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Homebrew magic item

Homebrew · guide 9 of 11

Every great campaign has a treasure the party talks about for years. Make it a homebrew magic item, and the sheet handles its magic for you.

Start a new magic item

On your Build page, press Homebrew, choose the Magic items tab, and press New magic item.

Homebrew, on the Magic items tab

Describe the item

Give it a name, which can't be the name of an official magic item. Choose what it is, like a weapon, armour, a ring or a wand, and say which one if you like, such as longsword. Then choose its rarity, and describe what it does.

Tick Needs attunement if it does, and add a note if attunement has a condition, like by a cleric.

The magic item, with its rarity and attunement

A bonus for weapons and armour

A magic weapon or armour can carry its own bonus, like plus one. On a character's item card, you still choose which weapon or armour it is, just as you do for an official one, so the sheet knows how to use it.

As a weapon, with a bonus of plus one

Using it

Under Using it, Used up when used is already ticked for potions and scrolls, and you can tick it for anything else that runs out.

Using it

Anything else it changes goes in the box below, and is counted while a character carries it, or once they're attuned, if it needs attunement.

Anything else it changes

Generators

Tick Include in generators if you want loot, shop stock and dungeon treasure to roll it. It's off to start with, so your one-of-a-kind treasure stays one of a kind.

Generators, with Include in generators ticked

Save it

Choose where it comes from, and press Save.

The new magic item, saved on the Magic items tab

That's a homebrew magic item. The legendary loot your players will never forget.

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