5e Inventive Crafting Guidelines

by KadenJ

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5e Inventive Crafting Guidelines

How To Use This Guide

This guide is not intended to be a rigid set of rules. Instead, it is a collection of guidelines and tables that can be used to reward creativity during crafting. Dungeon Masters may use these guidelines to enchance crafting in their games anyway they see fit. Dungeons & Dragons has an advantage over video games in that it can be actively rebalanced and altered by the DM, so take advantage of that! Change the crafting rules in your game to match your players and make the game more fun for everyone.

Key Points

  • Inventions - Instead of choosing from a list of existing magic items, players create unique, never seen before magic items.
  • Experimentation - By conducting experiments, players can discover properties of items they find during their adventures, and use those creatively to invent their own magic items. Examples can be found later in this guide.
  • Irreproducible - Pinning down a magic item's recipe is extremely difficult, so it is assumed for the sake of balance that most magic items cannot be mass produced.
  • Fun - The official crafting system merely requires gold and downtime. These guidelines incorporate various elements of play, integrating crafting with the rest of the game.
  • Challenge - Just like other elements of the game, crafting tests both the player and their character. The better they both are at invention, the more successful they will be.

Item Level

For the sake of balance, it can be helpful to calculate a magic item's level. As it becomes a more powerful magic item, it's level increases. Typically, players are unable to craft items that are a greater level than their own. The level determines the magic item, as well as its difficulty and cost to buy the materials involved in its crafting, as seen in the table below:

Level Cost Rarity
1/8 12 Common
1/4 25 Common
1/2 50 Common
1 75 Common
2 150 Uncommon
3 225 Uncommon
4 335 Uncommon
5 500 Uncommon
6 735 Rare
7 1,000 Rare
8 1,500 Rare
9 2,300 Rare
10 3,400 Rare
11 5,000 Very Rare
12 7,300 Very Rare
13 10,700 Very Rare
14 15,650 Very Rare
15 23,000 Very Rare
16 33,500 Very Rare
17 50,000 Legendary
18 71,800 Legendary
19 105,000 Legendary
20 155,000 Legendary
21 225,000 Artifact
22 330,000 Artifact
23 480,000 Artifact
24 703,000 Artifact
25 1,000,000 Artifact

To determine an item's level, consider how much power each of its abilities would provide to the player. Some example abilities' level modifiers are visible in this table:

Category Effect Level Modifier
Bonus +1 + 5
+2 +11
+3 +17
Cast a spell Cantrip +2
1st Level +3
2nd Level +5
3rd Level +7
4th Level +9
5th Level +11
6th Level +13
7th Level +15
8th Level +17
9th Level +19
Using 5 charges -1
Adds Damage 1d6 +2
1d8 +3
Protection Resistance +6
Immunity +20
Condition Immunity +10
Set Attribute To 19 +5
To 21 +9
To 23 +12
To 25 +15
To 27 +18
Grants Proficiency
In a tool +1
In a language +1
In a skill +2
Grants Expertise +6
Charges 1, no recharge -4
5, no recharge -2
1/Long Rest +0
At will +6
1/Short Rest +3
7,1d6 recharge +2
3,1d3 recharge +2
50, no recharge +1
Requires Check; DC equals Item Level -2
Attunement -3

Experimentation

Players can conduct experiments to discover the properties of potential ingredients they find as they adventure. There are infinite different experiments that could be conducted on any given ingredient, so it is best to determine its properties and let the players decide which way to figure out what they are. Depending on the complexity of the experiment, any number of checks may need to be made to get accurate results. The DC of these checks may be determined by 10 plus the maximum potential level modifier for the abilities that could be provided by the discovered property. This CR may be lowered slightly when more checks need to be made.

