Item Creation Rules (to expand)
5e Magic Item Creation Rules: https://www.flutesloot.com/5e-crafting-magic-items/?fbclid=IwAR3ePqhKxXRL-Rhd8_1Dg3Ril-B4T2XGFmJj7IMId_dM0NZD0tXkIpycDMk
3.5e Magic Item List (including added properties): https://dnd-wiki.org/wiki/SRD:Magic_Items
3.5e Item Creation Rules: https://www.d20srd.org/srd/magicItems/creatingMagicItems.htm
Special Materials: https://dungeons.fandom.com/wiki/DnDWiki:Special_Materials
5e Magic Item prices: https://www.kassoon.com/dnd/5e/magic-item-prices/
Pathfinder Magic Item Creation: https://www.d20pfsrd.com/magic-items/magic-item-creation/
3.5 Magic Item creator tool: https://www.enworld.org/threads/magic-item-creator.177739/ (deconstruct tool for use with our stuff)
New Magic Item idea: Spell Anchor: Cast a spell that requires concentration and then use your Bonus Action to anchor it to the amulet. Next round you may cast a second spell that requires concentration. If you receive any damage and make a Concentration save, you only roll once. If the save fails, both spells end. If you cast two spells in this way, you must have two foci (whether wands, orbs, staffs, etc).
Craftable magic items include armor (including shields), weapons, potions, rings, rods, scrolls, staves, wands, and wondrous items. The majority of the rules are the same regardless of what you craft. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic item —half the base price of the item.
1. Schema. You need a blueprint for the magic item you're to create. This is the bread and butter of Artificers, who are the only ones capable of designing magic items. Past artificers from previous civilizations all used schemas, and sometimes ancient schemas can be found in ruins or forgotten corners of the world. These are bought and sold and custom schemas are jealously guarded by the Dragonmarked Houses.
2. Materials. You need the crafting materials for the object you're going to make. If you're making a wooden staff, you need the wood to carve the staff. You can instead choose to buy a mundane item to imbue with magic, but you will pay the full price of the item. If you choose to craft the item to imbue, assume the cost of the materials is half what the item costs in the Player's Handbook.
See the Special Materials section below for other materials to craft your items.
3. Tool and Skill Proficiency. You need an appropriate proficiency in the tool sets and possibly skills. For instance, if you were to craft an adamantine breastplate, you would need proficiency in Smithing Tools. If you were making Boots that gave Proficiency or Expertise in the Stealth skill, you would need to have Proficiency in the Stealth skill.
4. Spells. Most items require the user to cast a spell in the process of crafting the item. The crafter must have prepared the spells to be cast (or must know the spells in the case of a sorcerer or bard). You must cast the spell (with requisite foci and material components) for each day you work on the item. The act of working on the item triggers the prepared spells, making them unavailable for casting during each day of the item creation. That is, those spell slots are expended from his currently prepared spells, just as if they had been cast. If you are not a spell caster, you can buy scrolls or special materials from creatures to satisfy the spell components.
5. Gold Cost and Time Required. Usually to craft a magic item, you must spend half of the final cost of the magic item in raw materials. If there are any special materials, there might be an adventure to acquire said materials. To construct the item, you must spend one work day (8 hours) for each 1,000 GP in the base price. Artificers must spend one work day (8 hours) for each 2,000 GP in the base price.
6. Multiple Contributors. Multiple characters can work together to create a magic item. Each character can contribute spells, spell slots, and components. All characters must participate during the entire crafting process each crafting day. Each additional character can contribute 200 GP of effort per day crafting the item. This means that the time required can be divided by the number of contributing characters. For example, four characters crafting a 4,000 GP item can complete it in 2.5 days instead of 4.
Note: If you are working on a magic weapon, armor, or shield that has a special ability (such as Fiery Burst), it must also have an enhancement bonus (+1, +2, etc) included in the price of creating the item. In effect, you could not have a Longsword of Fiery Burst, but you could have a +1 Longsword of Fiery Burst.
Alchemist’s supplies: Potions and Elixirs
Calligrapher's Supplies: Scrolls
Cobbler’s tools: Boots
Glassblower’s tools: Glasswork
Herbalism kit: Antitoxin, potions
Jeweler’s tools: Rings, necklaces, gems, jeweled gear, amulets, gemcutting
Leatherworker’s tools: Leather armor, whips, bags, leather gear and accessories
Poisoner's kit: Poison
Potter’s tools: Pottery, ceramics
Smith’s tools: Armor, weapons, ammunition, metal gear and accessories
Tinker’s tools: Trinkets, ammunition, clockwork
Weaver’s tools: Cloaks, capes, robes, cloth gear, bags, and accessories
Woodcarver’s tools: Staves, rods, wands
In the following table, a player can see the percentages a Magewright or Shopkeep will value goods based on a Persuasion roll.
