5e - Crafting

by KibblesTasty

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Kibbles Guide to Crafting

Kibbles Crafting 0.9

Crafting has long been a major focus of the game, and something countless players have sought to engage with since the early days - after all, what adventurer wouldn't want to be better outfitted, better equipped and more prepared... and what adventurer wouldn't want the chance to put their personal mark on their gear?

The core principle of this crafting system is simplicity and specificity. Everything works with simple easy to follow rules, but has enough depth to lift the burden from a GM having to fill in every blank by giving specific details for everything. While a GM is always the arbiter of what exists and if a crafting recipe works, by and large, this system can be run with as much or as little input as a GM wants to add - it's a complete package that provides all the necessarily details for your player's to get started - and plenty of tables and guides for GMs as well.

Why do you need Crafting?

Some people may wonder - why do you need a crafting system? Isn't that what loot is for? The truth is, in some games, that's true. Not every adventurer is going to want to pursue crafting. But with a crafting system, not only can you craft what you need without finding it in a dragon hoard, what you find in that dragon hoard can be so much more.

In a game with a robust crafting system, there is no junk, there is just more opportunities and fresh possibilities. A +1 shortsword that no one can use could be the valuable basis of a new spear. Gems, gold, relics, and recyclables... all valid entry points for the crafter's creativity.

Adventurers are inherently innovative folks on a quest for creative solutions to difficult problems. Crafting gives them that toolbox.

So... why do you need crafting? You don't. But you should probably want it.

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Table of Contents
Section Page Number
Intro 1-3
Crafting Time 4
Materials 5-11
Harvesting & Looting 12-19
Gathering 20-22
Alchemy 23-33
Poisoncraft 34-36
Blacksmithing 37-47
Cooking 48-53
Enchanting 54-79
Scrollscribing 80-81
Wandwhittling 82-86
Leatherworking 87-91
Tinkering 92-96
Woodcarving 97-99
Runecarving 100-103
Jewelcrafting 104-107
Engineering 108-111
Appendices 112-120

Who can craft?

Anyone! Who can succeed in making something useful? Perhaps a bit of a different story. Crafting is not inherently tied to class, though in some cases some classes may give benefits to it (like Artificer); crafting may come from your background in the form of a tool proficiency, or it may be something you learn during your adventures following the old adage of necessity being the mother of invention.

Crafting is mostly about the time, effort, knowledge and materials. As such, most of crafting is knowing the recipe and having the time and materials needed... but a skilled craftsman works quicker and is more successful, and in this business practice makes perfect, so there are various progression modifiers that apply. Your DM can determine if your background would merit starting your adventure with any, otherwise guidelines for how to gain them are included.

What can I craft?

Anything! But this guide is made by a mere mortal, and is thus limited in scope. This guide will provide the principles of crafting for many fields - from alchemy to engineering to woodworking.

The basis of how crafting works is similar between each field, but the recipes, material, and most important results will be radically different... After all, a healing potion, a catapult, and a magic sword are all things you can craft, but the process for each varies quite a bit.

The goal of this document is to teach you how to get started, and provide the basics that will get you a long way into your adventure, but not make a complete codex of everything that could potentially be crafted. When you hit something that doesn't appear in this document, just reference the closest items and make a bit of a leap to what extra steps might be needed to realize your vision into your game world!

A Player Driven System

One of the fundamental goals and inspirations of the crafting system is to make it a player driven system. It is a system where the player can say "I would like to harvest the monster for ingredients" and "I would like to forage as we go through the forest looking for alchemy reagents" and ultimately "I would like to make a healing potion" and all those rules can be exposed to the player allowing them to directly browse and consider what they want to make, as well as how to make it. The DM still adjudicates many instances of them, but the ideal is to have a system in which the DM does not have to handcraft every instance of gathering materials and crafting.

Working with your GM

While the system is meant to enable player driven choice, always remember to work with your GM. Check in with them when selecting an item you would like to make and confirm that item exists it exists in their world, and any assumptions hold true.

Some GMs may rule that some items have higher rarity or are simply not available at their default assigned rarity. A common example of this may be something like Winged Boots, which are only rated as Uncommon, but some GMs may feel they are a better fit for rare and adjust their difficulty accordingly.

Hooking Your Players In

On the other hand, if the DM wants to get the players into it, there are some tools they can use. By far the most effective tool is to give the players reagents as part of loot that don't have an obvious place to sell them. If you give players 2 curative reagents, they are going to start looking into how they can use those, as they'd much rather have a healing potion.

If you want to go one further though, if you give them 5 curative reagents and they realize they will have a remainder of one... then they start looking into "Well, how do we get a 6th!"

Depth and Complexity

This system has two goals: to be simple and easy to use, and to be deep and extensible. Naturally these are somewhat at odds, and accomplished by having a great deal of optional depth. To produce standard items with standard effects, the process for finding or buying the materials and using them to make what you want to make will be straightforward.

How much of the detail you want to engage with as a DM can be easily adjusted by how you hand out reagents. By sticking to the standard ingredients and using their generic names, the materials are no more complicated than handing out gold or other rewards (and can even be fully converted easily to a gold based system if you want the most simplified version), but if you'd like to have specific ingredient names and exotic ingredients there is information in the appendix you can draw from for that.

How to Craft

Crafting under this system is very simple. You collect the ingredients for a particular thing you want to make, and use your skills with tools to make it into that item. The crafting time of this system is very compressed compared to the systems you might find in the DMG or XGE because this system is not intended to use downtime to gate crafting.

Rather, this is built to work with an adventuring lifestyle. You might need a little time here and there, but it will be measured in hours rather than days and weeks. Consequently, the gates to crafted items are instead the materials and skill required rather than time and gold, though you can certainly use gold to buy those materials in some cases.

Following there is a quick summary, as well as more indepth break down of crafting time and checks, materials and where to find them, and finally the specifics of each branch.

Generic Ingredients

Above and throughout the document, you will see that ingredients are referred to by generic tags like "common curative reagent" rather than specific natures. For example, you may harvest magical herbs, and find Kingsbane in the forest, a poisonous plant. For the purposes of crafting, this can be recorded simply as a "common poisonous reagent" and used as such in crafting.

This greatly simplifies the process of crafting and recording what your supplies are. Narratively speaking, a skilled alchemist can render down the ingredients they want to use in the form they need.

Each crafting profession will have some profession wide materials that are used in their recipes - reagents for alchemy, metals for blacksmithing, etc.

Some very rare and legendary items will have specific ingredients; this is for flavor rather than balance, though is up to your DM.

Quick Summary

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

  • Find the item you would like to craft on a crafting table.
  • Consult your DM to confirm that item exists and has the default rarity in their game. This system is a tool, it does not supersede worldbuilding.
  • Determine the related tool and ability on the table below:
  • Use the related tool and related to skill to determine your crafting modifier using the following formula:

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

Expertise & Bonuses

Your crafting modifier includes expertise in a tool if you have it, but you cannot add any temporary bonus to it (such as guidance, Bardic Inspiration, or other similar features). In general, you should assume that no advantage or bonus applies to a crafting roll outside of the ones specified within this sytem.

  • Gather the required materials.

Materials can 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 make progress in 2 hour increments. For each 2 hours spent, make a crafting roll and compare the result to the DC listed for the item.

Crafting can take place during down time, quick breaks, or even during your long rests if your GM allows for Camp Actions. Plan your crafting time accordingly to the type of crafting you want to do - most can be done in small increments of 2 hours, while some (like Alchemy) need to be completed in one sitting.

  • 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!
Special Reminders:
  • Remember that you can "take 10" on a crafting recipe by doubling the crafting time.
  • The final say on any item is up to your GM. If they disagree with the written recipe, they are correct!
  • Don't be afraid to ask where you can find materials - the GM wants you to engage with the world and find things!

Quick Reference

Profession Related Tool Related Ability Score
Alchemy Alchemy Supplies Wisdom or Intelligence
Blacksmithing Blacksmithing Tools Strength
Cooking Cooking Supplies Wisdom
Enchanting Arcana Intelligence
Engineering Carpentry Tools Intelligence
Jewelcrafting Jewerlery Tools Dexterity
Leatherworking Leatherworking Tools Dexterity
Poisoncraft Poisoner's Kit Wisdom or Intelligence
Runecarving Varies Wisdom or Intelligence
Scrollscribing Calligraphery Tools Intelligence
Tinkering Tinkering Tools Intelligence
Wandwhittling Woodcarvering Tools Dexterity
Woodcarving Woodcarvers Tools Dexterity

Reference Prices

The prices of this system reference the default prices presented for magic items in 5e, as follows. You don't need to use this prices if you use an alternative economy, but the prices are presented in this default for easy of use and conversion.

Default Pricing
Rarity Consumable Price Price
Common 25-50 gp 50-100 gp
Uncommon 50-250 gp 101-500 gp
Rare 250-2,500 gp 501-5,000 gp
Very Rare 2,500-25,000 gp 5,001-50,000 gp
Legendary 25,000+ gp 50,000+ gp.
Converting Prices

There are alternative pricing models presented in the appendix. If you use a simple conversion, such as 1/10th pricing using some sort of silver based pricing, you can simply divide based on that. If you have a more complicated pricing version, my recommendation is to pick a few core items and use them as a point of reference for a conversion formula (I'd recommend healing potions, +1/+2/+3 weapons, and plate armor).

Valuable Gear

In some cases, you may want to make something that is more valuable. While selling more valuable gear may be quite difficult, as is often said, magic has expensive tastes. Many magic items that an Enchanter might want require items of a certain value.

Here's some specific modifiers you can add to increase the value of an item:

Modifier Material Difficulty Value Added
Bejeweled Gemstones +1 per gem Value of Gem
Gilded 10 gold scaps +2 +20

Additionally, you can generally increase the value of an item simply by making it more ornate and exercising greater craftsmanship. You can, when you start crafting an item, raise the DC and/or crafting time of that item artificially. When you do so, that items value is recalculated using the Labor Cost Table in Appendix A.

Here is a list of example break points of more expensive mundane items using different variations of material cost, DC, and number of checks. These are all simply the iterations of the formula presented in Appendix A.

Name Materials Checks DC Price
Simple Item 1 sp 1 DC 8 2 sp
Complicated Item 1 sp 2 DC 15 36 gp
Difficult Item 1 sp 8 DC 15 150 gp
Fancy Item 100 gp 8 DC 15 250 gp
Lavish Item 250 gp 7 DC 15 500 gp
Masterwork Item 1 gp 5 DC 20 1000 gp

So, to walk through these prices:

  • A simple item listed here has 1 silver piece of materials, and takes 1 check with a DC of 8. That is a labor cost of 1 sp, 1 sp of materials, and consequently, the item has a value of 2 sp.
  • A fancy item here has 100 gold pieces of materials, but also takes 8 checks at a DC of 15! That is a labor cost of 144 gold and a small risk multiplier (the chance you lose your materials) resulting in a value of 250 gold pieces.
  • The presented masterwork item has very little material cosst with only 1 gold piece, but is extremely hard to make with 5 checks with a DC of 20, resulting a massive labor cost of 995 gp, and a final value of 1,000 gold pieces.

So, for example, if you needed a Longsword that was worth 1000 gold pieces, you have a few options:

  • You can add a gem worth 985 gold pieces to the materials when crafting it, resulting in 15 gold pieces + 985.
  • You could raise the checks to 5 and the DC to 20.
  • You could spend 250 gold of materials, raise the DC to 19, and spend 6 checks making it resulting a sword worth 1,103 gold pieces.

This cases are largely something you only need to consider when making items for enchanting, and it's all quite a bit simpler than it might might seem, as it's just expressions of the formula presented in Appendix A.

Making Your Own Items

This system is designed to be extensible. While it contains many things, it does not (and can not!) contain all the things. You can find the rules for building new items in Appendix A: Creating New Items.

Item Tag Key

At some points on the tables that follow you will see some notification such as K. This represents an item that is not core to 5e and has been added by the creator of this Compendium (standing for Kibbles). Some other keys:

  • GS = Griffon's Saddlebag. Content used with permission from Griffon's Saddlebag
  • DS = Dungeon Strugglers. Content licensed or commissioned from Dungeon Strugglers.
  • TAG = TheArenaGuy. Content provided by TheArenaGuy of Spectre Creations.

Use of these items is optional, the exist to flesh out the lists, show how to extend the system, and because their stuff is cool!

Crafting Time

All items have a crafting time measured in hours. Crafting is completed in 2 hour chunk. Some branches of crafting must make all their checks consecutively (like Alchemy) while some do not (like Blacksmithing or Enchanting). A crafting roll is made every 2 hours. For each two hours, make a crafting roll.

On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours.

If you fail three times in a row, the crafting is a failure and all materials are lost.

Crafting During a Rest

During a long rest, you can make up to 2 hours of progress during a crafting project if you do nothing else during the long rest besides craft and sleep. During this time, you have disadvantage on any Wisdom (Perception) checks and a -5 to all Passive Perception checks as you are focused on your craft.

You can make 2 hours of progress on any crafting project by taking this camp action. For most projects, this progress can be banked completing the project 2 hours at a time. For some types of crafting, like alchemy, you cannot make incremental progress, but you can continue for 2 additional hours of crafting before or after a long rest in which you took the camp action "craft" to get 4 hours (for example).

Camp Actions

A recommended system is the Kibbles Camp Actions which can be found here and provide more formalized rules for how to make use of your time during a long rest.

Crafting Rolls

Each profession lists the related ability modifier and tool used to calculate your crafting roll modifier. In many cases, attempting to craft without the applicable tool is impossible. Your DM may allow improvised tools, and in that case the check is made with disadvantage.

Beyond the tool, most branches of crafting require a heat source, and some require more infastructure. These are generally approached logically and are at the discretion of the DM. For an adventure looking for more portable workshop tools, investigate the crafting utility magic and crafting utility items sections - these offer additional avenues for increased portable.

Here is a list of some of the additional requirements by branch:

  • Blacksmithing can perform minor crafts with a simple heat source, but requires a forge and anvil to make new items.
  • Alchemy and Cooking almost always requires a heat source.
  • Tinkering, Jewelcrafting, and Poisoncraft sometimes require a heat source.
  • Enchanting, Scroll Scribing, Woodworking, Wand Whittling, Poisoncraft, Leatherworking, Engineering, Runecarving rarely require anything besides the tools of the profession.
Expertise

Features that grant tool expertise (the ability to add twice your proficiency bonus to ability checks made with a tool) are calculated into your crafting roll modifier, but do not add to an the calculated DC the effects of that item have.

Temporary Bonuses

A crafting roll is a special type of ability check and you cannot add temporary bonuses to your roll (such as Bardic Inspiration or the spell guidance) as the crafting roll represents the entire time you spend working the item.

You can gain can advantage if another player with proficiency in the related tool helps for the whole crafting time.

Taking 10

When you craft something, double the crafting period (from 2 hours to 4 hours per check) to "take a 10" on the crafting roll, meaning that your crafting checks are 10 + your related ability score + your related tool proficiency. This provides a floor level that you can always succeed on if you choose to take your time.

NPC Crafting

It should always be assumed that when NPCs are crafting, they take this option, and thus craft more slowly but reliably. The slap-dash speed crafting is largely the domain of the players, though at the DM's discretion the players may convince a NPC to craft faster assuming the risk of their materials.

Workdays

When a character is spending all day working, they make 8 hours of progress, and cannot exceed 8 hours working on a crafting project during a day. Players will occasionally want to work longer than 8 hours, but this fails to account for the limitations of mortals - player characters still need to eat, sleep, and will eventually lose their focus and ability to work. This is primarily implemented for balance reasons, but also helps model how much productive time a character can spend - they are not just working 8 hours straight and idling for 8 hours, but rather a model of the natural flow of a day, taking breaks, etc.

A DM can choose to overrule this and allow extreme crafting days in special circumstances, but in almost all cases working over 8 hours on a crafting project would leave a character with one or more levels of Exhaustion.

Materials

Without materials, there is nothing to craft from. Crafting does not make things from thin air, it makes more useful things from less useful things. Gathering the materials will be the essential first step in any job. Materials are generally found in three ways.

Loot & Salvaging: Nothing is useless when you have a party of crafters. One of the main sources of materials will be the things you find - nothing is useless when you have an expert craftsman in the party.

Gathered & Harvesting: How something is gathered varies on the profession - in many cases, it can only be gathered when the opportunity arises. Dragon scales, for example, are a lot easier to gather when there is a dead dragon nearby. Be it harvesting rare herbs, monster parts, or minerals, gathering is an opportunity you won't want to pass up.

Purchasing: Rarely will everything you need to craft what you want fall into you hands without the assistance of the oldest and most powerful tool of any craftsman - money. When you don't have what you need, frequently you can buy it. For some professions, there will be a lot more materials that can be purchased, while others will rely more on the other routes.

Selling and Buying Materials

In general, the buying price of a material is it's listed value, and its selling price is usually half of that to an interested property.

Between negotiation, market fluctuation, and DM moods, you may get better or worse prices. Note that many materials are simply junk to a party that does not have a use for them, and will only sell to interested parties that can use or resell them.

Threatening to burn down a merchant's shop because they will not offer you the listed price may result in an Intimidation check, but does not change market realities and is typically not beneficial to your reputation - most merchants that have the gold to buy and sell expensive materials have dealt with adventurers before and are not easily intimidated.

The sources of materials are tied to the pillars of the game. Looting and Harvesting are tied into the combat pillar, Salvaging and Gathering are tied into the exploration pillar, and purchasing and rewards are tied into the social pillar. This provides a lot of routes to add these materials to your game based on what works best for your group.

Types of Materials

Reagents

Reagents are huge range of things; most often they are plants that contain some magical essence, but almost as frequently they are harvested from various magically inclined monsters. The exact source of a reagent usually does not matter beyond defining its type, as the part of the reagent used is the fragment of magic contained within that is distilled out.

Reagents are the There are many different ways to make a potion. Consequently, the materials are sorted into categories. These categories include curative, reactive, and poisonous. These each come in the standard material rarities: common, uncommon, rare, very rare, and legendary.

Reagents cannot be salvaged once they have been combined into another form (such as potions, essences, or ink).

Interchangeable Reagents

All curative, reactive, and poisonous ingredients are interchangeable. This is intentional to drastically simplify the crafting process and tracking thereof. Individual names are included only to deepen the immersion of the finding and buying ingredients, and can be treated as interchangeable by their label if preferred.

Magical Ink

While ink has many uses, crafting is mostly concerned with magical ink which has the power to hold the arcane words of scrolls. This is synthesized by alchemists from the magical properties of reagents - as it is concerned with extracting their magical properties, the exact nature of the reagents used do not effect the final ink beyond its potency.

Magical ink is not typically found or harvested on its own, though it may be found as loot, and in some instances a DM could rule that some blood collected from a fiend, celestial or dragon could be counted as such. It is generally created from reagents or purchased from alchemists that create it from reagents.

Magical Ink cannot be salvaged once they have been combined into another form (such as potions, essences, or ink).

Essences

While reagents are substances that contain a glimmer of magical power that can be harnessed through refinement, Essences are more purified forms of magical power.

These come in three types: Arcane, Divine and Primal as well as in the five normal rarities (common, uncommon, rare, very rare, and legendary). These essences are the pure stuff of magic that makes things work.

You can get these by rendering down magical reagents, salvaging magic items, harvesting them from magical monsters, or through the hard work of spell casters. Or you can find them as loot from people that have already done one of those harder steps. The rules for rendering them down from materials are contained within each branch of crafting, while the rules for creating them yourself are under Enchanting, as it is their domain and skill set needed to do so.

While all branches occasionally use essences when extra magical power is needed, they are the primary material of Enchanters, and their pricing can be found in that section.

Essences can be found as loot during the courses of your adventures, but can also be harvested (from monsters), salvaged (from magical equipment), synthesized (from reagents), or created from the raw power of a spell caster, though the method is long and arduous.

Essences are flexible in their exact nature. There are many paths to each desired outcome, and this flexibility is represented in Essences. While the traditional way to make a Belt of Hill Giant Strength may call for a Hill Giant heart as its essence, and enchanting substituted a dragon heart as their primal essences may make a Belt of Dragon Strength that just has the same statistical effect.

Salvaging Essences

You also may be able to salvage magical essence from unwanted or broken magical items, though such a reclamation process can be difficult, and rarely results in more than a fraction of the essence infused into the original item. An item returns one essence equal to its rarity when harvested. The process takes 2 hours to complete, and does not work if the item is currently attuned to any creature. An essence can only be salvaged from permanent magic items; a permanent magic item is one that recharges or does not have a limitation on its charges or uses. A magic item with charges or uses can only be salvaged while it is at full charges or uses.

The item becomes nonmagical after the essence is salvaged from it. If it required magic to function or exist, it is destroyed.

Synthesizing Essences

In addition to harvesting essences from magical monsters fully intact, a more approachable and incremental way is to combine several reagents to get an essence. You have to combine three reagents of the same rarity to gain one essence of that rarity. You can combine essences in the following ways:

Essence Component Reagents
Arcane 1 curative, 1 poisonous, 1 reactive
Primal 3 reactive
Divine 2 curative, 1 reactive

This process takes 4 hours, and requires alchemy supplies and a heat source.

Making Essences

Another potential source of an Essence is being created by a spellcaster. This process is long and arduous, and typically only suited to downtime. A creature with the spell casting feature can create 1 essence during 1 workweek (5 days, 8 hours a day); this process cannot be completed faster and for the duration they are considered to have spent all of their spell slots.

At 1st level or higher can make a common essence in this way, a caster 5th level or higher can make an uncommon essence this way, a caster at 11th level can make a rare essence in this way, and a caster at 17th level or higher can make a very rare essence this way. Legendary essences require special rituals requiring more casters and take far longer - they are exceedingly hard to make.

The type of essence produced depends on the source of the spell casting levels as per the table below:

Caster Essence Type
InventorK Arcane
Bard Arcane
Cleric Divine
Druid Primal
Monk Psionic
OccultistK Any*
Paladin Divine
PsionK Psionic
Ranger Primal
Sorcerer Arcane
Warlock Varies*
Sorcerer Varies*
Wizard Arcane
Special Cases Explained
  • Sorcerers produce a type based on their subclass; Dragon or Wild makes Primal, Divine Soul makes Divine, and Shadow makes Arcane.
  • Warlocks likewise produce a type based on their subclass; Archfey makes Primal, Celestial makes Divine, and all others make Arcane.
  • Occultist can produce any type, but takes 1.5x as long to produce an Essence in this manner. A DM can rule based on the special circumstances of a character their power source may be different than normal. This can stand in for Shaman, Witch, or Oracle classes if you use those instead of Occultist.
  • Inventor can stand in for any half-arcane caster of a similar theme.

A 1/2 or 1/3 caster would generate essences at 1/3 or 1/2 their character level.

Ingots

Ingots are chunks of metal that can be used to craft things. They are assumed to be relatively pure weigh 2. The default ingot listed in all the crafting tables is an ingot of Steel. These cost 2 gp per ingot. There are cheaper metals (such as Iron); pure Iron cannot be used to craft weapons and armor, but can be used for other items, resulting in a cheaper item. On the other end of the spectrum, more advanced metals such as Mithral and Adamantine can be used conferring special properties, but being far more difficult to work with and costing more.

Salvaging Ingots

Metal items can be converted back to ingots quite efficiently, but require a forge to do so. With a forge and 2 hours per item, a metal item can be rendered down into its component ingots. Advanced metals may require special tools to smelt.

Hides & Leathers

Hides, scales, and carapaces all tend to be harvested from monsters. Leather is a product of hides that can be processed from what it is harvested from the monster.

The DM determines if a monster provides hide, scale, or carapace. Hides do not come in different sizes, rather larger creatures simply provide more hides, and monsters that are not large enough to produce one hide provide only hide scraps.

Scales are likewise abstracted - each increment is simply an arbitrary unit of scales that the unit of scales covers - scales can be much larger or small from different sized creatures.

The system does not attempt to say how many scales a creature provides or how many literal actual scales makes up scalemail, but rather provides a number that is then consistently used.

Creatures are harvested using a Survival check, with its DC listed below. If the DC check is failed, the harvest does not fail entirely, but instead they get 1d4 hide scrapes in place of any hides, carapaces of one size smaller, and half as many scales.

Processing Hides

The process of turning hide into leather takes quite awhile (as per the crafting table), and is often something adventurers can delegate to NPCs (delivering hides to be processed) or do during downtime. If you would like a more expeditated system, there is no balance reason for this, and you can short the leather crafting process to taking 2 hours, it just won't be exceedingly realistic.

Parts

The term "parts" is used to refer to gears, wires, springs, windy bits, screws, nails, and doodads. Parts can be either found or salvaged or forged from metal scraps (or even straight from ingots by a Blacksmith for those that really want to be industrial about it). The exact nature of each item making up this collection is left abstracted.

In addition, metal scraps are collections of salvaged material that generally fall into the category of things "too small to track" which can than be used for the creations of tinkerers. In addition to all of this, occasionally tinkers will use ingots... particularly ones of tin (which is their namesake, after all).

Like other crafting branches, there are also named components for more iconic pieces of gear - the stock of a crossbow, for example, or other items. The cost for these items can be found on the common component table, and are generally minor.

Lastly, Tinkerers use essences when constructing things that push beyond the mundane principles of plausibility, crafting magical properties into their inventions.

Named Components

In almost all cases, named components (such as a "wooden stock" for a crossbow) can be simply abstracted out in the a minor cost, but, as always, the level of abstraction is up to the DM.

Salvaging parts

The other main way to acquire parts is to salvage it. This can be determined by your DM what can be salvaged, but in general common items provide parts, uncommon or expensive items may provide fancy parts, and esoteric parts is found only from esoteric sources at your DMs discretion. Tools, vehicles, and complex items generally return 1d4 metal scraps and 1d4 parts for a small or smaller item, 2d6 metal scraps for medium sized item, and 3d8 metal scraps for large sized item. and more for larger items, though may return less of rare types of parts.

Wood

Commonly available in its lowest quality (firewood), higher quality woods are often found rather or in exotic locations. Wooden branches (including wood scraps) are assumed to be of a useful wood that can be worked, while firewood covers everything else, with more useful woods falling into categories such as "quality branches" or rarer options. Wooden scraps are assumed to be scraps of wooden branch quality wood, and consequently cannot be salvaged from firewood.

Salvaging

For the most part, wood cannot be easily salvaged. Wood carving is not necessarily a reversible process, and wood cannot be smelted down.

You can render wooden crafted product into wooden scraps equal to 4 x the number of branches used to create it.

Quality Branch

A quality branch refers to one that can be made it use more precious objects, particularly bows. It is nonmagical in nature, but typically yew when dealing with bows, though ash, mulberry, elm, okay, hickory hazel, and maple can be used under broader definitions.

Purchasing Tables by Type

Animal Skins
Materials Rarity Used For Price
Hide Scraps Trivial Leatherworking 1 sp
Leather Scraps Trivial Leatherworking 1 sp
Boiled Leather Common Leatherworking 3 gp
Hide Common Leatherworking 2 gp
Rawhide Leather Common Leatherworking 2 gp
Scales Common Leatherworking 1 gp
Tanned Leather Common Leatherworking 3 gp
Medium Carapace Common Leatherworking 4 gp
Large Carapace Common Leatherworking 30 gp
Tough Leather Uncommon Leatherworking 600 gp
Cooking
Materials Rarity Used For Price
Supplies (Salt, Staples, etc) Trivial Cooking 1 gp
Uncommon Supplies (Uncommon spices, oils, rare seeds, etc) Common Cooking 10 gp
Rare Supplies (Hard to luxury goods) Uncommon Cooking 100 gp
Metals
Materials Rarity Used For Price
Metal Scraps Trivial Tinkering, Blacksmithing 1 sp
Silver Scraps Trivial Jewelcrafting 1 sp
Gold Scraps Common Jewelcrafting 1 gp
Iron Ingot Common Blacksmthing 1 gp
Steel Chain (2 ft) Common Blacksmthing, Tinkering 1 gp
Steel Ingot Common Blacksmithing 2 gp
Mithril Ingot Uncommon Blacksmithing 30 gp
Adamant Ingot Uncommon Blacksmithing 40 gp
Adamantine Ingot Uncommon Blacksmithing 60 gp
Wood
Materials Rarity Used For Price
Firewood Trivial Cooking, Wood Working 1 cp
Wood Scraps Trivial Tinkering, Wood Working 2 cp
Quality Branch Common Wand Whittling, Wood Working 2 gp
Wooden Branch Common Wand Whittling, Wood Working 1 sp
Wooden Stock Common Tinkering 5 sp
Short Haft Common Blacksmithing 1 sp
Uncommon Branch Uncommon Wand Whittling 25 gp
Rare Branch Rare Wand Whittling 80 gp
Very Rare Branch Very Rare Wand Whittling 800 gp
Legendary Branch Legendary Wand Whittling 2,000 gp
Magical Materials
Materials Rarity Used For Price
Common Reagent Common Alchemy, Poisoncraft 15 gp
Glass Vial Common Alchemy, Poisoncraft 1 gp
Glass Flask Common Alchemy, Poisoncraft 1 gp
Crystal Vial Common Alchemy 10 gp
Normal Ink Common -- 5 gp
Parchment Common Scroll Scribing 1 sp
Common Essence Common Alchemy, Enchanting, Scroll Scribing, Wand Whittling 45 gp
Common Magical Ink Common Scroll Scribing 15 gp
Uncommon Reagent Uncommon Alchemy, Poisoncraft 40 gp
Uncommon Essence Uncommon Alchemy, Enchanting, Scroll Scribing, Wand Whittling 150 gp
Uncommon Magical Ink Uncommon Scroll Scribing 40 gp
Uncommon Parchment Uncommon Scroll Scribing 40 gp
Rare Reagent Rare Alchemy, Poisoncraft 200 gp
Rare Essence Rare Alchemy, Enchanting, Scroll Scribing, Wand Whittling 700 gp
Rare Magical Ink Rare Scroll Scribing 200 gp
Rare Parchment Rare Scroll Scribing 200 gp
Very Rare Reagent Very Rare Alchemy, Poisoncraft 2,000 gp
Very Rare Essence Very Rare Alchemy, Enchanting, Scroll Scribing, Wand Whittling 7,000 gp
Very Rare Magical Ink Very Rare Scroll Scribing 2,000 gp
Very Rare Parchment Very Rare Scroll Scribing 2,000 gp
Legendary Reagent Alchemy, Poisoncraft Alchemy, Poisoncraft 5,000 gp
Legendary Essence Legendary Alchemy, Enchanting, Scroll Scribing, Wand Whittling 25,000 gp
Legendary Magical Ink Legendary Scroll Scribing 5,000 gp
Legendary Parchment Legendary Scroll Scribing 5,000 gp
Misc
Materials Rarity Used For Price
Buckle Trivial Leatherworking 2 sp
Fletching Trivial Wood Working 5 cp
Length of String Trivial Wood Working 5 cp
Armor Pading Common Blacksmithing, Leatherworking 5 gp
Parts Common Tinkering 2 gp
Fancy Parts Common Tinkering 10 gp
Esoteric Parts Uncommon Tinkering 100 gp

Purchasing Table by Rarity

Trivial
Materials Rarity Used For Price
Firewood Trivial Cooking, Wood Working 1 cp
Wood Scraps Trivial Tinkering, Wood Working 2 cp
Fletching Trivial Wood Working 5 cp
Length of String Trivial Wood Working 5 cp
Metal Scraps Trivial Tinkering, Blacksmithing 1 sp
Silver Scraps Trivial Jewelcrafting 1 sp
Hide Scraps Trivial Leatherworking 1 sp
Leather Scraps Trivial Leatherworking 1 sp
Buckle Trivial Leatherworking 2 sp
Supplies (Salt, Staples, etc) Trivial Cooking 1 gp
Common
Materials Rarity Used For Price
Wooden Branch Common Wand Whittling, Wood Working 1 sp
Short Haft Common Blacksmithing 1 sp
Wooden Stock Common Tinkering 5 sp
Glass Vial Common Alchemy, Poisoncraft 1 gp
Glass Flask Common Alchemy, Poisoncraft 1 gp
Parchment Common Scroll Scribing 1 sp
Scales Common Leatherworking 1 gp
Parts Common Tinkering 2 gp
Quality Branch Common Wand Whittling, Wood Working 2 gp
Gold Scraps Common Jewelcrafting 1 gp
Iron Ingot Common Blacksmthing 1 gp
Steel Chain (2 ft) Common Blacksmthing, Tinkering 1 gp
Steel Ingot Common Blacksmithing 2 gp
Hide Common Leatherworking 2 gp
Rawhide Leather Common Leatherworking 2 gp
Tanned Leather Common Leatherworking 3 gp
Boiled Leather Common Leatherworking 3 gp
Medium Carapace Common Leatherworking 4 gp
Armor Pading Common Blacksmithing, Leatherworking 5 gp
Normal Ink Common -- 5 gp
Uncommon Supplies (Uncommon
spices, oils, rare seeds, etc)
Common Cooking 10 gp
Fancy Parts Common Tinkering 10 gp
Crystal Vial Common Alchemy 10 gp
Common Reagent Common Alchemy, Poisoncraft 15 gp
Common Magical Ink Common Scroll Scribing 15 gp
Large Carapace Common Leatherworking 30 gp
Common Essence Common Alchemy, Enchanting, Scroll Scribing, Wand Whittling 45 gp
Uncommon
Materials Rarity Used For Price
Uncommon Branch Uncommon Wand Whittling 25 gp
Mithril Ingot Uncommon Blacksmithing 30 gp
Uncommon Reagent Uncommon Alchemy, Poisoncraft 40 gp
Uncommon Magical Ink Uncommon Scroll Scribing 40 gp
Uncommon Parchment Uncommon Scroll Scribing 40 gp
Adamant Ingot Uncommon Blacksmithing 40 gp
Adamantine Ingot Uncommon Blacksmithing 60 gp
Rare Supplies (Hard to luxury goods) Uncommon Cooking 100 gp
Esoteric Parts Uncommon Tinkering 100 gp
Uncommon Essence Uncommon Alchemy, Enchanting, Scroll Scribing, Wand Whittling 150 gp
Tough Leather Uncommon Leatherworking 600 gp
Rare
Materials Rarity Used For Price
Rare Reagent Rare Alchemy, Poisoncraft 200 gp
Rare Branch Rare Wand Whittling 80 gp
Rare Magical Ink Rare Scroll Scribing 200 gp
Rare Parchment Rare Scroll Scribing 200 gp
Rare Essence Rare Alchemy, Enchanting, Scroll Scribing, Wand Whittling 700 gp
Very Rare
Materials Rarity Used For Price
Very Rare Branch Very Rare Wand Whittling 800 gp
Very Rare Reagent Very Rare Alchemy, Poisoncraft 2,000 gp
Very Rare Magical Ink Very Rare Scroll Scribing 2,000 gp
Very Rare Parchment Very Rare Scroll Scribing 2,000 gp
Very Rare Essence Very Rare Alchemy, Enchanting, Scroll Scribing, Wand Whittling 7,000 gp
Legendary
Materials Rarity Used For Price
Legendary Reagent Legendary Alchemy, Poisoncraft 5,000 gp
Legendary Magical Ink Legendary Scroll Scribing 5,000 gp
Legendary Parchment Legendary Scroll Scribing 5,000 gp
Legendary Branch Legendary Wand Whittling 2,000 gp
Legendary Essence Legendary Alchemy, Enchanting, Scroll Scribing, Wand Whittling 25,000 gp

Harvesting & Looting

Harvesting and looting are two paths to the same place, but generally depend on what kind of foe the enemy has vanquished and is not collecting the stuff of. Typically humanoid creatures that carry stuff are candidates for the Individual Treasure tables, awhile Aberrations, Beasts, Dragons, Monstrosities, and Plants are harvesting candidates.

If you don't normally provide loot equivalent to default treasure tables, you don't need to start providing loot equivalient to them using these new tables, simple apply these tables as frequently as it makes sense for your game.

Remember that you can fully mix and match as it makes sense - you can replace coinage with gems or art pieces, you can replace crafting items that wouldn't make sense with coinage, gems, or art pieces, etc. The tables are merely a guide and convenience for what sort of range of materials should come from what sort of creature.

Harvesting

The Harvesting tables replace the Individual Treasure for Aberration, Beast, Dragon, Monstrosity, and Plant type creatures.

Remnants

Remnants optional replace the Individual Treasure table for creatures that leave behind no body on death, like Elementals, Celestials, or Fiends (ones that leave behind a body can use the Harvesting table).

Loot

The Loot tables optionally replace the Individual Treasure for Humanoid type creatures - you can use this table in all cases or in some cases.

Recommendation

I would recommend using the table for all humanoid enemies, but using the equivalent gold value for roughly half of enemies to keep gold flowing into the PCs pockets while also providing abundant crafting supplies.

Hoards

Rather than replacing the hoard tables, simple use the default hoard table and replace an amount of coins, gems, and art pieces with crafting materials. This ensures that players are still getting the sort of loot the expect, but also fills in new materials into things that would often fill little role beside being converted to coinage at a later date.

Basic Harvesting

Beasts, Dragons, and Monstrosities can be harvested using Wisdom (Survival) for meat and hides. As a DMs discretion, a Plant type creature can be harvested for food using the same DC and amount, but providing common fresh ingredients instead of meat. Basic Harvesting takes 10 minutes. At your DMs discretion, it may take longer for larger creatures.

Exotic Creature Harvesting

Applicable Targets: Aberration, Constructs, Dragons, Monstrosities, Plants, Some Undead

A random roll is performed to judge what can be harvested from the monster. For Dragons and Monstrousities, a Wisdom (Medicine) check is required to harvest the material without destroying it, for Constructs, an Intelligence (Arcana) check is required, and for Plants an Intelligence (Nature) check is required. Exotic Harvesting takes 10 minutes. At your DMs discretion, it may take longer for larger creatures.

If a beast is sufficiently magical, poisonous, or vemous, a DM can opt to use the Dragon & Monstrosity table for exotic harvesting, but this should be rare - even a poisonous beast is usually too mundane for the magical properties of harvested materials, and a beast should always be rolled on the 0-4 CR table regardess of its CR.

At a DMs discretion, some Undead may be harvested as well if there is something that would make sense for them provide in this manner, in which case the would use an Intelligence (Arcana) check. Undead are less likely to provide anything of use, simply having a rare chance of providing arcane essences, though some would consider the use of these essences evil.

Double Harvesting

If a monster is applicable for both Basic Harvesting and Exotic Harvesting, you can perform both, but the second check rolled has disadvantage on the skill check to successfully gather the materials.

Exotic Remnants

Applicable Targets: Celestials, Elementals, Fiends, Some Undead

Some creatures typically do not leave behind corpses. While these most often disappear without a trace, sometimes they will leave behind a fragment of the magical forces that powered them as a remnant, in the form of a reagent or essence. These are less likely to result in a crafting item, but don't require any check to gather it successfully. Gathering remnants is simple to do, and requires only 1 minute.

