DMG rules, I just don't think there is. I think he's reading it correctly. But if you're looking at the new DMG rules and coming to a different conclusion, happy to see a quote.
 
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Kurotowa

Legend
Yeah a PC has to be making crafting a goal- but they don't necessarily need to sacrifice much to do so. Tool proficiencies are pretty easy to train via downtime if you're looking to accrue them, especially for high-intelligence characters.
Is downtime training of Tool proficiencies somewhere I skimmed over in the Revised PHB, or are you porting forward the Xanathar's Guide rules for that?
 

I don't know about the longer casting time part. But for the rest like a enspelled item, I disagree, I think that's settled now in the DMG. I think he's right, there is an action involved. I don't think there is much room in the rules to support that position any more but happy to see text from the DMG to change my mind. Looks like you don't cast the spell. Someone else did long ago when making the item, it has a fixed DC and level and other things unrelated to you, and you're not casting and the spell the item is releasing the spell that had been cast into it by the creator. You just need a magic action to activate the item, like almost all other magic items, which releases the spell.

I think there was a reasonable dispute with just the PHB rules. But now that we're seeing the DMG rules, I just don't think there is. I think he's reading it correctly. But if you're looking at the new DMG rules and coming to a different conclusion, happy to see a quote.
He shows the text in the video. And the item just says: you spend a charge amd cast that spell. I attached screenshots.

If you want to rule differently, fine. But other items specify that they need a magic action to activate. Again. Shown in the screenshits.

So notice the difference?
 

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