Crafting & Imbuing Lite

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Crafting & Imbuing Lite

Crafting & Imbuing Lite

Version 2.1

Crafting and Imbuing Lite is a lightweight ruleset for use in D&D 5e campaigns featuring item crafting. The complexity and mechanical heft of other crafting rules are traded for streamlined simplicity.

The intent is to provide a flexible framework for characters to construct mundane items and imbue them with magical enhancements, while facilitating intermittent progress rather than requiring contiguous downtime.

It is not intended to be a step-by-step guide for DMs to balance homebrewed items, calculate how much these items are worth, or prescribe the materials required to craft them. These details are purposefully omitted - DMs and players should work together to come to an agreement on what is required to create a specific item.

Created by Eric J. Earley using GM Binder

Last updated 2022/06/20

The Vocation of Creation

The desire to create is ubiquitous amongst the civilized races. Be it the roof over one's head, the clothes on one's shoulders, the shoes on one's feet, the weapon in one's hand, or the food in one's belly, artisans of all vocations, skills, and walks of life form the backbone of society.

It behooves many adventurers, who have chosen (or been thrust into) a life of danger and unpredictability, to learn a crafting skill of their own, whether to maintain their equipment, use rare materials and components they come across in their travels, or simply to unwind by creating art for art's sake.

Regardless of their motivations, many craftspeople cut their teeth by creating common items, but eventually feel the gnawing presence of invention pushing them to create, to learn, and to grow as artisans. Some choose to design never-before-seen creations, while others seek to imbue their crafts with magical effects.

Crafting: A Labor of the Hands

Crafting is the manufacture of mundane items - items with no connection to the Weave and no magical capabilities. Artisans trained in crafting are no common workers; on the contrary, craftspeople are skilled laborers, often occupying positions of prestige in local villages and forming the middle class in more metropolitan societies.

Depending on the craft, artisans may use a wide range of abilities. Carpenters and Leatherworkers use strength and dexterity to ply their trade, but alchemists use intelligence to select synergistic reagents, and calligraphers use charisma to fuse art and language.

All artisans require a Blueprint before beginning a craft. Regardless of the ability dominating their craft, drafting new Blueprints is an endeavor requiring intelligence.

Imbuing: A Labor of the Mind

While even commoners can train in a craft in a manner of months, very few can learn to Imbue a mundane item with the Weave. It takes years of dedicated study (or gift, inborn or granted) to learn the intricacies of imbuing.

The process of weaving magic into mundane items is not dissimilar to that of weaving magic into spells. Any adventurer capable of casting spells is also able to imbue magic, and the manner in which they imbue varies - clerics and paladins might channel their deity's power into an item, whereas bards and wizards might instead directly manipulate the Weave to their will.

All magi require a Formula to imbue. Furthermore, designing new Formulae is a highly-cognitive task - regardless of how casters normally manifest their spells, designing new Formulae is an intellectual endeavor.

Tracking Progress

Crafting and imbuing progress is broken down into 8-hour increments. Progress can be accumulated in smaller periods - for example, an hour a day during one's free time - but players only roll to determine the success of their work after 8 hours.

Crafting and imbuing are physically and mentally taxing activities, and doing so for more than 8 hours in a day places one at risk of exhaustion. Thus, artisans are limited to 8 hours of progress per day, after which they must take a Long Rest before continuing their work.

Artisans crafting mundane or magic items, or creating Blueprints or Formulae for these items, will need to track their total number of Successful Artisan Checks. A notecard with the appropriate number of empty circles accomplishes this purpose.

Part 1 | The Vocation of Creation

Crafting a Mundane Item

Crafting a mundane item has two prerequisites: proficiency in the relevant artisan’s tools, and a Blueprint. Artisan’s tool proficiency confers knowledge of Blueprints for items listed in the PHB (at the DM's discretion). However, complex or custom items require a working Blueprint, which artisans may need to create themselves (see Designing a Blueprint)

Crafting is done in three steps:

  1. Declare the item's Base Value
  2. Declare the Item Quality
  3. Craft the item

Base Value

The Base Value determines the time required to craft an item, and is based on the cost of materials used in its creation.

Items listed in the PBH are made of standard materials, and thus their listed costs are the minimum possible Base Value. However, experienced artisans may wish to use more expensive materials, such as precious or rare metals, gemstones, or monster parts. These materials increase the Base Value of the crafted item. A gem-encrusted platinum sword is worth more and takes longer to craft than one made of iron and steel.

