Item Costs In Dmg 5e
Most people will tell you that 5e frowns on selling magical items. A more common way to do it is to have a character find someone to enchant a specific item more than buy it off the shelf. That said, the DMG has a value guide based on item rarity on page 135. Jan 12, 2016 overall, this “sane list” is to me, not sane at all cause it seems to me like its taken 3.5 prices and just placed them on the 5E items. Something that shouldn’T be done because 5E has a gold threshhold per level as said in the DMG and reaching 100k gold for.
To create magic items, spellcasters use special feats. They invest time, money, and their own personal energy (in the form of experience points) in an item’s creation.
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed).
Jul 21, 2015 There are a few items which give the ability to fly in the 5e DMG. Among the first I came across were the Winged Boots and the Broom of Flying. The Boots give a fly speed equal to your walking speed for 4 hours per day divisible into 1 minute chunks while the broom gives you a flat 50 foot fly speed all day long, decreasing to 30 feet if you are particularly heavy. How does 5e's magic item costs compare to earlier editions, especially 2e-one thing my group has noticed (and I have as well) is the similarities to 2e, so it makes me wonder if they're a throw back to those prices, rather than the Christmas Tree Effect of 3.5/PF/4e. Nov 02, 2015 In 5e, characters can only have three magic items attuned at a time (DMG pg 138). Therefore, unlike 4e, the number of magic item slots available to characters are very limited and magic items must be carefully considered. Naturally, items that are good and do not require attunement will be given greater consideration. Important notes about.
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.
Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price.
Armor, shields, weapons, and items with a value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies and the experience point cost), but it does increase the final market price.
In addition, some items cast or replicate spells with costly material components or with XP components. For these items, the market price equals the base price plus an extra price for the spell component costs. Each XP in the component costs adds 5 gp to the market price. The cost to create these items is the magic supplies cost and the base XP cost (both determined by the base price) plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires one day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an exception to this rule; they always take just one day to brew. The character must spend the gold and XP at the beginning of the construction process.
The caster works for 8 hours each day. He cannot rush the process by working longer each day. But the days need not be consecutive, and the caster can use the rest of his time as he sees fit.
A character can work on only one item at a time. If a character starts work on a new item, all materials used and XP spent on the under-construction item are wasted.
The secrets of creating artifacts are long lost.
Magic Item | Feat | Item Cost | Spell Component Costs | Magic Supplies Cost | Base Price4 | |
---|---|---|---|---|---|---|
Material2 | XP3 | |||||
An item’s market price is the sum of the item cost, spell component costs, and the base price. | ||||||
Armor | Craft Magic Arms And Armor | Masterwork armor | Cost × 50 (usually none) | × 50 (usually none) × 5 gp | ½ the value on Table: Armor and Shields | Value on Table: Armor and Shields |
Shield | Craft Magic Arms And Armor | Masterwork shield | × 50 (usually none) | × 50 (usually none) × 5 gp | ½ the value on Table: Armor and Shields | Value on Table: Armor and Shields |
Weapon | Craft Magic Arms And Armor | Masterwork weapon | × 50 (usually none) | × 50 (usually none) × 5 gp | ½ the value on Table: Weapons | Value on Table: Weapons |
Potion | Brew Potion | — | Cost (usually none) | Cost (usually none) | 25 × level of spell × level of caster | 50 × level of spell × level of caster |
Ring | Forge Ring | — | × 50 | × 50 × 5 gp | Special, see Table: Estimating Magic Item Gold Price Values | Special, see Table: Estimating Magic Item Gold Price Values |
