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Nim's Guide to Magic Items

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Suggested Price $32.50

I've been searching for some crafting rules that suit my needs, and found a lot of good stuff out there. Most of it is a bit too complex for my liking, especially with how streamlined 5e's rules are. With that in mind, I gathered a few of the crafting systems I liked and incorporated them together to suit my needs.

This is my first attempt at a more professional layout. With that I wanted to take advantage of the art resources available here, and see what happens. I'm pretty pleased with the results.

As for the contents of this book. Here's what you can expect to find within these 316 pages...

- Two sets of rules to make magic items: Craft, or Evolve

    - Including rules to make Vestiges of Divergence from Explorer's Guide to Wildemount, Hoard Magic Items from Fizban's Treasury of Dragons, and Franchise Equipement from Acquisitions Incorporated.

- Craft all the items: Ammunition, Armor, Artifacts, Belts, Boots, Bracers/Gloves, Cloaks, Goggles/Helmets, Ioun Stones, Jewelry, Shields, Spellcasting Focus, and Weapons.

- 100 Minor Magical Properties

- 298 Magical Properties (Inspired by 3.5e Magic Item Crafting Properties)

   - 609 Magical Properties (Including higher rarity versions, no duplicates)

- 83 Special Materials

- 75 Creature Grafts

- 97 Socket Properties

    - 300 Socket Properties (Including higher rarity versions, no duplicates)

- 175 Example Items (made with the crafting system)

   - Including one Item Set for each class, and items created for the Party Advantage Podcast.

Changelog v4.0 (Update 4/24/22)

All changes below are reflected in the numbers above.

- Lots of new magical properties.
- A lot of properties have had wording updates.
- Property tables and descriptions have been separated, reducing redundancy in the book and adding randomization capabilities to the book.
- All property descriptions are in one alphabetical section. At the end of that section, there is a group of property tables by rarity that detail what item types each property can be applied to. (There is a bit of redundancy with item prices and the random property tables.)
- The only property that I remember removing, was a redundant version of the "Defense" property. Everything has been streamlined to remove redundancy.
- Nim's Arcane Arsenal has been incorporated into this book. Making updates to a few item modifications, and making the heavy/large properties mutually exclusive.
- The special materials chapter has been updated. Lots more materials.
- Materials have been overhauled. Normalizing all the properties across item types based on the rarity of the material.
- "Gathering, Hunting, and Mining" downtime activity to create adventure and find special materials.
- The "Grafting" mechanics have been incorporated into the materials section of this book.
- Item Set mechanics have been simplified (nerfed).
- Some class set properties have been converted into normal item properties, but most have been removed completely.
- Sentient Items Unchanged.
- "Eldritch Jewel" and "Rune" Sockets have gotten a bit of a nerf, reducing the overall power increase.
- Artifacts are mostly unchanged. Adding two new types of artifacts, and paths to create artifacts.
- Cursed Items unchanged.
- Added "Customized Magic Items" artificer infusion, so Artificers can use the properties available in this book.
- Added some devices and random tables to simulate how this book is used in the 5e Fight Club, including Property Shards and Loot Boxes.
- Added "Nim's Battle-Armor" a crazy customizable high sci-fi magic item that counts as three separate items for attunement.
- Added the "Scroll of Advancement" to replace Manuals and Tomes, as it's more suited to my game setting style.
- Updated all of the old Example Items, and made a few more.
- Updated items created for the Party Advantage Podcast, and added them to the Example Items appendix (with permission from the DM).

Changelog v3.0 (Update 7/2/20)

All changes below are reflected in the numbers above.

LOTS of reformatting.
- Modified the ToC for all the new content.
- Revamped the Introduction to more clearly describe how the book works, and the various properties described in the book.
- Moving around art to accomodate new content.
- Removed a lot of "filler" example items to make space for new ones of different types.
- The Special Materials chapter has been reformatted. The wand shaft (now base) and cores table has been incorporated into the material descriptions. All the info on each material is in one place.
- Reformatted all of the "Property Rarity by Tier" tables in the book to look more natural and be easier to understand.
- Replaced all instances of: "When you attune to this item, choose..." With: "When this property is applied to an item, choose..." (to avoid respec shenanigans during a rest).
- The Wands chapter has been renamed Spellcasting Focus, and has been updated to be inclusive to all types of spellcasting focus.

