Rite of Construction: Arcane Foci

by CurlyFries

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Rite of Construction: Arcane Foci

Cultures that are steeped in magic, be it wizardry, sorcery, or otherwise, often incorporate a rite of passage for young mages; some sort of coming-of-age ritual to mark the completion of their training and the “mastery” of their talents. In some cases, this involves the creation of their first arcane focus.

As the instrument through which they channel their magic, this focus is a deeply personal item that the mage needs to be able to rely on, both in everyday use and the thick of combat. The process of creation not only forms the magical bond necessary to channel arcane energies, but also teaches the young apprentice to treat their focus with the proper respect, ensuring that they shall carry this care onto any new foci they later find or create.

This document aims to set out some guidelines and mechanical tools for Dungeon Masters to include in their D&D5e games, to let their spellcasting players create a truly personal and customisable magic item at whatever level they might be. They could undertake this simply as a downtime activity like any other crafting endeavour, or it could form the narrative basis for their character’s growth as a mage.

Note that this document is aimed towards the standard arcane casters: sorcerers, warlocks, and wizards. I’d like to come up with similar documents for all the classes, magical and otherwise, but that is a task for another time, and this thing’s longer than I intended already...

The Rite of Construction

Step 1: Sourcing Components

It is a fundamental truth of the universe that you need Stuff to make Things.

Often, the sourcing of components is a crucial part of this rite of passage, and the young mages are expected to consider their choice of materials carefully, not only to personalise their focus but also to forge a metaphysical bond with it. The dungeon master might also rule that desired magical properties (see the Arcane Foci section below) require specific components to be included in the construction. See the Components section below for inspiration.

The hunt for a rare or special component will likely make up an adventure in and of itself, whether they go to hunt a dangerous beast, delve into a long-forgotten cave, or stage a daring heist on the vaults of a wealthy collector. Other members of the party willing, this can be a chance for the individual character to take the limelight for a time, while the strength of their bond with their allies is tested.

Step 2: Constructing the Focus

A second truth of the universe, and a bane to those of us with executive dysfunction, is that you must often Make to get Things.

Once all components have been gathered, the mage must bind them together with tool and magic. This is naturally the stage at which the mage locks in the design of their focus, so careful thought should be given to the options presented in the Arcane Foci section below. The length of this stage is ultimately up to the DM, but is best done in downtime, while the party has access to some sort of workstation; one way to proceed is outlined below.

At the end of each full day of work, the mage may make an ability check using their spellcasting ability to complete the attempt; since this is a tradition inherent to their magical culture and talents, it is assumed that magic plays some role in supplementing the usual skills necessary, however the DM may grant proficiency or even advantage if the mage is proficient with an appropriate artisan’s tool, such as woodcarver’s tools for wand-making. The DC for this check begins at 20, and decreases by 1 for each subsequent day the mage spends working (these days do not need to be consecutive).

Failure, even critically, should not result in the loss of components, especially after all the effort the players went through to acquire them in the first place. Instead, a failed check simply means there is more work to do. If the DM wishes to make critical fails meaningful, it might result in the DC not decreasing (or even going up) for the next day, or some sort of crafting hazard as described in XGE.

Step 3: The Grand Finale

Congratulations, you have acquired Thing!

With the item constructed, all that remains is for the mage to channel their raw magic through it, transforming it into a focus capable of aiding them in spellcasting. This is done over the course of an hour-long ritual, the nature of which can ultimately be decided by the player and/or dungeon master for a cinematic send-off to all their efforts.

A wizard might conduct an elaborate ritual at a site rich in arcane potential, a warlock would likely undertake a ceremony pledging the item to their patron, and a sorcerer could unleash a potent display of their power from wherever it is drawn.

Design by Lexi Abbey | Made with GM Binder

Arcane Foci

The following presents a not-so-brief rundown of the different potential types of focus that an aspiring mage could construct, as well as suggested properties for the end results for particular level brackets. These properties go above and beyond the basic foci present in the PHB, to reflect the time, effort, and coolness factor of producing your own custom spellcasting implement.

When choosing the properties for their focus, the mage can select from the available options listed here or work with their DM to come up with new ones. They should choose a maximum number of properties equal to their proficiency bonus. The properties are divided into level brackets according to proficiency bonus increase, but not every focus has a new option for every level. The artifact does not evolve with the mage; if they wish to increase its charges and/or change its properties, they must create a new focus, though the DM may rule that the previous item substitutes some of the component cost and crafting difficulty of the new one.

Arcane Focus. In addition to the other properties, all items may of course be used as an arcane focus for the mage’s spellcasting.

Attunement. Unless the DM rules otherwise, these powerful foci count as fully fledged magical items and require attunement before their properties can be accessed. The mage may attune to the item as part of the Step 3 ritual above.

Charges. If one or more item properties specify the expenditure of charges, they all share the same pool. The item has a maximum number of charges equal to twice the mage’s proficiency bonus when they crafted the item, and regains expended charges daily at dawn. The number of charges recovered each dawn is equal to a die roll of the charge maximum: 1d4 for four, 1d6 for six, etc. up to 1d12.

Incompatible Properties. Certain magical properties specify that they are incompatible with another; this means that you cannot select that property if you have already selected the other, and vice versa. Additionally, you cannot combine properties with the same name but different "+" values, such as the Blade’s Magical +1 and Magical +2 properties; they do the same thing, but the +2 is higher so that is the only one that applies, you cannot combine them to get a cheeky +3.

Blades

Hardly a common tool for mages, melee weapons are more than a means to reduce your adversary’s pool of numbers to 0 before they do the same to you. A weapon is a symbolic commitment by the mage to do battle, and demonstrates their willingness to shed blood to achieve their goals, whether those goals be for protection or conquest.

The mere act of choosing a blade as their focus says much about a mage, and more can be learned from the style of weapon they choose and the materials with which they craft it. Most mages rely on their agility to keep themselves alive and thus opt for a Finesse weapon such as a dagger or rapier, while physically stronger mages or those looking for more of a symbolic weapon may opt for a longsword. Traditional blades are crafted from durable metals, wood, and leather, and possibly adorned with gemstones and precious metals. That said, if your player wants a sword of magically reinforced wood, dragon bone, or even focused light (perhaps in some sort of sabre design…?), that’s badass! Just remind them where dragon bone comes from and get ready to go monster hunting.

