5e - Crafting

by KibblesTasty

Search GM Binder Visit User Profile
Kibbles Guide to Crafting




Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Difficulty

Introduction

Why do you need a 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 adventuring is going to want to pursue crafting. But with a crafting system, not only can you craft what you need without finding it 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 crafters creativity.

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

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 will is made by a 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 each the process and result are quite varied.

The goal of this document is teach you how to get started, and provides 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 D&D world!

Mechanics

While each branch of the crafting system will have certain mechanics, a few things are true for all crafting - they are inherent to the nature of during stuff into other stuff.

The Process

Crafting will always follow a few basic steps: Gather materials, learn how to make what you want to make, and then make it. Each step of the process has different challenges, and can usually be solved in multiple ways.

Materials

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

Loot: 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: 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.

Purchased: 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 than 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 merchants 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.

One may notice that these three sources of materials rather closely match the three pillars of gameplay - Purchasing falling into Social interactions, Gathering falling into Exploration, and Loot falling into Combat. This means that wherever you go and whatever you do, you can take your crafting system with you.

Recipes

Materials are just stuff without a recipe. Coming in the form of techniques, blueprints, or any one of a hundred different forms of knowledge, the an essential step of making anything is know how.

A recipe alone does not inherently grant success - a recipe is just a path that the craftsman can walk, but final product will come down to their skills, materials, and a little luck. Even so, recipes are not created equal. The technique of swordcraft left behind by a grand master of the craft can contain knowledge that will inherently boost the skills of anyone following it's techniques.

Like materials, recipes can come from three sources.

Found: The world you adventure in is often vast and dotted with the legacies of those that have come before. Frequently ancient techniques and secrets can be uncovered during your adventurers, hoarded by dragons (...or maybe kobolds earlier in your adventures!).

Purchased: As with most things, money can bridge many gaps and provide many answers. Either convincing a craftsman to teach you their technique or buying a potion formula from the alchemists guild, most people in the world will understand that they stand to more to gain by selling fish than by teaching their customers how to fish, so these will won't come cheap, but can often by attained by establishing good relations... or just dropping a lot of coin.

How much do Recipes cost?

How much a recipe costs, or even if it's available, has a lot of factors behind it and is ultimately up to the DM, but in general be fairly expensive (to encourage innovation) but not outrageous compared to what they make. Roughly 10 times the cost of the materials to make the item.


Some Examples:

  • Healing Potion Recipe: 200 gold.

Invented!: While many craftsmen and craftswoman tread in the footsteps of others, those at the cutting edge are those that innovate and invent, stepping beyond what is known (to them). More difficult, a recipe is created through trial and effort, and will frequently leave many broken prototypes as proof of the effort.

To invent a recipe, you make an innovation check. This takes 1 hour, and once attempted cannot be attempted again until you complete a long rest. You can select materials to expend on the innovation check.

  • If you roll half the innovation difficult or more and did not have the correct materials, you learn the materials needed for the recipe (this does not require any materials to be expended).
  • If you roll half the innovation difficult or more of the recipe and had the correct ingredients, you learn the innovation difficulty of the recipe and materials needed for the recipe.
  • If you roll the innovation difficult with all the required ingredients spent toward the check, you learn the recipe, and this counts as the first successful crafting roll toward crafting the product of that recipe.

On failure, all materials put toward the check are lost. On success, the recipe is learned, and the materials can be rolled over toward crafting the item; the first crafting check for the item automatically succeeds on that crafting attempt.

An innovation roll is as follows:

Recipe Innovation Roll = d20 + your relevant crafting Skill + your Wisdom or Intelligence modifier (your choice).

However a player has acquired their recipes, they are encouraged to record their recipes as they would record the spells they know.

Losing Your Recipes:

Recipes are usually going to be recorded as physical documents, and consequently must be safeguarded. If a set of Recipes are lost, it will be up to the DM to determine how many they might remember by heart.

The following is my recommendation: half their recipes + the intelligence modifier are known by heart. Recipes remembered are chosen in the order of Invented Recipes > Most Crafted Recipe > Most Recently Crafted Recipe, and then ordered by which have been used the most to the least.

A Feat such as Keen Mind may negate any recipes lost.

Crafting

Materials are just stuff and Recipes are just plans. With both of them, however, you can craft anything. Crafting turns your materials into items by way of recipes. While anyone with the material and recipe could attempt to craft, skill plays an important part.

Tools

The first thing you will need is the actual tools. Most branches of crafting has a tool associated with them. While you can try to improvise without those tools, any check made with improvised tools will be made with stacking disadvantage, meaning it rolls an additional die and takes the lower of the rolled dice, even if you already had disadvantage on the roll, and may be impossible if the improvised tools are deemed insufficient by the DM. For crafting that requires a skill instead of a tool, the check is always made at stacking disadvantage without proficiency in that skill.

Proficiency

While having the tool is an important step, proficiency with the tool is very helpful. With proficiency in the tool, you add your proficiency to crafting checks. For branches of crafting the directly use a skill, proficiency with that skill allows you to add your proficiency to crafting checks. For many simple items, merely have proficiency will ensure that failure to craft the desired item is all but impossible.