Rod | Craft Rod | —1 | × 50 (often none) | × 50 (often none) | Special, see Table: Estimating Magic Item Gold Price Values | Special, see Table: Estimating Magic Item Gold Price Values |
Scroll | Scribe Scroll | — | Cost (usually none) | Cost (usually none) | 12.5 × level of spell × level of caster | 25 × level of spell × level of caster |
Staff | Craft Staff | Masterwork quarterstaff | × 50 / (# of charges used to activate spell) | × 50 × 5 gp / (# of charges used to activate spell) | See Creating Staffs | See Creating Staffs |
Wand | Craft Wand | — | × 50 | × 50 × 5 gp | 375 × level of spell × level of caster | 750 × level of spell × level of caster |
Wondrous Item | Craft Wondrous Item | —5 | × 50 (usually none) | × 50 (usually none)× 5 gp | Special, see Table: Estimating Magic Item Gold Price Values | Special, see Table: Estimating Magic Item Gold Price Values |
| ||
Effect | Base Price | Example |
---|---|---|
Ability bonus (enhancement) | Bonus squared × 1,000 gp | Gloves of Dexterity +2 |
Armor bonus (enhancement) | Bonus squared × 1,000 gp | +1 chainmail |
Bonus spell | Spell level1 squared × 1,000 gp | Pearl of power |
AC bonus (deflection) | Bonus squared × 2,000 gp | Ring of protection +3 |
AC bonus (other)2 | Bonus squared × 2,500 gp | Ioun stone, dusty rose prism |
Natural armor bonus (enhancement) | Bonus squared × 2,000 gp | Amulet of natural armor +1 |
Save bonus (resistance) | Bonus squared × 1,000 gp | Cloak of resistance +5 |
Save bonus (other)2 | Bonus squared × 2,000 gp | Stone of good luck |
Skill bonus (competence) | Bonus squared × 100 gp | Cloak of elvenkind |
Spell resistance | 10,000 gp per point over SR 12; SR 13 minimum | Mantle of spell resistance |
Weapon bonus (enhancement) | Bonus squared × 2,000 gp | +1 longsword |
Spell Effect | Base Price | Example |
Single use, spell completion | Spell level1 × caster level × 25 gp | Scroll of haste |
Single use, use-activated | Spell level1 × caster level × 50 gp | Potion of cure light wounds |
50 charges, spell trigger | Spell level1 × caster level × 750 gp | Wand of fireball |
Command word | Spell level1 × caster level × 1,800 gp | Cape of the mountebank |
Use-activated or continuous | Spell level1 × caster level × 2,000 gp3 | Lantern of revealing |
Special | Base Price Adjustment | Example |
Charges per day | Divide by (5 divided by charges per day) | Boots of teleportation |
Uncustomary space limitation4 | Multiply entire cost by 1.5 | Helm of teleportation |
No space limitation5 | Multiply entire cost by 2 | Ioun stone |
Multiple different abilities | Multiply lower item cost by 1.5 | Helm of brilliance |
Charged (50 charges) | ½ unlimited use base price | Ring of the ram |
Component | Extra Cost | Example |
Armor, shield, or weapon | Add cost of masterwork item | +1 composite longbow |
Spell has material component cost | Add directly into price of item per charge6 | Wand of stoneskin |
Spell has XP cost | Add 5 gp per 1 XP per charge6 | Ring of three wishes |
Magic Item Gold Piece Values
Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to match the new item to an item that is already priced that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Price Values.
Multiple Similar Abilities
For items with multiple similar abilities that don’t take up space on a character’s body use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus one-half the value of any other abilities.
Multiple Different Abilities
Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that do take up a space on a character’s body each additional power not only has no discount but instead has a 50% increase in price.
0-Level Spells
When multiplying spell levels to determine value, 0-level spells should be treated as ½ level.
#316.dmg Can not open the file as DMG archive with password. Windows 7 x64 PC running 7-Zip 19.00 (x64) 2019-02-21 (this is the version my company allows to be pushed to our PCs). 7zip cannot extract dmg file error.
Other Considerations
Once you have a final cost figure, reduce that number if either of the following conditions applies:
Item Requires Skill to Use
Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.