1st to 4th Level

  • Elemental Infusion. When you hit a creature with an attack with this weapon, you may expand 1 charge to deal an additional 1d4 damage to the target. The damage type for this additional damage is either acid, cold, fire, lightning, poison, or thunder, chosen when you choose this property.
  • Favoured Prey. The weapon deals an additional 1d6 damage against a single non-humanoid creature type, specified when you choose this property. You may choose this property multiple times, selecting a different creature type for each.
  • Honed Edge. Attacks with the weapon score a critical hit on a d20 roll of 19 or higher.
  • Magical. The weapon counts as magical for the purpose of overcoming resistance to nonmagical weapons.
  • Parrying Hilt. If you do not make an attack with the weapon on your turn, your armour class increases by 1 until the start of your next turn.
  • Returning. If you have a hand free, you may use an action to cause the item to teleport into your grasp. You must be on the same plane of existence to use this property.

5th to 8th Level

  • Elemental Blade. The weapon’s damage type is changed to cold, fire, or lightning, chosen when you choose this property. This is incompatible with the Esoteric Blade property.
  • Greater Elemental Infusion. When you hit a creature with an attack with this weapon, you may expand 1 charge to deal an additional 1d6 damage to the target. The damage type for this additional damage is either acid, cold, fire, lightning, poison, or thunder, chosen when you choose this property.
Design by Lexi Abbey | Made with GM Binder
  • Magical +1. The weapon gains a +1 bonus to attack and damage rolls made with it, and counts as magical for the purpose of overcoming resistance to nonmagical weapons.

9th to 12th Level

  • Esoteric Blade. The weapon’s damage type is changed to necrotic, psychic, radiant, or thunder, chosen when you choose this property. This is incompatible with the Elemental Blade property.
  • Magical +2. The weapon gains a +2 bonus to attack and damage rolls made with it, and counts as magical for the purpose of overcoming resistance to nonmagical weapons.
  • Master Elemental Infusion. When you hit a creature with an attack with this weapon, you may expand 1 charge to deal an additional 1d8 damage to the target. The damage type for this additional damage is either acid, cold, fire, lightning, poison, or thunder, chosen when you choose this property.

13th or 16th Level

  • Keen Edge. Attacks with the weapon score a critical hit on a d20 roll of 18 or higher.
  • Life Steal. When you damage a creature with this weapon, you may expend 2 charges to regain hit points equal to 1d6 + your Constitution modifier.
  • Spellwrought Blade. When you cast a spell that targets a single creature and has a casting time of 1 action, you may make a weapon attack against the creature instead of a spell attack or forcing it to roll a saving throw. If the attack hits, the target suffers the normal weapon damage as well as the full effects of the spell, otherwise the spell has no effect.

17th to 20th Level

  • Cleaving Strikes. When you make an attack roll against a creature with this weapon, you may expend 2 charges and choose to target one additional creature that is within range of your attack and 5 feet of the initial target. Use the same attack and damage rolls for both targets.
  • Magical +3. The weapon gains a +3 bonus to attack and damage rolls made with it, and counts as magical for the purpose of overcoming resistance to nonmagical weapons.
  • Sundering Strikes. When you damage a creature with this weapon, you may expend 3 charges to reduce the target’s armour class by 1, unless the armour it is wearing is magical. If the armour’s base AC (ignoring dexterity modifiers and shields) is reduced to 0, it is destroyed beyond repair.

Component Pouches

Mages who understand the base science underlying magic and its rituals often opt for a component pouch, allowing them to supplement their arcane power with offerings from the world around them to enact their spells.

Most component pouches are made from fabric or leather, and might be further embellished with fancy embroidery or gemstones, but a wooden box bound with metal could serve the same purpose in a unique fashion. The size and shape of a component pouch is also reflective of the mage’s needs; city-dwelling mages with ready access to component suppliers might have smaller pouches that are more fashionable and less obstructive, while a seasoned adventurer may have a bulky satchel capable of carrying many components on long trips in the wilderness.

1st to 4th Level

  • Pouch of Colding. Items in the pouch decay at one quarter of their normal rate.
  • Pouch of Concealing. Only the attuned creature may open the pouch. The pouch is still vulnerable to damage, however.
  • Pouch of Holding. The component pouch contains an extradimensional space, which can hold up to 20 pounds of material, not exceeding 2 cubic feet. For all interactions, the item functions as a side pouch from the Heward’s Handy Haversack magic item.
  • Pouch of Providing. You may reach into the pouch as an action and name a spell component that you do not possess; the magic of the pouch shall create one for you. This component vanishes the next dawn if it has not already been consumed by a spell. You must expend charges to create components in this way, and the value of the component can be up to 10gp times the number of charges you expend.
  • Returning. If you have a hand free, you may use an action to cause the item to teleport into your grasp. You must be on the same plane of existence to use this property.

5th to 8th Level

  • Alchemist’s Satchel. The component pouch doubles as a set of alchemist’s supplies.
  • Herbalist’s Satchel. The component pouch doubles as an herbalism kit.
  • Medic’s Satchel. The component pouch doubles as a healer’s kit. You must expend 2 charges to use this property, rather than the finite uses of a traditional healer’s kit.
  • Pouch of Piercing. As a bonus action, you may reach into the pouch and expend 1 charge, withdrawing a nonmagical dagger from the interior; this does not harm the interior of the pouch, and it can appear regardless of the pouch’s interior size. The dagger will remain until you begin your turn without it in your hand, at which point it evaporates into mist.
  • Pouch of Shielding. The pouch and its contents are impervious to external harm.
Design by Lexi Abbey | Made with GM Binder
  • Sous Chef's Satchel. The component pouch doubles as a set of chef's utensils.

Crystals

Easy to carry, easy to hide, a crystal is the go-to focus for all sorts of mages looking for a simple tool to direct their arcane power. They might be chosen for fashion, to keep the mage’s hands free, or even to more easily conceal their nature as a spellcaster.

As the name suggests, a crystal focus’ primary component is some sort of gemstone, often chosen to match the mage’s colour palette as much as for symbolic purposes. The crystal might then be worn on some sort of metallic chain, a fabric choker, or even embedded in the palm of a leather glove.