The material cost of crafting an item is half of the Base Value. Declare the materials from which the item will be made, and determine the Base Value of the item accordingly.

Item Quality

The Item Quality determines how difficult the item is to craft, as well as the value of the item upon its completion.

An artisan must decide on the level of detail with which an item will be crafted. Crafting higher-quality items requires greater skill and carries with it a greater risk of making no progress, but increases the final value of the item. A well-fitted suit may use the same amount of material as an ill-fitted suit, but it requires greater skill and therefore is worth more.

Item Qualities and their respective Crafting DC and Value Modifier are as follows:

Item Quality Crafting DC Value Modifier
Standard 10 1x
Refined 15 1.5x
Exceptional 20 2x
Masterwork 25 4x

Declare the Item Quality before crafting, and determine the Value Modifier accordingly.

Crafting the Item

While crafting, you make progress in 10gp increments until the item is complete, expending 5gp worth of crafting materials each time.

Divide the Base Value, in gp, by 10; this is the number of Crafting Successes necessary to complete the item.

For every 8 hours of crafting, make an Crafting Check comprising an appropriate ability check and your artisan's tools proficiency bonus. The appropriate ability check may differ depending on the tools being used - stoneworking may require a STR (mason's tools) check, while mixing a healing salve may instead require a WIS (herbalism kit) check. The Crafting DC is determined by the Item Quality.

Once all Successes have been achieved, the item is complete. Multiply the Base Value by the Value Modifier to determine the final Item Value.

Designing a Blueprint

A Blueprint is required to craft items, and proficiency with artisan's tools typically only includes Blueprints for common items (those included in the PHB). For artisans who wish to craft new items, they must design their own Blueprints.

The process of designing a blueprint is similar to that of crafting a mundane item. As with crafting, the Base Value of the item determines the time required to complete the design, as well as the value of the materials needed to do so.

The Base Value is based on a number of factors including, but not limited to: utility, rarity, prestige, availability of materials, novelty and innovation, and other social, political, and market forces.

Declare the Base Value of the item assuming it is made of standard materials.

While designing a Blueprint, you make progress in 10gp increments until it is complete, using 5gp worth of crafting materials each time.

Divide the Base Value of the item, in gp, by 10. This is the number of Successes you must accumulate to complete a Design.

For each 8-hour Design period, roll a Design Check comprising an INT (artisan's tools) check. The Design DC is 15.

Once you have accumulated the required number of Successes, the Blueprint is complete, and you now have a standard quality item.

Part 2 | Crafting

Imbuing a Magic Item

To imbue an item with a magical effect, you must be able to cast spells and have spell slots of a level appropriate for the desired effect. You also require an imbuing Formula describing the necessary materials and imbuing process. Formulae are not easy to come by, but gifted magi may design their own custom Formulae (see Designing a Formula).

Imbuing is done in four steps:

  1. Declare a magical effect to imbue
  2. Acquire an appropriate mundane item
  3. Acquire Magical Foci
  4. Imbue the item

Magical Effect

Not all effects are equal - stronger effects require rarer materials and greater experience, and are more difficult to imbue.

The strength of the magical effect determines the rarity and value of the imbued item, the character level required to complete the magic item, and the imbuing difficulty. Magic items listed in the DMG provide a good benchmark for what effects are appropriate for different Item Rarities.

Mundane Item

A magical effect must be affixed to a physical object to become permanent - a magic sword requires a sword, magic boots require boots, and so on. Furthermore, stronger magical effects require items crafted with greater skill to contain the power.

After determining the Item Rarity, you must acquire an appropriate mundane item of at least the Item Quality listed in the table below.

Magical Foci

A magic item requires more than mundane materials to permanently hold an imbued magical effect. Items need to be crafted with Magical Foci to store arcane energy. These exotic materials often come in the form of gems, rare and precious metals, or materials from magical or extraplanar creatures or locales.

Have the DM consult the table below for general suggestions of the Challenging Rating (CR) of a creature or encounter that characters may need to face to acquire a Magical Focus.

Facing a creature can have different meanings, depending on the Magical Focus. Some Foci may need to be harvested from a creature’s corpse, while others may only be guarded by the creature, or given by a creature in exchange for a favor. Securing Foci can become an adventure in and of itself.

Once the DM has decided on the Foci required to imbue the item, characters must collect these materials for consumption during the imbuing process. The total value of consumed materials is equal to half of the Imbuing Value.

