So I want to play as someone who can make magical items. I know the artificer can but the dm says nothing from ebron can be used so what other classes and feats could do so. Thank you in advance
There are no other classes or feats that revolve around crafting magical items.
You could try to point out the flavor text in the Eberron book where it specifically states that there are artificers in other worlds.
Or, you familiarize yourself with the crafting rules form Xanathar's, and flavor something up, like a Forge cleric is pretty straight forward, but if you can twist it right, anyone might be a crafter, especially wizards or rogues.
Just be ready, the rules for making magic items, beyond healing potions and spell scrolls are intentionally vague. They are not supposed to be easy to make, and it will basically be up to your DM if you can or not. Even something simple like a +1dagger can either be very easy or all but impossible for a PC. And even if they are easy, can require weeks or months of downtime to make it, and that’s after you gather whatever mystical components your DM decides you need.
So I want to play as someone who can make magical items. I know the artificer can but the dm says nothing from ebron can be used so what other classes and feats could do so. Thank you in advance
The short answer is that making magic items is not supposed to be something that occurs during the course of normal adventuring. The rules in Xanatar's Guide to Everything don't actually place any restrictions on what classes can craft magic items, though they're also super vague about what a 'formula' is, so the DM is perfectly free to rule that a formula includes specific spells, and they're also very time consuming for all but the most minor of items. I'd probably go with either a wizard or a forge domain cleric as the most likely to have appropriate spells, and make sure to have a tool proficiency matching the type of item you want to make.
The Artificer can be adapted to fit setting besides Eberron, but if your DM doesn't want to allow it, then the next bet would probably be Wizard. If your DM is using the crafting rules form the DMG, you need to be a spellcaster, have a formula or schematic, get an esoteric material, and then spend a lot of time and money. If your DM is using the rules from Xanathar's Guide, you don't necessarily have to be a spellcaster. Proficiency in a particular tool or in Arcana is enough, but you still need a recipe, special material, and slightly less money but way more time.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Basically, talk to your DM first and see if they're even going to make it feasible for your character to engage in crafting in-game. If they're going to put a bunch of ridiculous obstacles in your way, like "oh, you need a crafting formula first - no one will sell one to you. You're going to need to tinker for several months during your downtime, with access to a special crafting workshop that you can't take with you on the road, and after all that you'll still need to go on a bunch of random side fetch-quests to get components, and THEN you're going to need literal months of downtime to craft a frickin' +1 dagger" then I wouldn't even bother. Play a barbarian and rage-hulk your way through everything. :)
Forge Cleric is probably the best. Or, any lizardfolk, probably druid or ranger.
Forge cleric is best for creating weapons and armor, for other items you just want whatever class can cast a spell that's equivalent to what the item does, which will vary with the item, though classes that prepare spells (cleric, druid, wizard) have the advantage because they have access to more spells.
Lizardfolk does not seem relevant, Cunning Artisan doesn't really do anything that's out of line for a normal tool proficiency (other than crafting a shield, nothing you can do in an hour is worth more than 1 gp. Normal crafting rate is 5gp/day according to PHB, 50gp/week according to XGE, so 1 gp/hr is perfectly reasonable).
There are rules in the DMG for crafting magic items. You propose the formula you'll use to create the item and work with the DM to figure out what special materials and/or locations that will be involved. Then there's a cost beyond materials based on the item rarity. If your DM's smart they'll make it difficult and expensive so you'll do it sparingly. Nothing worse for a DM than a player who can spam magic items...
There are rules in the DMG for crafting magic items. You propose the formula you'll use to create the item and work with the DM to figure out what special materials and/or locations that will be involved. Then there's a cost beyond materials based on the item rarity. If your DM's smart they'll make it difficult and expensive so you'll do it sparingly. Nothing worse for a DM than a player who can spam magic items...
As mentioned here, you can craft items as any class.
But crafting is something that generally needs to take place during downtime, and given that characters aren't supposed to start picking up Uncommon permanent magic items until around level 6, you shouldn't expect to be making magic items early unless you're an Artificer. Even after level 6, you probably won't make many.