1st of 4th Level

  • Refracting Ray. As an action, you may shoot a ray of scorching light at a creature you can see within 120 feet of you. Make a ranged spell attack against the target, dealing 1d8 radiant damage on a hit. You create one additional ray at 5th, 11th, and 17th levels.
  • Psychic Orbit. As a bonus action, you may cause the gem to orbit your body, tracing arcane sigils in the air and never drifting more than 1 foot away from you. For 1 hour, or until you retrieve it as another bonus action, you may cast spells through the focus without needing to provide somatic components. While orbiting, the gem has an AC equal to 8 + your spellcasting ability modifier; it cannot be destroyed via normal damage, but it can still be grabbed or knocked away from you. Once the gem has left your orbit, you may not use this property again until the next dawn.
  • Reflecting Facet. When you take damage from a spell, you may expend at least 1 charge to damage the caster in retribution. The damage dealt is 1d4 per charge expended, and the damage type is the same as the triggering spell.
  • Returning. If you have a hand free, you may use an action to cause the item to teleport into your grasp. You must be on the same plane of existence to use this property.
  • Sharpened Facet. You can use the gem to magically cut through any nonmagical material you touch that is not adamantine, and that is 1 inch thick or less. Lengthwise, you can cut through 3 feet of glass as an action, 1 foot of wood as an action, or 1 foot of metal in a minute. The GM may alter these times depending on the material and thickness in question, or use the most applicable.

5th to 8th Level

  • Absorbing Facet. While attuned to the item, you have resistance to one damage type (chosen when you choose this feature) that is not bludgeoning, piercing, or slashing.
  • Blinding Facet. As an action, you may expend one charge to create a flash of bright light. Each creature in a 10-foot cone originating from you must succeed on a Constitution saving throw against your spell save DC or become blinded until the start of your next turn.
  • Enduring Facet. When you would be moved or knocked prone as a result of another creature (such as the thunderwave spell or a special attack), you may expend one charge as a reaction to remain unmoved and not fall prone.
  • Enhanced Focus +1. You gain a +1 bonus to spell attack rolls when using this item as your arcane focus.
  • Sorcerer’s Touch. Choose one Metamagic option from the Sorcerer class; when casting spells through this focus, you may apply that Metamagic option to the spell. You must expend 2 item charges per Sorcery Point cost of the Metamagic. You may choose this property multiple times, selecting a different Metamagic option each time.

9th to 12th Level

  • Enhanced Focus +2. You gain a +2 bonus to spell attack rolls when using this item as your arcane focus.
  • Soul Gem. When you are reduced to 0 hit points and wearing/holding the item, you may choose to drop to 1 hit point instead. Once you have used this property, it may not be used again until the next dawn.

17th to 20th Level

  • Enhanced Focus +3. You gain a +3 bonus to spell attack rolls when using this item as your arcane focus.

Orbs

Depressingly out of fashion among everyone except diviners and traitorous elven loremasters, an orb is a magical ball that can be comfortably held in one’s hand, storing the mage’s potential to be unleashed as and when directed.

The most common type of orb uses a clear gemstone in its glasslike construction, the better for the mage to use it to glean glimpses of events separated from them by time and space. An orb can be constructed from just about any solid material however, be it a polished wooden sphere etched with runes of power, a talking human skull, or a metallic shell housing an intricate array of magical clockwork gears.

1st to 4th Level

  • Minor Divination. As an action, you may touch the orb and learn one of the following pieces of information: the current time, the direction of North relative to you, or what the weather will be like within the next hour.
  • Returning. If you have a hand free, you may use an action to cause the item to teleport into your grasp. You must be on the same plane of existence to use this property.
  • Scrying Orb. You may use your action while holding the orb to expend 1 charge and name a friendly creature within 1 mile of you on the same plane of existence. If the creature is willing, the surface of the orb changes to display all that the creature sees for up to 1 minute, or until you choose to end the effect early (no action required).
Design by Lexi Abbey | Made with GM Binder
  • Shot Put. The orb counts as a Thrown Finesse weapon for you, with a range of 20/40ft. On a hit, the target takes 2d6 force damage. After making an attack with the orb, it returns by the most direct route to the spot from which you threw it at the end of your turn.
  • Spell Storage. You may store spells you have prepared within the item. To store a spell, you must remain in contact with the item for 1 minute, after which time you expend a spell slot (of the spell’s lowest level) and any material components, and the spell is contained within the item. A spell remains within the item indefinitely or until you cast it (using its normal casting time, but without the need to expend a spell slot or components). The item can hold multiple spells, the combined levels of which cannot exceed your proficiency bonus; these spells can be different, or multiple instances of the same spell.

5th to 8th Level

  • Delayed Spell. When you cast a spell, you may expend a number of charges equal to twice its level in order to capture its energy in time. You specify the target(s) and/or the area of the spell, but nothing happens; instead, the spell will trigger after 1 minute, or when you use your reaction to trigger it earlier, using the orb as its point of origin for calculating range. The spell will fail if the target or area is out of range by the time the spell is triggered. While you must hold the orb to cast the spell, you do not need to be holding it when the spell is triggered.
  • Enhanced Focus +1. You gain a +1 bonus to spell attack rolls when using this item as your arcane focus.
  • Frozen Concentration. When you cast a concentration spell while already concentrating on a different spell, you may expend a number of charges equal to the higher of the two spells’ levels to begin concentrating on them both at once; you roll the same concentration checks for both. You may not concentrate on more than two spells with this property.

9th to 12th Level

  • Enhanced Focus +2. You gain a +2 bonus to spell attack rolls when using this item as your arcane focus.
  • Temporal Realignment. When you take a point of exhaustion, you may expend 2 charges to delay gaining the point until the next dawn.

13th to 16th Level

  • Protective Orb. As an action, you may expend 4 charges to conjure a shimmering sphere of magical energy, which extends out from the orb in a ten-foot radius and lasts for 1 minute (you must be holding the orb to use this action, but not to maintain it). You may dismiss the sphere early (no action required) as long as you can touch the orb. All creatures within the sphere have resistance to the damage dealt by spells.

17th to 20th Level

  • Enhanced Focus +3. You gain a +3 bonus to spell attack rolls when using this item as your arcane focus.

Rods

Roughly 3 feet long and ¾ of an inch thick, rods are a compromise between the portability of a wand and the majesty of a staff. Mages with a sense of dapper fashion and/or a requirement for a mobility aide will sometimes disguise their rods as canes.

Most rods are fashioned from polished wood, and might be decorated with gemstones, before being reinforced with leather handles and bands of metal. However, there is nothing stopping a wizard from carrying a rod of solid metal, magically reinforced glass, or some other material; the former being a favourite among storm sorcerers and other lightning-aligned mages to conduct their power.