Item Requires Specific Class or Alignment to Use
Even more restrictive than requiring a skill, this limitation cuts the cost by 30%.
Prices presented in the magic item descriptions (the gold piece value following the item’s caster level) are the market value, which is generally twice what it costs the creator to make the item.
Since different classes get access to certain spells at different levels, the prices for two characters to make the same item might actually be different. An item is only worth two times what the caster of lowest possible level can make it for. Calculate the market price based on the lowest possible level caster, no matter who makes the item.
Not all items adhere to these formulas directly. The reasons for this are several. First and foremost, these few formulas aren’t enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staffs follow the formulas closely, and other items require at least some judgment calls.
Masterwork Items
Masterwork items are extraordinarily well-made items. They are more expensive, but they benefit the user with improved quality. They are not magical in any way. However, only masterwork items may be enhanced to become magic armor and weapons. (Items that are not weapons or armor may or may not be masterwork items.)
Creating Magic Armor
To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled. Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic armor—half the base price of the item.
Creating magic armor has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the armor. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Magic armor or a magic shield must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Armor Special Abilities and Table: Shield Special Abilities.
If spells are involved in the prerequisites for making the armor, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard), must provide any material components or focuses the spells require, and must pay any XP costs required for the spells. The act of working on the armor triggers the prepared spells, making them unavailable for casting during each day of the armor’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some armor may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting magic armor requires one day for each 1,000 gp value of the base price.
Item Creation Feat Required
Craft Magic Arms and Armor.
Creating Magic Weapons
To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price given on Table: Weapons, according to the weapon’s total effective bonus.
Creating a magic weapon has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability the higher of the two caster level requirements must be met.
A magic weapon must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Melee Weapon Special Abilities or Table: Ranged Weapon Special Abilities.
If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.
Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, XP, and special abilities.
Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting a magic weapon requires one day for each 1,000 gp value of the base price.
Item Creation Feat Required
Craft Magic Arms and Armor.
Creating Potions
The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion—25 gp × the level of the spell × the level of the caster.
All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.)
The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.
The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.
If casting the spell would reduce the caster’s XP total, he pays the XP cost upon beginning the brew in addition to the XP cost for making the potion itself. Material components are consumed when he begins working, but a focus is not. (A focus used in brewing a potion can be reused.) The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from his currently prepared spells, just as if it had been cast.) Brewing a potion requires one day.
Item Creation Feat Required
Brew Potion.
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Prices assume that the potion was made at the minimum caster level. | ||||
0 | 25 gp | 25 gp | 25 gp | — |
1st | 50 gp | 50 gp | 100 gp | 100 gp |
2nd | 300 gp | 400 gp | 400 gp | 400 gp |
3rd | 750 gp | 900 gp | 1,050 gp | 750 gp |
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Costs assume that the creator makes the potion at the minimum caster level. | ||||
0 | 12 gp 5 sp +1 XP | 12 gp 5 sp +1 XP | 12 gp 5 sp +1 XP | — |
1st | 25 gp +2 XP | 25 gp +2 XP | 50 gp +4 XP | 50 gp +4 XP |
2nd | 150 gp +12 XP | 200 gp +16 XP | 200 gp +16 XP | 200 gp +16 XP |
3rd | 375 gp +30 XP | 450 gp +36 XP | 525 gp +42 XP | 375 gp +30 XP |
Creating Rings
To create a magic ring, a character needs a heat source. He also needs a supply of materials, the most obvious being a ring or the pieces of the ring to be assembled. The cost for the materials is subsumed in the cost for creating the ring. Ring costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Price Values and use the ring prices in the ring descriptions as a guideline. Creating a ring generally costs half the ring’s market price.
Rings that duplicate spells with costly material or XP components add in the value of 50 × the spell’s component cost. Having a spell with a costly component as a prerequisite does not automatically incur this cost. The act of working on the ring triggers the prepared spells, making them unavailable for casting during each day of the ring’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some rings may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Forging a ring requires one day for each 1,000 gp of the base price.
