Crafting an item

Introduction

Crafting your own equipment is available to everyone with the dedication, proficiency, and the access to the proper tools and location to do so.

(RAW) Crafting an item takes one main activity per 10 gp value of the item, and requires having the appropriate tool at hand (This corresponds to one workweek per 50gp value of the item as per the Xanatar’s Guide crafting rules).
Check this page for a reference to items values.
only one type of item can be produced per crafting

If proficiency in a specific tool is not always required for the most common types of crafting, having the tool kit or having access to it is required to complete the crafting.
Having proficiency with the tool kit always improve the odds of success.

(HOM) Learning new tool proficiency is possible using Downtime activities.

If a crafter is not proficient with the relevant tool kit, the crafting check will be done with disadvantage unless the check is simple.

Any Complications (a natural result of 1 on any of the d20) results in the loss of the raw material, and an unusable item.
An expert can cancel the complication with a DC20 expertise check (1d20+expertise value)

When using special materials, a masterwork crafting result is required (20+) for a successful completion.

Gathering Raw material
Crafting requires an expense of 1/3rd (rounded down) of that value upfront in material and equipment. Raw material can also be gathered from the proper source and with the proper equipment with one mundane activity per 5gp of raw material needed, or specific activity like foraging (for ingredients used in potions, poisons or rare inks).

Location requirement
Some tools also require a specific location where the crafter can bring their tools and craft their items.
Forge – Smith’s tools
Laboratory – Alchemist tools
Brewery – brewer’s tools

Maximum numbers of items
No more than 20 items can be crafted during one main crafting activity.
Bundles do not count as an item.

Types of crafting
There are six types of crafting that can be undertaken:
- Liquids (potions, inks,…)
- Scribing (Scrolls, book copy,…)
- Ammos (Arrows, bolts, …)
- Mundane (non magical items, vehicles, buildings…)
- Commodities
- Magic ( reforging, any magic item, …)

Potions

all potions require the proper toolkit and a container:
- bottle (1oz container – glass). Bottles are be used for antidotes. Masterwork ink bottles are used for rare inks.
- vial (4oz containers – glass). Most potions and poisons use those. Acid and magical potions require masterwork vials.

Healing potions, poisons, rare inks and antidotes requires ingredients as well as the containers above.
Any glass container is not re-usable, as the melange makes its structure too brittle once the container is emptied.
For any other item, the material cost is 1/3rd of the item’s cost.

Potions of Healing
Medicine and Herbalism kit simple check

Potions of Healing require vials and ingredients as base components.

(HOM) In this campaign, potions of healing are not magical.
Anyone can identify a healing potion and its strength with an action and a very easy medicine check. The rarity of the potions depends on the herbs used to concoct it and the result of the crafting check.

Such potions can be created pretty much anywhere with a fire, a cauldron, water, an herbalist kit and ingredients. If the ingredients are not gathered through foraging, they can be bought on a market.
- Common ingredients cost 25gp, or usually have a DC 15^ to find them when foraging .
- Unusual ingredients cost 75gp, or usually have a DC 20^ to find when foraging.
- Rare ingredients cost 225gp, or usually have a DC 25^ to find them when foraging.

The skill used to create a potion is a medicine check. The proficiency with the Herbalism is added to the check.
There are 4 grades of potions (Regular, Greater, Superior and Supreme)
On a roll of 20+, the potion is one grade better than the herbs used to concoct it.

Every time a healing potion is consumed, the character rolls a d20 and the potion is inert on a roll of 1 as it may have lost its potency over time (Potions of Supreme Healing can never be inert).

Regular Potion of Healing [costs 50gp]
requires Common ingredients
Potion of Greater Healing [150gp]
requires Unusual ingredients, , or common herbs and 20+ craft check.
Potion of Superior healing [450gp]
requires Rare ingredients, or unusual ingredients and 20+ craft check.
Potion of Supreme Healing [1350gp]
requires Rare ingredients plus 20+ craft check.

Poisons
Medicine and Poisoner’s Kit simple check

Basic Poisons require vials and ingredients as base components.
All other poisons use the mundane items rules, but still require a vial recipient when crafted.

