Modular Crafting (Free)

by KibblesTasty

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Modular Crafting

Modular Crafting

Modular Crafting creates new simple magic items by combining modifiers. It has three essential pieces: Item Categories, Prefixes, and Suffixes.

Modular Crafting can be used by all branches of crafting, but has different limitations for each. A branch of crafting can only make items that fall into that branch of crafting (for example, a Blacksmith could only make metal weapons or armor), and can only apply the properties either at the time of creation or through modifying the item.

The exception is Enchanting which can add modifiers to any item, but cannot create the base items, requiring finding a suitable item (or having another branch of crafting make the item).

Modular Crafting vs. KCCC Crafting

I've previously written a crafting system, which you can find in Kibbles' Compendium of Craft and Creation. This does not replace that, but rather is an alternate style of crafting that does something different. While that provides specific formulas to make existing items, this follows new formulas to make unique magic items.

Crafting Materials

This crafting system uses Essences. These comes in 'Common' to 'Very Rare' Rarity (for this system), and can be harvested, purchased, looted, or created.

Demo Note

This version uses simplified harvesting for Essences. If you want more advanced rules, those can be found in Kibbles' Compendium of Craft and Creation or the free online version of Kibbles' Crafting. Those rules will be reprinted in the full version of Modular Crafting


Gold Only System

For DMs that do not want to use Essences, you can simply use the Gold Value (which will be presented in all tables). When doing so, the materials are abstracted to their gold value, and gold is expended directly when crafting.

Item Categories

Each item you can create falls into one of six categories depending on the use and purpose. Each category has its own modifiers, presented on the tables below.

Category Crafting Branch(s) Examples
Armor Blacksmithing or Leatherworking Chainmail, Leather Armor.
Shields Blacksmithing or Woodworking Shield, Wooden Shield
Melee Weapons Blacksmithing, Woodworking, Leatherworking Longsword, Staff, Whip
Category Crafting Branch(s) Examples
Ranged Weapons Woodworking, Blacksmithing Longbow, Pistol
Equipment Leatherworking, Tailoring, Blacksmithing Boots, Cloaks, Gauntlets
Jewelry Jewelcrafting Rings, Necklaces

You can only use the branch of crafting that could otherwise create that type of item (for example, Leatherworking can only create leather armor types).

Crafting Flexibility

While the item groups are pretty straightforward, a DM may allow some flexibility. For example, a Tinkerer might be able to make a ring as long as aesthetics are not their goal. Check with your DM.

The modifier can either be applied when the base item is created, or modified after the fact through Enchanting or Reforging. Each branch of crafting can only modify items it can create, besides Enchanting, which can add modifiers to any type of item, but cannot create its own items.

When applying an item during creation, the checks for the modifier are made after any checks to create the item (extending the crafting time of the item). The item is not considered complete until both the basic item creation checks are made and the modifier checks are made. Prefix modifier checks are made before Suffix modifier checks. If the item fails at any point during the creation process, the entire item creation fails.

To apply a modifier to an existing item, that item cannot be magical, but must be of sufficient Quality or Significance. If you wish to modify an existing magical item, it must be Reforged.

Quality and Significance

Magic is a fussy and fickle business. In order to take root in an item properly, the item must have either a special Quality or Significance.

Quality. The Quality of item is simply its gold value aside from setting aside any magical properties you plan to add, and can be enhanced by the skill of the creator or the materials used (for example, setting a gemstone into when creating it). By default, the value of an item is just the sum of its materials, see Valuable Item Crafting for details.

Significance. Significance is a more ethereal property, and is ultimately governed by the DM, but allows you to apply modifiers to items that would otherwise not apply if an item holds special significance. Some examples include:

  • A family's signet ring that was passed down to a PC.
  • A sword the PC has used the whole campaign.
  • A crown from a lost kingdom.
  • A fallen friend's cloak.

Significance serves as a way to allow players to upgrade sentimental items, so generally should be treated with some broad leeway, as long as it is not being overused. If a player is attached to an item for non-mechanical reasons, it probably counts.

Quality Table

The following table shows the minimum value for each rarity tier of modifier. This is the minimum value of the item before any modifier is applied to it. See the Valuable Item Crafting rules for how to make items of sufficient value, or find them in the world.

Rarity Minimum Value
Common
Uncommon 10 gp
Rare 50 gp
Very Rare 500 gp
Legendary 5,000 gp

Reforging

In order to modify an already magical item, you must reforge it. When you reforge it, it loses any magical property it previously had, and you make a Crafting Check with a DC equal to the DC to the new modifiers you want add to the weapon. On success, you can discount any new modifiers applied to by one Essence of the item's rarities up to a maximum rarity of Rare (this essence can be considered any of Arcane, Divine or Primal).

