The only thing more fun than rolling for a random magic item in the Dungeon Master’s Guide is giving your player characters an original one you created. Magic items are the most popular element of fifth edition D&D for designers and dungeon masters to create from scratch. At the time of writing this article there were nearly 6,000 homebrew magic items in D&D Beyond.
Magic items are also one of the easiest pieces of the game to make. The simple reason: magic items can do anything you want them to do and do not need to be balanced (though beware making them too powerful can make your game go haywire). Fifth edition D&D’s bounded accuracy system doesn’t account for players getting magic items, so it’s up to you how much extra power you want to give the characters.
Before You Start, Ask the Important Questions
Before you begin to design any new element of the game, don’t forget to ask these three questions, the importance of which are discussed in the first Design Workshop article:
- What do I want to make?
- Does my creation already exist as official D&D content?
- Can I reskin or tweak another creation to suit my needs?
If the item you’re considering designing doesn’t already exist and can’t be built by tweaking an existing magic item, it’s time to design our own.
Designing Magic Items
The Dungeon Master’s Guide provides guidelines for magic item creation, which are a good start. I’ll expand on what’s provided. All magic items have the following components you need to design:
- Item category
- Story and physical description
- Mechanical description
- Rarity
- Attunement
Building your magic item in D&D Beyond makes life easy. The application breaks down a magic item’s elements in an easy-to-use form. Select ITEMS > CREATE A MAGIC ITEM from the D&D Beyond homepage and click CREATE FROM SCRATCH to get started filling in the information for your creation.
I designed a set of three magic items for this article: stoneguard armor, stonecutter axe, and stoneshaper ring. I’ll show you how I designed each step-by-step.
Step 1. Item Category
There’s no mystery about this step. Is your item armor, a potion, a ring, a rod, a scroll, a staff, a wand, a weapon, or a wondrous item? (Wondrous items are magic items that do not fit into another category, including clothing, gemstones, musical instruments, etc.)
In D&D Beyond, note your item’s base type: armor, item, or weapon, then note the magic item type, armor type and details, or the weapon type as pictured in the screenshots. You only need to fill in your armor’s Dex bonus, Str requirement, and Stealth check if those elements are different than the base armor.
Step 2. Story and Physical Description
Many items have a single sentence at the beginning of their description that tells the reader what the item looks like. If the item’s history and narrative are significant (like moonblade), you can add as much story information as you like. I recommend putting your story information first followed by your item’s physical description, especially if both require more than a few sentences.
- The opening for stoneguard armor is Mountain dwarf masons and wizards crafted this armor to wear while defending their cities from invading duergar. This suit of plate armor consists of interlocking pieces of smooth stone and a helmet that appears to be a grinning dwarf monarch.
- The opening for stonecutter axe is Mountain dwarf masons and wizards crafted this battleaxe to wield while defending their cities from invading duergar. The axe is a single piece of stone carved with Dwarvish runes.
- The opening for stoneshaper ring is Mountain dwarf masons and wizards crafted this ring to wear while defending their cities from invading duergar. This ring is a single band of smooth stone carved with the symbol of Moradin.
Step 3. Mechanical Description
After providing a physical description of the magic item, write its mechanical description. What does your item do? The sky is the limit here, but keep in mind that items tend to thematically stick to what they do normally, just way, way better. For instance, weapons provide attack and damage bonuses, armor provides AC bonuses, and spellcasting focuses grant spells. While it would mechanically be fine for gloves to make a character move more silently, such a feature might make more sense for a pair of boots. This advice is just that: a guideline that you should feel free to break when you have good reason.
When you’re crafting your item’s mechanics, look at items, class features, spells, and feats that grant similar abilities to see how they are worded. The closer you stick to the style of D&D’s core books, the better your item plays with rules that already exists in the game. Behold the mechanics for each item I’m creating.
