Modular Crafting^

While character can craft a specific item (nonmagical and magical), they can also craft their own gear depending on what they want. To create an object with special materials, a character needs an amount of material units for crafting it.

As general rule, a character needs 3 units of the same material for crafting a medium-sized creature armor or clothing, and 2 units of the same material for weapons, shields, and 10 units of ammunition. For bigger creatures, the character needs twice the amount of materials used for each size increment, and for smaller creatures, the character needs only half materials per each size smaller than medium.

Since magic items are more complex and unique features, a character might require more units of the same material or some units of different materials to craft the magic item.

Items made just using the materials listed below are consider mundane. However that can be made magical, doing so removes and penalty or vulnerability normally imposed. (doing this adds an attunement requirement to the item)

Material Description

In the following section you can find a list of materials, their unit value and properties. Some of these materials might have other special features. For example, an armor made with dragon bones could grant you resistance to the dragon’s breath weapon damage type.

Unless the materials are used for crafting magic items, a piece of gear crafted with any of these materials is non-magical.

Creatures

There are a lot of different creatures in Dungeons and Dragons, and because of that, this section have some general creature parts that can be used for crafting. Feel free to create your own specific creature materials (such as using one unit of aboleth tail for crafting a magical +2 whip), just consult your DM to confirm the suggested effect.

Bone

A series of bones joined together, mostly used by shamans and wildlings.

Unit value: Determined by the creature’s CR.

Armor: Replaces the metal. While wearing a medium or heavy armor (non hide) made with bones, you gain a +3 bonus to Charisma (Intimidation) checks you make.

Weapon: Replaces the metal and wood.

Chitin

These flexible shells of chitinous creatures such as giant crabs or remorhaz are used to craft armors, known to be lighter than metallic armors.

Unit value: Determined by the creature’s CR.

Armor: Replaces the metal. While wearing a medium armor (non hide) made with chitin, the armor’s dexterity bonus increases by 1.

Heavy armors made with chitin reduce the Strength requirement by 1.

Creature Essence

All creatures are different, but they’re grouped up in types which determines their fundamental nature.

Unit value: Determined by the creature’s CR.

Weapon: Can be used to craft specific slaying weapons such as an arrow of dragon slaying.

Other: Can be used to craft specific potions, alchemical concoctions, and magic items such as a brazier of commanding fire elementals.

Ellond Hide

This brown-orange hide is harvested from desert and dry areas creatures.

Unit value: Determined by the creature’s CR.

Armor: While wearing clothing or a hide armor made with ellond hide, you have fire resistance and cold vulnerability.

Monster Feathers

Hippogriffs, Rocs, giant eagles and other flying creatures have beautiful feathers used to show their majesty.

Unit value: Determined by the creature’s CR.

Armor: While wearing clothing or any non-metallic armor made with monster feathers, you gain a +3 bonus to Wisdom (Animal Handling) checks you make.

Other: Harvested monster feathers from a CR 9 or higher creature can be used to craft a Quaal’s feather token.

Monster Scales

Scales harvested from creatures, with a variety of colors, shapes and sizes.

Unit value: Determined by the creature’s CR.

Armor: Replaces the metal. Used to craft armor with a resistance and vulnerability relating to the monster.

Shadowsilk

This black semi-transparent silk is carefully made by underground spiders and spider-like creatures.

Unit value: Determined by the creature’s CR.

Armor: While wearing clothing or any non-metallic armor made with shadowsilk, you gain poison resistance and acid vulnerability.

Minerals

Adamantine

A shiny black metal, known as one of the hardest substances in existence.

Unit value: 250 gp.

Armor: Used to craft armor that grants critical immunity.

Weapon: When you hit an object with an adamantine weapon or piece of ammunition, the hit is a critical hit.

Asmoroch Steel

A black scorched-like metal which is cold to touch.

Unit value: 500 gp

Armor: Used to craft armor that gives necrotic resistance AND radiant vulnerability. (metallic armor only)

Weapon: Used to craft necrotic damage dealing weapons.

