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"Old stories tell of a great forge beneath the Salt Spill Islands. Stories of artifacts forged in the heat of the very earth. But I know more than old stories. I've seen the forge. I know what can be made there. And if you bring me to it... I'll show you."

  • Brogan, Blacksmith of Utopia

There's a great deal of debate as to what makes a forge an arcane forge. Is it the material it is made of, or the place where it is built? The magic woven into it by its maker? Whatever the answer may be, all that truly matters is this: given time, coin, and the skill to use it, there is no limit to the marvels that you could create at such a forge.

What these rules do...
This document is an expansion on the crafting rules in already in 5th Edition. Sections of the existing crafting rules are reprinted here alongside the expanded rules for your convenience.

Crafting Magic Items

To create other magic items other than spell scrolls and potions, follow the rules below. In these rules, “you” refers to the character crafting the magic items.

Arcana Proficiency

To craft a magic item, you must have proficiency in Arcana.

Tools

The Magic Item Tools table lists which tool is required to make a magic item of each category. You or one of your assistants must use the required tool to make an item and have proficiency with that tool. For more information on the tools, see Equipment.

Item Category Required Tool
Armor Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted in the tools’ descriptions
Potion Alchemist’s Supplies or Herbalism Kit
Ring Jeweler’s Tools
Rod Woodcarver’s Tools
Scroll Calligrapher’s Supplies
Staff Woodcarver’s Tools
Wand Woodcarver’s Tools
Weapon Leatherworker’s Tools, Smith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’ descriptions
Wondrous Item Tinker’s Tools or the tool required to make the nonmagical item on which the magic item is based (if any)
Spells

If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item.

Time and Cost

Crafting a magic item takes an amount of time and money based on the item’s rarity as shown in the Magic Item Crafting Time and Cost table.

  • Work per Day. For each day of crafting, you must work for 8 hours. If an item requires multiple days, those days needn’t be consecutive.
  • Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the GM might allow more assistants. Any assistants must have proficiency with the tool required to make the item they are assisting in the creation of.
Item Rarity Time* Cost
Common 5 days 50 GP
Uncommon 10 days 200 GP
Rare 50 days 2,000 GP
Very Rare 125 days 20,000 GP
Legendary 250 days 100,000 GP
### Raw Materials
To craft a magic item, you require rare crafting materials that may be difficult to find. If you're lucky enough to find yourself in a place that sells such items, they can be bought at the prices listed in the table above. If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item first.

The time and cost are halved for a consumable item other than a Spell Scrolls and Potions of Healing.

The GM determines whether appropriate raw materials are available. Alternatively, the GM can roll 1d100 and consult the material availability table to determine available materials for each magic item being crafted.

Settlement Size Uncommon Rare Very Rare Legendary
Village 50% 35% 25% 15%
Town 80% 70% 60% 50%
City 90% 90% 80% 70%
Metropolis 99% 95% 95% 90%

Essence

The creation of a magic item can be aided by having an essence appropriate to that item. An essence is a component, usually recovered from a monster, that can be used to aid in the creation of specific magic items, as determined by the GM. If you have an essence, you can spend it while creating the associated magic item to halve the cost of raw materials required to make the item. Additionally, once an essence has been spent on a magic item's creation, any remaining raw materials should be considered mundane enough to be available at most reasonably stocked stores.

Since there are countless magic items, there's no definitive list of what essences correspond to what magic items, but you can use the following rules as a framework for finding and using essences in play.

Essence as Loot

Among the noxious fumes and foul reagents on the shelves, Octavia finds a jar full of petrified spider legs. With her arcana, she is able to determine that they could be used as an essence to create Slippers of Spider Climbing.

In this example, the GM gave the player character an essence: a jar full of petrified spider legs, and, after an arcana check from the player, suggested what kind of magic item that could be used to create. But it doesn't have to end there: the player might follow up and ask if they could instead use it for something like a Cloak of Arachnida. It'll be up to the GM to decide if that's okay or not. In this case, since the cloak is a much higher rarity than the slippers, and the players might still be fairly low level, the GM might decide that's too much. Alternatively, the resources required for such an expensive crafting project might seem an exciting side quest.

Essence as a Goal

"I'm in my tower studying how to craft a Carpet of Flying," says Anna. "Other than having a carpet to enchant, and the gems and herbs you'll need, you think you'll need the essence of some creature that has a fly speed and can hover," replies the GM, setting a goal for her to achieve.

In this example, the player wanted to make a specific item, and the GM offered a path towards it. If Octavia can either find or harvest the essence from an appropriate creature, she now knows that would aid her in making a Carpet of Flying.