Stoneguard Armor
Mountain dwarf masons and wizards crafted this armor to wear while defending their cities from invading duergar. This suit of plate armor consists of interlocking pieces of smooth stone and a helmet that shows the face of a grinning dwarf monarch. While wearing this armor, you gain a +1 bonus to AC and darkvision out to a range of 60 feet. If you already have darkvision before wearing the armor, the range of your darkvision increases 60 feet. In addition, if you stand perfectly still while wearing this armor, your appearance is indistinguishable from a statue of an ancient dwarf monarch.
If you are attuned to the stoneguard armor and attuned to the stonecutter axe and the stoneshaper ring, the bonus to AC granted by the armor increases to +2.
Stonecutter Axe
Mountain dwarf masons and wizards crafted this battleaxe to wield while defending their cities from invading duergar. The axe is a single piece of stone carved with Dwarvish runes. You gain a +1 bonus to attack and damage rolls made with the battleaxe. In addition, whenever you hit an object or creature made of stone or earth (such as an earth elemental or stone golem) with this weapon, you deal an extra 2d8 thunder damage to the target. If a creature takes thunder damage from this weapon, it must succeed on a DC 15 Strength saving throw or be knocked prone.
If you are attuned to the stonecutter axe and attuned to the stoneguard armor and the stoneshaper ring, the bonus to attack and damage rolls you make with this weapon increases to +2.
In D&D Beyond I added [ condition ] and [ /condition ] (no spaces when you actually use it) before and after the word “prone” so that the platform would recognize the fact that this word is a condition. D&D Beyond will show the condition to users when they hover over the word.
Stoneshaper Ring
Mountain dwarf masons and wizards crafted this ring to wear while defending their cities from invading duergar. This ring is a single band of smooth stone carved with the symbol of Moradin. This ring has 3 charges and it regains 1d3 expended charges daily at dawn. While wearing this ring, you can expend 1 charge to cast the following spells without needing to expend any material components: meld into stone, passwall, and transmute rock. The spell save DC for these spells is 15.
If you are attuned to the stoneshaper ring and attuned to the stoneguard armor and the stonecutter axe, the spell save DC for these spells increases to 17.
In D&D Beyond I added [ spell ] and [ /spell ] (no spaces) before and after the words “meld into stone,” “passwall,” and “transmute rock” so that the platform would recognize the fact that these phrases are spells. D&D Beyond will show the spell to users when they hover over the word.
Step 4. Rarity
The trickiest part of designing your item is its rarity, but luckily the Dungeon Master’s Guide has advice. The Magic Item Power by Rarity table is a great place to start, but it shouldn’t be the only place you look. Compare your item to similar items in the Dungeon Master’s Guide to help pinpoint rarity.
The Magic Item Power by Rarity table it says that an item that grants a +1 bonus to AC or attack rolls must be at least uncommon rarity and items that grant 5th-level spells must be at least rare. That means off the bat the +1 bonuses provided by the stoneguard armor and the stonecutter axe make those items at least uncommon. The same table reveals the stoneshaper ring is at least rare, since it grants two 5th-level spells to its wearer.
To determine the final rarity of the stoneguard armor I looked at other magic suits of armor in the Dungeon Master’s Guide. First I saw that plain old armor, +1 starts at rare, which immediately boosts the rating of my armor from uncommon to rare. Then I compared it to armor of invulnerability, demon armor, and dwarven plate to get a sense of different magic plate armor abilities compared to rarities. Stoneguard armor grants darkvision, a hiding utility, and the potential to raise its AC bonus to +2 when paired with other magic items, so I raised its rarity one more time from rare to very rare.
To determine the final rarity of the stonecutter axe I looked at the rarity of other magic weapons in the Dungeon Master’s Guide. I studied the berserker axe, dagger of venom, sword of sharpness, sword of vengeance, and sun blade specifically. Given the features of the stonecutter axe beyond its bonus to attack and damage rolls, I gave it a boost in rarity from uncommon to rare.
To determine the final rarity of the stoneshaper ring I looked at the rarity of all the magic rings in the Dungeon Master’s Guide. The item’s limited casting power and the fact that three of its spells are under 6th-level tracks with its already determined rare power rating, so I left it as is.
