1. Notes

Krafting Basics

Wiki

Quick Summary

Each step will be outlined in more depth, but the following serves as a summary and reference for the process.

  • Select an Item. Find the item you would like to craft on a crafting table.
  • Check with your GM. They will confirm if that item exists and has the default rarity in their game. This system is a tool, it does not supersede worldbuilding.
  • Gather the materials. Materials can be looted from humanoids, harvested from more exotic creature types, purchased at stores, or gathered from the wilderness. The specifics of any material and where it can be found is covered in the materials section.
  • Begin crafting! You can find the related tool and ability score on the table below. Use the related tool and skill to determine your crafting modifier using the following formula:

Crafting Modifier = your Related Tool proficiency bonus + your Related Ability Score modifier.

  • You can make progress in 2 hour increments. For each 2 hours spent, make a crafting roll using the formula above and compare the result to the DC listed for the item
  • On failure, no progress is made. If you fail three times in a row, the crafting fails and all materials are lost.
  • On success, 2 hours of progress is made, and you can mark your progress put it aside or continue to craft.
  • Once your completed progress on an item is equal to the crafting time listed, the item is complete.
  • You’re done! Enjoy your shiny new item!


Example Tools:

ProfessionRelated ToolRelated Ability Score
AlchemyAlchemist's KitWisdom or Intelligence
BlacksmithingBlacksmith's ToolsStrength
CookingCook's UtensilsWisdom
EnchantingArcanaIntelligence
EngineeringCarpenter's ToolsIntelligence
JewelcraftingJeweler's ToolsDexterity
LeatherworkingLeatherworker's ToolsDexterity
PoisoncraftPoisoner's KitWisdom or Intelligence
RunecarvingVariesWisdom or Intelligence
ScrollscribingCalligrapher's SuppliesIntelligence
TinkeringTinker's ToolsIntelligence
WandcraftingWoodcarver's ToolsDexterity
WoodcarvingWoodcarver's ToolsDexterity
Weaving/TailoringSewing ToolsDexterity
CobblingCobbler's ToolsDexterity
MasonryMason's ToolsStrength
GlassblowingGlassblowing ToolsDexterity
BrewingBrewer's SuppliesWisdom
PaintingPainter's SuppliesWisdom
CarpentryCarpenter's ToolsDexterity

 





Crafting an Item

A character who has the time, the money, the tools, and the rank 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 workdays (8 hours) it takes to create an item, divide its gold piece cost by 10. A character can complete multiple items in a workday if the items’ combined cost is 10 gp or lower. Items that cost more than 10 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.


Crafting a Magical Item.

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.

  • If enchanting an existing item, the Arcana skill is used in place of/with craftsman's tools.
  • If you do not have a formula for the item, use the Research Rules in XGtE , with the amount of lore required based on rarity; common 1, uncommon 2, and so on, or acquire the formula elsewhere.
  • The recipe for crafting a potion or item will typically call for a specific amount of gold for basic ingredients. The value of any special ingredients may reduce the base cost to a minimum of 1/2.

Item Formula Summary Table:

Item Rarity Workdays Cost CR Range DC* Rank
Common 5 50 gp 1-3 10 Novice (+2)
Uncommon 10 200 gp 4-8 15 Apprentice (+3)
Rare 50 2,000 gp 9-12 20 Journeyman (+4)
Very Rare 125 20,000 gp 13-18 25 Expert (+5)
Legendary 250 100,000 gp 19+ 30 Master (+6)

*The DC listed above is for modifying a known recipe, substituting ingredients, or using a formula above the crafter's rank (see Mishap Chart below)

  • When determining the time it takes to create an item, follow the rules in XGtE, but divide the base time by the lead crafter's prof mod (not including the ability bonus).
  • If a formula gives a specific creation time, that replaces any calculations listed above.

Crafting Herbalism and Alchemical Items. Crafting one use, consumable items such as potions, alchemist's fire, etc., uses the guidelines for potion crafting from XGtE, with Legendary Items taking 5 workweeks (25 days) and 50,000 gp.

Item Rarity Workdays Cost CR Range DC* Rank
Common 1 25 gp 1-3 10 Novice (+2)
Uncommon 5 100 gp 4-8 15 Apprentice (+3)
Rare 15 1,000 gp 9-12 20 Journeyman (+4)
Very Rare 20 10,000 gp 13-18 25 Expert (+5)
Legendary 25 50,000 gp 19+ 30 Master (+6)

 

Crafting Poison Items. Crafting one use, consumable items such as poison have special rules, see the Crafting Poisons page.

Mishap Chart

Failure by  Outcome
<5 The item is cracked or damaged. Increase the time needed to craft it by 1/10 of its total, and its cost in materials by 1/10 to repair it.
5-9 If a mundane item, the item is completely destroyed, and you must start your work over. If a magic item, the basic ingredients used to craft the item are completely wasted, and you must acquire the full amount again before continuing.
10 -14 The exotic materials are damaged or destroyed, and you must acquire them again before continuing.
15 or more The item explodes/implodes/dissolves, etc. in an arcane backlash. It and all of its material components are completely destroyed. Each creature within 20 feet of the object must make a DC 15 Dexterity saving throw, taking 28 (8d6) force damage on a failed save, or half as much damage on a successful one. If the item would have dealt another kind of damage once completed, such as a flame tongue weapon dealing fire damage, your DM may decide that the damage is that type instead.

 

Notes