# Artificer Magic Item Creation Rules
Seeing as how the Artificers main draw is crafting magic items for your party I decided to make it easier on those of us who want to play out the mad inventor/team crafter role. I am combining all of the rules about crafting magic items from the various official books into a single document you can have on hand without having to dig through three different books to find the one you need. I will also be including the location you can find each rule along with the rule as well as some homebrew rules I think are reasonable.

## Item Type
As an Artificer you gain the benefit of having a reduced crafting cost and time for different categories of items. In DND 5e there are 9 recognized categories of items: Armor, Weapons, Scrolls, Potions, Rods, Staffs, Wands, rings, and Wonderous Items. (DMG 139)

* The Armor Category includes anything that would typically be in the armor table of the PHB. This includes Leather armor, Scale armor, or Platemail as well as any additional armors that your particular system or GM has decided to permit.
* The Weapon Category, as its name implies, includes anything in the weapon table of the PHB. Included in this are any additional weapons and firearms that your GM has decided to permit.
* The Scroll category is really any spell scroll or any scroll which can produce a spell-like effect.
* Rods, Staffs, Wands, and Rings are any item which would use rods, Staffs, Wands, or Rings in their name.
* Wonderous Items are anything which would not fit into any of the above categories. Such as a Robe of the Archmagi, Sentinel shield, Driftglobe, etc.

## What can be crafted at your level?
Contrary to our desire as Artificers Not everything can be crafted at level 1. Instead we are limited in what we can craft by our level (the result of our experience). (DMG 129)<div style='margin-top:240px'></div>


##### What can be crafted at your level
| Level | |Item Rarity |
|:----:||:-------------|
| 1  || None |
| 2  | |None |
| 3 | |Common, Uncommon |
| 4 ||Common, Uncommon  |
| 5 | |Common, Uncommon  |
|6||Common, Uncommon, Rare |
|7||Common, Uncommon, Rare |
|8||Common, Uncommon, Rare |
|9||Common, Uncommon, Rare |
|10||Common, Uncommon, Rare |
|11||Common, Uncommon, Rare, Very Rare|
|12||Common, Uncommon, Rare, Very Rare|
|13||Common, Uncommon, Rare, Very Rare|
|14||Common, Uncommon, Rare, Very Rare|
|15||Common, Uncommon, Rare, Very Rare|
|16||Common, Uncommon, Rare, Very Rare|
|17||Common, Uncommon, Rare, Very Rare, Legendary|
|18||Common, Uncommon, Rare, Very Rare, Legendary|
|19||Common, Uncommon, Rare, Very Rare, Legendary|
|20||Common, Uncommon, Rare, Very Rare, Legendary|

## Crafting requirements
Now that we have established what item rarities you can build you are probably wondering how much it is going to cost you in terms of both time and money.

**Money cost of crafting a magic item**
Included in the table below is an adjustment for crafting an item that is your specialty as an Artifcer.(DMG 129)
##### Item rarity and cost
| Item Rarity | GP Cost | GP Cost of specialty|
|:----:|:-------------||
| Common  | 100 |50|
| Uncommon  | 500 |250|
| Rare | 5 000 |2 500|
| Very Rare | 50 000 |25 000|
| Legendary | 500 000 |250 000|
**Maintaining a lifestyle while making magic items**
You do not have to worry about any additional costs of maintaining a lifestyle that is poor or below. It is considered that you are rooming with a friend 
\page
> ##### Xanathars Guide to Everything crafting rules
> Xanathars Guide to Everything introduces an alternatve cost to crafting magic items. This reduced cost I believe is due to collecting unique items used in the crafting of these magic items. As such they represent the cost of purchasing common elements used (such as leather, steel, gold, gemstones, etc.) and the cost of living while crafting these magic items.

**Time spent crafting a magic item**
According to the DMG a magic item crafter can make items at a rate of 25 GP per day. However, they also state that each working day is 8 hours long. This means that each magic item has a specific number of hours that it requires to be worked on. This is important because if you are of a race that requires less sleep than most (such as elves) you may gain the benefits of a long rest while pulling a double shift to get a magic item done quicker if you wish.

**What if you have help?**
You can choose to speed up the crafting of magic items if you choose to have an assistant. You may choose to hire an NPC assistant according to the hireling table on PHB 159. For each Assisstant you have you may craft an additional 25GP per 8 hours. You must have the assisstant for the entirety of that time. Alternatively you may choose to have another player assist you reducing the time in the same way as an NPC assistant. 

Be aware however. Your GM may choose to limit the number of assistants you can have based on the project. For example, it doesnt make sense to have 200 assisstants help with crafting a legendary ring. But it does make sense to have 200 assistants help with crafting a magic luxery liner.
##### Magic item crafting time
| Item Rarity | Number of 8 hour days to craft |Number of hours to craft|Number of 8 hour days to craft specialty|Number of hours to craft specialty|
|:----:|:-------------|
| Common| 4 |32|1|8|
| Uncommon | 20 |160|5|40|
| Rare| 200 |1 600| 50|400|
| Very Rare | 2 000 |16 000| 500| 4 000|
| Legendary | 20 000 | 160 000| 5 000| 40 000|

For reference each column represents the time required with no help. Remember to reduce the hours remaining of each item as appropriate for each day you have help.

**Tools required** Your GM may require you to either purchase, find, or otherwise aquire certain tools as appropriate to the item you are attempting to craft. Afterall, it doesnt make sense to try and craft platemail of invincibility with only thieves tools.
<div style='margin-top:140px'></div>


## Custom magic items
Sometimes what is listed in the DMG or Xanathars doesnt quite cover what you want. Sometimes you want a weapon or item that lets you cast spells or have other effects not listed.

**Items with spell casting** The spell level column indicates the maximum spell levels that can be put into an item. If multiple spells are put into the item each spell must be put in seperately. Their total level must not exceed the maximum spell level for the rarity. For example a 2nd level Alter self and a 1st level disguise self in a magical object or three 1st level disguise self would count the same as a single casting of fireball at 3rd level.

**Items with a bonus**
If an item confers a static bonus to any sort of Check, DC, Saving throw, or attack roll the bonus column of the following table suggests its maximum value.
##### Custom magic items
| Rarity | Max spell level | Bonus|
|:----:|:-------------||
| Common  | 1 | None|
| Uncommon  | 3 |+1|
| Rare | 6 |+2|
| Very Rare | 8 |+3|
| Legendary | 9 |+4|

**What about Spell Attacks and Spell Save DC's?** When you decide to imbue an item with a spell that requires a spell attack or a spell save. It will have the same spell attack and spell save as its main crafter (in this case you) at the moment it is finished. Meaning that if you later on level up and your spell saves and spell attack bonus increase the saves and attack bonus of the magic item you created does not increase.

**Not a spell. not listed**
Every once in a while you may want something that does not fit the convention layed out before. Perhaps you want a helmet of roasted chickens that cast summon 3d4 chickens that are on fire to your aid. At this point you should discuss this item with your GM. They will have to decide in the context of your campaign
## The GM
Instead of litering it throughout this document I felt it was best to give it its own section. 

This document only takes the information as provided by the DMG and Xanathars. Your GM may determine that some items are rarer and thus require more time, gold, or may even be strictly uncraftable. They may also decide the inverse. In either case your GM is the final arbiter of what they will allow in their campaign.