Harvesting Essence from Monsters

When players defeat a monster in battle, they may be able to harvest an essence from it. They do this by a combination of actions:

Study the Creature. You can use the Study action to attempt to identify an essence that could be extracted from a creature. Make an arcana check with a DC of 10 + the creature's CR. On a success, you learn what part of the creature would have to be harvested to gain that essence.

Harvest the Essence. You can use the Utilize action to attempt to harvest a specific essence from a creature that died within the last round. Make a survival check with a DC of 10 + the creature's CR. On a success, you harvest that essence. On a failure, the essence is destroyed.

As the GM it's up to you to take a look at the creature's monster statblock and determine what useful parts there are and describe the player's success or failure. Alternatively, you can ask your table to contribute any ideas.

For example, Ankhegs have Acid Spray. Altan the Wizard makes a successful arcana check, identifying that these glands could be used as an essence in the creation of a Potion of Resistance or Armor of Acid Resistance. When the Ankheg dies, he calls out to Maeve the Ranger, telling her to cut out it's acid glands.

You can also use a creature's CR as a guideline in determining what rarity of magic items and essence from that creature could be used to create.

CR Rarity
1 or higher Uncommon
5 or higher Rare
10 or higher Very Rare
15 or higher Legendary

Crafting Weapons & Armor

"Humans hold such pride in the might of their armies. But the mightiest host of men could not hope to defeat even a single one of our warriors wielding a sword of the purest mithral, worked to perfection by hands of our enchanters."

  • Virsandroal, Master of the Order of Insight

The right weapon or armor can elevate a character's abilities far beyond anything they could achieve without them. And when you're the one crafting the item, making sure it's the right one is entirely up to you.

Enchanting Magic Items

As part of the creation of a magic item, you may choose to imbue it with an enchantment. Any weapon or armor can be enchanted, but doing so bears a considerable time and gold investment. Enchanting a magic item follows the same time and cost rules as laid out in the Crafting Magic Items chapter at the beginning of this document. Refer to the tables below for the rarity of each enchantment.

Enchantment Limitations

Magic items with multiple enchantments have the following limitations:

Three Enchantments

No magic item can hold more than three enchantments. When you put a fourth enchantment on an item, you must chose which other enchantment you're removing from the item.

No Stacking

You cannot put the multiple instances of the same enchantment on an item.

Attunement

If any property of a magic item requires attunement, then the item as a whole requires attunement. Without becoming attuned to an item that requires attunement, you gain only its nonmagical benefits unless its description states otherwise.

When you enchant ammunition, it doesn't require attunement even if the enchantment normally requires attunement.

Universal Enchantments

You can add the following enchantments on anything, be it an existing wondrous item, magic weapon, magic armor, or a mundane item.

d10 Enchantment Rarity Attunement?
1 Damage Resistance Rare Yes
2 Darkvision Uncommon No
3 Ego Rare Yes
4 Expert Rare Yes
5 Glowing Uncommon No
6 Invisibility Legendary Yes
7 Lucky Very Rare Yes
8 Returning Uncommon Yes
9 Spell Resistance Rare Yes
10 True Seeing Legendary Yes
Damage Resistance

You have resistance to one type of damage while attuned to this item. Choose the type from the table below.

1d10 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder
###### Darkvision
You have darkvision out to 60 feet while holding or wearing this item. If you already have darkvision, wearing this armor increases its range by 60 feet.
Ego

When you attune to this item, you gain one of the following abilities. Whenever you finish a long rest while attuned to this item, you can change your chosen ability.

Oppressive. You gain proficiency in Intimidation and have advantage on Charisma (Intimidation) checks.

Lustrous. You gain proficiency in Persuasion and have advantage on Charisma (Persuasion) checks.

Deceitful. You gain proficiency in Deception and have advantage on Charisma (Deception) checks.

Expertise

Choose one of your skill proficiencies with which you lack expertise. While you are attune to this item, you have expertise in that skill.

Glowing

While holding or wearing this item, you can take a Magic action to make it glow and shed Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. You can use another Magic action to make it stop glowing.

Invisibility

While holding or wearing this item, you can take a Magic action to become Invisible. You remain invisible until you use a Bonus Action to become visible again or until you are no longer holding or wearing this item.

Lucky

If the item is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you aren’t Incapacitated. You must use the second roll. Once used, this property can’t be used again until the next dawn.

Returning

You can use a bonus action to make this magic item appear in your hand as long as you and it are on the same plane of existence. If the item is a shield, this counts as donning it.

Spell Resistance

You have advantage on saving throws against spells while attuned to this item.

True Seeing

You have truesight out to 30 feet while attuned to this item.