Step 5. Attunement
You need to determine if your item requires attunement. Once again the Dungeon Master’s Guide provides great advice:
- If having all the characters in a party pass an item around to gain its lasting benefits would be disruptive, the item should require attunement.
- If the item grants a bonus that other items also grant, it’s a good idea to require attunement so that characters don’t to collect too many of the other items.
- James adds: If your item is consumable (like a potion) it should not require attunement.
If you’re on the fence about attunement for your item, play it safe and go with requiring it. Many in the Dungeon Master’s Guide do. The stoneguard armor, stonecutter axe, and stoneshaper ring all require attunement because they provide benefits that would be disruptive if passed around from player to player.
Are there any restrictions about who can attune to your items? For instance in the Dungeon Master’s Guide the staff of the woodlands requires attunement by a druid or the moonblade requires attunement by an elf or half-elf of neutral good alignment. Do whatever makes sense for your item’s story.
For the most part, staffs and wands that grant the wielder a significant number of spells require attunement by a spellcaster or a specific class that can cast the spells granted. This helps curb the items power. A staff of fire the hands of a sorcerer or wizard essentially gives the caster more spell slots. In the hands of a bard or fighter however, the item turns them into multiclass characters with access to spells they probably don’t have without the item. It’s fine if you want to design a staff that casts unlimited fireball spells to which anyone can attune, just know the consequences.
Step 6. Additional Information and Tags (D&D Beyond Only)
If you built your magic item in D&D Beyond, click CREATE MAGIC ITEM. Once you do that you can add charge information, weight (if different than the base item), a picture, tags, modifiers, conditions, and spells to your items. Uploading an image from your computer is easy. I had art for my three items done by Jackie Allenbach.
With the images uploaded, the stoneguard armor and the stonecutter axe need only tags in this section. I gave the armor the COMBAT, DECEPTION, PROTECTION, and STONE tags and the axe the BANE, COMBAT, DAMAGE, STONE, and WEAPON tags.
The stoneshaper ring has charges, so I filled out the proper information as shown in the screenshot. Then I gave it the CONTROL, JEWELRY, STONE, and UTILITY tags in D&D Beyond to make it easier for people to find.
Step 7. D&D Beyond Elements (D&D Beyond Only)
Once tags are done, you should add modifiers, conditions, and spells to your item as needed. Adding this information in D&D Beyond ensures the character’s sheet updates properly when the item is added.
The stoneguard armor got a +1 AC modifier and darkvision modifier.
The stonecutter axe got a +1 attack and damage modifier, the extra thunder damage, and a condition modifier added for its ability to knock certain creatures prone.
The stoneshaper ring got its three spells. Note that only transmute rock has a spell save DC, since the other spells don’t require it.
Step 8. Edit and Playtest
Now that you’ve created your magic item, give it a once over. Read it out loud and edit. Even the most experienced designers need to edit their work. Then send your work to a friend to make comments. A second pair of eyes helps you understand if the design intent of your item is coming through.
If you have the opportunity to playtest your new item, take it! Nothing is a better test of your design work than actually seeing it in action. Plus it’s a great excuse to get friends together for a game of D&D! As always give your item to someone else to use during the playtest, again to see if the design intent comes through. Change anything you think needs it after playtesting.
Step 9. Make Your Work Public
It’s time to make your work public! That means sharing the magic item with your group, posting it to a blog, putting it up for sale on the DMs Guild, or right here on D&D Beyond. To do this in D&D Beyond go to the MY CREATIONS page, select your item, and click MAKE PUBLIC. A message then appears asking if you’ve read the Public Homebrew Content Rules & Guidelines and explaining the moderation process for public content. If you’re ready to submit your item, click SUBMIT and you’ll get a moderation notice from the D&D Beyond team once your item is accepted or rejected. Make sure you actually read the guidelines. Most rejections happen because the creator hasn't followed one of the very simple guidelines, or because they're attempting to publish work they don't own or didn't create themselves. Please note that it is completely fine to keep your creation private if you intend to to only use it in your own game and do not wish to share it.
