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Special Equipment, Crafting Guidelines, and Submissions

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Edited 1492290024
Mark S.
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Marketplace Creator
There is the need for a sticky thread for this. There is a high number of requests for specialized items. Instead of PMing a DM. Submit the details of your item here to be reviewed, tweaked, and approved. I will also be using this thread to generate an FAQ for everything about crafting to minimize the amount of time required by DMs to handle this topic. Any DM can now assist you on these projects. Be patient and they will be handled in the order that they are submitted OR in the order that they will be completed. Restrictions on Availability: Before purchasing any item, be sure to check with your DM to be sure that the item is available. Also see the Buying Magic Items section of the Downtime Activities and Expenditure thread. The item must be listed in the 5th edition DMG or other 5th edition source books that we are allowing for the campaign. There are only two exceptions to this. One is crafting magic items which allow you to use the crafting tables located in the Downtime Activities to create variants (these are subject to approval by a DM). The other are magic items created by a DM using the DMG and made available in an adventure. All magic items that are not common or are not listed in the DMG must have a handout with the items market value and description (or book and page reference) and be labeled as "Approved by <DM's name>". Restrictions on Upgrading: You cannot upgrade and thus change the basic composition of an item. Therefore, you cannot upgrade a normal item to a masterwork item. A masterwork item must be initially created better than its counterpart. Likewise, the material composition of the item may also not be altered. A silver item must be created with silver; it cannot created with iron and then have silver added later. Only items of masterwork quality may be enhanced with permanent magic effects as these items must undergo a special process that allows them to contain the magic on a permanent basis. Dungeon Master's Workshop: New or variant items created by a DM that are made available to players (NOT DM characters) must have an associated handout for it that includes the item's name, attunement (required or not) item's type (ring, wondrous, potion, etc...), school of magic (for detect magic ), market value, and the details of all of it effects (put hidden effects in GM Info). Please be sure this information is clear and concise for other DMs. Table of Contents: Masterwork Items Mithril Silvered Weapons and Ammunition Staff Creation Guidelines Wand Creation Guidelines Masterwork Items: All masterwork items are generally created better than their mundane counterparts. Masterwork items have 150% the durability than normal items. Masterwork items may also be enhanced as a magic item. There are no other special benefits from acquiring a masterwork item. Ammunition: +2 gp to the cost of a single piece. Armor/Shield: +150 gp to the cost. Weapon: +300 gp to the cost. Mithril: The cost for a mithril item is modified as shown below. Light armor Medium armor Heavy armor Shield All other items +1,000 gp +4,000 gp +9,000 gp +1,000 gp +500 gp Benefits: Mithril armor weighs 1/2 as much as normal armor. Items created with mithril are considered masterwork, the cost of that is included above. An item gains any properties that the masterwork property would normally give. If the armor normally imposes a disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithril version does not. Nonmagical Objects: Skill needed : Proficiency in the appropriate Tool. Material needed: Necessary tools and 1/2 of the market value in materials.. Time needed: 1 day per 5 gp of market value. Reference: PHB pg 187 Silvered Weapons and Ammunition:  You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price o f the silver, but the time and expertise needed to add silver to the weapon without making it less effective. PHB 148. Staff Creation Guidelines:  1. Either purchase or craft a quarterstaff of masterwork quality (Market value: 300 gp, 5 sp). 2. Magic weapon enhancements may be added to the staff of either +1, +2, or +3. These enhancements add to the market value of the staff as follows: +1 +2 +3 2,000 gp 8,000 gp 18,000 gp 3. If the staff has a minimum of a +1 enhancement, you may add spell attack charges. Spell attack charges may be discharged when the staff hits a target. Only spells that target one creature with touch or a melee attack may be used in this way. The minimum number of charges this kind of staff may have is 3.  