One of the underlying principles of Eberron is that magic is a part of civilization. It’s not limited to a handful of mighty wizards in ivory towers; there’s an arcane locksmith down on Third Street, next door to the medium and the guy who makes everbright lanterns. With that said, the role of Magewrights and Artificers in magic item creation is the success of the crafting industry of Eberron.
Magewrights are magic crafters who spend years learning how to perform the skills and spells associated with a particular trade. The magic they know is extremely limited. For example, Prestidigitation allows the caster to heat, chill, clean, soil, and more. Mending allows the caster to mend anything. But you can say that a magewright chef knows a limited version of Prestidigitation that only affects food – and that a launderer knows Prestidigitation and Mending, but can only work with cloth. The fact that the player character can mend anything is again a sign of their versatility and exceptional talent.
A magewright can cast one to three cantrips or spells. They don’t require spellbooks or memorization; they have perfected these spells over the course of years. However, their cantrips may be limited (as noted above) and their spells can only be cast as rituals. So the arcane locksmith can cast Arcane Lock all day, but it takes time. Some example magewrights can be found below.
Chef: Prestidigitation, only affecting food; perhaps a form of Gentle Repose for preserving meals, or Purify Food and Drink. Proficient with cook’s utensils.
Healer: Detect Poison & Disease, Lesser Restoration, Spare the Dying. Proficient with Medicine and herbalism kits.
Launderer: Prestidigitation and Mending, both only affecting cloth.
Lamplighter: Light, Continual Flame. Uses tinkers’ tools to construct lanterns.
Locksmith: Arcane Lock, Knock. Proficient with thieves’ tools and tinkers’ tools.
Medium: Speak with Dead. Perhaps a form of Minor Illusion that produces an image of a dead person as they were in life. Possibly proficient in Insight and Persuasion, if they help bereaved make sense of a loss… or Insight and Deception, if they use grief to take advantage of mourners.
Oracle: Augury, Divination. Proficient in Insight and Investigation. This is definitely a case where I would adjust the magewright versions of these spells. In the hands of a magewright, Augury – which should be the bread and butter of a common oracle – should be able to predict outcomes farther in the future, though still only with the binary answer of woe or weal. An oracle who can perform full Divination should be rarer (it is a fourth level spell) and the ritual could take longer than usual and be more expensive.
Artificers are the engineers of Eberron who create the complex blueprints that magewrights build. These blueprints are known as schemas. Artificers invented pretty much all the technological wonders of Eberron including the Elemental Airship, the Elemental Galleon, the Lightning Rail, the Elemental Landcart, and most importantly, the Warforged. Artificers are at the center of civilization as they not only invent, but repair and maintain their inventions. Artificers are the only professionals who can repair and modify warforged. In Eberron, Artificers are also merchants and workshop owners who can be found all over the continent. These workshops sell, repair, and modify magical equipment making them key vendors for adventurers.
Magewrights use the normal rules for item creation, spending one day per 1,000 GP of the item's base cost, but usually working on items that cost 2,000 GP or less. Artificers do the same work in half the time, spending one day per 2,000 GP of the item's base cost.
As mentioned in the Magewrights and Artificer section, schemas are blueprints for magic items. Schemas are the magic of Eberron in recorded form. Dating back to the time of the Giants, schemas have been used to pass magical knowledge through the generations. An individual schema might be a few sigils carved into a stone tablet, or an elaborate scripted presentation on the torso of a warforged titan.
In most cases, an individual schema represents a specific magical building block. These blocks can be combined into magical patterns, storing power ranging from simple cantrips to world-shaking destruction. A House Cannith magewright might use a simple pattern to quickly create hundreds of continual flame stones for use in street lamps, even as agents of the Emerald Claw seek to build a pattern that can replicate the destruction of Cyre.
Schemas take time to create and modify, but once the work is done, can be used by Magewrights and other Artificers to replicate work.
(use rules from Xandar's Guide downtime activities to flesh out creating schemas)
Magic Items are an economy in Eberron, and the investiture of magical energy can be recouped by a skilled Artificer. Artificers now have access to the Disenchant Magic Item ritual.
Disenchant Magic Item
3rd-level transmutation (ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S
Duration: Instantaneous
Casting this ritual allows you to turn a magic item into residuum. When you touch an item after casting this ritual, you destroy it. The magic item ignites in a brief flash of brilliant light, then crumbles to silvery dust in your hands, turning into a quantity of residuum valued at 1/2 of the item's price.
Residuum is a magical substance that results from using the Disenchant Magic Item ritual on a magic item. It's a fine, silvery dust that some describe as concentrated magic.
Residuum is traded as currency, measured by weight and carried in small metal vials. It's a convenient way to transport large sums of wealth in areas that do not care about House Kundarak's banking scheme. 10,000 GP worth of residuum weighs as much as a single gold piece and takes up only slightly more space, so 1 pound of residuum is worth 500,000 gp and fits in a belt pouch.