Applying Material Tables

As a DM, never feel compelled to roll on a table if you feel it makes sense to do something else. The tables provide a baseline, but if you feel that it makes sense of a given monster to leave behind a given material, simply do so, requiring the check that seems most appropriate (using the tables as a guide if you wish).

Exotic Harvesting (CR 0-4)
d100 DC Dragon & Monstrosity Construct Aberration Undead Plant
01-20 8 -- Parts -- -- --
31-50 8 Common Poisonous Reagent Fancy Parts Common Reactive Reagent -- Common Poisonous Reagent
51-70 8 Common Reactive Reagent Fancy Parts Common Curative Reagent -- Common Curative Reagent
86-00 8 Common Primal Essence Common Arcane Essence Common Psionic Essence Common Arcane Essence Common Primal Essence
Exotic Remnants (CR 0-4)
d100 Celestial Fiend Elemental Incorporal Undead
01-50 -- -- -- --
51-80 -- -- Common Reactive Reagent --
81-00 Common Divine Essence Common Arcane Essence Common Primal Essence Common Divine Essence
Exotic Harvesting (CR 5-10)
d100 DC Dragon/Giants/ Monstrosities Construct Aberration Undead Plant
01-30 10 Uncommon Reactive
Reagent
Fancy Parts Common Reactive Reagent Common Arcane Essence Common Poisonous
Reagent
31-60 10 Uncommon Poisonous
Reagent
1d4 Fancy Parts Uncommon Reactive Reagent 1d4 Common
Poisonous Reagent
Uncommon Poisonous
Reagent
61-80 10 1d4 Uncommon
Reactive Reagent
1d6 Fancy Parts Uncommon Curative Reagent 1d4 Uncommon
Poisonous Reagents
1d4 Uncommon Curative
Reagent
81-90 10 Uncommon Primal Essence Uncommon Arcane Essence Uncommon Arcane Essence Uncommon Divine Essence Uncommon Primal Essence
91-00 10 Uncommon Primal
Essence
Uncommon Arcane
Essence
Uncommon Psionic
Essence
Uncommon Arcane Essence Uncommon Primal
Essence
Exotic Remnants (CR 5-10)
d100 Celestial Fiend Elemental Incorporal Undead
01-20 -- -- -- --
21-50 Common Curative
Reagent
Common Reactive
Reagent
Common Reactive
Essence
Common Poisonous
Reagent
51-80 Uncommon Curative
Reagent
Uncommon Reactive
Reagent
Uncommon Reactive
Essence
Uncommon Poisonous
Reagent
81-90 Common Divine
Essence
Common Arcane
Essence
Common Primal
Essence
Common Arcane
Essence
91-00 Uncommon Divine
Essence
Uncommon Arcane
Essence
Uncommon Primal
Essence
Uncommon Arcane
Essence
Exotic Harvesting (CR 11-16)
d100 DC Dragon/Giants/ Monstrosities Construct Aberration Undead Plant
01-30 12 Uncommon Reactive Reagent Esoteric Parts Uncommon Reactive Reagent Uncommon Poisonous Reagent Uncommon Poisonous Reagent
31-60 12 Uncommon Primal Essence 1d4 Esoteric Parts Uncommon Psionic Essence Uncommon Arcane Essence Uncommon Primal Essence
61-70 12 Rare Reactive Reagent Uncommon Arcane Essence Rare Reactive Reagent Rare Poisonous Reagent Rare Curative Reagent
71-80 12 Rare Poisonous Reagent Uncommon Arcane Essence Rare Poisonous Reagent Uncommon Arcane Essnece Rare Poisonous Reagent
81-90 12 Rare Primal Essence Rare Arcane Essence Rare Arcane Essence Rare Divine Essence Rare Primal Essence
91-99 12 Rare Primal Essence Rare Arcane Essence Rare Psionic Essence Rare Arcane Essnece Rare Priaml Essence
00 12 Very Rare Primal Essence Very Rare Arcane Essence Very Rare Psionic Essence Very Rare Arcane Essence Very Rare Primal Essence
Exotic Remnants (CR 11-16)
d100 Celestial Fiend Elemental Incorporal Undead
01-20 Uncommon Curative Essence Uncommon Reactive Reagent Uncommon Reactive Reagent Uncommon Poisonous Reagent
21-50 Uncommon Divine Essence Uncommon Arcane Essence Uncommon Primal Essence Uncommon Arcane Essence
51-80 Rare Curative Reagent Rare Reactive Reagent Rare Reactive Reagent Rare Poisonous Reagent
81-00 Rare Divine Essence Rare Divine Arcane Essence Rare Primal Essence Rare Arcane Essence
Exotic Harvesting (CR 17+)
d100 DC Dragon/Giants/ Monstrosities Construct Aberration Undead Plant
01-30 15 1d4 Rare Reactive Reagent 1d4 Esoteric Parts 1d4 Rare Reactive Reagent 1d4 Rare Poisonous Reagent 1d4 Rare Poisonous Reagent
31-50 15 Rare Primal Essence Rare Arcane Essence Rare Psionic Essence Rare Arcane Essence Rare Primal Essence
51-89 15 Very Rare Primal Essence Very Rare Arcane Essence Very Rare Arcane Essence Very Rare Arcane Essence Very Rare Primal Essence
90-94 15 Legendary Primal Essence Legendary Arcane Essence Legendary Arcane Essence Legendary Divine Essence Legendary Primal Essence
95-00 15 Legendary Primal Essence Legendary Arcane Essence Legendary Psionic Essence Legendary Arcane Essence Legendary Primal Essence
Exotic Remnants (CR 17+)
d100 Celestial Fiend Elemental Incorporal Undead
01-20 Rare Curative Essence Rare Reactive Reagent Rare Reactive Reagent Rare Poisonous Reagent
21-50 Rare Divine Essence Rare Arcane Essence Rare Primal Essence Rare Arcane Essence
51-69 Very Rare Curative Reagent Very Rare Reactive Reagent Very Rare Reactive Reagent Very Rare Poisonous Reagent
70-89 Very Rare Divine Essence Very Rare Arcane Essence Very Rare Primal Essence Very Rare Arcane Essence
90-00 Legendary Divine Essence Legendary Arcane Essence Legendary Primal Essence Legendary Arcane Essence
Hide and Meat Harvesting
Creature Size Difficulty Hide Meat
Tiny N/A Nothing Nothing
Small DC 12 1d4 x hide scraps or
1 x small carapace or
1d4 x scales
Nothing
Medium DC 10 1 x hide or
1 x large carapace or
2d6 x scales
1 common meat
Large DC 12 2 x hides or
2 x large carapaces or
3d6 x scales
1d4 common meat
Huge DC 14 3 x hides or
3 x large carapaces or
4d6 x scales
2d6 common meat
Gargantuan DC 14 4 x hides or
4 x large carapaces or
5d6 x scales
3d8 common meat
  • Special materials can replace up to half of the materials harvested based on the qualifications of the monster.
Special Materials
Modifier Minimum CR Harvesting Difficulty Additional Requirements Effect
Tough Hide/Scales 8 +4 Harvested from a creature
with AC 16 or higher
Armor crafted has +1 AC
Resistant Hide/Scales 8 +5 Harvested from a creature with
resistance to an elemental damage type
Armor crafted has related elemental resistance
Dragon Scales 14 +8 Harvested from a Dragon. Armor crafted has +1 AC and
Resistance to related element.
Uncommon Meat 5 +3 -- --
Rare Meat 10 +5 -- --
Very Rare Meat 17 +7 -- --
Legendary Meat 21 +9 -- --
  • If the difficulty modifier is not meet, the material is harvested without the modifier, it's special property ruined during harvesting.

Loot

Individual Treasure (CR 0-4)
d100 Materials Found Coinage Equivalent Monetary Value
01-15 1d6 Wood Scraps, 1 Length of String 2d4(5) cp 18 cp
16-30 1d4 Metal Scraps 1d4(3) sp 6 sp
31-40 1d4 Leather Scraps, 1 Hide Scraps 1d4(3) sp 6 sp
41-60 Supplies 1d6(4) sp, 2d4(5) cp 1 gp, 5 sp
61-70 1d2 Parts 1d6(4) gp, 2d4(5) sp 6 gp, 5 sp
71-75 Uncommon Supplies 1 gp, 1d10(5) sp 10 gp
76-80 Common Poisonous Reagent 2d4(5) sp 15 gp, 5 sp
81-85 Common Curative Reagent 2d4(5) sp 15 gp
86-90 Common Reactive Reagent 2d4(5) sp 15 gp
91-94 Common Magical Ink 1d6 gp, 1d10 sp 18 gp, 5 sp
95-96 Common Divine Essence 1d6 sp, 1d10 cp 46 gp
97-98 Common Primal Essence 1d6 sp, 1d10 cp 46 gp
99-00 Common Arcane Essence 1d6 sp, 1d10 cp 46 gp
Individual Treasure (CR 5-10)
d100 Materials Found Coinage Equivalent Gold Value
01-30 1d4 Fancy Parts 1d10(6) gp, 1d10(6) sp 36 gp, 6 sp
31-40 1d10 Parts, 1d20 Leather Scraps, 1d20 Metal Scraps 1 pp, 1d10 gp, 2d10 sp 30 gp
41-50 Uncommon Poisonous Reagent 1d6 x 10(35) gp 75 gp
51-60 Uncommon Curative Reagent 1d6 x 10(35) gp 75 gp
61-80 Uncommon Reactive Reagent 1d6 x 10(35) gp 75 gp
81-90 Uncommon Magical Ink, Uncommon Parchment 1d6 x 10(35 gp) 125 gp
91-94 Esoteric Parts 2d6 x 10 (70 gp) 170 gp
95-96 Uncommon Divine Essence 1d6 x 10(35) gp 185 gp
97-98 Uncommon Primal Essence 1d6 x 10(35) gp 185 gp
99-00 Uncommon Arcane Essence 1d6 pp 185 gp
Individual Treasure (CR 11-16)
d100 Materials Found Equivalent Gold Value
01-20 2 x Mithril Ingots, 2 x Adamantine Ingot, 2 x Fancy Parts 300 gp
21-40 Rare Branch, Uncommon Branch, Rare Poisonous Reagent 305 gp
41-50 Rare Magical Ink, Rare Curative Reagent 400 gp
51-60 Rare Reactive Reagent, 2 x Rare Supplies 400 gp
61-70 10 x Uncommon Reagents 400 gp
71-80 Uncommon Divine Essence, Uncommon Primal Essence 400 gp
81-90 Rare Reactive Reagent, Rare Poisonous Reagent, Rare Curative Reagent 600 gp
91-94 Tough Leather 600 gp
95-96 Rare Divine Essence 700 gp
97-98 Rare Primal Essence 700 gp
99-00 Rare Arcane Essence 700 gp
Individual Treasure (CR 17+)
d100 Materials Found Equivalent Gold Value
01-15 Very Rare Branch, Very Rare Parchment, Rare Arcane Essence 3,500 gp
16-30 Very Rare Curative Reagent, Very Rare Poisonous Reagent, Rare Primal Essence 5,000 gp
31-45 Very Rare Poisonous Reagent, Very Rare Reactive Reagent, Rare Arcane Essence 5,000 gp
46-60 Very Rare Curative Reagent, Very Rare Reactive Reagent, Rare Divine Essence 5,500 gp
61-70 Very Rare Divine Essence 7,000 gp
71-80 Very Rare Primal Essence 7,000 gp
81-90 Very Rare Arcane Essence 7,000 gp
95-96 Legendary Curative Reagent, Legendary Poisonous Reagent 10,000 gp
97-98 Legendary Poisonous Reagent, Legendary Reactive Reagent 10,000 gp
99-00 Legendary Curative Reagent, Legendary Reactive Reagent 10,000 gp
Replacing Hoards

Note that crafting materials found as part of a Hoard replace coinage, gems, or art objects of equal Equivalent Gold Value. You can use the same d100 roll for both the Treasure Hoard table and the crafting replacement.

Treasure Crafting Substitutions Challenge 0-4
d100 Materials Found Equivalent Gold Value
01-25 5 steel ingots 10 gp
26-40 10 tanned leather 30 gp
41-50 10 steel ingots, 50 scales, 10 rawhide leather 90 gp
51-60 2 common curative reagents, 2 common reactive reagents, 2 common poisonous reagents 90 gp
61-70 1 mithril ingot, 1 common arcane essence, 1 common divine essence 105 gp
71-80 1 uncommon magical ink, 1 uncommon parchment, large carapace, 1 uncommon supplies 120 gp
81-90 2 fancy parts, 2 mithril ingots, 1 rare poisonous reagent, 1 rare reactive reagent 140 gp
91-99 1 esoteric part, 1 adamantine ingot, 1 rare curative reagent 200 gp
00 1 uncommon arcane essence, 1 common divine essence, 1 common primal essence 235 gp
Treasure Crafting Substitutions Challenge 5-10
d100 Materials Found Equivalent Gold Value
01-25 20 steel ingots, 20 rawhide leather, 20 fancy parts, 20 scales, 10 quality branches 360 gp
26-40 4 uncommon curative reagent, 4 uncommon poisonous reagents, 4 uncommon reactive reagents 480 gp
41-50 1 rare magical ink, 1 rare parchment, 2 adamantine ingots 520 gp
51-60 10 fancy parts, 10 mithril ingots, 2 rare branches 560 gp
61-70 2 rare supplies, rare branch, 2 uncommon divine essences 580 gp
71-80 1 uncommon arcane essence, 1 uncommone primal essence, 2 rare curative reagents, 2 rare branches, 1 adamantine ingot 600 gp
81-90 3 esoteric part, 3 rare curative reagent, 3 rare poisonous reagent, 3 rare reactive reagent 680 gp
91-99 1 tough leather, 1 uncomon arcane essence,
1 uncommon divine essence, 1 uncommon primal essence
950 gp
00 1 rare arcane essence, 1 uncommon divine essence,
1 uncommon primal essence
1,000 gp
Treasure Crafting Substitutions Challenge 11-16
d100 Materials Found Equivalent Gold Value
01-25 10 adamantine ingots, 4 tough leather, 4 esoteric parts, 4 very rare branches, 10 mithril ingots 6,900 gp
26-40 5 rare curative reagents, 5 rare poisonous reagents, 5 rare reactive reagents, 2 very rare parchment, 2 very rare magical ink 11,000 gp
41-50 5 tough level, 20 dragon scales, 4 rare primal essences, 4 rare divine essences; 5 rare rare reactive reagents, 5 rare curative reagents, 5 Adamantine Ingots 11,300 gp
51-60 15 esotertic parts, 15 rare supplies, 1 very rare arcane essence, 3 rare poisonous reagents, 4 rare curative reagents 11,400 gp
61-70 5 firesteel ingots, 1 very rare parchment, 2 very rare reactive reagents, 2 very rare poisonous reagents 12,250
71-80 1 very rare divine essence, 2 rare arcane essences, 2 very rare curative reagent 12,400 gp
81-90 1 very rare primal essence, 2 rare divine essences, 2 very rare poisonous reagent 12,400 gp
91-99 1 very rare arcane essence, 2 rare primal essences, 2 very rare reactive reagent 12,400 gp
00 1 very rare arcane essence, 1 very rare divine essence, 1 very rare primal essence. 21,000 gp
Treasure Crafting Substitutions Challenge 17+
d100 Materials Found Equivalent Gold Value
01-25 10 esoteric parts, 10 darksteel ingots, 10 firesteel ingots, 10 icesteel ingots, 5 very rare parchment, 20 admantine ingots, 20 mitril ingots 20,000 gp
26-40 4 very rare curative reagents, 4 very rare reactive reagents, 4 very rare poisonous reagents 24,000 gp
41-50 10 tough leather, 1 legendary magical ink, 1 legendary parchment, 4 very rare curative reagents 24,000 gp
51-60 legendary curative reagent, legendary reactive reagent, legendary poisonous reagent, 2 very rare primal essences 29,000 gp
61-70 20 rare supplies, 20 esoteric parts, 20 rare reactive reagents, 20 rare curative reagents, 20 rare poisonous reagents, 10 rare divine essence, 10 rare arcane essences, 10 rare divine essences 29,000 gp
71-80 legendary divine essence, 2 very rare primal essences, 2 legendary reactive reagents 49,000 gp
81-90 legendary primal essence, 2 very rare arcane essences, 2 legendary poisonous reagents 49,000 gp
91-99 legendary arcane essence, 2 very rare divine essences, 2 legendary curative reagents 49,000 gp
00 legendary arcane essence, legendary primal essence, legendary divine essence 75,000 gp

Gathering Tables

Many of the materials can simply be found growing in the wild, and can be gathered by someone that knows what to look for and spends the time doing just that. When traveling at a slow pace through wilderness for 8 hours or more (i.e. not urban land or farmland) you can make a gathering check, but have disadvantage on the check to harvest anything found.

If you dedicate 8 hours to gathering without traveling, you can make two checks (without disadvantage) or find one item other than an essence of their choice that is available within that biomes table (making the skill check from the corresponding line of the table to harvest it) or 1d12 of any trivial time (making a DC 8 skill check to harvest it)

The found items then have to be gathered. You can choose to gather reagents, search for materials, or hunt wild game. Roll a d100 and consult the corresponding table below for the relevant biome to determine what is found.

Gather Reagents

Reagents are harvested with making a Wisdom ability check. If have an Herbalism kit and are proficient with it, you can add your proficiency modifier to the roll.

Search for Materials

Materials can be harvested with your choice of a Strength, Dexterity, or Wisdom ability check. If you have proficiency with Survival, you can add your proficiency modifier to the roll.

Hunt Game

Food can be gathered with with your choice of a Dexterity or Wisdom ability check. If you have proficiency with Survival, you can add your survival modifier to the roll.

Intentionally Slow

Gathering is a time gated system. It is not intended to be the primarily source of materials. Rather than being balanced against the loot tables, it's balanced against the down time activities (and consequently not particularly efficient).

Gather Reagents
d100 DC Forest Desert Grasslands Marsh Mountains
01-10 -- -- -- -- -- --
11-30 10 common curative reagent -- -- common poisonous reagent --
31-50 10 common curative reagent common reactive reagent common curative reagent common poisonous reagent common reactive reagent
51-60 10 common poisonous reagent common curative reagent common reactive reagent common curative reagent common curative reagent
61-70 10 common reactive reagent common poisonous reagent common poisonous reagent common reactive reagent common poisonous reagent
71-80 10 1d4 common curative reagents 1d2 common reactive reagents 1d2 common curative reagents 1d4 common reactive reagents 1d2 common reactive reagents
81-90 10 uncommon curative reagent uncommon reactive reagent uncommon curative reagent uncommon poisonous reagent uncommon reactive reagent
91-95 10 uncommon poisonous ingredient uncommon poisonous ingredient uncommon reactive ingredient uncommon reactive ingredient common curative ingredient
96-00 10 common primal essence common arcane essence common divine essence common primal essence common primal essence
Gather Materials
d100 DC Forest Desert Grasslands Marsh Mountains
01-20 10 1d4 x 10 firewood -- 1d4 firewood 1d4 firewood 1d4 firewood
21-40 10 1d12 wooden branch 1d12 scales 1d12 wood scraps 1d12 wood scraps 1d12 fletching
41-60 10 1d4 quality branches 1d4 medium carapace uncommon supplies 1d4 quality branches adamant ore
61-80 10 uncommon branch large carapace 1d4 hides supplies mithril ore
80-95 10 1d2 uncommon branch rare supplies rare suppplies uncommon branch uncommon branch
96-00 10 common primal essence common arcane essence common divine essence common primal essence common primal essence
Hunt Game
d100 DC Forest Desert Grasslands Marsh Mountains
01-30 10 fresh ingredients -- fresh ingredients -- --
31-60 10 1d4 fresh ingredients fresh ingredients 1d4 fresh ingredients supplies supplies
61-90 10 1d4 fresh ingredients
1 hide
supplies 1d4 fresh ingredients
hide
1d4 fresh ingredients 1d4 supplies
91-00 10 1d8 fresh ingredients
1d4 hides
1d6 fresh ingredients
1 large carapace
1d8 fresh ingredients
1d4 hides
1d4 fresh ingredients 1d6 fresh ingredients
1 large carapace
Gather Reagents
d100 DC Caves Underdark Graveyards Shore Tundra
01-10 -- -- -- -- -- --
11-30 12 common reactive reagent common poisonous reagent common curative reagent common curative reagent common reactive reagent
31-50 12 common poisonous reagent common reactive reagent common poisonous reagent common poisonous reagent common curative reagent
51-60 12 1d4 common reactive reagent 1d4 common poisonous reagents 1d4 common curative reagents 1d4 common curative reagents 1d4 common reactive reagents
61-70 12 uncommon reactive reagent uncommon poisonous reagent uncommon curative reagent uncommon reactive reagent uncommon curative reagent
71-80 12 uncommon curative reagent uncommon curative reagent uncommon reactive reagent uncommon reactive reagent uncommon reactive reagent
81-90 12 common primal essence common arcane essence common divine essence common primal essence common primal essence
91-95 12 uncommon poisonous reagent uncommon poisonous reagent uncommon reactive reagent uncommon reactive reagent uncommmon reactive reagent
96-00 12 uncommon primal essence uncommon arcane essence uncommon divine essence uncommon primal essence uncommon primal essence
Gather Materials
d100 DC Caves Underdark Graveyards Shore Tundra
01-10 12 -- -- -- -- --
11-20 12 discarded armor
padding
parts wooden branch shoft haft wood scraps
21-40 12 1d12 scales 1d4 supplies 1d4 firewood medium carapace firewood
41-60 12 adamant ore mithril ore -- rare supplies supplies
61-80 12 large carapace uncommon branch -- 1d4 wooden branches uncommon supplies
80-95 12 1d4 mithril ore large carapace uncommon branch slighty rusty
fancy parts
1d4 icesteel ore
96-00 12 common primal essence common arcane essence common divine essence common primal essence common primal essence
Hunt Game
d100 DC Caves Underdark Graveyards Shore Tundra
01-30 12 fresh ingredients supplies -- fresh ingredients --
31-60 12 1d4 fresh ingredients fresh ingredients -- 1d4 fresh ingredients fresh ingredients
61-90 12 1d4 hides 1d4 hides fresh ingredients 1d8 fresh ingredients
1 supplies
1d4 fresh ingredients
1 hide
91-00 12 1d6 fresh ingredients
1d4 hides
1d6 fresh ingredients
1d4 hides
fresh ingredients
1 hide scraps
1d6 fresh ingredients
1 medium carapace
1d6 fresh ingredients
1d4 hides
Gather Reagents
d100 DC Feylands Shadowlands Elemental Plane Lower Plane Upper Plane Outer Plane
01-20 14 common curative reagent common poisonous reagent common reactive reagent common poisonous reagent common curative reagent common reactive reagent
21-40 14 common reactive reagent common reactive reagent common curative reagent common reactive reagent common reactive reagent common reactive reagent
41-60 14 1d4 common curative reagent 1d4 common poisonous reagent 1d4 common reactive reagent 1d4 common poisonous reagent 1d4 common curative reagent 1d4 common reactive reagent
61-80 14 uncommon curative reagent uncommon poisonous reagent uncommon reactive reagent uncommon reactive reagent uncommon curative reagent uncommon reactive reagent
81-99 14 uncommon primal essence uncommon arcane essence uncommon primal essence uncommon arcane essence uncommon divine essence uncommon arcane essence
00 14 rare primal essence rare arcane essence rare primal essence rare arcane essence rare divine essence rare arcane essence

Alchemy

Alchemy is a crafting art that almost all adventures have some degree of interest in the results of. The source of the ever in demand Healing Potions, it is a versatile trade that fuels (sometimes quite literally) the adventuring life.

It doesn't take many experiences with the powers of potions for an adventure to consider if they can get away with simmering a healing potion next to the stew over that night's cooking fire... of course it's easier said than done for the result of such things to come away not poisonous.

Alchemy tends to be a very quick form of crafting, but with this comes additional risks with most crafts resting on a single roll, and failure resulting in the loss of all materials. Although taking that chance is frequently worth it during a busy adventuring season, consider the "Taking 10" option outlined in the craft introduction when speed is not of the essence.

Quick Reference

While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a potion in its most basic form:

  • Select a potion that you would like to craft from the "Standard Potions Crafting Table".
  • Acquire the items listed in the materials column for that potion.
  • Use your Alchemy Supplies tool to craft the potion using the number hours listed in the Crafting Time column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less. Alchemy items must be crafted in a single session.
  • For every 2 hours, make a crafting roll of 1d20 + your Intelligence or Wisdom modifier (your choice) + your proficiency bonus with Alchemy Supplies. You can abort the craft after a bad crafting roll if you wish, this counts as a failure.
  • On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.

Shelf Life & Expired Potions

A unique attribute to alchemy, potions once crafted have a shelf life of 1 year before coming expired. This shelf life is shortened to 1 month if the potion contains any reactive ingredient.

If an expired potion is used or consumed within double its shelf life, roll a d4. On a 1, you become poisoned for 1 minute. On a 2 or 3, the potion will work with reduced effect; it's duration will be halved if it had a duration, and damage or healing it dealt with by halved. On a 4, it works as expected.

Any potion that is older than twice its shelf life has no effect besides causing the imbiber to become poisoned for 1 minute.

Crafting Roll

Putting that together means that when you want to work on Alchemy, your crafting roll is as follows:

Alchemy Modifier = your Alchemy Supplies tool proficiency bonus + your Intelligence or Wisdom modifier (your choice).

Success and Failure

For Alchemy, after you make the crafting roll and succeed marks your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Alchemy must be consecutive, meaning that if you wish to continue after a failed craft, you need to extend your crafting time.

Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage. If you fail three times in a row, all progress and materials are lost and can no longer be salvaged.

Alchemy Saving Throw

Some alchemical creations trigger a saving throw. In instances that they do, the following is the formula for calculating the saving throw. The saving throw is calculated at the time of creation based on the creators attributes and proficiency, and does not change once it is created.

Alchemy DC = 8 + your Alchemy Supplies tool proficiency bonus + your Intelligence or Wisdom Modifier (your choice).

Herbalist's Limited Alchemy

While herbalism is primarily used for gathering herbs, a creature with proficiency with Herbalism Kits has a limited proficiency in creating potions in addition to gathering herbs. You can use proficiency with an Herbalism Kit in place of Alchemy supplies when creating healing potions, antidotes, antitoxins, and potions of poison.

When crafting in this way, you use an Herbalism Kit and proficiency with it in place of Alchemy Supplies. This crafting otherwise works the same as using Alchemy Supplies.

You can add additional reagent modifiers when crafting in this way.

Potions Crafting Table
Name Materials Crafting Time Checks Difficulty Rarity Value
Antitoxin 2 common curative reagent
1 common poisonous reagent
1 glass vial
2 hours 1 DC 13 Common 50 gp
Healing Potion 3 common curative reagent
1 glass vial
2 hours 1 DC 13 Common 50 gp
Potion of Climbing 1 common reactive
1 common poisonous
1 uncommon reactive
1 glass vial
2 hours 1 DC 14 Common 85 gp
Potent Alchemical AcidK 2 uncommon reactive reagent
1 uncommon poisonous reagent
1 glass flask
2 hours 1 DC 15 Uncommon 140 gp
Potent Alchemical FireK 3 uncommon reactive reagent
1 glass flask
2 hours 1 DC 15 Uncommon 140 gp
Potion of Animal Friendship 2 common reactive
1 common poisonous
1 uncommon curative
1 primal common essence
1 glass vial
2 hours 1 DC 13 Uncommon 145 gp
Potion of Firebreath 1 common reactive reagent
1 uncommon reactive reagent
1 glass vial
2 hours 1 DC 15 Uncommon 75 gp
Potion of Growth 1 common reactive reagent
1 uncommon curative reagent
1 uncommon reactive reagent
1 glass vial
2 hours 1 DC 14 Uncommon 115 gp
Greater Healing Potion 1 common curative reagent
2 uncommon curative reagent
1 glass vial
2 hours 1 DC 15 Uncommon 120 gp
Potion of Poison 1 common poisonous
1 uncommon poisonous
1 glass vial
2 hours 1 DC 13 Uncommon 65 gold
Potion of Resistance 1 uncommon primal essence
1 uncommon reactive reagent
1 common curative reagent
1 glass vial
2 hours 1 DC 15 Uncommon 240 gp
Potion of Water Breathing 1 common reactive
1 uncommon poisonous
1 uncommon reactive
1 glass vial
2 hours 1 DC 15 Uncommon 120 gp
Potion of Hill
Giant Strength
1 uncommon primal essence
1 uncommon reactive reagent
1 uncommon curative reagent
4 hours 2 DC 15 Uncommon 260 gp
Liquid LightningDS 2 rare reactive reagent
1 uncommon primal essence
1 glass vial
2 hours 1 DC 16 rare 640 gp
Potion of Clairvoyance 1 uncommon reactive
1 uncommon poisonous
1 rare curative
1 rare reactive
1 arcane common essence
1 glass vial
2 hours 1 DC 16 Rare 570 gp
Potion of Gaseous Form 1 uncommon curative
1 uncommon reactive
1 rare curative
1 rare reactive
1 glass vial
2 hours 1 DC 16 Rare 560 gp
Potions Crafting Table (Cont)
Name Materials Crafting Time Checks Difficulty Rarity Value
Potion of Diminution 1 uncommon curative
1 rare curative
1 rare poisonous
1 glass vial
2 hours 1 DC 15 Rare 480 gp
Potion of Heroism 1 uncommon curative
1 uncommon reactive
1 rare curative
1 rare reactive
1 common divine essence
1 glass vial
2 hours 1 DC 15 Rare 480 gp.
Potion of Mind Reading 1 uncommon poisonous
1 uncommon reactive
1 rare poisonous
1 rare reactive
1 glass vial
2 hours 1 DC 16 Rare 550 gp
Powerful Alchemical AcidK 2 rare reactive reagent
1 rare poisonous reagent
1 glass flask
2 hours 1 DC 17 Rare 690 gp
Powerful Alchemical FireK 3 rare reactive reagent
1 glass flask
2 hours 1 DC 17 Rare 690 gp
Superior Healing Potion 2 uncommon curative
2 rare curative
1 glass vial
4 hours 2 DC 15 Rare 525 gp
Draught of DamnationK 1 rare reactive reagent
1 rare poisonous reagent
1 uncommon arcane essence
4 hours 2 DC 16 Rare 680 gp
Supreme Healing Potion 1 uncommon curative
1 rare curative
2 very rare curative
1 uncommon divine essence
1 crystal vial
4 hours 2 DC 18 Very Rare 5000 gp
Potion of Flying 2 uncommon reactive
2 rare curative
2 very rare reactive
1 uncommon primal essence
1 uncommon arcane essence
1 crystal vial
4 hours 2 DC 19 Very Rare 5,500 gp
Potion of Invisibility 2 uncommon reactive
2 rare curative
1 very rare reactive
1 very rare curative
1 crystal vial
4 hours 2 DC 19 Very Rare 5,200 gp
Potion of Speed 2 uncommon reactive
2 rare reactive
1 very rare reactive
1 very rare curative
1 rare arcane essence
1 crystal vial
4 hours 2 DC 20 Very Rare 6150 gp
PanaceaK 1 legendary curative reagent
2 very rare curative reagents
1 legendary curative reagent
1 crystal vial
8 hours 4 DC 24 Legendary 54,000 gp
Potion of
Storm Giant Strength
1 legendary reactive reagent
1 legendary curative reagent
1 very rare primal essence
1 crystal vial
8 hours 4 DC 23 Legendary 25,000 gp
Concoctions Crafting Table
Name Materials Crafting Time Checks Difficulty Rarity Value
Alchemical AcidK 2 common reactive reagent
1 common poisonous reagent
1 glass flask
2 hours 1 DC 13 Common 50 gp
Alchemical FireK 3 common reactive reagent
1 glass flask
2 hours 1 DC 13 Common 50 gp
Alchemical NapalmK 3 common reactive reagent
1 common curative
1 glass flask
2 hours 1 DC 14 Common 70 gp
Bottled WindK 2 common reactive reagents
1 glass flask
2 hours 1 DC 14 Common 40 gp
Sticky Goo PotionK Either (a) 1 finely shredded scroll of web
or (b) 2 uncommon poisonous reagents
1 uncommon reactive reagent
1 glass flask
2 hours 1 DC 14 Uncommon 140 gp
Magical Dust
Name Ingredients Crafting Time Checks Difficulty Rarity Value
Dust of Disappearance 1 handful of sand
1 common arcane essence
2 common reactive reagent
1 common curative reagent
4 hours 2 DC 15 uncommon 130 gp
Dust of Dryness 1 handful of sand
1 common primal essence
1 common reactive reagent
1 common poisonous reagent
4 hours 2 DC 14 uncommon 100 gp
Dust of Sneezing and Choking 1 uncommon poisonous reagent
1 common reactive reagent
1 common poisonous reagent
4 hours 2 DC 14 uncommon 95 gp
Explosives
Name Ingredients Crafting Time Checks Difficulty Rarity Value
Packet of Blasting Powder 2 common reactive reagent 2 hours 1 DC 14 Common 40 gp
Smoke Powder 2 common reactive regent 2 hours 1 DC 15 Common 40 gp
Simple Explosive 2 packets blasting powder
1 common reactive reagent
2 hours 1 DC 15 Common 120 gp
Potent Explosive 4 packets blasting powder
1 common reactive reagent
2 hours 1 DC 17 Uncommon 250 gp
Nail Bomb 3 parts
2 uncommon reactive reagent
1 packet of blasting powder
2 hours 1 DC 17 Uncommon 275 gp
Powerful Explosive 8 packets blasting powder
1 rare reactive reagent
4 hours 2 DC 19 Rare 750 gp
Dwarven Alcohol 1 flask of alcohol
1 common reactive reagents
1 sturdy metal flask
8 hours 4 DC 12 Common 20 gp.
Magical Ink
Name Ingredients Crafting Time Checks Difficulty Rarity Value
Common Magical Ink 2 common alchemical reagent
1 glass vial
2 hours 1 DC 10 Common 30 gp
Uncommon Magical Ink 2 uncommon alchemical reagent
1 glass vial
2 hours 1 DC 12 Uncommon 80 gp
Rare Magical Ink 2 rare alchemical reagent
1 glass vial
2 hours 1 DC 14 Rare 400 gp
Very Rare Magical Ink 2 very rare alchemical reagent
1 glass vial
4 hours 2 DC 16 Very Rare 4,000 gp
Legendary Magical Ink 2 legendary alchemical reagent
1 glass vial
8 hours 4 DC 18 Legendary 10,000 gp
Oils
Name Ingredients Crafting Time Checks Difficulty Rarity Value
Burning OilK 2 common reactive reagents
1 glass vial
2 hours 1 DC 13 common 40 gp
Frost OilK 1 common reactive reagents
common primal essence
1 glass vial
2 hours 1 DC 14 common 75 gp
Silver OilK 4 2 silver scraps
1 common reactive reagent
1 glass vial
2 hours 1 DC 12 common 20 gp
Flametongue OilK 2 uncommon reactive reagents
1 common arcane essence
1 glass vial
2 hours 1 DC 16 uncommon 170 gp
Oil of Sharpness 1 rare poisonous
2 very rare reactive
300 gold of precious metal flakes.
1 crystal vial
4 hours 2 DC 19 Very Rare 5,200 gp
Misc.
Name Ingredients Crafting Time Checks Difficulty Rarity Value
Restorative Ointment 1 common divine essence
2 uncommon curative reagent
3 common curative reagents
8 hours 4 DC 15 uncommon 250 gp
Sovereign Glue 1 legendary curative reagent
1 legendary reactive reagent
1 very rare divine essence
16 hours (2 days) 8 DC 22 legendary 25,000 gp
Universal Solvent 1 legendary poisonous reagent
1 legendary reactive reagent
1 very rare primal essence
16 hours (2 days) 8 DC 22 legendary 25,000 gp

Potions

Draught of DamnationK

Potion, rare This stick red liquid has a living viscosity to it, churning slow within the flask. When you drink this potion, you become a fiend (as if by shapechanged for 1 hour). The type of fiend you become is determined by your level. The new form is a random fiend with a Challenge Rating equal to your level, up to a maximum of 10. If there are multiple options at that Challenge Rating, roll to determine which option is selected).

When the effect ends and revert to your normal form, you take 1d6 necrotic damage equal to the CR of the fiend who's form you assumed as the toxins of pure evil attempt to destroy your body before relinquishing control of it. If this damage kills you, your soul is dragged to the realm of the fiends by malignant will of the fiend.

Healing Potion

Potion, common


You regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Quality Rarity Hit Points Restored
Common Common 2d4 + 2
Greater Uncommon 4d4 + 4
Superior Rare 8d4 + 8
Supreme Very Rare 10d4 + 20
PanaceaK

Potion, legendary


When you drink this potion, you regain all lost hit points, all status effects are removed, all reductions to ability scores are removed, any missing limbs are restored, all diseases are cured, all curses are removed, and all levels of exhaustions are removed, and you cease to age for 1 year. This potion can remove effects that can otherwise only be removed by wish.

If you ever drink a second panacea potion, make a DC 30 Constitution saving throw. On failure, you gain no benefits from it and die.

Potion of Animal Friendship

Potion, uncommon


When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will.

A murky, muddy potion, it leaves various animal shapes and tracks on the side of the container as it swirls.

Potion of Clairvoyance

Potion, rare


When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

Potion of Climbing

Potion, uncommon


When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Potion of Diminution

Potion, rare


When you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

Potion of Flying

Potion, very rare


When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Potion of Fire Breath

Potion, uncommon


After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

Potion of Gaseous Form

Potion, rare


When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water.

Potion of Growth

Potion, rare


When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Potion of Heroism

Potion, rare


For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

Potion of Invisibility

Potion, very rare


This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

Potion of Resistance

Potion, uncommon

When you make this potion, you can make it resist one particular image type. For Necrotic or Radiant resistance, substitute an uncommon divine essence for the primal essence. For Force resistance, substitute an uncommon arcane essence. For psychic, substitute an uncommon psionic essence.

The color of the potion depends on what kind of resistance it is, often having that element swirling within it.

When you drink this potion, you gain resistance to the selected damage type of the potion for 1 hour.

Potion of Speed

Potion, very rare


When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.

Potion of Water Breathing

Potion, uncommon


You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Potion of Mind Reading

Potion, rare


When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13, no concentration required) for 1 hour. The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.

Potion of Poison

Potion, uncommon


This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Concoctions

Alchemical AcidK

Concoction, common


A small flask of burbling acid, a strange hissing green viscous liquid. It deals 4d4 acid damage when poured on an object. Can be used as a simple ranged weapon with the thrown (20/60) property, dealing 4d4 acid damage on hit. You do not add your modifier to the damage roll.

Quality Rarity Acid Damage
Common Common 4d4
Potent Uncommon 6d4
Powerful Rare 8d4
Alchemical FireK

Concoction, common


A small flask of volatile orange liquid. It deals 2d10 fire damage when poured on an object. Can be used as a simple ranged weapon with the thrown (20/60) property, dealing 2d10 fire damage on hit. You do not add your modifier to the damage roll.

