The Arcane Forge

“Old stories tell of a great forge beneath the Narandia Mountains, in the lost halls of Starkheim. 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 CategoryRequired Tool
ArmorLeatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted in the tools’ descriptions
PotionAlchemist’s Supplies or Herbalism Kit
RingJeweler’s Tools
RodWoodcarver’s Tools
ScrollCalligrapher’s Supplies
StaffWoodcarver’s Tools
WandWoodcarver’s Tools
WeaponLeatherworker’s Tools, Smith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’ descriptions
Wondrous ItemTinker’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 RarityTime*Cost
Common5 days50 GP
Uncommon10 days200 GP
Rare50 days2,000 GP
Very Rare125 days20,000 GP
Legendary250 days100,000 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 SizeUncommonRareVery RareLegendary
Village50%35%25%15%
Town80%70%60%50%
City90%90%80%70%
Metropolis99%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.

CRRarity
1 or higherUncommon
5 or higherRare
10 or higherVery Rare
15 or higherLegendary

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.

d10EnchantmentRarityAttunement?
1Damage ResistanceRareYes
2DarkvisionUncommonNo
3EgoRareYes
4ExpertRareYes
5GlowingUncommonNo
6InvisibilityLegendaryYes
7LuckyVery RareYes
8ReturningUncommonYes
9Spell ResistanceRareYes
10True SeeingLegendaryYes

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.

d100EnchantmentRarityAttunement?
01–05Binding ChainsUncommonNo
06–10CruelUncommonNo
11–15MarkingUncommonYes
16–20ManeuveringUncommonYes
21–25PrimordialUncommonNo
26–30StalkingUncommonNo
31–35ThrowingUncommonYes
36–40TransformingUncommonYes
41–44WarningUncommonYes
45–47CursingRareYes
48–50DuelingRareYes
51–52ExplosiveRareNo
53–54Flame TongueRareYes
55–57Life StealingRareYes
58–60Mind BreakerRareYes
61–62RepulsiveRareNo
63–64PlaneboundRareNo
65–66Skin MelterRareYes
67–69SpellbreakerRareNo
70–72VenomRareNo
73–75ViciousRareNo
76–78WitheringRareYes
79–80SwattingRareNo
81–82WoundingRareYes
83–84DancingVery RareYes
85–86Frost BrandVery RareYes
87–88MaddeningVery RareNo
89MagiVery RareYes
90Mighty CleavingVery RareNo
91OathswornVery RareYes
92ParryingVery RareYes
93QuicknessVery RareYes
94RuinVery RareYes
95SharpnessVery RareYes
96SlayingVery RareYes
97StrikingVery RareYes
98Holy AvengerLegendaryYes
99ThunderboltLegendaryYes
100VorpalLegendaryYes

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.

d100EnchantmentRarityAttunement?
01–05Acrobat’s AgilityUncommonYes
06–10Beastly SensesUncommonYes
11–15Draconic MindUncommonYes
16–20Fish FlippersUncommonYes
21–25Giant EnduranceUncommonYes
26–30ImplacableUncommonYes
31–35Instant ArmorUncommonNo
36–40Monkey’s GripUncommonYes
41–45Noble SpeechUncommonYes
46–50Ogre PowerUncommonYes
51–55QuietUncommonYes
56–60RejuvenateUncommonYes
61–65Water BreathingUncommonNo
66–68AmbusherRareYes
69–71AntimageRareYes
72–74BeastformRareNo
75–77Elven MakeRareYes
78–80Feathered WingsRareNo
81–85Fey StepRareYes
86–90RegenerativeRareYes
91–93SpeedVery RareYes
94–95VengefulVery RareNo
96–98RammingVery RareNo
99ThunderboltLegendaryYes
100InvulnerabilityLegendaryYes

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.

2d8Rare MetalCost per IngotRarity
2Vertsteel10.000 gpLegendary
3Imixium5.000 gpVery Rare
4Adamantine2.500 gpVery Rare
5Cold Iron1.000 gpRare
6Whiteforged500 gpRare
7Silver100 gpUncommon
8-10MasterworkN/ACommon
11Orichalcum100 gpUncommon
12Blacksteel500 gpRare
13Zarinthic1.000 gpRare
14Mithral2.500 gpVery Rare
15Bloodmetal5.000 gpVery Rare
16Sunmetal10.000 gpLegendary

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 CraftedIngots Required
Light Weapon1
Weapon or Light Armor2
Heavy Weapon or Shield3
Medium Armor4
Heavy Armor (except Plate)5
Plate Armor6

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.

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.