Magic Item Crafting for Players Technology / Science in Gullonde | World Anvil
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Magic Item Crafting for Players

This document will detail and define personal magic items for players in game campaigns run in Alocia.

First and foremost players will need access to a smith or craftsman and a capable spellcaster to make the item which is up to the DM's discretion. The group may also use a spell caster within the group that can cast spells of the same level as the highest among affix/suffixes. The DM can then decide or calculate which magical materials, if any are present, are available to the players. Crafting the item will take 1 day per 5000gp in value as per the items full value. These items will retain 50% or less of their value if a player sells or uses alchemy to discard their item permanently. Each item may have a material type, one affix, and one suffix. This item requires attunement and a player may only have one such magical item equipped at a time. This excludes regular magic items the players find that happen to have properties and/or material types.

Refer to the following table for figuring out the highest spell level needed for determining a capable spell caster:

Pricing: The base price of an item is equal to the following; (Base Item Price*2+Affix+Suffix)*Material Type - For example: A Mithril full plate of health would be (1500*2+0+2000)*1.5 = 6750gp

Affixes

Anchoring - While wearing this Armor/Shield you gain advantage on any check or save to resist being moved/pushed/tripped against your will. 4,000gp

Bloodfeeding - This weapon feeds on the blood shed by creatures in battle. It can store up to 3 blood charges. These charges reset to 0 at dawn. Each time you make a successful attack the weapon gains 1 blood charge. At 3 blood charges the weapon deals 5 additional necrotic damage per hit. 8,000gp

Bolstering - This armor has magical failsafes that protect you when harm is imminent. Whenever you are forced to roll initiative you gain 1d8 temporary hitpoints. Attacks that surprise you that are critical hits are considered normal hits when calculating damage. 4,000gp

Blueshine(Metal armor/shields only) - Blueshine armor and weapons are heat treated with a special magical oil that makes them impervious to acid or tarnish. This item does not impose any negative effects to your stealth, in addition you have immunity to acid while wielding this item if it is an armor. 4,000 gp

Death Warding - This armor/shield/Jewelry is enchanted with magical tampers that absorb necrotic magic. You have resistance to necrotic damage, and advantage on saving throws against effects that deal necrotic damage. 8,000gp

Druidic - This armor is blessed by druids and grants the ability to use nature to their advantage. Once per long rest, you may activate this armor as a bonus action. If you do your body and everything worn, like the wild shape spell, turns to leaves scattered around by the wind 15 feet in all directions. For the next 3 rounds you are melded with the leaves and considered under the effects of the greater invisibility spell but unaffected by abilities or spells like true sight that would normally overcome it. This effect ends if you leave the 30 foot wide area. 12,000gp

Enhancement Bonus - Weapon/armor is considered magical and gains +1 to armor or +1 to attack rolls and damage respectively. These prices are doubled for armor. 1,000gp(SL3)/16,000gp(SL6)/30,000gp(SL9)

Fiery - This weapon roars with low, magical flame. On a successful hit this weapon deals 1d6 fire damage. On a critical hit this weapon scorches the enemy, bathing them in flames. They gain resistance to healing for 1 minute and take 2 additional fire damage any time they take fire damage. 8,000gp

Forest Striding - This armor is fashioned with a magical forcefield that prevents you from leaving footsteps. The armor transforms to suit your environment so that any markings you leave behind would be benign to someone/something attempting to track you. You are considered under the effects of the pass without trace spell while wearing this armor. 2,000gp

Healing - This item stores healing magic that courses through it. Once per long rest, as an action, you may cast the Cure Wounds spell as a second level spell, as if you were a cleric. This heals 2d8 hitpoints. 4,000gp

Healing, Greater - This item stores healing magic that courses through it. Once per long rest, as an action, you may cast the Cure Wounds spell as if you could as a cleric. This heals 3d8 hitpoints. Any time you cast a single target healing spell at an additional d8 to the result. 12,000gp

Holy - On a successful melee attack this weapon deals 1d6 radiant damage. On a critical hit you heal for 1d10 hitpoints.(this is not multiplied by maiming or a normal critical hit) 12,000gp

Hunting - This ranged weapon is enhanced by seasoned rangers. Damage from your favored enemy class feature is doubled. If you have less than 1 level in the ranger class or it's variants you gain the favored enemy class feature(UA Ranger). 4,000gp
Icy - This weapon is bathed in waves of razor sharp ice that lash out as the sword strikes something. It is freezing to the touch and releases cold air in all directions 1 feet in all directions. On a successful attack this weapon deals 1d6 cold damage. On a critical strike the opponent must pass a DC 19 constitution saving throw or have their movement reduced by half as well as disadvantage on all dexterity checks and saves until the beginning of the wielder’s next turn. 8,000gp