Quality Rarity Fire Damage
Common Common 2d10
Potent Uncommon 3d10
Powerful Rare 4d10
Alchemical NapalmK

Concoction, common


A vicious sticky flammable substance. It deals 3d4 fire damage when poured on an object. Can be used as a simple ranged weapon with the thrown (20/60) property, dealing 3d4 fire damage on hit. You do not add your modifier to the damage roll.

On hit, the target creature or object continues to burn for one minute, taking 1d4 fire damage at the start of their turn (or at the start of your turn for an object without a turn) until a creature spends an action to put the flames out.

Bottled WindK

Concoction, common

As an action, you can open this casting gust without verbal or somatic components. Alternatively, you can breath from it, letting out only a little bit at a time, breathing directly from the bottle, but each time you must make a DC 5 athletics checks. On failure, you cast gust as above and all the air is lost. You can get 10 minutes of breathable air from one bottle.


Liquid LightningDS

Potion, rare

Drinking this potion allows you to zip around for 1 minute as pure electricity. As a bonus action on each of your turns before the effect ends, you can transform into a bolt of lightning and instantly travel in a straight line to an unoccupied space you can see within 30 feet. This movement doesn’t provoke opportunity attacks and you are immune to lightning damage while in this form. You can pass through small holes, narrow openings, and even mere cracks, as well as through conductive materials such as metal. Each creature in your travel path must succeed on a DC 15 Dexterity saving throw, or take 3d6 lightning damage. You immediately revert to your normal form upon reaching the destination. This potion’s stormy liquid arcs with tiny bolts of lightning and it numbs the tongue when sipped.

Sticky GooK

Concotion, common

When broken and exposed to air, it creates a very sticky rapidly expanding web like foam, with the effect of the spell web centered on where the flask breaks. You can reliably throw the flask to a target point within 30 feet, shattering it on impact.

Oils

Burning OilK

Oil, common

As an action, you can coat a weapon in this oil and ignite it. For 1 minute, the ignited weapon burns, dealing an additional 1d4 fire to attacks made with it, and providing bright light in a 20-foot radius and dim light for an additional 20 feet.

Flametongue OilK

Oil, uncommon

As an action, you can coat a weapon in this oil and ignite it. For 1 minute, the ignited weapon burns, dealing an additional 2d6 fire to attacks made with it, and providing bright light in a 20-foot radius and dim light for an additional 20 feet.

Oil of Sharpness

Oil, very rare


This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

Silver OilK

Oil, common


A sparkling chromatic oil. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is considered silvered.

Explosives

Blasting Powder

Explosive, common

A fine grey powder with large grains and the faint smell of sulfur and charcoal that comes in small packets weighing 1/2 pound.

When ignited by 1 or more fire or lightning damage, it explodes violently. All creatures within 10 feet of it must make a DC 14 Dexterity saving throw. On failure, they take 1d4 fire + 1d4 thunder damage, or half as much on a success. The amount of damage increases by 1d4 (both the fire and thunder) and the radius increases by 5 feet for each additional packet of Blasting Powder detonated in the same spot, up to a maximum of five packets. Deals double damage to buildings and structures. Creatures in range of more than one stack of up to 5 explosives at the same time take damage only from the highest damage effect.

Frequently used for mining and other responsible things... until adventurers get their hands on it.

Nail Bomb

Explosive, uncommon

A brutal instrument, this mixes explosive powder and nails to create a devastating fragmentation device. An exceedingly dangerous device. Heavier and more deadly than other explosives, the primary damage comes from the metal shrapnel (nails) flung in all directions. It can be detonated by dealing 1 fire or lightning damage to it. As an action, a packet of this explosive can be accurately thrown 20 feet, but will not detonate on impact (usually). When it detonates, all creatures within 20 feet (for common) of the target point must make a Dexterity saving throw with a DC equal to the crafter's Alchemy DC. On failure, they take 8d4 piercing damage, or half as much on a success.

You can fuse your explosives. When fused, intentionally dealing fire damage to the explosives (or otherwise lighting the fuse) causes it to detonate on a delay, selected from: short (the end of your turn), medium (the start of your next turn), and long (2 rounds, at the start of your turn).

Dwarven Alcohol

Only dwarves really know if the name of this liquid explosive is a joke or not, but must assume it is an acquired taste. An explosively flammable liquid that comes in a flask, this flask can be splashed across a 5 foot square within 5 feet. Once splashed, it can be ignited by 1 or more fire or lightning damage it explodes in a plume of fire, dealing 2d4 fire damage to all creatures within 5 feet of the container, or within a square that has been soaked with it.

Smoke Powder

Explosive, common

A fine grey powder with large grains and the faint smell of sulfur and charcoal that comes in small packets weighing 1/2 pound.

When ignited by 1 or more fire or lightning damage, it releases a blast of thick black smoke that fills a 20 foot radius. Everything in this smoke is heavily obscured for 2d4 rounds. At the start of your next turn after the number of rounds rolled, the smoke begins to fade leaving everything within the radius lightly obscured, and it clears completely at the start of your next after that.

Additionally uses of the smoke powder extend the duration of heavy obscurement for an additional 1d4 rounds.

Simple/Potent/Powerful Explosive

Explosive, common/uncommon/rare

A bundled explosive alchemical preparation. It can be detonated by dealing 1 fire or lightning damage to it. As an action, a packet of this explosive can be accurately thrown 20 feet, but will not detonate on impact (usually). When it detonates, all creatures within 10 feet (for common) of the target point must make a Dexterity saving throw with a DC equal to the crafter's Alchemy DC. On failure, they take 1d8 + 1d8 thunder damage, or half as much on a success. Creatures in range of more than one explosive take damage only from the highest damage effect.

Name Radius Damage
Common 10 feet 1d8 fire + 1d8 thunder.
Potent 15 feet 2d8 fire + 2d8 thunder.
Powerful 20 feet 4d8 fire + 4d8 thunder.

You can fuse your explosives. When fused, intentionally dealing fire damage to the explosives (or otherwise lighting the fuse) causes it to detonate on a delay, selected from: short (the end of your turn), medium (the start of your next turn), and long (2 rounds, at the start of your turn).

Grenade Casing

Explosive, uncommon

A simple construction of a two chambered projectile (typically made of glass). When you add an Alchemist Fire and an Explosive to its separate compartments, it becomes an incredibly dangerous device. As an action, a character can light this bomb and throw it at a point up to 60 feet away. Creatures within the range of the explosive used must make a Dexterity saving throw against the DC of the explosive used, or take damage equal to the explosion + 1d4 piercing damage + 1d4 fire damage.

Miscellaneous

Magical Ink

Component, common/uncommon/rare/very rare/legendary


Magical ink that is used by Enchanters to create scrolls, made by rendering down magical alchemical ingredients.

Alchemy Modifiers

The following are alchemical modifiers that can applied to potion. All alchemical modifiers require approval from the DM if the modifier will work with a given potion or creation.

Modifier Difficulty Modifier Effect
Aerosol +8 Require two additional reactive reagents of equal rarity to the rarest reagent of the potion. Rather than drinking it, when uncorked or broken (as an action) it effects all creatures in a 5 foot radius as if they'd consumed it.
Celestial +3 Requires an common divine essence. Adds the effect of lesser restoration to the potion.
Divine +6 Requires an rare divine essence. Adds the effect of greater restoration to the potion.
Endothermic +4 Any fire damage the potion does becomes frost damage
Expansive +5 Requires an additional reactive reagent. Expands the area of effect of any area of effect the potion has by 5 feet.
Insidious +3 The effect of the potions becomes shrouded from magic such as identify. You can make the potion appear as another potion of the same rarity. Another alchemist can indentify it by making an Alchemy Check against your Alchemy DC

Additional Materials

You can simply load more reagents into any potion, increasing its potency in different ways, though it increases the difficulty. You can make a "custom potion" simply by using these modifiers with no base potion. When you do so, the base DC is 8.

Additional Reagent Difficult Modifier Effect
Common Curative +2 The potion restores +1d4 hit points when consumed.
Common Reactive +2 The potion deals +1d4 fire damage when shattered (or consumed).
Common Poisonous +2 The potion deals +1d4 poison damage when consumed
Uncommon Curative +3 The potion restores +2d4 hit points when consumed.
Uncommon Reactive +3 The potion deals +2d4 fire damage when shattered (or consumed).
Uncommon Poisonous +3 The potion deals +2d4 poison damage when consumed
Rare Curative +4 The potion restores +3d4 hit points when consumed.
Rare Reactive +4 The potion deals +3d4 fire damage when shattered (or consumed).
Rare Poisonous +4 The potion deals +3d4 poison damage when consumed
Very Rare Curative +5 The potion restores +4d4 hit points when consumed.
Very Rare Reactive +5 The potion deals +4d4 fire damage when shattered (or consumed).
Very Rare Poisonous +5 The potion deals +4d4 poison damage when consumed
Legendary Curative +6 The potion restores +5d4 hit points when consumed.
Legendary Reactive +6 The potion deals +5d4 fire damage when shattered (or consumed).
Legendary Poisonous +6 The potion deals +5d4 poison damage when consumed

Poisoncraft

A subdomain of alchemy, the profession of poisoncraft is often seen as the "dark side" of Alchemy. While Alchemy often deals in poisonous reagents, typically speaking they aim to tame the poison, channeling it into useful effects. While capable of making crudely poisonous potions, such things are generally considered failures to an alchemist. To a poisoner, they are considered the art itself.

Poisoncraft shares Self Life and Reagents with Alchemy; for details regarding those, see Alchemy.

Quick Reference

While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a potion in its most basic form:

  • Select a poison that you would like to craft from the "Poison Crafting Table".
  • Acquire the items listed in the materials column for that potion.
  • Use your Poisoner's Kit tool to craft the option using the number hours listed in the Crafting Time column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less. Poisoncraft items must be crafted in a single session.
  • For every 2 hours, make a crafting roll of 1d20 + your Intelligence or Wisdom modifier (your choice) + your proficiency bonus with a Poisoner's Kit. You can abort the craft after a bad crafting roll if you wish, this counts as a failure.
  • On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.

Crafting Roll

Putting that together that means that when you would like to create potion, your crafting roll is as follows:

Poisoncraft Modifier = your Poisoner's Kit proficiency bonus + your Intelligence or Wisdom modifier (your choice).

Poisoncraft Saving Throw

When a poison requires a saving throw, the following is the formula for calculating the saving throw. The saving throw is calculated at the time of creation based on the creators attributes and proficiency, and does not change once it is created.

Poison DC = 8 + your Poisoner's Kit proficiency bonus + your Intelligence or Wisdom Modifier (your choice).

Success and Failure

For Poisoncraft, after you make the crafting roll and succeed marks your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Enchanting do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage.

If you fail three times in a row, all progress and materials are lost and can no longer be salvaged.

Poisons

Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.

Poisons come in the following four types.


Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.


Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.


Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.


Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage. An injury poison typically lasts 1 minute on a weapon, and lasts for up to 5 hits. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Poison Crafting Table
Name Ingredients Crafting Time Checks Difficulty Rarity Value
Dizzying Touch 1 common poisonous reagent
1 common arcane essence
1 glass vial
2 hours 1 DC 14 common 45 gp
Simple Injury Poison 2 common poisonous reagents
1 glass vial
2 hour 1 14 common 40 gp
Simple Inhaled Poison 2 common poisonous reagents
1 common reactive
1 glass vial
2 hour 1 14 common 60 gp
Simple Contact Poison 2 common poisonous reagents
1 glass vial
2 hour 1 14 common 40 gp
Simple Ingested Poison 2 common poisonous reagents
1 glass vial
2 hour 1 12 common 35 gp
Burning Wound 1 uncommon poisonous reagent
1 uncommon reactive reagent
2 common reactive reagents
1 glass vial
2 hours 1 DC 16 uncommon 150 gp
Old Reliable 1 uncommon poisonous reagents
1 common curative reagent
1 glass vial
2 hours 1 DC 14 uncommon 70 gp
Potent Injury Poison 2 uncommon poisonous reagents
1 glass vial
2 hours 1 15 uncommon 100 gp
Potent Inhaled Poison 2 uncommon poisonous reagents
1 uncommon reactive reagents
1 glass vial
2 hours 1 15 uncommon 140 gp
Potent Contact Poison 2 uncommon poisonous reagents
1 glass vial
2 hours 1 15 uncommon 100 gp
Potent Ingested Poison 2 uncommon poisonous reagents
1 glass vial
2 hour 1 14 uncommon 95 gp
Withering Soul 1 uncommon poisonous reagent
1 common arcane essence
1 glass vial
2 hours 1 DC 14 uncommon 100 gp
Crawler Mucus 1 rare poisonous reagents
1 glass vial
2 hours 1 16 rare 250 gp
Fainting Fumes 1 rare poisonous reagent
1 uncommon reactive regeant
2 uncommon poisonous reagents
1 glass vial
4 hours 2 DC 16 rare 415 gp
Essence of Ether 1 rare poisonous reagent
1 glass vial
2 hours 1 17 rare 270 gp
Malice 1 rare poisonous reagent 2 hours 1 16 rare 250 gp
Knockout Poison 3 rare poisonous
1 glass vial
4 hour 2 17 rare 760 gp
Paralyzing Poison 2 rare poisonous reagents
2 uncommon poisonous reagents
1 glass vial
4 hours 2 DC 16 rare 590 gp
Veins of Tar 1 rare poisonous reagent
1 uncommon reactive reagent
1 uncommon supplies
1 glass vial
4 hours 2 DC 15 rare 300 gp
Whispers of Madness 1 rare poisonous reagent
1 uncommon psionic essence
1 glass vial
4 hours 2 DC 16 rare 450 gp
Midnight Tears 1 very rare poisonous reagent
1 crystal vial
4 hours 2 16 very rare 2,300 gp
Poison Crafting Table (cont)
Name Ingredients Crafting Time Checks Difficulty Rarity Value
Grievous Injury Poison 1 very rare poisonous reagent
1 crystal vial
4 hours 2 18 very rare 2,380 gp
Slow Death 2 very rare poisonous reagents
1 very rare curative reagent
1 crystal vial
6 hours 3 DC 18 very rare 6,800 gp
Endless Dreams 1 legendary poisonous reagent
2 very rare curative reagents
1 crystal vial
8 hours 4 DC 20 legendary 11,000 gp
Burning Wound (Injury)

Poison, uncommon

Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC.

On failure, the target becomes poisoned for 1 minute. While poisoned this way, a creature takes 1d6 fire damage at the end of each of its turns, and any hit points regained is reduced by half. At the end of each of their turns, they can repeat the saving throw, ending the effect on success.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.

Crawler Mucus (Contact)

Poison, uncommon


Applied to an object. The first creature that touches must make a Constitution saving throw a DC equal to crafter's Poison DC or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success., after which the poison is rubbed off.

Dizzying Touch (Contact)

Poison, common

Applied to an object. The first creature that touches must make a Constitution saving throw with a DC equal to crafter's Poison DC. On failure, the creature becomes poisoned for 1 minute. While poisoned in this way, the must succeed a Wisdom saving throw at the end of each of their turns or fall prone.

Endless Dreams (Ingested)

Poison, legendary

Applied to food or beverage. A creature that consumes this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC. On failure, the next time the creature falls asleep they enter endless slumber in stasis. They do not wake and cannot roused by any normal means. A creature sleeping in this way does not require food or drink, and does not age.

This effect can only be ended by greater restoration cast at 7th level or higher, or wish.

Essence of Ether (Inhaled)

Poison, rare

When released, this poison fills a 5 foot radius around the source. You can accurately throw a vial up of it (shattering on impact) at a point up to 30 feet away, or release it by other means. A creature subjected to this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC.

On failure, the craeture becomes Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

If stored as powder, you can throw this powder 5 feet. If stored in a vial, you can throw 20 feet.

Fainting Fumes (Inhaled)

Poison, rare

When released, this poison fills a 10 foot radius around the source. You can accurately throw a vial up of it (shattering on impact) at a point up to 30 feet away, or release it by other means. A creature subjected to this poison must make a Constitution saving throw a DC equal to crafter's Poison DC. On failure, the target becomes poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Grievous Poison (Injury)

Poison, very rare, harvested


Applied to a melee weapon or up to 5 pieces of ammunition.

A creature subjected to this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC, taking 6d6 poison damage on a failed save, or half as much damage on a successful save.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.

Knockout Poison (Injury)

Poison, rare


Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC.

On failure, the target becomes poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.

Paralyzing Poison (Injury)

Poison, rare

Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC.

On failure, the target becomes poisoned for 1 minute. A creature is paralyzed while poisoned this way. At the end of each of the creature's turns, it can repeat the saving throw, ending the effect on success.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.

Malice (Inhaled)

Poison, rare

When released (be throwing powder or breaking a vial of it), this poison affects a 5 radius from where it was released. A creature subjected to this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC.

On failure, the creature becomes Poisoned for 1 hour. The Poisoned creature is Blinded.

If stored as powder, you can throw this powder 5 feet. If stored in a vial, you can throw 20 feet.

Mightnight Tears (Ingested)

Poison, uncommon


A creature that ingests this poison suffers no Effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a Constitution saving throw with a DC equal to crafter's Poison DC, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Old Reliable (Injury)

Poison, uncommon

Applied to a melee weapon or up to 5 pieces of ammunition. This poison is exceptional durable, lasting on a weapon for 1 hour and an unlimited number of hits during that time. On hit, weapons with this poison applied deal 1d4 additional poison damage.

Potent Injury Poison (Injury)

Poison, uncommon


Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC.

On failure, they take 2d6 Poison damage and become Poisoned for 1 hour. At the end of a poisoned creature's turn, it can repeat the saving throw, ending the condition on success.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.

Potent Inhaled Poison (Inhaled)

Poison, uncommon


When released, this poison fills a 10 foot radius around the source. You can accurately throw a vial up of it (shattering on impact) at a point up to 30 feet away, or release it by other means. A creature subjected to this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC.

On failure, they take 2d4 Poison damage and become Poisoned for 1 hour. At the end of a poisoned creature's turn, it can repeat the saving throw, ending the condition on success.

This effect lingers in the area it was released for 1d4 rounds. A strong wind will clear away and disperse the poison. A creature that enters the area for the first time must save against the poison.

Potent Contact Poison (Contact)

Poison, uncommon


Applied to an object. The first creature that touches that object after it is applied must make a Constitution saving throw with a DC equal to crafter's Poison DC.

On failure, they take 4d4 Poison damage and become Poisoned for 1 hour. At the end of a poisoned creature's turn, it can repeat the saving throw, ending the condition on success.

Potent Ingested Poison (Ingested)

Poison, uncommon


A creature subjected to this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC. On failure, they take 3d6 Poison damage and suffer the poisoned condition for 1 hour.

Simple Ingested Poison (Ingested)

Poison, common


Applied to food or beverage. A creature that consumes this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC. On failure, they take 2d6 Poison damage and suffer the poisoned condition for 1 hour.

Simple Injury Poison (Injury)

Poison, common


Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must succeed a Constitution saving throw with a DC equal to crafter's Poison DC or take 2d4 Poison damage.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.

Simple Inhaled Poison (Inhaled)

Poison, common


When released, this poison fills a 10 foot radius around the source. You can accurately throw a vial up of it (shattering on impact) at a point up to 30 feet away, or release it by other means. A creature subjected to this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC. On failure, they take 2d4 Poison damage.

Simple Contact Poison (Contact)

Poison, common


Applied to an object. The first creature that touches must make a Constitution saving throw with a DC equal to crafter's Poison DC or take 2d4 Poison damage, after which the poison is rubbed off.

Slow Death (Ingested)

Poison, very rare

Applied to food or beverage. A creature that consumes this poison begins to slowly die if they are not immune to poison. Each time that creature completes a long rest, their maximum hit points is reduced by 1. If their maximum hit points reaches zero, they die. While their hit points are less than half of their original maximum, they are poisoned. This effect can be removed by effects that remove the poisoned condition, and can be only be identified by magic or a DC 15 Wisdom (Medicine) check.

If a creature is cured, they regain their lost maximum hit points after completing a long rest.

Veins of Tar (Ingested)

Poison, rare

Applied to food or beverage. A creature that consumes this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC. On failure, they are under the effect of the slow spell for 8 hours. This effect can be removed by effects that remove poison.

Whispers of Madness (Contact)

Poison, rare

Applied to an object. The first creature that touches must make a Constitution saving throw a DC equal to crafter's Poison DC. On failure, the character becomes poisoned for 10 minutes, and rolls on the short term madness table. They are under the effect of the rolled madness while poisoned.

Withering Soul (Injury)

Poison, uncommon

Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to crafter's Poison DC.

On failure, they become Poisoned for 1 minute. While poisoned in this way, a creatures takes 1d4 necrotic damage at the start of their turn, and are under the effect of bane. At the end of a poisoned creature's turn, it can repeat the saving throw, ending the condition on success.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.

Blacksmithing

Blacksmithing is a popular professional interest of two sorts of adventurers: those that want to hit things with heavy metal objects, and those that want a heavy metal object between them and the thing hitting them.

While often relying on the town blacksmith to do their work for them is a fine option, rolling up your sleeves and doing the work yourself can allow you to express your creativity... and may save you a few coins in the process.

Blacksmithing is slow hard work, but has a higher tolerance for failure than most, and is more dependent on knowing your material, as the templates you work from tend to be common across many of them.

Quick Reference

While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a blacksmith item in its most basic form:

  • Select the item that you would like to craft from any of the Blacksmithing Crafting Tables.
  • Acquire the items listed in the materials column for that item.
  • Use your Blacksmithing Tools tool to craft the option using the number hours listed in the Crafting Time column.
  • For every 2 hours, make a crafting roll of 1d20 + your Strength modifier + your proficiency bonus with a Blacksmithing Tools.
  • On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete.
  • On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.

Crafting Roll

Putting that together that means that when you would like to smith an item, your crafting roll is as follows:

Blacksmithing Modifier = your Blacksmiths' Tools proficiency bonus + your Strength modifier

Success and Failure

For Blacksmithing, after you make the crafting roll and succeed marks your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Blacksmithing do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage.

If you fail three times in a row, all progress and materials are lost and can no longer be salvaged.

Blacksmithing Materials

Metals
Materials Rarity Price
Metal Scraps Trivial 1 sp
Silver Scraps Trivial 1 sp
Gold Scraps Common 1 gp
Iron Ingot Common 1 gp
Steel Chain (2 ft) Common 1 gp
Steel Ingot Common 2 gp
Mithril Ingot Uncommon 30 gp
Adamant Ingot Uncommon 40 gp
Adamantine Ingot Uncommon 60 gp
Icesteel Ingot Uncommon 60 gp
Darksteel Ingot Uncommon 60 gp
Firesteel Ingot Uncommon 60 gp
"Ice/Dark/Fire" Steel Ingots

The names for Icesteel, Darksteel, and Firesteel are intentionally generic to better map to unique metals that might be present your setting, and may have other names. Adamatine and Mithril tend to be widespread (and consequently open source metals), but other more unique metals may vary based on setting.

Maintenance & Modifications

While the primary purpose of Blacksmithing is to forge armor and weapons from metal, for an adventurer such events are important milestones that generally will not occur everyday. The following are some tasks that require proficiency with Blacksmith's Tools that provide a more day-to-day utility to the proficiency, giving them minor ways to enhance or adapt their gear.

These are minor crafts can be completed in 2 hours (or as one camp action when using the Kibbles' Camp Actions rules) with the expenditure of 5 gold worth of materials. They can be done as part of a long rest, but have limitations the normally crafted items do not (such as a maximum stockpile of minor crafts).

The following are "minor crafting options" for Blacksmiths:

Maintain Gear

One of the major perks of having a blacksmith in the field is their ability to keep gear in its best condition, giving you an edge (sometimes literally) in the quality of your gear and weapons. Over the course of two hours, a Blacksmith can maintain a number of weapons or sets of armor equal to their proficiency modifier, granting each weapon or armor maintained gains a special d6 Quality Die.

For a weapon, this can be rolled and added to an attack or damage roll, representing a case where the perfect state of the gear turned a miss into a hit or dealt a bit of extra damage. For a set of armor, the die can be rolled when hit by an attack, and the damage taken from that attack can be reduced by that amount. Rolling this die does not require an action, but once rolled it is spent and cannot be regained until the blacksmith maintains that armor or weapon again.

Modify Armor

While the field crafting of armor is often not possible, you can make smaller adjustments on. Over the course of two hours, can turn a set of plate mail into a half plate or a breastplate, refit a set of heavy or medium armor to fit another user that is equal in size or smaller than the original user.

Modify Weapon

Every adventure has slightly different preferences in their gear, and your skills allow you make slight modifications to nonmagical weapons made of metal. These modifications take 2 hours, require a heat source, and require you to pass a DC 14 blacksmithing tool's check (on failure, the weapon is damaged and has -1 to it's attack rolls until fixed). You can perform on of the following modifications:

  • You can weight a weapon, giving it the heavy property. If it did not already have the two-handed property, it gains the two-handed property.
  • You can remove the heavy property from a weapon, reducing its damage dice by d2.
  • You can add the light property to a weapon without the heavy property, reducing its damage dice by d2.
  • You can silver the weapon (requires 5 silver scraps, doubled for two handed weapons).
Note: Imperfect Results

Using this method will make some... bad weapons. That is largely intentional. If you want to make a more functional weapon, you can make it from scratch using the Weapon Template. This represents quick hacks to an existing weapon.

Repair Gear

Sometime in the course of adventuring, weapons or armor will become severely damaged, suffering a penalty to it's attack rolls or AC. Over the course of two hours you can repair this damage, though at the discretion of the DM you may need other materials to perform this task if it is heavily damaged. Weapons that are entirely broken (such as a snapped sword) are generally beyond simple repair.

Blacksmithing Crafting Table
Simple Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
Dagger 0.5 ingot 2 hours 1 DC 10 Common 3 gp
Handaxe 1 ingots
1 short haft
2 hours 1 DC 11 Common 5 gp
Javelin 1 ingot
1 short haft
2 hours 1 DC 9 Common 3 gp
Light Hammer 1 ingots
1 short haft
2 hours 1 DC 9 Common 3 gp
Mace 2 ingots
1 short haft
2 hours 1 DC 9 Common 5 gp
Sickle 1 ingot
1 short haft
2 hours 1 DC 10 Common 4 gp
Spear 1 ingot
1 long haft
2 hours 1 DC 9 Common 3 gp
Martial Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
Battleaxe 3 ingot
1 short haft
4 hours 2 DC 12 Common 10 gp
Flail 2 ingots
1 short haft
1 short chain
4 hours 2 DC 12 Common 10 gp
Glaive 4 ingot
1 long haft
4 hours 2 DC 13 Common 20 gp
Greataxe 8 ingots
1 short haft
4 hours 2 DC 13 Common 30 gp
Greatsword 10 ingots 4 hours 2 DC 15 Common 50 gp
Halberd 4 ingot
1 long haft
4 hours 2 DC 13 Common 20 gp
Longsword 4 ingot 4 hours 2 DC 14 Common 15 gp
Maul 8 ingots
1 short haft
4 hours 2 DC 12 Common 25 gp
Morning Star 4 ingot
1 short haft
4 hours 2 DC 14 Common 15 gp
Pike 3 ingot
1 long haft
4 hours 2 DC 12 Common 15 gp
Rapier 1 ingot 4 hours 2 DC 15 Common 25 gp
Scimitar 2 ingot 4 hours 2 DC 14 Common 25 gp
Shortsword 2 ingot 4 hours 2 DC 12 Common 10 gp
War Pick 2 ingot
1 short haft
4 hours 2 DC 12 Common 10 gp
War Hammer 4 ingot
1 short haft
4 hours 2 DC 12 Common 15 gp
Blacksmithing Crafting Table
Armor
Name Materials Crafting Time Checks Difficulty Rarity Value
Chain Shirt 5 ingots 14 hours 7 DC 13 Common 50 gp
Scale Mail 8 ingots
armor padding
14 hours 7 DC 12 Common 50 gp
Breastplate 10 ingots 16 hours 8 DC 16 Common 400 gp
Half Plate 16 ingots
armor padding
28 hours 14 DC 17 Common 750 gp
Ring mail 4 ingots
armor padding
10 hours 5 DC 11 Common 30 gp
Chain mail 9 ingots
armor padding
14 7 DC 13 Common 75 gp
Splint 12 ingots
armor padding
28 hours 14 DC 14 Common 200 gp
Plate 30 ingots
armor padding
56 hours 28 DC 17 Common 1,500 gp
Defensive Items
Name Materials Crafting Time Checks Difficulty Rarity Value
Shield 2 ingots 6 hours 3 DC 10 Common 10 gp
Tower ShieldK 8 ingots 10 hours 5 DC 13 Common 50 gp
Spiked ShieldK 3 ingots 8 hours 4 DC 14 Common 40 gp
BracersK 2 ingots 4 hours 2 DC 13 Common 15 gp
  • Shields and bracers cannot benefit from armor crafting modifications.
Misc Gear
Name Materials Crafting Time Checks Difficulty Rarity Value
Bell 2 metal scraps 2 hours 1 DC 9 Common 1 gp
Bucket 4 metal scraps 2 hours 1 DC 5 Common 3 sp
Ring 1 ingot 2 hours 1 DC 8 Common 2 gp
Horseshoe (4) 2 ingots 4 hours 2 DC 10 Common 5 gp
Chain (5 ft) 1 ingot 4 hours 2 DC 10 Common 3 gp
Caltrops 1 iron ingot 2 hours 1 DC 8 Common 1 gp
Ball Bearings 1 iron ingot 2 hours 1 DC 8 Common 1 gp
Iron Pot 1 iron ingot 2 hours 1 DC 9 Common 2 gp
20 x Pitons 1 iron ingot 2 hours 1 DC 8 Common 1 gp
10 x Iron Spike 2 iron ingot 2 hours 1 DC 8 Common 1 gp
Manacles 2 ingots
1 lock
1 chain (5 feet)
2 hours 1 DC 12 Common 20 gp
Helmet* 2 ingots 8 hours 4 DC 12 common 12 gp
  • The effects of a helmet are included in armor, this entry is largely to allow for standalone helmet creation for enchanters.
Components and Materials
Name Materials Crafting Time Checks Difficulty Rarity Value
Adamantine Ingot 1 steel ingot
1 adamant ingot
requires magical forge
2 hours 1 DC 15 Uncommon 60 gp
Parts 5 metal scraps 4 hours 2 DC 9 Common 2 gp
5 x Buckle 5 metal scrap 2 hours 1 DC 8 Common 1 gp
20 x Metal Scraps 1 ingot 2 hours 1 DC 5 Common 2 gp
Ingot 20 metal scraps 2 hours 1 DC 5 Common 2 gp
Silver Ingot 20 silver scraps 2 hours 1 DC 5 Common 2 gp
20 x Silver Scraps 1 silver ingot 2 hours 1 DC 5 Common 2 gp
Gold Ingot 20 gold scraps 2 hours 1 DC 5 Common 20 gp
20 x Gold Scraps 1 gold ingot 2 hours 1 DC 5 Common 20 gp
Tools
Name Materials Crafting Time Checks Difficulty Rarity Value
Blacksmithing Tools 4 ingots
2 parts
8 hours 4 DC 11 Common 20 gp
Carpenter's Tools 2 ingots
1 parts
6 hours 3 DC 12 Common 8 gp
Firearms*
Name Materials Crafting Time Checks Difficulty Rarity Value
20 x Firearm
ammunition
2 lead ingots
1 packet of blasting powder
4 hours 2 DC 15 Uncommon 80 gp
Pistol 3 ingots 4 parts
2 fancy parts
16 hours 8 DC 16 Uncommon 250 gp
Musket 6 ingots
4 parts
2 fancy parts
16 hours 8 DC 17 Uncommon 400 gp
Shotgun 8 ingots
4 parts
2 fancy parts
2 esoteric parts
32 hours 16 DC 19 Uncommon 2,425 gp
10 x Thunder
Cannon Ammo
2 ingots 2 hours 1 DC 15 Common 20 gp.
Thunder Cannon 6 ingots
2 uncommon primal essence
2 uncommon arcane essence
4 parts
2 fancy parts
1 esoteric part
8 hours 4 DC 17 Uncommon 1,000 gp

*Firearms & Thunder Cannons are not found in all settings. Consult your DM

Custom Weapon Guide

At first glance, it seems that the weapon selection in 5e D&D is quite limited, but with a little knowledge of the system, you can largely expose that template that builds those weapons, and from there, well, the opportunities are limitless! When you would like to craft an template weapon, just follow the steps below:

Weapon Creation Template

To create a weapon go through five steps to determine the final damage and properties of the weapon. Adding a d2 means increasing the die by one size (i.e a d6 + d2 = d8) and the converse for subtracting a d2.

Step 1: Select one of...
Property Base Damage Die Crafting Modifier Material Modifier Notes
Simple d6 12 Base DC 1 ingot --
Martial d8 15 Base DC 3 ingots Becomes a martial weapon.
Step 2: Select one of...
Property Weapon Modifier Crafting Modifier Material Modifier Notes
Light -d2 +1 Base DC -1 ingot --
None -- --
Versatile -- +1 Base DC +1 ingot +d2 when wielded with two hands.
Two-Handed +d2 -- 2x ingots
Step 3: Select all that apply...
Property Weapon Modifier Crafting Modifier Material Modifier Notes
Reach -d2 +2 Base DC -1 ingot + 1 long haft --
Finesse -d2 +3 Base DC -1 ingot No damage die cost if the weapon is Light or has no other properties.
Thrown -- +2 Base DC -- --
Heavy +d2 +1 Base DC +4 ingots Requires two-handed.
Step 4: Set Damage Die/Dice...

You can divide your damage die into smaller dice that equal the same total. For example, a d12 can become 2d6 or be reduced again to 3d4. Each time you do this, the crafting Base DC increases by +1.

Step 5: Select Damage Type
Type Effect
Slashing Deals Slashing Damage
Piercing Deals Piercing Damage
Bludgeoning Deals Bludgeoning Damage
Bonus Step: Modifiers and Materials

You can additionally add Material Modifiers and Crafting Modifiers to template weapons. These modifiers may add additional properties as listed by the modifier, and their difficult modifier is incorporated into the weapon.

Notes:
  • Thrown can be ranged weapons instead of melee weapons (example: Dart)
  • The DM can waive the restriction on Heavy property requiring Two-Handed property but should be aware it opens the door to GWM + Shield builds.
  • Add one short haft for axes, maces or similar.
  • Weapons made of metal require a minimum of half an ingot (like a dagger), even if the table would reduce them zero.

Example Template Weapons

Simple Weapons
Weapon Cost Damage Weight Properties
Finesse Spear 3 gp 1d4 piercing 2 lbs. Finesse, Versatile (1d6).
Sturdy 10-Foot Pole 1 sp 1d6 bludgeoning 5 lbs. Reach, Two-handed.
Chain 5 gp 1d4 bludgeoning 10lbs. Reach.
Heavy Greatclub 3 gp 1d10 bludgeoning 15 lbs. Two-handed, Heavy.
Brass Knuckles 2 sp 1d4 bludgeoning 2 lbs. Light
Martial Weapons
Weapon Cost Damage Weight Properties
War Spear 5 gp 1d8 piercing 2 lbs. Versatile (1d10).
Long Chain Flail 15 gp 1d6 piercing 12 lbs. Reach.
Finesse Glaive 25 gp 1d4 slashing 5 lbs Versatile (1d6), Reach, Finesse.
Saber 15 gp 1d8 slashing 2 lbs. Finesse
Broadsword 8 gp 2d4 slashing 3 lbs. --
Katana 15 gp 1d6 slashing 2 lbs. Versatile (2d4), Finesse
Cestus 2 gp 1d6 bludgeoning 1 lb. Light

Example Template Weapon Crafting

Simple Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
Finesse Spear 1 ingot
1 long haft
2 hours 1 DC 14 Common 13 gp
Sturdy 10-Foot Pole 1 extra long haft 0 hours 0 DC 0 Common 1 sp
Chain 2 ingots 2 hours 1 DC 14 Common 5 gp
Heavy Greatclub 2 ingot
3 short hafts
2 hours 1 DC 13 Common 12 gp.
Brass Knuckles 1 ingot 2 hours 1 DC 13 Common 10 gp.
Martial Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
War Spear 4 ingots
long haft
4 hours 2 DC 17 Common 110 gp
Long Chain Flail 2 ingots
short haft
chain
4 hours 2 DC 17 Common 110 gp
Finesse Glaive 1 ingot
1 long haft
4 hours 2 DC 20 Common 450 gp
Saber 2 ingot 4 hours 2 DC 18 Common 170 gp
Broadsword 3 ingots 4 hours 2 DC 15 Common 42 gp
Katana 3 ingots 4 hours 2 DC 19 Common 175 gp
Cestus 2 ingots 4 hours 2 DC 16 Common 70 gp.
  • Custom Weapons are a good bit more expensive than normal weapons. This is a reflection of their customization and greater difficulty to craft, is derived from their crafting Dc.

Material Modifiers

Metal Difficulty Modifier Weapon Effect Armor Effect
Bronze -3 Weapons forged from Bronze are inferior, having -1 to attack and damage rolls. Gains the Fragile property. Armor forged from Bronze is inferior, having -1 to its AC. Gains the Fragile property.
Cold Iron (Meteoric Iron) -2 Gains the Fragile property. Gains the Fragile property.
Adamantine +8 Gains the "Special: Critical Strikes with this weapon permanently damage a nonmagical weapon, shield or armor of the target creature (their choice of which) that are not forged from Adamantine (reducing the attack roll of a weapon or the AC of armor by 2)". While you're wearing it, any critical hit against you becomes a normal hit.
Mithral +6 A weapon with the heavy property forged from it loses the heavy property. If the weapon didn't have the heavy property, it gains the light property. The DC of an Enchanter applying an Enchantment to it is reduced by 6, and it always counts has having 1 common essence of any type as part of the craft If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Easier for Enchanters to Enchant.
Dark Steel +6 You have advantage on attack rolls while in darkness wielding Darksteel weapons. Perception checks relying on sight have disadvantage against you when you are in dim light or darkness while wearing this armor.
Ice Steel +6 A weapon forged from icesteel deals an additional 1d4 cold damage on hit. Wearing armor forged from icesteel grants resistance to Fire damage.
Fire Steel +6 A weapon forged from firesteel deals an additional 1d4 fire damage on hit. Wearing armor forged from firesteel grants resistance to Cold damage.