If the crafting checks fail, the item is destroyed. You cannot reforge cursed items, sentient items, or artifacts.

Disenchanting

Enchanters can instead disenchant an item, extracting an Essence equal to the magical item's rarity and turning it into a mundane item. If they then immediately enchant the item, this is functionally the same as reforging, but they can instead simply take the Essence and use it for other projects.

Modifiers

An item's powers are determined by its modifiers. It can have a maximum of 2 modifiers, but with a maximum of 1 modifier from the Prefix category, and 1 modifier from the suffix category. If you make an item with multiple modifiers during creation, the item is not complete until all checks for the base item and both modifiers are complete. The checks are made in the order of: base item, prefix, and suffix. Enchanters can apply modifiers to existing non-magical items (as long as they qualify in quality or significance), but if they wish to apply multiple modifiers, all modifiers must be applied at once.

Prefixes

These are modifiers that enhance the basic properties of the item, or give it generally passive traits. The classic example of 'Prefix' modifier is the 'Empowered' modifier. On armor, it increases the AC bonus by 1, on a weapon, it increases the attack and damage rolls by 1. A simple direct upgrade.

The prefix is called as such because it is listed before the Item itself (for example, a 'Empowered Longsword').

Suffixes

These are modifiers that extend the item with new properties or change its behavior in some way. For example, the 'of Fire' modifier. On a weapon, it changes the weapon's damage type to Fire (or adds Fire damage to it on hit in its higher rarity variants). It is also the modifier used to add a spell the item can cast.

The suffix is called as such because it is listed after the Item (for example, a 'Longsword of Fire').

Minor Properties

During the creation or enchanting of a rare or rarer item, you can add one property from the Minor Properties table, selecting one of the Neutral or Negative properties.

Flawed Items. If you fail three or more crafting checks during the crafting of the item (but not in a row, which would make the item fail entirely), it becomes Flawed, and you must roll on the Negative properties table, with the item gaining that property.

Naming Items

The 'generic' name for an item created with modifiers is the Prefix + Item Name + the Suffix (for example, Empowered Longsword of Fire, but you can name your creations whatever you like... you made it. The 'constructed' name is sort of like the clinical name for the item.


Modular Power Level

Generally speaking, a modular modifier is at the lower-to-middle of the expected power of an item of that rarity, but an item with both modifiers is generally stronger than a typical item of that rarity—this is reflected in the cost and difficulty of making of them, which is more equivalent to a low-to-mid tier item of the next rarity up.


No Legendary Modifiers

The system does not have Legendary Modifiers. This is because two modifiers combine to make an item that is at that roughly equivalent to the bottom tier of the next rarity up (as each modifier costs roughly as much as an item of that rarity), using two Very Rare modifiers essentially makes a Legendary item.

Due to attunement limits, making an item that exceeds the power of Legendary items would break past the boundaries of item power (...which we reserve for Artifacts; see the Artifact Crafting System for a 'solution' to this problem).

Artifacts

Artifacts start life as a modular item. When you create a modular item you can develop it as an Artifact. See the Artifact section for rules regarding Artifact development.

Crafting Rules

Crafting works by making a series of checks with Artisan Tools (or with Arcana for Enchanting). Each check takes 2 hours, and typically they do not have to be made sequentially. If a crafting check beats the item's Difficulty, it passes. It does not, it fails and no progress on the item is made. If you fail three such checks in a row, the crafting fails and all materials are lost. You can do a maximum of 8 hours (4 checks) of crafting checks in a day.

Crafting checks are a special kind of ability check which you cannot boost with features, spells, or other buffs. Only your related modifier + proficiency or Expertise with the tool or skill affect the check. For which modifier to use, see the following table:

Profession Related Tool Related Ability Score
Alchemy Alchemist’s Supplies Wisdom or Intelligence
Blacksmithing Blacksmith’s Tools Strength
Cooking Cook’s Utensils Wisdom
Enchanting Arcana Intelligence
Engineering Carpenter’s Tools Intelligence
Jewelcrafting Jeweler’s Tools Dexterity
Leatherworking Leatherworker’s Tools Dexterity
Poisoncraft Poisoner’s Kit Wisdom or Intelligence
Runecarving Varies Wisdom or Intelligence
Scrollscribing Calligrapher’s Supplies Intelligence
Tinkering Tinker’s Tools Intelligence
Wandwhittling Woodcarver’s Tools Dexterity
Woodcarving Woodcarver’s Tools Dexterity

Essences & Reagents

The Modular Crafting system defaults to assuming that you are using Essences to fuel crafting. If you are using a gold-only variant, you can skip this section.