Impact(Blud weapon only) - Impact weapons are weighted and reinforced with magical materials that enhance their density. Weapons with this affix deal maximum damage to structures on a successful hit. When a creature is struck the wielder may shove that creature 5 feet if it is within 1 size category. This extends to 10 feet on a critical strike. This weapon also gain an additional damage die on a critical strike against creatures. 8,000gp

Keen(Pierce/Slash only) - Keen weapons bear an almost impossible sharp edge/tip. A keen weapon hits it’s mark with extreme precision. This weapon gains +1 to its critical threat range and deals additional damage equal to your proficiency bonus on a critical strike. 2,000gp

Life Stealing - This weapon forms a conduit with your life force and grants you life stolen from creatures struck by it. On a successful attack against a living creature this weapon deals 1d4 necrotic damage and you heal for an amount equal to the damage dealt. 12,000gp

Mobile - This armor is crafted and enchanted in a way that provides the greatest amount of mobility possible when fighting and traveling. While wearing this armor you do not spend extra movement when moving through difficult terrain or a friendly unit, you are able to use stealth when moving fast in a travel situation, and it does not impose any negative effects when climbing or jumping. 4,000gp

Opportunistic - This piece of jewelry or armor is enhanced with keen senses. You gain 2 additional reactions when you start combat(these are separate and once depleted are no longer usable). When you use a reaction, you gain advantage on your next attack roll and next reflex save, these advantages disappear at the beginning of your next turn before you act. 12,000gp

Profane - This weapon crackles with profane energy and lashes out at living victims when struck. On hit this weapon deals 1d8 necrotic damage to living creatures and heals undead for the same amount. On a critical hit against a living target they must pass a constitution save DC 8+Con+Proficiency or become paralyzed until the end of your next turn. 8,000gp

Second Chance - This piece of jewelry is enchanted with powerful time magic. When you are ready to end your turn, once per long rest, you may activate this amulet and restart your turn. Anything that happened in the turn you originally took is reversed as if you never took that turn. In addition you gain an additional reaction. 16,000gp

Shocking - This weapon crackles with electricity and unleashes jolts of energy into those struck by it. On a successful hit this weapon deals 1d6 lightning damage. On a critical hit the creature struck must pass a DC 16 dexterity saving throw or they become stunned until the beginning of the players next turn. 8,000gp

Transporting - This armor/jewelry is imbued with the dimension door spell. Once per long rest, as an action, you may cast the Dimension Door spell as if you were a capable spell caster. If you cast a teleport spell, the spell is always treated as very familiar or higher. 12,000gp

Vicious - This weapon is crafted in a brutal fashion. The head of the weapon has jagged bits that inflict additional damage to creatures struck by it. The handle also has tiny blades and points that injure the wielder. On a successful attack against a creature this weapon deals an additional 1d8 damage and 1d4 to the wielder. The damage to the target and the wielder is maxed on a critical hit IE 16 and 4. 4,000gp

Vorpal - This weapon is perfectly balanced and is the epitome of it’s type. A sword would be perfectly balanced, light and razor sharp. A mace would be elegant, light, and devastating. A great axe would be sharp and brutal, cleaving opponents in two. Weapons with this affix gain +5 to damage and deal maximum damage on a critical hit. (This includes sneak attack, weapon dice, and elemental damage that the weapon deals) 112,000gp

Suffix


Bane - This weapon is imbued with magical force that lashes out with extra force against creatures of a specific type. On a successful hit this weapon deals 2d6 additional damage against creatures of the chosen type. 22,000gp

Beastskin - This armor is imbued with powerful druidic magic. Even if the base armor is metal it does not effect a druid's oath. In addition, when you are shapeshifted. While shapeshifted your armor and any check, attack, save, or damage roll made in that form is increased by 1. This bonus increases to +2 at 6th level, +3 at 12th Level, and +4 at 20th level. 12,000gp

Brutal Surge - This weapon is imbued with furious rage. When you hit with a melee weapon attack you deal additional damage equal to the amount your attack roll exceeded the target's AC. If you critically hit with a weapon during combat you gain 1d4 in inspiration, this stacks with all inspiration dice that are not 1d4. 12,000gp

Deflection - This armor/shield is hardened and shaped in a way that causes attacks to graze the wielder and deflect off in a harmless direction. Non-magical ranged attacks have a chance of missing the wearer. When a ranged attack would otherwise hit you, roll a d4, subtract that number from the attack roll. 12,000gp