1st to 4th Level

  • Cantrip. The item may be used to cast a single cantrip from your class’ spell list (chosen when you select this property). You may choose this property multiple times, selecting a different cantrip each time.
  • Duellist’s Rod. As a reaction, you may gain a +2 bonus to your AC against a single melee attack that would otherwise hit you.
  • Immovability. The item gains the properties of an immovable rod.
  • Returning. If you have a hand free, you may use an action to cause the item to teleport into your grasp. You must be on the same plane of existence to use this property.
  • Spellcasting. The item may be used to cast a single spell of no higher than 6th level (chosen from the list of spells you know when you select this property). You must expend a number of charges equal to the spell’s level when you cast it in this way. You may choose this property multiple times, selecting a different spell each time.

5th to 8th Level

  • Cane of Alacrity. At the start of your turn, you may expend 1 charge to increase your base walking speed by 15 feet until the end of the turn.
  • Enhanced Focus +1. You gain a +1 bonus to spell attack rolls when using this item as your arcane focus.
  • Magical +1. The item counts as a mace weapon, gains a +1 bonus to attack and damage rolls made with it, and counts as magical for the purpose of overcoming resistance to nonmagical weapons.
Design by Lexi Abbey | Made with GM Binder
  • Transmutative Minion. You may use an action to speak the item’s command word and throw it on the ground within 10 feet of you. The item transforms into a beast of challenge rating 0 (chosen when you choose this property) under your control and acts on your initiative count. By using a bonus action to speak the command word again, the item reverts to its normal form in a space previously occupied by the beast. You may mentally issue commands to the beast while it is within 100 feet of you and you aren’t incapacitated, and as an action you may go blind and deaf to your own senses to see and hear through those of the beast until the start of your next turn. If the beast is reduced to 0 hit points, it dies and reverts to the items true form. The beast regains all its hit points at dawn after reverting to staff form.

9th to 12th Level

  • Enhanced Focus +2. You gain a +2 bonus to spell attack rolls when using this item as your arcane focus.
  • Magical +2. The item counts as a mace weapon, gains a +2 bonus to attack and damage rolls made with it, and counts as magical for the purpose of overcoming resistance to nonmagical weapons.

13th to 16th Level

  • Bracing Cane. As a reaction to being moved against your will, such as being pushed by a thunderwave or lifted by the telekinesis spell, you may expend a number of charges equal to the level of the spell to remain standing where you are. If you would have instead been moved by an attack, such as a tripping manoeuvre to knock you prone, you expend 1 charge plus 1 for every size category the attacker (or triggering effect) is larger than you.

17th to 20th Level

  • Enhanced Focus +3. You gain a +3 bonus to spell attack rolls when using this item as your arcane focus.
  • Magical +3. The item counts as a mace weapon, gains a +3 bonus to attack and damage rolls made with it, and counts as magical for the purpose of overcoming resistance to nonmagical weapons.

Staves

A 6-foot length of imposing magical presence, nobody will mistake you for some conjurer of cheap tricks with a staff at your side. Wizards are the most common users of staves, constantly striving to outdo one another in both the ornateness of their staff and the size of their hat; needless to say, it is not usually a focus for subtlety.

Staves are often fashioned from wood, and may incorporate a large gemstone at the head, along with metallic ornamentation. Naturally however, the design and construction of the staff often represent the school of magic in which the mage specialises: transmuters might use metal, while a particularly edgy necromancer might use the spine of some unfortunate creature who no longer needs it.

1st to 4th Level

  • Cantrip. The item may be used to cast a single cantrip from your class’ spell list (chosen when you select this property). You may choose this property multiple times, selecting a different cantrip each time. You may choose this property multiple times, selecting a different cantrip each time.
  • Returning. If you have a hand free, you may use an action to cause the item to teleport into your grasp. You must be on the same plane of existence to use this property.
  • Spellcasting. The item may be used to cast a single spell of no higher than 6th level (chosen from the list of spells you know when you select this property). You must expend a number of charges equal to the spell’s level when you cast it in this way. You may choose this property multiple times, selecting a different spell each time.

5th to 8th Level

  • Magical +1. The item counts as a quarterstaff weapon, gains a +1 bonus to attack and damage rolls made with it, and counts as magical for the purpose of overcoming resistance to nonmagical weapons.
  • Modular. You may add one property from the Blade, Crystal, or Wand list, as long as the design of your staff includes a suitable addition (such as a dagger blade protruding from the tip). The property you select must be from at least one tier lower than your current; for instance, if you selected this option at the 9th-12th tier, you could select a Blade, Crystal, or Wand property from the 1st-8th lists. You may choose this property multiple times, selecting a different option each time.

9th to 12th Level

  • Magical +2. The item counts as a quarterstaff weapon, gains a +2 bonus to attack and damage rolls made with it, and counts as magical for the purpose of overcoming resistance to nonmagical weapons.
  • Reach. Your melee attacks with the staff gain the Reach property.
Design by Lexi Abbey | Made with GM Binder
  • Transmutative Ally. You may use an action to speak the item’s command word and throw it on the ground within 10 feet of you. The item transforms into a beast of challenge rating 1 or lower (chosen when you choose this property) under your control and acts on its own initiative count. By using a bonus action to speak the command word again, the item reverts to its normal form in a space previously occupied by the beast. You may mentally issue commands to the beast while it is within 60 feet of you and you aren’t incapacitated. If the beast is reduced to 0 hit points, it dies and reverts to the item’s true form; roll 1d20, on a roll of 1 the item is destroyed. The beast otherwise regains all its hit points at dawn after reverting to staff form.

13th to 16th Level

  • Broomstick. The item gains the properties of a broom of flying.

17th to 20th Level

  • Magical +3. The item counts as a quarterstaff weapon, gains a +3 bonus to attack and damage rolls made with it, and counts as magical for the purpose of overcoming resistance to nonmagical weapons.

Wands

Efficient, lightweight, as good for directing magical energy as it is for jabbing annoying apprentices in the eye, the wand is a stalwart companion to the modern mage who needs to cast on the go.

Wands are traditionally craved from wood, and the flashier ones might have metallic ornamentation on the handle or a focusing crystal at the tip. Especially skilled crafters may also employ unique organic components within the wand’s core for added magical power. Of all the arcane foci, wands see the most care paid to tradition when selecting their components, and it is not uncommon for bespoke wands to be crafted and given to treasured companions as the purest expression of the crafter’s understanding of the receiver; naturally it is painfully embarrassing if they get it wrong, perhaps chocolates would have been safer.