Crafting Modifiers

Modifier Difficulty Modifier Weapon Effect Armor Effect
Aerodynamic +5 The weapon gains the Thrown (10/30) property if it does not have the Thrown property. If it has the Thrown property, the range increases by 10/30 feet instead. Your falling speed increases to 520 feet per round while wearing this armor.
Double Bladed +10 The weapon's damage die is reduced be d2. Adds the "Special: You can use a bonus action immediately after to make a single melee attack with it. This attack deals 1d4 slashing damage on a hit" --
Weighted (Dwarven) +5 A weapon with the light property forged from it loses the light property. If the weapon didn't have the light property, it gains the heavy property. If an Effect moves you against your will along the ground while wearing this armor, you can use your Reaction to reduce the distance you are moved by up to 10 feet. The weight of the armor is increased by 50%
Elven +7 The weapon gains the Finesse property. You are considered proficient with this armor even if you lack proficiency
Fragile N/A A Fragile weapon breaks on an attack roll of 1 against an armored target (a target wearing armor or with the natural armor property) if that armor does not have the Fragile property. A Fragile set of armor is destroyed when you take a critical strike from a creature wielding a weapon without the Fragile property.
Hardened +4 The weapon's Quality Die when maintained
becomes a d12
The armor's Quality Die when maintained becomes a d12.
Lance +2 Requires two-handed weapon with reach. The weapon becomes one handed and its base damage die increases by d2, but you have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. --
Masterwork +8MW A Masterwork weapon gains +1 to attack rolls.
Removes the fragile property if present.
A set of Masterwork armor gains a
Damage ReductionDR value of 2. Removes the fragile property if present.
Segmented +5 -- The armor can be donned or doffed in half as much time
Slotted +2 This weapon can hold 1 magical gem crafted by an Enchanter This armor can hold 1 magical gem crafted by Jewelcrafter.
Spiked +4 If a weapon deals bludgeoning damage, it now deals piercing damage. Attackers that strike you with unarmed strikes or natural weapons take 1d4 piercing damage. A creature that ends its turn while grappling you takes 1d4 piercing damage.
  • MW Masterwork: Failing a crafting roll for Masterwork does not cause a failure, but the resulting weapon is only a Masterwork if all crafting roll successes pass the DC of Masterwork. An item is automatically masterwork if every roll qualified for a Masterwork version.
  • DR Damage Reduction: While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by the value of your Damage Reduction to a minimum of 1.

Supplimental Modifiers

Modifier Materials Needed Difficulty Modifier Weapon Effect Armor Effect
Magical 2 common arcane essence
2 uncommon essence*
+10Magic Weapon adds +1 to attack and damage rolls. Armor AC is increased by +1.
SilveredSI +5 silver scraps* +2 This weapon is considered silvered for the purposes of overcoming damage resistance. This armor is shiny
  • Supplimental Materials are doubled for weapons with the two-handed property or armor.
  • Magic Magic: Difficulty modifier is reduced to +4 if combined with Mithral or Adamantine material modifiers.

Additional Items

Tower Shield

Common

This is a massive unwieldy shield. While carrying it, your movement speed is reduced by 10 feet. At the end of each of your turns, pick a direction . You have half cover from attacks in a cone that direction. Alternatively, you can pick a single target, tracking the movement. You have half cover against attacks from that target (and only that target).

Spiked Shield

Common

Your shield is considered a martial melee weapon, dealing 1d4 damage on hit.

Bracers

Common

While wearing bracers and not using a shield, as a reaction to being hit by an attack, you can attempt to parry the attack with your bracer, adding gaining +2 AC bonus against the triggering attack.

Adamantine Bracers

Uncommon

While wearing bracers and not using a shield, as a reaction to being hit by an attack, you can attempt to parry the attack with your bracer, adding gaining +2 AC bonus against the triggering attack.. If this causes your AC to be exactly equal to the attack roll and the attacking weapon is made of a common metal, the attacking weapon is destroyed.

Thunder Cannon

Requires attunement

The principle weapon of a Thundersmith. Deals 1d12 piercing damage, and has the Ammunition (60/180), Two-Handed, Loud, and Stormcharged properties.

  • Stormcharged. When you use an action, bonus action, or reaction to attack with a Stormcharged Weapon, you can make only one Attack regardless of the number of attacks you can normally make. If you could otherwise make additional attacks with that action, the weapon deals an additional 3d6 lightning or thunder damage per attack that was foregone.
  • Loud: Your weapon rings with thunder that is audible within 300 feet of you whenever it makes an attack.

Beyond the System

While blacksmithing allows for a huge amount of custom creation, there will always be new things beyond the system.

The following is some guidelines for how to make something beyond the system.

  • Trivial items should be composed of metal scraps, and have a DC in the range of 8-12. These represent things blacksmiths can easily make. Common items should require ingots, and have a DC of 12-18 depending if they are simple or exotic. Uncommon and rarer items should have uncommon and rarer materials matching their rarety.
  • Blacksmithing alone can make magical weapons only to the extent that magical components are used.
  • If you would like Blacksmithing alone to make fully magical swords, you can largely just take the materials from an equivalent enchanting recipe and add them to materials of the weapon, and than take the higher of the difficulty and crafting time of the projects.
Work Together and be Reasonable

The system is, by it's nature, extremely extensible. Great pains have been taken to make things as "balanced" as possible. But this doesn't mean the rules transcend common sense. As a player, tell your DM what you want to make and be open to adjustments to how it would work. As a DM, tell players how their projects will work from the start, and be open to the idea they can make cool things... these crafted items are part of their "loot" and don't need to be "power neutral" as long as they are breaking anything.

Cooking

Quick Reference

While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a potion in its most basic form:

  • Acquire a fresh ingredient by harvesting or finding it.
  • Review the Recipe Tables for Feasts, Snacks or Rations that ingredient would qualify for, and gather the other materials needed listed in the Materials column.
  • Use your Cooking Utensils tool to craft the option using the number hours listed in the Crafting Time column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less. Meals must be crafted in a single crafting session. All meals require a heat source (such as a campfire).
  • For every 2 hours, make a crafting roll of 1d20 + your Wisdom modifier (your choice) + your proficiency bonus with Cooking Utensils. You can abort the craft after a bad crafting roll if you wish, this counts as a failure.
  • If the average of these checks is equal to or higher than the value listed in the Difficulty column for that potion, you succeed. If it is lower, you fail and lose all materials.
  • On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. On failure, the crafting time is lost and no progress is made. If you fail 3 times in a row, the crafting is a failure and all materials are lost.

.

Duration

The duration a meal remains edible depends on the type of meal made. A feast must be consumed within an hour, a snack lasts for 1 day, and ration lasts 1 month.

Ingredients

The material for cooking are fresh ingredients and supplies. A fresh ingredient is something you harvest that can increase the quality of your food and sometimes provide supernatural boosts beyond mere satiation. Staples include seasoning and spices, but also things like flour and turnips - food that lasts awhile and can cooked into perfectly fine meals, but have no benefits you wouldn't expect from eating a good meal.

Some ingredients additionally have the exotic property, and may confer special effects.

General System, Specific Examples

Like with all aspects, this crafting system does not attempt to provide systematic specific examples (though they are provided in the appendix), but rather a system that allows you to know the outcome of anything you could cook. For example, a party could acquire 1 common fresh ingredient by harvesting a Hook Horror, and than combine that with 1 common supplies to cook either Hook Turkey Sandwiches or Murder Chicken Tenders, but the benefit from either example would still fall into a Monstrosity Meat Quality Meal category (one step above standard rations).

Ingredient Expiration

Normal Ingredients expire very quickly, and must be used within 24 hours of being harvested or they become unusable. Preserved rations would fall into the staples category and cannot typically be used to cook anything besides basic meals. The ability to gain any sort of magical benefit is linked its freshness; even will prepared preserved foods provide only the benefit of a Basic Meal (which is a satisfying and good tasting meal, but its benefits are not otherwise magical).

Unlike Fresh Ingredients, Staples last significantly longer and do not need to have their expiration tracked for the purposes of this system.

Satiation

The magical benefits you get consuming rare and more magical foods cannot be gained again until 24 hours have passed any particular food. When combined with the ingredient expiration above, this typically means that any ingredient collected is only good for a single meal - this is intentionally; you can harvest more if you wish, but cooking by its natural is a profession of fleeting achievement and fickle opportunity.

Crafting Roll

Putting that together that means that when you would like to create a meal, your crafting roll is as follows:

Cooking Modifier = your Cooking Utensils tool proficiency bonus + your Wisdom modifier.

Success and Failure

For cooking, after you make the crafting rolls and succeed (by average), you have a completed meal. If you fail (by average), all materials are lost and the result is unusable.

Exotic Ingredients

While standard meals are made from from a selection of ingredient types and generally a seasoning, exotic ingredients have specialized effects. When making a meal from these ingredients, the meal's effect is a combination of the effect of the exotic ingredients added.

An Exotic Meal (meal cooked entirely from exotic ingredients) does not need a recipe and has a crafting time of 1 hour, and the difficulty is the difficulty of all the exotic ingredients used added together, with 1 check needed per exotic ingredient added.

An exotic ingredients can be combined with a standard meal by adding the DC of the standard meal to the combined difficulty of the exotic ingredients added. This can result in very unusual meals, but will frequently result in unattainably high difficulty to make it work, as adding random new components to meals typically wrecks the taste.

Basic Cooking & Camp Actions

While the rules present a handful of ways to use cooking for more exotic ends, the most common application of cooking is just to produce an edible meal on during a long rest - something any adventuring group would welcome; this is called a Quality Meal, and provides greater benefit than rations, though the benefits it provides are not magical, and merely stem from it being a satisfying meals. You can do so by expending 1 fresh ingredient of any type and 1 common supplies for up to 5 people, or by spending common supplies per person being cooked for. These materials must have been purchased within the last week.

Any creature, even one not proficient with Cooking Utensils can take this action. You and all willing creatures (willing to eat your cooking) regain an additional hit die (up to their maximum). If you have proficiency with Cooking Utensils, creatures regain additional hit dice equal to your Proficiency bonus

Purchasing Materials

Due the rules on ingredient freshness, typically speaking ingredients cannot be purchased in a way that is relevant for cooking recipes. You can purchase Supplies (of any type) that can be used to make Basic Meals.

Rarity Material Price
Supplies (Salt, Staples, etc) 1 gp
Uncommon Supplies (Uncommon
spices, oils, rare seeds, etc)
10 gp
Rare Supplies (Hard to
luxury goods)
100 gp

Harvesting Ingredients

Unlike other things you can harvest from monsters, there's little chance of failure in harvesting - there's generally more to harvest than be meaningfully used.

You can consume Monstrosity, Dragon, Beast and Plant Type creatures for magical benefits; your DM may allow other creature types as special delicacies at their discretion.

Monster CR Gathered Ingredients
1/4 to 4 Common
5-8 Uncommon
9-12 Rare
13-16 Very Rare
16-20 Legendary
Feast Crafting Table
Name Materials Crafting Time Checks Difficulty Rarity Value
Common Feast (Quality Meal) 1 common fresh ingredient
1 common supplies
1 hour 1 DC 8 common 3 gp
Enhancing FeastK 1 uncommon fresh ingredient
1 uncommon supplies
2 common supplies
2 hours 1 DC 14 uncommon 15 gp
Meat FeastK 1 uncommon meat
1 uncommon supplies
2 common supplies
2 hours 1 DC 14 uncommon 15 gp
Wondrous FeastK 1 rare fresh ingredient
1 uncommon reagent (any)
1 rare supplies
1 uncommon supplies
2 common supplies
2 hours 1 DC 16 rare 150 gp
Hearty Meat FeastK 1 rare meat
1 uncommon reagent (any)
1 rare supplies
1 uncommon supplies
2 common supplies
2 hours 1 DC 16 rare 150 gp
Superb FeastK 1 very rare fresh ingredient
1 rare reagent (any)
2 rare supplies
2 uncommon supplies
2 common supplies
4 hours 2 DC 18 very rare 300 gp
Superb Meat FeastK 1 very rare meat
1 rare reagent (any)
2 rare supplies
2 uncommon supplies
2 common supplies
4 hours 2 DC 18 very rare 300 gp
Legendary FeastK 1 legendary fresh ingredient
1 very rare reagent (any)
3 rare supplies
3 uncommon supplies
1 common supplies
6 hours 3 DC 20 legendary 3000 gp
Legendary Meat FeastK 1 legendary meat
1 very rare reagent (any)
3 rare supplies
3 uncommon supplies
1 common supplies
6 hours 3 DC 20 legendary 3000 gp
Elementally Fortifying
FeastK
1 rare meat from a creature with an
elemental resistance or immunity

2 uncommon reactive reagent
1 common primal essence
2 rare supplies
2 uncommon supplies
2 common supplies
2 hours 1 DC 16 rare 325 gp
What Doesn't Kill
You... FeastK
1 uncommon meat from a
creature that deals poison damage

2 uncommon poisonous reagents
1 uncommon supplies
2 common supplies
2 hours 1 DC 16 uncommon 110 gp
Seaworthy Bouillabaisse 1 uncommon meat from a creature
with a swim speed greater than its
walking speed.

2 uncommon supplies
2 common supplies
2 hours 1 DC 12 uncommon 25 gp
Heroes' Feast 4 rare curative reagent
2 uncommon divine essence
4 rare supplies
4 supplies
4 hours 2 DC 18 rare 1,500
Snack Crafting Table
Name Materials Crafting Time Checks Difficulty Rarity Value
Flame Breathing JerkyK x 5 1 uncommon or rarer meat from
a creature immune to fire damage

2 uncommon reactive reagents
1 rare supplies
6 hours 3 DC 15 uncommon 250 gp
Mint ChewK x 5 2 uncommon curative reagent
1 uncommon supplies
4 hours 2 DC 14 uncommon 100 gp
Morph CookiesK x 5 1 ingredient harvested from a
shapeshifter

1 rare supplies
1 uncommon supplies
1 common supplies
2 hours 2 DC 15 uncommon 125 gp
Seeing SticksK x 5 1 ingredient from a creature
with blindsight or tremorsense

1 uncommon reactive reagent
1 rare supplies
1 common supplies (optional)
4 hours 2 DC 15 uncommon 150 gp
Ration Crafting Table
Name Materials Crafting Time Checks Difficulty Rarity Value
Elvish BreadK x 10 1 uncommon curative reagent
1 uncommon supplies
1 common supplies
6 hours 3 DC 15 uncommon 60 gp
Iron Rations x 10 2 common supplies 1 hour 1 DC 8 common 2 gp

Feasts

Common Feast

Food, feast, common

Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. This is a hearty meal well surpassing the benefits of normal meals or rations, and each creature that consumes it regains an additional hit die during the next long rest.

If cooked by a creature with proficiency in Cooking Utensils, creatures that consume this feast regain additional hit dice equal to the cook's proficiency bonus during the next long rest instead.

Uncommon Feast

Enhancing/Wondrous/Superb/Legendary


Food, feast, uncommon/rare/very rare/legendary

Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. You gain the benefits for a common feast, but can gain additional benefits by trading hit dice as part of your next long rest after consuming this meal - these hit dice are consumed after calculating how many you would have after the rest (including the benefits of the feast), but you can trade hit dice in this way you would normally lose if you have more than your maximum hit dice.

You can trade hit dice in this way up to a number equal to your proficiency bonus. The benefits scale based on the rarity on the feast.

Benefit [Uncommon/Rare/Very Rare/Legendary]
Roll a [d4/d6/d8/d12] per hit die traded and gain temporary hit points equal to the value rolled.
Trade three hit dice for an additional spell slot of [1st/2nd/3rd/4th/5th] level
Gain a point point that can be expended like Inspiration by trading [5/4/3/2] hit dice per point.

Any benefit from a feast fades after 24 hours.

How Feast Spent Dice Work

If, for example, at level 4, if you start a rest with 2 hit dice, and consume a meal that would give an additional hit die, you would end the rest with 5, but your maximum is 4, so you would lose the 5th. This allows you to spend that extra fifth hit die for additional benefits. You could spend 3 hit dice on these benefits, but doing so would mean you only have 2 hit dice after the long rest.

Meat Feast

Meat/Hearty/Superb/Legendary

Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. Consuming the essence of a properly prepared creature of great power confers some of its power to you while satiated by the feast.

You can add +1/+2/+3/+4 to ability checks and saving throws of the prepared creatures highest stat (if multiple stats are tied, the cook chooses which when preparing the meal). Alternatively, the cook can bring forth exotic properties of the creature, conferring one trait of the cooked animal to those that consume it as per the following table (this replaces the benefit to ability checks and saves):

Minimum Rarity Creature Boon
uncommon Hold Breath, Keen Senses, Pounce, Stone Camouflage
rare Amphibious/Water Breathing, Web Walker
very rare Pack Tactics, Spider Climb
legendary Magic Resistance, Regeneration, Shapechanger(Mimic)

The details from the creature boon can be found on the creature stat block. The cook must be aware of the creature's property to make the meal imbue that property, and the DM may adjust the property in cases where it would not work for players or be too powerful as written. At the DMs discretion, any of ability can be added to this list.

Elementally Fortifying Feast

Food, feast, rare

Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. The magical properties of the meal confer the following special benefits:

Element Benefit
Cold Advantage on saves against cold
climates and cold damage.
Fire Advantage on saves against hot
climates and fire damage.
Lightning Advantage on saves against being
stunned and lightning damage

These benefits fade after 24 hours. You cannot gain the benefits of another feats until these benefits fade and you are no longer satiated.

Seaworthy Bouillabaisse

Food, feast, uncommon

Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. The magical properties of the meal grant you immunity to sea sickness as well as advantage on Dexterity or Constitution saving throws involving the motion of sea vessels.

Additionally, if you do not have proficiency in Water Vehicles, you can add half your proficiency bonus (rounded down) to any check involving them for the duration.

Heroes' Feast

Food, feast, rare

A magnificent spread of food. Cooking this has the effect of casting the spell heroe's feast, expect it's made of real food and not poofed by into existence strange magics.

Snacks

Flame Breathing Jerky

Food, snack, uncommon

A tough jerky with exotic flavoring. Very spicy, uncomfortable so. After a creature consumes this snack as an action, they gain the following benefits for the next 10 minutes:

  • You cannot be put to sleep by magical means.
  • You have disadvantage on Wisdom ability checks.
  • You have disadvantage on Constitution saving throws to maintain concentration on a spell.
  • You can use a bonus action to exhale fire at a target within 10 feet of you. The target must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.

You can eat a number of pieces of this jerky equal to your Constitution modifier per day.

Mint Chew

Food, snack, uncommon

A chewy minty candy. You can pop one into your mouth as a bonus action. While being chewed (for up to 10 minutes), are energized and can ignore the effects of up to 3 levels Exhaustion for the duration, and cannot be put to sleep by magical means.

You can only gain this benefit once per day, after which consuming additional pieces of the candy has no effect until you complete a long rest.

Morph Cookies

Food, snack, uncommon

Consuming one of these has the effects of casting alter self, however you cannot change the adaption unless you consume another cookie. This effect does not require concentration to maintain, and can be extended by consuming an additional morph cookie.

If the ingredient came from a mimic, you can additional transform your appearance to creatures with a different basic shape than you, though you remain the same size.

Seeing Sticks

Food, snack, uncommon

A stick of hard tacky substance. You can pop one into your mouth as a bonus action. While being sucked (for up to 10 minutes), you gain expanded senses and have advantage on Wisdom (Perception) checks, saving throws against a Illusion spells, and Intelligence (Investigation) checks to see through illusions, though because of the bad taste inherent to the formulation, continuing to suck on the seeing stick requires concentration, as if concentrating on a spell.

By adding the optional common supplies ingredient, they can be sweetened, giving concentration checks to keep from spitting them out advantage; this increases the DC of the recipe by 1.

Rations

Elvish Bread

Food, ration, uncommon

A creature can use its action to eat one bite of this bite (1 ration of it). Eating a piece restores 1 hit point, and the bread provides enough nourishment to sustain a creature for one day.

Iron Rations

Food, ration, common

A basic food ration that will keep you from starving for a day after consuming them. Common side effects include a craving for real food after prolonged exposure.

Enchanting

Enchanting is a hard and expensive profession, but one eagerly pursued by many all the same. The makers of miracles, the craftsmen of wonder, no other profession holds the fascination of adventurers quite like Enchanter, for their domain encompasses the large majority of magical items.

An item need not pass through an enchanter's hands to be magical, indeed many a blacksmith has forged a magical blade with the right materials, but the true wonder of enchantment is to turn the mundane magical. An enchanter can turn even the most base and commonplace item into something wonderful and powerful, and when given the head start of working with an already well crafted item can craft things of legend.

Many enchanters further specialize in subdomains such as Scroll Scribing or Wand Whittling for more specialized good that require more specialized tools, with many even pursuing such things as Jewelery Crafting in order to create the precious items that most easily enchant, but the general field of Enchanting still covers a large swath of the wondrous.

Scrolls are heavily featured as component of nearly all magical items forming the basis for the powerful enchantments that imbue them with their magic - templates of sort, and thus the ability to craft scrolls with Scroll Scribery is often the most desired of the subdomains for an Enchanter.

Quick Reference

While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a magic item in its most basic form:

  • Select the magic item that you would like to craft from any of the Magic Item Tables.
  • Acquire the items listed in the materials column for that item.
  • Use your Arcana skill to infuse the option using the number hours listed in the Crafting Time column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less.
  • For every 2 hours, make a crafting roll of 1d20 + your Intelligence modifier + your Arcana proficiency.
  • On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.

Materials: Essences & Components

The materials of enchanting are Essences and Components. Essences come in three different types - Arcane, Primal, and Divine, as well as five rarities - common, uncommon, rare, very rare, and legendary. What an Essence is can vary greatly, as they are things of innate magic that is used to power the Enchanter's creations. They could be organs of magical monsters (such as the heart of a dragon which would be a rare primal essence) or they can be synthesized from magical reagents into a magical compound. Components are a broad category of items ranging from the base item you are enchanting to any extraneous bits needed to be added. One unique component that is present in many enchantments is a Spell Scroll of various types of spells that form the basis of the sort of the magic the item has.

Replacing Spell Scrolls

A crafter that is capable of casting magic can replace the spell scroll in an enchantment with the ability to cast that spell, but when doing so they must cast that spell for each crafting check they make on that item. This is an exhausting process, draining their magic far more deeply than normal casting, and confers a level of exhaustion each time this technique is used to replace a crafting check. If a magic item requires multiple scrolls, only one of them can be replaced in this way, though if an additional spell caster that can cast the necessary spell can assist you, they can replace a second scroll, though suffering the same penalty.

Exhausting & Difficult Method

This mechanic is intentionally quite difficult to use - even for casters that are capable of casting the spell, the typically process would be to make the scroll first to formalize their thoughts and process, laying down the patterns and templates for the magic item. It also removes a very costly gate in the process, so should not be easily bypassed.

Crafting Roll

Putting that together that means that when you would like to enchant an item, your crafting roll is as follows:

Enchanting Modifier = your Arcana proficiency bonus + your Intelligence modifier

Success and Failure

For Enchanting, after you make the crafting roll and succeed marks your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Enchanting do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage.

If you fail three times in a row, all progress and materials are lost and can no longer be salvaged.

Wondrous Item Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Bag of Holding 1 bag
1 scroll of secret chest
2 uncommon arcane essence
16 hours (2 days) 8 DC 16 uncommon 1,000 gp
Broom of Flying 1 broom
1 scroll of levitate
1 scroll of fly
1 scroll of animate object
2 uncommon primal essence
16 hours (2 days) 8 DC 16 uncommon 1,050 gp
Belt of Hill
Giant Strength
1 belt
1 scroll of enhance ability
1 scroll of enlarge/reduce
3 rare primal essence
16 hours (2 days) 8 DC 18 rare 3,500 gp
Belt of Stone
Giant Strength
1 belt
1 scroll of enhance ability
1 scroll of enlarge/reduce
1 scroll of stoneskin
3 very rare primal essence
24 hours (3 days) 12 DC 20 very rare 26,000 gp
Belt of Fire
Giant Strength
1 belt
1 scroll of enhance ability
1 scroll of transformation
1 very rare arcane essence
3 very rare primal essence
32 hours (4 days) 16 DC 22 very rare 47,000 gp
Belt of Cloud
Giant Strength
1 belt
1 scroll of enhance ability
1 scroll of transformation
1 scroll of investiture of wind
1 very rare arcane essence
3 very rare primal essence
1 legendary primal essence
40 hours (5 days) 16 DC 23 legendary 83,000 gp
Belt of Storm
Giant Strength
1 belt
1 scroll of enhance ability
1 scroll of transformation
1 scroll of invulnerability
1 very rare arcane essence
3 very rare primal essence
2 legendary primal essence
48 hours (6 days) 24 DC 25 legendary 200,000 gp
Cap of Water
Breathing
1 leather cap
1 scroll of water breathing
1 common arcane essence
2 commom primal essence
8 hours 4 DC 14 uncommon 270 gp
Circle of Blasting 1 circlet worth at least 50 gp
1 scroll of scorching ray
1 common arcane essence
1 common primal essence
8 hours 4 DC 12 uncommon 250 gp
Goggles of Night 1 pair of goggles
1 scroll of darkvision
1 common primal essence
1 uncommon arcane essence
8 hours 4 DC 13 uncommon 300 gp
Pearl of Power 1 pearl worth at least 100 gp
5 common arcane essence
8 hours 4 DC 12 uncommon 350 gp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Portable Hole 1 large cloth
1 scroll of rope trick
1 scroll of passwall
1 scroll of dimension door
2 rare arcane essence
1 rare primal essence
16 hours (1.5 days) 8 DC 18 Rare 5,000 gp
Sending Stones 1 set of the same kind of stones
1 scroll of sending
2 common arcane essence
4 hours 2 DC 14 uncommon 380 gp
Cloak of Protection 1 cloak
1 scroll of shield of faith
1 scroll of mage armor
1 scroll of protection from energy
1 scroll of shield
1 scroll of absorb elements
1 rare arcane essence
1 rare divine essence
24 hours (2 days) 12 DC 16 rare 2,500 gp
Animated Shield 1 shield worth at least 200 gp
1 scroll of animated objects
2 rare arcane essence
1 very rare arcane essence
1 rare primal essence
24 hours (2 days) 12 DC 18 very rare 12,500 gp
Bag of Beans 1 bag of beans
1 rare primal essence
1 uncommon primal essence
1 scroll of plant growth
1 scroll of conjure animals
6 common primal essence
48 hours (2 days) 24 DC 15 rare 1,750 gp
Bag of Devouring 1 bag of holding
1 scroll of planeshift
1 scroll of hunger of hadar
16 hours (2 days) 8 DC 17 very rare 15,000 gp
Bag of Tricks 1 bag
4 common arcane essence
1 scroll of conjure animals
12 hours (1.5 days) 6 DC 14 uncommon 520 gp
Beads of Force 8 beads
8 scrolls of resilient sphere
16 hours (2 days) 8 DC 16 rare 2900 gp
Belts of Dwarvenkind 1 belt worth at least 200 gp
200 gp worth of quality ale
1 rare primal essence
2 uncommon primal essences
1 scroll of stoneskin
1 scroll of alter self
16 hours (2 days) 8 DC 17 rare 2400 gp
Boots of Elvenkind 1 boots worth at least 50 gp
1 uncommon primal essence
1 common primal essence
1 scroll of silence
1 scroll of pass without a trace
8 hours 4 DC 14 uncommon 470 gp
Boots of Levitate 1 boots worth at least 200 gp
2 rare arcane essence
2 uncommon primal essence
1 scroll of levitate
16 hours (2 days) 8 DC 17 rare 2,600 gp
Boots of Speed 1 boots worth at least 200 gp
1 rare primal essence
2 rare arcane essence
2 uncommon arcane essence
1 scroll of haste
16 hours (2 days) 8 DC 16 rare 3,400 gp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Boots of Striding and Springing 1 boot worth at least 50 gp
1 common arcane essence
1 common primal essence
1 scroll of longstrider
1 scroll of jump
8 hours 4 DC 15 uncommmon 325 gp
Boots of Winterlands 1 boots
1 scroll of protection of from energy
1 scroll of arctic breathK
2 uncommon primal essences
12 hours (1.5 days) 6 DC 15 uncommon 760 gp
Bracers of Archery 1 set of bracers
1 scroll of seeking shotK
1 uncommon primal essence
1 uncommon arcane essence
12 hours (1.5 days) 6 DC 15 uncommon 500 gp
Bracers of Defense 1 set of bracers worth at least 200 gp
1 scroll of shield
1 scroll of shield of faith
1 rare divine essence
1 rare arcane essence
16 hours (2 days) 8 DC 17 rare 2,300 gp
Brazier of Commanding Fire Elementals 1 brazier worth 200 gp
1 scroll of conjure elemental
2 rare primal essences
2 rare reactive reagents
16 hours (2 days) 8 DC 17 rare 2,400 gp
Bowl of Commanding Water Elementals 1 bowl worth 200 gp
1 scroll of conjure elemental
2 rare primal essences
2 rare curative reagents
16 hours (2 days) 8 DC 17 rare 2,400 gp
Stone of Controlling Earth Elementals 1 stone worth 200 gp
1 scroll of conjure elemental
2 rare primal essences
2 rare poisonous reagent
16 hours (2 days) 8 DC 17 rare 2,400 gp
Censer of Controlling Air Elementals 1 censer worth 200 gp
1 scroll of conjure elemental
2 rare primal essences
1 rare reactive reagent
1 uncommon arcane essence
16 hours (2 days) 8 DC 17 rare 2,400 gp
Candle of Invocation* 1 candle worth 100 gp
4 rare divine essence
1 scroll of holy aura
1 scroll of gate
32 hours (4 days) 16 DC 19 very rare 65,000 gp
Cape of Mountebank 1 cape worth at least 200 gp
1 scroll of dimension door
1 scroll of pyrotechnics
1 rare arcane essence
1 uncommon primal essence
16 hours (2 days) 8 DC 18 rare 2,000 gp
Carpet of Flying 1 fancy carpet worth 1000 gp
1 scroll of fly
1 scroll of levitate
1 scroll of animate objects
1 very rare arcane essence
1 very rare primal essence
32 hours (4 days) 16 DC 19 very rare 20,000 gp
Chime of Opening 1 chime worth 50 gp
1 scroll of knock
10 common arcane essences
10 hours 5 DC 14 rare 666 gp
  • *Candle of Invocation matches the alignment of the creator.
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Cloak of Arachnida 1 cloak worth 200 gp
1 scroll of web
1 scroll of spiderclimb
1 scroll of protection from poison
1 very rare arcane essence
1 rare arcane essence
24 hours (3 days) 12 DC 18 very rare 10,000 gp
Cloak of Displacement 1 cloak worth 50 gp
1 scroll of mirror image
1 rare arcane essence
1 uncommon arcane essence
12 hours (1.5 days) 6 DC 16 rare 1,270 gp
Cloak of Elvenkind 1 cloak
1 scroll of pass without a trace
1 uncommon primal essence
1 common primal essence
8 hours 4 DC 14 uncommon 335 gp
Cloak of the Bat 1 cloak worth at least 50 gp
1 scroll of form of the familiarK
1 scroll of darkness
1 scroll of fly
1 rare primal essence
1 uncommon arcane essence
12 hours (1.5 days) 6 DC 15 rare 1,500 gp
Cloak of the Manta Ray 1 cloak
1 scroll of water breathing
1 scroll of alter self
2 common primal essence
8 hours 4 DC 14 uncommon 600 gp
Crystal Ball 1 crystal worth at least 1,000 gp
1 scroll of scrying
1 very rare arcane essence
2 rare arcane essence
24 hours (3 days) 12 DC 18 very rare 12,600 gp
Crystal Ball of Mind Reading 1 very rare magical crystal ball
1 scroll of detect thoughts
1 very rare arcane essence
8 hours 4 DC 19 very rare 22,200 gp
Crystal Ball of Telepathy 1 very rare magical crystal ball
1 scroll of suggestion
1 very rare psionic essence
8 hours 4 DC 20 very rare 22,600 gp
Crystal Ball of True Seeing 1 very rare magical crystal ball
1 scroll of truesight
1 legendary arcane essence
8 hours 4 DC 21 legendary 50,000 gp
Cube of Force 1 metal cube of mithril, admantite, or gold
1 scroll of wall of force
1 scroll of antilife shell
1 scroll of gaseous form
1 scroll of antimagic field
2 rare arcane essence
3 uncommon arcane essence
16 hours (2 days) 8 DC 17 very rare 20,000 gp
Cubic Gate 1 3 inch cube worth at least 500 gold
1 scroll of gate
1 scroll of planeshift
1 very rare arcane essence
1 very rare divine essence
32 hours (4 days) 16 DC 20 very rare 75,000 gp
Decanter of Endless Water 1 decanter
1 scroll of create or destroy water
1 uncommon primal essence
1 common divine essence
8 hours 4 DC 14 ucommon 300 gp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Deck of Illusions 34 cards
1 scroll of major image
1 scroll of silent image
34 common arcane essences
8 hours 4 DC 15 uncommon 330 gp
Deck of Many Things 22 cards
1 tears of a dungeon master
22 hours 11 DC 100 legendary ???
Dimension Shackles 1 set of manacles
1 scroll of hold monster
1 scroll of forbiddence
1 rare divine essence
1 rare arcane essence
16 hours (2 days) 8 DC 17 rare 4,900 gp
Efficient Quiver 1 quiver worth 25 gp
1 scroll of secret chest
1 common arcane essence
8 hours 4 DC 15 uncommon 430 gp
Efreeti Bottle 1 brass bottle
1 scroll of conjure elemental
1 scroll of planar binding
2 very rare primal essences
3 rare primal essences
3 rare arcane essences
32 hours (4 days) 16 DC 18 very rare 24,000 gp
Eversmoking Bottle 1 bottle
1 scroll of fog cloud
1 scroll of produce flame
1 common arcane essence
1 common primal essence
8 hours 4 DC 13 uncommon 210 gp
Eyes of Charming 1 crystal lenses (glasses) worth 50 gp
1 scroll of charm person
1 uncommon arcane essence
4 hours 2 DC 14 uncommon 300 gp
Eyes of Minute Seeing 1 crystal lenses (glasses) worth 50 gp
1 scroll of identify
1 common arcane essence
4 hours 2 DC 14 uncommon 190 gp
Eyes of the Eagle 1 crystal lenses
1 scroll of far sightK
1 common primal essence
4 hours 2 DC 14 uncommon 190 gp
Feather Token (Anchor) 1 fletching
1 scroll of entangle
1 scroll of web
1 scroll of binding curseK
1 uncommon arcane essence
6 hours 3 DC 15 rare 435 gp
Feather Token (Bird) 1 fletching
1 scroll of conjure animals
2 scrolls of enlarge reduce
1 uncommon primal essence
6 hours 3 DC 17 rare 770 gp
Feather Token (Fan) 1 fletching
1 scroll of gust of wind
1 scroll of animate objectK
1 uncommon arcane essence
1 uncommon primal essence
6 hours 3 DC 15 rare 525 gp
Feather Token (Swan Boat) 1 fletching
1 boat 50 feet long and 20 feet wide
1 scroll of dimension door
1 uncommon arcane essence
8 hours 4 DC 16 rare 4000 gp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Feather Token (Tree) 1 fletching
1 scroll of plant growth
1 uncommon primal essence
6 hours 3 DC 15 rare 475 gp
Feather Token (Whip) 1 fletching
1 whip
1 scroll of animate objects
1 uncommon arcane essence
6 hours 3 DC 14 rare 275 gp
Figurine of Wondrous
Power (Brozne Griffon)
1 figurine of a griffon worth at least 20 gp
1 scroll of summon greater steed
1 rare divine essence
1 uncommon divine essence
16 hours (2 days) 8 DC 17 rare 2,700 gp
Figurine of Wondrous
Power (Ebony Fly)
1 figurine of a fly worth at least 20 gp
1 scroll of giant insect
1 rare primal essence
1 uncommon primal essence
8 hours 4 DC 15 rare 1,300 gp
Figurine of Wondrous
Power (Golden Lions)
2 figurines of a lion worth at least 20 gp
1 scroll of conjure animals
1 uncommon primal essence
1 uncommon divine essence
12 hours (1.5 days) 6 DC 15 rare 730 gp
Figurine of Wondrous
Power (Ivory Goats)
3 figurines of a goat worth at least 20 gp
1 scroll of conjure animals
1 rare arcane essence
1 uncommon divine essence
1 uncommon arcane essence
16 hours 8 DC 16 rare 1,700 gp
Figurine of Wondrous
Power (Marble Elephant)
1 figurine of an elephant worth at least 20 gp
1 scroll of conjure animals
1 scroll of enlarge reduce
1 uncommon primal essence
8 hours 4 DC 15 rare 600 gp
Figurine of Wondrous
Power (Obsidian Steed)
1 figurine of a horse worth at least 50 gp
1 scroll of summon greater steed
1 very rare arcane essence
1 rare divine essence
16 hours (2 days) 8 DC 17 very rare 10,250 gp
Figurine of Wondrous
Power (Onyx Dog)
1 figurine of a dog worth at least 20 gp
1 scroll of conjure animals
1 uncommon primal essence
8 hours 4 DC 15 rare 515 gp
Figurine of Wondrous
Power (Serpentine Owl)
1 figurine of an owl worth at least 20 gp
1 scroll of find familiar
1 scroll of enlarge reduce
1 uncommon arcane essence
8 hours 4 DC 16 rare 475 gp
Figurine of Wondrous
Power (Silver Raven)
1 figurine of a raven worth at least 10 gp
1 scroll of find familiar
1 scroll of animal messanger
1 common primal essence
1 common arcane essnece
8 hours 4 DC 13 uncommon 270 gp
Figurine of Wondrous
Power (Oynx Panther)K
1 figurine of a panther worth at least 20 gp
1 scroll of conjure animals
1 uncommon primal essence
8 hours 4 DC 15 rare 515 gp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Gauntlets of Ogre Power 1 gauntlets worth 50 gp
1 scroll of enlarge/reduce
1 scroll of enhance ability
1 uncommon primal essence
1 common arcane essence
12 (1.5 days) 6 DC 14 uncommon 500 gp
Gem of Brightness 1 cut gem worth at least 50 gold
1 scroll of light
1 scroll of daylight
1 uncommon divine essence
1 common arcane essence
8 hours 4 DC 14 uncommon 585 gp
Gem of Seeing 1 cut gem worth at least 50 gold
1 scroll of true seeing
1 rare arcane essence
1 uncommon arcane essence
16 hours (2 days) 8 DC 17 rare 3050 gp
Gloves of Missile Snaring 1 gloves
1 scroll of attract/repel
1 uncommon arcane essence
1 common primal essence
8 hours 4 DC 15 uncommon 365 gp
Gloves of Swimming and Climbing 1 gloves
1 scroll of enhance ability
1 common arcane essence
1 common primal essence
8 hours 4 DC 14 uncommon 225 gp
Handy Haversack 1 backpack
1 scroll of secret chest
1 instant summons
1 uncommon arcane essence
1 rare arcane essence
16 hours (2 days) 8 DC 18 rare 3,600 gp
Hat of Disguise 1 hat
1 scroll of disguise self
1 scroll of minor illusion
1 uncommon arcane essence
1 common arcane essence
8 hours 4 DC 14 uncommon 340 gp
Headband of Intellect 1 handband worth at least 25 gp
1 scroll of enhance ability
2 uncommon arcane essence
1 common divine essence
12 days (1.5 days) 6 DC 14 uncommon 540 gp
Winged Boots boots worth at least 50 gp
1 scroll of fly
1 scroll of levitate
1 scroll of featherfall
1 uncommon arcane essence
1 uncommon primal essence
16 hours (2 days) 8 DC 15 uncommon 1000 gp
Wings of Flying 1 cloak worth 50 gp
1 scroll of fly
1 scroll of polymorph
1 rare arcane essence
1 uncommon arcane essence
16 hours (2 days) 8 DC 17 rare 3,000 gp
Well of Many Worlds 1 fine block cloth worth 100 gp
1 scroll of planeshift
1 scroll of demiplane
1 legendary divine essence
1 very rare arcane essence
40 hours (5 days) 20 DC 20 legendary 75,000 gp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Helm of Brilliance* 1 helm worth at least 100 gp
5 diamonds worth 50 gp
10 rubies worth 20 gp
15 fire opals worth 10 gp
20 opals worth 10 gp
1 scroll of daylight
1 scroll of fireball
1 scroll of prismatic spray
1 wall of fire
1 rare arcane essence
1 uncommon arcane essence
24 hours (3 days) 12 DC 18 very rare 17,000 gp
Helm of Comprehending Language 1 helm worth at least 25 gp
1 scroll of comprhend languages
1 common arcane essence
1 common divine essence
16 hours (2 days) 8 DC 14 uncommon 280 gp
Helm of Telepathy 1 helm worth at least 50 gp
1 scroll of detect thoughts
1 scroll of suggestion
1 uncommon arcane essence
1 common arcane essence
16 hours (2 days) 8 DC 15 uncommon 575 gp
Helm of Teleportation 1 helm worth at least 200 gp
1 scroll of teleport
2 rare arcane essence
1 rare divine essence
24 hours (3 days) 12 DC 18 rare 16,700 gp
Horn of Blasting 1 horn worth at least 100 gp
1 scroll of shockwaveK
1 scroll of sonic shriekK
24 hours (3 days) 12 DC 17 rare 3,370 gp
Horn of Valhalla (Silver) 1 silver horn worth at least 50 gold
1 scroll of spirit guardians
1 scroll of guardian of faith
1 rare primal essence
1 rare divine essence
24 hours (3 days) 12 DC 17 rare 2,800 gp
Horn of Valhalla (Brass) 1 brass horn worth at least 50 gold
1 scroll of spirit guardians
1 scroll of guardian of faith
1 rare primal essence
1 rare divine essence
24 hours (3 days) 12 DC 17 rare 2,800 gp
Horn of Valhalla (Bronze) 1 bronze horn worth at least 100 gold
1 scroll of spirit guardians
1 scroll of guardian of faith
1 scroll of conjure celestial
2 rare primal essence
2 rare divine essence
32 hours (4 days) 16 DC 19 very rare 5,600 gp
Horn of Valhalla (Iron) 1 iron horn worth at least 500 gold
1 scroll of spirit guardians
1 scroll of conjure celestial
1 very rare primal essence
1 very rare divine essence
40 hours (5 hours) 20 hours DC 20 legendary 33,800 gp
  • Helm of Brilliance forged this way has 5 diamons, 10 rubies, 15 fire opals, and 20 opals. At your DMs discretion, one can be made with more gems.
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Horseshoes of Speed 4 horseshoes worth 10 gp each
4 scrolls of longstrider
4 uncommon arcane essences
4 common primal essence
24 hours (3 days) 12 DC 16 rare 1,570 gp
Horseshoes of a Zephyr 4 horseshoes worth 10 gp each
4 scrolls of levitate
1 scroll of fly
1 scroll of longstrider
4 rare arcane essences
4 uncommon primal essences
24 hours (3 days) 12 DC 18 very rare 5,500 gp
Instant Fortress 1 admantine cube
100 adamantine ingots
1 scroll of magnificent mansion
2 very rare arcane essence
4 rare arcane essence
2 rare divine essence
40 hours (5 days) 20 DC 18 very rare 42,000 gp
Iron Bands of Binding 30 feet of chain
1 scroll of entangle
1 scroll of awaken ropeK
1 rare arcane essence
2 uncommon divine essence
16 hours (2 days) 8 DC 16 rare 740 gp
Iron Flask (Empty) 1 iron flask worth at least 200 gp
1 scroll of imprisonment
1 scroll of planar blinding
1 legendary arcane essence
1 very rare divine essence
40 hours (5 days) 20 DC 21 legendary 98,000 gp
Mantle of Spell Resistance 1 mantle worth at least 100 gp
1 scroll of dispel magic
3 rare arcane essence
1 uncommon divine essence
16 hours (1.5 days) 8 DC 17 rare 3,280 gp
Mirror of Life Trapping 1 4 foot tall mirror worth at least 50 gp
1 scroll of demiplane
1 scroll of banishment
1 very rare arcane essence
2 rare arcane essence
32 hours (4 days) 16 DC 19 very rare 25,000 gp
Lantern of Revealing 1 lantern
1 scroll of light
1 scroll of see invisible
1 uncommon arcane essence
1 uncommon divine essence
8 hours 4 DC 15 uncommon 500 gp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Pipes of Haunting 1 pipes worth at least 25 gp
1 scroll of cause fear
1 uncommon arcane essence
1 uncommon divine essence
8 hour 4 DC 15 uncommon 485 gp
Pipes of the Sewers 1 pipes worth at least 25 gp
1 scroll of animal friendship
1 uncommon primal essence
1 common primal essence
8 hours 4 DC 14 uncommon 345 gp
Robe of Eyes 1 robe worth at least 100 gp
1 scroll of darkvision
1 scroll of see invisibility
1 scroll of arcane eye
1 rare arcane essence
1 uncommon psionic essence
24 hours (3 days) 12 DC 17 rare 2,170 gp
Robe of Scintillating Colors 1 robe worth at least 200 gp
1 scroll of daylight
1 scroll of prismatic spray
1 scroll of wall of light
1 very rare arcane essence
1 rare arcane essence
1 rare divine essence
24 hours (3 days) 12 DC 18 very rare 25,000 gp
Robe of Stars 1 black or blue robe worth 200 gp
1 scroll of magic missile
1 scroll of etherealness
1 scroll of blink
1 very rare arcane essence
1 very rare divine essence
6 rare arcane essence
32 hours (4 days) 16 DC 19 very rare 32,800 gp
Robe of Useful Items* 1 robe
100 gold pieces
1 silver coffer worth 500 gp
1 iron door
10 gems worth 100 gp each
1 wooden ladder
1 picture of a horse worth 75 gp
1 saddle bag
1 scroll of create holeK
4 potions of healing
1 rowboat
1 1st level scroll
1 picture of mastiffs worth at least 25 gp
1 window
1 portable ram
13 common arcane essences
8 hours 4 DC 14 uncommon 3,560 gp
Robe of the Archmage 1 white, gray, or black robe worth at least 500 gp
1 scroll of mage armor
1 scroll of antimagic field
1 legendary arcane essence
5 very rare arcane essence
40 days (5 days) 20 DC 21 legendary 100,000 gp
Rope of Climbing 1 60-foot long rope
1 scroll of awaken rope
1 uncommon arcane essence
1 common arcane essence
4 hours 2 DC 14 uncommon 300 gp
  • Formula for Robe of Useful Items 13 patches, one of each. You can remove items to craft with less patches.
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Rope of Entanglement 1 30-foot long rope
1 scroll of awaken ropeK
1 scroll of entangle
1 rare arcane essence
16 hours (2 days) 8 DC 17 rare 1,325 gp
Slippers of Spider Climbing 1 slippers
1 scroll of spider climbing
1 common arcane essence
1 common primal essence
8 hours 4 DC 14 uncommon 225 gp
Sphere of Annihilation 1 legendary arcane essence
1 scroll of disintegrate
1 scroll of levitate
1 scroll of demiplane
2 very rare arcane essence
1 very rare divine essence
40 hours (5 days) 20 DC 21 legendary 81,000 gp
Luckstone 1 polished agate worth 50 gp
1 scroll of imbue luckK
1 uncommon divine essence
1 common primal essence
8 hours 4 DC 15 uncommon 415 gp
Ioun Stones
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Ioun Stone (Absorption) 1 pale lavender gem worth at least 500 gold
1 scroll of dispel magic
1 very rare arcane essence
1 very rare divine essence
24 hours (3 days) 12 DC 19 very rare 18,000 gp
Ioun Stone (Agility) 1 deep red gem worth at least 500 gold
1 scroll of enhance ability
2 very rare primal essence
2 very rare divine essence
24 hours (3 days) 12 DC 19 very rare 33,000 gp
Ioun Stone (Awareness) 1 dark blue gem worth at least 200 gold
1 scroll of enhance ability
1 rare primal essence
1 rare arcane essence
16 hours (2 days) 8 DC 17 rare 2260 gp
Ioun Stone (Fortitude) 1 pink gem worth at least 500 gold
1 scroll of enhance ability
2 very rare divine essence
2 very rare primal essence
24 hours (3 days) 12 DC 19 very rare 33,000 gp
Ioun Stone (Greater Absorption) 1 lavender gem worth at least 500 gp
1 green gem worth at least 500 gp
2 very rare divine essence
2 very rare arcane essence
1 scroll of antimagic sphere
32 hours (4 days) 16 DC 20 legendary 50,000 gp
Ioun Stone (Insight) 1 incandescent blue worth at least 500 gold
1 scroll of enhance ability
2 very rare divine essence
2 very rare primal essence
24 hours (3 days) 12 DC 19 very rare 33,000 gp
Ioun Stones
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Ioun Stone (Intellect) 1 incandescent blue worth at least 500 gold
1 scroll of enhance ability
3 very rare arcane essence
1 very rare primal essence
24 hours (3 days) 12 DC 19 very rare 33,000 gp
Ioun Stone (Leadership) 1 pink gem at least 500 gold
1 scroll of enhance ability
4 very rare divine essence
24 hours (3 days) 12 DC 19 very rare 33,000 gp
Ioun Stone (Mastery) 1 green gem worth at least 1,000 gp
1 scroll of enhance ability
1 legendary divine essence
1 very rare arcane essence
1 very rare primal essence
40 hours (5 days) 20 DC 21 legendary 55,800 gp
Ioun Stone (Protection) 1 rose gem worth at least 200 gp
1 scroll of mage armor
3 rare arcane essnece
1 rare divine essence
16 hours (2 days) 8 DC 17 rare 3,800 gp
Ioun Stone (Regeneration) 1 pearl worth at least 1,000 gp
1 scroll of regeneration
2 very rare divine essence
2 rare divine essence
24 hours (3 days) 12 DC 19 legendary 32,800
Ioun Stone (Reserve) 1 purple gem worth at least 200 gp
5 rare arcane essence
4 uncommon arcane essence
16 hours (2 days) 8 DC 17 rare 5,100 gp
Ioun Stone (Strength) 1 pale blue gem at least 500 gold
1 scroll of enhance ability
4 very rare primal essence
24 hours (3 days) 12 DC 19 very rare 33,000 gp
Ioun Stone (Sustenance) 1 clear gem worth at least 200 gold
1 scroll of create food and water
2 rare divine essence
1 uncommon arcane essence
16 hours (2 days) 8 DC 16 rare 2,290 gp
Magical Manuals and Tomes
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Manual of Bodily Health 1 blank book worth 500 gp
1 scroll of enhance ability
1 legendary primal essence
1 legendary divine essence
40 hours (5 days) 20 DC 21 legendary 68,500 gp
Manual of Gainful Exercise 1 blank book worth 500 gp
1 scroll of enhance ability
2 legendary primal essence
40 hours (5 days) 20 DC 21 legendary 68,500 gp
Manual of Golems* 1 blank book worth 250 gp
1 scroll of awaken
1 scroll of scroll of animate objects
2 very rare arcane essence
1 rare divine essence
24 hours (3 days) 12 DC 19 very rare 12,400 gp
Manual of Quickness of Action 1 blank book worth 500 gp
1 scroll of enhance ability
1 legendary arcane essence
1 legendary divine essence
40 hours (5 days) 20 DC 21 legendary 68,500 gp
Tome of Clear Thought 1 blank book worth 500 gp
1 scroll of enhance ability
2 legendary arcane essence
40 hours (5 days) 20 DC 21 legendary 68,500 gp
Tome of Leadership and Influence 1 blank book worth 500 gp
1 scroll of enhance ability
2 legendary divine essence
40 hours (5 days) 20 DC 21 legendary 68,500 gp
Tome of Understanding 1 blank book worth 500 gp
1 scroll of enhance ability
1 legendary divine essence
1 legendary primal essence
40 hours (5 days) 20 DC 21 legendary 68,500 gp
  • Note that this creates the item, not the golem. Creating the golem requires a sum of gold and time beyond the item. When making a manual of golems in this way, you can pick which golem type it is for.
Magical Jewelry
Name Materials Crafting Time Checks Difficulty Rarity Value
Periapt of Health 1 necklace worth 50 gold
1 scroll of purify food and drink
1 scroll of lesser restoration
2 common divine essence
12 hours (1.5 days) 6 DC 12 uncommon 325 gp
Amulet of Heath 1 amulet worth 200 gp
1 rare divine essence
1 rare primal essence
16 hours (2 days) 8 DC 18 rare 2500 gp
Amulet of Proof against
Detection and Location
1 amulet
1 scroll of nondetection
8 hours 4 DC 14 uncommon 350 gp
Amulet of Planes 1 amulet worth 650 gp
1 scroll of plane shift
1 rare arcane essence
1 very rare divine essence
24 hours (3 days) 12 DC 18 very rare 23,400 gp
Brooch of Shielding 1 brooch or amulet worth 10 gp
1 scroll of magic missile
1 scroll of shield
1 scroll of protection from energy
6 hours 3 DC 14 uncommon 444 gp
Circlet of Blasting circlet worth at least 25 gold
1 scroll of scorching ray
1 uncommon primal essence
6 hours 3 DC 12 uncommon 280 gp
Medallion of Thoughts 1 medallion worth 25 gold
1 scroll of detect thoughts
1 uncommon arcane essence
1 uncommon psionic essence
8 hours 4 DC 15 uncommon 500 gp
Necklace of Adaption 1 necklace worth at least 25 gold
1 scroll of protection from poison
1 common divine essence
6 hours 3 DC 12 uncommon 170 gp
Necklace of Prayer Beads* 6 gems worth 50 gold pieces each
1 scroll of planar ally
1 scroll of wind walk
1 scroll of branding smite
1 greater restoration
1 cure wounds
1 scroll of lesser restoration
1 scroll of bless
6 rare divine essence
12 hours (1.5 days) 6 DC 16 rare 10,000 gp
Scarab of Protection 1 scarab shaped medallion
worth at least 500 gp

