D&D (2024) 2024 Magic Items, Crafting, Etc

Mistwell

Crusty Old Meatwad
Pact Tactics has early access to the DMG and does extensive coverage of Magic Items.

1) Some items nerfed, like Cube of Force. Others were buffed, like Sphere of Annihilation.
2) The DMG has 19 new magic items, and includes most of the old magic items along with items from a variety of supplement books and adventure books.
3) Wands were nerfed (looks like DCs lower? Not sure what the nerf is), but also there are good crafting rules to make them so they will probably be used more often.
4) Purchasing magic items is covered. It's not individual but based on rarity.
5) Rules for crafting Magic Items: Tool proficiency is more useful now for crafting. Takes X days of 8 hours per day to craft an item based on rarity, and time can be cut in half if two people work on it at the same time. Can contribute to the 8 hours during short rests. Material cost and locating materials also covered. Work days do not need to be consecutive.
6) Enspelled Staff, just a simple magic staff that casts a spell like a wand. Example given was crafting a Staff of Cure Wounds (6 charges per day) would take 10 days to craft, or 5 with help, and cost 205 gold pieces to make (5 for the staff, 200 for the magic). As this is better than potions of healing in terms of cost, Pact Tactics suspects spellcasters will want to make things like this.
7) Gives example that a wand of magic missile can be used by anyone, doesn't require attunement, has 7 charges and recharges at dawn 1d6+1, and one charge casts a level 1 version, 2 charges a level 2, and 3 charges a level 3. The kind of item a mage will want to be crafting a lot.
8) Enspelled Armor: Armor must be a spell from the Abjuration or Illusion school. Otherwise similar to wands and staves.
9) Enspelled Weapon: Weapon must be a spell from the Conjuration, Divination, Evocation, Necromancy or Transmutation school of magic. Otherwise similar to wands, 6 charges, recharges each day, etc.
10) He calls out that a Rogue (Thief) with a Truestrike Longbow, which would require Woodcarvers Tool proficiency, 200gp for the magic plus the bow, and then 5-10 days work (5 if you have an assistant) and now you can use Truestrike as a bonus action on your turn, then ready an action to attack with the bow as soon as the next turn starts, and get double sneak attack.
11) Common Magic Items: Gives examples of Bead of Nourishment, Bead of Refreshment, Pole of Angling, Pole of Collapsing, Rival Coin (50% chance target takes 2d4 damage and disadvantage on next attack, 50% change you take 1d4 damage instead), Sylvan Weapon (communicate with fey and 1/day message cantrip)
12) Uncommon items: Baba Yaga's Dancing Broom (animate broom that attacks for you), Hag Eye (darkvision or see invis), Potion of Pugilism (unarmed strikes do extra 1d6 damage for 10 mins; Monks can craft this),
13) Rare: Cube of Summoning. Random Tasha's summon appears at 5th level spell, not price and no concentration or attunement.
14) Very Rare: Lute of Thunderous Thumping (extra 2d8 thunder damage on a hit, bards can use charisma for attacks). Energy Bow (yes that bow, like Restraint, Transport, and Ladder), Hat of Many Spells (Yes that hat), Quarterstaff of the Acrobat (yes that quarterstaff), Shield of the Cavalier (yes that Shield, very powerful), Thunderous Greatclub (yes that club, it's quite good).

 
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10) He calls out that a Rogue (Thief) with a Truestrike Longbow, which would require Woodcarvers Tool proficiency, 200gp for the magic plus the bow, and then 5-10 days work (5 if you have an assistant) and now you can use Truestrike as a bonus action on your turn, then ready an action to attack with the bow as soon as the next turn starts, and get double sneak attack.
I thought True Strike was for an attack on the same turn now.
 
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Time to bring out my most powerful magical artifact to deal with this: The Banhammer!
I'm leaning your direction on some of this. I have no problem with players spending the crafting time and effort to make some magic items based on what's already defined in the system. But I'm definitely not revisiting the magic item economy of the 3e era. That way madness lies...
 


Time to bring out my most powerful magical artifact to deal with this: The Banhammer!
The book states that for any given item, the DM determines whether the appropriate raw materials are available. So you can easily ban and allow items at your discretion by gating when those "appropriate raw materials" show up in your world.

I'll definitely be utilizing these rules but leaning heavily on the raw materials being found during adventures, either from harvesting monster components or as direct loot
 

I thought True Strike was now for an attack on the same turn now.
If you use Enspelled Weapon to enchant your bow with Truestrike then a Thief subclass can use the magic item as a bonus action to have it cast Truestrike (on your turn). Then you use the ready action to attack as a reaction on the next person's turn.

People were previously arguing that it wouldn't work this way with spell scrolls but it's hard to use that same logic here where you are use charges of the item to cast the spell. Seems pretty cut and dried that this is directly what Fast Hands is intended to do.
 

I wonder if items had their rarity changed or power nerfed/buffed to match the prices.

Individual prices would not be needed then.
The video highlighted a few changes. Wand of Magic Missiles now limits to 3 charges per casting (no more 8 missile volleys) but it's still an unattuned usable by anyone so quite worth the 200gp & 10 days to make.

The spell staff, sorry, Enspelled Staff, allows an attuned person to cast a spell up to 6 times a day, with creation cost starting at 200gp for cantrips & 1st level spells. Having a half dozen always useful buffs/debuffs/heals (bless, hex, hideous laughter, entangle, shield etc) stays useful for a long time. Even a higher level character might keep one around for that second or third short rest of the day when the primary magic items are tapped out.

Enspelled weapons and armor have spell school restrictions but armor that casts shield half a dozen times a day is just fantabulous.

The costs go up quickly with rarity but there seems to be plenty of items that have achievable costs and crafting times.
 

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