1st to 4th Level

  • Cantrip. The item may be used to cast a single cantrip from your class’ spell list (chosen when you select this property). You may choose this property multiple times, selecting a different cantrip each time.
  • Returning. If you have a hand free, you may use an action to cause the item to teleport into your grasp. You must be on the same plane of existence to use this property.
  • Scrivener’s Wand. The wand counts as a set of calligrapher’s tools for you, producing any colour and quality of ink you could desire, along with a variety of customisable brush and quill settings.
  • Spellcasting. The item may be used to cast a single spell of no higher than 6th level (chosen from the list of spells you know when you select this property). You must expend a number of charges equal to the spell’s level when you cast it in this way. You may choose this property multiple times, selecting a different spell each time.
  • Wand Beam. As an action, you may shoot a beam of pure magical energy at a creature you can see within 120 feet of you. Make a ranged spell attack against the target, dealing 1d8 force damage on a hit. This damage increases by 1d8 at 5th, 11th, and 17th levels.
  • Wand Jab. You may use the wand as a Light melee weapon. When you do so, you make a melee spell attack against the target, dealing force damage on a hit equal to 1d4 + your Intelligence modifier.

5th to 8th Level

  • Enhanced Focus +1. You gain a +1 bonus to spell attack rolls when using this item as your arcane focus.
  • Illuminator. As an action, you can cause the wand to shed light in a 60-foot cone in front of you, which you may dismiss no action required. This light is bright for the first 30 feet, and dim for the remaining 30.
  • Spell Parry. As a reaction, you may gain a +2 bonus to your AC against a single ranged attack that would otherwise hit you.

9th to 12th Level

  • Enhanced Focus +2. You gain a +2 bonus to spell attack rolls when using this item as your arcane focus.
  • Precision Shot. When you make a spell attack roll, you may expend two charges to gain advantage on the attack roll.

17th to 20th Level

  • Enhanced Focus +3. You gain a +3 bonus to spell attack rolls when using this item as your arcane focus.
Design by Lexi Abbey | Made with GM Binder

Components

The following passages outline a variety of component options, though they are by no means the full extent of what is available; feel free to ask your Dungeon Master about any cool homebrew materials they’ve been sitting on for years. Where appropriate, suggestions are made for the type of mage that might choose this option.

Purchasing Components

The exact extent to which a mage purchases their components as opposed to harvesting them themselves is a balance between the cultural significance of the rite to the mage, and the feasibility of actually getting the material at all. It might be fairly easy to find a fallen branch to shape into your new wand, but most mages probably aren’t going to chop an entire tree down, or mine and process their own metal, unless that itself is part of the rite. There may also be magical components that don’t go into the focus itself, but are used in the ritual to infuse it with magic.

As a rough guide, the total gp value of all components used should be 100 times the mage’s level in their spellcasting class(es). This value can then be increased or decreased as the DM sees fit, depending on how rare the components are and how much the mage is able to source without paying (for instance, killing a dragon to harvest its bones likely means they’ll pay in hit points, not coin).

Fabric

There is little symbolic choice in the type of fabric you choose, but it can serve as a sign of status which wealthy mages use to show off, while shrewd mages use it to blend in. Fabrics are typically only employed in the creation of component pouches, but some mages also like to add decorative tassels to their blade pommels, or to the hafts of their staves, turning their spellcasting into an artful performance.

  • Fabric Type. As stated before, the type chosen will often indicate your financial (and therefore usually social) status, which you can use to show off or blend into a desired demographic. Silks and satins are much more expensive than hessian or wool, for instance. Some wizards specialising in transmutation specifically opt for wool, in a humorous (or possibly threatening) reference to their reputation for polymorphing other creatures into sheep.
  • Dye. Depending on your setting, dye might also be an indication of status; perhaps only the wealthy can afford dye, perhaps purple is reserved for royalty, etc. Mages may choose colour pallettes that represent some aspect of their magic; draconic sorcerers denote their lineage, evokers and Fiend warlocks favour reds for heat and danger, diviners and Old One warlocks might use blue for knowledge and intellect, necromancers and Undead warlocks don the black of death, and so on. Other mages simply choose colours they like and vibe with, which is perhaps the most valid choice of them all.

Gemstones

Crystals and other precious stones have long held magical significance in many cultures, believing them to be capable of focusing the energy of the Weave with their mere presence. Some mages place gemstones at the tips of their wands and staves to intensify their power much as cut glass can intensify light, but even mages who don’t employ such scientific methods will often adorn their foci with a gem or two, whether it be for luck, the ambient magics of the gem, or simply for the aesthetic. Draconic sorcerers in particular are more likely to choose a gem for its colour, denoting their lineage, than any deeper symbolic meaning.

  • Amber. Associated with the sun, warmth, and wellbeing, amber is favoured by healers and certain fire-aligned mages, such as evokers, or Genie warlocks who channel the powers of an efreeti. Its property to preserve its contents in time also garners the attention of transmuters, who seek to employ similar magics, and the temporally-aligned clockwork sorcerers.
  • Amethyst. Representing power, protection, and wise decision-making, amethyst is often employed by abjurers and diviners, as well as all manner of warlock and sorcerer looking to boost their potential.
  • Angelite. Associated with angels and serenity, angelite is most often used by Celestial warlocks and divine sorcerers, though a conjuror might also employ it to connect with the upper planes.
  • Apatite. Green apatite is often associated with inner balance and soothing, leading some enchanters to use it for their foci. Blue apatite is connected to psionics, and might be employed by Old One warlocks or aberrant sorcerers.
  • Aventurine. Representing good luck, diviners might employ aventurine to help predict the whims of fate, while wild sorcerers might use it for better control over the chaos of their powers.
  • Bloodstone. Representing courage and strength, bloodstone might be used by war mages and bladesingers, alongside Hexblade warlocks. The bloodlike specks that give the stone its name make it a favourite of on-the-nose necromancers too.
  • Carnelian. Carnelian is associated with action and energy, both physical and willpower related. It might be employed by evokers, bladesingers, or even Hexblades.
Design by Lexi Abbey | Made with GM Binder
  • Citrine. Associated with imagination and the manifestation of will, citrine is used by illusionists and transmuters who, through their own unique means, seek to manipulate reality. Sorcerers also often gravitate to this stone, as their magic comes directly through the manifestation of will.
  • Diamond. Associated with light, destiny, and clarity, diamond is a favourite of diviners and illusionists. One of the hardiest and most enduring products of the earth, it is also employed by abjurers and Genie warlocks in service to a dao. Celestial warlocks and divine sorcerers might also use it, since diamonds are often used in the most powerful of holy rituals.
  • Emerald. Associated with the heart, love, and compassion, many enchanters use emerald to evoke those feelings in others. Matters of the heart are usually the domains of fey, and Archfey warlocks might also employ emerald for this reason.
  • Lapis Lazuli. Lapis stones are associated with royalty and divinity, leading many divine sorcerers to use it. Its connection to psionics and intuition also make it a good fit for diviners, Old One warlocks, and aberrant sorcerers.
  • Obsidian. Volcanic glass is naturally associated with the earth, but also with the deadly power of volcanoes from whence it comes. Evokers and necromancers both find a use for this stone, alongside Genie warlocks aligned with either dao or efreeti.
  • Ruby. Representing passion, determination, and adventure, ruby is a good fit for conjurors gearing up to explore the multiverse, or Archfey warlocks looking to bring a little fey passion into the world. Many evokers also choose it for its symbolism to fire.
  • Sapphire. Sapphire is associated with mental focus and order. Wizards of all disciplines employ it to help bolster the magical potential of their intellect, while clockwork sorcerers use it to help their magics impose order upon creation. Another stone with psionic connections, sapphire is also a good fit for Old One warlocks and aberrant sorcerers. Also sometimes associated with water and the sea, sapphires are occasionally employed by storm sorcerers, and by Fathomless or Genie warlocks in the service of a marid.

