Magic Item Creation
Creating custom magic items allows Game Masters to reward players with unique treasures tailored to their characters and campaigns. This section provides guidelines for designing balanced and interesting magical items.
Magic Item Rarity
Items are classified by rarity, which affects their power level and availability:
Common
- Power Level: Minor conveniences
- Examples: Potion of Healing, +1 ammunition (single use)
- Attunement: Usually not required
- Value: 50-100 gp
Uncommon
- Power Level: Useful abilities, minor combat bonuses
- Examples: +1 weapons/armor, Bag of Holding, Boots of Striding and Springing
- Attunement: Sometimes required
- Value: 101-500 gp
Rare
- Power Level: Significant abilities, moderate combat bonuses
- Examples: +2 weapons/armor, Ring of Spell Storing, Cloak of Displacement
- Attunement: Often required
- Value: 501-5,000 gp
Very Rare
- Power Level: Powerful abilities, major combat bonuses
- Examples: +3 weapons/armor, Belt of Giant Strength, Manual of Golems
- Attunement: Usually required
- Value: 5,001-50,000 gp
Legendary
- Power Level: Exceptional abilities, campaign-defining items
- Examples: Holy Avenger, Vorpal Sword, Staff of the Magi
- Attunement: Almost always required
- Value: 50,001+ gp
Artifact
- Power Level: World-shaking power with significant drawbacks
- Examples: Book of Vile Darkness, Eye of Vecna, Sphere of Annihilation
- Attunement: Always required
- Value: Priceless, cannot be purchased
Item Properties
Enhancement Bonuses
Weapons and armor can grant bonuses to attack/damage or AC:
- +1: Uncommon
- +2: Rare
- +3: Very Rare
Damage Types
Weapons can deal special damage:
- Energy: Fire, cold, lightning, acid, thunder
- Alignment: Good, evil, lawful, chaotic
- Material: Silvered, adamantine
Special Abilities
Charges
Items with limited uses:
- Regaining Charges: Typically 1d6+4 at dawn
- Destruction Risk: If last charge used, roll d20 (1 = destroyed)
Activated Effects
- Command Word: Speak a word to activate
- Continuous: Always active when worn/wielded
- Conditional: Activates under specific circumstances
Spellcasting
Items that cast spells:
- Specify spell level and save DC
- Define uses per day or charges required
- Include concentration requirements if applicable
Sentience
Intelligent items with personality:
- Alignment: The item's moral perspective
- Communication: Telepathy, speech, empathy
- Senses: Hearing, darkvision range
- Purpose: The item's goal or mission
- Conflict: What happens if wielder opposes the item's will
Curses
Negative aspects of magic items:
- Compulsion: Must be worn/wielded
- Penalty: Negative effect on wielder
- Betrayal: Turns against user at specific times
- Transformation: Gradually changes the user
Design Process
Step 1: Concept
Define what the item does and why it exists:
- What problem does it solve?
- What makes it interesting or unique?
- How does it fit the campaign world?
Step 2: Mechanical Effect
Specify game mechanics:
- Numerical bonuses or penalties
- Spell effects or spell-like abilities
- Special actions or reactions
- Passive benefits
Step 3: Balance
Ensure the item is appropriately powerful:
- Compare to existing items of similar rarity
- Consider impact on combat and exploration
- Account for class synergies
- Factor in activation costs (charges, attunement, etc.)
Step 4: Flavor
Add narrative details:
- Physical description and appearance
- History or origin story
- Distinctive features or quirks
- Sensory details (sounds, glows, temperature)
Example Templates
+X Weapon/Armor Template
Rarity: Varies by bonus Attunement: Not required Effect: +X bonus to attack and damage rolls (weapon) or AC (armor)
Spell-Storing Item Template
Rarity: Rare Attunement: Required Charges: 10 charges, regain 1d6+4 at dawn Effect: Can store spells of up to 5th level, releasing them later
Resistance Item Template
Rarity: Uncommon (single type) to Rare (multiple types) Attunement: Required Effect: Resistance to specified damage type(s)
Ability Score Boost Template
Rarity: Varies by bonus Attunement: Required
- +2: Very Rare
- +4: Legendary
- Set to 19-29: Varies (higher = rarer)
Balancing Guidelines
Combat Items
Avoid items that:
- Grant more than +3 to attacks, damage, or AC
- Deal excessive damage (more than fireball at-will)
- Provide unlimited action economy (free actions every turn)
Utility Items
Consider frequency and impact:
- At-Will: Should be minor conveniences
- Charges: Moderate power, limited uses
- Once per Day: Can be quite powerful
Scaling Items
Items that grow with characters:
- Grant additional abilities at higher levels
- Unlock new powers through quests
- Require investment to reveal full potential
Creating Artifacts
Artifacts require special consideration:
Benefits
Artifacts should provide:
- Multiple powerful abilities
- Significant combat bonuses
- Unique effects unavailable elsewhere
- World-altering potential
Drawbacks
Artifacts must include:
- Dangerous side effects
- Corrupting influence
- Attention from powerful enemies
- Potential for destruction
Properties
- Random Properties: Roll on artifact tables for additional effects
- Sentience: Most artifacts have wills of their own
- Indestructible: Can only be destroyed by specific means
Magic Item Tables
Create custom tables for random magic items:
- Table A: Common and uncommon items
- Table B: Uncommon and rare items
- Table C: Rare and very rare items
- Table D: Very rare and legendary items
Roll percentile dice to determine which item is found from the appropriate table.
Presentation
When players find magic items:
- Describe the item's appearance before revealing powers
- Require Identify spell or investigation to learn properties
- Reveal abilities gradually through use
- Build anticipation with legendary items