Cold Iron

This iron is worked entirely while cold, known for its effectiveness against fey and demonic creatures.

Unit value: 100 gp

Weapons: When you hit a fey or a fiend with a cold iron weapon, you can roll the damage again and use either result.

Darksteel

A darkened blue metal that only forms in areas affected by thunderstorms, known for having that energy inside of it.

Unit value: 250 gp.

Armor: Used to craft armor that gives lightning resistance AND thunder vulnerability (metallic armor only).

Weapons: Used to craft lightning damage dealing weapons.

Other: Used to craft lightning damage dealing magic items, such as the wand of lightning bolt.

Dwarvenstone

This marble-like ore is used by dwarves to create their ceremonial armor for the defenders of their cities, even though is heavier and bulkier than other metallic armors.

Unit value: 500 gp

Armor: Used to craft +2 armor, with stealth disadvantage.

Infernal Steel

A blood red metal found in the infernal planes which is very resistant and captures the hot and flames.

Unit value: 750 gp

Armor: Used to craft armor with fire resistance AND cold vulnerability (metallic armor only).

Weapon: Used to craft fire damage dealing weapons.

Other: Used to craft fire damage dealing magic items, such as the staff of fire.

Mithral

This white-silver metal is lighter and flexible than common steel.

Unit value: 250 gp

Armor: When used to craft armor, remove the stealth disadvantage and strength requirement.

Weapon: Two handed weapons made with mithral lose the heavy property and all the other weapons gain the light feature.

Naquadah

A rare, super-dense mineral used amplify energy.

Unit Value: 1000 gp

Weapon: Weapons made with Nahqadah that deal energy damage, deal an additional die of that damage type.

Other: Items made with Nahqadah, allow you to reroll 1’s and 2’s on damage rolls of energy dealing spells and abilities. However if you choose to reroll you must take the result.

Orichalcum

This bronze orange metal is used to absorb the essence of magic.

Unit value: 500 gp

Armor: Used to craft armor with force resistance and psychic vulnerability (metallic armor only).

Other: Used to craft anti-magic items, such as the ring of mind shielding.

Plaguesteel

This ancient mossy-like metal has small spores floating around it.

Unit value: 250 gp

Weapon: Used to craft poison damage dealing weapons.

Other: Used to craft poison damage dealing magic items, such as the staff of the adder.

Stellar Iron

A white bright metal, soft on touch but very resistant, known for being used by celestial beings.

Unit value: 750 gp

Armor: Used to craft armor with radiant resistance AND necrotic vulnerability (metallic armor only).

Weapon: Used to craft radiant damage dealing weapons.

Uru

Unit Value: 1000 gp

Armor: Armor built with Uru, provides you resistance to magic.

Weapon: When wielding a weapon made from Uru, whenever a source of magic hits you (including psionics or magic weapons), you gain 1 energy charge. Then can unleash charges on your enemies as part of an attack action. each charge adds 1d8 of the associated energy to the attack. (healing is radiant, can hold as many charges as your level)

Vibranium

Unit Value: 1000 gp

Armor: Used to craft armor that gives resistance to slashing and bludgeoning AND vulnerability to piercing.

Weapon: Used to increase the crit range of a weapon by 1.

Non-Minerals

Aerocrystal

A light blue, glass-like crystal known for creating quick, precise weapons.

Unit value: 500 gp

Weapon: You can use your Dexterity modifier for attacks and damage made with an aerocrystal weapon.

Coral

Mostly used by sea and waterborne creatures to create their weapons and armors.

Unit value: 100 gp

Armor: Replaces the metal. While wearing a medium or heavy armor (non hide) made with coral, you speed while swimming increases by 10 feet.

Weapons: Any melee weapon made with coral doesn’t have disadvantage on the attacks rolls while underwater.

Darkwood

This piece of wood is as hard as normal wood but very light.

Unit value: 100 gp

Armor: Replaces the metal of any medium or heavy armor.