Lucky for me all three items were accepted. You can find the final versions here: stoneguard armor, stonecutter axe, and stoneshaper ring.
Go Make Stuff!
There you have it! A step-by-step process for creating a D&D magic item. I can’t wait to see what people submit to the great D&D Beyond. If your design gets posted, please share a link with me on Twitter at @JamesIntrocaso. Next time in the Design Workshop, I’ll show you how to make a new monster!
James Introcaso blogs at World Builder Blog, podcasts at Don’t Split the Podcast Network, and designs games for Wizards of the Coast, Roll20, Kobold Press, Roleplaying Tips, and more.
I tried very hard to figure this out but haven't, so I'll bite the bullet and just ask. How do you define set dependencies? I created 3 items for the character that's the driving force in the campaign I'm running. I meant them to be a set and gave them similar names. So far they're just three sets of one item. If I attune one the set bonus is immediately applied. How do I make them a set in the homebrew builder?
Perfect!
so how do you make an item and get the sheet to recognize it rolls multiple dice? for example an arrow that does 2 d4 damage. Or is that not possible?
not sure you can. seeing you question I did some experiments with hombrew items and items that have multiple damage dice. the dice roller wouldn't recognize the official items. It is still in Alpha so we should provide the feedback.
The pictures are very hard to make out. Can you put the steps in text. I had to zoom in 567% just to make them out.
Hi there! This was really helpful. I’ve created a gauntlet type weapon that allows people to cast magic missile and earth tremor. But because they are level 10, I want it to be a third level spell rather than level 1 or 2. Ive added a ‘3’ in the ‘spells cast at level’ box on the spell options page, but it’s still showing on the character sheet as a first level spell on the actions tab. Have I missed something?
The best option I have found is creating Custom Actions. You can pick the number of dice, dice type and ability it is linked to. Best of all, everything works correctly in the dice roller.
There are some downsides to this. Since the Custom Action is created from the Character's "Manage Custom" Action Menu, the Player will have to do this, not the GM. It also doesn't work with things like Artificer Infusions.
Once I've created a homebrew magic item, how do I make it so that the players in my campaign can see it and use it? I do not wish to make it public.
As soon as you have created it and added it to your collection, you may add it to their character sheets, then they see it. Sometimes they can even add it themselves, but it not always works.
Thanks. Yes, they've been able to see it fine - that was easy!
Perfect! Enjoy.
I've created a homebrew item with spell charges that reset on a long rest. In all applicable sections i've added the information that they recharge on a long rest. However on the character sheet it does not regain the charges when i click the take long rest button. How do i fix this?
Annoying question from an annoying Race, is there a way of creating a multi-use weapon such as the Kender Hoopak, which has a sling on one side and a spear on the other? Classifying it as a spear takes away from its use as a sling and vice versa. Kenders are supposed to be proficient in both of the uses, and so far I haven’t figured a way around this, other than carrying two different ones and pretending they’re the same weapon…
I'm trying to create a container item similar to a bag of holding. I tried starting with making a copy of a bag of holding, but when I change the description, it loses all of the containment properties. For example, I can't see the place where it sets the weight limit. Any suggestions on how to make a different container item?
Very helpful article! I am currently trying to make a set of plate armor that gives one of my players proficiency in stealth and if they already have it it will give them expertise but I can't seem to figure out how to do that. Do I just add one modifier for proficiency and then a separate one for expertise? Or would that just over ride each other?
How do I remove notes from my item description that are from a base item?
I made a Viscious Katar of Venom, but it's notes on the front page of the item still include finesse and thrown from the base notes of a dagger. I want to eliminate those two values.
It looks like with the tools as built you would have to build a new one every level and swap them out.
Artificers and Forge Clerics should be able to halve the price if they upgrade it themselves.
Hi awesome article! I made a magic item using these steps. You can find it here
How do I make a magic weapon deal a different damage die? I am basing it off a laser pistol, and I want it to instead deal 2d8 damage, how do I do that, cause it only shows it dealing the damage shown on the base laser pistol, is there a way to do that? Also, what’s with the blue name?