Organic Components

Bone, claws, teeth etc. are the most common monster parts utilised in arcane foci, but leather and hide may also be used for component pouches, grips, gloves, etc. The more perishable organic trophies like hair or (for the grislier mages) blood and organs, might be enclosed within an item’s core, or suspended in stasis / dried and preserved on the exterior for all to see. The use of blood and bone is also a reasonably common ritual for the creation of blades; quenching a blade in a creature’s blood is said to make it more effective against them, while using a creature’s bones to add carbon to the steel imbues the blade with its strength. In magical training that focuses more on combat, such as bladesinging or the school of evocation, it is expected that the young mage slay the creature and harvest the components themselves, in the ultimate test of their skill in magic.

  • Beasts. The go-to for any organic component, the bones, hides, scales, fur, feathers, claws, teeth, etc. of beasts have been used in spell foci since time immemorial. Often, the significance is not on the type of component used, but on the beast it originally came from. Horses often represent speed and endurance, wolves for ferocity and tactical wit, owls for wisdom, lions for courage and leadership, etc. For something truly unique, a dinosaur might be used to create a legendary focus; a flail made from the tail of an ankylosaur is an unusual choice for a mage, but nobody will forget it in a hurry.
  • Celestials. Celestial creatures are often associated with goodness, healing, and purity, so think carefully about how you want to acquire their components if you wish to remain aligned with those qualities. A unicorn’s horn might form the basis of a shortsword or rod, while its hair might be enclosed in a crystal or the core of a wooden wand. Angelic feathers might also be used in wand cores, or to line the inside of a component pouch, and their bones could be used to imbue a sword with holy might. Celestial warlocks and divine sorcerers are the most common users of celestial components, but wizards in service to a higher power, such as a deity of magic, might also use them to connect with their divine inspiration.
  • Dragon Bits. A source of fear, awe, and inspiration in many a magical setting, dragons are often seen as the ultimate challenge for monster hunters, and uses have been discovered for almost every draconic body part; even wizards allied with dragons may use draconic components respectfully harvested from the dead, or willingly given by an elder. Their bones are light but incredibly durable, making them useful for staves or even blades, while their teeth and claws can fulfil similar functions or decorative purposes on smaller items. Their scaled hide is likewise light and flexible but incredibly resistant to physical and elemental damage. It is also not uncommon for sorcerers of draconic lineages to work a droplet of blood or two into their foci, imprisoned in crystal perhaps. Aside from these uses, dragons are near-mythical beings that represent a slew of elemental magics and metaphysical concepts, which may prompt mages to be even more choosy about what kind of dragon their components come from.
  • Fiends. Demons and devils are associated with evil, the lower planes, ice, fire, poison, corruption (of the physical, mental, and spiritual kind), and a whole slew of other nasty things. Acquiring these components is tough, as most fiendish corpses discorporate upon death to reform on their home plane, the only place they can truly die. Particularly culty mages, like conjurors and Fiendish warlocks, might use their bones or flesh as the basis for or decorations on their foci, while fiendish blood is usually valued more as a spell component than decoration.
Design by Lexi Abbey | Made with GM Binder
  • Humanoids. Ah, you’re one of those “edgy” types, eh? Organic components harvested from humanoid creatures are usually only employed by necromancers and Fiendish or Undead-aligned warlocks. They might employ a rod made out of a spinal column, use a femur for a wand, adorn their staff with skulls, or bind their spellbooks and blade grips with skin. This will definitely strike fear, or at least disgust, into anyone who crosses your path, and cause you to stick out like a sore thumb to any nearby witch hunters.
  • Undead. Already tied in with the other organic options, many necromancers, shadow sorcerers, and Undead warlocks choose to specifically use undead components rather than those harvested from a previously living entity, either out of ethical concerns (if they have them), or to harness the latent necrotic power that resides within them; sure, a wand made out of someone’s rib is cool, but the rib of a revenant? Potent indeed. More paradoxical components, such as the noncorporeal essence of a ghost, might be included as a demonstration of the wielder’s mastery over the dead.

Metal

Though most often used in large quantities for bog-standard blades, metals have their own magical meanings and might be used to decorate or enhance a mage’s focus in unexpected ways. These are some of the most commonly bought components, rather than harvested and processed by the mage themselves; though among some dwarven magic schools, it is as much a part of the trial as hunting a beast might be on the surface.