Creating Injury poison follows the same rules as creating a potion of healing, using the same basic ingredients, and a medicine check (but using poisoner instead of herbalism kit), except also for the fact that a poison can never be inert.
Note that in this campaign, the effect of injury poison still requires a save after every hit, until either the poison is not active anymore (after 1 minute) or the target makes a save once

Poison damage/Save DC
1d4/DC10 [costs 50gp]
2d4/DC13 (Greater) [150gp]
3d4/DC15 (Superior) [450gp]
4d4/DC18 (Supreme) [1350gp]

Ingested and Inhaled poisons also add the poisoned condition to the victims as well as ongoing damage, but take double time to craft. The duration of their ongoing effect depends on the failed saving throw result compared to the DC.

Ingested poisons stay potent until an antidote or a cure poison is used.
They do damage equal to the number of dice rolled initially after the first ingestion for a number of minutes equal to the points by which the saving throw has failed.
If the poison is masterwork, this damage applies every round instead of every minutes

Inhaled poisons have the same properties as ingested poisons but are complex items to craft, requiring both proficiency with the poisoner’s kit and with the Alchemist’s supplies to be crafted (50/50).
They also still inflict half-damage on a successful saving throw.
Inhaled poison affects 5’ square feet area per d4 of damage, and remains potent in that area for 1d4 round per dice of damage (1d6 for Masterwork poisons) or until they are dissipated by a gust of wind.
After the first exposure, they do damage every round (instead of every hour), for half damage for those that made the save.
This poison acts on exposure, regardless of breathing or not, but someone actively not breathing when entering the area gets a +2 to their save.

Antidotes (basic)
Medicine and Alchemist’s kit simple check

Antidotes require vials and ingredients as base components.

Ingested antidotes are crafted in the same ways as ingested poisons. They suppress the poisoned condition immediately, as well as any ongoing poison damage from any basic poison up to the grade of the antidote.
An alchemist lab is not necessary, but if one is available, the crafting check is made with a +2 bonus.

Antidotes to non basic poisons require the same special ingredients used in the poison being countered.

Rare inks
Intelligence, and any of the following toolkit proficiency: Alchemist (does not require a lab), Calligrapher or Painter.

Rare inks require masterwork ink bottle (1oz – 10gp – glass) and ingredients as base components

Rare inks are used to copy spells or write scrolls, and require the same ingredients used in potions and poisons.

Rare inks are produced by combining basic infusions and producing the ink in a 1oz glass container (ink bottle) that will maintain its purity until the container is opened.
Note that each oz still requires a specific ink bottle as a container. Rare inks can’t be bottled in larger containers without losing their potency.

One common ingredient can be used to produce 1oz of rare ink, valued at 50gp ( a workweek crafting project).

The quality of the ingredient multiply the output by allowing for more dilution, allowing for the following multiplier (so one unusual ingredient allows to create 3 rare inks with only one crafting check)
As for potions and poisons, a masterwork result (20+) increases the grade (so a crafting check of 20+ for an unusual ingredient results in 9 rare inks produced, as the ingredients output has been maximized for best output).
- Common ingredients x1 (1oz output) – 50gp
- Unusual ingredients x3 (i.e. 3oz output) -150gp
- Rare ingredients x9 oz – 450 gp
- Exceptional quality x27 oz (only with a 20+ crafting result using rare ingredients)
The total number of masterwork ink bottles must be available when the craft check is made. Due to the nature of the mix, the ink loses its potency if it is not immediately bottled, and the glass become too porous to hold any liquid after the rare inks have been used. As such, ink bottles can’t be re-used.

Acids or Alchemist’s Fire
Dexterity and Alchemist check

Beyond the cost of raw element, Acid also requires masterwork vials, and the cost of a flask is included in the Alchemist fire crafting costs.

These items must be produced in an alchemist laboratory.
Items with a masterwork result on the crafting check roll their damage with advantage (roll an extra dice and discard the lowest dice result).

Scribings

Spell Scrolls
Arcana and Calligrapher’s kit simple check

Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe. In addition, the character must make a simple Arcana check, using the proficiency with the Caligrapher’s kit.
Any spell components required for the casting of the scribed spell must be available during the scribing. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, for the full duration of the project.

