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## Standard Item Creation The standard item creation approach is the most systematic and comprehensive, allowing you to make a huge scope of new items using the vast permutations that come from combining the three properties that make up this approach: Item Type, Prefix, and Suffix. This produces well balanced and modular magical items following a series of templates with minimal need for DM guidance. ### Item Type This defines the literal type of item is, the basic property. This can include weapons, staffs, accessories, and equipment. * **Weapon.** A weapon is any basic nonmagical weapon, such as a sword or spear. * **Staff.** A staff uses a staff as the base item, but can include any staff, rod, or similar item that is carried in one hand while being used. * **Accessory.** An accessory is typically a ring, necklace, or similar item. You can wear more than one accessory of the same type. * **Equipment.** A piece of equipment is a worn piece of gear, such as a helmet, boots, or cloak. You can use only one of the same type of equipment (for example, you cannot wear two different cloaks or two different helmets, but you can wear a cloak and a helmet). The basic item must be able to support the rarity of the enchantment being placed on it, based on the Item Base Requirements. For a staff, it must be made out of a branch of the listed rarity, while for items with a gold cost, the item must have a value of equal or greater to the listed value *before* being enchanted. This represents the item having a high quality base that takes well to enchanting. If a player struggles to find an item of sufficient value to use as the basic item, you can consult the general crafting rules for how to make items of higher value. Some basic solutions include using more expensive materials, raising the crafting DC to make a more ornate or well crafted item, or including valuable ornamentation - a sword the features a ruby or other fancy gemstone on the pommel typically has its value increased by the value of gemstone, making gems an easy way to increase the value of a basic item. > ##### Intangible Value > While the baseline requirements for the item base should generally be kept as the expectation, a DM can opt to waive the requirement in cases where the item being has intangible value that makes significant reasons other than its value. For example, a ring that was a family heirloom for ten generations in the PC's family might not be worth a great deal in gold value, but it has an intangible value that might make it particularly suited to being empowered by magic. > > Some examples of items that might qualify are items that are precious to a PC, items that are hundreds of years old, or items that hold great cultural value (such as the crown of a kingdom). This is an exception to the rule though, and should be used selectively only at the discretion of the DM. > ##### What about wands? > Wands already have a fully modular crafting system included in the base Kibbles' Crafting System, so they aren't included under Standard Item Creation. #### Staffs Staffs with one or more suffix properties gain charges. When using the staff to cast a spell, it requires a number of charges equal to the level of the spell cast (for example, a 2nd level spell would require two charges to cast). Additionally, when enchanting a staff with a suffix enchantment, it gains not only the selected suffix enchantment, but all rarity tiers of that suffix enchantment of lower rarity in addition to the one selected. This comes with the drawback of **requiring the materials of all lower rarities as well.