
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).