1 scroll of holy aura
1 very rare divine essence
24 hours (3 days) 12 DC 19 legendary 25,000 gp
Talisman of Pure Good 1 talisman woth at least 1,000 gp
1 legendary divine essence
from a Good-aligned source

1 scroll of fissure
1 scroll of gate
40 hours (5 days) 20 DC 21 legendary 88,000 gp
Talisman of Ultimate Evil 1 talisman woth at least 1,000 gp
1 legendary divine essence
from an Evil-aligned source

1 scroll of fissure
1 scroll of gate
40 hours (5 days) 20 DC 21 legendary 88,000 gp
Talisman of the Sphere 1 talisman woth at least 1,000 gp
1 legendary arcane essence
24 hours (3 days) 12 DC 22 legendary 37,000 gp
  • This version of Necklance of Prayer Beads has 6 beads, 1 of each option.
Weapon Enchanting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
+1 Weapon 1 weapon
1 scroll of magic weapon
2 common arcane essence
2 uncommon arcane essence
8 hours 4 DC 14 uncommon 540* gp
+2 Weapon 1 weapon
1 scroll of magic weapon
2 uncommon arcane essence
2 rare arcane essence
2 rare divine essence
2 rare primal essence
16 hours (2 days) 8 DC 16 rare 5,300* gp
+3 Weapon 1 weapon worth at least 1,000 gp
1 scroll of magic weapon
1 scroll of elemental weapon
1 scroll of vorpal weaponK
1 very rare arcane essence
1 very rare divine essence
1 very rare primal essence
24 hours (3 days) 12 DC 18 very rare 26,000 gp
Berserker Axe 1 axe
1 scroll of crown of madness
1 scroll of magic weapon
1 scroll of aid
2 uncommon primal essence
8 hours 4 DC 14 uncommon 500* gp
Bow of Magic
MissilesTAG
1 bow (short or long)
1 scroll of magic missile
1 scroll of magic weapon
3 rare arcane essence
1 very rare arcane essence
16 hours (1.5 days) 8 DC 18 very rare 10,000 gp
Dagger of
Venom
1 +1 weapon
1 potent injury poison
1 scroll of nauseating poisonK
1 rare primal essence
1 rare arcane essence
12 hours (1.5 days) 6 DC 16 Rare 2,500 gp
Flametongue Weapon 1 weapon
1 scroll of elemental weapon
1 flametongue oil
5 rare primal essence
1 rare arcane essence
16 hours (2 days) 8 DC 18 rare 5,800* gp
Javelin of
Lightning
1 javalin
1 scroll of lightning bolt
1 uncommon primal essence
8 hours 4 DC 15 uncommon 400 gp
Arrow of Slaying 1 arrow
1 scroll of bestow curse
2 rare primal essence
2 uncommon primal essence
6 hours 4 DC 18 very rare 2500 gp
  • Weapon cost not included in price.
Weapon Enchanting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Trident of
Fish Command
1 trident
1 scroll of dominate beast
1 common primal essence
1 uncommon primal essence
8 hours 4 DC 15 uncommon 560 gp
Giant Slayer 1 weapon worth at least 100 gp
1 scroll of magic weapon
1 rare primal essence from a giant
2 uncommon arcane essence
2 uncommon primal essence
16 hours (2 days) 8 DC 16 rare 1,800 gp
Mace of Disruption 1 mace
1 scroll of banishment
2 rare divine essence
1 uncommon divine essence
1 uncommon arcane essence
16 hours (2 days) 8 DC 16 rare 2,400 gp
Mace of Smiting 1 mace
1 scroll of dispel construct
1 rare arcane essence
1 uncommon arcane essence
1 uncommon divine essence
12 hours (1.5 days) 6 DC 16 rare 1,500 gp
Dragon Slayer 1 weapon worth at least 100 gp
1 scroll of magic weapon
2 rare primal essence
1 rare divine essence
2 uncommon arcane essence
16 hours (2 days) 8 DC 17 rare 3,000 gp
Mace of Terror 1 mace
1 scroll of fear
1 rare arcane essence
2 uncommon arcane essence
12 hours (1.5 days) 6 DC 17 rare 1,680 gp
Sun Blade 1 sword hilt worth 200 gp
1 scroll of holy weapon
1 scroll of shadowblade
1 scroll of daylight
3 rare divine essence
2 uncommon arcane essence
2 uncommon primal essence
24 hours (3 days) 12 DC 17 rare 5,500 gp
Sword of Life
Stealing
1 sword
1 scroll of vampiric touch
1 rare arcane essence
2 uncommon arcane essence
12 hours (1.5 days) 6 DC 17 rare 1,550 gp
Sword of
Wounding
1 sword
1 scroll of rotting curseK
1 scroll of inflict wound
1 rare arcane essence
3 uncommon arcane essences
from an evil source
12 hours (1.5 days) 6 DC 16 rare 1,600 gp
Vicious Weapon 1 weapon
1 scroll of vorpal weapon
3 uncommon arcane essence
8 hours 4 DC 16 rare 1,650 gp
Dancing Sword 1 sword worth 100 gp
1 scroll of animate objects
2 very rare arcane essence
4 uncommon arcane essence
24 hours (3 days) 12 DC 19 very rare 18,500 gp
Dwarven Thrower 1 +3 warhammer
1 scroll of weapon of throwing
1 very rare primal essence
16 hours (2 days) 8 DC 18 very rare 37,000 gp
Weapon Enchanting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Hammer of Thunderbolts 1 maul worth at least 1,000 gp
1 legendary primal essence
2 very rare primal essence
1 scroll of thunderwave
40 hours (5 days) 20 DC 20 legendary 64,000 gp
Defender 1 sword worth at least 1,000 gp
1 legendary divine essence
1 scroll of magic weapon
1 scroll of shield of faith
1 +3 shield
32 (4 days) 16 DC 20 legendary 59,000 gp
Dragon Slayer 1 sword worth at least 1,000 gp
3 rare primal essence
1 scroll of bestow curse
16 hours (2 days) 8 DC 18 rare 4400 gp
Frost Brand 1 weapon
1 scroll of elemental weapon
1 freezing oil
1 very rare primal essence
3 rare primal essence
1 rare arcane essence
16 hours (2 days) 8 DC 19 very rare 11,600 gp
Holy Avenger 1 weapon worth at least 10,000 gp
3 legendary divine essence
1 scroll of holy weapon
1 scroll of holy aura
1 scroll of magic weapon
3 very rare divine essence
40 hours (5 days) 20 DC 22 legendary 158,000 gp
Luck Blade 1 +1 sword
2 scrolls of wish
32 hours (4 days) 16 DC 20 legendary 92,000 gp
Nine Lives Stealer 1 sword worth at least 500 gp
1 scroll of power word kill
1 scroll of magic jar
16 hours (2 days) 8 DC 17 very rare 46,600 gp
Oathbow 1 longbow worth 500 gp
4 very rare primal essences
1 scroll of true strike
1 scroll of hunter's mark
1 scroll of hex
24 hours (3 days) 12 DC 19 very rare 17,700 gp
Scimitar of Speed 1 scimitar worth 500 gp
1 scroll of haste
1 very rare arcane essence
1 rare primal essence
16 hours (2 days) 8 DC 18 very rare 10,000 gp
Sword of Life Stealing 1 sword worth at least 200 gp
1 scroll of vampiric touch
1 rare arcane essence
2 uncommon arcane essence
12 hours (1.5 days) 6 DC 16 rare 1,800 gp
Sword of Sharpness 1 sword worth at least 500 gp
1 scroll of vorpal weapon
1 very rare arcane essence
1 rare arcane essence
16 hours (2 days) 8 DC 18 very rare 11,000 gp
Sword of Wounding 1 sword worth at least 200 gp
1 scroll of decaying touch
1 scroll of rotting curse
2 rare arcane essence
2 very rare poisonous reagent
1 rare poisonous reagent
12 hours (1.5 days) 6 DC 17 rare 5,000 gp
Magic Armor Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
+1 Armor 1 set of armor
1 scroll of mage armor
1 scroll of shield
1 scroll of shield of faith
1 rare arcane essence
1 rare divine essence
1 rare primal essence
24 hours (3 days) 12 DC 16 rare 3,000* gp
+2 Armor 1 set of armor worth at least 2,000 gp
1 scroll of globe of invulnerability
1 scroll of stoneskin
1 scroll of mage armor
1 scroll of shield
1 scroll of shield of faith
1 very rare arcane essence
1 rare divine essence
1 rare primal essence
32 hours (4 days) 16 DC 20 very rare 17,000 gp
+3 Armor 1 set of armor worth at least 4,000gp
1 scroll of invulnerability
1 legendary arcane essence
1 very rare primal essence
1 very rare divine essence
48 hours (6 days) 24 DC 22 legendary 100,000 gp
Shield +1 1 shield
1 scroll of shield
1 scroll of shield of faith
1 uncommon arcane essence
1 uncommon divine essence
8 hours 4 DC 15 uncommon 500 gp
Shield +2 1 shield
1 scroll of shield
1 scroll of shield of faith
1 scroll of glyph of warding
2 rare arcane essence
1 rare divine essence
16 hours (2 days) 8 DC 17 rare 3,200 gp
Shield +3 1 shield worth at least 1,000 gp
1 scroll of wall of stone
1 scroll of wall of force
1 scroll of wind wall
1 scroll of shield
1 scroll of shield of faith
1 very rare arcane essence
1 very rare divine essence
2 rare arcane essence
2 rare divine essence
24 hours (3 days) 12 DC 20 very rare 24,000 gp
Breastplate of Golden RetrieverDC 1 ornate breastplate worth at least 500 gp
1 scroll of warding bond
1 scroll of faithful hound
16 hours (2 days) 8 DC 16 very rare 9,700 gp
Armor of Invulnerability 1 set of plate armor worth at least 4,000 gp
1 scroll of invulnerability
1 scroll of stone skin
1 legendary divine essence
2 very rare arcane essence
48 hours (6 days) 24 DC 23 legendary 125,000 gp
  • *Armor Prices do not include the base set of base armor type, as the cost of those varies considerably.
Magic Armor Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Armor of Resistance 1 set of armor
1 scroll of protection
from energy

2 rare primal essence
1 uncommon primal essence
16 hours (2 days) 8 DC 17 rare 2,400* gp
Arrow-Catching
Shield
1 shield
1 scroll of warding wind
1 rare primal essence
1 uncommon arcane essence
12 hours (1.5 days) 6 DC 17 Rare 1,300 gp
Demon Armor 1 plate armor worth at
rare 1,500 gp

1 scroll of summon fiend
1 rare arcane essence
16 hours (2days) 8 DC 15 very rare 4,000 gp
Dwarven Armor 1 plate armor with the
dwarven modifier

1 scroll of globe of invulnerability
1 scroll of stoneskin
1 scroll of mage armor
1 scroll of shield
1 scroll of shield of faith
1 very rare arcane essence
1 rare divine essence
1 rare primal essence
32 hours (4 days) 16 DC 20 very rare 28,000 gp
Glamoured Studded
Leather
1 +1 studded leather armor
1 scroll of disguise self
1 scroll of silent image
1 rare arcane essence
16 hours (2 days) 8 DC 15 rare 4,2000 gp
Plate Armor of
Etherealness
1 set of plate armor
worth at least 1,500 gp

1 scroll of etherealness
1 legendary arcane essence
1 very rare arcane essence
24 hours (3 days) 12 DC 19 legendary 50,000 gp
Shield of Missile
Attraction
1 shield
1 scroll of warding wind
1 rare arcane essence
1 uncommon primal essence
12 hours (1.5 days) 6 DC 16 rare 1,200 gp
Spellguard Shield 1 shield worth at least 200 gp
1 scroll of antimagic field
1 very rare divine essence
1 rare arcane essence
32 hours (4 days) 16 DC 20 very rare 28,000 gp
  • *Armor Prices do not include the base set of base armor type, as the cost of those varies considerably.
Rod Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Immovable Rod 1 rod worth at least 100 gp
1 scroll of gravity surgeK
4 uncommon arcane essence
8 hours 4 DC 15 Uncommon 800 gp
Rod of the Pact
Keeper +1
1 rod worth at least 100 gp
(a) 1 entrapped humanoid soul or
(b) 3 uncommon arcane essence
8 hours 4 DC 15 Uncommon 650 gp
Rod of Rulership 1 rod worth at least 500 gp
1 scroll of command
1 scroll of charm person
1 scroll of suggestion
1 scroll of charm monster
2 rare arcane essence
16 hours (2 days) 8 DC 17 Rare 3,100 gp
Rod of the Pact
Keeper +2
1 rod worth at least 500 gp
(a) 3 entrapped humanoid
souls of CR/Level 5 or higher or
(b) 3 rare arcane essence
16 hours (2 days) 12 DC 17 Rare 3,300 gp
Tentacle Rod 1 rod worth at least 500 gp
1 scroll of black tentacle
3 tentacles at least 5 feet long
2 rare arcane essence
8 hours 4 DC 16 Rare 2500 gp
Rod of Absorption 1 rod worth at least 3,000 gp
1 scroll of spelltrapK
1 scroll of counterspell
2 rare arcane essence
8 hours 4 DC 16 Very Rare 7500 gp
Rod of Alertness 1 rod worth at least 3,000 gp
1 scroll of alarm
1 scroll of detect evil and good
1 scroll of detect magic
1 scroll of detect poison and disease
1 scroll of see invisibility
3 rare arcane essence
16 hours (2 days) 8 DC 17 Very Rare 6,400 gp
Rod of Security 1 rod worth at least 5,000 gp
1 scroll of demiplane
1 very rare divine essence
24 hours (3 days) 12 DC 18 Very Rare 29,000 gp
Rod of the Pact
Keeper +3
1 rod worth at least 5,000 gp
(a) 1 entrapped soul of a devil or
demon CR 15 or higher

2 very rare arcane essence or
(b) 4 very rare arcane essence
24 hours (3 days) 12 DC 19 Very Rare 38,000 gp
Rod of Lordly Might 1 rod worth at least 10,000 gp
1 scroll of magic weapon
1 scroll of elemental weapon
1 scroll of fear
1 scroll of hold monster
1 scroll of vampiric touch
1 very rare primal essence
1 very rare arcane essence
1 very rare divine essence
1 +3 weapon mace or battleaxe
40 hours (5 days) 20 DC 22 Legendary 84,000 gp
Rod of Resurrection 1 rod worth at least 10,000 gp
1 scroll of revivify
1 scroll of raise dead
1 scroll of resurrection
1 scroll of true resurrection
1 very rare divine essence
1 legendary divine essence
80 hours (10 days) 40 DC 24 Legendary 120,000 gp
Staff Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Staff of Charming 1 rare branch
2 rare divine essence
2 rare primal essence
4 uncommon arcane essence
1 scroll of command
1 scroll of comprehend language
1 scroll of charm person
16 hours (2 days) 8 DC 18 rare 4,600 gp
Staff of Fire 1 very rare branch
1 ruby worth 500 gp
3 very rare primal essence
6 rare primal essence
1 scroll of burning hands
1 scroll of fireball
1 scroll of wall of fire
16 hours (2 days) 8 DC 19 very rare 31,000 gp
Staff of Frost 1 very rare branch
1 sapphire worth 500 gp
1 very rare primal essence
1 very rare arcane essence
4 rare primal essences
2 rare arcane essences
1 scroll of cone of cold
1 scroll of fog cloud
1 scroll of icestorm
1 scroll of of wall of ice
16 hours (2 days) 8 DC 19 very rare 26,000 gp
Staff of Healing 1 rare branch
3 rare divine essence
3 uncommon divine essence
1 scroll of mass cure wounds
1 scroll of cure wounds
1 scroll of lesser restoration
12 hours (1.5 days) 6 DC 18 rare 5,000 gp
Staff of Power 1 +2 quarterstaff
1 diamond worth 500 gp
1 legendary arcane essence
1 scroll of cone of cold
1 scroll of fireball
1 scroll of globe of invulnerability
1 scroll of hold monster
1 scroll of levitate
1 scroll of lightning bolt
1 scroll of magic missile
1 scroll of ray of enfeeblement
1 scroll of wall of force
10 rare arcane essence
32 hours (4 days) 16 DC 20 very rare 50,000 gp
Staff of Striking 1 +3 quarterstaff
10 rare arcane essence
16 hours (2 days) 8 DC 18 very rare 37,000 gp
Staff of Swarming Insects 1 rare branch
1 scroll of giant insect
1 scroll of insect plague
1 rare primal essence
2 uncommon primal essence
1 uncommone divine essence
12 hours (1.5 days) 6 DC 16 rare 3,200 gp
Staff of Thunder and Lightning 1 very rare branch
1 very rare primal essence
1 scroll of lightning bolt
1 scroll of thunder pulseK
16 hours (2 days) 8 DC 16 very rare 9,300 gp
Staff Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Staff of Withering 1 rare branch
1 uncommon primal essence
1 uncommon arcane essence
1 scroll of blight
8 hours 4 DC 15 rare 780 gp
Staff of the Magi 1 legendary branch
2 legendary arcane essence
Wizard's spellbook containing all the spells of a staff of magi
4 very rare arcane essence
40 hours (5 days) 20 DC 22 legendary 114,000 gp
Staff of the Python 1 uncommon branch
1 scroll of conjure animals
1 common primal essence
8 hours 4 DC 12 350 gp
Staff of the Woodlands 1 rare branch
4 rare primal essence
8 uncommon primal essence
16 hours (2 days) 8 DC 18 rare 5,100 gp
Ring Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Ring of
Jumping
1 ring worth at least 10 gp
1 scroll of jump
1 common primal essence
8 hours 4 DC 12 uncommon 140 gp
Ring of Mind
Shielding
1 ring worth at least 20 gp
1 scroll of protection from
good and evil

1 scroll of detect good and evil
1 scroll of detect thoughts
1 common psionic essence
12 hours (1.5 days) 6 DC 15 uncommon 350 gp
Ring of
Swimming
1 ring
1 scroll of alter self
1 common primal essence
4 hours 2 DC 14 uncommon 150 gp
Ring of Warmth 1 ring
1 scroll of create bonfire
1 scroll of protection from energy
2 common primal essence
1 uncommon primal essence
16 hours (2 days) 8 DC 14 uncommon 580 gp
Ring of
Waterwalking
1 ring worth at least 10 gp
1 scroll of water walking
2 common primal essence
8 hours 4 DC 14 uncommon 400 gp
Ring of Animal
Influence
1 ring worth at least 50 gp
1 scroll of animal friendship
1 scroll of fear
1 scroll of speak with animals
1 uncommon primal essence
1 rare primal essence
16 hours (2 days) 8 DC 15 rare 1,500 gp
Ring of Evasion 1 ring worth at least 400 gp
1 scroll of haste
1 rare primal essence
1 rare arcane essence
16 hours (2 days) 8 DC 17 rare 2,600 gp
Ring of Feather
Falling
1 ring worth at least 50 gp
1 scroll of feather fall
1 scroll of levitate
1 uncommon primal essence
1 uncommon arcane essence
8 hours 4 DC 14 rare 500 gp
Ring of Free
Action
1 ring worth at least 200 gp
1 scroll of freedom of movement
2 rare divine essence
2 rare arcane essence
1 rare primal essence
24 hours (3 days) 12 DC 17 rare 5000 gp
Ring of
Protection
1 ring worth at least 400 gp
1 scroll of shield of faith
1 scroll of mage armor
1 scroll of protection from energy
1 scroll of shield
1 scroll of absorb elements
1 rare arcane essence
1 rare divine essence
16 hours (2 days) 8 DC 17 rare 3,500 gp
Ring of
Resistance
1 ring
1 gem worth 50 gp
1 scroll of protection from energy
1 common primal essence
1 uncommon primal essence
1 rare primal essence
16 hours (2 days) 8 DC 16 uncommon 1,500 gp
Ring Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Ring of Animal Influence 1 ring worth at least 200 gp
1 scroll of animal friendship
1 scroll of fear
1 scroll of speak with animals
1 rare primal essence
12 hours (1.5 days) 6 DC 16 rare 1,600 gp
Ring of Djinni 1 ring worth at least 400 gp
1 scroll of gate
1 scroll of conjure elemental
1 very rare primal essence
the true name of a djinni
24 hours (3 days) 12 DC 20 legendary 56,000 gp
Ring of Elemental Command 1 ring worth at least 400 gp
1 scroll of dominate monster
1 scroll of conjure elemental
1 legendary primal essence
3 very rare primal essence
24 hours (3 days) 12 DC 19 legendary 55,000 gp
Ring of Invisibility 1 ring worth at least 400 gp
1 scroll of invisbility
1 legendary arcane essence
1 very rare arcane essence
32 hours (4 days) 16 DC 22 legendary 50,000 gp
Ring of Regeneration 1 ring worth at least 400 gp
1 scroll of regeneration
1 rare divine essence
1 rare arcane essence
1 rare primal essence
16 hours (2 days) 8 DC 18 very rare 16,600 gp
Ring of Shooting Stars 1 ring worth at least 400 gp
1 scroll of field of starsK
1 very rare arcane essence
1 rare divine essence
16 hours (2 days) 8 DC 18 very rare 11,000 gp
Ring of Spell Storing 1 ring worth at least 400 gp
1 empty wizard's spell book (50 gp)
4 rare arcane essence
4 uncommon arcane essence
4 common arcane essence
16 hours (2 days) 8 DC 17 rare 5,000 gp
Ring of Spell Turning 1 ring worth at least 400 gp
1 scroll of antimagic field
1 scroll of counterspell
1 legendary arcane essence
32 hours (4 days) 16 DC 22 legendary 57,000 gp
Ring of Telekinesis 1 ringer worth at least 400 gp
1 scroll of telekinesis
1 very rare arcane essence
1 very rare psionic essence
16 hours (2 days) 8 DC 19 very rare 18,250 gp
Ring of Three Wishes 1 ring
3 scrolls of wish
16 hours (2 days) 8 DC 18 legendary 133,333 gp
Ring of X-Ray Vision 1 ring worth at least 200 gp
1 scroll of true seeing
1 scroll of find traps
1 uncommon arcane essence
12 hours (1.5 days) 6 DC 16 rare 2,300 gp
Ring of the Ram 1 ring worth at least 200 gp
1 scroll of galeboltK
1 scroll of shatter
1 rare arcane essence
1 uncommon primal essence
12 hours (1.5 days) 6 DC 15 rare 1,400 gp
Dungeon Strugglers Item Table (Temp)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Scale Mail of the PandgolinDS 1 set of scale mail
1 large carapace
1 scroll of move earth
1 rare primal essence
2 uncommon primal essence
12 hours (1.5 days) 6 DC 16 rare 3,000 gp
Captain's CoatDS 1 fine longcoat worth 100 gp
1 scroll of enhance ability
1 scroll of vicious mockery
1 scroll of dancing waveK
1 rare primal essence
1 uncommon arcane essence
12 hours (1.5 days) 6 DC 16 rare 1,400 gp
Raiment of the RacoonDS 1 set of studded leather
1 scroll of enhance ability
1 scroll of polymorph
1 very rare primal essence
1 rare arcane essence
16 hours (2 days) 8 DC 17 very rare 9,350 gp
Squall CallerDS 1 battle axe
1 scroll of windborne weapon
1 scroll of returning weapon
1 uncommon primal essence
1 common arcane essence
8 hours 4 DC 15 uncommon 380 gp
Javelin of the Harpy EagleDS 1 javalin worth at least 100 gp
1 scroll of returning weapon
1 rare primal essence
1 uncommon arcane essence
12 hours (1.5 days) 6 DC 16 rare 1,300 gp
Yve's Thieves' ToolsDS 1 thieves' tools
1 scroll of enhance ability
1 uncommon arcane essence
2 common arcane essence
8 hours 4 DC 15 uncommon 440 gp
Crystal Ball of ThievingDS 1 crystal worth at least 1,000 gp
1 scroll of scrying
1 scroll of mage hand
1 legendary arcane essence
1 very rare arcane essence
24 hours (3 days) 12 DC 19 legendary 40,000 gp
Shawm of SunderingDS 1 shawm worth 50 gp
1 scroll of thunderwave
1 scroll of shatter
1 scroll of lightning bolt
1 uncommon primal essence
2 common arcane essence
8 hours 4 DC 14 uncommon 600 gp
Squall CollarDS 1 collar worth 100 gp
1 scroll of enhance ability
1 scroll of lightning chargedK
1 rare primal essence
1 uncommon primal essence
12 hours (1.5 days) 6 DC 16 rare 1,400 gp
Griffon's Saddlebag Item Table (Temp)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Doodle RingGS 1 ring
1 scroll of illusory script
1 common magical ink
8 hours 4 DC 12 common 100 gp
Dagger of the Ogre MagiGS 1 shortsword (or dagger for a large sized creature) worth at least 50 gp
1 scroll of magic weapon
3 scrolls of cantrip
1 uncommon arcane essnece
3 common arcane essence
12 hours 6 DC 15 uncommon 612 gp
Helm of HeroesGS 1 helm worth 50 gp
1 scroll of heroism
1 scroll of shield of faith
1 rare divine essence
1 unnomcon divine essence
16 hours 8 DC 16 rare 1,390 gp
Dark Fathom ArmorGS 1 set of studded leather armor
1 scroll of mage armor
1 scroll of shield
1 scroll of black tentacles
1 very rare arcane essence
2 rare primal essence
1 scroll of water breathing
24 hours 12 DC 18 very rare 11,000 gp
Dragon Tamer LanceGS 1 lance worth 1,000 gp
1 scroll of summon dragon
1 scroll of chromatic orb
1 legendary primal essence
2 very rare primal essence
8 uncommon primal essences
32 hours (4 days) 16 DC 20 legendary 50,000 gp
The Arena Guy Item Table (Temp)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Infused Gems
Name Materials Crafting Time Checks Difficulty Rarity Value
Brilliant Diamond 1 diamond worth at least 25 gp
1 common arcane essence
4 hours 2 DC 14 Common 95 gp
Effervescent Emerald 1 emerald worth at least 25 gp
1 common primal essence
4 hours 2 DC 13 Common 70 gp
Flickering Ruby 1 ruby worth at least 50 gp
1 common primal essence
4 hours 2 DC 14 Common 125 gp
Sparkling Sapphire 1 sapphire worth at least 100 gp
1 uncommon arcane essence
6 hours 3 DC 15 Uncommon 320 gp
Glittering Garnet 1 garnet worth at least 100 gp
1 common divine essence
1 uncommon arcane essence
6 hours 3 DC 16 Uncommon 420 gp
Magic Diamond 1 diamond worth at least 100 gp
1 uncommon arcane essence
6 hours 3 DC 16 Uncommon 370 gp
Perfect Infusion 1 cut gem worth at least 50 gp
1 common arcane essence
1 common primal essence
6 hours 3critical DC 18 Uncommon 400 gp
  • Critical If a check is failed by 5 or more, the gem shatters and the material components are lost.

