D&D 5E Magic Items Help

ZedSpace

First Post
I'm new to D&D and I've been learning the rules as I play, I know most of the important rules but I am still stumped on magic items being crafted and given as treasure. As a DM I feel like it's very important to know these things: How does a player craft a magic item? How does a DM create a magic item? What items, feats, etc. are used to create magic items?

Help in this area would be much appreciated. Also, if you do respond, could you give specific examples of magic items, how they were made, where they were made, by whom, and how long did it take?

Thanks, ZedSpace
 

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Welcome to D&D! May the hobby be as fulfilling for you as it has been for most of us.

Unfortunately for your question, there are no hard and fast official rules for creating magic items in 5e. The Dungeon Master's Guide has a section full of magic items and some loose guidelines, but the actual process of creation is left to the DM. So make up whatever you want, and there you go.

For what it's worth, the game is designed largely along the assumption that magic items are not plentiful, and you could run a successful campaign without any magic items at all, if you wanted. Most groups like to use them at least a bit, but you don't need to.

Is there a specific item you are looking for that isn't in the DMG? We could probably provide pretty good guidance on how to approach it's creation.
 

In my current campaign, there are three players: a half-orc fighter, a firbolg druid, and an elven ranger. Right now we're at level two which is probably not a great level for giving out magic items so this question may be for later on in the camapign. We just finished clearing out Cragmaw Hideout (we're doing the Lost Mine of Phandelver campaign). I'm not sure what type of item would be good for my players while keeping the game balanced enough to still be interesting. If you don't mind, put yourself in the place of the DM. Describe how your thought process would work in creating an item. Just for clarity, could you come up with an example item. Tell me how you thought of it, presented it, etc.

Thanks again.
 

In my current campaign, there are three players: a half-orc fighter, a firbolg druid, and an elven ranger. Right now we're at level two which is probably not a great level for giving out magic items so this question may be for later on in the camapign. We just finished clearing out Cragmaw Hideout (we're doing the Lost Mine of Phandelver campaign). I'm not sure what type of item would be good for my players while keeping the game balanced enough to still be interesting. If you don't mind, put yourself in the place of the DM. Describe how your thought process would work in creating an item. Just for clarity, could you come up with an example item. Tell me how you thought of it, presented it, etc.

Thanks again.

The simplest thing, which should work fine, is to just follow the lead of the adventure. LMoP has a variety of magic items as treasure, you can just give those out when the adventure suggests.

If a particular item in the adventure doesn't seem like a good fit for your group, you could replace it with an item from the DMG treasure tables (where you roll for random items). Those tables are roughly organized by item power, so a replacement item close to the original in the table would be a reasonable place to start.

If you want to get more creative and come up with your own items, you can use the items in the DMG as examples for what might be reasonable. On the whole, if you give out fewer items I think that they will be perceived as more special.
 

I think I have a pretty good idea now, after reading more online and in the DMG, about creating and providing magic items as a DM. The one thing I'm not sure about is: how can players make their own items? What are the time requirements, items needed, feats, etc? Another specific example would be much appreciated.

Thanks thrice.
 

There are no rules for players making their own items. I think the DMG has a little bit of discussion about it, but you'll have to decide what will work best for your group. I guess the "default" rule is: players can't make magic items.
 


Yes, there very much are rules covering magic item creation, laid out in the DMG, pp 128-9. It must be noted those rules are optional. It's up to you whether or not you allow it at your table.

It hasn't come up in my campaigns yet. However, I can say without hesitation that I won't allow players to make anything other than consumable items, like potions and spell scrolls. Maybe a non-rechargeable wand.

Why? Glad you asked. :)

I don't think the rules laid out in the DMG are sufficiently taxing for the creation of permanent magic items. 5e is a much lower-magic system than its predecessor (though of course magic item frequency is, like everything, up to the DM). It doesn't make a lot of sense to me for PCs to have the ability to make permanent magic items in their downtime, even if it is as time-consuming as the DMG stipulates in the optional rule. Then again, I come from the Gygax background, where you need to cast high-level spells like permanency, which age the caster and cost a mint in material components. A +1 weapon is a real benefit in 5e. Should 3rd-level characters be able to craft them? I don't think so. But your table is yours, and my opinion doesn't count.

