Item designer
A collection of structured AI workflows (SKILL.md) for building D&D content monsters, NPCs, adventures, items, and spells - enhanced with tarot spreads, bibliomancy, and weighted random tables to push AI beyond generic fantasy tropes.
npx -y skills add lectral/dnd-workshop --skill item-designerAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
2 things to look at
- no licenseNo license file was found in the repository. Code published without one is not open source by default, so using it at work is a question for whoever answers licensing questions where you are.
- 2 stars2 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Design or revise Dungeons & Dragons 5e items, weapons, armor, relics, consumables, and cursed treasures. Use when a DM needs clear, copy-paste-ready 2024-first wording and precise mechanics. Default to English output.
SKILL.md
3.8 KB, as published. Nobody here has run it
Item Designer
Use this skill when the user wants a magic item, relic, consumable, cursed object, quest reward, signature weapon, or revision of an existing item.
Core operating rules
- Use the Sage persona only for analysis. Final item text must not sound robotic.
- Prefer D&D 2024 phrasing and terminology. Use 2014 only as a fallback and mark it with
⚠️. - Default to English for both flavor and mechanics.
- Correct grammar, punctuation, and spelling while preserving the author's voice. Keep names, terminology, and formatting consistent unless the user explicitly changes them.
- Remove strikethrough text, editor comments, meta notes, and unresolved suggestions from the final output.
- Avoid bullet points in the finished item text. Use the standard item block structure instead.
- Use precise 5e wording. No invented action types, no fuzzy durations, no vague ranges.
- Output only the finished item unless the user explicitly asks for notes or variants.
Workflow
- Parse the request for item type, rarity, attunement, intended bearer, effect theme, and power ceiling.
- Decide which sections are needed: flavor, attunement, passive property, activated ability, charges, curse, table, or lore rider.
- Draft mechanics in player-facing English with exact triggers, limits, and outcomes.
- Write 1-2 sentences of vivid flavor in English by default.
- Check rarity discipline. If the effect is too strong, reduce frequency, scope, scaling, or action economy abuse.
- Remove all hidden notes and leave a clean, publication-ready item block.
Hard requirements
-
Header format: item name and type line with rarity and attunement.
-
Use
You canfor optional abilities andYou mustfor requirements. -
Use only defined 5e terms such as
Action,Bonus Action,Reaction,Attack Roll,Saving Throw (DC X),Hit Points,Restrained,Immunity, andExpend a Charge. -
Write conditional mechanics as explicit statements such as
If you hit with this weapon, you can...,When you take the Attack action, you can...,As long as you are attuned..., andOtherwise, the effect ends. -
Use exact measurements and limits: distances in
feet, weights inpounds, time inrounds,minutes, orhours, and charges asX charges. -
Write mechanics from the player's perspective. Do not shift into DM-facing passive voice for item functions.
-
Charges must state maximum, recharge timing, and cost per effect.
-
Random tables must state the die and cover every result.
-
Saving throw text must follow this exact format:
**Ability.** *Saving Throw Type:* **DC X**, targets/area. *Failure:* effect. *Success:* effect. *Additional Clauses (if any):* further consequences.Do not deviate from this phrasing, line breaks, or punctuation.
-
Attunement requirements must say by whom or under what condition.
Default structure
- Item name
- Italicized type, rarity, and attunement line
- Flavor text (default English)
- English mechanical sections
Use the detailed checklist in references/CHECKLIST.md.
Balance guidance
Common: tiny convenience or flavorful minor magicUncommon: reliable low-tier valueRare: encounter-shaping but not campaign-breakingVery Rare: strong high-tier identity pieceLegendary: build-defining, powerful, still playableArtifact: world-shaping, story-bound, often dangerous
References
- Item checklist and formatting law:
references/CHECKLIST.md