Instead of using a spell attack effect, you may decide to convert those charges into additional damage of one specific type. The additional damage dealt is equal to 1d6 per charge expended. The market value of this staff increases by the maximum number of charges that may be used on this ability as follows: Maximum charges squared, then multiplied by 400 gp. Each charge also costs 400 gp (minimum of 3 charges for 1,200 gp as mentioned previously). 4. You may add other spell effects to your staff, but doing so requires you to charge your staff in increments of 10 charges instead of 3. Any spells added to the staff must be from one specific class. Add the gp values of your highest level spell, second highest level spell, and each additional one as shown in the table below. Multiple the result by the number of total charges in the staff for the additional market value.  1st 2nd 3rd 4th 5th 6th 7th 8th 9th Highest level spell 7.5 gp 45 gp 112.5 gp 210 gp 337.5 gp 495 gp 682.5 gp 900 gp 1147.5 gp Second highest level spell 5.62 gp 33.75 gp 84.375 gp 157.5 gp 253.125 gp 371.25 gp 511.875 gp 675 gp 860.625 gp Each additional spell 3.75 gp 22.5 gp 56.25 gp 105 gp 168.75 gp 247.5 gp 341.25 gp 450 gp 573.75 gp 5. Determine the staff's recharge rate. All staves must recharge at a minimum of 1d8+2 unless the staff only contains spell attack charges. In this case, a staff may recharge at a lower rate. Multiply the staff's market value by the amount shown on the table to determine the staff's new market value. 1d3 1d8+2 1d6+4 2d8+4 4d6+2 X 12  X 20 X 34 X 56 X 68 The staff may be attuned by any class that has every spell used in the staff on their class spell list. A staff that does not have spells used to produce a spell attack or spell effect as detailed in steps 3 and 4 may be attuned by anyone.  6. The material cost for crafting the staff is equal to 70% of its market value plus any material components for spells. The time needed to craft the staff is equal to one day for every 25 gp worth of materials needed. The craft DC is equal to 12 + the highest level spell used to craft the staff with a minimum DC of 14 for a +1 staff, DC 16 for a +2 staff, and DC 18 for a +3 staff.  7. The spell attack, DC, and other modifiers for the staff are equal to user of the staff.  Wand Creation Guidelines: 1. Select the spell(s) being used in the wand. You may use any spells of 4th level or lower when crafting a wand. These must each be cast using the appropriate spell slot during the beginning of the wand creation. Keep track of all spell slots used during steps 1 through 3 for calculating your wand's base value in step 4. Any material components that have a gp value must also be expended each time the spell is cast. Keep track of this as well for calculating material cost in step 5.  2. The sum of all spell slot levels used in step 1 is your wands starting charges. To add additional charges, recast any spell used in step one     as many times as desired. Your wand's charges increase by a number equal to the total spell slot levels used in this step.  3. If you are not using multiple spells in your wand, skip to step 4. Otherwise, you must now recast each spell being used in the wand a total     number of times equal to one less than (also subtract the number of times you used the spell to increase charges in step 2) the number of     times it could be cast if the wand was fully charged. For example, if you used fireball with a 3rd level slot in a wand with 8 charges, you         would be able to cast fireball twice (3 charges each) and therefore must cast it an additional time during this step. 4. Add up the gp values for each slot that was used in steps 1 through 3 to find your wands base value.  1st 2nd 3rd 4th 15 gp 90 gp 225 gp 420 gp 5. Multiply the wand's base value by the desired recharge rate to find the wand's total market value. None 1d3 1d6+1 0 X 12 X 16 A typical wand must be attuned by a spellcaster before being used. If you want your wand to be capable of attunement by anyone, multiply the market value by 1 1/2. If you want the wand to be usuable without attunement, double the market value.  Wands without a recharge crumbles into ashes and is destroyed once the final charge is used.  A wand that recharges does so daily at dawn. If the last charge of these wands are expended, the wand crumbles into ashes and is destroyed on the result of a 1 with a d20 roll.  6. The material cost for crafting the wand is equal to 70% of its market value plus any material components for spells. The time needed to craft the wand is equal to one day for every 25 gp worth of materials needed. The craft DC is equal to 12 + the highest level spell slot used to craft the wand.  7. The attack, DC, and other modifiers for the wand are equal to what yours are at the time you created it. Items not created by a PC have a  save DC equal to 9 + the highest spell level used in the wand (minimum DC 13) and the attack bonus or modifier  is equal to the highest level spell used in the wand (minimum of +3).