Captain's CoatDS

Armor (studded leather), rare (requires attunement)

Functional and fashionable, this long pirate captain’s coat is reinforced for combat and draws the eyes to its ornate design. While wearing this coat, you have proficiency in navigator’s tools, vehicles (water) and you have a swimming speed equal to your walking speed.

Multiple pockets are hidden on the inside of the coat, able to conceal small objects. A creature attempting to search your person must succeed on a DC 15 Intelligence (Investigation) check in order to discover the hidden pockets.

Sailor's Mouth. Once per short or long rest, you can use a bonus action to cast the vicious mockery spell (save DC 15) while wearing the coat. When cast in this way, the target takes extra psychic damage equal to your Charisma modifier.

Raiment of the RaccoonDS

Armor (studded leather), very rare (requires attunement by a rogue)

You have a +1 bonus to AC while wearing this armor. While wearing it, you are imbued with the hardiness of a raccoon. Your rogue feature Evasion now applies to Constitution saving throws as well.

Keen Sense of Touch. While wearing this armor you develop a hypersensitive tactile awareness. You can add your Wisdom modifier to Dexterity (Sleight of Hand) checks, thieves tools checks and Intelligence (Investigation) checks that use your sense of touch. You can reliably detect the surface details, such as engraved writing or material properties, of an object by touching it.

Curse. While attuned to this armor you become obsessively hygienic. You must spend at least 10 minutes washing your hands to benefit from a short or long rest and you prefer to dunk your food into water before eating it.

Yves’ Thieves’ ToolsDS

Wondrous item, uncommon (requires attunement)

You have a +1 bonus to ability checks using these thieves’ tools. As an action you can hold these tools up to a door to hear through it, as long as it’s no thicker than 1 foot, alerting you to the location of any creatures within 20 feet of the door. If you set off a trap while using these tools to pick a lock, you have advantage on any saving throws to resist the trap.

Shawm of SunderingDS

Wondrous item, uncommon (requires attunement by a bard)

When a creature adds one of your Bardic Inspiration dice to an attack or damage roll, and they hit a target within 60 feet of you, you can play the shawm as a reaction to deal thunder damage equal to one roll of your bardic inspiration die to the target.

Additionally, you can play the shawm as an action to cast thunderwave, shatter, or lightning bolt, and that spell can't be cast from it again until the next dawn.

Squall CollarDS

Wondrous item, rare (requires attunement)

This cold steel choker is forged into the shape of a roiling storm. It gives you a static shock when touched. It has 3 charges. While wearing the collar, you can use an action and expend 1 charge to cast sleet storm (save DC 15) from it. The Squall Collar regains all expended charges daily at dawn.

Amplified. If the Squall Caller is within 60 feet of this collar, it gains the following properties:

Wearing the collar allows you to see normally through heavily obscured areas caused by weather or spells such as sleet storm or fog cloud. The saving throw DC for spells cast from the collar increases to 16. When you are targeted with an attack that deals thunder or lightning damage, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn. Additionally, the Squall Caller deals an extra 1d8 of the triggering damage type for 1 minute. Once the collar is used in this way, the ability cannot be used again until the next dawn.

Squall CallerDS

Weapon (battleaxe), uncommon (requires attunement)

This battleaxe has the thrown property with a normal range of 20 feet and a long range of 60 feet. It has 3 charges. While holding the battleaxe, you can use an action and expend 1 charge to cast gust of wind (save DC 13) from it. The Squall Caller regains all expended charges daily at dawn.

Amplified. If the Squall Collar is within 60 feet of this battleaxe, it gains the following properties:

  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • Immediately after being thrown, the battleaxe flies back to your hand.
  • The saving throw DC for spells cast from the battleaxe increases to 15.
  • When you cast gust of wind from the battleaxe, the distance pushed increases by 5 feet and you can choose any number of creatures within the area of effect to automatically succeed on their saving throw. Additionally, you can choose to cast gust of wind without requiring concentration, but the spell ends at the start of your next turn.

Scale Mail of the PangolinDS

Armor (scale mail), rare (requires attunement)

While wearing this armor you gain a burrowing speed of 10 feet. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock.

This armor can adjust itself to provide superior protection, allowing you to curl up into a ball as an action. Until you emerge (on your turn, no action required), you gain a +5 bonus to AC, and you have advantage on Strength and Constitution saving throws. While curled up, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, and you are incapacitated. Attack rolls made against you do not have advantage normally granted by the prone condition. Additionally, a creature can roll you along the ground in front of itself if it succeeds on a DC 10 Strength check (no action required).

Crystal Ball of ThievingDS

Wondrous item, legendary (requires attunement)

This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.

You can use an action to cast the mage hand spell while you are scrying with the crystal ball, the spectral hand appearing within 30 feet of the spell's sensor. When cast in this way you can make the spectral hand invisible. When the scrying ends, so does the spell, and any object held by the spectral hand is teleported into your open hand or to an unoccupied space at your feet. Teleporting an object via this method is unreliable and has a chance to fail. Roll a d20 to determine if you are successful. If you have had physical contact with the object before add 5 to your roll. If the object has spent more than 24 hours in your possession, add 10. The DC is 15. On a failure, the object reappears in the space that it occupied before the spectral hand interacted with it, or in the nearest unoccupied space if that space is now occupied. Once used, the thieving power of the crystal ball can't be used again until the next dawn.

Curse. Each time you successfully steal an item using this crystal ball, the owner of the item immediately sees an image of your face and hears your name in their mind. They don’t necessarily know the context, but if your theft arouses suspicion, it’s a likely deduction that you are related to the disappearance of their possession.

Javelin of the Harpy EagleDS

Weapon (javelin), rare (requires attunement)

This barbed javelin embeds itself into creatures and hinders their movement. A creature hit by this javelin has its speed reduced by 10 feet until the javelin is removed. While you are within 120 feet of the javelin and you can see it, you can use a bonus action to speak its command word, causing the javelin to viciously remove itself from the target and fly back to your open hand or to an unoccupied space at your feet. You can choose to remove the javelin as a part of the attack while wielding it in melee. Alternatively, any creature can remove the javelin with an action. When the javelin is removed, the barbs deal an additional 1d6 piercing damage to the creature.

Amplified. This javelin is a piece of the Underbrush Rustlers set. If you attune to another Underbrush Rustlers set piece while attuned to this javelin, it gains the following attributes:

One other set piece: You have a +1 bonus to attack and damage rolls made with this magic weapon. Two other set pieces: This javelin now reduces a creature's speed by 20 feet.

Breastplate of the Golden RetrieverDS

Armor (breastplate), very rare (requires attunement)

You have a +1 bonus to AC and advantage on saving throws to resist being frightened while wearing this armor.

This armor has 3 charges, which it regains daily at dawn. As an action, you can expend 1 charge to cast the warding bond spell or 2 charges to cast the faithful hound spell from the armor without requiring material components. When warding bond is cast in this way, a spectral golden retriever appears next to the creature you are bonded with and follows it dutifully. The golden retriever is incorporeal and it can shed bright light in a 20-foot radius and dim light for an additional 20 feet upon the bonded creature’s request (no action required).

Item created by Dungeon Strugglers

Bow of Magic MissilesTAG

Weapon (any bow), very rare (requires attunement by a creature that is proficient with shortbows or longbows)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, it has 5 charges. While holding it, you can expend 1 charge as an action and draw the bowstring, causing two gleaming arrows of magical force to materialize. You immediately fire each arrow at a creature that you can see within 600 feet. You can direct the arrows at one creature or multiple, and each arrow automatically hits its target, striking simultaneously. You can choose to expend additional charges as part of the same action to fire one extra arrow per charge expended. Each arrow deals force damage equal to 1d6 + your proficiency bonus. The bow regains 1d4 + 1 expended charges daily at dawn. If you expend the bow’s last charge, roll a d20. On a 1, the bow retains its +1 bonus to attack and damage rolls but loses all other properties.

Item created by TAG (The Arena Guy) of Spectre Creations

Dagger of the Ogre Mage

Weapon (shortsword), uncommon (requires attunement)

This blade was once used as a dagger by an ogre, but is nevertheless large enough to be a shortsword. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

This blade’s hilt is hollow and can hold up to 3 cantrip spell scrolls. Cantrip scrolls left within the compartment for 1 minute activate one of the three clear gems adorning its grip. Once activated, you can cast these cantrips at will using your spellcasting modifier. If you don’t have a spellcasting modifier, use your Intelligence modifier instead. You have proficiency with these cantrips. Cantrips cast from the blade use the weapon as an arcane focus and allow you to perform any somatic components with the weapon instead of requiring a free hand. Scrolls contained within the sword are not destroyed after using them in this way.

When you cast a cantrip using the sword that deals damage, the sword’s damage type changes to match the cantrip’s for 1 minute or until you end it early (no action required).

Dark Fathom Armor

Armor (studded leather), very rare (requires attunement)

This dark, sea-soaked suit of armor smells of brine and is covered in eldritch runes. You have a +1 bonus to AC and can breathe normally underwater while wearing this armor.

In addition, while wearing this armor, you can use an action to cast the black tentacles spell (save DC 15) from it. When cast in this way, the spell targets a 15-foot square centered on your location that does not follow you when you move. In addition, you do not need to concentrate on the spell and are immune to its effects when cast in this way. Once this property has been used, it can’t be used again until the next dusk.

Doodle Ring

Ring, common

This magic wooden ring is always covered in splotches of charcoal, ink, or paint, regardless of how well or often it’s cleaned. While wearing the ring on a finger, you can touch that finger to a solid surface and begin to draw. The drawing uses your finger to make marks as if it were a piece of charcoal, ink quill, or paintbrush (your choice). The marks you make can be in any color. Any drawing made by the ring can be easily smudged or washed away without leaving any marks behind. The ring can have up to a total of 5 square feet covered with drawings in this way at any time. Drawing more than that begins to erase the previous marks, and any mark left after 24 hours of being made is magically erased.

Dragon Tamer Lance

Weapon (lance), legendary (requires attunement)

This slender, iridescent lance is covered in an enchanted finish that resembles the hardened scales of many dragons. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to the weapon, you can understand and speak Draconic.

This lance has 8 charges and regains 1d4 + 4 expended charges each day at dawn. When you hit a target with the lance, you can expend 1 of its charges to deal an extra 3d6 acid, cold, fire, lightning, or poison damage (your choice) to the target. If you expend a charge in this way when you hit a dragon, it must also succeed on a DC 17 Wisdom saving throw or become frightened of you until the beginning of your next turn. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.

Whenever you expend a charge in this way to deal extra damage, you can choose to expend a 2nd charge and deal an additional 1d6 damage of the same type to the target and prevent it from using its reaction until the start of its next turn.

Wyrmling Steed. In addition, while holding the lance, you can use an action to cast the find steed spell from it. Once this property has been used, it can’t be used again until the next dawn. When you use the lance to cast this spell, you can choose to summon a dragon wyrmling instead of a normal mount by expending a number of charges equal to its challenge rating (maximum 2). You determine the kind of dragon summoned, although its alignment towards good or evil must be the same as your own. If your alignment is neutral, you can summon a wyrmling of either alignment. The wyrmling counts as one size larger when used as a mount and cannot use its breath weapons.

Forceful Impact. If you move at least 20 feet straight toward a Medium or smaller target and then make a melee attack with the lance against it while within 5 feet of the target, you make the attack with advantage instead of disadvantage. If you hit, you can immediately roll to attack another target 5 feet directly behind the first, without advantage, as part of the initial attack.

Helm of Heroes

Wondrous item, rare (requires attunement)

You gain a +1 bonus to AC if you’re wearing no armor while wearing this helmet. You can still use a shield and gain this benefit. In addition, while wearing no armor, the helm becomes suffused with glory and glimmers for 1 minute whenever you roll a 20 on an attack roll. While the helm is glimmering in this way, you gain temporary hit points at the start of each of your turns equal to half your level, and friendly creatures within 10 feet of you can’t be frightened.

Infused Gems

Brilliant Diamond

This diamond gives off 5 feet of dim light when not socketed. When socketed into a weapon, ring, or necklace, a creature holding that weapon or wearing the piece of jewelry can use their action to cast the light spell, targeting the item the gem is socketed into.

Effervescent Emerald

This emerald has a swirling light within. When socketed into a weapon, checks to apply poison to that weapon automatically succeed. When socketed into a ring or necklece, a creature wearing that piece of jewelry can use their action to cast the poison spray cantrip.

Flickering Ruby

This ruby flickers like a torch, giving off 5 feet a bright light and an additional 5 feet of dim light when not socketed. When socketed into a weapon, as an action you can cause the weapon to burst into flames, dealing an additional 1d4 fire damage for 1 minute. Once used in this way it cannot be used again until dawn. When socketed into a ring or necklace, a creature wearing that piece of jewelry can use their action to cast the produce flame cantrip.

Glittering Garnet

This blood red gem glitters like blood in the dark. When socket into a melee weapon, any time a creature deals more than 10 slashing or piecing damage to a target with blood, the wielder regains 1 hit point. When socketed into a ring or necklace, the wearer regains and additional hit point when they spend a hit die.

Magic Diamond

This diamond gives off 5 feet of bright light and 5 feet of dim light when not socketed. When socketed into a weapon, the weapon becomes magical for the purposes of overcoming resistance. When socketed into a ring or necklace, a creature wearing that piece of jewelry can use their action to cast the force bolt cantrip.

Sparkling Sapphire

This sapphire sparkles dimly with an internal light. A creature can infuse a 1st level spell or cantrip into this gem, causing it to sparkle more brilliant. Subsequently, a creature hold the gem, a weapon the gem is socketed into, or a piece of jewelry the gem is socketed into, can cast the spell as if they are casting the spell. If the creature has a spellcasting feature, they can use it to cast the spell without expending a spell slot, discharging the power in the gem. If a creature does not have the spell casting feature, their spell attack modifier is +3 and their spell save DC is 11 for any spell cast. The effects of a spell cast using this sapphire cannot persist for more than 10 minute (for example, a familiar summoned with it would last 10 minutes rather than indefinitely).

Perfect Infusion

A gem infused so perfectly that it readily accepts power. A creature wielding a weapon or wearing a piece of jewelry socketed with this gem can cast absorb elements without expending a spell slot. Once they cast absorb elements in this way, they cannot do using the gem until dawn.

Lost Era Items

ArcbladeDS

Weapon (longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of dark lightning to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the arcblade.

You gain a +1 bonus to attack and damage rolls made with this weapon, which deals lightning damage instead of slashing damage. When you hit a creature with it, you can cause lightning to arc from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes 1d8 lightning damage.

The arcblade is able to absorb ambient electrical energy to briefly enter a supercharged state. If you take lightning damage while this weapon’s blade is active, you can use your reaction to capture some of that energy and store it for 1 minute. The first time you hit with the arcblade before the end of the duration, the target takes additional lightning damage equal to half of the damage you took. This property can’t be used again until the next dusk.

Lost Era Magitech BlasterDS

Wondrous item, very rare (requires attunement)

This ancient device seems to be fueled by a mysterious power source. It hums to life and glows softly when held. In order to attune to the device, you must first succeed on a DC 16 Arcana check, otherwise the attunement fails and you cannot attempt it again for 24 hours.

The device has 12 charges. While holding it, you can use the attack action to emit a ray of concentrated heat from the device, expending 1 charge for each attack. The device functions as a ranged weapon with the ammunition property, a normal range of 60 feet, and a long range of 240 feet. If you are proficient with martial weapons, you can add your proficiency bonus to attack rolls with the device. Additionally, when you attack with the device, you can use your Intelligence modifier, instead of Dexterity, for the attack rolls. The device deals 3d8 fire damage to any target it hits.

As an action, you can expend 3 charges to fire a supercharged ray from the device. The ray is 90 feet long and 6 inches wide. Any creature within this area must make a DC 16 Dexterity saving throw and take 8d8 fire damage on a failure, or half damage on a success. This ray is able to penetrate through 1 inch of metal, 6 inches of stone, or 1 foot of wood, leaving a scorched hole 6 inches in diameter.

The device regains charges by storing arcane energy. Any creature can cast a spell of 1st through 6th level into the device by touching it as the spell is cast. The spell has no effect, other than to be stored in the device. If the device can't hold the spell, the spell is expended without effect. The device regains 2 charges for each level of spell slot used.

Creating Artifacts

Orb of Dragonkind

Scrollscribing

Quick Reference

While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a scroll in its most basic form:

  • Select the a spell you know that you would like to craft from spells you are able to cast, or through Alternate Methods (see "Magic Formula").
  • Acquire the items listed in the materials column for a scroll of that level and type.
  • Use your Calligraphy Tools to write the scroll using the number hours listed in the Crafting Time column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less.
  • For every 2 hours, make a crafting roll of 1d20 + your Intelligence modifier + your proficiency with Calligraphy Tools.
  • On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.

Materials: Ink & Parchment

The Materials for Scrollcrafting are Ink and Parchment. Ink and Parchment used in scrolls is typically purchased, and below are the table prices. Some types of rare parchment may be processed from rare alchemical ingredients by an alchemist or from the hides of magical creatures by a leatherworker. If they are found as part of treasure, they are calculated as any other precious non-currency treasure would be calculated.

The ink used to create scrolls must be a special formulation that allows it to contain the magical essence behind the glyphs, script, runes, and words that make up a magical scroll. This ink is created by alchemist, but can be purchased at the below rates:

Component Price
Common Magical Ink 15 gp
Common Parchment 1 sp
Uncommon Magical Ink 40 gp
Uncommon Parchment 40 gp
Rare Magical Ink 200 gp
Rare Parchment 200 gp
Very Rare Magical Ink 2,000 gp
Very Rare Parchment 2,000 gp
Legendary Magical Ink 5,000 gp
Legendary Parchment 5,000 gp

Crafting Roll

Putting that together that means that when you would like to enchant an item, your crafting roll is as follows:

Scrollcrafting Modifier = your Calligrapher's Tools proficiency bonus + your Intelligence modifier.

Crafting Without Essence

A crafter that is capable of casting magic can replace the essence when crafting a spell scroll with the ability to cast that spell, but when doing so they must cast that spell for each crafting check they make on that item. This is an exhausting process, draining their magic far more deeply than normal casting, and confers a level of exhaustion for each crafting check made this way.

A Difficult Process

This is intentionally a difficult process, as stockpiling spell scrolls is something that should be challenging, otherwise magic can end up trivializing many encounters, and this method of crafting removes a large potential cost barrier.

Magical Formula

To craft a spell scroll, you must know the Magic Formula of the spell you want to make a Spell Scroll of. The easiest way to do this is to be able to cast the spell. You always know the Magic Formula of a spell you know how to cast. Otherwise, you need to have deep knowledge of the spell to be able to make a scroll of it. The following are some ways you can gain that knowledge:

  • Have it in your spellbook as a Wizard.
  • Have it in your spellmanual as an Infusionsmith Artificer.
  • Have it your ritual book as a ritual caster.
  • Have a spell scroll of it (DC +2)
  • Study its magical formula and record it. To learn a spell in this way requires proficiency in arcana and 1 day (8 hours per day) of study per level of the spell, as well as access to a teacher or book that records the spell. Once learned, you can record it in a Magical Formula book and can subsequently make scrolls of it.
Scroll Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Cantrip 1 common magical ink
1 common parchment
2 hours 1 DC 12 Common 20 gp
1st Level Spell 1 common essence
1 common magical ink
1 common parchment
2 hours 1 DC 12 Uncommon 65 gp
2nd Level Spell 1 common essence
2 common magical ink
1 common parchment
2 hours 1 DC 14 Uncommon 90 gp
3rd Level Spell 1 uncommon essence
1 uncommon magical ink
1 uncommon parchment
4 hours 2 DC 14 Rare 250 gp
4th Level Spell 1 uncommon essence
2 uncommon magical ink
1 uncommon parchment
4 hours 2 DC 14 Rare 300 gp
5th Level Spell 1 rare essence
1 rare magical ink
1 rare parchment
4 hours 2 DC 15 Rare 1200 gp
6th Level Spell 1 rare essence
2 rare magical ink
1 rare parchment
4 hours 2 DC 16 Rare 1500 gp
7th Level Spell 1 very rare essence
1 very rare magical ink
1 very rare parchment
8 hours 4 DC 17 Very Rare 12,000 gp
8th Level Spell 1 very rare essence
2 very rare magical ink
1 very rare parchment
8 hours 4 DC 18 Very Rare 14,000 gp
9th Level Spell 1 legendary essence
1 legendary magical ink
1 legendary parchment
24 hours
(three days)
12 DC 20 Legendary 40,000 gp.
Scroll Essence Type

The type of Essence is determined by the spell list the spell comes from; if it is on multiple spell lists, it is determined by how you have access to the spell. If you have access to the spell via multiple lists or the written form of the spell, you can pick which Essence to use for spells that have multiple options.

Essence Type Spell List
Arcane Artificer, Bard, Occultist, Sorcerer, Warlock, Wizard
Divine Cleric, Occultist, Paladin
Primal Druid, Occultist, Ranger
Psionic Monk, Psion

Wand Whittling

Unlike many magic items that are crafted and than enchanted with magic, a wand is purpose built for to store the magic it will continue, worked from wood and infused with magic as a single process, with different intricacies based on the type of magic it will wield.

Wands are very valuable to adventurers, and the power the wield should never be underestimated, as they can save precious resources. While the typical wand is an attunement item that can recharge, there is a weaker variety of less wands which are consumable items, more akin to multi-use scrolls that are easier to make.

Quick Reference

While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a wand in its most basic form:

  • Select a wand from the Greater Wand Table you would like to make, or a spell you would like to make a Lesser Wand of.
  • Acquire the items listed in the materials column for a Wand from the appropriate table.
  • Use your Woodcarver’s tools to create the wand using the number hours listed in the Crafting Time column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less.
  • For every 2 hours, make a crafting roll of 1d20 + your Intelligence modifier + your proficiency with Woodcarver’s tools.
  • On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the wand is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.

Materials: Wood & Essence

The Materials for Wand Whittling are wood and essences. The wood used in wands is typically purchased, and below are the table prices. If they are found as part of treasure, they are calculated as any other precious non-currency treasure would be calculated. Low level wands can use common woods that are not magically attuned, but more powerful magic will cause such mundane wood to instantly splinter or catch fire, requiring the use of rare and exotic woods.

Essences are varied in nature, but are what power wands. Essences are shared with Enchanting, and more details can be gleaned from the Essences section under Enchanting.

What Are Rare Woods?

The most common examples would be from trees in exotic locations - wood from the feywild or from the outer planes. The exact nature of the wands can match the spell for flavor, but the details beyond rarity are not considered by default for the system. Some examples are provided at the end of this section.

Purchasing Wooden Branches

Like with many materials, one popular method of acquisition is to simply spend gold. A piece of wood here is typically a branch about 2-3 feet long and moderately narrow, suitable for a wand with some whittling.

Rarity Essence Price
Common Branch 1 cp
Uncommon Branch 25 gp
Rare Branch 80 gp
Very Rare Branch 800 gp
Legendary Branch 2,000 gp

Crafting Roll

Wand Whittling Crafting Modifier = your Woodcarver’s tools proficiency bonus + your Dexterity modifier.

Success and Failure

For Wand Whittling, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Wand Whillting do not need to be immediately consecutive. Failure means that no progress is made during that time. As usual, failing three times in a row results in the crafting project being a failure, and all materials are lost.

Wand Whittling Saving Throw

Some wands require a saving throw, the following is the formula for calculating the saving throw. The saving throw is calculated at the time of creation based on the creators attributes and proficiency, and does not change once it is created. A saving throw does not include any expertise or other bonuses a crafter has to the crafting roll.

Wand DC = 8 + your related tool proficiency bonus + your Wisdom or Intelligence modifier (based on your Tradition).

Lesser & Greater Wands

Many adventurers are most familiar with greater wands, forged with such skill and power that their power regerates each day at dawn, providing nearly unlimited ability to wield magic. These are however the more rare exception; Greater Wands. Their weaker cousins (Lesser Wands) work in a similar fashion, but do not naturally recharge, and must be recharged to be used again.

Recharging Lesser Wands

Recharging lesser wands is fairly simple; you can either expend 1 essence of the rarity required to craft that wand and perform a ritual that takes 2 hours, expending the essence and restoring all charges to the Lesser Wand (this only works with Lesser Wands), or you can expend 2 spell slots equal to the level of the spell the wand can cast (1st level for cantrip) during this ritual to recharge a single charge; you can repeat this ritual to recharge the wand multiple times, up to its maximum charges.

Magical Formula

For Greater Wands, they have known formulas that can be deduced as part of crafting (as with Enchanting), and you do not need to know the spell or effect before crafting the Wand, though they are typically harder to craft. To craft a Lesser Wand, you must know the Magic Formula of the spell you want to make a Lesser Wand of. The easiest way to do this is to be able to cast the spell. You always know the Magic Formula of a spell you know how to cast. Otherwise, you need to have deep knowledge of the spell to be able to make a scroll of it. The following are some ways you can gain that knowledge:

  • Have it in your spellbook as a Wizard.
  • Have it in your spellmanual as an Infusionsmith Artificer.
  • Have it your ritual book as a ritual caster.
  • Have a spell scroll of it (DC +2)
  • Study its magical formula and record it. To learn a spell in this way requires proficiency in arcana and 1 week of study per level of the spell, as well as access to a book or teacher that records the spell. Once learned, you can record it in a Magical Formula book and can subsequently make scrolls of it.
Lesser Wand Essence Type

The type of Essence is determined by the spell list the spell comes from; if it is on multiple spell lists, it is determined by how you have access to the spell. If you have access to the spell via multiple lists or the written form of the spell, you can pick which Essence to use for spells that have multiple options.

Essence Type Spell List
Arcane Artificer, Bard, Occultist, Sorcerer, Warlock, Wizard
Divine Cleric, Occultist, Paladin
Primal Druid, Occultist, Ranger
Psionic Monk, Psion
Lesser Wand Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Lesser Wand
of Cantrip
1 scroll of the spell
1 common branch
2 hours 1 DC 14 Common 25 gp
Lesser Wand of
1st Level Spell
1 common essence
1 scroll of the spell
1 common branch
4 hours 2 DC 15 Uncommon 125 gp
Lesser Wand of
2nd Level Spell
1 common essence
1 scroll of the spell
1 common branch
4 hours 2 DC 14 Uncommon 160 gp
Lesser Wand of
3rd Level Spell
1 uncommon essence
1 scroll of the spell
1 uncommon branch
4 hours 2 DC 15 Rare 500 gp
Lesser Wand of
4th Level Spell
1 uncommon essence
1 scroll of the spell
1 uncommon branch
4 hours 2 DC 16 Rare 600 gp
Lesser Wand of
5th Level Spell
1 rare essence
1 scroll of the spell
1 rare branch
8 hours 4 DC 16 Rare 2300 gp
Lesser Wand of
6th Level Spell
1 rare essence
1 scroll of the spell
1 rare branch
8 hours 4 DC 17 Rare 2700 gp
Lesser Wand of
7th Level Spell
1 very rare essence
1 scroll of the spell
1 very rare branch
16 hours 8 DC 17 Very Rare 22,000 gp
Lesser Wand of
8th Level Spell
1 very rare essence
1 scroll of the spell
1 very rare branch
16 hours 8 DC 18 Very Rare 32,000 gp
Lesser Wand of
9th Level Spell
1 legendary essence
1 scroll of the spell
1 legendary branch
24 hours 12 DC 20 Legendary 76,000 gp.
Lesser Wand

Wand, Common/Uncommon/Rare/Very Rare/Legendary

This wand has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the spell infused in it it. For 1 charge, you cast the base version of the spell. You can increase the spell slot level by one for each additional charge you expend (if applicable for the spell). The DC of spell is crafter's Wand DC.

The wand does not regain charges naturally, but can be recharged (see recharge rules for Lesser Wands).

Lesser wands that cast 3rd level spells or higher require attunement to use.

Greater Wand Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Wand of ChoresK 1 scroll of prestidigitation
1 common arcane essence
1 common branch
8 hours 4 DC 14 common 160 gp
Magician's WandK 1 scroll of minor illlusion
1 hat worth at least 5 gold
2 common arcane essence
1 common branch
8 hours 4 DC 14 common 165 gp
Goodberry
DispenserK
1 scroll of goodberry
2 common primal essence
1 common branch
8 hours 4 DC 15 common 240 gp
WhisperstickK 1 scroll of message
1 common arcane essence
1 common psionic essence
1 common branch
8 hours 4 DC 15 common 190 gp
Wand of Magic
Detection
1 scroll of detect magic
1 uncommon arcane essence
1 uncommon branch
8 hours 4 DC 15 uncommon 325 gp
Wand of Magic
Missiles
1 scroll of magic missile
3 uncommon arcane essence
1 gem worth 50 gp
1 uncommon branch
12 hours 6 DC 17 uncommon 950 gp
Wand of Secrets 1 scroll of find traps
1 common arcane essence
1 common primal essence
1 uncommon branch
8 hours 4 DC 15 uncommon 250 gp
Wand of Web 1 scroll of web
1 uncommon arcane essence
1 uncommon primal essence
1 uncommon branch
12 hours 6 DC 16 uncommon 600 gp
Wand of the
War Mage +1
1 uncommon arcane essence
1 uncommon primal essnece
1 uncommon divine essence
1 jewel worth 150 gp
1 uncommon branch
8 hours 4 DC 16 uncommon 800 gp
Wand of Binding 1 scroll of hold monster
1 scroll of hold person
4 rare arcane essence
1 rare branch
24 hours (3 days) 12 DC 17 rare 4,600 gp
Wand of Enemy
Detection
1 scroll of see invisbility
1 scroll of true seeing
1 rare arcane essence
1 rare branch
16 hours 8 DC 17 rare 300 gp
Wand of Fear 1 scroll of fear
2 rare arcane essence
1 uncommon divine essence
1 rare branch
16 hours (2 days) 8 DC 18 rare 2,400 gp
Wand of
Fireballs
1 scroll of fireball
3 rare arcane essence
2 rare primal essence
1 ruby worth 500 gp
1 rare branch
24 hours (3 days) 12 DC 18 rare 5,300 gp
Wand of
Lightning Bolts
1 scroll of lightning bolt
2 rare arcane essence
3 rare primal essence
1 topaz worth 500 gp
1 rare branch
24 hours (3 days) 12 DC 18 rare 5,300 gp
Greater Wand Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Wand of Paralysis 1 wand of binding
4 rare arcane essence
1 rare branch
24 hours (3 days) 12 DC 17 very rare 8, 000 gp
Wand of Wonder 1 scroll of prestidigitation
1 scroll of faerie fire
1 scroll of stinking cloud
1 scroll of darkness
1 scroll of enlarge/reduce
1 scroll of invisibility
1 scroll of lightning bolt
A handful of colorful
gems worth 250 gp
1 uncommon primal essence
1 uncommon divine essence
1 uncommon arcane essence
1 rare branch
16 hours (2 days) 8 DC 18 rare 2,100 gp
Wand of the Warmage +2 2 rare arcane essence
2 rare primal essence
2 rare divine essence
1 jewel worth 300 gp
1 rare branch
24 hours (3 days) 12 DC 19 rare 5,400 gp
Wand of Polymorph 1 scroll of polymorph
2 very rare arcane essence
1 very rare primal essence
1 very rare branch
24 hours (3 days) 12 DC 18 very rare 25,000 gp
Wand of the Warmage +3 1 legendary arcane essence
1 very rare primal essence
1 very rare divine essence
1 jewel worth 500 gp
1 very rare branch
48 hours (6 days) 24 DC 21 very rare 50,000 gp
Goodberry DispenserK

Wand, Common

This wand has 10 charges. While holding it as an an action you can tap the tip to your palm and expend 1 of its charges to cast to create a single berry as if from the goodberry spell in your hand.

The wand regains 1d10 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, producing a splattering burst of sticky and sour juice.

Magician's WandK

Wand, Common

This wand has has 6 charges. While holding, you can use an action to expend 1 of its characters to cast minor illusion. When you cast minor illusion using this wand, you have advantage on Dexterity (Sleight of Hand) checks involving tricks or illusions until the end of your turn.

The wand regains 1d4 + 2 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand breaks, dumping the last 10 instances of filth it has cleaned up.

Wand of ChoresK

Wand, Common

This wand has 6 charges. While holding it, you can use an action to expend 1 of its charges to cast prestidigitation.

The wand regains 1d4 + 2 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand breaks.

WhisperstickK

Wand, Common

This wand has 6 charges. While holding it, you can use an action to expend 1 of its charges to cast message. You need to point the wand at the target to cast it in this way.

The wand regains 1d4 + 2 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand breaks, making a loud bang audible up to 100 feet.

Leatherworking

Leatherworking is often seen as something of the "light armor" equivaliant to a blacksmith, but it covers quite a bit more ground that. While it may be the unsung hero, an adventurers best friend is a study leather backpack. Backpacks, belts, waterskins, quivers and more all fall to these talented artisans to make, and can prove essential to every day life.

In addition to their more mundane wares, however, leather, hide, scales, and carapaces of monsters in the fantastical settings these craftsmen find themselves in often provide more opportunity than the basic components of mundane items. A leatherworker is essential if you wish to get the most mileage out of your harvested monsters.

Quick Reference

While each step will go into more depth, the quick reference allows you to at a glance follow the steps to work items from leather.

  • Select the item that you would like to craft from any of the Leatherworking Crafting Tables.
  • Acquire the items listed in the materials column for that item.
  • Use your Leatherworking Tools tool to craft the option using the number hours listed in the Crafting Time column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less.
  • For every 2 hours, make a crafting roll of 1d20 + your Dexterity + your proficiency bonus with a Leatherworking Tools.
  • On success, you mark 2 hours of completed time toward the total crafting time.

.

  • On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.

Materials: Leather & Hides

Leatherworking uses leather and hides, primarily harvested from monsters, however sometimes they work with heavy quited clothes, metal, carapaces, and sometimes even metal pieces.

Crafting Roll

Putting that together that means that when you would like to make an item, your crafting roll is as follows:

Leatherworking Modifier = your Leatherworking Tools proficiency bonus + your Dexterity modifier

Success and Failure

For Leatherworking, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Leatherworking do not need to be immediately consecutive. Failure means that no progress is made during that time.

Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage. If you fail three times in a row, all progress and materials are lost and can no longer be salvaged.

Cobbling

A specialized branch of Leatherworking is Cobbling. These are the folks that make shoes and boots. While it might not be obvious at first glance, these folks are what keeps an adventurer running... literally, you take their boots and most of them won't be going anywhere fast.

It shares all the rules and materials as leather working, but replaces any instance of Leatherworking Tools with Cobblering Tools, and may optionally use Wisdom in place of Dexterity, being a trade for the old practiced hands.

Any item found the "Cobbling Crafting Table" is part of the Cobbling subdomain of Leatherworking.

But what is the point?

The rules the game typically assume your player is already wearing boots. Making boots is generally something that is more related to a character's back story than their adventuring needs, but such things come up occasionally.

However, in more immediately useful objectives, sometimes crafting things like boots makes sense as a prerequisite of enchanting them - some magic gear requires an expensive component item (for example, "boots worth 200 gp or more")... magic has expensive taste. So, occasionally, crafting branches like this can be useful for that, though it should generally be expected that Cobbling is not (nor intended to be) as useful as some of the more relevant branches of crafting for an adventurer.