Imbuing Process

While imbuing, you make progress according the Imbuing Rate listed in the table below, using half the Imbuing Rate worth of imbuing materials each time. Divide the Imbuing Value, in gp, by the Imbuing Rate; this is the number of Imbuing Successes necessary to complete the item.

For every 8 hours of imbuing, make an Imbuing Check comprising a spellcasting ability check and your proficiency bonus. The Imbuing DC is listed on the table below.

Once all Successes have been made, the item has been imbued with the magical effect.

Researching a Formula

A Formula is required to imbue items. Characters must track them down from accomplished magi, or create their own.

The process of researching a formula is similar to that of imbuing an item. As with imbuing, the strength of the magical effect determines the rarity and value of the imbued item, the character level required to complete the magic item, and the imbuing difficulty. Magic items listed in the DMG and XGtE provide a good benchmark for what effects are appropriate for different Item Rarities.

While developing a Formula, you make progress according to the Imbuing Rate listed in the table below, using half the Imbuing Rate worth of materials in the process.

Divide the Imbuing Value, in gp, by the Research Rate; this is the number of Successes you must accumulate to Research the Formula.

Magic emerges from a myriad of origins, and can be directed by a magi's intellect, wisdom, or charisma. However, developing the Formula to imbue items with magical properties is an intellectual pursuit, ultimately relying on a keen mind and trained knowledge in arcana.

For every 8 hours of Research, make a Research Check comprising an INT (arcana) check. The Research DC is listed on the table below.

Once you have accumulated the required number of Successes, the Formula is complete, and you now have an imbued item.

Magic Item Rarity Imbuing Value* Min Item Quality Min. Character Level Foci CR Imbuing DC Research DC Imbuing Rate
Common 100 gp Standard 1st 1-3 10 10 20 gp
Uncommon 400 gp Refined 3rd 4-8 10 15 40 gp
Rare 4,000 gp Exceptional 6th 9-12 15 20 80 gp
Very Rare 40,000 gp Masterwork 11th 13-18 20 25 320 gp
Legendary 200,000 gp Masterwork 17th 19+ 25 30 800 gp

*Halved for consumable magic items like potions and scrolls

Part 3 | Imbuing

Variant Rules

The following rules are optional, but may enhance play by providing additional strategic choices.

Working Together

Many hands make light work. Multiple artisans can contribute to the same project, provided they have the prerequisites to do so, and their successes are applied to the progress.

One artisan can also choose to assist another, allowing the lead artisan to add the assistant artisan's ability modifier + proficiency bonus to their roll. A lead artisan can only receive help from one assistant artisan. This is particularly helpful when working on high-quality items or items with powerful magical effects, which require great skill to make progress.

Sometimes artisans of different vocations must combine their efforts to complete an item. For example, catering a banquet for a dwarven lady and her subjects might require the services of a chef to provide the food, a brewer to serve drinks, and a glassblower to craft the glassware for the event. Required successes can be divided up between different crafting types, each requiring a different type of Artisan Check to complete.

Working for More than 8 Hours

Crafting is a physically and mentally taxing activity, and doing so for more than 8 hours in a day places one at risk of exhaustion. However, circumstances sometimes necessitate a period of crunch, of pushing beyond these normal limits. Weaving a battle banner for a general who is about to march off to war, setting gems in a ring for an impatient noble, or painting a landscape to submit into an art gallery before a rival can submit a similar piece - all are possible reasons why an artisan may need to extend their working day.

For every 4 hours of crafting or imbuing beyond 8 hours, make a Constitution saving throw. The DC is 5 + 5 for every additional 4 hours. On a failed saving throw, you suffer one level of exhaustion at the END of your next Long Rest.

Long-Term Progress

Some crafted items, and most magic items, require a significant time investment to complete. Artisans who choose to dedicate an entire workweek (5 days) to crafting or imbuing can determine their number of successes for the week by using the table on this page.

Changing Item Quality

A fledgling artisan may set out to craft a exceptional item, only to find it too difficult. Alternatively, an artisan may accept a contract to renovate an standard family heirloom to masterwork quality. During (or after) crafting, you can decide to change the quality of an item.

If you change your item to a lower quality, you keep your current Successes. If you change your item to a higher quality, you lose half of your current Successes (rounded up). Thus, if you have a finished item and want to improve its quality, you start with half the required number of Successes.

Artificery

In some worlds, there exist tinkerers who craft wondrous mechanical devices that are indistinguishable from magic. These craftspeople have been known to make complex creations that function equivalently to arcane magic items.

