ItemCrafting5e - v1 4 2
ItemCrafting5e - v1 4 2
ItemCrafting5e - v1 4 2
1
. CRAFTING
balism kits have the necessary equipment to create the Common materials are readily available materials, that
magical healing potions, and other basic medical aids. are essential to a functioning society. Copper, Iron, Oak,
Poisoner’s Kit. The Poisoner’s kit is often just a con- cow hide, and granite are examples of such easy to find,
verted Herbalism kit, capable of crafting concoctions de- and relatively cheap materials. The base price assumes
signed to end a life rather than save it. common materials resulting in no modification to the va-
lue or time to craft an item.
P ROPER TIES Uncommon materials are still available if you have the
money. They are more difficult to prepare, and generally
The following properties of the crafting process should valued above simple common items which adds to the
be determined by the players and DM’s before or during time and cost to craft with Uncommon items, but leads to
the crafting process, as these will affect the time and cost greater value as well. Garnets, Dwarven Steel, Common
to produce an item, as well as how much that item might Mithril, Silver, Iron-Oak, and Marble are all examples of
be worth if the players then decide to sell it. Uncommon materials.
Rare materials can sometimes be found from the occa-
B ASE C OST sional vendor for extreme prices, but most typically these
The first thing to assess when crafting a new item is the materials require quests to go out and track them down.
base cost for a simple standard version of that item. Ex- Many adventurers just starting out will take quests from
amples of base costs for many items can be found in the Guilds in search of these rare items for their benefactors
Player’s Handbook and Dungeon Masters Guide. This base to turn into profitable creations. Such items include Gold,
cost assumes a standard quality item made of common Rubies, Emeralds, Noble Mithril, Adamantine, and Wy-
materials and with no special enhancements involved. A vern hides.
regular steel longsword is a standard item. A masterwork Very Rare materials cannot be found for sale. Those
Mithril Plate Mail is not standard. The effects of different that have time guard their treasures carefully. Quests for
types of materials and quality of the crafting will provi- such materials often require experienced adventurers ca-
de different modifications to the either the cost (price to pable of spending months fighting through monstrosities
craft in gp and time) or the value (the worth of the finis- that now inhabit an ancient mine. Examples include le-
hed product at market). gendary gemstones like the Star Ruby, Royal Mithril, or
The following table can provide general guidelines for Dragon Hide.
the average costs for some common types of items. This Legendary materials have a mythical status. Only the
table is not complete, nor is it meant to be a replacement most powerful of adventurers are typically capable of
for the listed prices of objects when given in an official locating and surviving the quest to retrieve such items.
publication. Such materials are often thought of as being priceless,
and much of this class of material are remnants of Titans,
Light Armor 20 gp and other Primordial beings scattered though the planes.
Medium Armor 250 gp The examples provided above are designed to give a
Heavy Armor 450 gp rough guideline for what kinds of materials would be-
Simple Melee Weapon 17 sp long to each category. Ultimately the rarity and proper-
Simple Ranged Weapon 13 gp ties of any materials in the campaign world is at the dis-
Martial Melee Weapon 16 gp cretion of the DM.
Martial Ranged Weapon 37 gp The following table describes the cost per day of craf-
Robes/Cloaks/etc 15 gp ting for using each material, as well as a multiplier in the
Boots/Belts/Hats/etc 5gp time required to craft the item, and a multiplier on the
Helms/Bracers/etc 10gp final value of the item when finished.
Wand/Staff 10 gp
Rings 5 gp Material Daily Cost Time x Value x
Instrument (Music) 18 gp Common 1gp 1x 1x
Figurine 25 gp Uncommon 5gp 2x 2.5x
Rare 30 gp 3x 15x
Very Rare 200 gp 5x 100x
M ATERIAL Legendary 1000gp 10x >500x
After determining a base cost for the item, the next step
is to consider what materials it will be made out of. There For complex items that use different multiple tiers of
are countless different materials that can be used for any materials on different parts of the item, it is up to the DM
number of projects, but overall they can be split into five to decide how much of the item will be crafted from each
distinct categories: common materials, uncommon mate- tier and then average together their different properties
rials, rare materials, very rare materials, and legendary to come up with the item specific daily cost, time multi-
materials. plier, and value multiplier.
2
C RAFTING T IME
The last step before beginning the Crafting itself is to
determine the work rate and the crafting time. The work
rate, is also the crafting modifier and is given by
3
. CRAFTING
process of crafting enchanted items can complicate the If a character successfully crafts an item, then they can
crafting process considerably. record their process thereby creating a formula for that
The high precision that must be had within the quali- magical item, and removing the penalty for any additio-
ty of the item, as well as the spellwork means that it is nal items. Note that each combination of spell and mate-
often teams of experts working together to create these rial requires a different formula. A formula to cast fly on
powerful items. a carpet, does not translate into a formula to cast fly into
a ring.
E NCHANTMENT T IERS
There are three tiers of enchantments when it comes to S PELLWORK
crafting these magical items. The table below details each Each day that the item undergoes spellwork two things
of these tiers. must occur. First, the requisite spell(s) must be cast on the
Increasing the level of the spell you are using to en- object. The Caster must also make a Spell check in order
chant the items will increase the Enchantment tier. This to properly lay the spell across the object. If they are being
in turn increases the cost of special materials involved assisted by someone who has proficiency in the material
in the embedding, as does the minimum crafting quality they can make this check with advantage.
necessary to properly hold the enchantment. For an item to be properly enchanted, the caster must
have a number of successful Spellwork checks equal to
Tiers or greater than the level of the spell being cast into the
Spell Material item. Crafting can be extended to meet this; however, the
Tier Levels Cost Item Quality crafter must continue to work on the object during this
Basic 1-3 90gp Superior time, making crafting rolls that will affect the final quali-
Advanced 4-6 450gp Exceptional ty. The DC for these Spellwork checks are shown on the
Mastercraft 7-9 4,000gp Masterwork following table.