The rules for essences here are the Simplified Essence System. If you would like more detailed rules, see the classic Kibbles' Crafting System.

Harvesting Essences

The main source of essences are harvested from magical monsters. A DM determines if a monster is magical. The DM can either determine if an Essence is dropped, or us the following roll tables as guidance.

Only one enemy per combat can be harvested, unless the DM decides otherwise. When rolling on the table, if the d100 lands on 100, you gain twice the listed result. When rolling a Reagent or Essence, the DM can select the type most appropriate to the creature, or roll a d3. Reagents can be Poisonous, Curative, or Reactive. Essences can be Arcane, Divine, or Primal.

CR 0–4
d100 Material Gold Value
0-49
50+ Common Reagent 15 gp
90+ Common Essence 45 gp
CR 5-9
d100 Material Gold Value
0–29
30–79 Uncommon Reagent 50 gp
80–100 Uncommon Essence 150 gp
CR 10-14
d100 Material Gold Value
0–29 Uncommon Reagent 50 gp
30–59 Uncommon Essence 150 gp
60-79 Rare Reagent 200 gp
80-100 Rare Essence 600 gp
CR 15–20
d100 Material Gold Value
0–9 Uncommon Essence 150 gp
9–29 Rare Reagent 200 gp
30–59 Rare Essence 600 gp
60-79 Very Rare Reagent 2,000 gp
80-100 Very Rare Essence 5,000 gp

Any three reagents can be converted to an Essence of the same rarity. This takes 1 DC 10 Crafting Check by an Enchanter or Alchemist.

Modifiers

Prefixes

Name Rarity Item Categories Materials M. Cost Difficulty Time Value
Glowing Common M. Weapon
Equipment
Shields
1 common arcane essence 45 gp 11 2 hours
(1 check)
50 gp
Shocking Uncommon M. Weapons
R. Weapons
1 uncommon primal essence 150 gp 13 4 hours
(2 checks)
170 gp
Burning Uncommon M. Weapons
R. Weapons
1 uncommon primal essence 150 gp 13 4 hours
(2 checks)
170 gp
Charged Uncommon Any (Special) 1 uncommon arcane essence
1 common arcane essence
195 gp 14 6 hours
(3 checks)
240 gp
Chilling Uncommon M. Weapons
R. Weapons
1 uncommon primal essence 180 gp 14 4 hours
(2 checks)
180 gp
Enhanced Uncommon Shield
M. Weapons
R. Weapons
2 uncommon arcane essence
1 uncommon divine essence
450 gp 14 6 hours
(3 hours)
500 gp
Endless Uncommon R. Weapons 1 common arcane essence
1 common primal essence
90 gp 13 4 hours
(2 checks)
110 gp
Exploding Uncommon M. Weapon
R. Weapon
1 uncommon primal essence
3 uncommon reactive reagents
270 gp 14 6 hours
(3 checks)
320 gp
Returning Uncommon M. Weapon 2 common primal essences
1 common primal essence
135 gp 14 4 hours
(2 checks)
165 gp
Shining Uncommon M. Weapon
Equipment
Shields
1 uncommon divine essence
1 common arcane essence
1 common divine essence
240 gp 13 4 hours
(2 checks)
265 gp
Swift Uncommon Equipment 1 uncommon primal essence
1 uncommon arcane essence
300 gp 14 4 hours
(2 checks)
340 gp
Transmuted Uncommon M. Weapon 2 common primal essence 90 gp 12 4 hours
(2 checks)
100 gp
Arcing Rare M. Weapons
R. Weapons
1 rare arcane essence
1 rare primal essence
1 uncommon arcane essence
1 uncommon primal essence
1,700 gp 16 12 hours
(6 checks)
2,060 gp
Deflecting Rare Armor
Equipment
Jewelry
M. Weapons
2 rare arcane essence
1 rare divine essence
1 rare primal essence
2,800 gp 16 24 hours
(12 checks)
3,500 gp
Empowered Rare Shield
M. Weapons
R. Weapons
2 rare arcane essence
2 rare primal essence
2 rare divine essence
1 uncommon arcane essence
1 uncommon primal essence
1 uncommon divine essence
4,650 gp 16 16 hours
(8 checks)
5,370 gp
Freezing Rare M. Weapons
R. Weapons
2 rare primal essence
1 rare arcane essence
2,100 gp 17 16 hours
(8 checks)
2,700 gp
Overcharged Rare Any (Special) 2 rare arcane essence
2 uncommon arcane essence
1,700 gp 16 8 hours
(4 checks)
2,000 gp
Poisoned Rare M. Weapons 1 rare primal essence
1 rare poisonous reagent
900 gp 16 12 hours
(6 checks)
1,180 gp
Vicious Rare M. Weapons
R. Weapons
1 rare arcane essence
1 rare primal essence
1,400 gp 16 8 hours
(4 checks)
1,660 gp
Seeking Rare R. Weapons 1 rare primal essence
1 rare arcane essence
2 uncommon primal essence
1 scroll of true strike
1720 gp 17 8 hours
(4 checks)
2,100 gp
Name Rarity Item Categories Materials M. Cost Difficulty Time Value
Searing Rare M. Weapons
R. Weapons
2 rare primal essence
2 uncommon primal essence
1,700 gp 16 12 hours
(6 checks)
2,060 gp
Speedy Rare Equipment 2 rare arcane essence
2 rare primal essence
2,800 gp 16 8 hours
(4 checks)
3,200 gp
Exalted Very Rare M. Weapon
R. Weapon
Shield
1 very arcane rare essence
1 very rare primal essence
1 very rare divine essence
1 rare arcane essence
1 rare primal essence
1 rare divine essence
23,100 gp 18 24 hours
(12 checks)
26,400 gp
Impenetrable Very Rare Armor 1 very rare arcane essence
1 very rare divine essence
3 rare arcane essence
16,100 gp 19 24 hours
(12 checks)
19,400 gp
Cascading Very Rare M. Weapons
R. Weapons
1 very rare primal essence
2 rare primal essence
2 rare arcane essence
9,800 gp 19 16 hours
(8 checks)
11,860 gp
Incinerating Very Rare M. Weapons
R. Weapons
1 very rare primal essence
4 rare primal essence
9,800 gp 19 16 hours
(8 hours)
11,860 gp
Supercharged Very Rare Any (Special) 1 very rare arcane essence
2 rare arcane essence
3 uncommon arcane essence
8,850 gp 18 12 hours
(6 checks)
10,250 gp