Weapon Enchantments

You can enchant weapons with a property from the list below. Or a GM can roll on the table to create random loot.

d100 Enchantment Rarity Attunement?
01–05 Binding Chains Uncommon No
06–10 Cruel Uncommon No
11–15 Marking Uncommon Yes
16–20 Maneuvering Uncommon Yes
21–25 Primordial Uncommon No
26–30 Stalking Uncommon No
31–35 Throwing Uncommon Yes
36–40 Transforming Uncommon Yes
41–44 Warning Uncommon Yes
45–47 Cursing Rare Yes
48–50 Dueling Rare Yes
51–52 Explosive Rare No
53–54 Flame Tongue Rare Yes
55–57 Life Stealing Rare Yes
58–60 Mind Breaker Rare Yes
61–62 Repulsive Rare No
63–64 Planebound Rare No
65–66 Skin Melter Rare Yes
67–69 Spellbreaker Rare No
70–72 Venom Rare No
73–75 Vicious Rare No
76–78 Withering Rare Yes
79–80 Swatting Rare No
81–82 Wounding Rare Yes
83–84 Dancing Very Rare Yes
85–86 Frost Brand Very Rare Yes
87–88 Maddening Very Rare No
89 Magi Very Rare Yes
90 Mighty Cleaving Very Rare No
91 Oathsworn Very Rare Yes
92 Parrying Very Rare Yes
93 Quickness Very Rare Yes
94 Ruin Very Rare Yes
95 Sharpness Very Rare Yes
96 Slaying Very Rare Yes
97 Striking Very Rare Yes
98 Holy Avenger Legendary Yes
99 Thunderbolt Legendary Yes
100 Vorpal Legendary Yes
Binding Chains

When you hit a target with this weapon, you may attempt to grapple it as a bonus action.

Cruel

When you kill a creature with this weapon, you gain 5 temporary hit points.

Cursing

When you damage a creature with this weapon, it takes 1d4 additional psychic damage and subtracts that amount from the next d20 test it makes before the end of its next turn.

Dancing

You can take a bonus action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.

While the weapon hovers, you can take a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the weapon to attack one creature within 5 feet of the weapon.

After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.

Dueling

When you hit a creature with this weapon, it must succeed a DC 15 Wisdom saving throw or be compelled to fight you until the end of its next turn. While compelled, this creature has disadvantage on attacking creatures other than you while you are within 5 feet of it, and it cannot willingly move further away from you. A creature that succeeds on the saving throw is immune to this effect for 24 hours.

Explosive

When you kill a creature with an attack using this weapon, roll the weapon's damage dice again. Creatures within 5 feet of the killed creature take damage equal to the result.

Flame Tongue

You can use a bonus action to wreathe this weapon in flames. While wreathed in flames the weapon deals an extra 2d6 fire damage on a hit and sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Frost Brand

This weapon deals an extra 1d6 cold damage. You gain resistance to fire damage while you are attuned to it, and while in freezing temperatures the weapon sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.

Holy Avenger

When you hit a Fiend or an Undead with this weapon it takes 2d10 radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures friendly to you in the emanation have advantage on saving throws against spells and other magical effects.

Life Stealing

When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 necrotic damage if it isn’t a construct or an undead, and you gain Temporary Hit Points equal to the amount of necrotic damage taken.

Maddening

When you hit a creature with this weapon, it must succeed a DC 15 Wisdom saving throw or go berserk until the end of its next turn. While berserk, the target attacks the nearest creature it can see. If no creature is near enough to move to and attack, the target attacks an object. A creature that succeeds on the saving throw is immune to this effect for 24 hours.

Marking

When you hit a creature with this weapon you mark it as your prey. For the next 24 hours, you know the distance and direction to your prey so long as it remains on the same plane of existence.

Maneuvering

When you hit a creature with this weapon, you don't provoke Opportunity Attacks from that creature for the rest of the turn.

Magi

While you hold this weapon, your spell save DC increases by 2 and you get a +2 bonus to spell attack rolls.

Mighty Cleaving

If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against another creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage. You cannot attack the same creature more than once with this property as a part of the same attack.

Mind Breaker

When you hit a creature with this weapon it takes an extra 1d6 psychic damage and has disadvantage on the next Intelligence, Wisdom or Charisma saving throw it makes before the end of its next turn.

Oathsworn

When you use this weapon to make an attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. While you have a sworn enemy, the following properties apply:

Attacks Affected. You have advantage on your sworn enemy, and disadvantage on attack rolls with all other weapons.

No Cover. Your sworn enemy gains no benefit from Cover. If you're making a ranged attack, you suffer no disadvantage due to long range.

Extra Damage. Your sworn enemy an extra 3d6 damage from all attacks made with this weapon.