Level DC Level DC
If an item fails to meet the requisite Item Quality, then C 8 1 12
the enchantment will fail. The form of that failure is up to 2 16 3 19
the DM. It could range from a complete failure resulting 4 22 5 24
in a mundane item, or simply a temporary enchantment 6 26 7 28
that slowly fades. 8 29 9 30
The daily enchantment cost does not add to the Craf-
ting time. When you attempt to enchant an item with multiple
spells you must make separate Spellwork checks for each
M AGICAL P ROFICIENCY spell, using the DC of each spells level individually.
In addition to someone proficient with tools for craf- At the end of crafting, casters can make one additional
ting the physical object, magical items need their crafter crafting check without expending the spell slot or com-
to be proficient with Arcana, Nature, or Religion depen- ponents. This seals the item from further manipulation
ding on the type of magic used, as well as be capable of in order to seal in a successful enchantment. If the caster
casting the spell which will empower the object. failed to pass the necessary number of Spellwork checks,
Multiple people can be involved in the crafting of an the DM will decide the form of the failure. Mundane en-
item in order to meet all requisite proficiencies. chantments could show up as temporary effects with li-
mited uses per day, or simply having the spell rejected
E NCHANTING F ORMULAS from the now mundane item. More complicated enchant-
There exists for every magical item an optimal method ments could catastrophically fail, ripping the object apart
to lay an enchantment to ensure the stability and effec- in the process, or transporting it and anyone nearby into
tiveness of the spellwork. This prescription to ensure that the Astral Sea.
the crafted item is imbued with the power of the enchant-
ment is called an Enchanting formula. THE ENCHANTED ARMORY
Some formula are more common than others, though After retiring from adventuring, the wizard Yurial and
even the most common requires some inquiry and work his barbarian friend Dar decide to make a go at creating
to locate. Other formulas are known to only a single cas- and selling magical weapons. Yurial was an 8th level Wi-
ter, waiting for the right student to learn its secret. Many zard with a 16 Intelligence and Proficiency with Arcana.
others have simply been lost to time itself. Dar was a 9th level Barbarian with 18 Strength and Pro-
If a character doesn’t have a formula for an item they ficiency with Smith’s tools.
are crafting then the Spellwork DC increases by 4 to ac- For their first project they decide they want to make
count for the trial-and-error approach to learning how to a +1 Longsword. They will start simple with a regular
properly lay these enchantments (see Spellwork below).
4
Steel weapon. Dar has a work rate of 8gp per day and a Author: C. Stapleford
Longsword has a base price of 15gp meaning it will take Art: Fire Pit from pixabay.com
him 2 days to finish the blade, and it will only cost 2gp Blacksmith’s Shop by Alexandra Malmquist
in materials. Since Magic Weapon is a 2nd level spell, (http://zanariya.deviantart.com/)
Yurial only needs the materials for a Basic Enchantment Last Updated: 27. Dezember 2018
(90 gp per day), and he will need to succeed on the check
both days of its crafting or extend the work. Fortunately Legal: DUNGEONS & DRAGONS, D&D, Wizards
he also has a formula recovered from their adventuring of the Coast, Forgotten Realms, the dragon ampersand,
days. Player’s Handbook, Monster Manual, Dungeon Master’s
At the end of the first day, Dar pays his 1 gp for Guide, D&D Adventurers League, all other Wizards of
smithing materials and Yurial pays 90 gp for Spellwork the Coast product names, and their respective logos
materials. Dark makes a Crafting check and rolls a 15 are trademarks of Wizards of the Coast in the USA
with a +8 modifier for 23 (average 23). Yurial simul- and other countries. All characters and their distinctive
taneously casts Magic Weapon at 2nd level and makes likenesses are property of Wizards of the Coast. This
a Spellwork (Arcana) check and rolls an 11 with a +6 material is protected under the copyright laws of the
modifier for 17 (1 success). United States of America. Any reproduction or unaut-
At the end of the second day, Dar pays another 1 gp for horized use of the material or artwork contained herein
smithing materials and Yurial pays 90 gp for Spellwork is prohibited without the express written permission of
materials. Dar then makes his second Crafting Check, 12, Wizards of the Coast.
+8 for 20 (average 21.5). Yurial also does his Spellwork
2016
c Wizards of the Coast LLC, PO Box 707, Ren-
and makes the Spellwork (Arcana) check, rolling an 8 ton, WA 98057-0707, USA. Manufactured by Hasbro
+6 for 14 (fail). SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Repre-
After finishing up the second day, Yurial makes his sented by Hasbro Europe, 4 The Square, Stockley Park,
final weaving of the spell, sealing it into the item and Uxbridge, Middlesex, UB11 1ET, UK.
making one last Spellwork (Arcana) check rolling 12 +
6 = 18(2 successes). As the spell fades into the Master-
work steel blade, the enchantment takes hold.
As an uncommon magic weapon, they can sell their
+1 Longsword for 200 - 300 gp after costing them a
total of 182gp.
5
. CRAFTING