Suffixes

Name Rarity Item Categories Materials M. Cost Difficulty Time Value
...of Elements Uncommon M. Weapons
R. Weapons
3 uncommon primal essences 450 gp 14 6 hours
(3 hours)
500 gp
...of Embers Uncommon M. Weapons 1 uncommon arcane essence
1 common primal essence
1 common arcane essence
1 scroll of burning hands
1 scroll of scorching ray
395 gp 15 8 hours
(4 checks)
490 gp
...of Glitter Uncommon M. Weapon,
R. Weapon
1 uncommon primal essence
2 uncommon reactive reagents
230 gp 14 4 hours
(2 checks)
265 gp
...of Jolts Uncommon M. Weapons 1 uncommon arcane essence
1 common primal essence
1 common arcane essence
1 scroll of lightning tendrilK
1 scroll of crackleK
395 gp 15 8 hours
(4 checks)
490 gp
...of Frost Uncommon M. Weapons 1 uncommon arcane essence
1 common primal essence
1 common arcane essence
1 scroll of arctic breathK
1 scroll of cold snapK
395 gp 15 8 hours
(4 checks)
490 gp
...of Rays Uncommon R. Weapons 1 uncommon arcane essence
1 uncommon primal essence
3 commmon primal essences
435 gp 14 6 hours
(3 checks)
490 gp
...of Rushing Uncommon M. Weapon
Equipment
1 uncommon primal essence
1 uncommon divine essence
1 common arcane essence
345 gp 15 6 hours
(3 checks)
420 gp
...of Attributes Rare Equipment 2 rare divine essence
2 rare primal essence
1 rare arcane essence
3,500 gp 17 16 hours
(8 checks)
4,250 gp
...of Beams Rare R. Weapon 1 rare arcane essence
1 rare primal essence
2 uncommon primal essences
1,700 gp 16 12 hours
(6 checks)
1,890 gp
...of Butterflies Rare M. Weapon
Equipment
Jewelry
1 rare primal essence
1 rare arcane essence
2 uncommon primal essence
1 rare curative reagent
1,900 gp 17 12 hours
(6 checks)
2,400 gp
Name Rarity Item Categories Materials M. Cost Difficulty Time Value
...of Charging Rare M. Weapon
Equipment
Shields
1 rare divine essence
1 rare primal essence
1 uncommon arcane essence
1 rare reactive reagent
1,750 gp 17 12 hours
(6 checks)
2,230 gp
...of Giants Rare Equipment 1 rare primal essence
1 rare divine essence
1 uncommon primal essence
1 uncommon divine essence
2,000 gp 16 16 hours
(8 checks)
2,460 gp
...of Resistance Rare Armor
Equipment
Jewelry
Shield
1 rare primal essence
1 uncommon arcane essence
1 uncommon primal essence
1 uncommon divine essence
1,150 gp 17 12 hours
(6 checks)
1,575 gp
...of Resilience Rare Armor
Equipment
Jewelry
Shield
1 rare divine essence
1 uncommon arcane essence
850 gp 16 10 hours
(5 checks)
1,100 gp
...of Fire Rare M. Weapons 2 rare arcane essence
2 rare primal essence
2 uncommon primal essence
1 scroll of fireball
3,350 gp 17 12 hours
(6 checks)
4,000 gp
...of Ice Rare M. Weapons 2 rare arcane essence
2 rare primal essence
1 uncommon primal essence
1 uncommon arcane essence
1 scroll of flash freezeK
3,350 gp 17 12 hours
(6 checks)
4,000 gp
...of Lightning Rare M. Weapons 2 rare arcane essence