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Mark S.
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Marketplace Creator
I am copy-pasting the most recent submission that I have had here for others to view. The examples should help answer questions that others might have. It is also an example of the planning that goes in to a project that is part of the downtime required to create the item. Submission by Regan C. Wand of the Christian Wand, rare, (requires attunement by a paladin or cleric of Christ) (Cost reduced because of the specification) 2,500gp value This wand has 5 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it (Spell Save DC15): Cure Wounds ( 1 charge per Spell Level, up to 3rd), Bless ( 1 charge), or Spirit Guardians (Angels) ( 3 charges). The wand regains 1d3 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. The wand vanishes in a slow comforting light, it reappears back at the Lord's Alliance and has to be retrieved to be used again Corrections by Mark S. No reduced cost for specifying class, although allowed for detail. Material Cost = 3,150 gp Time to Craft = 126 days Craft DC 15 Market Value Base = 375 gp in material for Cure Wounds (5 times) 75 gp, Bless (5 times) 75 gp, and Spirit Guardians (1 time) 225 gp. Recharge X 12 Total Market Value = 4,500 gp
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Earring of Vision 1 charges a day of true-sight. Gold hoop.
Kerri if you could do the basic math for your item like regan did we will look it over. The DM's wont be able to build items for you but instead will approve an item once you make it. Check the crafting information in the journal on the main campaign 
TEST FOR APPROVAL Wand of Necromancy 1 Revivify (157.5 gp), 2 Darkness (126), 2 Fireball (315 gp), 22 days to craft Material Cost= 7122 Time To craft= 264 1d3 = x12 for recharge Total Value=  85,464
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Mark S.
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Marketplace Creator
Stage 2 for Wand of the Christian Changes by Regan C. Wand, rare, (requires attunement by a paladin or cleric of Christ) (Cost reduced because of the specification) 2,400gp value This wand has 5 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it: Cure Wounds ( 1 charge per Spell Level), and Bless ( 1 charge per Spell Level). The wand regains 1d6+1 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. The wand vanishes in a slow comforting light, it reappears back at the Lord's Alliance and has to be retrieved to be used again. Crafting Detail: Market Value Base = 150 gp in material for Cure Wounds (5 times) 75 gp, Bless (5 times) 75 gp Recharge X 16 Total Market Value = 2,400 gp Approved by Mark S. Final statblock: Wand of the Christian Wand, rare (requires attunement by a spellcaster) This wand has 5 charges. It recharges 1d6+1 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand vanishes in a slow comforting light and reappears somewhere else in the world to aid other Christians. Cure Wounds. While holding it, you can spend an action to expend 1 of it charges by touching it to a creature. That creature regains 1d8+3 hit points. This spell has no effect on undead or constructs. Bless: While holding it, you can spend an action to expend 1 of its charges to produce the effects of a bless spell as if you cast the spell using a 1st level slot. 
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Mark S.
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Marketplace Creator
Daniel S. said: TEST FOR APPROVAL Wand of Necromancy 1 Revivify (157.5 gp), 2 Darkness (126), 2 Fireball (315 gp), 22 days to craft Material Cost= 7122 Time To craft= 264 1d3 = x12 for recharge Total Value=  85,464 Wand check: Revivify (3rd), Darkness (2nd), Fireball (3rd) 8 charge base (total spell slots used above).  Next... cast the spell a number of times it could be used if ALL charges were used to cast it.  Revivify = x 2 (450 gp) Darkness = x 4 (360 gp) Fireball = x 2 (450 gp) Wand base market value = 1,260 gp 1d3 recharge = x 12 Wand market value = 15,120 gp Wand material cost (70% of market value): 10,584 gp Time to craft (material cost divided by 25 and rounded up): 423 days Craft DC (highest slot used): 15 NOTES: Multiple spell wands are exponentially more than single spell wands, thus they are not as common. As you can see, there is a simplified formula. I thought having tables would make it easier, but I am beginning to question that. 