Parrying

When you're hit with an attack, you can use your reaction to increase your AC against that attack by a number equal to your proficiency bonus. If this turns the attack into a miss, you can make a melee attack roll with the weapon against the creature that attacked you as a part of the same attack.

Primordial

This weapon is imbued with the power of the outer planes. When you create this weapon choose a type of damage from the table, or roll randomly. The weapon deals an extra 1d8 damage of that type.

1d6 Element
1 Fire
2 Cold
3 Poison
4 Thunder
5 Lightning
6 Acid
Planebound

When a creature takes damage from this weapon, it cannot teleport or leave this plane of existence until the end of its next turn.

Quickness

You can make one attack with this weapon as a bonus action on each of your turns.

Repulsive

When you hit a large or smaller creature with this weapon, you can move it up to 10 feet along the ground in any direction.

Ruin

This weapon deals an extra 2d8 lightning damage. While attuned to this weapon, you are immune to being charmed or frightened.

Sharpness

When you attack an object with this weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.

Skin Melter

When you hit a creature with this weapon it takes an extra 1d10 acid damage and is Frightened of you until the end of its next turn.

Slaying

When creating a slaying weapon you determine what creature type it's designed to slay, or roll randomly on the creature type table. Slaying enchantments are different depending on if they're for ammunition or a weapon.

Ammunition. If a creature of the chosen damage type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.

Weapon. If a creature of the chosen damage type takes damage from the weapon, the creature takes an extra 3d10 force damage.

1d100 Creature Type
01–10 Aberrations
11–15 Beasts
16–20 Celestials
21–25 Constructs
26–35 Dragons
36–45 Elementals
46–50 Humanoids
51–60 Fey
61–70 Fiends
71–75 Giants
76–80 Monstrosities
81–85 Oozes
86–90 Plants
91–00 Undead
Spellbreaker

When you deal damage with this weapon to a creature concentrating on a spell, it has disadvantage on the concentration check it makes as a result of that damage.

Stalking

When you use this weapon to make an attack with advantage, you can roll the weapon’s damage dice twice and use either roll.

Striking

This weapon has 10 charges. When you hit with an attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 force damage. It regains 1d6 + 4 expended charges daily at dawn.

Swatting

When creating a swatting weapon you determine what creature type it's designed to swat, or roll randomly on the creature type table. When you hit a creature of the chosen creature type it takes an extra 2d6 damage. If that creature is reduced to 10 hit points or fewer by this damage, it dies.

Thunderbolt

When you hit a creature with this weapon it takes an extra 2d8 thunder damage, and you can choose to take a bonus action to have the weapon emit a thunderous boom. If you do, the target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or be Stunned until the end of your next turn. Once this property is used, it can’t be used again until the next dawn.

Throwing

The weapon has the Thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after hitting or missing, the weapon flies back to your hand.

Transforming

You can use a bonus action to change the shape and statistics of this weapon into those of any other weapon that belongs to the same category (i.e. a simple weapon can only become another simple weapon, and a martial weapon can only become another martial weapon).

Venom

You can take a bonus action to magically coat this weapon with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and be Poisoned for 1 minute. Once this property is used, it can’t be used again until the next dawn.

Vicious

This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.

Vorpal

When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off or destroy one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it has immunity to the weapon's damage, if it doesn’t have or need a head, or if the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 damage of the weapon's damage type from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.

Warning

As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.

Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep.

Supernatural Readiness. Each subject has advantage on its initiative rolls.

Withering

When you hit a creature with this weapon it takes an extra 1d6 necrotic damage and has disadvantage on the next Strength, Dexterity or Constitution saving throw it makes before the end of its next turn.

Wounding

When you hit a creature with an attack using this weapon, the target takes an extra 2d6 necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain hit points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Armor Enchantments

You can enchant weapons with a property from the list below. Or a GM can roll on the table to create random loot.

d100 Enchantment Rarity Attunement?
01–05 Acrobat’s Agility Uncommon Yes
06–10 Beastly Senses Uncommon Yes
11–15 Draconic Mind Uncommon Yes
16–20 Fish Flippers Uncommon Yes
21–25 Giant Endurance Uncommon Yes
26–30 Implacable Uncommon Yes
31–35 Instant Armor Uncommon No
36–40 Monkey’s Grip Uncommon Yes
41–45 Noble Speech Uncommon Yes
46–50 Ogre Power Uncommon Yes
51–55 Quiet Uncommon Yes
56–60 Rejuvenate Uncommon Yes
61–65 Water Breathing Uncommon No
66–68 Ambusher Rare Yes
69–71 Antimage Rare Yes
72–74 Beastform Rare No
75–77 Elven Make Rare Yes
78–80 Feathered Wings Rare No
81–85 Fey Step Rare Yes
86–90 Regenerative Rare Yes
91–93 Speed Very Rare Yes
94–95 Vengeful Very Rare No
96–98 Ramming Very Rare No
99 Thunderbolt Legendary Yes
100 Invulnerability Legendary Yes
Acrobat's Agility

Your Dexterity score is 19 while you wear this armor. This has no effect if your Dexterity is already 19 or higher without it.