2 rare primal essence
1 uncommon primal essence
1 uncommon arcane essence
1 scroll of lightning boltK
3,350 gp 17 12 hours
(6 checks)
4,000 gp
...of Spikes Rare Armor
Shields
1 rare arcane essence
1 rare primal essence
1 bag of caltrops
1,550 gp 17 12 hours
(6 checks)
2,020 gp
...of Sniping Rare. R. Weapon 2 rare arcane essence
1 rare primal essence
1 rare divine essence
2,800 gp 17 16 hours
8 checks
3,500 gp
...of Tongues Rare Equipment
Jewelry
2 rare divine essence
2 rare arcane essence
(a) 1 scroll of tongues or
(b) 250 gold worth of
books in different languages
3,050 gp 18 16 hours
(8 checks)
4,025 gp
...of Ascendence Very Rare Equipment 1 very rare divine essence
1 very rare primal essence
1 very rare arcane essence
21,000 gp 18 24 hours
(12 checks)
24,100 gp
...of Blizzard Very Rare M. Weapons 1 very rare arcane essence
1 rare primal essence
1 scroll of ice storm
1 scroll of cone of cold
9,200 gp 18 16 hours
(8 checks)
10,800 gp
...of Blasts Very Rare R. Weapon 1 very rare primal essence
1 rare arcane essence
1 rare primal essence
8,400 gp 18 16 hours
(8 checks)
9,910 gp
...of Inferno Very Rare M. Weapons 1 very rare arcane essence
1 rare primal essence
1 scroll of wall of fire
1 scroll pyroclastic lanceK
9,200 gp 18 16 hours
(8 checks)
10,800 gp
...of Invincibility Very Rare Armor
Equipment
Jewelry
1 very rare divine essence
1 very rare arcane essence
14,000 gp 19 16 hours
(8 checks)
16,500 gp
...of Tempest Very Rare M. Weapons 1 very rare arcane essence
1 rare primal essence
1 scroll of jumping joltK
1 scroll of sky burstK
9,200 gp 18 16 hours
(8 checks)
10,800 gp

Prefix Effects

Glowing/Shining/Brilliant

Common/Uncommon/Rare. Applies to Melee Weapons, Equipment, and Shields.

As a bonus action, you can cause the item to emit {15/20/30} feet of bright light, and {15/20/30} additional feet of dim light. This lasts until you end the light as a bonus action.

Transmuted

Common, Applies to Melee Weapons.

The weapon's damage type becomes Cold, Fire, or Lightning (your choice when applying the modifier).

Charged/Overcharged/Supercharged

Uncommon/Rare/Very Rare, Applies to all items that otherwise have Charges. Requires Attunement

The item gains {1/2/4} charges, and can regain the same number of extra charges at dawn each day. These charges can be spent on anything the item can otherwise spend charges on.

Shocking/Arcing/Cascading

Uncommon/Rare/Very Rare. Applies to Melee Weapons and Ranged Weapons. Requires Attunement.

The first time on your turn you hit a creature with this weapon, you can deal {1d6/1d8/1d12} lightning damage to {1/1/2} other creature(s) within 15 feet of the target.

Burning/Searing/Incinerating

Uncommon/Rare/Very Rare. Applies to Melee Weapons and Ranged Weapons. Requires Attunement.

