Creating a magic item is different from crafting non-magical items, creating healing potions, or scribing magical scrolls. The process involves the following:
We have included the Xanathar's Guide to Everything (XGtE) table regarding the kind of encounters the players would need to face in order to acquire those ingredients. The players do not necessarily need to collect items from a creature's corpse, but the creature(s) could be guarding a location or resource that the player needs. This is all up to the DM to decide, as each magic item is unique. The DM should make the ingredients relate to the items being crafted (i.e. a Cloak of the Manta Ray may require an encounter underwater with a group of Kuo-Toa to retrieve a rare golden conch shell).
|Item Rarity||CR Range|
|Common||CR Range: 1-3|
|Uncommon||CR Range: 4-8|
|Rare||CR Range: 9-12|
|Very Rare||CR Range: 13-18|
|Legendary||CR Range: 19+|
In addition to acquiring rare ingredients, there is a cost and time involved with crafting powerful magic items.
|Common||Workweeks*: 1||Cost*: 50 gp|
|Uncommon||Workweeks*: 2||Cost*: 200 gp|
|Rare||Workweeks*: 10||Cost*: 2,000 gp|
|Very Rare||Workweeks*: 25||Cost*: 20,000 gp|
|Legendary||Workweeks*: 50||Cost*: 100,000 gp|
Complications can arise when crafting magic items. There is a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs.
|1||Complication: Rumors swirl that what you're working on is unstable and a threat to the community.†|
|2||Complication: Your tools are stolen, forcing you to buy new ones.†|
|3||Complication: A local wizard shows keen interest in your work and insists on observing you.|
|4||Complication: A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.†|
|5||Complication: A dwarf clan accuses you of stealing its secret lore to fuel your work.†|
|6||Complication: A competitor spreads rumors that your work is shoddy and prone to failure.†|