The simplest experiments will likely be possible only using tools, often only requiring one check. This check will be made as a tool check, and is made with disadvantage by those not proficient in this tool. Other tools may only be useful for making one of multiple checks in a more complex experiment. The following table provides some example experiments each tool could perform:

Tool Example Experiments
Alchemist's Supplies Reaction to acid, fire, antitoxin, oil, perfume, or soap
Brewer's Supplies Determine solubility or reaction to alcohol
Calligrapher's Supplies or Forgery Kit Ability to be written upon and reaction to doing so
Carpenter or Woodcarver's Tools Reaction to being sawed
Cartographer or Navigator's tools Behavior at specific locations
Cobbler's Tools Determine effect on footwear
Cook's Utensils Determine edibility and culinary applications
Glassblower's Tools Reaction to rapid changes in temperature or interaction
Herbalism Kit or Jewler's Tools Similarities to ingredients you know of
Instrument Reaction to music or loud sounds
Leatherworker or Weaver's Tools Determine effect on clothing
Mason, Potter, Smith, or Tinkerer's Tools Determine ability to be shaped by various tools
Painter's Supplies Determine effect of changing color
Poisoner's Kit Potential to poison
Vehicles Behavior at high speeds

A successful check will reveal the properties related to the experiment, if any. Failing a check by less than 5 will typically just make the experiment unsuccessful. However, failing by 5 or more (or a natural 1) can cause a setback. The DM may determine the setback or roll on this table:

d6 Experiment Setback
1 Half of the tested ingredient is destroyed. If it cannot be halved, roll a d20. On a 9 or lower, all of the ingredient is destroyed
2 The experiment starts a fire, which spreads quickly
3 The items used to perform the experiment are damaged
4 There is a flash of energy or light. Everyone who sees it must make a Con save with the same DC as the check or be blinded for 1d10 minutes
5 The experiment produces noxious gas. Everyone within 10 feet must make a Con save with the same DC as the check or be poisoned for 1d4 hours
6 A loud noise occurs, alerting everyone within 300 feet of the location

Crafting Inventions

Once players know the properties of an ingredient, they may choose to use this property, and potentially other properties, to create a magic item of their invention. Crafting requires proficiency in one set of relevant tools, and the check is an intelligence check made with this tool. Another player who has proficiency in a relevant tool may use the help action. One crafting check may be performed per long rest (abilities which decrease a player's crafting time will increase the number of crafting checks they can make per long rest).

Crafting an item will require a number of crafting checks equal to the items' level (minimum of one). On a success, the item will level up by one until it reaches its desired level. Each crafting check has a DC equal to the level it is attempting to reach. On a failure by less than 5, nothing happens, but on a failure of 5 or more (or a natural 1) a setback occurs. The DM may determine the setback or roll on this table:

d6 Crafting Setback
1 The magic item is damaged, decreasing its level by 1
2 1/4 of the GP worth of ingredients are destroyed and must be replaced
3 The tools used are damaged, and must be repaired or replaced
4 The creator is stumped, and must find an expert before they can continue work
5 The item is stolen and must be retrieved
6 The item develops a curse, which can be determined by the DM or the example curse table. This does not reduce the item's level

Curses

Magic items are dangerous, and poor craftmanship can result in the development of curses. Magic item crafters may choose to intentionally take on one curse, which will decrease the item's level, making it easier to craft. Cursed items are also extremely difficult to sell. Below is a table of example curses that could be applied to an item. If a curse has no effect on an item, it cannot be applied, so it should be rerolled.

The DC of saving throws for curses is equal to the items level unless stated otherwise. Damage types of curses are the type associated with the item. If no type is associated, choose a type randomly upon creation.