** #### Recharge All magic items regain their powers that can be expended daily at dawn. If an item has multiple charges, it regains 1dX + X charges, where X is half the total charges. For example, an item with 6 charges would recharge 1d3 + 3 charges at dawn. If an item has an odd number of charges, the die value is rounded up and the flat value is rounded down (for example, if it has 7 charges, it would recharge 1d4 + 3 charges at dawn). #### Attunement All items created with the Standard Item Creation system require attunement if they are Uncommon or rarer. ### Prefix & Suffix Once you select the item type you are creating, you select its magical properties by selecting from two categories of magical enchantments. Prefix properties tend to grant the item permanent passive powers, while suffix properties tend to grant the item charges that cast spells or perform special powers. You can select one of each, but cannot put multiple selections from the same category onto one item (for example, an item can have a prefix, suffix, or both, but it cannot have two prefix powers). The effect of the prefix and suffix changes based on the item type and rarity level. The difficulty of creating item scales based on the rarity of level of the enchantment selected. If you select both a prefix and suffix, the DC and material requirements are added together when crafting the item. The item rarity is equal to the highest level enchantment rarity selected. #### Materials Each prefix and suffix adds materials required for the enchantment. The material required for the enchantment is the base item, the materials required for any prefix selected, and the materials required for any suffix enchantment. #### Crafting Difficult Class The base difficult class of standard enchantments is 10. The DC modifier of any prefix and suffix is added (combined if both are selected) to that value. \pagebreakNum #### Effect Save DC Some effects cast spells or otherwise trigger a DC. The DC of this save is based on the rarity of the time, based on the following chart: | Rarity | DC | |:------:|:--:| | Common | 12 | | Uncommon | 14 | | Rare | 16 | | Very Rare | 17 | | Legendary | 18 |
## Item Base Requirements | | Common | Uncommon | Rare | Very Rare | Legendary | |:-:|:------:|:--------:|:----:|:---------:|:---------:| | **Weapon** | None | 50 gp | 100 gp | 500 gp | 1,000 gp | | **Staff** | Quality Branch | Uncommon Branch | Rare Branch | Very Rare Branch | Legendary Branch | **Accessory** | None | 40 gp | 80 gp | 400 gp | 800 gp | | **Equipment** | None | 25 gp | 50 gp | 100 gp | 500 gp | ## Prefix Enchantments ##### Freezing | | Common | Uncommon | Rare | Very Rare | Legendary | |:-------|:-------|:---------|:-----|:----------|:----------| | **Materials** | 1 common primal essence | 2 uncommon primal essence
1 uncommon arcane essence | 1 rare primal essence
1 rare arcane essence | 1 very rare primal essence
1 rare arcane essence | 1 legendary primal essence
1 very rare arcane essence | | **DC** | +2 | +4 | +5 | +6 | +7 | **Properties** | | *Weapon*/*Staff* | The weapon damage becomes cold damage. | The weapon deals an extra 1d4 cold damage on hit. | The weapon deals an extra 1d8 cold damage on hit. | The weapon deals an extra 2d6 cold damage on hit. | The weapon deals 2d8 cold damage on hit. | *Accessory* | — | Grants resistance to cold damage | — | — | Grants immunity to cold damage. | *Equipment* | Allows the wearer to ignore the effects of cold weather down to -50 degrees. | Grants resistance to cold damage. | Common and Uncommon properties. | — | Grants immunity to cold damage. ##### Flaming | | Common | Uncommon | Rare | Very Rare | Legendary | |:-------|:-------|:---------|:-----|:----------|:----------| | **Materials** | 1 common primal essence | 3 uncommon primal essence | 2 rare primal essence | 1 very rare primal essence
1 rare primal essence | 1 legendary primal essence
1 very rare primal essence | | **DC** | +2 | +4 | +5 | +6 | +7 | **Properties** | | *Weapon*/*Staff* | The weapon damage becomes fire damage. | The weapon deals an extra 1d4 fire damage on hit. | The weapon deals an extra 1d8 fire damage on hit. | The weapon deals an extra 2d6 fire damage on hit. | The weapon deals 2d8 fire damage on hit. | *Accessory* | — | Grants resistance to fire damage | — | — | Grants immunity to fire damage. | *Equipment* | Allows the wearer to ignore the effects of hot weather up to 150 degrees. | Grants resistance to fire damage. | Common and Uncommon properties. | — | Grants immunity to fire damage. ##### Crackling ##### Quick ##### Powerful
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## Suffix Enchantments ##### of Frost | | Common | Uncommon | Rare | Very Rare | Legendary | |:-------|:-------|:---------|:-----|:----------|:----------| | **Materials** | 2 common primal essences | 1 uncommon primal essences
