Is there any sources or guides for what uncommon and common magic item properties I could have when making an item? As when I get to lvl 10 I want some options for making either homebrew stuff or a mix and match of properties for the magic item . Also how many effects would it have or slots to enchant with before I end up making it too powerful for an uncommon iten.
If you're talking about official sources, then artificers can enchant items with the properties described in the 1st level Magical Tinkering feature (TL;DR night light, tape recorder, air freshener or etch-a-sketch) with one property per item or spend an infusion to copy one of the items listed in the Replicate Magic Item list.
Other than that you can take any non-magical weapon, shield or set of armour and whack one of the infusions into it as an upgrade.
Is there any sources or guides for what uncommon and common magic item properties I could have when making an item? As when I get to lvl 10 I want some options for making either homebrew stuff or a mix and match of properties for the magic item . Also how many effects would it have or slots to enchant with before I end up making it too powerful for an uncommon iten.
Are you asking about adding a minor property to a magic item you create like making a +1 sword that glows in the presence of goblins or something like that?
Rollback Post to RevisionRollBack
Bark side up, bark side down, it really, truly does not matter.
no, i know there are minor benefits in like DMG but I'm talking about interesting features that I could do when making a sword, like having a sword that does 1d4 lighting for instance at an uncommon level or something with spells etc. Just cool properties I could add to armour or weapons or even wonderous things.
There is a section on Creating Magic Items in the DMG pgs. 284-285. However, they are pretty simplistic, and your best bet to determine a created items rarity is just to compare it to other items in the same category.
Rollback Post to RevisionRollBack
Bark side up, bark side down, it really, truly does not matter.
To post a comment, please login or register a new account.
Is there any sources or guides for what uncommon and common magic item properties I could have when making an item? As when I get to lvl 10 I want some options for making either homebrew stuff or a mix and match of properties for the magic item . Also how many effects would it have or slots to enchant with before I end up making it too powerful for an uncommon iten.
If you're talking about official sources, then artificers can enchant items with the properties described in the 1st level Magical Tinkering feature (TL;DR night light, tape recorder, air freshener or etch-a-sketch) with one property per item or spend an infusion to copy one of the items listed in the Replicate Magic Item list.
Other than that you can take any non-magical weapon, shield or set of armour and whack one of the infusions into it as an upgrade.
Are you asking about adding a minor property to a magic item you create like making a +1 sword that glows in the presence of goblins or something like that?
Bark side up, bark side down, it really, truly does not matter.
no, i know there are minor benefits in like DMG but I'm talking about interesting features that I could do when making a sword, like having a sword that does 1d4 lighting for instance at an uncommon level or something with spells etc. Just cool properties I could add to armour or weapons or even wonderous things.
There is a section on Creating Magic Items in the DMG pgs. 284-285. However, they are pretty simplistic, and your best bet to determine a created items rarity is just to compare it to other items in the same category.
Bark side up, bark side down, it really, truly does not matter.