Leatherworking Tables

Armor
Name Materials Crafting Time Checks Difficulty Rarity Value
Leather Armor 3 rawhide leather
2 buckles
4 hours 2 DC 12 Common 10 gp
Studded Leather
Armor
3 rawhide leather
6 metal scraps
2 buckles
6 hours 3 DC 14 Common 45 gp
Hide Armor 2 rawhide leather
1 hide
2 buckles
4 hours 2 DC 10 Common 10 gp
Scale Mail 25 scales
5 leather scraps
1 armor padding
12 hours (1.5 days) 6 DC 12 Common 50 gp
Carapace Breastplate
(-1 breastplate)*
1 large carapace
2 leather (any)
2 buckles
8 hours 4 DC 12 Common 50 gp
Tough Carapace
Breastplate
1 large tough carapace
2 leather (any)
2 buckles
12 hours (1.5 days) 6 DC 15 Common 400 gp
Carapace Shield 1 medium carapace
1 leather piece
4 leather scraps
4 hours 2 DC 10 Common 10 gp
Leather Buckler 2 boiled leather
2 leather scraps
4 hours 2 DC 10 Common 10 gp
Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
Whip 1 tanned leather 4 hours 2 DC 9 Common 4 gp
Scourge 1 tanned leather
3 metal scraps
6 hours 3 DC 14 Common 40 gp
Miscellaneous
Name Materials Crafting Time Checks Difficulty Rarity Value
Rawhide* 1 hide 8 hours 4 DC 6 Common 2 gp
Tanned Leather 1 hide or rawhide 16 hours (halved for rawhide) 8 DC 6 Common 3 gp
Boiled Leather 1 hide or rawhide 16 hours (halved for rawhide) 8 DC 6 Common 3 gp
20 x Leather Scraps 1 leather(any) 2 hours 1 DC 4 Common 2 gp
Hide 20 hide scraps 2 hours 1 DC 10 Common 2 gp
20 x Hide Scraps 1 hide 2 hours 1 DC 4 Common 2 gp
Belt 4 leather scraps
1 buckle
2 hours 1 DC 9 Common 1 gp
Quiver 5 leather scraps 2 hours 1 DC 9 Common 1 gp
Sheath 4 leather scraps 2 hours 1 DC 9 Common 6 sp
Holster 2 leather scraps 2 hours 1 DC 9 Common 5 sp
Waterskin 2 leather scraps 2 hours 1 DC 8 Common 2 sp
Backpack 1 sheet of leather
4 leather scraps
2 buckles
2 hours 1 DC 14 Common 5 gp
Bag 10 leather scraps
1 buckles
2 hours 1 DC 10 Common 2 gp
10 x Parchment 10 x leather scraps 2 hours 1 DC 10 Common 1 gp
Armor Padding 1 tanned leather
2 buckles
2 hours 1 DC 10 Common 5 gp
Dice Bag 1 leather scraps 2 hours 1 DC 9 Common 1 gp
Saddle, Exotic 4 rawhide
4 tanned leather
2 parts
1 fancy parts
6 hours 3 DC 14 Common 60 gp
Saddle Military 2 rawhide
2 tanned leather
2 parts
4 hours 2 DC 12 Common 20 gp
Saddle, Pack 1 tanned leather
2 leather scraps
2 hours 1 DC 10 Common 5 gp
Saddle, Riding 2 tanned leather
1 parts
4 hours 2 DC 10 Common 10 gp
Saddlebag 1 tanned leather 2 hours 1 DC 10 Common 4 gp
Bit and Bridele 4 leather scraps
1 wood scraps
1 metal scraps
2 hours 1 DC 10 Common 2 gp
Throwing BandolierK 1 tanned leather
3 leather scraps
buckle
4 hours 2 12 Common 20
  • When making a sheet of leather in 8 hours, you can make up to 10 sheets of leather per crafter. If you would like the quicker creation of leather, you can make this take 2 hours without any balance consequence.
Special Materials
Minimum CR Additional Requirements Modifier Harvesting Difficult
7 Harvested from a creature with AC 16 or higher Tough +4
7 Harvested from a creature with resistance to an
elemental damage type
Resistant +5
  • If the difficult modifier is not meet, the material is harvested without the modifier, it's special property ruined during harvesting.
Modifiers
Modifier Effect Difficulty Modifier
Tough If all materials for a piece of armor have this modifier, it gains +1 AC +4
Resistant If all materials have the same resistance property,
the armor grants resistance to that damage type
+ 5
Forest Camouflage If all Hide, Carapace, or Scales used to craft armor comes from a creature with natural forest camouflage, you count as lightly obscured while in that locale from creatures more than 30 feet from you +1
Desert Camouflage If all Hide, Carapace, or Scales used to craft armor comes from a creature with natural desert camouflage, you count as lightly obscured while in that locale from creatures more than 30 feet from you +1
Winter Camouflage If all Hide, Carapace, or Scales used to craft armor comes from a creature with natural winter camouflage, you count as lightly obscured while in that locale from creatures more than 30 feet from you +1
Rare The material has increased value if it comes from a rare creature; this rarity is applied at the DMs discretion, but typically is due to the coloration, rarity, or CR (10+). Items crafted from this material are worth ten times as much +5
Tanned Unsuited for armor. Increased the quality of other leather goods, required for some. N/A
Boiled Tougher than rawhide; can be used to make studded leather or hide armor without the non-leather components
ScourgeK

Martial Weapon, Reach, Special

A heavy metal tipped whip. Deals 2d4 slashing damage on hit. Due to its unwieldy nature, You have disadvantage when you use a scourge to attack a target within 5 feet of you.

Throwing BandolierK

This is a quick access bandolier that can old weapons with the thrown property. It can be configured to hold 2 javalins, handaxes, or light hammers, or 4 daggers or darts. Weapons held in it can drawn as part of making an attack with them without using an object interaction to draw them as long as you have a free hand to draw them.

Tinkering

Tinkering is applying creativity to junk to make new things. Sometimes even useful new things. Ranging from the humble crafts to complex contraptions, tinkering is a broad category that any adventuring party can benefit from.

Oft the purview of peddlers and wanderers, they have a broad skill set and tend to excel at working with limited resources and their wit rather than expensive shopping lists of materials, though many will say they have a bad habit of collecting too much junk with the idea that things can be handy when you would least expect it...

Quick Reference

While each step will go into more depth, the quick reference allows you to at a glance follow the steps to tinker up an item in its most basic form:

  • Select the item that you would like to craft from any of the Tinkering Crafting Tables.
  • Acquire the items listed in the materials column for that item.
  • Use your Tinkering Tools tool to craft the option using the number hours listed in the Crafting Time column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less.
  • For every 2 hours, make a crafting roll of 1d20 + your Intelligence + your proficiency bonus with a Tinkering Tools.
  • On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.

Materials: Parts and Scrap

Tinkering uses metal scraps, miscellaneous parts (simply referred to as "parts"), and, in cases of making more magically functional things, essences to imbue them with their power. The term "parts" is used to refer to gears, wires, springs, windy bits, screws, nails, and doodads. Parts can be either found or salvaged or forged from metal scraps (or even straight from ingots by a Blacksmith for those that really want to be industrial about it). The exact nature of each item making up this collection is left abstracted.

In addition, metal scraps are collections of salvaged material that generally fall into the category of things "too small to track" which can than be used for the creations of tinkerers. In addition to all of this, occasionally tinkers will use ingots... particularly ones of tin (which is their namesake, after all).

Like other crafting branches, there are also named components for more iconic pieces of gear - the stock of a crossbow, for example, or other items. The cost for these items can be found on the common component table, and are generally minor.

Lastly, Tinkerers use essences when constructing things that push beyond the mundane principles of plausibility, crafting magical properties into their inventions.

Named Components

In almost all cases, named components (such as a "wooden stock" for a crossbow) can be simply abstracted out in the a minor cost, but, as always, the level of abstraction is up to the DM.

Crafting Roll

Putting that together that means that when you would like to smith an item, your crafting roll is as follows:

Tinkering Modifier = your Tinkering Tools proficiency bonus + your Intelligence modifier

Success and Failure

For Tinkering, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Tinkering do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage.

If you fail three times in a row, all progress and materials are lost and can no longer be salvaged.

Tinkering Saving Throw

Some gadgets a Tinkerer creates require a saving throw, the following is the formula for calculating the saving throw. The saving throw is calculated at the time of creation based on the creators attributes and proficiency, and does not change once it is created. A saving throw does not include any expertise or other bonuses a crafter has to the crafting roll.

Tinkering DC = 8 + your Tinkering Tools proficiency bonus + your Intelligence modifier

Adventuring Gear
Name Materials Crafting Time Checks Difficulty Rarity Value
Lantern (Bullseye) 3 metal scraps
2 parts
1 glass flask
4 hours 2 DC 11 Common 10 gp
Lantern (Hooded) 3 metal scraps
1 parts
1 glass flask
4 hours 2 DC 9 Common 5 gp
Lamp 2 metal scraps 4 hours 2 DC 10 Common 5 sp
Lock 2 metal scraps
3 parts
8 hours 4 DC 17 Common 10 gp
Grappling Hook 1 rope
2 metal scraps
1 parts
2 hours 1 DC 12 Common 7 gp
Climber's Kit 10 pitons
50 feet rope
4 parts
1 fancy parts
2 hours 1 DC 12 Common 25 gp
Merchant's Scale 1 metal scraps
2 parts
2 hours 1 DC 10 Common 5 gp
Tinderbox 1 metal scraps
1 parts
2 hours 1 DC 10 Common 2 gp
Spyglass 2 metal scraps
2 fancy parts
5 esoteric parts
12 hours (1.5 days) 6 DC 18 Common 1,000 gp
Wind Up Timer 2 metal scraps
1 parts
2 hours 1 DC 12 Common 5 gp
Clockwork Toy 2 metal scraps
3 parts
2 hours 1 DC 12 Common 10 gp
Pocket Watch 1 metal scraps
3 parts
1 fancy parts
1 esoteric parts
8 hours 4 DC 14 Common 150 gp
Underwater Breathing
Apparatus
4 metal scraps
3 common primal essence
2 fancy parts
8 hours 4 DC 16 Uncommon 300 gp
Drill 2 metal scraps
1 parts
2 hours 1 DC 12 Common 5 gp
Miscellaneous
Name Materials Crafting Time Checks Difficulty Rarity Value
Miscellaneous parts 5 metal scraps 4 hours 2 DC 12 Common 2 gp
Autoloader 2 metal scraps
2 parts
5 fancy parts
8 hours 4 DC 17 Uncommon 250 gp
Traps
Name Materials Crafting Time Checks Difficulty Rarity Value
Noise Trap 2 metal scraps
2 parts
2 hours 1 DC 13 Common 10 gp
Hunting Trap 4 metal scraps
2 parts
2 hours 1 DC 13 Common 10 gp
Trip Wire 2 metal scraps
1 parts
2 hours 1 DC 12 Commong 5 gp
Tools & Instruments
Name Materials Crafting Time Checks Difficulty Rarity Value
Alchemy Supplies 4 metal scraps
2 fancy parts
8 hours 4 DC 14 Common 50 gp
Brewery Supplies 4 metal scraps
2 fancy parts
6 hours 3 DC 10 Common 20 gp
Cartography Tools 2 metal scraps
1 parts
1 fancy parts
6 hours 3 DC 13 Common 15 gp
Cobbling Tools 3 metal scraps
1 parts
4 hours 2 DC 12 Common 5 gp
Cooking Utensils 5 metal scraps 4 hours 2 DC 12 Common 1 gp
Glassblowing Tools 3 metal scraps
2 fancy parts
6 hours 3 DC 12 Common 30 gp
Jewelry Tools 2 metal scraps
2 fancy parts
4 hours 2 DC 12 Common 25 gp
Leatherworking Tools 4 metal scraps
1 parts
4 hours 2 DC 12 Common 5 gp
Masonry Tools 5 metal scraps
2 parts
6 hours 3 DC 10 Common 10 gp
Tinkering Tools 5 metal scraps
3 fancy parts
8 hours 4 DC 12 Common 50 gp
Weaving Tools 4 metal scraps 4 hours 2 DC 12 Common 1 gp
Woodcarvers Tools 4 metal scraps 4 hours 2 DC 12 Common 1 gp
Navigator's Tools 3 metal scraps
2 parts
1 fancy parts
6 hours 3 DC 12 Common 25 gp
Thieves Tools 4 metal scraps
2 parts
1 fancy parts
6 hours 3 DC 12 Common 25 gp
Herbalism Kit 4 metal scraps
1 parts
4 hours 2 DC 12 Commong 5 gp
Bagpipes 1 tanned leather
2 metal scraps
1 fancy parts
6 hours 3 DC 13 Common 30 gp
Horn 4 metal scraps
1 parts
4 hours 2 DC 10 Common 4 gp
Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
Light Crossbow 1 wooden stock
4 metal scraps
6 parts
4 hours 2 DC 13 Common 25 gp
Hand Crossbow 1 wooden stock
4 metal scraps
2 parts
3 fancy parts
8 hours 4 DC 16 Common 75 gp
Heavy Crossbow 1 wooden stock
8 metal scraps
6 parts
2 fancy parts
6 hours 3 DC 13 Common 50 gp
Lantern Shield 1 shield
1 hooded lantern
1 +1 shortsword
1 esoteric parts
2 fancy parts
Originary Walking Stick 1 hand crossbow
1 quarterstaff
3 parts
Rapid Fire Crossbow 1 +2 heavy crossbow
1 autoloader
2 fancy parts
Advanced Ammunition
Name Materials Crafting Time Checks Difficulty Rarity Value
Whistling Shot 1 piece of ammunition
2 parts
2 hours 1 DC 12 Common 8 gp
Bola Shot 1 piece of ammunition
1 net 2 parts
2 hours 1 DC 14 Common 15 gp
Payload Shot 1 piece of ammunition
1 item weighing less than 1 lb
1 parts
2 hours 1 DC 16 Common 35 gp
10 x Propelled Shot 10 pieces of ammunition
1 Packet of Blasting Powder
5 parts
2 hours 1 DC 15 Common 80 gp
Spell Shot 1 piece of ammunition
1 fancy parts
(a) 1 scroll of fog cloud or (b) 1 scroll
of entangle or (c) 1 scroll of multishot
2 hours 1 DC 15 Uncommon 80 gp
Adaptable Shot 1 piece of ammunition
1 parts
2 hours 1 DC 14 Common 13 gp
Bouncing Shot 1 piece of ammunition
1 fancy parts
2 hours 1 DC 15 Common 30 gp
Richochet Shot 1 piece of ammunition
1 fancy parts
2 hours 1 DC 16 Common 40 gp
Mechanical Prosthetics
Name Materials Crafting Time Checks Difficulty Rarity Value
Basic Leg Prosthetics 8 metal scraps
1 parts
4 hours 2 DC 10 Common 5 gp
Mechanical Arm 6 metal scraps
4 parts
2 fancy parts
1 common arcane essence
8 hours 4 DC 14 Common 125 gp
Mechanical Leg 8 metal scraps
4 parts
2 fancy parts
1 common arcane essence
8 hours 4 DC 14 Common 125 gp
Weaponized Arm 1 one handed melee weapon
8 metal scraps
4 parts
2 fancy parts
1 esoteric parts
8 hours 4 DC 15 Common 180 gp
Specialized Mechanical
Arm
1 tool of your choice
6 metal scraps
4 fancy parts
1 esoteric parts
1 common arcane essence
8 hours 4 DC 15 Uncommon 270 gp
Spring Loaded Leg 8 metal scraps
4 parts
2 esoteric parts
1 common arcane essence
8 hours 4 DC 16 Uncommon 300 gp
Vehicles
Name Materials Crafting Time Checks Difficulty Rarity Value
Folding Boat 1 boatnot inluded in cost
10 parts
3 esoteric parts
2 uncommon primal essence
1 rare arcane essence
16 hours (2 days) 8 DC 17 Rare 1,800 gp
Folding Cart 1 cartnot inluded in cost
10 parts
3 esoteric parts
2 uncommon arcane essence
1 rare arcane essence
16 hours (2 days) 8 DC 15 Rare 1,500 gp
Autoloader

Item, Common

An attachment to crossbows. When equipped, the crossbow no longer has the loading property, though gains a "reload 5" feature, and must be reloaded as an action or a bonus action after firing 5 times.

Basic Leg Prosthetic

Item, Common

A functional replacement leg. While using this in replacement for one of your legs, your movement speed is reduced by 10 feet and you have disadvantage on Dexterity saving throws and Dexterity (Acrobatics) skill checks.

Clockwork Toy

Item, Common

This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, Dragon, or Soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes Noises as appropriate to the creature it represents.

Bola Shot

Item, Ammunition, Common

This special piece of ammunition entangles a target it hits. On hit, the target must make a DC 12 Dexterity saving throw, or become restrained, as if by a net.

Drill

Item, Common

Can make holes in things. Can destroy a lock with a DC of 14 or lower to pick or break with 10 minutes of work.

Mechanical Arm

Wondrous Item, Common

A functional mechanical arm that can replace a missing one. This works for either a biological creature or a construct. This item follows the rules for attunement, but does not require an attunement slot once attuned. While attuned it in this way, it functions the same as the limb it replaces.

Mechanical Leg

Wondrous Item, Common

A functional mechanical leg that can replace a missing one. This works for either a biological creature or a construct. This item follows the rules for attunement, but does not require an attunement slot once attuned. While attuned it in this way, it functions the same as the limb it replaces.

Propelled Shot

Item, Ammunition, Common

This is a special shot that contains a dangerous rocket like propellant accelerating to greater speed and distance. This shot can be fired at a weapons long range without disadvantage, and does an additional weapon die of damage on hit. However, targets gain twice the bonus to AC from cover against this shot as they are difficult to arc.

Watch

Item, Common

A small time piece that accurately tracks time. Must be wound up every day or it will cease to track time.

Spring Loaded Leg

Wondrous Item, Common, Attunement

A functional mechanical leg that can replace a missing one. While attuned it in this way, it functions the same as the limb it replaces. Additionally, it can absorb a great deal of impact when falling and spring to new heights. You can reduce all falling damage by 20 feet, and your jumping distance is doubled. After falling, your jumping distance is further increased by a quarter of the distance fell.

Specialized Mechanical Arm

Wondrous Item, Common

A functional mechanical arm that can replace a missing one. This works for either a biological creature or a construct. This item follows the rules for attunement, but does not require an attunement slot once attuned. While attuned it in this way, it functions the same as the limb it replaces. Additionally, this arm can house a tool of your choice.

Underwater Breathing Apparatus

Wondrous Item, Uncommon

The wearer can breath underwater for up to 1 hour. You cannot (intelligibly) speak or perform verbal spell components while wearing this device.

Weaponized Arm

Wondrous Item, Common

A functional mechanical arm that can replace a missing one. This works for either a biological creature or a construct. This item follows the rules for attunement, but does not require an attunement slot once attuned. While attuned it in this way, it functions the same as the limb it replaces. Additionally, this arm can house a one-handed melee weapon of your choice. This weapon can be swapped out as part of a short or long rest.

Windup Timer

Item, Common

A small timer that can be set to accurate count down time, up to 4 hours, making a clanging noise at the end of the time.

Advanced Timers

If players wish to make a timer that does something other than make a noise at the completion, they likely can, but the DM can determine if additional challenge is involved (such as a timer that lites a fuse upon completion).

Spell Shot

Item, Uncommon

A magically infused arrow. It comes in three different types, based on what kind of magic is infused in it.

  • Fog Cloud. You can target a creature or a point within the normal range of your weapon with this arrow. This functions as a normal piece of ammunition, but casts fog cloud at the point of impact. The spell lasts 1d4 rounds and does not require concentration.
  • Entangle. You can target a creature or a point within the normal range of your weapon with this arrow. This functions as a normal piece of ammunition, but casts entangle at the point of impact. The spell lasts 1d4 rounds and does not require concentration.
  • Multishot. When you fire this arrow, you cast multishot.

Once the magic effect is discharged by firing it, the magic of the arrow is expended, and it becomes a mundane arrow.

Adaptable Shot

Item, Common

You can select a different damage type for the attack from bludgeoning, piercing, slashing, acid, cold, fire, or lightning when firing this shot.

When you recover this arrow, roll a d6. On a 1 is broken.

Bouncing Shot

Item, Common

You can attack a target out of line of sight of with it if you know their location by bouncing it off a surface. They have the benefit of half cover instead of full cover when firing this shot.

When you recover this arrow, roll a d6. On a 1 is broken.

Ricochet Shot

Item, Common

If you hit an attack roll with it, you can make another attack roll against another target within 10 feet of the first as part of the same attack when firing this shot.

When you recover this arrow, roll a d6. On a 1 is broken.

Payload Shot

Item, Common

This shot can be fired at half the normal range of the weapon firing it. You can deliever any object less than 2 inches in any dimension weighing less than 2 lbs to a target creature or point within that range.

When you recover this arrow, roll a d6. On a 1 is broken.

Whistling Shot

Item, Common

When fired, this shot emits a shill whistle that can be heard from up to 500 feet from where it is fired and it's target point.

Rapidfire Heavy Crossbow

Weapon (crossbow, heavy), very rare (requires attunement)

This lever-action heavy crossbow is auto-drawing and magazine-fed. A revolving cylinder ringed with magnetic chambers grabs and nocks bolts from the magazine to be fired in rapid succession.

This crossbow lacks the loading property and is fitted with a cartridge that can hold up to twenty crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes 1 minute.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you use the Attack action with this crossbow, you can use a bonus action to attack again with it.

Karl Paperweight, inventor extraordinaire, had two Rapidfire Heavy Crossbows mounted to the top of his carriage for excursions out of town, successfully extending the life expectancy of his personal guard by two whole months!

Lantern Shield

Armor (shield), very rare

This bizarre buckler has a lantern, a gauntlet, defensive spikes, and a short sword built into it. You must wear the gauntlet in order to wield it, and it only grants a +1 bonus to AC. The bullseye lantern concealed within the shield casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. The aperture that sheds light through the shield can be opened or closed with a bonus action while wearing the gauntlet, instantly igniting or extinguishing the lantern.

While the lantern is covered and you are attacked in darkness by a creature within 60 feet of you that is also in darkness, you can reveal the light (no action required) to momentarily blind the attacker, imposing disadvantage on the attack. A creature cannot be blinded in this way again for 24 hours.

If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to deal 1d4 piercing damage to the attacker with the shield’s defensive spikes.

Additionally, the shield has a shortsword built into it that can be wielded while wearing the gauntlet. You can deploy or retract it with a bonus action. You have a +1 bonus to attack and damage rolls with this shortsword and you are proficient with this weapon if you are proficient with shields. Attacks with this weapon are made with disadvantage if you are holding a weapon without the light property, or an object longer than 1 foot or heavier than 5 pounds in your gauntlet hand.

Ordinary Walking Stick

Weapon (quarterstaff/light crossbow), common

You can use a bonus action to twist the shaft of this quarterstaff and deploy or retract the limbs of a light crossbow built into its head. It is indistinguishable from a walking stick while the limbs are retracted. It functions as a quarterstaff in either mode, however it only functions as a crossbow when the limbs are deployed. This crossbow lacks the loading property and is fitted with an internal magazine that can hold up to six crossbow bolts. It automatically reloads after firing until the magazine runs out of ammunition. Reloading the magazine takes an action. You are proficient with this magical weapon if you are proficient in either light crossbows or quarterstaffs.

Woodcarving

Quick Reference

While each step will go into more depth, the quick reference allows you to at a glance follow the steps to work items from leather.

  • Select the item that you would like to craft from any of the Woodcarving Tables.
  • Acquire the items listed in the materials column for that item.
  • Use your Woodcarving Tools tool to craft the option using the number hours listed in the Crafting Time column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less.
  • For every 2 hours, make a crafting roll of 1d20 + your Dexterity + your proficiency bonus with a Woodworking Tools.
  • On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.

Materials: Wood

Woodworking is a bit more straight forward than other types of crafting in that it primarily has only category of material: wood. This can come in several different form factors, but is measured as a

Crafting Roll

Putting that together that means that when you would like to make an item, your crafting roll is as follows:

Woodworking Modifier = your Woodcarving Tools proficiency bonus + your Dexterity modifier

Success and Failure

For Woodworking, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Woodworking do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item.

If you fail three times in a row, all progress and materials are lost and can no longer be salvaged.

Carved Branches

Woodworkers can increase the rarity of a branch through expert carving techniques. A wooden branch of higher quality produced through woodcarving cannot be used as a the material for a higher level carved branch, but otherwise a carved branch serves as a branch of that rarity for crafting (such as enchanting or other woodworking items that call for a branch of that rarity).

Effectively, carving the branch can only increase the rarity of a branch by one step.

Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
Shortbow 1 quality branch
1 leather scraps
1 length of string
12 hours 6 DC 12 Common 25 gp
Longbow 1 quality branch
1 leather scraps
1 length of string
14 hours 7 DC 13 Common 50 gp
Composite Bow 1 wooden branch
4 leather scraps
1 length of string
24 hours 12 DC 12 Common 50 gp
Quarterstaff 1 wooden branch 2 hours 1 DC 10 Common 2 sp
Armor
Name Materials Crafting Time Checks Difficulty Rarity Value
Wooden Shield 4 wooden branches
1 metal scraps
1 leather scraps
8 hours 4 DC 12 Common 10 gp
Musical Instruments
Name Materials Crafting Time Checks Difficulty Rarity Value
Flute 1 quality branch 8 hours 4 DC 9 Common 4 gp
Harp 3 quality branches
4 lengths of string
16 hours (2 days) 8 DC 12 Common 35 gp
Lute 2 quality branches
2 lengths of string
1 fancy parts
16 (2 days) 8 DC 13 Common 35 gp
Drum 4 wooden branches
1 rawhide leather
1 parts
8 hours 4 DC 8 Common 6 gp
Dulcimer 2 quality branches
2 lengths of string
1 fancy parts
8 hours 4 DC 11 Common 25 gp
Lyre 2 quality branches
2 lengths of string
1 fancy parts
10 hours 5 DC 12 Common 35 gp
Pan Flute 1 quality branch 8 hours 4 DC 11 Common 12 gp
Shawm 1 quality branch 8 hours 4 DC 8 Common 2 gp
Viol 3 quality branches
2 lengths of string
1 fancy parts
8 hours 4 DC 12 Common 30 gp
Ammunition
Name Materials Crafting Time Checks Difficulty Rarity Value
10 x Arrow 1 wooden branch
1 metal scraps
1 fletching
2 hours 1 DC 10 Common 5 sp
10 x Bolt 1 wooden branch
1 metal scraps
1 fletching
2 hours 1 DC 10 Common 5 sp
10 x Dart 2 x wooden scrap
1 metal scraps
1 fletching
2 hours 1 DC 11 Common 5 sp
10 x Blowgun
Needles
2 x wooden scraps
1 fletching
2 hours 1 DC 8 Common 1 sp
Miscellaneous
Name Materials Crafting Time Checks Difficulty Rarity Value
Short Haft 1 wooden branch 2 hours 1 DC 8 Common 1 sp
Long Haft 1 wooden branch 2 hours 1 DC 8 Common 2 sp
Wooden Stock 1 wooden branch 2 hours 1 DC 9 Common 5 sp
10 Foot Pole 1 wooden branch 2 hours 1 DC 8 Common 3 sp
Fishing Pole 1 quality wooden branch
1 parts
3 lengths of string
4 hours 2 DC 8 Common 5 gp
Carved Figurine 1 wood scraps 8 hours 4 DC 8 Common 4 sp
Quality Figurine 1 quality branch 8 hours 4 DC 14 common 50 gp
Superb Figurine 1 rare branch 8 hours 4 DC 18 common 400 gp
5 x Wooden Scraps 1 wood branch 2 hours 1 DC 5 Common 1 sp
Carved Branches
Name Materials Crafting Time Checks Difficulty Rarity Value
Quality Branch Wooden Branch 4 hours 2 DC 9 common 2 gp
Uncommon Branch Quality Branch 4 hours 2 DC 14 uncommon 25 gp
Rare Branch Uncommon Branch 6 hours 3 DC 15 rare 70 gp
Very Rare Branch Rare Branch 12 hours (1.5 days) 6 DC 19 very rare 800 gp
Legendary Branch Very Rare Branch 12 hours (1.5 days) 6 DC 20 legendary 2,000 gp
  • The material used cannot be the result of carving a branch of a lower quality.
Exotic Wood
Modifier Effect Difficulty Modifier
Resonant Instruments made from these special types of wood provide +1 Spell Save DC
when used as a casting focus.
+8
Brittle This inferior type of wood causes weapons made of it to break when rolling a 1, or armor
made of it to break when you are struck by a critical hit
+0
Featherlight This unique light but sturdy wood reduces the weight of things made of it by half. Ammunition does not have disadvantage when attacking at long range +4

Runecarving

Quick Reference

The following is a quick reference to follow for each step of carving runes:

  • Select a basic item you would like to mark a rune on. This can be an mundane item, gem, non-magical weapon, or non-magical armor.
  • Select a rune you would like to mark on that item from the table based on the item type.
  • Acquire the materials listed in the materials column for that rune.
  • Use your Related Tool (based on your Runecraving tradition) to craft the option using the number of hours listed in the crafting time column. You can make progress in 2 hour increments.
  • For every 2 hour increment, make a crafting roll of 1d20 + your Intelligence + your Proficiency with bonus with your related tool.
  • On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail three times in a row, the crafting is a failure and all materials are lost.

Materials

Runecarving uses primarily magical ink and essences to imbue their runes with the prerequisite magical properties.

Crafting Roll


Ancient Tradition Runecarver Modifier = your Mason's Tools or Painter's Supplies (your choice) proficiency bonus + your Wisdom modifier


Academic Tradition Runecarver Modifier = your Calligrapher's Supplies or Woodcarving Tools (your choice) proficiency bonus + your Intelligence modifier

Success and Failure

For Runecarving, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Runecarving do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item.

If you fail three times in a row, all progress and materials are lost and can no longer be salvaged.

Runecarving Saving Throw

Some runes require a saving throw, the following is the formula for calculating the saving throw. The saving throw is calculated at the time of creation based on the creators attributes and proficiency, and does not change once it is created. A saving throw does not include any expertise or other bonuses a crafter has to the crafting roll.

Rune DC = 8 + your related tool proficiency bonus + your Wisdom or Intelligence modifier (based on your Tradition).


Rune Attack Roll Modifier = 10 + your related tool proficiency + your Wisdom or Intelligence modifier (based on Tradition).

Placing a Rune

You can place a rune a nonmagical weapon, set of armor, or item. When you place an rune on an item, that item requires attunement. When a creature is attuned to it, the rune grants the wielder certain benefits as defined by the rune.

Runes on Magical Items

Placing a rune on a magical item is exceedingly difficult. Magical items resist modification, and their magic interfers with the rune. It can be done with additional difficult as per the table below. If the item has attunement, the rune still requires seperate attunement.

Item Rarity Rune Difficulty Modifier
Commmon +5
Uncommon +7
Rare +10
Very Rare +14
Legendary +20
Ancient Tradition
Name Materials Crafting Time Checks Difficulty Rarity Value
Light 1 common primal essence
1 common magical ink
4 hours 2 DC 12 common 70 gp
Fire 1 uncommon primal essence
1 uncommon magical ink
2 uncommon reactive reagents
6 hours 3 DC 14 uncommon 320 gp
Lightning 1 uncommon primal essence
1 uncommon magical ink
1 common primal essence
1 common arcane essence
6 hours 3 DC 14 uncommon 330 gp
Frost 1 uncommon primal essence
1 uncommon magical ink
2 common primal essence
6 hours 3 DC 14 uncommon 330 gp
Vision 1 uncommon primal essence
1 uncommon magical ink
1 common arcane essnece
1 common divine essence
6 hours 3 DC 14 uncommon 330 gp
Size 1 uncommon primal essence
1 uncommon magical ink
Vigor 1 rare primal essence
1 uncommon magical ink
4 rare curative reagents
1 uncommon divine essnece
12 hours 6 DC 15 rare 1,900 gp
Academic Tradition
Name Materials Crafting Time Checks Difficulty Rarity Value
Color 1 common magical ink 2 hours 1 DC 13 common 20 gp
Power 1 uncommon arcane essence
1 uncommon magical ink
2 common arcane essence
4 hours 2 DC 15 uncommon 335 gp
Protection 1 uncommon arcane essence
1 uncommon magical ink
1 scroll of shield
4 hours 2 DC 15 uncommon 305 gp
Gravity 1 uncommon arcane essence
1 uncommon magical ink
1 scroll of levitate
4 hours 2 DC 15 uncommon 320 gp
Blood 1 rare arcane essence
1 scroll of vampiric touch
1 rare magical ink
8 hours 4 DC 16 rare 1,400 gp
Speed 1 very rare arcane essence
1 very rare magical ink
1 scroll of haste
12 hours 6 DC 17 very rare 10,500 gp

Ancient Tradition

Light

Rune, Common

A simple circular rune the shines a constant white light. But A creature that touches an item bearing this run can cast the light spell targeting that item.

Fire

Rune, Uncommon (requires attunement)

An chaotic flowing rune with no straight lines. It pulses with a flickering orange energy.

Passive Effect. When marked on armor or an item, an attuned wearer gains resistance to fire damage. When marked on a weapon, an attuned wielder deals deals 1d4 additional fire damage on hit with that weapon.

Active Effect. While attuned to an item with this rune, you can use that item to cast burning hands (2nd level) as a bonus action without expending a spell slot. This uses the crafter's Rune DC (set at the time of carving the rune). Once a rune's power is used, the rune's active can't be used again until the next dawn.

Lightning

Rune, Uncommon (requires attunement)

A jagged rune that flashes and crackles with blue light.

Passive Effect. When marked on armor or an item, the wearer's movement speed is increased by 10 feet. When marked on a weapon, an attuned wielder deals an additional 1d4 lightning damage on hit with that weapon.

Active Effect. While attuned to an item with this rune, you can use that item to cast crackeK as a bonus action without expending a spell slot. This uses the crafter's Rune Attack Modifier and Rune D (set at the time of carving the rune)C. Once a rune's power is used, the rune's active can't be used again until the next dawn.

Frost

Rune, Uncommon (requires attunement)

An angular geometric rune that softly pulses with a faint white light.

Passive Effect. When marked on armor or an item, an attuned wearer gains resistance to cold damage. When marked on a weapon, an attuned wielder deals deals 1d4 additional cold damage on hit with that weapon.

Active Effect. While attuned to an item with this rune, you can grant yourself 10 temporary hit points as a bonus action, lasting for 1 hour. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. Once a rune's power is used, the rune's active can't be used again until the next dawn.

Vision

Rune, Uncommon (requires attunement)

An eye shaped rune the dimly pulses a faint purple light.

Passive Effect. When marked on armor or an item, an attuned wearer grains dark vision with a range of 30 feet. If the the attuned wearer already has darkvision, the range of the darkvision increases by 30 feet.

Active Effect. While attuned to an item with this rune, you can grant yourself 60 feet of blindsight as a bonus action. This lasts until the start of your next turn. Once a rune's power is used, the rune's active can't be used again until the next dawn.

Size

Rune, Uncommon (requires attunement)

An chaotic flowing rune with no straight lines. It pulses with a flickering orange energy.

Passive Effect. When marked on armor or an item, an attuned wearer grows 1 foot, counts as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. When marked on a weapon, the weapon grows larger when wielded by an attuned wielder and gains the heavy property if it does not already have it (losing the light property if it has the light property).

Active Effect. While attuned to an item with this rune, you can use that item to cast enlarge/reduce as a bonus action without expending a spell slot. Once a rune's power is used, the rune's active can't be used again until the next dawn.

Vigor

Rune, Rare (requires attunement)

A bold rune with intertwined lines that hums slightly, beating with a faint red light.

Passive Effects. When marked on armor or an item, an attuned wearer can spend a hit die as a bonus action, rolling it and regaining hit points as normal. When marked on a weapon, an attuned wielder gains temporary hit points equal to the Constitution modifier when dealing damage to a living target.

Active Effect. While attuned to an item with this rune, you can use that item to cast cure wounds (2nd level) as a bonus action without expending a spell slot. Once a rune's power is used, the rune's active can't be used again until the next dawn.

Academic Tradition

Color

Rune, Common

A multifaced rune the glimmers a shifting color. A creature that touches an item with this rune can change the color of that item as an action.

Power

Rune, Rare (requires attunement by a spellcaster)

A vibrant rune with intricate line work that shines a bright cyan.

Passive Effect. When wearing armor or an item marked with this run, whenever a wear rolls for damage with a spell, they can reroll one damage die. They must use the new roll. When wielding a weapon marked with this run, when the wield rolls damage for an attack with that weapon, they can maximize one damage die.

Active Effect. While attuned to an item with this rune, when you cast a spell, you can use this rune to empower it, casting it as if it was one level higher. Once a rune's power is used, the rune's active can't be used again until the next dawn.

Protection

Rune, Uncommon (requires attunement)

A complicated rune with twisting multilayered geometric markings that glimmers a dull grey.

Passive Effect. When marked on armor or an item, any time an attuned wearer takes damage, that damage is reduced by 1.

Active Effect. While attuned to an item with this rune, you can use that item to cast shield without expending a spell slot. Once a rune's power is used, the rune's active can't be used again until the next dawn.

Gravity

Rune, Uncommon (requires attunement)

An rune formed of detailed concentric circles that faintly glimmers with soft purple glow.

Passive Effect. When marked on armor, an item, or a weapon, an attuned wielder takes no falling damage.

Active Effect. While attuned to an item with this rune, you can use that item to cast levitate as a bonus action without expending a spell slot. This uses the creator's Rune DC (set at the time of carving the rune). Once a rune's power is used, the rune's active can't be used again until the next dawn.

Blood

Rune, Rare (requires attunement)

A swirling rune with repeating spiraling patterns that pulses with a deep red light.

Passive Effect. When marked on a weapon, if an attuned wielder deals damage with that weapon to a living creature of CR 1/4 or higher, the weapon deals an additional 1d4 necrotic damage, and the wielder regains hit points equal to the necrotic damage dealt.

Active Effect. After dealing necrotic damage with this weapon, an attuned wielder can use their bonus action to activate the rune, drawing the blood of the creature dealing an additional 3d4 necrotic damage, and regainin hit points equal to the additional necrotic damage dealt. Once a rune's power is used, the rune's active can't be used again until the next dawn.

Speed

Rune, Very Rare (requires attunement)

Passive Effect. When marked on armor or an item, an attuned wearer can take the dash action as a bonus action on their turn. When marked on a weapon with light property, an attuned wearer can make a single weapon attack with the bonus action on their turn.

Active Effect. While attuned to an item with this rune, you can use that item to cast haste without expending a spell slot. Once a rune's power is used, the rune's active can't be used again until the next dawn.

Engineering

Quick Reference

The following is a quick reference to follow for each step of an engineering project:

  • Select the construction project you would like to begin.
  • Gather the required labor if necessary.
  • Ensure you have all materials for the construction project available.
  • Use your Carpentry Tools to begin work, taking a number of hours listed in the crafting time column. You can make progress in 2 hours increments.
  • For every 2 hour increments, make a crafting check of 1d20 + your Intelligence modifier + your proficiency with carpentry tools.
  • On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the construction project is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail three times in a row, the construction project is a failure is a failure and all materials are lost.

Materials

Engineering uses materials in a larger bulker than most crafting branches. These are represnted in "Units" of materials. These can be directly harvested in bulk, or represent collections of similar individual materials.

Bulk Materials Table
Material Price
Unit of Lumber 1 gp
Unit of Stone 1 gp
Cement (Mortar) 1 sp
Harvesting Trees

You can convert trees that are at least 20 feet tall into units of lumber. A 20 foot tall tree will product 1 unit of lumber, and ad additional unit of lumber for each 10 feet of tree height. At your DM's discrection, some trees may not be suitable lumber. It takes 4 hours of work by a laborer to convert trees to units of lumber.

A unit of lumber can be converted to 10 wooden branches.

Quarrying Stone

Quarrying Stone is significantly harder and at the edge of the what this system attempts to define. As a rule of thumb, if quarry that can produce stone is available, 1 laborer can produce 1 unit of stone in 8 hours of hard labor (1 unit per day). A laborer with 18 strength or more can produce twice as much stone in the same time period.

Setting up quarry exceeds the scope of this system, but would take days or weeks.

Crafting Roll

Engineering Modifier = your Carpenter’s Tools proficiency bonus + your Intelligence modifier

Labor

Unlike most crafting, Engineering can encompass large projects that require additional laborer. A laborer can be any creature with a Strength of 12 or higher that can understand you, lift and carry objects, and is willing to work for you for for the duration. You can be your own laborer if you fit the requirements. A creature with a Strength of 18 or more or proficiency in Carpentry tools can count as skilled laborer, and is worth two laborers. Two creatures of insufficient strength but with a strength 8 or more strength working together can be counted as single laborer, but only for 4 hours a day, after which more labor confers a level of exhaustion.