Ambusher

You gain blindsight out to 30 feet and you cannot be surprised.

Antimage

You can take a Magic action to end any ongoing spell of level 8 or lower on you. Once this property is used, it cannot be used again until the next dawn.

Aura

You can use a Magic action to create a 15-foot Emanation originating from you until the start of your next turn. Whenever a creature enters the emanation, or starts its turn in there, it takes damage equal to your proficiency bonus.

You determine the aura's damage type when you create the armor. You can chose from the table below, or by rolling on it:

1d10 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder
Beastform

You can take a Magic action to turn into a CR 3 or lower Beast of your choice for 10 minutes. Your statistics are replaced by the statistics of the creature but you retain your alignment and personality. You can revert back to your true form as a Magic action. Once this property is used, it cannot be used again until the next dawn.

Beastly Senses

Your Wisdom score is 19 while you wear this armor. This has no effect if your Wisdom is already 19 or higher without it.

Draconic Mind

Your Intelligence score is 19 while you wear this armor. This has no effect if your Intelligence is already 19 or higher without it.

Elemental Absorption

When you take acid, cold, fire, lightning, or thunder damage you can take a reaction to gain resistance to that damage type until the start of your next turn. This includes the instance of damage that triggered the reaction. Once this property is used, it cannot be used again until the next dawn.

Elusive

Your movement does not provoke Opportunity Attacks.

Elven Make

You are considered trained with this armor even if you are not proficient with it.

Feathered Wings

You gain a fly speed equal to your walking speed.

Fey Step

When you're hit with an attack, you can use a reaction to turn invisible until the start of your next turn and teleport up to 30 feet to an unoccupied space you can see. Once this property is used, it cannot be used again until the next dawn.

Fish Flippers

You gain a swim speed equal to your walking speed.

Giant Endurance

Your Constitution score is 19 while you wear this armor. This has no effect if your Constitution is already 19 or higher without it.

Implacable

You cannot be moved along the ground against your will.

Instant Armor

You can don or doff this armor as an action.

Invulnerability

You can take a Magic action to give yourself immunity to bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it cannot be used again until the next dawn.

Monkey's Grip

You gain a climb speed equal to your walking speed.

Noble Speech

Your Charisma score is 19 while you wear this armor. This has no effect if your Charisma is already 19 or higher without it.

Ogre Power

Your Strength score is 19 while you wear this armor. This has no effect if your Strength is already 19 or higher without it.

Quiet

While you wear this armor, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks.

Ramming

If you move at least 30 ft. in a straight line toward a creature while wearing this armor, and then hit it with a melee attack roll on the same turn, it takes an extra 3d6 force damage.

Regenerative

You can take a Magic action to spend a Hit Point Dice to regain hit points.

Rejuvenating

You can take a Magic action to regain one expended spell slot of level 3 or lower. Once this property is used, it cannot be used again until the next dawn.

Speed

You can take a bonus action to activate this armor for 10 minutes. When you do your speed is doubled, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. Once this property is used, it cannot be used again until the next dawn.

Vengeful

When you take damage from an attack while wearing this armor, you can take a reaction to force the creature that hit you to succeed on a DC 15 Dexterity saving throw or take the same amount of damage as force damage. It takes half as much damage on a success. Once this property is used, it cannot be used again until the next dawn.

Water Breathing

You can breathe underwater while wearing this armor.

Rare Metal Forging

The first step in creating a magic weapon or armor is determining the material it's made of. There are many types of rare metals, each of which confers powerful benefits to the item it's used to create.

Crafting an item out of a rare metal, the cost and time required is determined by adding together the cost and time of the mundane item you're making and the rarity of the magic metal by consulting the Time and Cost table above. Consult the Rare Metal table below to determine the rarity. Alternatively, the GM can roll on the table to randomly determine an item's material.

2d8 Rare Metal Cost per Ingot Rarity
2 Vertsteel 10.000 gp Legendary
3 Imixium 5.000 gp Very Rare
4 Adamantine 2.500 gp Very Rare
5 Cold Iron 1.000 gp Rare
6 Whiteforged 500 gp Rare
7 Silver 100 gp Uncommon
8-10 Masterwork N/A Common
11 Orichalcum 100 gp Uncommon
12 Blacksteel 500 gp Rare
13 Zarinthic 1.000 gp Rare
14 Mithral 2.500 gp Very Rare
15 Bloodmetal 5.000 gp Very Rare
16 Sunmetal 10.000 gp Legendary

Rare Metal Ingots

To create weapons or armor from rare metal, you need ingots of that metal. The cost and rarity of each type of ingot are listed on the table above, and the number of ingots required is listed below.