NOTES: Multiple spell wands are exponentially more than single spell wands, thus they are not as common. As you can see, there is a simplified formula. I thought having tables would make it easier, but I am beginning to question that.  It has helped me make mine so far now. (It may be slightly confusing at the start)
Sure.
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Mark S.
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The OP is updated with the simplified wand creation guidelines. I will update the handout as soon as I know it is thorough. 
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Mark S.
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Kerri Everwood said: Earring of Vision 1 charges a day of true-sight. Gold hoop. This would probably be a wondrous item. I do not have the crafting guidelines for those available yet because they are usually VERY expensive. I am working on staves next though so expect to see those soon... I am hoping to get them done today.
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Well I was looking at the costs before. (I have to look again to fully calculate.) but true sight is like a 5th level spell? Then to have many charges it's like 44k gp x 4 for the spell part of it isn't it?  Something like 250kgp for the spell part?
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Mark S.
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Regan C. said: NOTES: Multiple spell wands are exponentially more than single spell wands, thus they are not as common. As you can see, there is a simplified formula. I thought having tables would make it easier, but I am beginning to question that.  It has helped me make mine so far now. (It may be slightly confusing at the start) Check out the instructions in the OP of this thread. I am thinking of changing the handout to that if it is easier. Let me know.
Final statblock: Wand of the Christian Wand, rare (requires attunement by a spellcaster) This wand has 5 charges. It recharges 1d6+1 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand vanishes in a slow comforting light and reappears somewhere else in the world to aid other Christians. Cure Wounds. While holding it, you can spend an action to expend 1 of it charges by touching it to a creature. That creature regains 1d8+3 hit points. This spell has no effect on undead or constructs. Bless: While holding it, you can spend an action to expend 1 of its charges to produce the effects of a bless spell as if you cast the spell using a 1st level slot. Just changed the way it leaves me so as to be more thematic lol.
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Mark S.
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Regan C. said: Final statblock: Wand of the Christian Wand, rare (requires attunement by a spellcaster) This wand has 5 charges. It recharges 1d6+1 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand vanishes in a slow comforting light and reappears somewhere else in the world to aid other Christians. Cure Wounds. While holding it, you can spend an action to expend 1 of it charges by touching it to a creature. That creature regains 1d8+3 hit points. This spell has no effect on undead or constructs. Bless: While holding it, you can spend an action to expend 1 of its charges to produce the effects of a bless spell as if you cast the spell using a 1st level slot. Just changed the way it leaves me so as to be more thematic lol. No prob. Any changes that add detail without changing game dynamics is highly encouraged. :)
Just realized that it would be 1d8+4 correct? Equal to my modifier?
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Mark S.
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Regan C. said: Just realized that it would be 1d8+4 correct? Equal to my modifier? It is based on the creator's statistics. I just added step 7 above to include this as listed in the handout.
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Mark S.
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Staff creation guidelines are complete and have been added to the OP above. 
I'm trying to get a rune of Hunter's Mark for Krok, only I want to get it as a tattoo. Is Hunter's Mark an applicable spell for a rune? I read the crafting rules and don't think I saw anything about specific spells. 
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Mark S.