Craftspeople who wish to imbue items with magic-like effects, but are unable to cast spells of their own, can choose to replace Imbuing Checks and Research Checks with Artificer Checks comprising an INT (tinker's tools) check. All other Imbuing requirements are still enforced, including starting with Formulae and acquiring Magical Foci.

For artificers with the Magic Item Adept feature, Artificer Checks to create Common or Uncommon magic items require only 2 hours of work, and use only a quarter of the Imbuing Rate worth of imbuing materials each time.

Alternative Crafting Rules

This module draws inspiration from the crafting rules in the PHB (pg 187), DMG (pg 128), and XGtE (pg 128).

For DMs interested in a different crafting experience, consider the following modules:

Credits

Successes per Workweek

----------------------------------------------- Ability Check Bonus ----------------------------------------------
Artisan DC +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15
10 3 4 4 4 5 5 5 6 6 7 7 7 7 7 7 7
15 2 2 2 3 3 3 4 4 4 5 5 5 6 6 7 7
20 - - 1 1 1 2 2 2 3 3 3 4 4 4 5 5
25 - - - - - - - 1 1 1 2 2 2 3 3 3
30 - - - - - - - - - - - - 1 1 1 2
Part 4 | Variant Rules

Crafting & Imbuing Quick Reference

Crafting: Artisan's Tools

1. Declare the item's Base Value: The Base Value determines the time required to craft an item.


2. Declare the Item Quality: The Item Quality determines the Crafting DC the item, as well as the Value Modifier of the item upon completion.


3. Craft the item: Divide the Base Value, in gp, by 10; this is your required number of successful Crafting Checks.

For every 8 hours, make a Crafting Check; on a success, you make 10gp of progress and expend 5gp in materials.

Item Quality Crafting DC Value Modifier
Standard 10 1x
Refined 15 1.5x
Exceptional 20 2x
Masterwork 25 4x

Blueprints: INT (Artisan's Tools)

1. Define the Base Value The Base Value is the standard market value of the completed item. Define the Base Value assuming it is made of standard materials.


2. Design a Prototype Divide the Base Value, in gp, by 10; this is your required number of successful Design Checks. The Design DC is 15.

For every 8 hours, make a Design Check; on a success, you make 10gp of progress and expend 5gp in materials.

Imbuing: Spellcasting Ability

1. Declare a magical effect to imbue The strength of a magical effect determines the imbued item's rarity and value, required character level, and Imbuing DC and Rate.


2. Acquire an appropriate mundane item You must acquire an appropriate mundane item of at least the Item Rarity listed in the table below.


3. Acquire Magical Foci Magic items must be crafted with Magical Foci to store arcane energy. The total value of Magical Foci is equal to half the Imbuing Value


4. Imbue the item Divide the Imbuing Value by the Imbuing Rate; this is your required number of successful Imbuing Checks.

For every 8 hours, make an Imbuing Check; on a success, you make the Imbuing Rate worth of progress, expending half the Imbuing Rate worth of materials.


Formulae: INT (Arcana)

1. Declare a magical effect to imbue The strength of the magical effect determines the rarity and value of the imbued item, as well as the Research DC and Rate.


2. Research a Formula Divide the Imbuing Value by the Research Rate; this is your required number of successful Research Checks.

For every 8 hours, make a Research Check; on a success, you make the Research Rate worth of progress, expending half the Research Rate worth of materials.

Magic Item Rarity Imbuing Value* Min Item Quality Min. Character Level Foci CR Imbuing DC Research DC Imbuing Rate
Common 100 gp Standard 3rd 1-3 10 10 20 gp
Uncommon 400 gp Refined 3rd 4-8 10 15 40 gp
Rare 4,000 gp Exceptional 6th 9-12 15 20 80 gp
Very Rare 40,000 gp Masterwork 11th 13-18 20 25 320 gp
Legendary 200,000 gp Masterwork 17th 19+ 25 30 800 gp

*Halved for consumable magic items like potions and scrolls

Crafting

&

Imbuing

Lite

Crafting and Imbuing Lite is a lightweight ruleset for use in D&D 5e campaigns featuring item crafting. The complexity and mechanical heft of other crafting rules are traded for streamlined simplicity.

The intent is to provide a flexible framework for characters to construct mundane items and imbue them with magical enhancements, while facilitating intermittent progress rather than requiring contiguous downtime.

For more entries in the Homebrew Lite series, check out:

Learning & Language Lite

Travel & Exploration Lite

Dueling Lite