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Item Crafting

A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.

Resources and Resolution

In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.

Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.

A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.

Proficiency                     
Items
Herbalism kit
Antitoxin, potion of healing
Leatherworker's tools
Leather armor, boots
Smith's tools
Armor, weapons
Weaver's tools
Cloaks, robes

If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price.


Crafting Magic Items

Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.

Potions of healing and spell scrolls are exceptions to the following rules. For more information, see the "Brewing Potions of Healing" section below and Scribing a Spell Scroll.

To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item.

An item may require an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.

The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.

Magical Item Ingredients

Item Rarity    
CR Range
Common1—3
Uncommon4—8
Rare9—12
Very rare13—18
Legendary19+

If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, creating mariner's armor might require the essence of a water weird. Crafting a staff of charming might require the cooperation of a specific arcanaloth, who will help only if the characters complete a task for it. Making a staff of power might hinge on acquiring a piece of an ancient stone that was once touched by the god of magic—a stone now guarded by a suspicious androsphinx.

In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item's rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items.

Magic Item Crafting Time and Cost

Item RarityWorkweeks*Cost*
*Halved for a consumable item like a potion or scroll
Common150 gp
Uncommon2200 gp
Rare102,000 gp
Very rare2520,000 gp
Legendary50100,000 gp

To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill.

If all the above requirements are met, the result of the process is a magic item of the desired sort.

Item Crafting for Artificers

The nature of an artificer's skill and dedication to the study and application of their craft means that they have certain advantages over laypersons when it comes to the creation of both magical and non-magical items. An artificer retains the need for proficiency in the tools needed to craft an item and still requires any necessary equipment or specialist ingredients, but benefits from the following changes to the usual rules of crafting.

Improved Magical Crafting

An artificer subclass makes you more efficient at crafting certain items.

Alchemist. If you craft a magical or nonmagical item in the potions, poisons, explosives, or ammunition categories, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Armorer. If you craft a magical or nonmagical item in the armor, melee weapons, or ranged weapons categories, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Artillerist. If you craft a magical or nonmagical item in the wands, rods, staffs, explosives, or ammunition categories, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Battle Smith. If you craft a magical or nonmagical item in the melee weapons, ranged weapons, or ammunition categories, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. This benefit also applies to constructs and mechanical items.

Fast Work

Artificers' skill in tinkering on the fly allows them to work during brief moments of downtime. At the end of a long rest, if you did not dedicate 8 hours of work in the last 24 hours, you make 10 gp of progress towards a magic item.

Complications

Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there's a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.

Crafting Complications

1d6   
Complication
*Might involve a rival
1Rumors swirl that what you're working on is unstable and a threat to the community.*
2Your tools are stolen, forcing you to buy new ones.*
3A local wizard shows keen interest in your work and insists on observing you.
4A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.*
5A dwarf clan accuses you of stealing its secret lore to fuel your work.*
6A competitor spreads rumors that your work is shoddy and prone to failure.*


Brewing Potions of Healing

Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.

Potion of Healing Creation

Type                        
Time                  
Cost
Healing1 day25 gp
Greater healing1 workweek100 gp
Superior healing3 workweeks1,000 gp
Supreme healing4 workweeks10,000 gp