Eternal Ice

This cold white-blue block of ice resist high temperatures, being unable to melt in normal conditions.

Unit value: 500 gp

Weapon: Used to craft cold damage dealing weapons.

Other: Used to craft cold damage dealing magic items, such as the staff of frost.

Ignum

This black semi-translucent stone have some lava-like glowing and flowing inside of it.

Unit value: 500 gp

Weapon: Used to craft fire damage dealing weapons.

Infernal Leather

A reddish hard leather created in the infernal planes.

Unit value: 750 gp

Armor: Used to craft armor with fire resistance AND cold vulnerability (leather or studded leather).

Leafweave

Alchemically processed leaves that are hard as leather, used also as camouflage.

Unit value: 100 gp

Other: Used to craft clothes that give advantage on stealth checks.

Obsidian

This black to deep purple glass-like stone is known to be very sharp.

Unit value: 250 gp

Armor: While wearing a medium or heavy armor (non hide) made with obsidian, when an enemy tries to grapple you, it takes 1d4 slashing damage.

Weapons: When a weapon is made from obsidian, you get advantage on your damage rolls.

Shadowfell Linen

A dark and purple linen found in the shadowfell.

Unit value: 750 gp

Armor: Used to craft armor with psychic resistance AND force vulnerability (leather or studded leater).

Spiritual wood

This cyan-like wood has a natural connection with the magic.

Unit value: 250 gp

Armor: Replaces the metal of any medium or heavy armor. While wearing an spiritual wood armor, you gain a +3 bonus to concentration checks to maintain a spell.

Plants and Herbs

Abyss Flower

A dark pink flower with a thorny stem used to create poisons.

Unit value: 10 gp

Alchemy: Used to craft the poison called malice.

Angel Flower

This tiny white yellow flower is found in mountains near rocks and stones.

Unit value: 40 gp

Alchemy: Used to craft potions of flying.

Aniseed Sap

This amber like fluid is known for its resistance against cold.

Unit value: 10 gp

Alchemy: Used to craft potions of cold resistance.

Ash Chives

This plant grow in clumps from underground bulbs and produce round, hollow gray leaves.

Unit value: 10 gp

Alchemy: Used to craft the poison called burnt othur fumes.

Blackleaf Rose

This blood red rose have a black stem with small reddish thorns.

Unit value: 40 gp

Alchemy: Used to craft the poison called midnight tears.

Blood Herb

A dark red herb found in forests, with a similar shape to the blue herb.

Unit value: 5 gp

Alchemy: Used to craft potions of poison.

Blue Herb

A medicinal dark blue herb that grows in almost every terrain near water sources like rivers and lakes.

Unit value: 5 gp

Alchemy: Used to craft potions of healing.

Chromatic Mud

This rare mud can be found near oceans, and it reflects the light from any light source, glowing faintly.

Unit value: 40 gp

Alchemy: Used to craft oils of sharpness.

Dragontongue Petals

These golden petals are spicy when eaten, giving a similar effect as drinking firewater.

Unit value: 10 gp

Alchemy: Used to craft potions of fire breath.

Dried Ephedra

A brown shrub found in warm arid regions which has tiny scale-like leaves.

Unit value: 10 gp

Alchemy: Used to craft potions of fire resistance.

Drojos Ivy

A purple climbing or ground-creeping woody plant used by animals and humanoids as natural ropes in jungles and forests.

Unit value: 5 gp

Alchemy: Used to craft potions of climbing.

Ebrium Fungus

This brown fungus is known by its strong odor and potent poison when dried and grinded.

Unit value: 40 gp

Alchemy: Used to craft the poison called torpor.

Ecire Laurel

An aromatic evergreen shrub with green, glabrous leaves that grows in swamps.

Unit value: 20 gp

Alchemy: Used to craft potions of poison resistance.

Ellond Shrub

A dried looking woody plant which is smaller than a tree and has several main stems arising at or near the ground.