Residuum can be used in the following ways:
May be used on a 1-for1 GP basis to satisfy any requirement of a material component that has a gold piece value (1,000GP of residuum may replace the diamond worth at least 1,000GP required for the Resurrection spell)
May be used to satisfy 1/2 the gold piece requirement for crafting magic items.
100GP worth of residuum may be consumed by an arcane or divine spell caster to increase their spell save DC by 2 for 1 minute. At the end of the minute, the spellcaster must make a CON saving throw against their original spell save DC or suffer a level of exhaustion.
1. A 0-level spell is half the value of a 1st-level spell for determining price.
2. Such as luck, insight, sacred, or profane bonus.
3. If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost by half.
4. See Body Slot Affinities
5. An item that does not take up one of the spaces on a body costs double.
In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses).
In addition to an enhancement bonus, armor may have special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A suit of armor with a special ability must have at least a +1 enhancement bonus.
A randomly generated suit of armor or a shield may be made of an unusual material. Roll d%: 01-95 indicates that the item is of a standard sort, and 96-100 indicates that it is made of a special material.
Armor is always created so that even if the type of armor comes with boots or gauntlets, these pieces can be switched for other magic boots or gauntlets.
Table: Armor and Shields Base Price
1. Armor and shields can't actually have bonuses this high. Use these lines to determine price when special abilities are added in.
Table: Armor and Shield Special Abilities
Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat.
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.
In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.
A randomly generated weapon may be made of an unusual material. Roll d%: 01-95 indicates that the item is of a standard sort, and 96-100 indicates that it is made of a special material.
Table: Weapon Base Price1. This price is for 50 arrows, crossbow bolts, shuriken, or sling bullets
2. A weapon can't actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in.
Weapon Special Ability Table
Special Ability
Bane
Dancing
Defending
Disruption
Distance
Elemental
Elemental Burst
Focused Arcane
Focused Divinity
Focused Infusion
Focused Inspiration
Focused Invocation
Focused Favored
Focused Font
Focused Ki
Focused Rite
Focused Smite
Focused Sneak Attack
Focused Surge
Focused Rage
Focused Shape
Ghost Touch
Harmonious
Holy
Keen
Merciful
Poisoned
Returning
Seeking
Speed
Throwing
Runeforged
Unholy
Vampiric
Vicious
Vorpal
+3 bonus
+1 bonus
See Description
+2 bonus
+1 bonus
+1 bonus
+5 bonus
+1 bonus
+1
+1 bonus
+1 bonus
+1 bonus
+1 bonus
+1 bonus
+2 bonus
+2 bonus
+1 bonus
+1 bonus
+1 bonus
+1 bonus
+1 bonus
+1 bonus
+1 bonus
+1 bonus
+1 bonus
+1 bonus
+2 bonus
+1 bonus
+1 bonus
+1 bonus
+1 bonus
+4 bonus
+1 bonus
+2 bonus
+1 bonus
Price Modifier
+1 bonus
Melee
Y
Y
Y
Y
See Description
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
See Description
See Description
Y
Y
Y
Y
Y
Y
Y
N
N
N
N
Y
N
Y
Y
Y
N
Y
N
N
N
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
N
N
N
Ranged
Y
Description
A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1d8 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. To randomly determine a weapon's designated foe, roll on the following table.
Aura: Moderate Conjuration; Spell: Conjure Animals
As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can't dance (attack on its own) again until a Short Rest.
Aura: Strong Transmutation; Spell: Animate Objects
A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using hte weapon, and the effect to AC lasts until his next turn.
Aura: Moderate Abjuration; Spell: Shield or Shield of Faith
A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 10 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon.
Aura: Strong Conjuration; Spell: Heal
This property can only be placed on a ranged weapon or a melee weapon with the Throwing property. A weapon of distance has double the range increment of other weapons of its kind.
Aura: Moderate Divination; Spell: Clairvoyance
Upon command, an elemental weapon is sheathed in energy of the type chosen when the weapon was created (Acid, Cold, Fire, Lightning, Thunder). This damage does not harm the wielder. An elemental weapon does an extra 1d6 points of the chosen elemental damage on a successful hit. Bows, crossbows, and slings so crafted bestow the chosen elemental energy upon their ammunition.
Aura: Moderate Transmutation; Spell: Elemental Weapon
An elemental burst weapon functions as an elemental weapon that also explodes with the chosen elemental energy upon striking a critical hit. The elemental damage does not harm the wielder. In addition to the extra elemental damage from a normal hit, an elemental burst weapon deals and extra 1d10 points of the chosen elemental damage on a critical hit (this is not doubled when calculating the number of additional weapon dice to roll). Bows, crossbows, and slings so crated bestow the chosen elemental energy upon their ammunition
Aura: Moderate Transmutation; Spell: Elemental Weapon
The magic weapon serves as a channel for a Wizard's Arcane Tradition. When you roll damage from a spell of your chosen school, you may reroll one die, but must take the new result.
Aura: Minor Conjuration; Restrictions; Creator must be a Wizard.
The magic weapon serves as a channel for a Cleric's Channel Divinity. Any Channel Divinity effect that requires a saving throw, increase your cleric spell save DC by 1 for that effect. If the effect deals damage, add +1d6 of the damage type.
Aura: Minor Conjuration; Restrictions: Creator must be a Cleric
The magic weapon serves as a channel for the Artificer's infusion Enhanced Weapon. Normally the infusion must be cast on a non-magical weapon. If a Focused Infusion weapon is targeted instead, you can give it the +1 to attack and damage rolls in addition to the weapon's other properties.
Aura: Minor Conjuration; Restrictions: Creator must be a Artificer
The magic weapon serves as a channel for the Bard's Bardic Inspiration ability, granting one additional use per day and allows you to add your Charisma bonus to the Bardic Inspiration die.
Aura: Minor Conjuration; Restrictions: Creator must be a Bard.
The magic weapon serves as a channel for the Warlock's Eldritch Invocations ability. The Warlock automatically gains the Agonizing Blast invocation for free.
Aura: Minor Conjuration; Restrictions: Creator must be a Warlock
The magic weapon serves as a channel for a Ranger's Favored Enemy ability. When dealing damage to your Favored Enemy with this weapon, you can add twice your STR or DEX modifier to damage.
Aura: Minor Creation; Restrictions: Creator must be a Ranger
The magic weapon serves as a channel for a Sorceror's Font of Magic ability, granting 1 additional Sorcery point and increasing the DC of saving throws against your Metamagic effects by 1.
The magic weapon serves as a channel for a Monk's Ki, granting 1 additional Ki point and increasing the DC of saving throws against Ki based abilities by 1.
Aura: Minor Conjuration; Restrictions: Creator must be a Monk and the chosen weapon must be a monk weapon.
The magic weapon serves as a channel for a Blood Hunter's Crimson Rite ability. You do not suffer the damage associated with activating your Crimson Rite nor do you reduce your maximum hit points when you cast it on this weapon.
Aura: Minor Conjuration; Restrictions; Creator must be a Blood Hunter
The magic weapon serves as a channel for a Paladin's Divine Smite, allowing the Paladin to add half his level to every Divine Smite he hits with.
Aura: Minor Conjuration; Restrictions: Creator must be a Paladin
The magic weapon serves as a channel for a Rogue's Sneak Attack, allowing the Rogue to add half his level to every Sneak Attack he hits with.
Aura: Minor Conjuration; Restrictions: Creator must be a Rogue
The magic weapon serves as a channel for a Fighter's Action Surge, granting on additional use per rest and Advantage if it's used on an attack roll.
Aura: Minor Conjuration; Restrictions: Creator must be a Fighter
The magic weapon serves as a channel for a Barbarian's Rage ability. It grants one additional use of rage per day and grants Advantage on the first attack you make in a round you activate your Rage.
Aura: Minor Conjuration; Restrictions: Creator must be a Barbarian
The magic weapon serves as a channel for a Druid's Wild Shape ability. It grants one additional use of wild shape per day and increases your level for the purposes of determining your Beast Shape by 1 (example: a 3rd level Druid of the Circle of Land could wildshape into a CR 1/2 creature).
Aura: Minor Conjuration; Restrictions; Creator must be a Druid.
A ghost touch weapon allows for hits against opponents who are ethereal. You still must be able to see the target to hit, or attack with disadvantage. The weapon can likewise be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.
Aura: Moderate Transmutation; Spell: Etherealness.
A harmonious weapon allows it's wielder to use another ability other than Strength for melee attacks. You must choose the ability score when crafting the weapon. For weapons found randomly, roll a d6-1 ignoring all results of 1. A result of 2 is Dexterity, a result of 3 is Constitution, a result of 4 is Intelligence, a result of 5 is Wisdom, and a result of 6 is Charisma. When you make an attack with a harmonious weapon you are proficient with, you can use that ability instead of Strength for the attack roll and the damage roll.
Aura: Moderate Transmutation; Spell: Enhance Ability
A Holy weapon has a significant portion of the weapon transformed into brilliant light and gains the finesse property, even if it doesn't normally possess it. It always gives off light as a torch (20-foot radius) that counts as natural sunlight and all damage regardless of the weapon type is radiant damage. A Holy weapon counts as Radiant Burst and deals and extra 1d6 radiant damage on a hit and 1d10 radiant damage on a crit (the 1d10 is not doubled when calculating the number of additional weapon dice to roll).
The wielder must have a Good alignment
Aura: Major Conjuration; Spell: Holy Weapon
This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen.
Aura: Moderate Necromancy; Spell: Inflict Wounds
The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal (it will not kill). On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition.
Aura: Faint Conjuration; Spell: Cure Light Wounds
Once per day, use an action to cause a thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. The creature must succeed on a DC 15 CON saving throw or take 2d10 poison damage and become poisoned (as the condition) for 1 minute. Only piercing or slashing weapons can be poisoned.
Aura: Moderate Conjuration; Spell: Cloudkill
This property can only be placed on a melee weapon with the Throwing property. A returning flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn).
Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Aura: Moderate Transmutation; Spell: Telekinesis
Only ranged weapons or Melee weapons with the thrown ability can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment or cover. (The wielder still has to aim the weapon at the right square). Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies even if they are near by.
Aura: Strong Divination; Spell: True Seeing
When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses any modifiers (such as Advantage). This benefit is not cumulative with similar effects, such as the haste spell.
Aura: Moderate Transmutation; Spell: Haste
This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
Aura: Faint Transmutation; Spell: Magic Stone
A Runeforged Weapon is a single weapon inscribed with a number of spells and spell levels equal to it's size.
Light or Finesse weapons can hold up to three levels of spells or one 3rd level spell; Versatile, One Handed weapons, and bows and crossbows can hold up to six levels of spells or one 6th level spell; and Heavy or two-handed weapons can hold up to nine levels of spells or one 9th level spell.
An inscribed spell counts as a scroll that the wearer may activate if he is proficient with the weapon wieleded. The inscribed spell vanishes when activated. The inscribed spell must be visible to the wearer and must be touched as part of its activation. Otherwise, runeforged weapons as treated as scrolls (except that using them doesn't provoke attacks of opportunity if within melee range).
The process to create runeforged weapons requires access to etching and scribing materials worth an amount of gold pieces equal to the inscribed spell's level x the caster level x 100 (plus the price of any expensive material components).
Spells inscribed on weapons can be dispelled as if they were separate magic items, wholly independent of the weapon on which they are etched.
Aura: Minor Illusion; Spell; Illusory Script
An Unholy weapon has a significant portion of the weapon transformed into seething darkness. It always gives off darkness as per the spell (15 feet of magical darkness), darkvision and nonmagical light does not penetrate, although the wielder is unaffected. All damage regardless of the weapon type is necrotic damage. An Unholy weapon counts as Necrotic Burst and deals an extra 1d6 necrotic damage on a hit and 1d10 necrotic on a crit (the 1d10 is not doubled when calculating the number of additional weapon dice to roll).
The wielder must have an Evil alignment.
Aura: Major Conjuration; Spell: Holy Weapon
The first time each round that the wielder hits a living target with a vampiric weapon, the weapon restores an amount of hit points to the wielder equal to 1/2 the damage dealt to the target, to a maximum equal to the wielder's number of Hit Dice. If the damage was more than enough to kill the target, any excess damage doesn't count toward the amount healed. A creature can regain no more than 2 hit points per Hit Die from a vampiric weapon each day and cannot exceed her maximum hit point total. This special ability can be placed only on piercing or slashing melee weapons.
Aura: Faint Necromancy; Spell: Vampiric Touch
When a vicious weapon strikes an opponent, it creates a flash of disruptive non-aligned energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.
Aura: Moderate Necromancy; Spell: Enervation
This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of a natural 20, the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon.
Aura: Strong Necromancy; Spell: Circle of Death
To create an intelligent item, a character must have a character level of 11 or higher. The time and creation cost are based on the normal item creation rules, with the market price values on Table: Item Intelligence, Wisdom, Charisma, and Capabilities treated as additions to time and GP cost. The item’s alignment is the same as its creator’s. Determine other features randomly, following the guidelines in the relevant section.
A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.
If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5
Adding more magic to an existing item can be quite simple or very math-intensive. If the item’s current and proposed abilities follow the normal pricing rules (particularly with weapons, armor, and shields), adding the new abilities is a matter of subtracting the old price from the new price and determining how many days of crafting it takes to make up the difference.
The type of material used to create an item is almost as important sometimes as what abilities the item provides.
Adamantine
The only known sources of adamantine are from meteorites that have impacted Eberron or rare mineral veins in areas of the Mror Holds. Adamantine has a very dark luster and is one of the hardest substances in existence.
Adamantine Armor: Can be any Medium or heavy armor, but not hide. While you’re wearing it, any critical hit against you becomes a normal hit.
Adamantine Weapons: Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
Cost: The adamantine version of a suit of armor, a melee weapon, or of twenty pieces of ammunition costs 500 GP more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.
Alchemical Silver
An alloying process involving metallurgy and alchemy to bond silver to a weapon made of steel so that it bypasses damage resistances of creatures such as lycanthropes and some vampires. This is not suitable for armor.
