Hey! so in my current 5e game I've got a cleric of the forge hows asked to create a magic item in his down time. He's only just Lv2 and has asked about an adamantine armour or a +1 shield. I know Xanathars has rule on creating Magic items, like making side quests out of Material requirements. I was wondering would anybody have any ideas for Materials needed for Common and Uncommon Magic items which could pose a fun challenge to obtain?
The materials needed I think would be specific to what they are trying to create. In your example of adamantine armor, perhaps they need to find some ore or purchase some adamantine ingots. Then, they would need to have the ingots infused with magic. A creature of CR 3 to 5 would likely suffice, perhaps something somewhat magical. It might not make the most sense, but perhaps they would need the ashes from a Flameskull. Another creature in that range that could potentially work for either of the listed items would be a Bulette.
I ran Dragon Heist, and I wanted a way for characters who didn't have Darkvision to get it. The obvious item being Goggles of Night. Early in the module, the party can end up with a bunch of silver bars and some expensive artwork (250 gp each). There was also a faction that I needed to introduce them to, but didn't have a hook in the module. In the adventure, they have a parade every year where they show off their inventions. One of my players was a jeweler / merchant.
The Adventure
A gnome in a welders apron with the dark goggles resting on his head approaches. "Um, hello there, Fitzwitz Socketboom from the Temple of Gond (House of Inspired Hands). I hear you guys are good at finding things and I am in need of some rare components for my Day of Wonder invention."
Glasses Frame
He needs a special glasses frame which Embric in Trollskull Alley can provide, as Embric owes him a favor. Embric is recalcitrant to assist however, requiring a DC 15 Persuasion check. Buying something worth at least 10 gp from his shop gives advantage on the check.
A character proficient with Jeweler's tools, Tinker's tools, or similar may craft a frame themselves using 100 gp worth of silver. (the ingots from the zhent warehouse are good for this). This takes 2 days and a DC 13 tool + Dex check per day. A failure by 5 or more ruins 50 gp worth of materials.
Special Thread
Glowbloom only grows on moonlit outcroppings. It can be found with a DC 13 Survival check, but getting to it on the narrow outcropping takes a DC 14 Acrobatics check or fall 20 feet (2d6 damage). Alternatively, the House of the Moon in the Sea Ward has some available, but you must prove your devotion to Selune with a DC 15 Religion check and a donation of 100 gp.
Glass Coating
Darkling tattoo powder, DC 14 Investigation to find a darkling elder, named Fionghan, in the city. DC 25 Persuasion to convince him to hand it over without payment. The party can also appeal to their love of the arts with 250+ gp worth of art pieces (the paintings from the Zhent warehouse are good for this) or a DC 20 Performance result.
Reward
After the Days of Wonder parade where Fitzwitz shows off his invention, he gives the party a Goggles of Night
Tier 1 (up to level 5), Adamantine Armor (that isn't full or half plate) or Shield, +1 would be reasonably appropriate. If they really want half / full plate, just keep in mind that those are effectively rare / very rare magic items.
I try to come up with at least three checks, and a couple different ways to accomplish them.
For the armor, what comes to mind is:
sourcing the adamantine
learning how to forge it
actually forging it
Sourcing the Adamantine
Each day the players can go to a nearby mine. Half the party makes Nature checks (to locate suitable veins) and the other half make Athletics checks (to actually mine), both DC 14. For each pair of checks that succeed, you get 20 pounds of ore. Proficiency with Mason's tools or a feature like Dwarven Stonecunning grants advantage on the check. Failure by 10 or more means you get a level of Exhaustion at the end of the shift.
Alternately, the party could pay someone for it. As this is a rare material, it takes a DC 15 Investigation check to find someone. They will sell ore based on the result of a Persuasion check, with the following costs per 20 pounds.
20+: 50 gp
15-19: 75 gp
10-14: 125 gp
9-: 200 gp
They will need twice the weight of the desired armor in raw ore.
Learning to Forge Adamantine
Adamantine is a magical material and special precautions must be taken when working with it. They need the equivalent to 3 pieces of lore using the Research downtime action. As the Cleric is devoted to the Forge, they may pray for divine guidance instead, allowing them to substitute the Intelligence check as normal for Research with a Religion check instead. With the whole party working on it, this should take maybe two weeks if they roll bad.
Forging the Armor
They can try to forge it fast, taking two days and thereby two DC 16 Smith's tools + Strength checks. Or they can go slower, taking a week, making five DC 12 checks instead. A failure of a check by 5 or more ruins 20 lbs of material.
I think needing any body parts from level appropriate monsters (hag's eye, dragon's claw, giant's blood) could make for a fun sidequest. Or you might need a rare plant guarded by monsters or traps, or water from a sacred spring within a temple or dungeon. There might even be a Lawful Good guardian at the end whom they don't want to kill, but they'll have to convince they'll use the item's power for good. Then maybe throw in some more mundane "minor" items that could be obtained from various local shopkeepers (think Macbeth, lizard's leg and owlet's wing, etc) could make for some encounters with fun quirky NPCs and help flesh out the magic while not upping the challenge. Remember, magic doesn't have to make sense...the ingredients could be anything!
I would advise not giving him the +1 shield until 4th or 5th level, so maybe he locates the whereabouts of one more of the "major" items each level until then, so it's a really cool payoff when he can finally craft his item!
If your player is a forge cleric, consider asking for materials which have been consecrated or blessed by the gods. Some ideas:
Materials which were taken from the remains of ancient temples
Materials which have been consecrated daily for a year
Materials which have been anointed by the blood of martyrs
Materials which were said to have been handled by saints/heroes/gods
Materials which come directly from the god's demesne
I'm sure you can come up with variations on the theme. The point being that it doesn't just have to be dragon blood and demon toenails that impart the magic; a holy character would seek out sources of magic that are meaningful to him or her.