Crafting Time

To attempt to craft an item, you must spend the crafting time listed for that item. You spend the crafting time, and make number of checks equal to the number of checks required to make the item; if you pass all the checks, the item is completed. If you fail a check, record your progress and stop making checks. To attempt complete the item, you must spend the crafting time of item again, but the amount of checks required is reduced by the number of previously completed checks. Note items have critical failure thresholds that, when exceeded in the total crafting process, result in the loss of the time and materials spent on crafting that item.

For example, if a recipe requires 1 hour and three checks, you would spend 1 hour and roll crafting checks until you pass three times or fail once. If you failed on the second check but did not meet the critical failure condition, you could continue by spending another hour, making checks until you pass twice (as you have already passed once) or fail again, repeating the process.

Crafting Time too Short?

You'll notice that the crafting times are represented by hours, not usually workdays or workweeks that people familiar with the XGE or DMG take on crafting might be familiar with. This is a quite intentional deviation.

Those systems primarily use time to gate getting items. This sort of crafting does not really reflect how we think of crafting, nor does it mesh with an adventure or even a story. While it may work for some games, most games do not have weeks of downtime.

This crafting system is gated on recipes, materials, and luck/skill (crafting rolls with checks that a skilled enough crafter will automatically pass). This means given infinite resources a party would be quickly decked out in magical gear, but D&D is not a game a of infinite resources. What this really does is make crafting materials and recipes as valuable items your party can find in loot or get as rewards.

Skill

Skill marks a progression beyond just tool proficiency. It can be gained, taught, or imparted in a specific process by a recipe. Your skill is added to the crafting roll, and may grant additional benefits depending on the nature of the item being crafted. Some recipes will have a minimum skill to use.

See the progression and progress session for more details, as well as the specific details for gaining skill in as specified in each branch.

The Crafting Roll

All of this boils down to the crafting roll. When you want to make progress on an item, you will make a crafting roll. A crafting roll can only be made if you have all the materials and the recipe to an item (your DM may allow you to start a complicated project with incomplete materials if appropriate).

Some projects require a single crafting roll, while more complicated projects can require many rolls.

Important Modifiers:

  • If you do not have the recipe for what you are trying to craft, the roll is made with disadvantage.
  • If you are lacking the tools or using improvised tools, the roll is made with stacking disadvantage.

The crafting roll will be specified by the branch of crafting, but follows the general formula as follows:

Crafting Roll Result = d6 + your Proficiency Bonus (if any)

+ Crafting Skill Level (if any)
Why a d6?

Most rolls in D&D are made with a d20... why use a d6 here? The answer is simple; we want some randomness, but not the degree of randomness introduced by a d20. Crafting represents time and effort, and is expression of skill by the character, leaving less of the overall picture to chance results in less overall frustration with crafting.

Success & Failure

Each time you make a crafting roll that is equal to or higher than the recipe difficulty, you complete one crafting check. Most projects require multiple crafting successes. During a crafting period, you continue to make crafting checks until you complete the item, fail a check, or choose to stop.

On a failure, you make no progress, but do not lose any ingredients and can continue the process in the future, if the failure does not reach the critical failure threshold of the crafting project.

No matter how many checks you passed or failed, the full crafting time is spent. To continue a partially completed project, the crafting time is spent to continue to make additional checks.

Flawless Success & Critical Failure

When working on a complicated project that involves multiple roles you cannot automatically succeed with your modifiers, the recipe will have a threshold for critical failure or flawless success.

Rolling a number of failures in a row equal to that threshold will result in a critical failure. All materials and progress for that project will be lost.

A Flawless Success has two criteria; a threshold which the result must be over, and that it was rolled as a natural 6 on the crafting roll. Only when both of those are true does a success count as a flawless success. A flawless success means that can complete the item without making further checks regardless of how many checks remain, and may increase the quality of the item. It also may grant a free innovation check in some cases.

A Critical Failure is just an accumulation of failures; it is not a specific number on the result, but a number of failed checks you can have before the project cannot be continued, and the time and materials a lost.

Summary

While there are a lot of steps, it is all rather straightforward. To summary and use as a reference during your crafting, here are is the simple flowchart of how to craft something:

  • Tell the DM what you would like to craft.
  • The DM will consult the crafting table to see what you need (or follow the guidelines from coming up with new items, as needed).
  • (Optional) Find or innovate a recipe for something you want to make.
  • Gather the materials required.
  • Spend the crafting time of the recipe and making crafting rolls (d20 + your proficiency + your crafting skill) until you accumulate enough successes to be done, or encounter a failure.
  • If you encounter a failure, you can spend the crafting time again to continue crafting.
  • If you encounter critical failures up to the critical failure threashold of the item, the time and materials spent so far are lost.
Things to Keep Track of

As you may track your spells known, there are some things you should track regarding your crafting ability.

