Rushed Magical Item Crafting (5e Variant Rule)

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Rushed Magical Item Crafting[edit]

This variant rule set is based on the magical item crafting rules from Xanathar's Guide to Everything.

For those who want to craft magical items but either lack time or patience.

For each work week required to normally craft a magical item, the time needed can be reduced by 1 day to create a rushed magical item, or 2 days for a greatly rushed magical item.

As the proper time and care was not taken to create the item all rushed items have a defect/side effect, a greatly rushed item will have 2.

Defects/side effects may be chosen by the DM or rolled on the table bellow.


A creature may make a DC 15 Arcana check to determine whether an item is rushed, or by use of the identify spell

Rushed magical items have a reduced value, greatly rushed items would have a value no more than half the items original value. exact values may be determined by the DM.

Defects and Side Effects
Dice roll d10 Effect
1 The item sheds 1d4 feet of bright light and dim light for the same additional amount whenever its effect is activated.
2 The item creates an audible sound as if an alarm spell were triggered whenever its effect is activated.
3 While attuned to the item, you have disadvantage on saving throws against spells.
4 The item causes non-magical fire to go out within 30 feet of it.
5 When you take a short rest you do not add your constitution modifier to any hit dice spent to regain health, while the item is in your possession.
6 While attuned to the item, you have disadvantage on saving throws against poison.
7 While attuned to the item, your movement speed is reduced by 5
8 The item constantly produces a foul odor.
9 While attuned to the item, you require an additional 1d4 hours of sleep to gain the benefits of a long rest.
10 The item causes food to spoil twice as fast within 30 feet of it.

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