Trying to build a character around downtime activities is, in my opinion, an error. It's like building a character around running a shoe shop: most of the time on adventures, you won't be in a location that will even allow you to work on it, and in order to gain benefits from it you'll need months of downtime plus huge gold investment in order to get a return. Eventually around level 8+ you will have some new shoes, but you will have found shoes anyway.
As a DM, I allow players to craft magical items if they want to, but those take a long time. The magical components must be gathered from adventuring (this is why the items are hard to manufacture and not every member of a king's guard has +1 weapons and armour).
The below are my homebrew rules for magic item crafting, if you want to craft items I recommend talking to your DM about something similar.
Step 1: Player outlines what he or she wishes to create.
The player will either need to consult an archive or library of magical texts, or have access to an Artificer. Schematics for magic items may also be found in the lairs of evil wizards and such crafters. Each item has a Base Cost, but this will mostly be met by gathering components, rather than simply paying gold. The Base Time and DC Adjustment in the table are ignored.
Step 2: DM examines the item and specifically determines what the statistics of the item would be. This is important as the player needs to know what they are crafting. This is to avoid spending many hours and resources crafting an item only to discover that it’s a +1 Shortsword, when they already have a +2 Longsword. The DM may modify this later by improving the item, in the event that the item takes many levels to craft. Where a player may initially be trying to craft a Shield +1, if they take 4 levels to craft it, the DM may feel that the challenges faced are sufficient to make it a Shield +2. This is determined by the DM, but to avoid player disappointment, the DM should not reduce the power of the item.
If the DM feels that they initially allowed an overly strong item, then they can use the challenges below to delay acquisition of the item until the PC is of a fair level to wield it via the story elements.
Step 3: The DM determines the Unique Magical Components (MCU’s) and a specific number of challenges as detailed below. These can be worded so that their exact meaning is either clear, or mysterious, in which case the player must find it out for themselves.
An MCU can either by something physical, or it could be essence, or it could be having access to a spell. Most MCUs will require a combat encounter of Deadly difficulty to acquire.
Step 4: The player begins to make efforts to create the item.
In order to bring the magic item to life, the DM then requires the player to do 2 specific challenges. We're using a Flamebrand Warhammer that deals lightning damage instead of fire as an example.
Challenge 1
The first is that the hammer must be placed on an altar at a sight sacred to a god of thunder or storms. A 1 hour ritual must be conducted, during which time hostile creatures of an elemental nature will be drawn towards the site.
Challenge 2
To finalise the weapon’s power, it must be bathed in an elemental force other than lightning – cold, fire etc. To do this, the weapon must be held forth during the attack as a Reaction when the force is focused on that player. This might involve standing in the way of a Breath Attack, for instance. This cannot be done by a friendly creature, or a creature that has fewer hit dice than the crafter (e.g. you cannot locate a level 1 dragonborn and have him breathe on it for you).
On completing the second challenge, the hammer will automatically activate and attune itself to the wielder.
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So I want to play as someone who can make magical items. I know the artificer can but the dm says nothing from ebron can be used so what other classes and feats could do so. Thank you in advance
This DM is grumble inducing... BUT...
There are no other classes or feats that revolve around crafting magical items.
You could try to point out the flavor text in the Eberron book where it specifically states that there are artificers in other worlds.
Or, you familiarize yourself with the crafting rules form Xanathar's, and flavor something up, like a Forge cleric is pretty straight forward, but if you can twist it right, anyone might be a crafter, especially wizards or rogues.
Ok was thinking that was the case but was unsure. Thank you
Just be ready, the rules for making magic items, beyond healing potions and spell scrolls are intentionally vague. They are not supposed to be easy to make, and it will basically be up to your DM if you can or not. Even something simple like a +1dagger can either be very easy or all but impossible for a PC. And even if they are easy, can require weeks or months of downtime to make it, and that’s after you gather whatever mystical components your DM decides you need.