You could give lip service to it. NB: The following can be called really douchey. YMMV. :cool: Say you decide to allow the DMG optional rules, and they run away with it. Those rules clearly are part of down-time. If you find they're running amok making stuff, you don't have to harsh their buzz by saying, "Doodz, no moar itemz makin." Just restrict their downtime. Keep them on the hop. It takes 4 days for one person to make a potion of healing under those rules. If you keep 'em moving from quest to quest, they'll never have enough time to make themselves flame tongue swords. Bam. Problem solves. ;)

Alternately, you could - like those optional rules say - make "odd" magic item creation, like flame tongue or giant slayer swords, require things like forging in an active volcano, or harvesting the organs of the thing the weapon is supposed to be a slayer of, which is a quest series in itself.

TL; DR: Yeah, the rules exist. They are optional. I think you permit their use at your peril.

Cheers,

Bob

www.r-p-davis.com
 
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I like to tailor magic weapons to each character and give each of them a bit of flavor. When playing LMoP, the PCs got to the part in Tesendar Manor with the Redbrands. They defeated the nothic and found his treasure. I included the +1 longsword from the Tesendar family, but gave it a sonic blast power usable 1/day as a bonus action. Basically a Thunderwave spell power. It makes it a little more powerful, but the character is more fond of it. They are 9th level and still uses it, but I am starting to look at +2 weapons for the group.
 

How does a player craft a magic item?

Answer: They ask the DM how to go about it on a case by case basis & then do that.
There is no set way.


How does a DM create a magic item? What items, feats, etc. are used to create magic items?

Step1: Think up item.
Step2: Name item. (doesn't have to be step 2)
Step3: Write down the details. (optional)
Step 4: Introduce it into play.


Seriously, I'm the DM. I am not constrained to making magic items via some formula. My will/whim is sufficient. Nor am I required to provide the players some formula so that they can replicate what I've made.

Yes, I am aware that this might not sound very useful to you as a novice DM. But the fact that the DM is all powerful & that the rules answer and bend to them, not vise-versa is something you need to learn, accept, & practice responsibly.


Help in this area would be much appreciated. Also, if you do respond, could you give specific examples of magic items, how they were made, where they were made, by whom, and how long did it take?

The wand of Sphinx detection - a not so serious item from a heck of a fun game.
This wand radiates magic (divination), but does not contain or use charges. Does not require attunement. Any class may use this item.
Description: A forked, barkless, stick about 2' long give or take.
How to use: Grasp the forks with both hands. Concentrate on locating a sphinx. Roll a d12 to see wich direction is indicated. 12=North. Proceed in that direction until you take a rest (short or long), then, if no sphinx has been encountered (or you want to find another one), roll again.

History: This is a 5e worded version of an item that one of my characters had in a Pathfinder game. I was playing a 1/2ling big game hunter who was in the region looking to hunt sphinx (never-mind that there were no sphinxes in that area). I was buying some equipment & an NPC tried to dupe me by selling me a stick with a Magic Aura spell cast on it.
I botched a Sense Motive/Insight check & paid 100 GP - for a stick.
It ended up playing an amusing role in the game though as I'd use it to get things going. I'd declare I was using the wand, roll the direction dice, & that's the way the party & I would head off.... And the DM just had to wing it. Or have us come across whatever he had intended. We jokingly called it the wand of plot detection.
The magic aura never did expire. Probably because the DM was amused to let it remain.
Time it took to make this "item" = Spur of the moment.
Formula = 1 part DM, 1 part Player roleplaying, & a never expiring Magic Aura spell.
(BTW; we never did run across a sphinx - though we were always heading towards one!)
 

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