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

Uncommon

Rare

Very Rare

Legendary

Artifact

Item Properties

Enhancement Bonuses

Weapons and armor can grant bonuses to attack/damage or AC:

Damage Types

Weapons can deal special damage:

Special Abilities

Charges

Items with limited uses:

Activated Effects

Spellcasting

Items that cast spells:

Sentience

Intelligent items with personality:

Curses

Negative aspects of magic items:

Design Process

Step 1: Concept

Define what the item does and why it exists:

Step 2: Mechanical Effect

Specify game mechanics:

Step 3: Balance

Ensure the item is appropriately powerful:

Step 4: Flavor

Add narrative details:

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

Balancing Guidelines

Combat Items

Avoid items that:

Utility Items

Consider frequency and impact:

Scaling Items

Items that grow with characters:

Creating Artifacts

Artifacts require special consideration:

Benefits

Artifacts should provide:

Drawbacks

Artifacts must include:

Properties

Magic Item Tables

Create custom tables for random magic items:

Roll percentile dice to determine which item is found from the appropriate table.

Presentation

When players find magic items: