Note that this Feat does not enable a character to Craft Magical Arms and Armor. Also, Craft Trap, Craft Weapon, Craft Armor, and Craft Alchemy are technically separate from enchanting magical items, and are based on Skills rather than Feats. Other Feats that create magical items are Craft Wand, Scribe Scroll, and Brew Potion.
Crafting in MotB no longer requires the use of the magical workbench. Crafting recipes in MotB are also different. Crafting recipes are listed on these new essences and are no longer found in books. The crafter no longer needs to utilize gems or multiple distilled essences. Instead, various essences are dropped by creature that are killed. The essences dropped are typically too weak in and of themselves to be used for crafting (Volatile Essences). However, they can be combined into useable essences (Brilliant and Pristine Essences).
Like NWN2, MotB crafting will upgrade previous enchantments on items (replace them) if they are of the same type (e.g., fire damage 1d6 can be upgraded to fire damage 2d6). However, if the item already has the maximum enchantment level on it for the caster's level, it cannot be upgraded. For example, a 21st level caster trying to upgrade a +3 Adamantine Acidic Weapon may upgrade either the +3 or the Acidic damage (or both). However, if he adds fire damage to the weapon prior to attempting the other upgrades, the game will kick back a "too many enchantments" error message and the item won't be able to be upgraded or enchanted any further.
Played the first chapter of the original campaign, and well into the second chapter. I have a tons of gems and ingredients. But I can't find anything to use them on? Like create a better sword, getting some magic damage to my weapons etc.
Does that mechanics simply not exist in the basic campaign? If not, how do I get magic damage to my items, and what to use all the gems and ingredients for then?
First, I'd like to share mad praise for the Craft Magic Items mod in general. It started off as the Scribe Scroll mod (which was already great) and has grown into something very impressive - implementing feats, time delays, and most recently the crafting of wondrous items, something I never thought we'd see. So all praise to RobRendell and thank you for your work.
Then it occurred to me - "I've got all these characters just hanging out in the capital doing nothing. Why not turn them into my crafters?" So that's what I've done, and it's game-changing. Octavia and Harrim chill at home all day making wands and wondrous items for the party and my custom characters remain dedicated to learning adventure-oriented abilities. Up until now the extraneous characters felt like dead weight, necessary evils I had to recruit in order to fill my kingdom roles. But now they're contributing, or at least the magical ones, and it's awesome.
An excellent guide to Crafting can be found here (web archive). There is also a recipe FAQ for the Official Campaign, and another FAQ for Mask of the Betrayer. Once you learn console commands to spawn in unlimited items ... go nutz! The Complete Craftsman greatly enhances the flexibility of the Neverwinter Nights 2 Crafting system, especially the extended version (may contain bugs). Other modifications to the basic crafting system are available on the NWVault (suggested search: "nwn2 crafting"). n.b. The Warlock's Imbue Item Feat has special considerations.
Alchemy allows for the creation of simple items, such as Alchemist's Fire and Thunderstones. Perhaps more importantly, alchemy allows various essences to be distilled from creature body parts. These essences are commonly used as part of other crafting recipes. You can not create potions using alchemy. Creating items (but not essences) must take place at a crafting station.
Enchanting allows you to create magical weapons and armor, using the craft magical arms and armor feat, essences, and a gem. To complete the process, a spell will need to be cast. It is unclear as to whether the spell must be known by the character. Theoretically, a rogue with a high use magic device skill could cast a spell from a scroll, a non-human character could use a racial spell, or a Scabbard of Blessing could enable a Fighter to cast Bless. Conflicting information in the official NWN2 forums necessitates an official response. Recipes can be found throughout the Official Campaign, or one can discover recipes through trial and error. No components are ever used up until a successful enchantment takes place. Enchanting does not cost experience points, but it does cost gold. Enchanting must take place at a crafting station.
Disposable Item Creation allows the creation of scrolls, potions, and wands. Respectively, the feats scribe scroll, brew potion, and craft wand are used in the creation of these items. Simply cast the spell on a blank scroll, empty potion bottle, or bone wand. No crafting station is necessary. Creating disposable items requires more gold than enchanting.
Wondrous Item Creation requires the craft wondrous item feat and allows for the creation of magic boots, magic rings, etc. Unlike enchanting, a base item is not required. The base item is created during the process. You will need an essence, gem, raw materials, and the ability to cast a specific spell. Recipes can be found throughout the Official Campaign, or you can experiment. No components are ever used up until a successful enchantment occurs. No experience points are ever used up, but you will need to spend gold. Wondrous Item Creation must take place at a crafting station.
I'm trying to use the Item list on D&D beyond to find appropriate magic items for an unarmed Monk. Note that I haven't played any tabletop D&D 5e before, so I'm unfamiliar whether such items even exist in D&D 5e or on the site.
I have played some high-magic videogames that use D&D 3.0 and 3.5 (mainly Neverwinter Nights and Neverwinter Nights 2), but my assumption would be that the items from the games, like Monk robes that grant AC bonuses without counting as armor for monk features (Such as Robes of the Shining Hand), gloves that add attack or damage rolls to unarmed attacks (such as Gloves of the Long Death), and other such items, are based on content that's a default part of 3e, and that even with the reduced emphasis on strong magical items there would still be at least SOME items that can give bonuses to Monks, but I can't seem to find them on 5e, at least not as official content. There seems to be plenty of homebrew content, but considering that's essentially fan-made, it feels less appropriate for mainline campaigns.
As a conversion note; D&D has a distinction between equipment and magic items. Equipment would be normal weapons and armour, rope, rations, etc. Wheras items with bonuses and upgrades are magic items. As such, you're looking for magic items specific to monks.
Not there are any (certainly not many) magic items which are monk specific anyway. I'm certainly not aware of any, and I've looked. (Thomas Markov points out the Dragon Hide Belt from Fizban's as the sole entry).
That doesn't mean there aren't magic items which work for monks, they just aren't monk specific. The well known cloak and ring of protection work for anyone, and bracers of defence work for anyone without armour.
You can filter for items which give AC bonuses or other benefits using the Effect Type and Effect Subtype filters (eg. "Bonus" and "Unarmored Armor Class"), though note that it has a bunch of filters for which there are no magic items (they are presumably an artefact of other features and rule-sets). That can get you armour-y effects which may (or may not) be applicable to a monk, but not efficiently.
Equipment is mundane in 5e, normal swords, armor, bedrolls and such. If you want to reward your monk with AC-enhancing magic items, you could give them magic items such as a ring of protection or a cloak of protection, or bracers of defense.
All magic items thus have fixed DC's dependent on the spell level of the spells they use. Only heighten Spell can lift the DC of a specific spell effect - or using a staff, which uses the Wielder's stats, if better.
Nope, there isn't. Spell focus doesn't work, items automatically use the minimum caster ability, and there aren't any rules I know of for using heighten while crafting. (Now, it's a little different for stuff like staffs, wands, and scrolls- there are various ways to improve those.)
The reason you don't usually see this kind of stuff is PRECISELY becauase of the cost. metamagic reducers don't work for magic items. So, having Magical Knack and the like doesn't mean beans when it comes time to make a magic item...you always pay the full spell level cost.
For custom wondrous items, maybe, but I can't seem to find any mention of swift (or any other action type) as a parameter. Does that mean it's not possible to do custom, or that it's no extra cost?Generally speaking, metamagics wondrous items completely breaks the magic item pricing guidelines. Instead of a quickened spell, it would be smarter to create a Use-Activated item which is activated by itself or as a free action (See Boots of Speed).
For custom wondrous items, maybe, but I can't seem to find any mention of swift (or any other action type) as a parameter. Does that mean it's not possible to do custom, or that it's no extra cost? Nope, it's a swift action. The extra speed is taken care of by the extra cost. Your argument is effectively the same as "A Quickened Spell cast by a sorc would still be a full round action", which is NOT the case. The metamagic takes care of it.==Aelryinth
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