1 uncommon arcane essence | 2 rare primal essences
1 uncommon arcane essence| 1 very rare primal essence
1 rare arcane essence | 1 legendary primal essence | | **DC** | +2 | +4 | +6 | +7 | +8 | | **Properties** | | *Weapon* | As an action unleashes a blast of frost that forces creatures in a 15 foot cone to make a Constitution saving throw. Creatures in the area take 2d8 cold damage on failure, or half in success. | As an action unleashes a blast of frost that forces creatures in a 30 foot cone to make a Constitution saving throw. Creatures in the area take 4d8 cold damage on failure, or half in success. | As an action unleashes a blast of frost that forces creatures in a 60 foot cone to make a Constitution saving throw. Creatures in the area take 8d8 cold damage on failure, or half in success. | As an action unleashes a blast of frost that forces creatures in a 30 foot radius to make a Constitution saving throw. Creatures of your choice in the area take 10d10 cold damage on failure, or half in success. | — | | *Staff* | 1 charge
Can cast *arctic breath* with charges | Common property
+2 charges
Can cast *cold snap* with charges | Previous properties
+2 charge
Can cast *flash freeze* and *ice storm* with charges Previous properties | +3 charges
Can cast *cone of cold* with charges | Previous properties
+4 charges
Can cast *blizzard* and *glacial clash* with charges | | *Accessory* | Can cast *ice arrow* without a spell slot once. | Can cast *arctic aura* without a spell slot once | Can cast *cone of cold* without a spell slot once. | Can cast *form of ice* without a spell slot once. | — | | *Equipment* | — | — | — | — | — | ##### of Fire | | Common | Uncommon | Rare | Very Rare | Legendary | |:-------|:-------|:---------|:-----|:----------|:----------| | **Materials** | 2 common primal essences | 2 uncommon primal essences | 2 rare primal essences
1 uncommon primal essence| 1 very rare primal essence
1 rare primal essence | 1 legendary primal essence | | **DC** | +2 | +4 | +6 | +7 | +8 | | **Properties** | | *Weapon* | As an action unleashes a blast of frost that forces creatures in a 15 foot cone to make a Dexterity saving throw. Creatures in the area take 2d8 fire damage on failure, or half in success. | As an action unleashes a blast of frost that forces creatures in a 30 foot cone to make a Dexterity saving throw. Creatures in the area take 4d8 fire damage on failure, or half in success. | As an action unleashes a blast of frost that forces creatures in a 60 foot cone to make a Dexterity saving throw. Creatures in the area take 8d8 fire damage on failure, or half in success. | As an action unleashes a blast of frost that forces creatures in a 20 foot radius to make a Dexterity saving throw. Creatures of your choice in the area take 10d10 fire damage on failure, or half in success. | — | *Staff* | 1 charge
Can cast *burning hands* with charges | Common property
+2 charges
Can cast *scorching ray* with charges | Previous properties
+2 charge
Can cast *fireball* and *wall of fire* with charges Previous properties | +3 charges
Can cast *pyroclastic lance* with charges | Previous properties
+4 charges
Can cast *melt* and *fire storm* with charges | | *Accessory* | Can cast *burning hands* without a spell slot once. | Can cast *flamethrower* without a spell slot once | Can cast *pyroclastic lance* without a spell slot once. | Can cast *form of fire* without a spell slot once. | — | | *Equipment* | — | — | — | — | — |
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## Suffix Enchantments ##### of Lightning | | Common | Uncommon | Rare | Very Rare | Legendary | |:--|:------:|:--------:|:----:|:---------:|:---------:| | **Materials** | | **DC** | | **Properties** | | *Weapon* | | *Staff* | | *Accessory* | | *Equipment* | ##### of Power | | Common | Uncommon | Rare | Very Rare | Legendary | |:--|:------:|:--------:|:----:|:---------:|:---------:| | **Materials** | | **DC** | | **Properties** | | *Weapon* | | *Staff* | | *Accessory* | | *Equipment* | ##### of Speed | | Common | Uncommon | Rare | Very Rare | Legendary | |:--|:------:|:--------:|:----:|:---------:|:---------:| | **Materials** | | **DC** | | **Properties** | | *Weapon* | | *Staff* | | *Accessory* | | *Equipment* ||