  • Copper. Copper is sometimes associated with love, making it the occasional tool of enchanters looking to cause some bewitchment. Copper is an excellent conductor of electricity and heat, meaning many evokers use it for a metallic wand core, but its reputation as an energy conductor mean that mages from all walks of life might decide to include copper cores or wire in their foci for a magical boost. It is also a metal associated with healing, with many trinkets being made from it to sooth aches and pains. Celestial warlocks and divine sorcerers with a proclivity for healing magic might seek to use copper in their foci.
  • Gold. Many cultures associate gold with the sun, as well as with divinity (which may often be one and the same). Fire-aligned mages, warlocks of the Celestial, and divine sorcerers may all bedeck their foci with gold. Gold is also highly conductive to electricity, making it an unexpected favourite of lightning-aligned mages like storm sorcerers. A sign of wealth and status, gold holds a significant allure in the hearts of mortals, which both enchanters and Fiend warlocks employ to bedazzle and corrupt, while draconic sorcerers and Genie warlocks of all types also claim it for their treasure hoards. Before the development of modern transmutation magics, alchemists obsessed over transforming lead into gold, and to this day some transmuters decorate their foci with a blend of the two metals to remind themselves of their roots.
  • Iron. Used in early weaponry before the creation of steel, iron is still common among abjurers, bladesingers, and war mages as a sign of strength and protection in battle. One of the most earth-aligned metals out there, Genie warlocks in service to a dao might use iron in their foci to retain a grounded connection to their patron. Since it is found in both the earth and in meteorites, iron can be seen as a connection between our world and the heavens beyond, lending itself to conjurors and warlocks who bargain with the Old Ones. As with silver, iron is also employed as a monster-hunting tool, for instance in the detection of changelings, leading many a mage to employ it if they fear they are going to be dealing with unnatural creatures. This also makes the metal almost universally anathema to Archfey-employed warlocks.
  • Lead. The early alchemists attempted to transform lead into gold, and their techniques went on to inspire the development of transmutative magics, making it a favourite among transmuters as a sign of their heritage. Lead is durable, a poor conductor, and is excellent at blocking both radiation and magic, making is a favourite among abjurers who seek to ward against or undo the spells of others. Lead’s symbolic connection to the underworld, as well as its poisonous nature, also makes it a favoured metal among necromancers.
  • Silver. Silver is often linked to the moon and its magic, aligning with intuition and wisdom, and for this reason diviners favour it. Moon magic can also be used for trickery and illusions, making silver a useful metal for illusionists and Archfey warlocks. Silver is sometimes associated with psychic sensitivity, causing it to be employed by some aberrant sorcerers and Old God warlocks. Many creatures considered monstrous by the common folk are vulnerable to silvered weaponry, and as such the metal sees an almost universal use among monster hunters. Some see this to mean that silver has some sort of property to reflect magical energy, meaning it is common among abjurers.

A mage who uses a significant quantity of silver in their focus may treat that focus as silvered when making weapon attacks with it, in addition to its magical properties

Design by Lexi Abbey | Made with GM Binder
  • Steel. The most common metal for forging blades, steel is commonly used by bladesingers, war wizards, and Hexblade warlocks. For its representation of ingenuity and industry, some transmuters also use steel in their foci for a cold, modern aesthetic. Being a more “modern” alloy, steel does not have many ancient magical associations like other metals, but even before its official development there were cultures who believed that bones added to their iron would imbue the resulting blades with the strength and courage of whatever creature went into it, be it a horse, a dragon, or a venerated ancestor. This so-called “bone steel” is something of a favourite among necromancers, but it is a common enough belief that anyone choosing this component for a weapon will likely also pick up some bones from the Organic Components section too.
  • Tin. Tin is shiny and malleable, and is often used in alloys to help resist weathering and corrosion, making it a popular choice for transmuters. The metal is also sometimes associated with energy, both rejuvenating and lightning, in a more elemental capacity than other metals, and thus is carried by some divine or storm sorcerers.

Wood

Some choose the type of wood for the aesthetic, some for cultural/spiritual significance, and some just choose based on whatever’s to hand at the local lumber yard. Wizards and warlocks, with their chosen patrons and schools of magic, are more prone to adhere to symbolism when selecting their wood, rather than sorcerers whose varied magics come innately to them. Mages may specifically choose wood from a tree that has importance to them, even if it is as simple as their favourite tree to sit under while studying. They might also undertake additional rites or make offerings to the tree in question and its spirit(s) according to their custom, before taking the wood for their own use.

  • Alder. Alder trees are associated with battle and steadfast survival, often used for spells of protection and action, making it an excellent choice for combat-focused mages such as abjurers, evokers, and war wizards, as well as more destructive warlocks such as those aligned with fiends. In some cultures, it is also said to be a gateway to the realms of deities and sometimes the dead, making it a possible option for conjurers and necromancers as well.
  • Apple. Apple trees symbolise immortality and true love, and is also used for healing, causing it to be a suitable wood for enchanters, celestial warlocks, and divine sorcerers.
  • Ash. Ash is hard but flexible, bending to resist shattering, making it suitable for just about any type of magic, and for this reason it is often favoured by transmuters, or sorcerers who do not commit themselves to any one branch of spellcraft. Some believe that the World Tree is an ash tree, and where that cosmology holds reign, conjurers will favour ash wood for their foci.
  • Birch. Birch is fast-growing and upright-standing, and can represent rebirth and fertility. It is often used to construct the less powerful foci used for training novices before they undertake this rite themselves.
  • Cedar. Cedar is ancient, associated with wisdom, protection, and longevity, and for this reason it is favoured by abjurers, or those who seek to create spaces of learning and knowledge.
  • Cherry. Associated with healing, love, and unity, cherry wood is prized by enchanters and mages with the rare gift of healing magic, such as celestial warlocks and divine sorcerers. Interestingly, cherry also corresponds with mediumship and the detection of magical presences, making it suitable for diviners.
  • Ebony. Ebony is sometimes attributed to water, but mostly it is seen as a wood of pure power that amplifies its wielder without other affinities. Many evokers choose this wood, alongside all varieties of warlocks and sorcerers looking to increase their power. Ebony dust is toxic, requiring protection when carving it; this property also perversely attracts the attention of necromancers.
  • Elder. Associated with death and the Feywild, elder wood often has the most stringent of harvesting rights. Those who brave it are often conjurers, necromancers, and shadow sorcerers, or warlocks pledged to an Archfey or an Undead being.
  • Hazel. Hazel is associated with wisdom and learning, and often represents decision, making. The clarity it offers makes it a favourite of diviners, and warlocks who seek knowledge of the Old Ones.
  • Hickory. Dense and strong, hickory wood is structurally sound even in thin cuts. It is often used by abjurers and transmuters, or incorporated into the hilts of bladesinger weapons.
  • Oak. A sign of authority and focus, oak is also an excellent building material, and it is often sought after by transmuters and bladesingers, as well as more martial warlocks like hexblades.
  • Purpleheart. An exotic wood that deepens in colour as it is exposed to light, purpleheart is associated with creativity and spirituality. Illusionists favour this wood for their foci.
  • Zebrawood. Zebrawood is attributed to luck, creativity, and beauty. Enchanters and illusionists might seek out this wood, as may wild sorcerers looking to stem the randomness of their abilities.
Design by Lexi Abbey | Made with GM Binder

References

None of this is really meant to be replications of real-world beliefs or have any basis other than my wild ramblings, but I have tried to take some inspiration for how certain crafting materials are / have been associated with magic in our world.