Item Being Crafted Ingots Required
Light Weapon 1
Weapon or Light Armor 2
Heavy Weapon or Shield 3
Medium Armor 4
Heavy Armor (except Plate) 5
Plate Armor 6

As a rule of thumb, rare metal ingots are at their best when they're treated as rewards to be discovered rather than as materials to be purchased. The party could find stacks of adamantine in a dwarven ruin, or a single bar of mithral preserved in an old elvish vault. In this case, the cost of the ingot listed above is irrelevant.

Finding an Arcane Forge

To create weapons or armor out of rare metals, you must be working the metal at an arcane forge. Where you can find such a forge is up to the GM. Perhaps it's found in a vast metropolis where magic items are more common, and access to the forge carefully controlled. Or maybe it's deep within a dungeon where it lies dormant, waiting to be rediscovered and for its flames to be kindled once more.

Wherever it may be found, getting access to an arcane forge can be an excellent reward for players around level 5, especially in a game where crafting and downtime are a major factor.

Rare Metal Alloy

When creating a new magic weapon or armor with a rare metal, you can attempt to combine the two metals into a powerful alloy. When you do the you use the more powerful Magic Weapon or Magic Armor property and add all the properties of both metals on the weapon.

Adamantine

Adamantine has been forged into both weapons and armor by Dwarves since time immemorial. Adamantine reflects light with a slightly greenish hue.

Adamantine Armor

Magic Armor. You have a +2 bonus to your armor class while wearing this armor.

Adamantine. While you’re wearing this armor, any critical hit against you becomes a normal hit.

Adamantine Weapon

Magic Weapon. You have a +2 bonus to attack and damage rolls made with this magic weapon.

Adamantine. This weapon deals force damage to constructs, elementals and objects instead of its regular damage type.

Reliable. When you hit a creature with an attack using an adamantine weapon, you may reroll the weapon's damage dice and use the higher roll.

Blacksteel

After Blackstreet ran red with molten coal over the brass conduits in the street, the Atroxians discovered a new form of arcane metal: Blacksteel. Items forged from blacksteel take on a dull-looking gray hue with sharp white edges.

Blacksteel Armor

Magic Armor. You have a +2 bonus to your armor class while wearing this armor.

Blacksteel. When you’re hit by an attack while you’re wearing this armor, any acid, cold, fire, lightning and thunder damage dealt to you by that attack is reduced by an amount equal to your proficiency bonus.

Blacksteel Weapon

Magic Weapon. You have a +2 bonus to attack and damage rolls made with this magic weapon.

Blacksteel. If you hit a creature with a Blacksteel weapon and that creature is immune to the weapon's damage, it is treated as having resistance to the damage instead.

Bloodmetal

During the early days of the Age of Heroes, Varic the Corpse created Bloodmetal to hold the wizards of Thalanil to account. This metal cut through the weave, even if it was dormant within spellcasters. This metal reflects light in shades of red.

Bloodmetal Armor

Magic Armor. You have a +3 bonus to your armor class while wearing this armor.

Bloodmetal. You have advantage on saving throws against spells while you wear this armor.

Bloodmetal Weapon

Magic Weapon. You have a +3 bonus to attack and damage rolls made with this magic weapon.

Bloodmetal. This weapon deals an additional 4d8 force damage to creatures with the spellcasting feature.

Ward Breaker. When a creature takes damage from this weapon, any ongoing spell of level 8 or lower on that creature ends.

Cold Iron

Devils mastered the creation of cold iron to wage war with the fey. Its very touch wounds them, and its mere presence wilts the vibrant colors of the feywild. This metal reflects light in dullish browns, almost like it's long since rusted.

Cold Iron Armor

Magic Armor. You have a +2 bonus to your armor class while wearing this armor.

Cold Iron. If a creature hits you with a melee attack while you're wearing this armor, that creature has disadvantage on the next attack it makes against you before the end of the current turn.

Cold Iron Weapon

Magic Weapon. You have a +2 bonus to attack and damage rolls made with this magic weapon.

Cold Iron. This weapon deals 1d8 additional necrotic damage to fey and plants.

Sap Vitality. When a creature takes damage from this weapon, its speed is reduced to 0 until the end of the current turn.

Imixium

Cults of Elemental Evil created the potent Imixium by channeling primordial powers through adamantine until they had created a stark black metal with vibrant red edges.