Alchemical Silver Weapons: Items without metal parts cannot be made from alchemical silver. An arrow could be made of alchemical silver, but a standard quarterstaff could not. Alchemical silver weapons lose all Light and Finesse properties. A alchemical silver weapon bypasses the resistances of lycanthropes and certain vampires.
Improved Bane: Alchemical Silver is particularly effective if enchanted with the Bane magical property. If so enchanted, add an extra 1D6 of magical damage to the Bane property.
Cost: The alchemical silver version of a weapon or of 20 pieces of ammunition costs 100 GP more than the normal version.
Bronzewood
This exceptionally hard wood, native to Aerenal, is useful in the manufacture of armor and weapons. Unlike most woods, bronzewood can be used instead of metal to fashion heavy armor and weapons, it is somewhat shapeable during manufacturing, and it keeps a sharp edge. Although dense and weighty compared to other woods, it is still lighter than steel.
Bronzewood Armor: Can be any Medium or Heavy armor, but not hide. Armor that normally provides Disadvantage to Stealth checks, does not suffer from that in woodland environments.
Bronzewood Weapons: Bows and crossbows crafted from bronzewood have their minimum range increased by 10 feet (multiply total by 4 to determine long range). There are no mechanical benefits to melee weapons crafted from Bronzewood other than the fact that most Druid sects do not find them to trouble their sensibilities.
Cost: The bronzewood version of a suit of armor or a weapon costs 200 GP more than the normal version.
Byeshk
A rare purple dense metal mined in the Byeshk and Graywall Mountains bordering Droaam, this rare metal is prized by smiths for use in jewelry and weapons. It is anathema to the creations of the Daelkyr.
Byeshk Armor: Can be any Medium or Heavy armor, but not hide. Byeshk armor grants a +1 bonus to armor class against any attacks from aberrations.
Byeshk Weapons: Items without metal parts cannot be made from Byeshk. An arrow could be made of Byeshk, but a standard quarterstaff could not. A Byeshk weapon grants a +2 bonus to damage against aberrations and counts as magical for the purposes of overcoming damage reduction. If the wielder has a has a strength score of 15 or higher, there is a further +1 bonus is added to damage rolls.
Cost: The byeshk version of a suit of armor, a melee weapon, or 20 pieces of ammunition costs 150 GP more than the normal.
Cold Iron
This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Items made of cold iron weighs one and one half times as much as the same item made from steel.
Cold Iron Armor: Can be any Medium or Heavy armor, but not hide. Cold iron armor grants a +1 bonus to armor class against any attacks from fey creatures.
Cold Iron Weapons: Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a standard quarterstaff could not. A Cold Iron weapon grants a +2 bonus to damage against the Fey and counts as magical for the purposes of overcoming damage reduction. If the wielder has a has a strength score of 15 or higher, there is a further +1 bonus is added to damage rolls.
Cost: The cold iron version of a suit of armor, a melee weapon, or 20 pieces of ammunition costs 175 GP more than the normal.
Darkleaf Cloth
Darkleaf Cloth is created in Aerenal and Valenar by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide, but much lighter.
Darkleaf Cloth Armor: Can be any Light armor or Hide. Armor made from Darkleaf Cloth gains an inherent +1 bonus to AC and negates the Stealth disadvantage of Padded armor.
Cost: The darkleaf cloth version of a suit of armor costs 350 GP more than normal
Darkweave
Darkweave fabric has strands of shadow magically interwoven with black threads to produce a coarse but beautiful cloth. Darkweave cloth is used for normal clothes and Padded Armor.
Darkweave Armor: Can only be Padded Armor. Negates the Disadvantage to Stealth checks and provides Advantage to Stealth checks in shadowy illumination or dark conditions.
Darkweave Clothing: A character wearing darkweave clothing gains Advantage to Stealth checks made in shadowy illumination or dark conditions.
Cost: The Darkweave version of Padded Armor or an outfit costs 100 GP more than a normal.
Darkwood
This exceptionally hard wood is native to Aerenal and Southern Khorvaire is useful in the manufacture of armor and weapons. Unlike most woods, darkwood can be used instead of metal to fashion heavy armor and weapons, it is somewhat shapeable during manufacturing, and it keeps a sharp edge. Although dense and weighty compared to other woods, it is still lighter than steel.
Darkwood Armor: Can be any Medium or Heavy armor or Shield, but not hide. Armor crafted from Darkwood provides Resistance to Bludgeoning, Slashing, and Piercing weapons that are not magical. Shields crafted from Darkwood only provide their bonus to attacks from the front.
Darkwood Weapons: Bows and crossbows crafted from darkwood have their minimum range increased by 20 feet (multiply total by 4 to determine long range). There are no mechanical benefits to melee weapons crafted from darkwood other than the fact that most Druid sects do not find them to trouble their sensibilities.