Gemstones

Metals

Wood Types

Design by Lexi Abbey | Made with GM Binder

Additions

The following are late additions to the suggested foci, materials, etc. based on playtesting and player requests.

Shields

Even less common among mages than weapons, due to their specialised training requirements, choosing a shield as one's arcane focus demonstrates a preparedness to do battle, tempered by a desire to protect oneself and/or one's allies. Shields are favoured by front-line abjurers, as well as battlemages who are perfectly confident in the offensive capabilities of their spells.

Much like Blades, Shields are typically crafted from durable metals, leather, and wood, but may also include more exotic components like gemstones or dragon bone. If using my revamped shields homebrew (see below), consider the type of shield you are forging as well as its materials: light shields are the most common among mages due to their portability and easy allowance for somatic components, while personal shields are sometimes carried by more serious mage-knights; heavy shields are almost never used by magi owing to their difficult training and physical requirements, but make for an imposing sight if one can pull it off.

1st to 4th Level

  • Arcane Resonance. When you cast a spell of 1st level or higher while wielding the shield, your AC increases by 1 until the start of your next turn.
  • Kinetic Retaliation. When you are missed with an attack roll, the shield gains an energy die of 1d4; if it already has an energy die, that die's value is increased (d4 to d6, d6 to d8, d8 to d10, d10 to d12) to a maximum of 1d12. When you are hit by a melee attack, you may use your reaction to expend any number of remaining charges, dealing force damage equal to one energy die per charge expended; the shield then loses its energy die. If it is not used, the shield loses its energy die after 1 minute.
  • Morphic Shield. [Lexi's shield revamp only] As an action while holding the shield, you may cause it to transform into a light, medium, or heavy shield if it is not one already.
  • Returning. If you have a hand free, you may use an action to cause the item to teleport into your grasp. You must be on the same plane of existence to use this property.

5th to 8th Level

  • Greater Morphic Shield. [Lexi's shield revamp only] As a bonus action while holding the shield, you may cause it to transform into a light, medium, or heavy shield if it is not one already.
  • Spell Reflection. When a creature you can see misses you with a ranged spell attack, or when you succeed on a Dexterity saving throw against a spell or other magical effect cast by a creature you can see, you may expend two charges as a reaction to reflect it. A reflected effect originates from you, using your spell attack bonus and/or spell save DC instead of the triggering creature, and deals half damage; it is otherwise treated as though you had used the ability yourself, meaning you may choose the target of the spell attack or area of effect within range.
  • Warding Aura. Friendly creatures within 5 feet of you gain a bonus to their AC equal to half that provided by the shield.

9th to 12th Level

  • Magical +1. The shield counts as magical, and grants a +1 bonus to AC while wielding it.
  • Orbital Shield. As an action, you can expend a charge to cause the shield to begin hovering for 1 minute, or until you don it as an action. While hovering, the shield orbits within 5 feet of you; you count as wielding the shield for all purposes, but you do not need a hand to hold it.
  • Resistant Shield. Choose a damage type other than bludgeoning, piercing, or slashing; while wielding the shield, you are resistant to that damage type.

13th or 16th Level

  • Magical +2. The shield counts as magical, and grants a +2 bonus to AC while wielding it.

17th to 20th Level

  • Impenetrable Shield. Choose a damage type other than bludgeoning, piercing, or slashing damage; while wielding the shield, you gain immunity to that damage type.
  • Magical +3. The shield counts as magical, and grants a +3 bonus to AC while wielding it.

Lexi's shield revamp can be found at the following link, check with your GM/players before use: https://www.gmbinder.com/share/-Mm71kn0xT0q95svdsMy

Clothing

A choice for both the subtle and the flamboyant mage, using ones clothing as an arcane focus can either be a means of hiding one's nature as a spellcaster or flaunting it for the world to see. Hats, gloves, capes, tunics, or even entire sets of robes may be infused with the necessary enchantments to channel arcana, with especially large and pointy hats being a favourite among wizards, particularly Illusionists and Enchanters.

"Focus-wear" as the young and trendy mages are dubbing it, is typically constructed from fabric, possibly accessorised with gems and metals, though wood and even organic components are sometimes used as well.

Design by Lexi Abbey | Made with GM Binder

1st to 4th Level

  • Armour-Weave +1. While you are not wearing armour, you gain a +1 bonus to your AC.
  • Critter Trick. As an action, you may expend a charge to reach into the inside of the clothing and magically conjure a Tiny CR 0 Beast of your choice, then roll 1d6. On a roll of a 1, the creature is hostile to you and will try to either fight or escape at the GM's discretion; on a roll of a 6, it behaves as your familiar as though conjured by the Find Familiar spell (even if you already have another familiar); on a 2-5, the creature is ambivalent towards you, but you may be able to convince it to act in ways you want with offerings of food or scritches. After 1 hour, or when it is reduced to 0 hit points, the creature vanishes.
  • Fashion-Weave. As a bonus action, you may cause the colour and pattern of the focus to change. The focus cannot replicate complex patterns, such as dense foliage or "a lifelike rendition of a medusa".
  • Motion-Capture. Wearing the focus allows you to provide the somatic components for your spells even if both your hands are full.
  • Returning. If you have a hand free, you may use an action to cause the item to teleport into your grasp; alternatively, it can materialise onto the relevant body part for you to don it as part of this action, if you are not already wearing anything there. You must be on the same plane of existence to use this property.

5th to 8th Level

  • Enchanted Pockets. You may add one property from the Component Pouch list, as long as the design of your focus includes a suitable pocket or other storage device. The property you select must be from at least one tier lower than your current; for instance, if you selected this option at the 9th-12th tier, you could select a Component Pouch property from the 1st-8th lists. You cannot select this property more than twice.

9th to 12th Level

  • Armour-Weave +2. While you are not wearing armour, you gain a +2 bonus to your AC.

13th or 16th Level

17th to 20th Level

  • Armour-Weave +3. While you are not wearing armour, you gain a +3 bonus to your AC.
Design by Lexi Abbey | Made with GM Binder
 

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