The first time on your turn you hit a creature with this weapon, when hit with an attack with the weapon, the target suffers the Burning ({1d4/2d6/3d6}) condition.

Chilling/Freezing

Uncommon/Rare. Applies to Melee Weapons and Ranged Weapons. Requires Attunement.

When you hit a creature with an attack with the weapon, the target's speed is reduced by {5/10} feet. This effect cannot stack with itself.

Enhanced/Empowered/Exalted

Uncommon/Rare/Very Rare. Applies to Shields, Melee Weapons, and Ranged Weapons.

The effectiveness of the item is increased.

  • Shield: The AC granted by the shield is increased by {1/2/3}.
  • Melee Weapon: You have a {+1/+2/+3} bonus to attack and damage rolls made with this weapon.
  • Ranged Weapons: You have a {+1/+2/+3} bonus to attack and damage rolls made with this weapon.

Endless

Uncommon. Applies to Ranged Weapons. Requires attunement.

The weapon creates a piece of ammunition formed of energy when you attack with it. When you select this modifier, choose from Cold, Fire, Lightning, or Radiant damage. Projectiles created deal the selected weapon type. The projectile disappears after striking the target.

Exploding

Uncommon, Applies to Melee Weapons or Ranged Weapons that use a d6 or larger die. Requires Attunement.

When you hit an attack with the weapon, whenever a die rolls the maximum value on the die, roll an additional die of damage.

Returning

Uncommon, Applies to Melee Weapons with the Thrown property. Requires Attunement.

Immediately after making a ranged weapon attack with the item, the weapon flies back to your hand.

Swift/Speedy

Uncommon, Applies to Equipment. Requires Attunement.

While wearing this item, your movement speed increases by {5/10} feet.

Deflection

Rare. Applies to Armor, Equipment, and Jewelry

The item grants a +1 bonus to your AC.

Reliable

Rare. Applies to Melee and Ranged Weapons. Requires Attunement.

You make an attack with the weapon, it deals damage equal to your attack modifier on miss. This damage cannot increase any damage you would otherwise do on a missed on attack (for example mastery effects).

Seeking

Rare, Applies to Ranged Weapons with the ammunition property. Requires Attunement.

Ammunition fired from the weapon seeks out the target. As long as there is a path to the target and you know where the target is, you can target the creature ignoring cover, including total cover.

Vicious

Rare. Applies to Melee Weapons and Ranged Weapons. Requires attunement.

The weapon scores a critical hit on roll of 19 or 20.

Impenetrable

Very Rare. Applies to Armor.

The item grants a +2 bonus to your AC.

Suffix Effects

of Elements

Uncommon. Applies to Melee Weapons and Ranged Weapons. Requires attunement.

The weapon deals 1d6 additional cold, fire, or lightning damage on hit (selected at the time of applying the modifier).

of Embers/Fire/Inferno

Uncommon/Rare/Very Rare. Applies to Melee Weapons. Requires attunement.

The item gains {4/6/8} charges. It regains 1d4 + {0/2/4} charges at dawn each day. While wielding it, you can expend those charges to the spells on the following table. The DC of these spells is {13/15/17}, or your spellcasting modifier (whichever is higher).

Charges Spells
of Embers
1 burning hands
2 scorching ray
of Fire
3 fireball
of Inferno
4 wall of fire
5 pyroclastic lanceK

of Glitter

Uncommon. Applies to Melee and Ranged Weapons. Requires attunement

The item has 4 charges. It regains 1d4 charges at dawn each day.

When you hit a creature with the weapon, you can expend a charge to force the target to make a DC 15 Dexterity saving throw. On failure, it is shrouded in a glittering halo. Until the start of your next turn, the creature cannot benefit from Invisibility, cannot hide, and attack rolls against it have advantage.

of Frost/Cold/Blizzard

Uncommon/Rare/Very Rare. Applies to Melee Weapons. Requires attunement.

The item gains {4/6/8} charges. It regains 1d4 + {0/2/4} charges at dawn each day. While wielding it, you can expend those charges to the spells on the following table. The DC of these spells is {13/15/17}, or your spellcasting modifier (whichever is higher).

Charges Spells
of Frost
1 arctic breathK
2 cold snapK
of Cold
3 flash freezeK
of Blizzard
4 ice storm
5 cone of cold

of Rays/Beams/Blasts

Uncommon/Rare/Very Rare. Applies to R. Weapons. Requires attunement.

The item gains {4/6/8} charges. It regains 1d4 + {0/2/4} charges at dawn each day.