Imixium Armor

Magic Armor. You have a +3 bonus to your armor class while wearing this armor.

Imixium. You have immunity to fire damage while wearing this armor.

Imixium Weapon

Magic Weapon. You have a +3 bonus to attack and damage rolls made with this magic weapon.

Imixium. When you use this weapon to attack a creature and roll a 20 on the d20 for the attack roll, maximize the weapon's damage dice and treat its damage as fire damage instead of its normal damage type for that attack.

Masterwork

Ordinary humanoid creatures from all walks of life have managed, through great time and effort, to create masterwork weapons and armor. To the eyes of even ordinary laymen, this metal appears extraordinary in its make and quality. No rare metal are required to craft masterwork equipment.

Masterwork Armor

Magic Armor. You have a +1 bonus to Armor Class while wearing this armor.

Masterwork Weapon

Magic Weapon. You have a +1 bonus to attack and damage rolls made with this magic weapon.

Mithral

Elves fought their long wars against both dragons and titans, in their pursuit of weapons for these wars they discovered mithral deep within the mountains of Mythalen. Mithral reflects light with a slightly bluish hue.

Mithral Armor

Magic Armor. You have a +2 bonus to your armor class while wearing this armor.

Mithral. Armor made of this substance weighs half as much as it normally would and can be worn under regular clothes.

Nimble. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor does not.

Mithral Weapon

Magic Weapon. You have a +2 bonus to attack and damage rolls made with this magic weapon.

Mithral. This weapon deals an additional 1d6 force damage.

Nimble. This weapon is a finesse weapon.

Orichalcum

In the Age of Heroes, humans discovered orichalcum. Sometimes called true bronze, this metal and the ease with which it took to enchantment became the foundation of human civilization as it was carved out of the wilderness. This brass metal occasionally reflects light with a near golden sheen.

Orichalcum Armor

Magic Armor. You have a +1 bonus to your armor class while wearing this armor.

Orichalcum. The bonus granted by this armor's Magic Armor feature increases by 1 for each enchantment on it, to a maximum of +3.

Orichalcum Weapon

Magic Weapon. You have a +1 bonus to attack and damage rolls made with this magic weapon.

Orichalcum. The bonus granted by this item's Magic Weapon feature increases by 1 for each enchantment on it, to a maximum of +3.

Silver

Working silver into usable weapons is a rare skill in most societies, mostly because it's usefulness is limited. But when fighting lycanthropes and vampires, there is no metal better suited for the task.

Silver Armor

Magic Armor. You have a +1 bonus to your armor class while wearing this armor.

Silvered. You have advantage on saving throws against any effect that would alter your form.

Silver Weapon

Magic Weapon. You have a +1 bonus to attack and damage rolls made with this magic weapon.

Silvered. This weapon deals force damage to creatures with the Shape-Shift feature instead of its regular damage type.

Sunmetal

Since the Age of Dawn, the Edenican Elves have mastered the forges and created the greatest metal of them all: Sunmetal. No matter where the metal is located, it always reflects the light of the dawn.

Sunmetal Armor

Magic Armor. You have a +3 bonus to your armor class while wearing this armor.

Sunmetal. If you’re subjected to an effect that allows you to make a saving throw to take only half damage, you can take a reaction to take no damage if you succeed on the saving throw.

Sunmetal Weapon

Magic Weapon. You have a +3 bonus to attack and damage rolls made with this magic weapon.

Sunmetal. This weapon deals an extra 1d8 damage and any attack made with this weapon ignores all damage resistances and immunities.

Vertsteel

To bind the eternal storm of Pandemonium, the dwarves created a new metal through the magic of true names. Said to be indestructible by all means but the utterance of its name, vertsteel reflects light in brilliant shades of green.

Vertsteel Armor

Magic Armor. You have a +3 bonus to your armor class while wearing this armor.

Vertsteel. You have resistance to bludgeoning, piercing, and slashing damage while you wear this armor.

Vertsteel Weapon

Magic Weapon. You have a +3 bonus to attack and damage rolls made with this magic weapon.

Vertsteel. This weapon deals additional force damage equal to your proficiency bonus.

Banishing. When a celestial, elemental, fey, fiend, or undead creature takes damage from this weapon, it must succeed on a DC 17 Charisma saving throw or be banished to their home plane. If a creature succeeds this saving throw, it's immune to this effect for the next 24 hours.

Whiteforged

Only the most noble of Knights-Errant in the oldest days of Brightwell could earn the trust of a metallic dragon enough to forge a blade from their dragon's breath. This weapon has a brilliant chrome shine.

Whiteforged Armor

Magic Armor. You have a +2 bonus to your armor class while wearing this armor.