Item Creation Feat Required
Forge Ring.
Creating Rods
To create a magic rod, a character needs a supply of materials, the most obvious being a rod or the pieces of the rod to be assembled. The cost for the materials is subsumed in the cost for creating the rod. Rod costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Price Values and use the rod prices in the rod descriptions as a guideline. Creating a rod costs half the market value listed.
If spells are involved in the prerequisites for making the rod, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the rod triggers the prepared spells, making them unavailable for casting during each day of the rod’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some rods may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting a rod requires one day for each 1,000 gp of the base price.
Item Creation Feat Required
Craft Rod.
Creating Scrolls
To create a scroll, a character needs a supply of choice writing materials, the cost of which is subsumed in the cost for scribing the scroll—12.5 gp × the level of the spell × the level of the caster.
All writing implements and materials used to scribe a scroll must be fresh and unused. A character must pay the full cost for scribing each spell scroll no matter how many times she previously has scribed the same spell.
The creator must have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. If casting the spell would reduce the caster’s XP total, she pays the cost upon beginning the scroll in addition to the XP cost for making the scroll itself. Likewise, a material component is consumed when she begins writing, but a focus is not. (A focus used in scribing a scroll can be reused.) The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from her currently prepared spells, just as if it had been cast.)
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Scribing a scroll requires one day per each 1,000 gp of the base price.
Item Creation Feat Required
Scribe Scroll.
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Prices assume that the scroll was made at the minimum caster level. | ||||
0 | 12 gp 5 sp | 12 gp 5 sp | 12 gp 5 sp | — |
1st | 25 gp | 25 gp | 50 gp | 50 gp |
2nd | 150 gp | 200 gp | 200 gp | 200 gp |
3rd | 375 gp | 450 gp | 525 gp | 375 gp |
4th | 700 gp | 800 gp | 1,000 gp | 700 gp |
5th | 1,125 gp | 1,250 gp | 1,625 gp | — |
6th | 1,650 gp | 1,800 gp | 2,400 gp | — |
7th | 2,275 gp | 2,450 gp | — | — |
8th | 3,000 gp | 3,200 gp | — | — |
9th | 3,825 gp | 4,050 gp | — | — |
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Costs assume that the creator makes the scroll at the minimum caster level. | ||||
0 | 6 gp 2 sp 5 cp +1 XP | 6 gp 2 sp 5 cp +1 XP | 6 gp 2 sp 5 cp +1 XP | — |
1st | 12 gp 5 sp +1 XP | 12 gp 5 sp +1 XP | 25 gp +1 XP | 25 gp +2 XP |
2nd | 75 gp +6 XP | 100 gp +8 XP | 100 gp +8 XP | 100 gp +8 XP |
3rd | 187 gp 5 sp +15 XP | 225 gp +18 XP | 262 gp 5 sp +21 XP | 187 gp 5 sp +15 XP |
4th | 350 gp +28 XP | 400 gp +32 XP | 500 gp +40 XP | 350 gp +28 XP |
5th | 562 gp 5 sp +45 XP | 625 gp +50 XP | 812 gp 5 sp +65 XP | — |
6th | 826 gp +66 XP | 900 gp +72 XP | 1,200 gp +96 XP | — |
7th | 1,135 gp 5 sp +91 XP | 1,225 gp +98 XP | — | — |
8th | 1,500 gp +120 XP | 1,600 gp +128 XP | — | — |
9th | 1,912 gp 5 sp +153 XP | 2, 025 gp +162 XP | — | — |
Creating Staffs
To create a magic staff, a character needs a supply of materials, the most obvious being a staff or the pieces of the staff to be assembled.