d20 Requires Example Curse Level Mod
1 - Clingy: Now requires attunement. Cannot be unattuned unless someone else chooses to take on the attunement -2
2 Weapon Preferred: Now requires attunement. Other weapons' attacks are made with disadvantage -2
3 Uses Painful: Each use deals 1d4 damage to its user -2
4 Uses Draining: Each use expends a hit die -2
5 Uses Illusory: On use, the user must make a wisdom save. On a failure, the item's effect is an illusion only visible to the user, who is convinced that the effect was successful -3
6 Uses Sticky: When used twice consecutively by the same creature, it attaches to the creatures body. It must be destroyed to remove it -3
7 - Alluring: Anyone who sees this item for the first time must succeed on a charisma save or try to steal it -3
8 - Heavy: While in someone's possession, their speed is halved. It cannot be picked up by anyone with a strength score lower than its level -3
9 - Noisy: This item makes constant noise, alerting everyone in 100 feet -3
10 Attack Roll Unstable: On a natural one, this item backfires on its user -3
11 Uses Temporary: This item can be used only once by each creature -4
12 Uses Dependent: Each use consumes a spell slot. The minimum spell slot level is equal to this item's level divided by 5, rounded up -4
13 Uses Complex: Using this item takes twice as long: an action takes 2 actions, a bonus action takes 2 instead, etc. -4
d20 Requires Example Curse Level Mod
14 - Suction: Projectiles that pass within 15 feet target this item's bearer -4
15 - Maintenance: Positive effects do not apply unless a crafting check has been made on this item within the past 24 hours -5
16 - Poisonous: While in someone's possession, they have the poisoned condition -5
17 - Compromising: While in someone's possession, they gain a vulnerability -6
18 - Limiting: While in someone's possession, their second highest ability score is reduced to 10 -6
19 Dangerous Effect Uncontrollable: Once during each long rest, the item activates. If it needs a target, it targets the nearest creature. At DM discretion, it may occasionally activate at inopportune times too -6
20 - Possessed: Now requires attunement. An evil creature chooses to possess the item. The creator only knows the item has a curse, and is unaware of the creature's presence. Upon attunement, the creature reveals themselves. The creature must be convinced to allow the user to access the item's positive effects or to unattune. -6

Example Ingredients

Pretty much anything can be used as an ingredient, but introducing materials with extraordinary properties can be a great way encourage the creation of creative magic items. The following examples can be altered to fit your campaign, or you can create your or own from scratch. Sources are methods that can be used to acquire the ingredient, and example items are magic items the ingredient could be used to create. These are not exhaustive lists; other sources and items may be discovered as the players explore and invent. The only real limit is imagination and game balance!


Wood

Common Plant


  • Sources Forests, Surface Villages
  • Example Items Crate, Club, Trebuchet

Flammable. Wood is vulnerable to fire damage and sustains fire.

Workable. Crafting checks that primarily involve wood are made with advantage.


Bright Blossom

Uncommon Plant


  • Sources Swamps, Caves
  • Example Items Glowstick, Goggles of Night

Glowing. When flowering, this plant emits bright light for 5 feet and dim light for 10 feet.

Darkvision. Consuming this plant's flower grants darkvision for 2d4 minutes.


Snow Pea

Rare Plant


  • Sources Underdark, Cold Regions
  • Example Items Knife of ice, Chestplate of Agathys

Cold. Snow peas are cold to the touch.

Freezing. Snow peas burst when heated up, temporarily freezing everything in a 10 foot radius. Things unfreeze if they are exposed to heat or take damage. Frozen objects take a critical hit.


Poisonous Mushroom

Common Fungus


  • Sources Underdark, Caves, Forests, Feywild
  • Example Items Poison Vial, Poisoned Arrows

Toxic. When digested, these mushrooms inflict the poisoned condition for 1d4 hours.

Look-alike. Differentiating between these mushrooms and edible mushrooms requires a DC15 nature, poisoner's kit, or herbalism kit check.


Jumpshroom

Uncommon Fungus


  • Sources Underdark, Feywild
  • Example Items Jump Potion, Boots of Jumping, Bounce Arrows

Bouncy. Jumpshrooms retain almost all of their momentum when bounced.

Floaty. Jumpshrooms are resistant to gravity.


Mutation Spores

Very Rare Fungus


  • Sources Underdark
  • Example Items Ring of Mutations, Gloves of Decay

Reproducing. These spores embed themselves in organic matter and use the energy from the matter to produce more spores.

Mutating. Exposure to the spores quickly causes mutated growths.

Decaying. Continued exposure to the spores will eventually cause organic matter to decay.


Iron

Common Metal


  • Sources Caves, Underdark, Mountains
  • Example Items Plate Armor, Shield

Tough. Iron is great for creating armor, as it is durable and absorbs blows well.

