D&D (2024) Magic Items & Crafting In The New Dungeon Master's Guide

WotC's Chris Perkins and James Wyatt delve into the new rules.

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"Extended crafting rules and a lot of magical items!"
  • Treasure themes discuss different kinds of treasure--arcana, gems, relics, implements, armaments, etc.
  • You can craft potions and scrolls in the Player's Handbook.
  • The Dungeon Master's Guide expands that to other magical items.
  • Uses tools proficiencies and Arcana proficiency and the spells you know.
  • You can craft any magical item in the DMG, as long as it's not an artifact.
First you need to have the Arcana skill. Then, depending on the magical item, you need the appropriate tool. For example, wands need woodcarver's tools. Then if the item allows you to cast a spell, you must also know that spell. Then you need gold and time. The rarity of the item determines how much gold or time it takes to create. The time required is measured in person-hours, so assistance can help reduce that time.

Magic items can also have randomly determined histories and creators. Creators include species and creature types--a dwarf, an aberration, a giant, and so on. Histories include being part of a religion, a symbol of power, something sinister, a prophecy, and more. Magic items also get minor properties and quirks, to round them out.

 

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kittenhugs

Explorer
I’m wishing they’d leaned more into the magic item creation formula idea. Yet another undercooked idea from 2014 that they’re just abandoning. It would be cool if items needed special ingredients beyond Arcana, tool proficiency, and a spell known.

Like if a flame tongue weapon required being dipped in elemental fire or something, you know?

Something that could require a quest as part of the crafting!
This is the path they went with the downtime expansion in Xanathar's Guide, I expect that part of that will remain in the new crafting rules. On the other hand, not everyone that wants to use crafting wanted to include such quests diverting from the campaign (including me, I'd rather getting most materials just be part of the crafting time and be a matter of access than questing) so I'm kind of hoping they make it more optional/flexible

A big but I think unlikely hope I have is that they fix the issue where weak consumables (esp stronger potions of healing) have costs in the tens of thousands of gp to heal like 8d4+8.
 

pukunui

Legend
This is the path they went with the downtime expansion in Xanathar's Guide, I expect that part of that will remain in the new crafting rules. On the other hand, not everyone that wants to use crafting wanted to include such quests diverting from the campaign (including me, I'd rather getting most materials just be part of the crafting time and be a matter of access than questing) so I'm kind of hoping they make it more optional/flexible

A big but I think unlikely hope I have is that they fix the issue where weak consumables (esp stronger potions of healing) have costs in the tens of thousands of gp to heal like 8d4+8.
I would be fine with it being optional. I just would like something a bit more fleshed out than just "you need a formula to craft a magic item". It's easier to edit or omit something that's already there than it is to come up with something from scratch all by yourself!
 

dave2008

Legend
I’m wishing they’d leaned more into the magic item creation formula idea. Yet another undercooked idea from 2014 that they’re just abandoning. It would be cool if items needed special ingredients beyond Arcana, tool proficiency, and a spell known.

Like if a flame tongue weapon required being dipped in elemental fire or something, you know?

Something that could require a quest as part of the crafting!
They mentioned, IIRC, the gp cost is relative to the rarity of materials. Easy to say you need those materials not gold
 


dave2008

Legend
Sure, but it would be nice to have a list of materials needed. Even if they're just suggestions.
Sure, and that could be included, IDK. I don't think this preview was definitive one way or the other. But, like the other poster mentioned, I believe it would, and my opinion should, be optional.
 

Micah Sweet

Level Up & OSR Enthusiast
IMO the removal of good crafting rules (for all kinds of items) as well as a standardized magic item cost formula was a huge step back when 5e came out. The system presented in 3.5e was more than sufficient.
Level Up has an excellent item creation system as well.
 

Micah Sweet

Level Up & OSR Enthusiast
I’m wishing they’d leaned more into the magic item creation formula idea. Yet another undercooked idea from 2014 that they’re just abandoning. It would be cool if items needed special ingredients beyond Arcana, tool proficiency, and a spell known.

Like if a flame tongue weapon required being dipped in elemental fire or something, you know?

Something that could require a quest as part of the crafting!
Level Up uses formulae, and special components.
 

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