Crafting

Back to House Rules.

For mundane items:

-If you lack proficiency with the required tools and have no recipe/blueprint/instructions for the item desired you cannot make it.

-If you lack proficiency with the tools you are trying to use or the tools are very low quality, but have a recipe/blueprint/instructions for an item using those tools then you may craft the item. You accomplish 3gp worth of work per day (10hrs) towards the cost of the item. Once the cost is reached the item is finished. Items made in this fashion are always common.

-If you have proficiency with the tools being used and they are low quality or better, and you have either seen/used the item or have a recipe/blueprint/instructions, collectively the knowledge to make the item, for the the item then you may craft the item. You accomplish 5gp worth of work per day (10hrs) towards the cost of the item. Once the cost is reached the item is finish. Items made in the fashion are common.

-If you are proficient with the tools and have the knowledge to make the item then you may attempt to speed up the construction of the item and/or improve its quality. Take a skill test with the appropriate skill and proficiency bonus. The DC is based on the quality of the item you are attempting to make; Common/Uncommon/Rare/Very Rare/Legendary is 5/10/15/20/25. This quality is determined by the quality of the materials being used, and will determine the bonuses and magical qualities available to the item later. You can choose to attempt to make an item of one quality better than the material you are using.

For 5/10/15+ over the DC you pass by you can reduce the time required by 25%/50%/75%. If you roll a natural 20 and pass the check then you can add the modifier of your race to the item (e.g. a common Dwarven-Made Battleaxe with no bonus would take only 25% of the time to normally make and require a natural 20). The quality of the item also increases the time required to make the item, Common/Uncommon/Rare/Very Rare/Legendary is 0%/25%/50%/75%/100%.

If you so choose, you can add modifiers to the item you are crafting. Doing so increases the DC and time it takes to craft. You can add multiple modifiers, but the DC and time for each stacks. DC increase Common/Uncommon/Rare/Very Rare/Legendary is 1/2/3/4/5 and time increase is 5%/10%/15%/20%/25%.

Time modifiers are applied as such:
Base construction time at 5gp per day.
Apply time modifier for ending item quality (determined by player choice and material quality).
Apply time modifier for ability modifiers. If there are multiple add them together then apply at once (e.g. having a common and two uncommon modifiers would impose a 25% time increase).
Apply time modifier for magical affects. Multiple affects are added together as before.

If you fail the test then you loose 50% of the material and a certain amount of time based on your roll, 5/10/15+ under the DC looses you 50%/75%/100% of the time it would take to make the item. “And then you cry as you sweep up the broken shards of your hopes and dreams.” – Megan

If a racial modifier is successfully applied to an item the worth of the item is increased by 100%.

Race Modifiers
Angelic – Grace of the Good: – When an item is made by an angel or aariman.
Weapon – The weapon is imbued with the power of the angel craftsman. +1d6 damage against evil creatures/people.
Armour – The armour is imbued with the power of the angel craftsman. -1d6 damage from evil creatures/people.
Other – Discuss with the DM.
Demonic – Debauchery of the Damned: – When an item is made by a demon, devil, or teifling.
Weapon – Only an entity of evil disposition may use this weapon. +2 damage.
Armour – Only an entity of evil disposition may wear this armour. +1 AC.
Other – Discuss with the DM.
Draconic – Ferocity of the Ancient: When an item is made by a dragon, dragonborn, or half-dragon.
Weapon – The weapon become exotic requiring special training to use. The damage die is increased by 1 size.
Armour – The armour becomes exotic requiring special training to use. The AC is increased by +1 and gives a +2 to intimidation checks while worn.
Other – Discuss with the DM.
Dwarven – Stubbornness of the Dwarves: When an item is made by a dwarf or half-dwarf.
Weapon – Gains the Heavy trait, increases weight by 1lb or 10% rounded to the nearest pound whichever is greater, and increases damage by +1.
Armour – For Medium/Heavy armour. Increases weight by 10% rounded, -1 to applicable DEX modifier, and +1 AC.
Other – Discuss with the DM.
Elven – Grace of the Eldar: When an item is made by an elf or half-elf.
Weapon – Gains the finesse trait.
Armour – For all armour types. +1 to applicable DEX modifier.
Other – Discuss with the DM.
Gnomish – Glitter of the Whimsical: When an item is made by a gnome or half-gnome.
Weapon – The weapon appears unusable or frail. Advantage on the first strike against a foe with this weapon.
Armour – The armour is covered in gems, colorful stones, or easily polished to a fantastic sheen. +2 to charisma (not intimidation) checks while worn and increase the value by 25% normal. Due to the gleam of the armour, -2 to stealth checks in any lit area.
Other – Discuss with the DM.
Goblin – Elegance of the Primitive: When an item is made by any goblinoid.
Weapon – The value of this item is 25% less than normal. This weapon is incredibly difficult to break and +1 to hit.
Armour – The value of this armour is 25% less than normal. This armour is incredibly durable and causes no dexterity hindrance. -5 to all charisma checks while wearing this armour.
Other – Discuss with the DM.
Halfling – Stealth of the Unobserved: When an item is made by a halfling or half-halfling.
Weapon – Applies the light characteristic. When used on a heavy item the two cancel. Reduces weight by 10% rounded.
Armour – For all armour types. Does not give Disadvantage to stealth and -1 to AC on heavy armour.
Other – Discuss with the DM.
Human – Efficiency of the Young: When an item is made by a human or half-human.
Weapon – Reduce the weight by 15% rounded and regain 15% of the materials used in construction of the item.
Armour – Reduce the weight by 15% rounded and regain 15% of the materials used in construction of the item.
Other – Discuss with the DM.
Kobold – Power of the Hoard: When an item is made by a kobold.
Weapon – Built with the tactics of group warfare in mind, this weapon gives +3 to hit when an ally has struck the opponent this round.
Armour – Built for protection in larger numbers, this armour provides advantage on saves when the attack comes from the direction of an ally. Applies disadvantage when an enemy targets an ally through you.
Other – Discuss with the DM.
Orcish – Bluntness of the Brutish:When an item is made by an orc or half-orc.
Weapon – +1 to crit chance, 19-20 normally, but stacks with other modifiers.
Armour – Impacting the armour deals 1d6 slashing damage.
Other – Discuss with the DM.

