Your crafting genius is unsurpassed, allowing you to upgrade magic items rarity and make use of incomplete magic items. Though this habit of testing out magic items before they are complete sometimes ends in disaster.
You gain the following benefits when crafting non-consumable magic items:
• Patchwork: When you create a magic item with a scaling rarity (e.g. a +1 weapon) you may use a lower rarity version as the base - gaining the full time investment and materials cost of the original item in creating the new item. However, once this work has begun the item cannot be used until you meet the requirements of the below "Prototypical" feature for the new item (10% of the time & materials for the upgraded item).
• Masterpiece: You may designate one attuneable magic item you fully craft (including base items with the patchwork feature) as your masterpiece. Your masterpiece is considered to be attuned to any user who meets meet all other requirements associated with attuning the item (race/class/etc.) so long as the item is in their possession for at least 1 hour and does not leave their possession for more than 1 hour. *
• Prototypical: Your non-consumable magic items can be used with as little as 10% of the time/materials invested, but there is a DC 20 Intelligence test the user must make to use the item without a mishap once per social or combat encounter. This DC is reduced by 1 for each additional 10% of time/materials invested down to a DC 12 at 90% completion. Items that aren't used via a specific action trigger this roll whenever their effects come into play, such as an attack roll against your AC while wearing +1 Armor. Roll on the below table using a die determined by how much you failed the roll to determine the mishap. In addition, once a magic item that was used as a prototype is completed roll a D20, on a 1 or 2 the item retains the chance for a mishap with a DC 10.
The die you roll is determined by how much you failed the roll. For a failure of 1-5 roll a D4, 6-10 roll a D6, and 11+ roll a D8†.
Results:
1-2: The item fails to work and doesn't provide any bonuses until you complete a short rest.
3-4: The item backfires in some way particular to the magic item and doesn't provide any bonuses/effects until you complete a short rest. E.g. a flaming sword burns you or a headband of intellect gives you a headache that causes disadvantage on knowledge rolls.
5-6: Roll a D4, suffer those effects AND the item is unusable until further improvements are made. You must invest at least another 10% of time/materials before it can be used again unless it is already completed, in which case you only suffer the results of the D4 roll.
7: Roll a D4, suffer those effects AND and the item breaks until repairs are made. You must spend an amount equal to 10% of the time/materials to repair the item. This does not count towards the item's completion and can affect completed items that retained the chance for mishap.
8: Make another mishap check. If you fail that roll as well the item breaks and all progress and materials are lost, including any base items used in its construction.
* Your DM can accomplish this in DNDBeyond by creating a homebrew magic item using the source item as the base and removing the attunement. The intent of this feature is purely to avoid using an attunement slot and does not allow for any bypassing of race/class/etc. requirements.
† This system is set-up with the assumption that at worst someone will have a -1 to Intelligence and so be unable to fail a DC10 on a completed item by more than 10. In situations where it is possible to fail by 11+ use the results as directed . A 7 results in the completed item needing repairs equal to 10% of it's time/material cost and an 8 results in its destruction in the hands of someone truly inept.
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