Cost: The darkwood version of a suit of armor or a weapon costs 500 GP more than the normal version.
Dimeritium
Dimeritium is a rare silvery metal found in the Mournland known for it's ability to suppress magic. Dimeritium can be used to craft weapons, armor, amulets, rings, or holy symbols and is primarily used in Wizard's Manacles.
Dimeritium Armor: Can be any Light, Medium, Heavy armor or Shield, but not padded, leather, or hide. Dimeritium armor provides a number of uses of Magical Resistance, which provides advantage on saving throws against spells from school of magic that directly targets the wearer, but not monster's special abilities (such as a beholder's eye rays or a dragon's breath weapon). For Light armor, it provides one use, for Medium armor or shields, it provides two uses, and for Heavy armor it provides three uses. The maximum number of uses of all combined Dimeritium objects is 3 uses of Magical Resistance. Once this property is used, it cannot be used again until after a Long Rest. Dimeritium Armor cannot be enchanted and when worn, provides disadvantage on spell attack rolls and spell concentration rolls by the wearer.
Dimeritium Weapon: Items without metal parts cannot be made from dimeritium. An arrow could be made of dimeritium, but a standard quaterstaff could not. Dimeritium weapons grants a +2 bonus to hit against opponents wearing magical armor or shields and completely bypasses Mage Armor. Dimeritium Weapons cannot be enchanted and when wielded provides disadvantage on spell attack rolls and spell concentration rolls by the wearer.
Other Dimeritium Objects: Dimeritium amulets, rings, and holy symbols provides a +5 modifer to your Wisdom saving throw against Scrying attempts but provides disadvantage on spell concentration rolls by the wearer.
Cost: The dimeritium version of a suit of armor, a weapon, or 20 pieces of ammunition costs 350 GP more than the normal version. A Dimeritium rings, amulets, or holy symbols costs 300 GP.
Displacer Hide
Even while dead, displacer beast hide radiates faint illusion magic. Displacer Hide is used to craft armor and is used in the construction of the Displacer Whip and Cloak of Displacement
Displacer Hide Armor: Can be any Light or Medium armor, but not padded, chain shirt, breast plate, or half plate. Displacer Hide Armor imparts a +1 magical bonus to AC caused by the illusion magic inherent to displacer beasts. If the wearer is hit by an attack, this magical bonus is disrupted until the end of its next turn.
Displacer Whip: Very few weapons are made entirely of leather. Displacer Whips are highly sought after items, as they provide a natural +1 bonus to attack and damage and count as magic for overcoming damage resistance because of the illusion magic inherent to displacer beasts.
Cost: The displacer hide version of a suit of armor or a weapon costs 400 GP more than the normal version.
Dragonbone
Usually acquired from felling a dragon, dragonbone can also be found in dragon graveyards or on dracoliches.
Dragonbone Weapons: Can be any Simple or Martial Melee weapon and ammunition. Dragonbone weapons are remarkably light considering their tensile strength. All Two-Handed Dragonbone weapons gain the Versatile trait. If the weapon normally has the Heavy property, the Dragonbone equivalent does not. All Dragonbone weapons automatically gain the Elemental enhancement for free and the damage type is the same as the breath weapon of the dragon.
Dragonbone Armor: Can be Breastplate, Half Plate, Splint, Plate, or a Shield. While wearing this armor, you gain a +1 bonus to AC and any armor made of Dragonbone that possess a Strength requirement has that requirement lessened by two.
Elemental Affinity: Dragonbone Weapons and Armor both possess a certain amount of affinity for the elements. There is a reduced cost for the Elemental Burst and Energy Resistance properties if you enchant it with the same damage type as the dragon's breath weapon. Elemental Burst on a Dragonbone weapon only counts as a +1 modifier and Energy Resistance costs 7,000 GP less.
Cost: The dragonbone version of a suit of armor or weapon costs 5,000 GP more than the normal version.
Dragonhide
Dragonhide is taken whole cloth from a felled foe. It is useful in the creation of armor if it is properly treated. Dragon Scale Mail is the most prominent example of Dragonhide.
Dragonhide Armor: Can be any Light, or Medium armor, but not padded. While wearing this armor, you gain a +1 bonus to AC, you have advantage on Saving Throws against the Frightful Presence and breath Weapons of Dragons, and you have Resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).
Cost: The dragonhide version of a suit of armor costs 4000 GP more than the normal version.
Flametouched Iron
Believe to have been blessed by the Silver Flame, Flametouched Iron is only currently mined in certain areas of Khorvaire (Thrane, parts of Aundair, and the mountains around the Demon Wastes). It is particularly effective against Fiends.
Flametouched Iron Armor: Can be any Medium or Heavy armor, but not hide. Flametouched Iron Armor grants a +1 bonus to armor class against any attacks from fiends.