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Gunnar said: I'm trying to get a rune of Hunter's Mark for Krok, only I want to get it as a tattoo. Is Hunter's Mark an applicable spell for a rune? I read the crafting rules and don't think I saw anything about specific spells.  Spells allowed : Any spell that targets one creature (including self) or object by touch or a melee attack may be placed into a rune. The rune activates when it comes in contact with an appropriate creature or object and has a duration equal to the maximum duration of the spell. Crafting a rune as a tattoo: With a set of calligraphy tools and proficiency in them, a rune can be created as a tattoo on flesh. This process follows all of the same rules listed above but has significant differences to it as follows: A tattoo is permanent and can only be removed with a greater restoration spell. A creature can have a maximum of 10 tattoos on it. Additional runes beyond the first do not suffer the multiplier for multiple runes. The creation process takes a number of hours equal to the days shown on the table. The recipient suffers 1 point of constitution temporary ability damage per level of the spell being used and one level of exhaustion until this damage is fully healed. This ability damage heals at a rate of 1 per long rest unless magically healed. When a tattoo rune is discharged, the bearer suffers 1d3 neucrotic damage per level of the spell.
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Mark S.
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Also I know it only hints at this and will have to be clarified, but runes also make great traps as they activate once they are touched by the appropriate creature or object. For this reason, most rune owners keep them wrapped in cloth. 
Question: I know we can't upgrade common weapons to magic or silver, but if you have a weapon that is already magic like a +1, can you upgrade it to a +2 or say flame tongue and sword of answering from the DMG? if so, what would the upgrade cost. For simplicity I have just been selling old buying new. 
considering flame tongue has no bonus to attack or damage(+1), it may require a casting of a fire based spell into it and some downtime and a check at the end? (up to Mark, but these are some ideas)
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Mark S.
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Mike said: Question: I know we can't upgrade common weapons to magic or silver, but if you have a weapon that is already magic like a +1, can you upgrade it to a +2 or say flame tongue and sword of answering from the DMG? if so, what would the upgrade cost. For simplicity I have just been selling old buying new.  You can upgrade any magical item by paying the cumulative cost of what it would have cost to add it at it's creation. For example, you can pay 8,000 gp to upgrade a +1 weapon to a +2. The biggest issue is going to be having to wait 320 (8,000 divided by 25) days for it to be upgraded because of 5e's ridiculously long craft times. That is why I am going by material (70% of market value). 5,600  of material would still take 224 days to complete. I guess they did this to try to keep magic items uncommon. Because you can join efforts on a crafting project, the project would take 56 days if the craftsman had 3 helpers. That is still a really long wait. It is worth it if you can part with the item for that long. Otherwise, it is better to buy new if the item is available and you can afford it. 
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Mark S.
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Regan C. said: considering flame tongue has no bonus to attack or damage(+1), it may require a casting of a fire based spell into it and some downtime and a check at the end? (up to Mark, but these are some ideas) These kinds of weapons are tricky as you have to find the weapons enhancement equivalence OR the spell effect cost. Modifying a weapon like a flametongue can be done, but would take some number crunching. It would be at least 8,000 gp to add +1 but could be more. I will eventually be adding a weapon special ability cost table that covers this.
One of my characters have a +2 masterwork shield and wondered if that shield might have the ability to hold spells that can recharge?
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Mark S.
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Michael S. said: One of my characters have a +2 masterwork shield and wondered if that shield might have the ability to hold spells that can recharge? The next tier costs a minimum of 18,000 gp to get above +2. I don't have any of the armor/shield/weapon special abilities included in the crafting rules yet.&nbsp; Armor/shields/weapons function differently though and are limited to how you can enhance them. Here are some examples... <a href="http://www.realmshelps.net/magic/magarmor-ability" rel="nofollow">http://www.realmshelps.net/magic/magarmor-ability</a>....
2 questions, 1. Have a character that likes to grab teeth or claws from big kills . How much to turn these items into jewelry? Like earring or necklace. &nbsp;And then if I wanted to enchant them.&nbsp; Add 1 ac or dex? Can I add stats like dex or str?
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Mark S.