Armour/Shield Modifiers
Common:
Tailored – +1 to dexterity saves.
Studded – +1 to AC. (No you cannot add studded to studded leather from the PHB)
Sturdy – This piece is well reinforced and less likely to break.
Uncommon:
Glazed – The piece is coated with a thick layer of glaze that protects against acid. Advantage against checks against acid damage for the item and the wearer.
Holy – This item is marked with the symbol of a deity and blessed by a priest(ess) or cleric of said deity. +5 to Charisma checks while wearing/holding this item and dealing with someone who both knows and respects this deity.
Rare:
Anchored – Requires a bonus action to activate and a full action to deactivate. Cannot move while active and advantage against being moved by other forces.
Elegant – While the piece could easily be used as intended, many find looking at it just as acceptable. +3 to Charisma checks while wearing/holding this item.
Horrifying – This piece is shaped into a particularly horrifying form, or made from a grotesque material, or both. +5 to intimidation checks while wearing/holding this item.
Tempered – Fire resistance while wearing using this item.
Very Rare:
Shaped – The armor is formed into a shape that redirects piecing attacks. This give the armor piercing damage resistance. This is incompatible with chain-linked.
Chain Linked – The armor is formed into thousands of tiny pieces that protect against slashing damage. This gives the armor slashing damage resistance. This is incompatible with shaped.
Padded – The armor has extra padding under the actual armor that takes blows off of the wearer. This gives the armor bludgeoning damage resistance.
Modifiable – Allows the armor to be more easily modified to fit different sized creatures.
Legendary:
- Legendary items automatically include the Elegant trait.

Weapon Modifiers
Common:
Defensive – +2 to AC when defending against a melee attack. -1 to damage due to bluntness of the weapon.
Serrated – Ignores 1 AC of the defender.
Sturdy – This piece is well reinforced and less likely to break.
Well-Balanced – The weapon has been exceptionally well balanced and is easier to use in combat. +1 to hit.
Uncommon:
Accurate – +1 to hit with ranged weapons only.
Armour Piercing – Ammunition only. ignores 1 AC of the defender.
Basket Hilt – Advantage against being disarmed.
Brutal – There is very little elegance to this weapon, it is designed for killing in the quickest way possible. Increase damage die by 1 type.
Glazed – The piece is coated with a thick layer of glaze that protects against acid. Advantage against checks against acid damage for the item.
Holy – This item is marked with the symbol of a deity and blessed by a priest(ess) or cleric of said deity. +5 to Charisma checks while holding this item and dealing with someone who both knows and respects this deity.
Rare:
Elegant – While the piece could easily be used as intended, many find looking at it just as acceptable. +3 to Charisma checks while holding this piece.
Horrifying – This piece is shaped into a particularly horrifying form, or made from a grotesque material, or both. +5 to intimidation checks while holding this item.
Long Range – May use dexterity bonus at long range, but the weapon becomes unusable at half of short range.
Mighty – Hand used ranged weapons only. Add strength bonus to damage.
Very Rare:
Legendary:
- Legendary items automatically include the Elegant trait.