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Hey! so in my current 5e game I've got a cleric of the forge hows asked to create a magic item in his down time. He's only just Lv2 and has asked about an adamantine armour or a +1 shield. I know Xanathars has rule on creating Magic items, like making side quests out of Material requirements. I was wondering would anybody have any ideas for Materials needed for Common and Uncommon Magic items which could pose a fun challenge to obtain?
The materials needed I think would be specific to what they are trying to create. In your example of adamantine armor, perhaps they need to find some ore or purchase some adamantine ingots. Then, they would need to have the ingots infused with magic. A creature of CR 3 to 5 would likely suffice, perhaps something somewhat magical. It might not make the most sense, but perhaps they would need the ashes from a Flameskull. Another creature in that range that could potentially work for either of the listed items would be a Bulette.
For an example of something I have done:
Quick Setup
I ran Dragon Heist, and I wanted a way for characters who didn't have Darkvision to get it.
The obvious item being Goggles of Night.
Early in the module, the party can end up with a bunch of silver bars and some expensive artwork (250 gp each).
There was also a faction that I needed to introduce them to, but didn't have a hook in the module.
In the adventure, they have a parade every year where they show off their inventions.
One of my players was a jeweler / merchant.
The Adventure
Glasses Frame
He needs a special glasses frame which Embric in Trollskull Alley can provide, as Embric owes him a favor. Embric is recalcitrant to assist however, requiring a DC 15 Persuasion check. Buying something worth at least 10 gp from his shop gives advantage on the check.
A character proficient with Jeweler's tools, Tinker's tools, or similar may craft a frame themselves using 100 gp worth of silver. (the ingots from the zhent warehouse are good for this). This takes 2 days and a DC 13 tool + Dex check per day. A failure by 5 or more ruins 50 gp worth of materials.
Special Thread
Glowbloom only grows on moonlit outcroppings. It can be found with a DC 13 Survival check, but getting to it on the narrow outcropping takes a DC 14 Acrobatics check or fall 20 feet (2d6 damage). Alternatively, the House of the Moon in the Sea Ward has some available, but you must prove your devotion to Selune with a DC 15 Religion check and a donation of 100 gp.
Glass Coating
Darkling tattoo powder, DC 14 Investigation to find a darkling elder, named Fionghan, in the city. DC 25 Persuasion to convince him to hand it over without payment. The party can also appeal to their love of the arts with 250+ gp worth of art pieces (the paintings from the Zhent warehouse are good for this) or a DC 20 Performance result.
Reward
After the Days of Wonder parade where Fitzwitz shows off his invention, he gives the party a Goggles of Night
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Tier 1 (up to level 5), Adamantine Armor (that isn't full or half plate) or Shield, +1 would be reasonably appropriate. If they really want half / full plate, just keep in mind that those are effectively rare / very rare magic items.
I try to come up with at least three checks, and a couple different ways to accomplish them.
For the armor, what comes to mind is:
Sourcing the Adamantine
Each day the players can go to a nearby mine. Half the party makes Nature checks (to locate suitable veins) and the other half make Athletics checks (to actually mine), both DC 14. For each pair of checks that succeed, you get 20 pounds of ore. Proficiency with Mason's tools or a feature like Dwarven Stonecunning grants advantage on the check. Failure by 10 or more means you get a level of Exhaustion at the end of the shift.
Alternately, the party could pay someone for it. As this is a rare material, it takes a DC 15 Investigation check to find someone. They will sell ore based on the result of a Persuasion check, with the following costs per 20 pounds.
They will need twice the weight of the desired armor in raw ore.
Learning to Forge Adamantine
Adamantine is a magical material and special precautions must be taken when working with it. They need the equivalent to 3 pieces of lore using the Research downtime action. As the Cleric is devoted to the Forge, they may pray for divine guidance instead, allowing them to substitute the Intelligence check as normal for Research with a Religion check instead. With the whole party working on it, this should take maybe two weeks if they roll bad.
Forging the Armor
They can try to forge it fast, taking two days and thereby two DC 16 Smith's tools + Strength checks.
Or they can go slower, taking a week, making five DC 12 checks instead.
A failure of a check by 5 or more ruins 20 lbs of material.
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How To: Homebrew Rules | Create Homebrew | Snippet Codes | Tool Tips (Custom) | Rollables (Generator)
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Other: Beyond20 | Page References | Other Guides | Entitlements | Dice Randomization | Images Fix | FAQ
This is something I'm testing at my table currently.
I think needing any body parts from level appropriate monsters (hag's eye, dragon's claw, giant's blood) could make for a fun sidequest. Or you might need a rare plant guarded by monsters or traps, or water from a sacred spring within a temple or dungeon. There might even be a Lawful Good guardian at the end whom they don't want to kill, but they'll have to convince they'll use the item's power for good. Then maybe throw in some more mundane "minor" items that could be obtained from various local shopkeepers (think Macbeth, lizard's leg and owlet's wing, etc) could make for some encounters with fun quirky NPCs and help flesh out the magic while not upping the challenge. Remember, magic doesn't have to make sense...the ingredients could be anything!
I would advise not giving him the +1 shield until 4th or 5th level, so maybe he locates the whereabouts of one more of the "major" items each level until then, so it's a really cool payoff when he can finally craft his item!
Wizard (Gandalf) of the Tolkien Club
If your player is a forge cleric, consider asking for materials which have been consecrated or blessed by the gods. Some ideas:
I'm sure you can come up with variations on the theme. The point being that it doesn't just have to be dragon blood and demon toenails that impart the magic; a holy character would seek out sources of magic that are meaningful to him or her.