Heavy. Due to its weight, carrying large amounts of iron makes speed and stealth difficult.

Forgable. Iron can be reshaped, but only at high temperatures. Crafting checks without suitable heat automatically fail.


Adamentine

Uncommon Metal


  • Sources Meteorites
  • Example Items Adamentine Armor, Adamentine Weapons

Unprocessed. In its default state, adamentine is brittle. Processing it requires extremely high heat, which can be dangerous.

Unalterable. Once processed, adamentine can no longer be melted, and is thus stuck as it is.

Hard. Processed adamentine nullifies the effect of incoming critical hits, and guarantees critical hits against objects.


Mithral

Uncommon Metal


  • Sources Underdark, Mountains
  • Example Items Mithral Armor, Mithral Greatsword

Tough. Mithril is great for creating armor, as it is durable yet flexible and easy to conceal.

Lightweight. Mithril weighs a fraction of what other metals do, making it less obtrusive to movement.

Forgable. Mithral can be reshaped, but only at high temperatures. Crafting checks without suitable heat


Telekinetic Steel

Rare Metal


  • Sources Underdark
  • Example Items Returning Pendant, Wand of Lifting

Psionic. This steel has been imbued with psionic magic. Force applied to it can be redirected to nearby objects

Recharging. The magic of this steel is limited, but so long as some remains, it can be recharged by nearby mental agony.

Forgable. Steel can be reshaped, but only at high temperatures. Crafting checks without suitable heat automatically fail.


Stone

Common Mineral


  • Sources Caves, Mountains, Underdark, Plane of Earth
  • Example Items Statue, Wall

Rigid. Stone is resistant to fire and slashing damage but it is vulnerable to bludgeoning damage when in small amounts.

Heavy. Due to its weight, carrying large amounts of stone makes speed and stealth difficult.

Durable. Stone can last for centuries without need for upkeep.


Obsidian

Uncommon Mineral


  • Sources Caves, Volcanos, Plane of Fire
  • Example Items Obsidian Arrows, Obsidian Dagger

Rigid. Obsidian is resistant to fire and slashing damage but vulnerable to bludgeoning damage.

Brittle. Obsidian shatters upon receiving a critical hit that deals bludgeoning damage. In addition, failed crafting checks on obsidian shatter it if the crafter doesn't have proficiency in potter's or glassblower's tools.

Sharp. Obsidian is excellent for piercing weapons, giving them a +1 bonus.


Chromite

Very Rare Mineral


  • Sources Caves, Underdark, Plane of Earth
  • Example Items Chrome Shield, Chrome Helmet

Nonconductive. Chrome is resistant to lightning damage.

Antimagic. Magic cannot affect chrome or pass through it.

Reactive Acid is required to craft chrome items, which makes also the material very specular.


Quartz

Common Crystal


  • Sources Caves, Underdark, Mountains, Volcanos
  • Example Items Clock, Pressure Sensor

Piezoelectric Quartz produces an electrical current when subjected to pressure.

Vibrating. Quartz vibrates at a precise frequency, making it ideal for timekeeping.

Durable. Quartz can last for centuries without need for upkeep.


Opal

Uncommon Crystal


  • Sources Caves, Mountains, Plane of Earth
  • Example Items Arcane Crystal, Arcane Shield

Pretty Opal makes highly appealing jewelry,

Arcane. Opal is commonly used for arcane focuses due to its connection to the weave.


Elemental Prism

Rare Crystal


  • Sources The Elemental Planes and Their Connections to The Material Plane
  • Example Items Acid Launcher, Flamethrower of Cold

Elemental Each of these crystals is associated with either acid, cold, fire, lightning, poison, or thunder. Its color is determined by this element.

Transmogrificating. This prism converts other elements that pass through it into its element.


Astral Diamond

Legendary Crystal


  • Sources Mount Celestia, Plane of Earth
  • Example Items Looking Glass of True Sight, Astral Projection Suit

Precious These diamonds are worth 1,000 gold pieces each.

Multiplanar. Looking through this transparent diamond has the effect of truesight out to a distance 20 times the thickness of the diamond.

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