Divine Wrath - This weapon is imbued with the wrath of a just god. Damage dealt with this weapon is converted to radiant damage. On a critical hit this weapon deals 3d6 radiant damage. (It is 3d6 not doubled.) 12,000gp

Freedom - This armor/shield is enchanted with the freedom of movement spell. While attuned and wielding this armor/shield you are considered under the effects of the freedom of movement spell. 30,000gp

Health - This armor/jewelry/shield is enhanced with magic that empowers a creature’s vitality. The creature gains maximum hitpoints equal to a full hitdie of their highest class level. 4,000gp

Maiming - This weapon is crafted in a way that makes it more devastating when striking a vital part of a creature’s body. Critical strikes with this weapon deal an additional die of damage of each type on a critical strike. (A Flaming Greataxe of Maiming would deal 3d12+modifiers+3d6fire) 16,000gp

Masking - This armor is magically warded from divination magic. While attuned and wearing this armor you and all equipment on your person are considered under the effects of the Nondetection spell. 2,000gp

Parrying - This weapon is bolstered for deflecting physical attacks. While wielding this weapon you cannot benefit from the armor provided by a shield but are still affected by any other effect the shield had. When a ranged or melee attack is made against you, you may roll a d4 and subtract that number from the attack roll. 12,000gp

Quickness - This armor/jewelry is bolstered with extra speed. You gain 5 feet of base movement to all of your types of movement speed. 8,000gp

Reckless Magic - This jewelry is enchanted with wild magic and grants enhancements to your spellcasting. When you cast a spell of 1st level or higher., you may add additional dice up to your proficiency bonus to a single target spell or half that rounded down die to an AOE spell. If you do, you take damage equal to the additional dice rolled. This damage cannot be reduced, resisted, or avoided. 8,000gp

Returning - A weapon with this property returns to the player’s hand at the end of his/her turn if that player wills it. It gains +3 to attack and damage when it is thrown as an attack. The weapon vanishes and appears in the person’s hand. 2,000gp

Ricochet - Ranged weapons with this suffix magically enhance projectiles shot from them. On a successful attack the projectile shot by this weapon keeps moving after inflicting it’s initial wounds, bouncing off and striking another creature. The strike on the second creature uses the same initial attack roll and deals damage equal to half of the total combined damage rounded down. The wielder may also choose to ricochet their projectiles off of solid objects so long as they know the location of the target. 4,000gp

Righteousness - This weapon is hallowed by some priest or holy spellcaster. Evil creatures struck by this weapon rest in peace and are destroyed utterly(This Excludes creatures who are able to return after a set amount IE Grim Jesters and Liches but turns typical undead and evil creatures to ash that cannot be raised or magically tampered with again) While standing on hallowed ground this weapon gains +3 to its attack and damage rolls up to a maximum of +5 (if the weapon has an enhancement bonus) 2,000gp

Speed - This item is infused with potent time magic. Everything else flutters around you as you move just a bit faster. Your movement speed is increased by 5 feet. Once per short rest you may do one of the following as a bonus action; Make a single ranged or melee attack - Drink a potion - Take an additional move action - Use an Object Action. 12,000gp

Spellpower - This item stores a powerful magic charge that can be unleashed once per long rest, empowering a spell. As part of a spell with a casting time of 1 action or less, the wearer may cause that spell to deal maximum damage. 16,000gp

Spell Resistance - This piece of armor/jewelry/shield has a magical ward against targeted magic. The wielder gains resistance to magic that has only one target equal to 4+proficiency (caster rolls d20+spell level against, meet or beat) 8,000gp

Spell Resistance, Greater - This piece of armor/jewelry/shield has a magical ward against targeted magic. The wielder gains resistance to magic that has only one target equal to 6+proficiency (caster rolls d20+spell level against, meet or beat) 18,000gp

Spell Storing - This item may store a spell of a level equal to 1+the wielder’s proficiency modifier. This may be done during a long rest when spells are prepared and does not cost an additional spell slot. The spell must be a spell the caster can cast. A spell scroll can be used in this regard if the player doesn’t know but could technically cast. The scroll is consumed in the process. Unleashing the spell is an action, however single target spells that are able to harm an opponent can be unleashed as part of a successful attack. 12,000gp

Subtle Casting - This item imbues you with heightened casting ability. You no longer need to use a verbal or somatic component when casting spells. 16,000gp

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Comments

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Apr 7, 2021 11:52 by James Slaven

I'm a big fan of this material type-affix-suffix modular item design. That's well thought out. I'm sure your players really appreciate that, too. Great article!

Aug 6, 2021 03:22 by Garrak Steelhide

Thanks a lot! I've tweaked it here and there but looking forward to adding more. I will have the weapons and armor materials uploaded shortly. :)