The cost for the materials is subsumed in the cost for creating the staff—375 gp × the level of the highest-level spell × the level of the caster, plus 75% of the value of the next most costly ability (281.25 gp × the level of the spell × the level of the caster), plus one-half of the value of any other abilities (187.5 gp × the level of the spell × the level of the caster). Staffs are always fully charged (50 charges) when created.
If desired, a spell can be placed into the staff at only half the normal cost, but then activating that particular spell costs 2 charges from the staff. The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells.
The creator must have prepared the spells to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focus the spells require as well as material and XP component costs sufficient to activate the spell a maximum number of times (50 divided by the number of charges one use of the spell expends). This is in addition to the XP cost for making the staff itself. Material components are consumed when he begins working, but focuses are not. (A focus used in creating a staff can be reused.) The act of working on the staff triggers the prepared spells, making them unavailable for casting during each day of the staff’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating a few staffs may entail other prerequisites beyond spellcasting. See the individual descriptions for details.
Crafting a staff requires one day for each 1,000 gp of the base price.
Item Creation Feat Required
Craft Staff.
Creating Wands
To create a magic wand, a character needs a small supply of materials, the most obvious being a baton or the pieces of the wand to be assembled. The cost for the materials is subsumed in the cost for creating the wand—375 gp × the level of the spell × the level of the caster. Wands are always fully charged (50 charges) when created.
The creator must have prepared the spell to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focuses the spell requires. Fifty of each needed material component are required, one for each charge. If casting the spell would reduce the caster’s XP total, she pays the cost (multiplied by 50) upon beginning the wand in addition to the XP cost for making the wand itself. Likewise, material components are consumed when she begins working, but focuses are not. (A focus used in creating a wand can be reused.) The act of working on the wand triggers the prepared spell, making it unavailable for casting during each day devoted to the wand’s creation. (That is, that spell slot is expended from her currently prepared spells, just as if it had been cast.)
Crafting a wand requires one day per each 1,000 gp of the base price.
Item Creation Feat Required
Craft Wand.
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Prices assume that the wand was made at the minimum caster level. | ||||
0 | 375 gp | 375 gp | 375 gp | — |
1st | 750 gp | 750 gp | 1,500 gp | 1,500 gp |
2nd | 4,500 gp | 6,000 gp | 6,000 gp | 6,000 gp |
3rd | 11,250 gp | 13,500 gp | 15,750 gp | 11,250 gp |
4th | 21,000 gp | 24,000 gp | 30,000 gp | 21,000 gp |
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Costs assume that the creator makes the wand at the minimum caster level. | ||||
0 | 187 gp 5 sp +15 XP | 187 gp 5 sp +15 XP | 187 gp 5 sp +15 XP | — |
1st | 375 gp +30 XP | 375 gp +30 XP | 750 gp +60 XP | 750 gp +60 XP |
2nd | 2,250 gp +180 XP | 3,000 gp +240 XP | 3,000 gp +240 XP | 3,000 gp +240 XP |
3rd | 5,625 gp +450 XP | 6,750 gp +540 XP | 7,875 gp +630 XP | 5,625 gp +450 XP |
4th | 10,500 gp +840 XP | 12,000 gp +960 XP | 15,000 gp +1200 XP | 10,500 gp +840 XP |
Creating Wondrous Items
To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled. The cost for the materials is subsumed in the cost for creating the item. Wondrous item costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Price Values and use the item prices in the item descriptions as a guideline. Creating an item costs half the market value listed.
If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the item triggers the prepared spells, making them unavailable for casting during each day of the item’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some items may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting a wondrous item requires one day for each 1,000 gp of the base price.
Item Creation Feat Required
Craft Wondrous Item.
Intelligent Item Creation
To create an intelligent item, a character must have a caster level of 15th or higher. Time and creation cost are based on the normal item creation rules, with the market price values on Table: Item Intelligence, Wisdom, Charisma, and Capabilities treated as additions to time, gp cost, and XP cost. The item’s alignment is the same as its creator’s. Determine other features randomly, following the guidelines in the relevant section.