Flametouched Iron Weapons: Items without metal parts cannot be made from Flametouched Iron. An arrow could be made of Flametouched Iron, but a standard quarterstaff could not. A Flametouched Iron weapon grants a +2 bonus to damage against fiends and counts as magical for the purposes of overcoming damage reduction. If the wielder has a has a strength score of 15 or higher, there is a further +1 bonus is added to damage rolls.
Flametouched Iron Holy Symbols: You can use Flametouched Iron Holy Symbols to turn Fiends as if they were undead as per the rules for Channel Divinity: Turn Undead and Destroy Undead.
Cost: The Flametouched Iron version of a suit of armor, a weapon, or 20 pieces of ammunition costs 700 GP. A Flametouched Holy Symbol costs 750 GP
Glamerweave
Glamerweave is a fine, light fabric that has delicate illusion magic woven into the threads. The color of glamerweave seems to shift subtly and is hard to describe, but this property makes for a striking and strangely beautiful appearance.
Glamerweave Clothing: A character wearing glamerweave clothing gains Advantage on Persuasion checks when influencing the upper crust of society, but gains Disadvantage on Persuasion checks for any other part of society.
Cost: Glamerweave clothing costs 100 GP more than a normal outfit of the same sort.
Mithral
Mithral is a light, flexable metal mined on Xen'drik, Aerenal, and Khorvaire.
Mithral Armor: Can be any Medium or Heavy armor, but not hide. A mithral chain shirt or breastplate can be worn under normal cloths. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Mithral Weapons: An item made from mithral weighs half as much as the same item made from other metals. Mithral is too light to be used for Heavy weapons. If the weapon isn’t Heavy, it becomes Light. If it is already listed as Light it gains the Finesse property. If the weapon is Two-Handed it is now instead Versatile. Mithral ammunition it too light to be effective.
Cost: The mithral version of a suit of armor or a weapon costs 200 GP more than the normal version.
Mournlode
Mined only in the Mournland in and under the Fields of Ruin, Mournlode is considered a version of Flametouched Iron warped by whatever cataclysm that transformed Cyre into the Mournland. It is anathema to the undead.
Mournlode Armor: Can be any Medium or Heavy armor, but not hide. Mournlode armor grants a +1 bonus to armor class against any attacks from the undead.
Mournlode Weapons: Items without metal parts cannot be made from Mournlode. An arrow could be made of Mournlode, but a standard quarterstaff could not. A Mournlode weapon grants a +2 bonus to damage against undead. If the wielder has a strength score of 15 or higher, there is a further +1 bonus is added to damage rolls..
Cost: The Mournlode version of a suit of armor, weapon, or 20 pieces of ammunition costs 400 GP more than the normal version.
Riedran Crysteel
The Inspired lords of Riedra supervise the mining of a crystalline substance that can be alloyed with iron to form Riedran Crysteel. Crysteel focuses psychic damage and thus makes excellent weapons, but ineffective armor.
Riedran Crysteel Weapons: Items without metal parts cannot be made from Riedran Crysteel. The Riedrans find creating arrows out of crysteel to be an expensive waste, but it is possible. Riedran Crysteel weapons in the hands of a Kalashtar or one of the Inspired from Riedra counts as an Arcane Focus for the purposes of casting spells with the Psychic damage effect. When any psychic damage is applied using Riedran Crysteel as a focus, you can reroll 1s on any damage dice.
Cost: The riedran crysteel version of a melee weapon costs 1,500 GP more than the normal version.
Targath
Targath is a soft metal mined on the northern coast of Argonnessen. Often fashioned into periapts of health, targath naturally possesses some of the qualities of those magic items. Targath is, for reasons that are not clear, anathema to the deathless of Aerenal. They shrink from its touch, and a weapon fashioned from targath can overcome their damage reduction. Perhaps fortunately for the Undying Court, weapons made of targath are inferior to steel weapons, imposing a –1 penalty on attack rolls and damage rolls.
Targath Armor: Can be any Medium or Heavy armor, but not hide. Targath Armor grants a +1 bonus to armor class against any attacks from the Deathless of Aerenal. Just wearing the armor also grants the character Advantage on Constitution saves against disease.
Targath Weapons: Items without metal parts cannot be made from targath. An arrow could be made of cold iron, but a standard quarterstaff could not. A targath weapon grants a +2 bonus to damage against the Deathless and counts as magical for the purposes of overcoming damage reduction. If the wielder has a has a strength score of 15 or higher, there is a further +1 bonus is added to damage rolls. Just wielding the weapon grants the character Advantage on Constitution saves against disease.
Targath Amulet or Ring: Even a small amount of targath worn or carried on the body grants a character Advantage on Constitution saves against disease.
Cost: The targath version of a suit of armor, weapon, or 20 pieces of ammunition costs 500 GP more than the normal version. Targath Amulets or Rings cost 100 GP.