An Arcana or Knowledge cleric would work well too.
this is very true. Most wizards would work. A Clockwork Soul Sorcerer could be thematically good (no special skill to it, just nice flavor)
The short answer is that making magic items is not supposed to be something that occurs during the course of normal adventuring. The rules in Xanatar's Guide to Everything don't actually place any restrictions on what classes can craft magic items, though they're also super vague about what a 'formula' is, so the DM is perfectly free to rule that a formula includes specific spells, and they're also very time consuming for all but the most minor of items. I'd probably go with either a wizard or a forge domain cleric as the most likely to have appropriate spells, and make sure to have a tool proficiency matching the type of item you want to make.
The Artificer can be adapted to fit setting besides Eberron, but if your DM doesn't want to allow it, then the next bet would probably be Wizard. If your DM is using the crafting rules form the DMG, you need to be a spellcaster, have a formula or schematic, get an esoteric material, and then spend a lot of time and money. If your DM is using the rules from Xanathar's Guide, you don't necessarily have to be a spellcaster. Proficiency in a particular tool or in Arcana is enough, but you still need a recipe, special material, and slightly less money but way more time.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Basically, talk to your DM first and see if they're even going to make it feasible for your character to engage in crafting in-game. If they're going to put a bunch of ridiculous obstacles in your way, like "oh, you need a crafting formula first - no one will sell one to you. You're going to need to tinker for several months during your downtime, with access to a special crafting workshop that you can't take with you on the road, and after all that you'll still need to go on a bunch of random side fetch-quests to get components, and THEN you're going to need literal months of downtime to craft a frickin' +1 dagger" then I wouldn't even bother. Play a barbarian and rage-hulk your way through everything. :)
Technically any class could make magic weapons, but spellcasters (especially wizards) might have an easier time depending on the rules you go by.
Forge Cleric is probably the best. Or, any lizardfolk, probably druid or ranger.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Forge cleric is best for creating weapons and armor, for other items you just want whatever class can cast a spell that's equivalent to what the item does, which will vary with the item, though classes that prepare spells (cleric, druid, wizard) have the advantage because they have access to more spells.
Lizardfolk does not seem relevant, Cunning Artisan doesn't really do anything that's out of line for a normal tool proficiency (other than crafting a shield, nothing you can do in an hour is worth more than 1 gp. Normal crafting rate is 5gp/day according to PHB, 50gp/week according to XGE, so 1 gp/hr is perfectly reasonable).
There are rules in the DMG for crafting magic items. You propose the formula you'll use to create the item and work with the DM to figure out what special materials and/or locations that will be involved. Then there's a cost beyond materials based on the item rarity. If your DM's smart they'll make it difficult and expensive so you'll do it sparingly. Nothing worse for a DM than a player who can spam magic items...
A rock gnome?
Pact of the blade warlock creates a + 1 weapon from thin air as per their boon, right? It is a heavy investment just for a +1 weapon though.
Oops, misread that prior post, “Improved Pact Weapon”
gives you a +1 to attack & damage rolls.
As mentioned here, you can craft items as any class.
But crafting is something that generally needs to take place during downtime, and given that characters aren't supposed to start picking up Uncommon permanent magic items until around level 6, you shouldn't expect to be making magic items early unless you're an Artificer. Even after level 6, you probably won't make many.
Trying to build a character around downtime activities is, in my opinion, an error. It's like building a character around running a shoe shop: most of the time on adventures, you won't be in a location that will even allow you to work on it, and in order to gain benefits from it you'll need months of downtime plus huge gold investment in order to get a return. Eventually around level 8+ you will have some new shoes, but you will have found shoes anyway.
As a DM, I allow players to craft magical items if they want to, but those take a long time. The magical components must be gathered from adventuring (this is why the items are hard to manufacture and not every member of a king's guard has +1 weapons and armour).
The below are my homebrew rules for magic item crafting, if you want to craft items I recommend talking to your DM about something similar.