Unit value: 5 gp

Alchemy: Used to craft alchemist’s fire

Frenn Moss

A blue gray moss that grows in swamps and marshes.

Unit value: 10 gp

Alchemy: Used to craft the poison called essence of ether.

Kasuni Juice

A white dense liquid extracted from the spherical flower of a Kasuni plant.

Unit value: 20 gp

Alchemy: Used to craft oils of slipperiness.

Kreet Paste

A thick viscous fluid extracted from a Kreet mushroom, found in humid cold places.

Unit value: 20 gp

Alchemy: Used to craft potions of greater healing.

Lunar Flower

The nectar from this white tiny flower can only be harvested under moonlight.

Unit value: 20 gp

Alchemy: Used to craft potions of force resistance.

Mandrake Root

This root have small air bags inside of it, and when the root is squished the air sounds like screams for a few seconds.

Unit value: 5 gp

Alchemy: Used to craft potions of thunder resistance.

Olina Petals

These pink petals have small bright red dots, known for its venomous properties.

Unit value: 20 gp

Alchemy: Used to craft the poison called pale tincture.

Spineflower Berries

Small purple brown berries that grows in the center of the spineflower, a rare plant with sharp petals and a stem filled with spines.

Unit value: 40 gp

Alchemy: Used to craft potions of superior healing.

Thunderleaf

These yellow leaves are soft to touch and known for never fell from a thundertree because of wind.

Unit value: 20 gp

Alchemy: Used to craft potions of flying.

Twilight Wormwood

A purple gray fibrous plant with straight stems, growing up to 3 feet tall. The leaves are spirally arranged, and they’re known for their poisonous properties.

Unit value: 5 gp

Alchemy: Used to craft basic poison vials.

Ucre Bramble

A white rough tangled prickly shrub with thorny stems that grows in almost every plain, no matter the temperature.

Unit value: 5 gp

Alchemy: Used to craft potions of radiant resistance.

Wisp Stems

This tiny flower looks like a bright blue dandelion seed head. Even though it looks pretty, the stem is the only usable part for alchemical concoctions.

Unit value: 40 gp

Alchemy: Used to craft potions of vitality.

White Poppy

A beautiful white flower that grows up to 4 feet tall and it have 5 petals, giving it a small star shape.

Unit value: 10 gp

Alchemy: Used to craft potions of growth.

Modular Magic Items

Every magic item has properties which can range from dealing additional damage, giving resistance to a particular damage type, allowing a character to cast spells, increase their attributes and more. This section gives both players and DMs some guidelines to create custom magic items, which can also be crafted using the previous rules.

The character level determines the recommended levels a character should have to gain access to a specific tier. For example, a 3rd level character should have a tier 1 item, while a 9th level character can have a tier 3 item or lower. This is not a hard lock though, you may have a legendary item at 1st level, provided you meet any other requirements the item may have.

CHARACTER LEVELITEM TIERPROPERTIES’ RARITY
1st-4thTier 1Minor
5th-8thTier 2Uncommon
9th-12thTier 3Rare
13th-16thTier 4Very Rare
17th-20thTier 5Legendary

Item Tiers

Any magic item created using these rules have an item tier, which determines the number and rarity of properties for that item. For more information about uncommon and rarer properties, see the “Item Properties” section, below.

A tier 1 item only have a minor property, and tier 2 and higher items can also have one minor property that gives a simple feature or effect to it for free.

The following table shows the properties rarity for magic items for every tier.

Properties Rarity per Tier

TIERPROPERTY 1PROPERTY 2PROPERTY 3
Tier 1Minor
Tier 2UncommonUncommon
Tier 3RareRare
Tier 4Very RareRareUncommon
Tier 5LegendaryVery RareRare

Item Properties

In the following tables you can find various magical properties divided by type. It’s up to the DM to determine if an item can have the same property multiple times and if its possible to add a property to a particular item. For example, a character can’t add the Armor I property twice to a tier 3 magic armor, and that character cannot add the Weapon II or Vampiric II properties since an armor isn’t made for dealing damage.