Five new chapters:
Wondrous Items (Belts, Boots, Bracers/Gloves, Cloaks, and Goggles/Helmets) (adds new items to craft, with a new set of item properties based on rarity for each type of item)
Ammunition (adds new items to craft, with a new set of item properties based on rarity)
Ioun Stones (adds new items to craft, with a new set of item properties based on rarity)
Artifacts (adds rules for creating powerful artifacts)
Curses (adds rules for curses and other detrimental properties to be added to items, can be used for balancing)

Fixes/Updates
- Fixed a lot of the remaining copy/paste errors (probably made some new ones).
- Removed all the +1 (skill of choice) minor properties, re-added the Skilled property, and replaced the rest with more aesthetic and RP focused minor properties.
- Removed the Armor and Spell Resistance properties from the Rings category and replaced them with Protection (2 in 1).
- Added a restriction to benefitting from the same property on multiple items. Now, only properties that have the following line in their description can be placed on multiple items. "You can gain the benefits from this property on multiple items."
- Added "You may use this ability a number of times equal to your {Ability Score} modifier (a minimum of once). You regain all expended uses when you finish a long rest." to various properties that could easily be abused. Such as Absorb Magic and Permaspell.
- Added "Requires Attunement" to various Uncommon properties for balance (mainly due to stacking shenanigans).
- Added a detrimental property to the Green Steel material.
- Added material properties for Rings.
- Added the following to the Charges, Permaspell, and Spell properties: "..., chosen when this property is applied to the item."
- Added rules for 5 piece item sets.
- Added new tables for generic set bonuses.
- Added artificer and blood hunter set bonus tables.
- The "Armor I/II/III" property for shields has been changed to the "Shield I/II/III" property, and had its rarity adjusted to reflect that of shields from the DMG.
- The Backstabbing property received a damage increase.
- The Charges property now requires 1 charge spent per level of the spell being cast.
- The Combat Mastery property has been updated to work for all martial classes, not just Fighters.
- The Dancing property has been broken down into 3 rarities.
- The Elemental property has changed. It is now more in line with the Flametongue, which requires an activation.
- The Elemental Fists property has had its damage reduced, but does not require an activation like the Elemetal property above.
- The Elemental Vulnerability property has been broken down into 3 rarities and now uses a charge mechanic.
- The Explosive Ammo property has been removed from the Weapon properties table and changed to fit the Ammunition properties table.
- The Healing property now has a charges mechanic.
- The Humiliation property now requires a reaction to activate and a saving throw instead of a random roll.
- The Masterful Casting property now relies on your Spellcasting Ability score, no longer limited to Intelligence.
- The Masterful Casting and Light properties have been removed from the Armor properties tables.
- The Morghuth-Iron wand property has been completely changed.
- The Readiness property has been broken down into 3 rarities (mainly due to stacking shenanigans).
- The Returning property has been replaced with the Psychokinetic property.
- The Seeker property has changed. Seeker II nolonger tripples damage on a critical hit.
- The Shadow property has been upgraded and broken down into 4 rarities.
- The Spell II/III/IV properties have had their maximum spell level reduced.
- Socket inserts that grant extra damage on a hit received a small damage bonus.
- Changed the way that custom items interact with sockets.
- Added the Socketed I/II properties.
- Rune Words have been updated to increase the number of uses per rest.
- The Boots of Haste have changed. They now require an action to activate, and cast the haste spell on the wearer (limiting stacking shenanigans).
- Updated the Item Sets chapter with more robust rules that are easier to understand.
- Updated the Fight Club rules at the back of the book.

New magical properties:
- Armor
- Barkskin
- Elemental Rebuke
- Exalted
- Goading
- Quicksilver
- Resolute
- Shared Valor
- Socketed
- Predator
- Shields
- Shared Valor
- Shield
- Socketed
- Weapons
- Berserker
- Blocking
- Duelist
- Lifedrinker
- Psychokinetic
- Auto-Reload
- Dislocation
- Guarding
- Melee Transformation
- Ranged Transformation
- Socketed
- Oath
- Phasing
- Rings
- Set Item
- Shadow
- Readiness
- Use Magic Device
- Good Luck
- Protection
- Socketed
- Spellcasting Focus
- Power Strike
- Skyblinder
- Protection
- Socketed
- Thunderclap
- Vampiric Strike
- Lightning Strike

13 New special materials:
- Aerocrystal
- Aquastone
- Damascene
- Flowstone
- Grimwood
- Ironfell
- Midan Gold
- Obsidian
- Shadow Steel
- Silver Cord
- Tarrasque Hide
- Vibranium
- Wildwood

71 New Nim's Stash Items

Changelog v2.1 (Update 2/26/20)

All changes below are reflected in the numbers above.

LOTS of reformatting.
- Separating the Credits & Mentions plus legal stuff onto its own page.
- Extending the ToC for all the new content.
- Expanding magical property tables across multiple pages, for space and efficency.
- Adding/Moving/Resizing/Replacing art to accomodate new content.
- Reformatted all the example items, made with the crafting system to be easier to understand.

Fixes/Updates
- Fixed a lot of the remaining copy/paste errors (probably made some new ones).
- Updated the description of the Green Steel special material.
- Updated the description of the Starmetal special material.
- Completely changed the Living Steel special material, with a different armor property, a new weapon property, and sentience.
- Removed the Compass and Skilled minor properties.
- Added 58 new minor properties, bringing the total to 100.

