Crafting an item


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

Crafting an item takes one main activity per 10gp value of the item over 20gp, and requires having the appropriate tool (roughly one workweek per 50gp value of the item).
Check this page for a reference to items values.

Tool proficiency is not be necessary for the most common types of crafting. For most crafted items short of using special materials, a specialized check will determine success.
When not proficient, any Complications results in the loss of the raw material.

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 toolsets also require a specific location
Forge – Smith’s tools
Laboratory – Alchemist tools
Brewery – brewer’s tools

progress check
A progress check is made after each crafting activity time, adding only the proficiency die roll. A result equal or superior to the remaining number of main activities required indicates that this crafting activity time counts as two.
Inversely, a roll of 1 on the d20 indicates that no progress has been made during that crafting activity.

Maximum numbers
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, forgeries,..)
- Ammos (Arrows, bolts, …)
- Mundane (non magical items, vehicles, buildings…)
- Commodities
- Magic ( reforging, any magic item, …)


all potions require the proper toolkit and a container:
- ink bottles (1oz container – glass) for rare inks
- vials (4oz containers – glass)
- flasks (16oz liquid container – glass/metal/ceramic)
- bottles (32 oz liquid container – glass/metal/ceramic)

Healing potions, poisons, rare inks and antidotes requires ingredients, otherwise the material cost is 1/3 of the item’s cost.
Any glass or ceramic container is not re-usable, as the melange makes its structure too brittle once the container is emptied.

Potions of Healing – Herbalism toolkit
Medicine check

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 (It is a specialized check using the herbalism kit proficiency).

On a roll of 20+, the potion is one level 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).

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 – Poisoner toolkit
Medicine check

Creating Injury poison follows the same rules as creating a potion of healing, using the same basic ingredients, and a medicine check.
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 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. They also allow only one saving throw, at first exposure, and continues to act while keeping their potency.

Ingested poisons stay potent until an antidote or a cure poison is used. In addition to the initial damage, they do half damage (with a minimum of 1) for each doubling of the time (i.e. for an initial roll of 8 damage on 1st round of ingestion, the poisoned individual would take 4 damage 2 rounds later, then 2 more damage 4 rounds later, then 1 damage 16 rounds later, another 1 damage 32 rounds later, and so on…)

Inhaled poisons have the same property as ingested poisons but also require proficiency with the poisoner’s kit and access to an alchemist laboratory to be crafted. Inhaled poison affect an 5’ square area per d4 of damage, and remains potent for 1d4 round per d4 of damage. This poison acts on exposure, regardless of breathing or not (if not breathing at first exposure, the save is done with a +2).

For other non basic poisons, use the rules for crafting non magical items, using Medicine and Nature skill, and requiring special ingredients, linked to the nature of the poison (Wyvern blood for wyvern poison and so on…)

Antidotes (basic) – Alchemical toolkit
Medicine check

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.

Antidotes to non basic poisons require the special ingredient linked to the nature of the poison.

Rare inks
Intelligence check

Rare inks require 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.

The craft roll is based on Intelligence, and any of the following toolkit proficiency can be used for this process (Alchemist – does not require a lab, Calligrapher or Painter)

One common ingredient can be used to produce 1oz of rare ink, valued at 50gp. This requires a workweek.

The process is so delicate though that a result of 1 on the progress roll spoils the component, immediately stopping the crafting.
The quality of the ingredient (or a crafting result of 20+) multiply the output by allowing for more dilution, allowing for the following multiplier.
- 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 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- Alchemist toolkit
Dexterity check

These items can be produced with alchemist tools in a laboratory.


Spell Scrolls – Caligrapher’s Toolkit
Arcana 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 specialized Arcana skill check, and provide any spell component required for the casting of the scribed spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, for the full duration of the scribing.

The character must acquire rare inks to scribe such a spell, the total value depending on the spell’s level.

Spell level [Rare Ink required] {Scroll price}
Cantrips [10gp] {30gp}
1st level spell [25gp] {60gp}
2nd level spell [50gp] {120gp}
3rd level spell [75gp] {200gp}
4th level spell [100gp] {320gp}
5th level spell [200gp] {640gp}
6th level spell [400gp] {1280gp}
7th level spell [850gp] {2560gp}
8th level spell [1700gp] {5120gp}
9th level spell [3400gp] {10240gp}

Check and bonuses
After the crafting time required, the scribe must make a specialized Arcana check using the Calligrapher toolkits
- Each consecutive scribing duration after the first (results of 10+) provides a cumulative bonus equal to the proficiency bonus of the character with the Arcana skill.