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Kerri Everwood said: 2 questions, 1. Have a character that likes to grab teeth or claws from big kills . How much to turn these items into jewelry? Like earring or necklace. &nbsp;And then if I wanted to enchant them.&nbsp; Add 1 ac or dex? Can I add stats like dex or str To make just regular jewelry, you can use the Nonmagical Objects in the OP. I just added it. You cannot make regular jewelry magical. You have to craft the jewelry in a special way in order to make it possess magic. The process is much different. It would be considered a Wondrous Item. I do not have the crafting tables for those done yet, but the basics of the process are... Wondrous Items 1. Pay 1/2 in material of the value of the item you are creating. 2. Spend 1 day for each 25 gp of the material cost crafting.&nbsp; 3. Make a crafting check to see if you complete the work.&nbsp; You can find items that you can craft in the DMG. Then we have to put a market value on if it does not have one yet.
I got a Potion of Invulnerability for Zindle in a recent game and, being as he is a rogue, Zindle would rather sell it then keep it. How much is the average market value of such a potion?
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Mark S.
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Gunnar said: I got a Potion of Invulnerability for Zindle in a recent game and, being as he is a rogue, Zindle would rather sell it then keep it. How much is the average market value of such a potion? The price guide in Services/Magic Items in the G4C campaign journal says 2,250 gp. So you would get anywhere from 225 gp to 3375 gp depending on the buyer you find. Of course you could keep spending downtime to try to find a better buyer if you got a low offer. The availability is rare. DMG 129-130
How much for a Belt of Hill Giant STR page 155 in DMG. It is rare and from the chart on page 135 it says 500 to 5000 for a rare item. So I guess that is check of some kind.&nbsp;
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Mark S.
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Mike said: How much for a Belt of Hill Giant STR page 155 in DMG. It is rare and from the chart on page 135 it says 500 to 5000 for a rare item. So I guess that is check of some kind.&nbsp; No check... those tables are very vague and inaccurate estimates. The costs don't always fall in those ranges. If they did, some magic items would be obsolete and not ever be worth purchasing or crafting.&nbsp; Anyways... Belt of Hill Giant Strength = 16,000 gp
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Mark S.
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Mark S. said: Mike said: How much for a Belt of Hill Giant STR page 155 in DMG. It is rare and from the chart on page 135 it says 500 to 5000 for a rare item. So I guess that is check of some kind.&nbsp; No check... those tables are very vague and inaccurate estimates. The costs don't always fall in those ranges. If they did, some magic items would be obsolete and not ever be worth purchasing or crafting.&nbsp; Anyways... Belt of Hill Giant Strength = 16,000 gp Btw... this item was listed in the handout "Magic Items" in the Services folder in the campaign journal. Be sure to check there first.
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Mark S.
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P.S. I double checked the cost on the Belt of Hill Giant Strength and it is 16,000 gp. Someone had entered the wrong amount. I updated it though.
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Mark S.
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UPDATED Restrictions on Availability: Before purchasing any item, be sure to check with your DM to be sure that the item is available. Also see the Buying Magic Items section of the Downtime Activities and Expenditure thread. The item must be listed in the 5th edition DMG or other 5th edition source books that we are allowing for the campaign. There are only two exceptions to this. One is crafting magic items which allow you to use the crafting tables located in the Downtime Activities to create variants (these are subject to approval by a DM). The other are magic items created by a DM using the DMG and made available in an adventure. All magic items that are not common or are not listed in the DMG must have a handout with the items market value and description (or book and page reference) and be labeled as "Approved by &lt;DM's name&gt;".
1 ac ring, depending on what stone is set in it is about 5-7.5k gp?
the ring of protection is on page 191 in the DMG and is considered a rare item. So it's minimum cost would be 4K to 5K and that is basically wholesale price not retail price.&nbsp;
Okay thanks. :)
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Ring of Protection is more than you want though. It also gives +1 to all saving throws and is stinking awesome. lol