The character must acquire rare inks to scribe spells, and the total value of rare ink to use is equal to the spell level (minimum 1, even for cantrips)
Note that each rare ink bottle is worth 50gp and can’t be split.

Spell level {Scroll price}
Cantrips {50gp}
1st level spell {60gp}
2nd level spell {120gp}
3rd level spell {200gp}
4th level spell {320gp}
5th level spell {640gp}
6th level spell {1280gp}
7th level spell {2560gp}
8th level spell {5120gp}
9th level spell {10240gp}

Check and bonuses
After the crafting time required, the scribe must make a simple Arcana check for each scroll, using the Calligrapher proficiency.

Scribing Outcome
- A roll of 1 brings Complications. The required rare ink is lost in the process.
- A result of 20+ indicates successful completion, and the spell scroll is completed.
- A result of 10+ allows the scribe to keep working on the scribing work for another main activity before making another Arcana check at +2 the first time, +5 the next ones.
- Any other result allows to continue the scribing process with no further bonuses.

*Protection scrolls *

Requires level 5+
Rules TBD

Book copying
Dexterity and Calligrapher kit check

The time to copy is related to the value of the book being copied.

Ammos

Arrows and Bolts
Dexterity and Woodcarver kit check

Gathering enough wood to produce 20 bolts/arrows is a mundane activity in any wooded area and requires proficiency in woodcarving. It takes time as you are looking for specific type of branches that will make a great arrow/bolt. The weight gathered is 4 times the final weight of a batch of 20 (4lbs for arrows, and 6 lbs for bolts).
Note that the woodcarver ability to create ammo during a long rest always create regular ammo and includes the finding of raw material if the location allows.

if you are trying to create masterwork ammo, you can make 20 ammo with one main activity. In either case, make a crafting roll for each ammo, and on a roll of 20+ the ammo is masterwork, else they are regular ammo.

Bullets (renaissance firearms )
DEX and Smiths or Tinker tools

Black powder horn (renaissance firearms)
WIS and Alchemist’ Supplies

Bullets (modern firearms )
INT and Alchemist’s Supplies

Bullets (renaissance firearms )
Wisdom and Alchemist’s Supplies

Forgeries

Documents
Use Sleight of Hand and Forgery kit
The character must have a model to undertake a forgery work.
Equivalent crafting value determined by the DM.

Marked cards or weighted dice
use DEX and Forgery Kit

Mundane

All mundane items use the best modifier of the three physical attributes (STR, DEX or CON) as well as the relevant tool proficiency

In addition to the appropriate tools to craft the item, the raw material worth 1/3rd the cost of the item must be available.

The number of main activities required is the item’s standard GP value divided by 10, and those activities do not need to be consecutive (so it takes a workweek for a 50 gp item).

Most mundane items require only a single proficiency check, but items like Crossbows, Heavy armors, firearms require at least two different tools (see below).

Complex items require more than one proficiency (like Crossbows or Heavy armors). These items require more than one proficiency checks to complete the item, as listed here.
A roll of natural 1 or a result of 1- to any of those checks leads to Complications, usually losing the material used for the crafting and an item that is wasted.
A result of 20+ to all the required checks leads to a Masterwork Grade item.

Some items can be crafted with Special materials. For those, the item is crafted successfully only if the result of the crafting brings a Masterwork Grade result.

Cloths and cloaks
Fur cloaks, heavy cloaks and cloth are all done using the Weaver proficiency.
A masterwork result provides one extra slot for the cloth/cloak

Vehicles

Rules TBD

Buildings

Rules TBD

Commodities

Commodities use the best modifier of the three mental attributes (INT, WIS or CHA), except for anything crafted using the Brewer toolkit, which is a simple check using the Medicine skill.

Unlike mundane objects, commodities have no specific purpose for adventurers but are every day items (jewelry, metalwork, woodwork, glasswork, painting, sail , fabric, pottery, alcohol, furniture, wine, beer, fittings, commodity, commodities).
They will have more value if the crafting check ends with a masterwork result, and even more when the crafter belongs to a guild.

Crafting commodities uses the regular crafting rules (one workweek per 50gp), but with a slightly different process for turning it into money than other items.