Additional labor does not inherently speed a project up, though a DM may rule that it is possible in a case by case basis. Checks can be made with insufficient labor as long as you have half the labor pool needed, but each crafting check takes 4 hours in this case.

The number of laborers requires is based on the scale of the project, as per the following table:

Project Scale Laborers Needed
Small 0
Medium 0
Large 1
Huge 2
Gargantuan (30x30) 3
Colossal (40x40+) 4+

For colossal projects, you need one laborer for every additional 10 square feet of the project beyond 40 by 40. For example, to build a bridge that was 200 by 40 feet, you would be five times more laborers (20 laborers) to maintain a 2 hour crafting check.

Every laborer requires their own set of crafting tools, though they do not need proficiency with them. At a DMs discretion, Masonry Tools or Woodcarving Tools can replace Carpentry tools for laborers where appropriate.

Siege Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
Ballista (Large) 2 unit of lumber
4 quality branches
10 parts
5 leather scraps
rope (20 ft)
8 hours 4 DC 16 Common 150 gp
Mangonel (Large) 4 unit of lumber
4 quality branches
20 parts
2 fancy parts
4 rawhide leather
rope (40 ft)
8 hours 4 DC 17 Common 300 gp
Ram (Large) 4 unit of lumber
10 rawhide leather
10 parts
2 ingots
rope (20 feet)
8 hours 4 DC 14 Common 65 gp
Trebuchet (Huge) 8 unit of lumber
20 parts
2 fancy parts
10 leather scraps
rope (60 feet)
16 hours 8 DC 16 Uncommon 750 gp
Siege Tower (Gargantuan) 10 unit of lumber
20 parts
10 rawhide leather
rope (60 feet)
8 hours 4 DC 16 Common 120 gp
Fortifications
Name Materials Crafting Time Checks Difficulty Rarity Value
Low Stone Wall (per 10 ft) 1 unit of stone
1 bucket of cement
8 hours 4 DC 10 Common 8 gp
Stone Battlements (per 10 ft) 5 units of stone
5 bucket of cement
24 hours (3 days) 12 DC 14 Common 140 gp
Palisade (per 10 ft) 2 unit of lumber 2 hours 1 DC 10 Common 2 gp
Watch Tower 8 unit of lumber
5 parts
16 hours 8 DC 12 Common 50 gp
Wooden Battlement (per 10 ft) 5 unit of lumber
4 parts
4 metal scraps
4 hours 2 DC 12 Common 50 gp
Bridges
Name Materials Crafting Time Checks Difficulty Rarity Value
Narrow Wooden Bridge (per 10 ft) 1 unit of lumber
2 parts
4 hours 2 DC 14 Common 25 gp
Large Wooden Bridge (per 10 ft) 3 unit of lumber
6 parts
8 hours 4 DC 14 Common 55 gp
Huge Wooden Bridge (per 10 ft) 5 unit of lumber
10 parts
16 hours (2 days) 8 DC 15 Common 165 gp
Narrow Stone Bridge (per 10 ft) 1 unit of stone
1 bucket of cement
8 hours 4 DC 15 Common 80 gp
Large Stone Bridge (per 10 ft) 3 units of stone
3 buckets of cement
16 hours (2 days) 8 DC 15 Common 160 gp
Huge Stone Bridge (per 10 ft) 5 units of stone
5 buckets of cement
32 hours (3 days) 16 DC 16 Common 520 gp
Buildings
Name Materials Crafting Time Checks Difficulty Rarity Value
Vehicles
Name Materials Crafting Time Checks Difficulty Rarity Value
Carriage (Large) 3 units of lumber
2 quality branch
1 tanned leather
5 parts
2 fancy parts
16 hours 8 DC 13 Common 100 gp
Cart (Large) 2 units of lumber
4 metal scraps
4 leather scraps
2 parts
4 hours 2 DC 12 Common 15 gp
Chariot (Large) 2 units of lumber
2 quality branches
2 tanned leather
4 parts
2 fancy parts
20 hours 10 DC 14 Common 250 gp
Sled (Large) 2 units of lumber
2 wooden branches
2 parts
4 leather scraps
8 hours 4 DC 11 Common 20 gp
Wagon (Large) 3 units of lumber
2 quality branches
4 parts
4 leather scraps
10 hours 5 DC 12 Common 35 gp
Ships
Name Materials Crafting Time Checks Difficulty Rarity Value
Galley (Gargantuan) 100 units of lumber
20 quality branches
100 parts
10 fancy parts
Rope (600 ft)
160 hours (20 days)
With 10 laborers
80 DC 16 Common 30,000 gp
Keelboat (Gargantuan) 20 units of lumber
20 parts
5 fancy parts
10 rawhide leather
Rope (200 ft)
40 hours (5 days)
With 10 laborers
15 DC 14 Common 3,000 gp
Longship (Gargantuan) 40 units of lumber
10 quality branches
100 parts
5 fancy parts
Rope (500 ft)
80 hours (10 days)
With 10 laborers
40 DC 15 Common 10,000 gp
Rowboat (Large) 3 units of lumber
8 parts
8 hours 4 DC 13 Common 50 gp
Sailing Ship (Gargantuan) 60 units of lumber
10 quality branches
100 parts
10 fancy parts
Rope (2,000 ft)
80 hours (10 days)
With 10 laborers
40 DC 15 Common 10,000 gp
Warship (Gargantuan) 80 units of lumber
20 quality branch
100 parts
10 fancy parts
Rope (2,000)
80 hours (10 days)
With 10 laborers
40 DC 17 Common 25,000 gp

Group Projects

Some crafting projects need the cooperation of several different crafters working in concert. These are typically complicated and specific things.

Vehicles
Name Materials Crafting Time Checks Difficulty Rarity Value
Apparatus of the Crab

Minor Branches

Some branches of crafting tend to overlap with the needs of adventurers more than others. The ones that do not are listed here as minor branches. These are no less important to a world and an economy, but provide more basic necessities, materials, and valuable goods. The primary use of these branches of crafting are to produce valuable goods.

One common interaction with these branches of crafting is with enchanting - magic has expensive taste, and it might be hard to find, for example, boots worth 250 gold pieces - those are some fancy boots! You can use these branches of crafting to make or calculate how such things might be made.

The following provides tool and ability score for each minor branch of crafting, as well as some examples of materials and produced items, but keep in mind that minor branches exist primarily for value added crafting, the provided examples are just reference points (instances) of the value added formula.

If you information into how to calculate the prices of making valuable sundries

Weaving

Weaving allows you to create textiles from raw material. For tailoring, see tailoring.

Weaving Modifier = your Weaver’s tools proficiency bonus + your Dexterity modifier

Materials Value
Spool of Thread 1 cp
Raw Wool 1 cp
Raw Cotton 1 cp
Raw Silk 1 sp
Produced Items Materials Checks DC Value
Bolt of Cloth 1 raw cotton or raw wool 1 DC 8 1 sp
Bolt of Silk 1 raw silk 1 DC 10 2 gp

Cobbling

Cobbling is the art of making boots.

Cobbling Modifier = your Cobbler’s tools proficiency bonus + your Dexterity modifier

Materials Value
Scraps of Leather 1 sp
Buckles 2 sp
Tanned Leather 3 gp
Produced Items Materials Checks DC Value
Shoes 8 scraps of leather
1 buckle
1 9 2 gp
Boots 1 tanned leather
1 buckle
1 10 5 gp
Nice Boots 1 tanned leather
1 buckle
3 16 100 gp
Fancy Boots 1 tanned leather
1 buckle
50 gold of rare materials
4 16 240 gp

Masonry

Masonry

Masonry Modifier = your Mason’s tools proficiency bonus + your Strength modifier

Materials Value
Units of Stone 2 gp
Produced Items Materials Checks DC Value
Simple Statue 1 unit of stone 8 12 35 gp
Masterwork Statue 1 unit of stone 8 18 670 gp

Glassblowing

Glassblowing Modifier = your Glassblower’s tools proficiency bonus + your Dexterity modifier

Materials Value
Glass 1 sp
Produced Items Materials Checks DC Value
Glass Vial 1 glass 1 DC 9 1 gp
Fancy Parts
(Lenses)
1 glass 3 DC 11 10 gp
Esoteric Parts
(Lenses)
2 glass 6 DC 15 100 gp

Painting

Painting Modifier = your Painter’s supplies proficiency bonus + your Wisdom modifier

Materials Value
Paint 1 cp
Canvas 1 cp
Produced Items Materials Checks DC Value
Painting 1 paint
1 canvas
4 DC 8 4 sp
Fancy Painting 1 paint
1 cavas
8 DC 15 150 gp

Brewing

Brewing Modifier = your Brewer’s supplies proficiency bonus + your Wisdom modifier

Materials Value
Supplies 1 gp
Barrel 1 sp
Oak Barrel 5 sp
Uncommon Supplies 10 gp
Produced Items Materials Checks DC Value
Barrel of Swill 1 supplies
water
1 barrel
2 8 12 sp
Barrel of Beer 1 supplies
water
1 barrel
2 12 10 gp
Barrel of Mead 1 supplies
1 uncommon supplies
water
1 oak barrel
3 14 50 gp
Brewing Time

While brewing only takes a few hours, common beer takes 3 days to ferment, and fancier ones may take weeks or months. As a very simple rule of thumb:

  • Beer worth less than 5 gp a barrel takes 3 days.
  • Beer worth more than 5 gp takes 2 weeks.
  • Particularly fancy or exotic beverages may take longer; up to months.

Jewelcrafting

Jewelcrafting Modifier = your Jeweler’s tools proficiency bonus + your Dexterity modifier

Cut Jewel
Name Materials Checks Difficulty Value
Basic Cut 1 rough gem 2Critical DC 14 x1.25*
Exotic Cut 1 rough gem 2Critical DC 18 x1.5*
  • Critical If a check is failed by 5 or more, the gem shatters and the material component is lost.

  • *The value of cutting gems depends on the basic value of the uncut gem, and is a value multiplier. A rough gem worth 100 gold with a basic cut would become worth 125 gold. An already cut gem cannot be cut again.

Jewelry
Name Materials Checks Difficulty Value
Common Ring 3 silver scraps 4 DC 12 20 gp
Valuable Ring 3 gold scraps 6 DC 16 200 gp
Masterwork Ring 3 mithril scraps 8 DC 17 420 gp
Socketed Ring 3 silver scraps 4 DC 14 45 gp
Common Amulet 3 gold scraps 4 DC 15 150 gp
Valuable Amulet 4 gold scraps
1 gem worth at least 50 gp
6 DC 16 250 gp
Masterwork Amulet 4 mithril scraps
1 gem worth at least 200 gp
8 DC 17 650 gp
Misc
Name Materials Checks Difficulty Value
Basic Glasses 2 parts
1 metal scraps
2 DC 12 10 gp
Quality Glasses 2 fancy parts
1 silver scraps
3 DC 14 50 gp

Carpentry

Carpentry Modifier = your Carpenter’s tools proficiency bonus + your Dexterity modifier

Materials Value
Wooden Branch 1 sp
Parts 2 gp
Produced Items Materials Checks DC Value
Chair 4 wooden branch
0.25 parts
2 8 1 gp
Table 8 wooden branch
1 parts
2 8 3 gp
Door 4 wooden branch
1 parts
2 10 6 gp

Tailoring

Tailor Modifier = your Carpenter’s tools proficiency bonus + your Dexterity modifier

Materials Value
Spool of Thread 1 cp
Bolt of Cloth 1 sp
Bolt of Silk 1 gp
Produced Items Materials Checks DC Value
Hat/Cap
Clothes
Robe
Cloak/Mantle/Cape
Ballgown
Noble Garb

Appendix A: Calculating New Items

The Item

This book is not a book about magic items, and the subject of how to make an item is beyond the scope of the appendix. This appendix will help you figure out how to craft an item you've already made. The first thing you need to know is the rarity of the item and if the item is consumable or not.

Rarity Difficult Time Estimated Labor Cost
Commmon 8-12 2-8 hours 0.1 - 16
Uncommon 12-15 4-16 hours 8 - 144
Rare 15-18 8-24 hours 72 - 912
Very Rare 17-20 16-40 hours 3,76 - 3,980
Legendary 20-25 24-40 hours 2,388 - 44,140

Regardless if the item is consumable or not, it should generally fall into those ranges. Consumable items should fall to the bottom of the range, while more mechanically powerful items should fall into the highest reaches. That the labor cost of an easy to make Legendary Item can be cheaper than Very Rare items is intentional - the range of item cost and difficult is very wide within rarities, even if the final cost of the item will result in them being ordered by rarity.

The next step is to add appropriate reagents of that the appropriate crafting branch of the rarity until you reach the following costs. The easiest way to do this will be to find a similar item that is already built out, and then replace any item that doesn't make sense of your item, or to increase or decrease the cost of the item as appropriate.

Default Pricing
Rarity Consumable Price Price
Common 25-50 gp 50-100 gp
Uncommon 50-250 gp 101-500 gp
Rare 250-2,500 gp 501-5,000 gp
Very Rare 2,500-25,000 gp 5,001-50,000 gp
Legendary 25,000+ gp 50,000+ gp.
Enchanting & Magic Items

The most complicated (and most common) use case is Enchanting. Not only does enchanging use the basic components of its system, it adds an additional element: Scrolls. Scrolls serve as the "magic blueprint" to an item, and replace the rule of recipes or blueprints in the system. If your magical item cast spells... this step is easy. The item takes the scrolls of those spells.

If it does not, find appropriate allegories to what the item does. The obvious example, is a +1 weapon. It doesn't cast a spell, but it does have the same effect as a magic weapon spell, so it can use that scroll.

A Bag of Holding is more complicated, but you can follow the same logic - the secret chest spell doesn't example overlap, but shares some properties... it's close enough for the purposes.

Labor Cost Table

The following is the labor cost table that drives the math of the system. You do not need actually use this to calculate your items, a rough estimation will suffice. This is provided for information purposes only.

  • Labor: The cost per check.
  • Risk Multiplier: A multiplier applied to the material cost of the item.
  • Skill Level: This means nothing, it is just a narrative key.
Difficulty Skill Level Labor Risk Multiplier
1 Novice 1 sp 1
2 Novice 1 sp 1
3 Novice 1 sp 1
4 Novice 1 sp 1
5 Novice 1 sp 1
6 Novice 1 sp 1
7 Novice 1 sp 1
8 Novice 1 sp 1
9 Apprentice 1 gp 1
9 Apprentice 2 gp 1
11 Journyman 3 gp 1.05
12 Journyman 4 gp 1.05
13 Journyman 7 gp 1.05
14 Journyman 11 gp 1.05
15 Master 18 gp 1.05
16 Master 29 gp 1.1
17 Master 47 gp 1.1
18 Master 76 gp 1.1
19 Master 123 gp 1.1
20 Grandmaster 199 gp 1.1
21 Grandmaster 322 gp 1.2
22 Grandmaster 521 gp 1.2
23 Grandmaster 843 gp 1.2
24 Grandmaster 1,364 gp 1.2
25 Grandmaster 2,207 gp 1.2
26 Grandmaster 3,571 gp 1.3
27 Grandmaster 7,778 gp 1.3
28 Grandmaster 11,349 gp 1.3
29 Grandmaster 19,127 gp 1.3
30 Mythical 30,476 gp 1.3

Appendix B: Optional Specific Gathering Results

Artic Locale
Name Rarity Description Properties Purchase Price
Cold Snaps Common Frozen berries that burst violently when broken. Reactive (Icy) 20 gp
Ice Bamboo Common Bamboo formed entirely out of ice, does not melt. Curative 15 gp
Snake Tracks Common A dead looking weed found beneath layers of snow and ice. Poisonous 15 gp
Blizzard Bones Common Bones that have been through three blizzards. Curative 15 gp
Yeti Droppings Common Particularly potent yeti droppings. Poisonous 15 gp
Snowmelt Flower Uncommon A strange flower that grows up through the snow melting a patch of it Reactive 40 gp
Unicorn Fur Rare Glistening pure white stalks that grow in sheltered spots Curative 200 gp
White Lotus Rare A glistening white flower Curative, Poisonous 300 gp
Desert Locale
Name Rarity Description Properties Purchase Price
Waterdrop Cactus Common A tiny cactus containing a single drop of water. Curative 15 gp
Lighting Sand Common Glassy sand struck by lightning. Reactive 15 gp
Dry Cough Common A gnarled point that looks inedible. Poisonous 15 gp
Morninglord Uncommon A cactus that produces little white flowers in the dawn's light Curative 40 gp
Oasis Bane Uncommon A small root sucks up water and looks edible. Poisonous 40 gp
Blacksand Uncommon A strange black sand, particularly find grains with an odd smell Reactive 40 gp
Forest Locale
Name Rarity Description Properties Purchase Price
Elfmarks Common Small twisting vines with pale flowers. Curative 15 gp
Fairy Steps Common Tiny white flowers in the shape of fairy wings. Curative 15 gp
King's Salvation Common A golden brown root. Curative 15 gp
King's Damnation Common A reddish brown root. Poisonous 15 gp
Catfern Common Green cattail fern. Exotic 15 gp
Silverscale Uncommon Silvery tree bark with a scale like texture. Curative 40 gp
Sweetpetal Uncommon Rose-like flower petals found on the forest floor Poisonous 40 gp
Dyradtears Rare Small blue flowers that grow near dead trees. Curative 200 gp
Divine Laurel Very Rare Golden leaves that glimmer as if gilded. Curative 2,000 gp
Mountains/Caves Locale
Name Rarity Description Properties Purchase Price
Goldbane Common Clumpy yellow powder. Reactive 15 gp
Rare Earth Powders Common Dirt with traces of rare vitamins. Curative 15 gp
Dragongrass Uncommon Red leafy grass. Reactive, Exotic 40 gp
Minebane Uncommon Long black roots that give off smoke. Reactive 40 gp
Crystal Spider Webbing Uncommon Crystalline Webs Poisonous 40 gp
Plains Locale
Name Rarity Description Properties Purchase Price
Lightning Roots Common Still living roots from a tree hit by lightning Reactive 15 gp
Hoof Thistle Common Small snaring weeds with an unpleasant thistle Curative 15 gp
Humming Berries Common Small red berries the hum slightly when held Reactive 15 gp
Dried Tar Common Black flakes of sludge like substance Reactive 15 gp
Goldshine Grass Uncommon Strange grass that looks like it is gilded Poisonous 40 gp
Centaur Droppings Uncommon Strange foul smelling mud. Curative 40 gp
Burned Belladonna Uncommon A strange plant that looks like it is burned. Reactive, Poisonous 60 gp
Swamps Locale
Name Rarity Description Properties Purchase Price
Drooping Death Common Drooping dead looking ferns. Curative 15 gp
Wartflower Common A sickly yellow flower with strange growths Curative 15 gp
Swamp Oil Common A rainbow sheened oily substance Reactive 15 gp
Hag Trail Uncommon Wilted plants that grow on corpses Poisonous 40 gp
Sad Salvation Uncommon A brilliantly blue flower that grows in decay Curative 40 gp
Burning Sludge Uncommon Watery sludge that seems is burning hot and slightly smokes Reactive 40 gp
Hag Fruit Rare A pleasantly apple looking fruit that grows on gnarled trees Poisonous 200 gp
Shambling Seedling Rare A seedling that sprouted on a shambling mound. Curative 200 gp
Fetid Gas Rare Rare swap gas that smells of sulfur. Reactive, Poisonous 300 gp
Coastal Locale
Name Rarity Description Properties Purchase Price
Merweed Common Always damp blue leaves. Curative 15 gold
Rotweed Common Seaweed like weeds that give off an unpleasant smell. Poisonous 15 gold.
Oyster Flowers Uncommon Oyster shaped white and blue flowers with an odd smell. Curative 15 gold.
Exotic Locale
Name Rarity Description Properties Gathering Locale Purchase Price
Elemental Earth Rare Loose soil Poisonous Plane of Earth 200 gold
Elemental Fire Rare Ever burning fire Reactive Plane of Fire 200 gold
Elemental Water Rare Water Curative Plane of Water 200 gold
Apple of Arborea Legendary A golden apple. Curative, Exotic Arborea 5,000 gold
Spider Queen's Steps Legendary Dark purple flowers. Poisonous Underdark 5,000 gold

Optional Specific Harvesting Results

Monstrosity
Monster Rarity Organ Description Properties Purchase Price
Ankheg Common Ankheg Acid Gland Squishy brown organ prone to leaking green stuff Poisonous, Reactive 15 gp
Basilisk Uncommon Basilisk Eye Beedy and hard, almost rocklike in texture. Exotic 40 gp
Behir Rare Pristine Behir Scale Humming with static charge, grinding it can be a hazardous process. Reactive 200 gp.
Bulette Uncommon Bulette Liver Fat A giggling gelatin like substance with a grey hue. Curative 40 gp
Chimera Uncommon Ram Horn Marrow Scrapped from the inside of the ram's horn. Curative 40 gp
Cockatrice Common Cockatrice Tongue A hideous worm-like thing that is very tough Exotic 15 gp
Darkmantle Common Darkmantle Pigment Sac A small gland that changes color to whatever surface it is on. Exotic 15 gp.
Death Dog Common Unbroken fang Jagged foul smelling fangs. Poisonous 15 gp
Ettercap Common Webbing Mass A sticky white substance that must be carefully handled. Special 10 gp
Gorgon Uncommon Metalized Gorgon Heart A heart that has started to turn metallic with iron shot through it Curative 40 gp
Grick Common Grick Beak Incredibly hard surface; shiny when polished. Poisonous 15 gp.
Harpy Common Harpy Claws Sort of like very large chicken feet. Poisonous 15 gp.
Hydra Uncommon Hydra Blood Syrupy black liquid with a swamp gas smell Curative, Poisonous 40 gp.
Kraken Legendary Astral Grey Matter A slimy material with strange properties. Reactive 5,000 gp.
Manticore Common Pristine Tail Spike A long vicious looking thing that must be carefully ground Poisonous 10 gp
Medusa Uncommon Hair snake fangs Tiny fangs from the snakes of a medusa's hair. Poisonous 40 gp
Mimic Common Mimic's "Heart" An odd organ that keeps changing shape. Exotic 15 gp.
Purple Worm Poison Very Rare Fang Venom Poison extracted from a Purple Worm's maw Poisonous 2,000 gp
Elementals
Monster Rarity Organ Description Properties Purchase Price
Mud Mephit Common Foul Dust The crusty dried remains of it's head Poisonous 15 gp
Smoke Mephit Common Swirling Soot Little flecks of ash that never quite settle. Reactive 15 gp
Stream Mephit Common Steaming Droplets Droplets of water that are never quite cool. Reactive 15 gp
Stream Mephit Common Frozen Droplets Droplets of water that never quite thaw. Curative 15 gp
Magma Mephit Common Burning Rocks Small rock chips that are painfully hot to the touch. Reactive 15 gp
Magmin Common Magmin Charcoal Small pieces of ever warm charcoal. Reactive 15 gp
Fire Snake Common Fire Snake Scales Small red scales that are warm to the touch. Reactive 15 gp
Azer Common Flaming Beard Hairs Small beard hairs made of fire. Smells faintly like burning hair. Reactive 15 gp
Gargoyle Common Gargoyle's Stone Heart A gem like heart. Exotic 15 gp
Water Weird Common Essence of Tainted Water Brackish water with high surface tension. Poisonous 15 gp
Air Element Uncommon Uncommon Primal Essence An eddy of every swirling wind magic. Primal Essence 40 gp
Earth Element Uncommon Uncommon Primal Essence An unremarkable looking stone. Primal Essence 40 gp
Fire Element Uncommon Uncommon Primal Essence Small sourceless fires. Primal Essence 40 gp
Water Element Uncommon Uncommon Primal Essence A cup of water that never dries. Essence 40 gp
Salamander Uncommon Salamander's Tongue A long leathery tongue. Exotic 40 gp
Xorn Uncommon Xorn's Stomach Acid A burbling very acidic substance. Reactive, Poisonous 40 gp
Galeb Duhr Uncommon Duhrian Heart A strange rock with veins of crystal throughout. Curative 40 gp
Invisible Stalker Uncommon Uncommon Primal Essence An eddy of wind that always swirls toward you. Primal Essence 40 gp
Dao Rare Heart A heart shaped stone with dark veins. Primal Essence 200 gp
Djinni Rare Heart A floating blue heart that slowly spins. Primal Essence 200 gp
Efreeti Rare Heart An ever burning coal the size of a fist. Primal Essence 200 gp
Marid Rare Heart A flabby heart that never stops oozing. Primal Essence 200 gp
Dragons
Monster Rarity Organ Description Properties Purchase Price
Pseudodragon Common Pseudodragon Stringer A small sharp barb Poisonous 15 gp
Wyrmling Common Wyrmling Heart A heart in the color of the wyrmling Reactive, Essence 30 gp
Faerie Dragon Common Faerie Dragon Heart A small sparkling liver. Poisonous 15 gp
Wyvern Uncommon Wyvern Stinger Pieces of the wyvern's tail singer. Poisonous 40 gp
Young Dragon Rare Dragon Heart A large heart flaring with elemental power Reactive, Primal Essence 300 gp
Shadow Dragon Rare Shadow Dragon Heart An ethereal heart that casts a pitch black shadow. Arcane Essence 200 gp
Adult Dragon Very Rare Dragon Heart A huge heart flaring with elemental power Reactive, Primal Essence 3,000 gp
Dragon Turtle Very Rare Dragon Turtle Lungs The rubbery flesh from the lung tubes Curative 2,000 gp
Ancient Dragon Legendary Dragon Heart A massive heart flaring with elemental power Reactive, Primal Essence 7,500 gp
Specific Meal Table
Creature Example Meal Type
Ape Should We Eat This? Sliced Roast Meat Feast
Beholder Eyestock Unagi Shushi Risky Aberration Snack
Crocodile Spicy Croc Gumbo Common Feast
Kraken Sea Aged Unagi Legendary Meat Feast
Kraken Titan Tri tip Legendary Meat Feast
Roc Roc Drumstick Gyros Superb Meat Dish
Tyrannosaurus Rex Primeval Pot Pie Meat Feast
Tyrannosaurus Rex Giant's Chicken Breast Meat Feast
Young Hook Horror Hook Turkey Sandwiches Common Feast
Young Hook Horror Murder Chicken Tenders Common Feast
Young Red Dragon Dragon Steak Tartare Elementally Fortifying Feast
Wyvern Purple Poison Curry Meat Feast

Appendix C: Variant Rules

Old School

Experience-Based Crafting

In the olden days crafting checks took experience as a fundamentally component. This is not a feature of this sytem, but the following is a variant for those that want to run a hateful and archaic system that will cause great suffering. In this system, certain components can be (or must, as per your DM), be replaced with experience, using the following ratios:

Material Experience Cost
Common Reagent 30
Uncommon Reagent 90
Rare Reagent 650
Very Rare Reagent 8,500
Legendary Reagent 35,500
Common Essence 90
Uncommon Essence 270
Rare Essence 1,950
Very Rare Essence 25,500
Legendary Essence 106,500
Arcanist Crafting

This harkens back to the tales of the Arcanists of certain ancient empires investing their very life force and power in magic items, and somewhat models the system as presented in early editions. I don't necessarily recommend it for 5e, and this isn't how I run crafting, but I wouldn't to present the option here. This will make magic items more of an investment, but easier to access.

Assistance

Group Based Crafting & Minions

When being assisted by a skilled craftsman (who has proficiency in the related tool and skills of the crafting branch), you gain advantage on the crafting roll. If one roll succeeds, the check passes and the crafting continues as normal. If both of your rolls succeed, it counts as twice as much progress. If both of the rolls would be a failure, it counts as two failures and no progress is made. Too many cooks in a kitchen can be dangerous! More than one helper when crafting this method does not have additional benefits.

If you are using the "Take 10" approach during downtime crafting, you can pick the most skilled crafter's modifier to the crafting roll to use. Each additional person assisting during downtime crafting, the period crafting time per check is reduced by 1 hour to a minimum of 1 hour (with three helpers). People can only qualify as helpers if they have proficiency in the tool being used for the crafting project.

Actual Blacksmithing

Actual Blacksmiths have opinions

Since posting this system, I've heard from plenty of actual blacksmiths, letting me know blacksmithing is hard. This system is a model that balances game mechanics, fun, practicality, and realism in equal parts, but if you want a system that will make them happier, double all blacksmithing times, and triple armor crafting time per check. This means that making 1 check would for weapons or items would be 4 hours, and making 1 check for armor would take 6 hours.

I would recommend only using this variant when downtime is plentiful, or when combined with the "Assistance" variant rules. When combined with the assistance variant rules, the maximum number of helpers remains 3 (each reducing the time to make a check by 1 hour still).

More Common Magic

Not just for enchanters

While magical items is generally thought of as the domain of enchanters, a skilled crafter with the correct knowledge may be able to craft certain magic items with this variant rule. If you have proficiency in Arcana, you can use your crafting skill to craft items from certain enchanting tables as per the table below. When making items this way, you can only make items of types you can normally make.

If another creature proficient in arcana assists for the full duration of the craft, they can serve as a replacement for proficiency in arcana.

Crafting Branch Enchanting Table
Blacksmithing Magical Armor (Metal), Magical Weapons
Leatherworking Magical Armor (Leather)
Jewelering Magical Rings, Magical Jewelry
Woodworking Magical Weapons (Bows)
The Ancient Methods

Adding back in some complexity Almost all enchanting recipes use scrolls as blueprints for the magic of the item and essences to power it. It is possible that other methods exist, the scroll is fundamentally a blueprint of the magic the item uses, as well part of it's magical essence that is imbued into it. A DM can opt to replace the scroll with a blueprint or innovation check (see variant rules) and additional magical essences (to replace both the knowledge and power provided by the scroll).

Crafting is for Downtime

Slowing things down If you wish to make crafting take much longer akin to the default crafting rules, you can simply make a crafting check take 1 day. This will eliminate crafting during adventuring, and split the difference between this system and the default crafting system, which most items taking from a day to a month to make.

Appendix E: Exotic Materials

Exotic Ingredients & Potions

While standard potions are made from curative, reactive, or poisonous ingredients, exotic ingredients have specialized effects. When making a potion from these ingredients, the potions effect is a combination of the effect of the exotic ingredients added.

An Exotic Potion (potion brewed entirely from exotic ingredients) does not need a recipe and has a crafting time of 1 hour, and a difficulty of the difficulty of all the exotic ingredients used added together, with 1 check needed per exotic ingredient added.

An exotic ingredients can be combined with a standard potion by adding the DC of the standard potion to the combined difficulty of the exotic ingredients. This can result in very powerful potions, but will frequently result in unattainable high difficulty to make it work, as adding random new components to potions typically wrecks the effect.

Exotic Effects

Apple of Arborea

Legendary, Exotic, Difficulty +6

Consuming this apple has the effect of greater restoration cast upon the person that consumes it. If the creature that consumes it is Good aligned, they gain the of death ward until they complete a long rest.

Adding it to a potion makes that potion confer the effects of eating it, but has no alignment restrictions.


Catfern

Common, Exotic, Difficult +1

A light and airy fern that tends to get easily caught in the wind and slightly glows.

When added to any potion you consume, you gain 30 feet of darkvision for the duration of the potion effect. If you already have darkvision, the range of your darkvision increases by 30 feet for the duration of the effect.

When added to a Potion of Climbing, it also grants you a climbing speed equal to your movement speed in addition to its normal effects.


Dragongrass

Common, Exotic, Difficulty +2

This is a strange grass that burns very hot and tastes terrible.

When added to a Potion of Fire Breath, it allows you to replace one or more breaths with breathing fire in a cone with the effect of the spell burning hands.

When added to a Custom Potion that would deal damage to a target area, it allows you to instead drink the potion and breath of a 15 foot cone of the damaging effect the potion would have had.


Basilik Eye

Common, Exotic, Difficulty +3

At first glance, it looks like a stone.

When this and 1 common divine essence is added to any healing potion, that healing potion also removes the Petrified condition when used.


Gargoyle's Heart

Common, Exotic, Difficulty +3

A gem like heart that forms inside gargoyles that have been animated for a certain number of years.

When you add this to a potion, any creature that consumes the potion develops are tough rock-like skin. Their AC can't be less than 16, regardless of what kind of armor they are wearing, and they become immune to critical strikes. These effects fade when the effects of the potion fade, or last 1 hour if the potion would otherwise not have duration.


Mimic Heart

Common, Exotic, Difficulty +2

This strange ever shifting fleshy organ has potent shifting properties that can make the following Exotic Potions.

When added to a Potion of Climbing, it turns it into a Potion of Alter Self, granting the effect of the spell alter self for 1 hour (no concentration required).

When added to a Potion of Growth along with at least one other rare reactive ingredient, it becomes a Potion of Polymorph granting the effect of the polymorph spell for 10 minutes (no concentration required).

Appendix M: Crafting Magic

Crafting magic is a unique kind of utilitarian magic. Almost always ritual based, it is not intended for use in combat, and comes with some special rules. In most games, crafting magic spells will not count against spells known, but can only be learned by being taught or purchased, perhaps known from a background.

These spells exist for GMs to award to players to make it easier to use crafting - they are not required, but help integrate crafting into adventuring, and fulfill a narrative niche.

Forge Fire

1st-level transmutation (ritual)


  • Classes: Inventor, Wizard
  • Casting Time: 1 minute
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, up to 8 hours

A medium sized fire within range, such as a campfire, burns with unnatural heat within it's embers for the duration. It gives off intense heat, dealing twice as much damage to any creature that takes damage from it and consumes materials twice as fast as normal. For the duration, it can serve as a forge to smelt nonmagical metals, and counts as a forge for the purposes of blacksmithing.

Process Hide

1st-level transmutation (ritual)


  • Classes: Inventor, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a hide which is consumed by the spell)
  • Duration: Concentration, up to 1 hour.

You work magic into a hide, turning it into processed leather. If you concentrate for the duration, you can turn a single hide into a rawhide leather, boiled leather, or tanned leather. Alternatively, you can turn hide scraps into leather scraps.

Change Material

2nd-level transmutation (ritual)


  • Classes: Inventor, Wizard
  • Casting Time: 2 hours
  • Range: Touch
  • Components: V, S, M (a hide which is consumed by the spell)
  • Duration: Instantaneous

You convert one common material into another material of equal or lesser mass and value.

At Higher Levels. When you cast this spell using a 4th or 5th level spell slot, you can convert a uncommon material the same way. When you cast this spell using a 6th or 7th level you can convert a rare material the same way. When you cast this spell using an 8th or 9th level spell slot, you can convert a very rare material the same way.

Conjure Tool

2nd-level conjuration (ritual)


  • Classes: Inventor, Wizard
  • Casting Time: 10 minutes
  • Range: 5 feet
  • Components: V, S
  • Duration: 4 hours

You conjure an artisan tool of your choice. It is magical in nature, but serves as a nonmagical version of that artisan tool for the duration.

Unseen Crafter

5th-level conjuration (ritual)


  • Classes: Inventor, Wizard
  • Casting Time: 1 minute
  • Range: 60 ft.
  • Components: V, S, M (a bit of string and of wood)
  • Duration: 8 hours.

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The crafter springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the crafter to move up to 15 feet and interact with an object. The crafter can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Additionally, it can perform skilled crafting checks. It always uses the taking 10 rule for crafting checks, completing one check every 4 hours. Its crafting modifier is +5. When you summon it, you can summon it with one artisan tool of your choice, which only it can use. It can use any other artisan tools otherwise available.

Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, its crafting modifier increases by 1.

Dimensional Toolbox

3rd-level conjuration (ritual)


  • Classes: Inventor, Wizard
  • Casting Time: 10 minutes
  • Range: 5 feet
  • Components: V, S, M (a key worth 50 gp)
  • Duration: 4 hours

You conjure an opening to a dimensional toolbox. This is stocked with every artisan tool and up to 10 gold pieces worth of common materials. As an action, you can reach in and take out a tool or material contained within. Any tool or material that is not used when the spell ends fades away (materials used in crafting recipes remain).

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the toolbox contains +1 tools (tools that add +1 to the crafting check made). When you cast this spell using a spell slot of 9th level, the toolbox contains +2 tools (tools that add +2 to the crafting check made).

Dimensional Workshop

6th-level conjuration


  • Classes: Inventor, Wizard
  • Casting Time: 10 minutes
  • Range: 5 feet
  • Components: V, S
  • Duration: 4 hours

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can’t exceed 20 cubes, each cube being 10 feet on each side. The place is furnished with every artisan tool and typical crafting accessory you could need - anvils, furances, looms, etc. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the dwelling lasts for 24 hours.

Appendix I: Magic Items

Blacksmith's Bellows

Wonderous Item, Uncommon

These are a small set of portable bellows. Can be used to cast forge fire without expending a spell slot. Once used, it cannot be used again until dawn the next day.

Tanning Bag

Wondrous Item, Common

A magical satchel. If you put an unprocessed hide into this bag, and speak one of three magic words. Depending on the word, the hide will be processed into rawhide leather, boiled leather, or tanned leather. This process takes 4 hours, and you can process one piece of hide at a time.

Ring of Labor

Wondrous Item, Very Rare

A simple copper band. You can use this ring to cast unseen crafter. Once used, it cannot be used again until dawn the next day.

Lucky Material Pouch

Wondrous Item, Uncommon

A small magical bag that always seems to have the material you need at the bottom of it. As an action, you can reach out and draw out any crafting material worth 1 gp or less. After each time you do so, roll a d4. On a 1, the bag is empty and no more materials can be retrieved until dawn the next day.

Workshop Key

Wondrous Item, Very Rare (requires attunement)

While attuned to this key, you can use it conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can’t exceed 20 cubes, each cube being 10 feet on each side. The place is furnished with every artisan tool and typical crafting accessory you could need - anvils, furances, looms, etc. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

Appendix K: Kibbles Pricing

In my games I do not use the PHB Pricing, as I find the notion that a Potion of Invisibility costs 100 pounds of gold to be unwieldy. The following is the pricing conversion to Kibbles Standard Pricing.

Note: This is currently incomplete, and just here for demo purposes of how alternate pricing will be incorporated.

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Additional Credits:

  • Items tagged GS by Griffon Saddlebag (used with permission)
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Art Credits

All art is commissioned or licensed by KibblesTasty.

  • Dwarven Blacksmith by Trung Tin Shinji
  • Blacksmith Shop by Alifka Hammam
  • Swords and Daggers by Liza Alykova
  • Alchemist by Alifka Hammam
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  • Crossbow by Liza Alykova
  • Breastplate of the Golden Retriever, Arcblade,Rapidfire Crossbow, and Lost Era Blaster are by Dungeon Strugglers (Commissioned)
  • Raiment of the Raccoon, Captain's Coat, Yves' Thieves' Tools, Shawm of Sundering, Squall Caller, Squall Collar, Ordinary Walking Staff, and Lantern Shield are by Dungeon Strugglers (Liscenced)
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