Five new chapters:
- Rings (adds new items to craft, with a new set of item properties based on rarity)
- Wands (adds new items to craft, with a new set of item properties based on rarity)
- Sentient Items (add sentience to your items, with a bit more in depth personality building)
- Socketing Items (optional loot system augmentation, make existing items more powerful)
- Item Sets (combine items into a set for added benefits when all the items are worn together)

New magical properties:
- Armor
- Humiliation
- Spell Absorption
- Shields
- Cone of Protection
- Spell Absorption
- Weapons
- Antimagic Spike
- Backstabbing
- Bloodthirsty
- Entropic
- Many Shot
- Momentum
- Voltaic

15 New special materials:
- Weirwood
- Bytterwood
- Greenwood
- Magnetite
- Rosecork
- Wyroot
- Hizagkuur
- Orichalcum
- Voidstone
- Deep Crystal
- Morghuth-Iron
- Zardazik, Alchemical
- Ironfell
- Moonfire
- Rogue Stone


Changelog v1.1 (Update 9/2/19)

All changes below are reflected in the numbers above.

Changed all of the "the bearer" language to "you" language (For easier copy/paste item creation).

Placed a lot of missing periods "." at the end of property descriptions.

Replaced "weapon" with "item" on Armor/Shield property descriptions.

Removed "melee attack" language from properties that didn't have "Requires: Melee Weapon".

Removed "Requires: Thrown Weapon" from the "Returning" property.

Separated the Wicked and Illusion minor magical properties. Previous oversight.

Lots of other subtle wording updates.

Updated the Elemental, Elemental Burst, and Explosive Ammo properties:
Was:
---Elemental: 1d4, 1d6, 1d8, 1d10
---Elemental Burst: 3d4, 3d6, 3d8, 3d10
---Explosive Ammo: 5 ft range AoE for all; 1d4, 1d6, 1d8, 1d10
Now:
---Elemental: 1d6, 2d6, 2d8, 3d6 (more inline with Flame Tongue)
---Elemental Burst: 4d6, 4d8, 6d6, 6d8 (so crits are better than "Elemental" crits)
---Explosive Ammo: 5 ft and 2d4, 10 ft and 2d6, 15 ft and 2d8, 15 ft and 3d6

Updated the distance that the Telekinetic II/III magical properties push a target.
---From 5 feet to 10 feet.

Updated the Chitin special material to include a property for shields. It was previously unfinished.
---Shields made with chitin, grant a +1 bonus to your armor class when you take the Dodge action.

Updated the Bone special material to include four variations based on the CR of the creatures it is harvested from.
---Uncommon: CR 0-5
---Rare: CR 6-10
---Very Rare: CR 11-15
---Legendary: CR 16+

Added 9 new Player Created custom items using this system in their own section. From the playtest contests in June and July on the MFD9000 Discord Server.

Added 5 new Minor Magical Properties: (Inspired by XGE common items)
---Bewitching
---Clockwork
---Collapsing
---Smoldering
---Talking

Added new Armor Properties:
---Absorb Magic I/II (Rare and Very Rare)
---Damage Absorption (Legendary)
---Death Ward (Rare)
---Frozen Time (Very Rare)
---Hyper I/II/III (Rare, Very Rare, and Legendary)
---Indomitable Stand I/II/III (Rare, Very Rare, and Legendary)
---Legendary Resistance (Legendary)
---Masterful Casting I/II (Rare and Very Rare)

---Wind Step I/II/III/IV (Uncommon, Rare, Very Rare, and Legendary)

Added new Shield Properties:
---Creature Bane I/II/III/IV (Uncommon, Rare, Very Rare, and Legendary)
---Damage Absorption (Legendary)
---Death Ward (Rare)
---Legendary Resistance (Legendary)
---Pariah I/II/III (Uncommon, Rare, and Very Rare)
---Pariah's Bond I/II/III (Uncommon, Rare, and Very Rare)

Added new Weapon Properties:
---Drain Magic (Legendary)
---Parrying (Uncommon)
---Reaching I/II (Uncommon, Rare)
---Walloping (Uncommon)

Added 3 new Special Materials:
---Creature Essence
---Feathers
---Mizzium

Removed Magical Properties:
---Doublestrike
---Distance
---Slayer
---Trample as a Shield Property (it is still an Armor Property)

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Reviews (0)
Discussions (2)
Customer avatar
V0idless E March 26, 2021 3:54 pm UTC
PURCHASER
What if I wanted a staff that has 10 charges how would that work?
Reply
Customer avatar
Daniel N May 28, 2022 5:18 pm UTC
CREATOR
It's taken a little while to update, but this obstacle has been solved. All of the magical properties that use charges can now interact with each other. Allowing the creation of items with up to 120 charges.
Customer avatar
Daniel N June 15, 2019 9:41 pm UTC
CREATOR
Please feel free to provide feedback if you can. I want to make sure the material is the best it can be. Bring on the constructive criticism, I'd love to start a dialogue. What do you like about it? What doesn't makes sense? Currently running a contest in the 5e Fight Club for new Items for the book, made from the crafting system. So, there will be at least one update in the near future. Thank you guys for all the support so far.
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File Last Updated:
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This title was added to our catalog on June 14, 2019.