  • The following toolkit are the only ones that can be used to create commodities
    Weaver toolkit (Fabric, Sail)
    Carpenter’s Tools (Woodwork, Furniture)
    Glassblower Toolkit (Glasswork)
    Smith Toolkit (Metalwork)
    Woodcarver Toolkit (carvings)
    Potter’s Toolkit (pottery )
    Painter’s toolkit (painting)
    Jeweler Tools^ (jewelry)
    Brewer toolkit^^ (alcohol, beer, wine)
    Tinker toolkit^^^ (miniature mechanical wonders)
  • Crafting a commodity only requires 1 craft check (but see below for improved masterwork results).
  • The base cost for any commodity is like other crafting project: 1/3rd of the base value which must be spent when making the craft check.
  • if all of the crafting checks for a given work give a masterwork result (result of 20+), the value of the work is equal to 2/3rd of its base crafted value, and the work must be sold using a main activity (finding buyers).
  • -If any of the craft checks for a given work is a result of natural one, the commodity is wasted, and it can’t be sold (the base material cost is still lost).
  • Any commodity can be improved with craft checks from other commodities toolkits (see the list above), provided the first check is a masterwork result.
    For every different tool kit used, the odds of a good sale price can be increased. The primary toolkit (the one selected first) indicates the main component for the commodity.
  • When making the improved craft check, using a different kit, if any of those following crafting check is not a masterwork result (i.e. check of 20+) , the artisan does not need to roll any further as the work can’t be masterwork anymore, and reverts to a regular work (the previous masterwork results are simply lost). Also, if any of those rolls result in a natural 1, it wastes the whole project (the previous 20+ results are ignored)
^For Jeweler toolkit, the artisan must spend upfront the full crafting value selected as material cost. Any regular result returns 150% of this value (unless the crafting check was a waste – natural 1 – in which case the material cost is lost).

If the craft result is masterwork (20+), the base value of the work is doubled.
Note that for any item using the jeweler kit, the first craft check must always be done with the jeweler proficiency and the work will use its associated costs.

^^ If you have used the Brewer toolkit, you can improve on it using the Brewer toolkit again. This is the only kit where improving commodities can be done using the same kit proficiency over and over.

^ The Tinker toolkit can only be used on a masterwork item done with one of the other toolkits first (except for the brewer one). On a masterwork result using the tinker toolkit, the base value of the work is doubled.

Masterwork Commodity sale

The exact value of a masterwork commodity is determined during the main activity to sell it by a roll of 3d6, using exploding dice. The result is multiplied by 10 to determine the % of the value from its starting value.
This roll indicates local interest for it, and the artisan can chose not to sell at the rolled price and use another main activity to get a better offer.

For each improved masterwork result obtained beyond the primary crafting check, one d6 can be added to the 3d6 roll. The total will always be the sum of the three best results, not the total dice.

Magic Items

Arcana check (proficiency in Arcana is required)

This type of crafting requires a properly equipped magic laboratory, and proficiency in Arcana as well as all the tools necessary to fabricate the basic object type.

The base cost required to craft the magic items is indicated below. Crafting is also handled in workweeks, not in days, and also require a minimum spell caster level based on the item rarity (not including scarcity).

Crafting most magic items also requires special ingredients and the proper formula, each of which must be properly researched and acquired. The special ingredients are required on top of the price indicated below.

Common item – 4th level – 2 workweek – 50 gp per workweek
Uncommon item – 5th level – 5 workweeks – 100 gp per workweek
Rare item – 6th level – 10 workweeks – 200 gp per workweek
Very rare item – 11th level – 25 workweeks – 800 gp per workweek
Legendary – 17th level – 50 workweeks – 2000 gp per workweek

For magic items, the progress check is done at the end of every workweek, and a result of 1 will indicate that this workweek’s cost and time has been wasted. Two result of 1 in a row spoils the whole process, forcing it to be restarted from scratch with new components.
Unlike mundane items, only a crafting result of 20+ will make the workweek progress count as two (the cost for each workweek must still be paid).

Enhancements and Protection items
regular enhancement and protection items do not require special components
Reforgers can create enhancement and protection items, using the rules above. A masterwork quality for an item will grant a +2 bonus to each Arcana check made at the end of each workweek, and some special materials may also add up extra bonuses.

Crafting an item

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