Whiteforged. While wearing this armor, you cannot be frightened and your maximum hit points cannot be reduced.

Whiteforged Weapon

Magic Weapon. You have a +2 bonus to attack and damage rolls made with this magic weapon.

Whiteforged. When you use this weapon to attack a creature, you can treat a result of 1 on the d20 as a 2 instead.

Zarinthic

Through their unparalleled mastery of the Arcane, Gnomes created a new sort of colorful metal especially useful for conducting magical energy. They found it especially useful as weapons and armor. It is near-transparent, with all the colors of the rainbow found within.

Zarinthic Armor

Magic Armor. You have a +2 bonus to Armor Class while wearing this armor.

Zarinthic. Your spell save DC increases by 1 while wearing this armor.

Zarinthic Weapon

Magic Weapon. You have a +2 bonus to attack and damage rolls made with this magic weapon.

Zarinthic. Your spell attack bonus increases by 1 while wielding this weapon.

Conductive. This weapon can be used as a spellcasting focus.

Finalizing a Weapon

When you've crafted the item and enchanted it, all that's left to do is some finalization.

Determine Rarity

The rarity of the completed item is equal to the rarity of the rarest metal, enchantment, or spellcasting property on the item. Every enchantment or inclusion of a spellcasting property increases the rarity by one step. For example, a Masterwork Longsword is Uncommon Item, but once you've added the Maneuvering Enchantment it becomes a Rare item, if you then later reenchant the weapon to include the Vorpal enchantment, it's now a legendary weapon.

The completed item's rarity doesn't affect the time and cost required to make the item.

Determine Attunement

If any part of your magic item requires attunement, the item as a whole requires attunement.

Name the Item

No magic item is complete without a name, and there are a few ways to give it a memorable name.

Using the Listed Names

You can simply use the listed enchantments as inspiration. An Adamantine Longsword with the Mighty Cleaving enchantment might be the Adamantine Sword of Mighty Cleaving, whereas a Mithral Longsword with the Luck enchantment might be the Lucky Mithral Longsword.

Creating Evocative Names

You can chose to give your weapon a name evocative of your character or of the weapon's properties without naming them explicitly. Names like Slayer or Skewer, or Lady come to mind. Or maybe your character names it after someone they love, and their Bloodmetal Vorpal Greatsword could be called Rosie.

Bit of Both

You could also find the fun within between evocative names and listed names. A greatsword with the Swatting enchantment that is honed in on the humanoid creature type might be mostly used for killing goblins. And thus: you've got a Greatsword of Goblinswatting.

Example Marvels

Below are listed some example magic items.

Greatsword of Goblinswatting

Greatsword, Legendary (Requires Attunement)

This adamantine greatsword was created by Squaker the Dwarf to destroy goblinoids, but it has since found use in killing all kinds of humanoid invaders.

Adamantine Weapon

Magic Weapon. You have a +2 bonus to attack and damage rolls made with this magic weapon.

Adamantine. This weapon deals force damage to constructs, elementals and objects instead of its regular damage type.

Reliable. When you hit a creature with an attack using an adamantine weapon, you may reroll the weapon's damage dice and use the higher roll.

Mighty Cleaving

If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against another creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage. You cannot attack the same creature more than once with this property as a part of the same attack.

Humanoid Swatting

When you hit a humanoid creature with this weapon it takes an extra 2d6 damage of the weapon's type. If that creature is reduced to 10 hit points or fewer by this damage, it dies.

Allerophon's Spartanium Armor

Plate Armor, Very Rare (Requires Attunement)

When Sparta used her Spark of Creation to make weapons for the Chosen to kill the God of Time, she forged them from a combination of metals; both Adamantine and Orichalcum.

Adamantine Armor

Magic Armor. You have a +2 bonus to your armor class while wearing this armor.

Adamantine. While you’re wearing this armor, any critical hit against you becomes a normal hit.

Damage Resistance

You have resistance to lightning damage while attuned to this item.

Altan's Staff of Exploration

Quarterstaff, Very Rare (Requires Attunement)

Altan was never prepared to explore Loggers County, and didn't want to find himself in close-quarters combat with the beasts within, so he created a staff designed to avoid that exact situation.

Uncommon Spellcasting

You can cast Pass Without Trace. Once this property has been used, you cannot use it again until the next dawn.

Primordial

This weapon deals an extra 1d8 thunder damage.

Striking

This weapon has 10 charges. When you hit with an attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 force damage. It regains 1d6 + 4 expended charges daily at dawn.

Credits

Credits

Creative Director: Daði Einars Lead Designer: Magnús Fr. Art Director: Brimrún Birta Production & Layout: Anna Birna

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.