Spells and Charges

If an item has the charges or spell properties, the creator must decide which spell wants to add when creating the item. The character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to add that spell to the item.

For items with the Spell property, a character can choose only one spell to add. The spell level is determined by the property rarity. For example, an item that have the Spell III property with the lightning bolt spell, that spell will be casted as a 7th-level spell every time a character uses it.

For items with charges, a character can choose to add various spells. The number of spells and the spell level is determined by the rarity of the property, as shown in the following table.

PROPERTYNUMBER OF SPELLSMAXIMUM SPELL LEVEL
Charges I11st
Charges II23rd
Charges III35th
Charges IV46th

Each charge equals to 1 spell slot level. For example, expending 1 charge allows the character to cast a 1st-level spell the item have, and expending 5 charges allows the character to cast a 5th-level spell the item have.

Uncommon Properties

PROPERTYDESCRIPTION
Ability Increase IIncrease an Ability Score to 16
Charges IThe item has 3 charges (DC 11). It regains 
1d3 expended charges daily at dawn
Damage IThe item deals an extra 1d4 damage
Movement IThe item grants a climbing or swimming 
speed equal to the walking speed
Permaspell IYou can cast one cantrip at will (DC 11)
Skill IThe item grants a +5 bonus to one skill
Slayer IThe item deals an extra 2d6 damage against 
a specific creature type
Spell IYou can cast a spell at 3rd level once per long rest (DC 11)
Vampiric IOn a critical hit, you regain 1 hitpoint
Weapon IYou gain a +1 bonus on attacks and damage rolls

Rare Properties

PROPERTYDESCRIPTION
Ability Increase IIIncrease an Ability Score to 18
Armor IThe item grants you +1 AC
Charges IIThe item has 5 charges (DC 13). It regains 
1d4 expended charges daily at dawn
Damage IIThe item deals an extra 1d6 damage
Defense IDamage that you take from one damage 
type is reduced by 3 (minimum 1)
Light IIThe item shed bright light in a 40-foot 
radius and dim light for an additional 40 feet
Permaspell IIYou can cast one 1st-level spell at will (DC 13)
ReturningThe item has the thrown property (20/60) 
and it flies to your hand after attacking
Sentinel IIThe item glows faintly when a creature of 
a specific type is near (240 feet or less)
Skill IIThe item grants advantage to one skill check
Slayer IIThe item deals an extra 3d6 damage 
against a specific creature type
Spell IIYou can cast a spell at 6th level once per long rest (DC 13)
Vampiric IIOn a critical hit, you regain hitpoints 
equal to half the damage dealt (minimum 1)
Weapon IIYou gain a +2 bonus on attacks and damage rolls

Very Rare Properties

PROPERTYDESCRIPTION
Ability Increase IIIIncrease an Ability Score to 20
Armor IIThe item grants you +2 AC
Charges IIIThe item has 7 charges (DC 15). It regains 
1d6 expended charges daily at dawn
Damage IIIThe item deals an extra 1d8 damage
Defense IIYou gain resistance against one damage type
Light IIIThe item shed bright light in a 80-foot 
radius and dim light for an additional 80 feet
Permaspell IIIYou can cast one 2nd-level spell at will (DC 15)
Spell IIIYou can cast a spell at 7th level once per long rest (DC 15)
Vampiric IIIOn a hit, you regain hitpoints equal to 
half the damage dealt (minimum 1)
Weapon IIIYou gain a +3 bonus on attacks and damage rolls

Legendary Properties

PROPERTYDESCRIPTION
Ability Increase IVIncrease an Ability Score to 22
Armor IIIThe item grants you +3 AC
Charges IVThe item has 9 charges (DC 17). It regains 
1d6+2 expended charges daily at dawn
Damage IVThe item deals an extra 1d10 damage
Defense IIIYou gain immunity against one damage type
Permaspell IVYou can cast one 3rd-level spell at will (DC 17)
Spell IVYou can cast a spell at 8th level once per long rest (DC 17)

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