Adding New Abilities
A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.
If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.
Body Slot | Affinity |
---|---|
Headband, helmet | Mental improvement, ranged attacks |
Hat | Interaction |
Phylactery | Morale, alignment |
Eye lenses, goggles | Vision |
Cloak, cape, mantle | Transformation, protection |
Amulet, brooch, medallion, necklace, periapt, scarab | Protection, discernment |
Robe | Multiple effects |
Shirt | Physical improvement |
Vest, vestment | Class ability improvement |
Bracers | Combat |
Bracelets | Allies |
Gloves | Quickness |
Gauntlets | Destructive power |
Belt | Physical improvement |
Boots | Movement |
Body Slot Affinities
Each location on the body, or body slot, has one or more affinities: a word or phrase that describes the general function or nature of magic items designed for that body slot. Body slot affinities are deliberately broad, abstract categorizations, because a hard-and-fast rule can’t cover the great variety among wondrous items.
You can use the affinities in the list below to guide your decisions on which magic items should be allowed in which body slots. And when you design your own magic items, the affinities give you some guidance for what form a particular item should take.
Some body slots have different affinities for different specific items.
Wondrous items that don’t match the affinity for a particular body slot should cost 50% more than wondrous items that match the affinity.
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A copy of this License can be found at www.wizards.com/d20.
Most sentient items are Weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.
Sentient Magic Items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.
Creating Sentient Magic Items
When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here.Abilities
A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.Communication
A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.Item Costs In Dmg 5e Free
d100 | Communication |
01 - 60 | The item communicates by transmitting emotion to the creating carrying or wielding it. |
61 - 90 | The item can speak, read, and understand one or more Languages. |
91 - 00 | The item can speak, read, and understand one or more Languages. In addition, the item can communicate telepathically with any character that carries or wields it. |
Item Costs In Dmg 5e List
Senses
With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its Senses or roll on the following table.d4 | Senses |
1 | Hearing and normal vision to 30 ft. |
2 | Hearing and normal vision to 60 ft. |
3 | Hearing and normal vision to 120 ft. |
4 | Hearing and Darkvision to 120 ft. |
d100 | |
01 - 15 | Lawful Good |
16 - 35 | Neutral Good |
36 - 50 | Chaotic Good |
51 - 63 | Lawful Neutral |
64 - 73 | Neutral |
74 - 85 | Chaotic Neutral |
86 - 89 | Lawful Evil |
90 - 96 | Neutral Evil |
97 - 00 | Chaotic Evil |
Special Purpose
You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that Special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a Special purpose or roll on the following table.d10 | Purpose |
1 | Aligned: The item seeks to defeat or destroy those of a diametrically opposed Alignment (such an item is never neutral). |
2 | Bane: The item seeks to defeat or destroy creates of a particular kind, such as Fiends, shapechangers, Trolls, or Wizards. |
3 | Protector: The item seeks to defend a particular race or kind of creature, such as Elves or Druids. |
4 | Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity. |
5 | Templar: The item seeks to defend the servants and interests of a particular deity. |
6 | Destroyer: The item craves destruction and goads its user to fight arbitrarily. |
7 | Glory Seeker: The item seeks Renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. |
8 | Lore Seeker: The item craves knowledge or is determined to solve a Mystery, learn a Secret, or unravel a cryptic prophecy. |
9 | Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events. |
10 | Creator Seeker: The item seeks its creator and wants to understand why it was created. |
Conflict
A sentient item has a will of its own, shaped by its personality and Alignment. If its wielder acts in a manner opposed to the item’s Alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands:- The item insists on being carried or worn at all times.
- The item demands that its wielder dispose of anything the item finds repugnant.
- The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.
- The item demands to be given to someone else.If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:
- Make it impossible for its wielder to attune to it.
- Suppress one or more of its activated properties.
- Attempt to take control of its wielder.