Scribing Outcome
- A roll of 1 brings Complications
- A result of 20+ indicates a successful scribing, and the spell scroll is completed.
- A result of 10+ allows the scribe to keep working on the scribing work for another day before making another Arcana check.
- Any other result requires both a new expenditure of inks and duration to continue the scribing process.

*Protection scrolls *

Requires level 5+
Rules TBD

Forging documents – Forgery toolkit
Sleight of Hand check

Require an authentic model. Once obtained, the value of each page is set at 50gp.
A natural 1 on any of the progress check requires restarting from scratch.

Book copying – Calligrapher toolkit
Dexterity check

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


Arrows and Bolts – Woodcarver toolkit
Dexterity 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).

if you are trying to create masterwork ammo, you can create a batch of 5 bolts/arrows with a mundane activity or you can make 20 bolts with one main activity. In either case, make a crafting roll, and on a roll of 20+ the batch is masterwork, else they are regular ammo. A natural roll of 1 on this roll will make the batch flawed, and the ammo useless.

if you just want to create regular bolts, you do not need any check if you are proficient in wood carving, and you can create 5 arrows/bolts during a short rest, 10 using a mundane activity, as well as up to 20 during a long rest.

Bullets (gunpowder)

Rules TBD


All mundane items use the best modifier of the three physical attributes (STR, DEX or CON)

Non Magical Items

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 workweeks required is the item’s standard GP value divided by 50, and does not need to be consecutive. A workweek on a specific item can lead to the creation of multiple of those items. For example an item worth 75gp, will see one item crafted the first workweek, and two items the second workweek.

A specialized crafting check is made, using the proper tools’ proficiency.
Most simple items use a single attribute check. For more sophisticated items, specific additional skill checks may be required.

A roll of natural 1 or a result of 1- to any of those checks leads to Complications.
Without proficiency, the material used is lost. When proficient, the item is created with some kind of flaw.

A result of 20+ to all the required checks leads to a Masterwork Grade item.
Note that results of 1- cancels a result of 20+ for the same 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.


Rules TBD


Rules TBD


Commodities use the best modifier of the three mental attributes (INT, WIS or CHA), except for the Brewer toolkit, which always uses the Medicine skill.

Unlike mundane objects, commodities have no specific purpose for adventurers but are every day items (art, alcohol, home improvements, …). They are being sought after on a masterwork result on the crafting.

Crafting commodities uses the regular crafting rules (one workweek per 50gp), but has 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 (Cloths)
Carpenter’s Tools (Woodwork)
Glassblower Toolkit (Glasswork)
Smith Toolkit (Metalwork)
Woodcarver Toolkit (carvings, embellishments)
Potter’s Toolkit (pottery, ceramic, statues)
Painter’s toolkit (paintings, colors)
Jeweler Tools^ (gems and jewels)
Brewer toolkit^^ (moonshine, beer, wines..)

- Crafting a commodity only requires 1 craft check (see below for 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.

- Any commodity can benefit from craft checks from other commodities toolkits from the list above, provided the first check is a masterwork result (except for the brewer, see below).
The more different toolkits used, the highest the sell price can be. The primary toolkit (the one selected first) indicates the main component for the commodity. Any added check from other toolkits must be made after the primary toolkit check result in a masterwork result.

^^ If you have used the Brewer toolkit, you can improve on it using the Brewer toolkit again.

- When making the craft check, one after the other, If any of the following crafting checks
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 revert to a regular work (the previous masterwork results are simply lost).

- if all of the crafting checks for a given work is 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).

^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 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 any of the craft checks for a given work is a result of natural one, the worth of the commodity is 0, and it can’t be sold (the base cost is still lost).

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 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.

^For any masterwork art that used jeweler tools as a primary craft, the the artisan’s renown may be added to the 3d6 check for the final valuation of their work, if applicable.

Magic Items

Arcana Skill – requires proficiency

This type of crafting requires a properly equipped magic laboratory, and proficiency in Arcana as well as in the tools necessary to fabricate the object type. This crafting can’t be undertaken without Arcana proficiency.

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 a +2 bonus (two +2 bonuses combine into a +5 bonus)

Crafting an item

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