Other Modifiers
Common:
Sturdy – This piece is well reinforced and less likely to break.
Uncommon:
Articulated – Reduces dex penalty by 1.
Glazed – The piece is coated with a thick layer of glaze that protects against acid. Advantage against checks against acid damage for the item.
Holy – This item is marked with the symbol of a deity and blessed by a priest(ess) or cleric of said deity. +5 to Charisma checks while wearing/holding this item and dealing with someone who both knows and respects this deity.
Rare:
Elegant – While the piece could easily be used as intended, many find looking at it just as acceptable. +3 to Charisma checks while wearing/holding this piece.
Horrifying – This piece is shaped into a particularly horrifying form, or made from a grotesque material, or both. +5 to intimidation checks while wearing/holding this item.
Very Rare:
Legendary:
- Legendary items automatically include the Elegant trait.

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Material modifiers may apply, discuss with the DM.

Armour/Shield Materials
Common – bone, beasts hides/leather, iron, steel, wood, bronze, plant
Uncommon -baobab/sequoia wood, humanoid hide/leather, silver, gold, meteoric iron
Rare – mithral, monstrous hide/leather,obsidian, aberrations hide/leather, crystal
Very Rare – dragon hide/leather, dragon scales, dragon bones, elemental hide/leather(?), adamantine
Legendary – terrasque hide/leather, fey/fiend/celestial hide/leather, star stone

Weapon Materials
Common – bone, iron, steel, wood, bronze, plant
Uncommon -baobab/sequoia wood, silver, gold, meteoric iron
Rare – mithral, crystal
Very Rare – dragon bone, adamantine
Legendary -star stone

Other Materials
Common – bone, beasts hides/leather, iron, steel, wood, bronze, plant
Uncommon -baobab/sequoia wood, humanoid hide/leather, silver, gold, meteoric iron
Rare – mithral, monstrous hide/leather,obsidian, aberrations hide/leather, crystal
Very Rare – dragon hide/leather, dragon scales, dragon bones, elemental hide/leather(?), adamantine
Legendary – terrasque hide/leather, fey/fiend/celestial hide/leather, star stone

For Magic Items:

Crafting a magic item requires a significant more amount of time and effort. At minimum the item will take +25%x Level of the item longer after all other modifiers have been included. So producing a Legendary star stone plate mail with a level 4 spell could take up to 400% of the normal time to produce plate mail (total of 1200 days).

When applying a magical ability to an item, the creator will need ingredients, which will be determined and/or agreed upon by/with the DM, and/or the ability to cast the spell be infused in the item. So no creating power word kill wands when you are a level 1 cleric. In addition to these rules, the normal Crafting of magic items rules from the DMG (pg. 129) apply. Discuss with your DM if there is a good reason your character should be able to stray from these requirements.

Magic Item Level Gold Cost Character Level
Level 1 100 gp level 3
Level 2 500 gp level 3
Level 3 5,000 gp level 6
Level 4 50,000 gp level 11
Level 5 500,000 gp level 17

Level 1 magic items
These items give a constant simple bonus (e.g. +1/2/3 weapons/armour). These can be applied to any items.

Examples:
A + 1/2/3 to an items AC,dmg, or to hit modifier.
A specific resistance.
A simple ability (e.g. water-breathing, commune with animal, etc.).

Level 2 magic items
These items have a limited number of uses/charges before the item is destroyed and produce similar or the same effects as the spell used to create them. These can be applied to uncommon or better quality items.

Examples:
A wand or staff of some elemental power that is destroyed when out of charges.
A sword with a limited number of charges and becomes a normal sword when those are used.
An amulet that can be triggered to provide a passive ability for certain amount of time, but ceases to have this ability when all the charges are used.

Level 3 magic items
These items have a limited number of uses/charges, but regain these uses/charges under certain conditions (e.g. regaining d6 charges at dawn).These can be applied to rare or better quality items.

Examples:
Adding an attack that is triggered by a code-word and has a limited number of uses per condition.
Adding a passive effect that lasts for a given amount of time and can be triggered a limited number of times per condition.

Level 4 magic items
These items provide a constant advanced bonus (e.g. Death, where the magic allows x2 damage dice of the standard weapon). These can be applied to very rare or better quality items.

Examples:
Multiplying the number of damage dice.
Multiplying the damage done.
Adding an additional damaging attack (a flaming sword for instance) that is always active.
Adding a constant, but passive ability (e.g. sting’s ability to glow when orcs/goblins are nearby).
An immunity to a type of damage or attack.

Level 5 magic items
These items are almost exclusively crafted by and for gods and can do almost anything (e.g. The Wand of Chaos). These can be applied to legendary items only. You must consult with the DM to determine what is appropriate here. Most likely the effect in question is simply multiples of a lower level effect.

Crafting

Adventures in Talead Skyrik Skyrik