When you make an attack as part of the Attack action, you can expend a charge transmute the attack into a beam of energy before firing it. Instead of making an attack roll, all creatures in a 100/150/200 foot line must make a Dexterity saving throw. On failure they take {6/8/10}d6 damage. You can spend additional charges to increase the damage by 1d6 for each additional charge spent.

The damage type of the beam is selected from Cold, Fire, Force, Lightning, Necrotic, Radiant, or Thunder damage when selecting this modifier.

of Resistance

Uncommon. Applies to Armor, Equipment, Jewelry, and Shields. Requires attunement.

The item grants resistance to acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage (selected at the time of applying the modifier).

of Resilience

Rare. Applies to Armor, Equipment, Jewelry, and Shields. Requires attunement.

The item grants to +1 to all saving throws.

of Rushing/Charging

Uncommon/Rare. Applies to Melee Weapons, Equipment, and Shields. Requires attunement.

The item has {4/6} charges, regaining 1d4 + {0/2} charges at dawn each day.

While wearing or wielding the item, as a bonus action, as long as your movement speed is not 0, you can expend a charge to move with a burst of speed, moving up to {20/40} feet in a straight line. Your next attack deals {1d6/2d6} additional bonus damage.

of Shocking/Lightning/Tempest

Uncommon/Rare/Very Rare. Applies to Melee Weapons. Requires attunement.

The item gains {4/6/8} charges. It regains 1d4 + {0/2/4} charges at dawn each day. While wielding it, you can expend those charges to the spells on the following table. The DC of these spells is {13/15/17}, or your spellcasting modifier (whichever is higher).

Charges Spells
of Jolts
1 lightning tendrilK
2 crackleK
of Lightning
3 lightning bolt
of Tempest
4 jumping jotltK
5 sky burstK

of Thorns/Spikes

Uncommon/Rare. Applies to Armor and Shields. Requires attunement.

When you are hit by a melee attack, the attacker takes {1d4/2d4} piercing damage.

A creature cannot take reflected damage from this modifier twice.

of Sniping

Uncommon. Applies to Ranged Weapons. Requires attunement.

The weapon does not have disadvantage when attacking beyond its normal range (up to its normal maximum range).

of Attributes/Ascendence

Rare/Very Rare. Applies to Equipment. Requires attunement

Your select Strength, Dexterity, Constitution, Wisdom, Intelligence, or Charisma. Your current and maximum value for that attribute increases by {1/2} while wearing the item.

of Butterflies

Rare. Applies to M. Weapons, Equipment, Jewelry. Requires attunement.

This item has 6 charges, regaining 1d4 + 2 charges at dawn each day.

While wielding it, you expend a charge to do any of the following:

  • Flutter. As a bonus action, turn into a swarm of Butterflies and fly up to 30 feet. This movement does not provoke opportunity attacks, and can pass through gaps as narrow as one inch.
  • Alight. As a bonus action, unleash a swarm of Butterflies that alight on all creatures within a 30 foot cone. The next attack against any creature within the cone before the start of your next turn has advantage.
  • Cloud. As a bonus action, cause a swarm of butterflies to fill a 10-foot wide, 30-foot high cylinder, heavily obscuring the area until the start of your next turn.
  • Disperse. As a reaction to taking Bludgeoning, Piercing, or Slashing damage, you can become a swarm of butterflies until the start of your turn, gaining resistance to Bludgeoning, Piercing, and Slashing damage.

of Giants/Titans

Rare/Very Rare. Applies to Equipment. Requires attunement.

The item has 4 charges, regaining 1d4 charges at dawn each day.

As a bonus action, you can become a {Large/Huge} sized creature for 1 minute. While enlarged in this way, your weapon attacks and unarmed strikes deal an additional {1d4/2d4} damage on hit. You cannot grow additional sizes from other spells or effects while under the effect of this item.

of Tongues

Rare. Applies to Equipment or Jewely. Requires attunement.

While wearing the item, you can understand and speak all languages.

of Invincibility

Very Rare. Applies to Armor, Equipment, Jewelry. Requires attunement.

As a reaction to taking damage while wearing the item, you can gain immunity to that instance of damage. Once this item property is used, it cannot be used again until dawn of the next day.

Minor Effects

In addition to normal modifiers, they are minor effects. When making a normal modular item, you can select one effect from the Neutral or Negative tables to add if you would like. You can pick a trait from the Beneficial list instead, but doing so increases all Crafting Checks when making the item by +2.

When making an Artifact, you have to roll on these tables at various points during the construction.

Changing Minor Effects

If you do not like a minor effect, you can expend 1 Common Essence (of any type) and make a DC 10 Crafting Check. On success, you can reroll the modifier from the same table (you cannot change a harmful effect into a neutral or beneficial effect). Each time you do this, the DC increases by 1.

Effect Tables

The following at the Minor Effects tables:

Neutral
d8 Name Effect
1 Billowing The item billows as if in the wind at all times, even if there is no wind. If an item cannot billow, reroll the effect.
2 Colorful The item changes color or becomes strangely hued (d8; 1:black, 2:white, 3:red, 4:green, 5:blue, 6:purple, 7:pink, 8:gold)
3 Unnatural
Gaze
The item changes your eye color while attuned to it (d6; 1:red, 2:green, 3:pink, 4:purple, 5:blue, 6:solid black)
4 Etched The item’s appearance slowly shifts to include intricate engravings of the wielder's greatest achievement.
5 Shadowless The item itself casts no shadow, though the wielder still does.
6 Scented The item emits a faint aroma (d4: 1:pine, 2:old parchment, 3:lavender, 4:ocean breeze).
7 Temperate The item always feels lukewarm to the touch, regardless of the surrounding temperature.
8 Dowsing The item can detect the presence of underground water within 100 feet.

Negative

d8 Name Effect
1 Balding While attuned to the item, after 1d4 days you lose all hair on your head and go bald. You cannot grow hair on your head while attuned to the item.
2 Glowing The item emits 1 foot of dim light at all times unless fully covered.
3 Hefty The item becomes twice as heavy.
4 Hungry While attuned to the item, feel hungry unless you consume twice as much food.
5 Ominous Domesticated animals (dogs, horses) are unsettled by you and will growl or shy away.
6 Deep Dreams You have vivid intense dreams while attuned to the item. You have disadvantage on any roll to wake up.
7 Chilled You are always slightly cold while attuned to the item. You have disadvantage on saving throws to resist the effects of extreme cold.
8 Damp The item is always slightly wet.

Beneficial

d8 Name Effect
1 Shining The item sheds 15 feet of bright light, and additional 15 feet of dim light.
2 Gravetender The item vibrates slightly when within 30 feet of an undead creature that does not have total cover.
3 Compass When laid flat on a surface, the item slowly rotates to point north.
4 Bouyant While attuned to the item, you have an easy time floating in water. You gain a swimming speed of 15 feet, and have advantage on Athletics check to swim or stay afloat.
5 Weightless The item has only 1/10th of its normal weight, but otherwise functions the exact same.
6 Cleanly The item automatically cleans itself, continually removing any grime or filth over the course of 1 minute.
7 Cooling While attuned to the item, it keeps you cool in hot weather. You remain comfortable in non-magical extreme heat (up to 120 degrees).
8 Translator You can understand, but not speak, one additional language (selected by the DM or randomly).

Full Version

This is the Free Version. The full version has more modifiers, and will contain the Artifact System. You can get the full version:

Spells

There's a bunch of spells here that aren't included in the class document, but they are available under the KRD for free. You can find them in the Spell Compendium or Generic Elemental Spells.

You can find links to those documents here: https://www.kthomebrew.com/krd

Credits

Designer: KibblesTasty


Editor: Does it look like it had an editor? It will, eventually, be edited. Preferably after I stop changing things every update so I don't immediately bork the editing up.


Art: All art is property of KibblesTasty, drawn by Alifka Hammam (1)


Made possible by the support of the patrons on Patreon (https://www.patreon.com/KibblesTasty). Thank you for your support.

License

5e SRD Content

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at:

https://dnd.wizards.com/resources/systemsreference-document.


The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at: https:// creativecommons.org/licenses/by/4.0/legalcode

Creative Commons Usage

The text material of the Classes of this document is licensed Creative Commons Attribution 4.0 International License (“CCBY-4.0”). No art contained in the document is included under this license. Any items credited to another source are available for use under the licenses of the content they are credited to only. You are free to use this content in any manner permitted by that license as long as you include an attribution, an example of which follows:

Includes content from Kibbles’ Crafting by KibblesTasty Homebrew LLC and available at https://www.kthomebrew.com/.

The Kibbles’ Crafting is licensed under the Creative Commons Attribution 4.0 International License (CC-BY-4.0) available at https://creativecommons.org/licenses/by/4.0/legalcode.


Kibbles’ Crafting is part of the KRD (Kibbles’ Reference Document) and is compatible with D&D 5e, Kibbles’ 5e++, and any 5e Compatible system.

If you have any questions or are looking to seek additional permissions, please feel free to contact KibblesTasty through https://www.kthomebrew.com/contact

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