  • Your tool proficiencies.
  • Your crafting skill in a branch of crafting (new).
  • The recipes you know (new).
  • Your inprogress items, and the checks made on them (pass, fail, critical failure); you can track them as '✓'(pass), '-'(fail) and 'x' (critical failure)
Progression and Progress

Each branch of crafting will have a different way to gain skill in that field, typically involving a variety of options for gaining each level of a skill. These are not intended to be something gained easily or quickly, and scale on a quite exponential scale. Achieving skill 1 or 2 is fairly easy for adventurers, while skill 3 is as high as most will ever go. 4 and 5 are possible, but would be typically represent nearly legendary skill, and should rarely be awarded.

Consider level 4 or 5 an achievement more in line with level 15 or level 20 respectively, and anything beyond that falling into epic levels of myth.

In general, an adventurer should track the metrics that will level up their crafting skill, but such a thing should rarely be the intent of their actions, but a natural result of using it for an extended period of time. Typically skill beyond 1 and 2 cannot be gained by merely making things repeatedly. Keep in mind the system is very compressed (due to using a d6) and such a +1 to the crafting roll holds large significance (and should typically not be given on magic items or otherwise lightly distributed).

Crafting Branches

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.

Any adventurer that comes back from a bit of down time with a brace of freshly brewed potions will quickly become their peers favorite friend... assuming their potions actually work.

Alchemy tends to craft more quickly than many branches of crafting, but also fails easily, putting your materials at high risk when attempting difficult formula.

Materials: Ingredients

The materials of alchemy are ingredients, these come primarily in the form of rare plants and herbs, from magical to mundane, but can include reagents, minerals, and even monster parts.

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

A potion may require "3 uncommon curative ingredients", in which case any three ingredients can be used so long as the are uncommon and curative.

Interchangeable Materials

Note that with the exception of exotic ingrediants, all curative, reactive, and poisonous ingredients are interchangeable. This is intentional to drastically simplify the crafting process and tracking there of. Individual names are included only to deep the immersion of the finding and buying ingredients, and can be treated as interchangeable by their label if preferred.

Harvesting Materials

People like to hear what's in their healing potions about as much as the like to hear what's in the sausage, and sometimes that's for good reason.

The principle of potion making it draw the latent magical properties out of materials and distil them into a potent concotion (which is why the materials tend to be rather interchangable to an experienced alchemist), but the raw source can vary quite a lot.

There are two primary methods of acquisition of your magical components out in the wild: harvesting herbs, plants, and substances from the wilderness with an Herbalism kit, or harvasting magical monster parts from, well, monsters, using a medicine check.

Foraging Materials

Many of the magical ingredients to alchemy can simply be found grothing 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 with disadvantage. If you dedicate 8 hours to gathering without traveling, you can make two checks (without disadvantage).

If you have a Herbalism Kit and proficiency with it, you can add your proficiency modifier to the roll.

Roll Gathered Ingredients
1-5 1 common
5-10 2 common
10-15 1 common, 1 uncommon
15-20 2 uncommon
20-25 1 uncommon, 1 rare
25+ 1 rare, 1 very rare

If more than one ingredient is available for the terrain type you are traveling, roll a d4 for each ingredient found. Each 1 is a curative ingredient found, each 2 is a reactive ingredients found, each 3 is a poisonous ingredient found, and each 4 is an exotic ingredients found.

Variant: Locale Based Gathering

On the material lists, each locale has specifically named ingredients. Rather than randomly roll for the type, the DM can opt to use the ingredients from that table.

Monster Harvesting

Another somewhat more gruesome source of the essential catalysts needed for magical ingredients can be harvest from magical monsters. Typically a magical monster will be from the categories dragon, monstrosity, elemental, or plant. Aberrations are too twisted, while beasts are too mundane.

For harvesting ingredients from monsters, the monster most be freshly slain (within the last 8 hours) to make a check. Depending on how the monster was slain, the check may be made with disadvantage or even be impossible at the DMs discrection (for example a CR 1 creature slain by a fireball may be too charred for any useful remains to be salved).

At your DMs descrection, other types of creatures may be harvested. It never hurts to ask!

In order to harvest, you make a harvesting check (one per qualifying monster corpse), make a Wisdom (Medicine) check. If you meet the DC needed to harvest from that creature, you gain the ingredients listed in the Gathered Ingredient column.

Monster CR Check DC Gathered Ingredients
1/2 18 1 common
1 19 1 common
2-4 20 2 common
5-8 22 1 uncommon
9-12 24 1 rare
13-16 26 2 rare
16-20 26 1 very rare
20+ 28 1 legendary
Gathering Seems Hard...

It is, and that is absolutely intentional. While healing potions may grow on trees, the process of converting time to healing potions has to be considerably slower than the process of converting gold or looted materials into potions, as it's, well, free! Think of it as less the way to get materials and more a free opportunity to supplement your supplies in some cases.

Recipe: Formula

The recipes of Alchemy are known as formula, and are typically in written form, collected in a book by the Alchemist.

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.

Poison Crafting

Another more sinister occupation shares space under the broader umbrella of Alchemy... poisons. When crafting poisons, you can a Poisoner's Kit instead of an Alchemist's Supplies, both for being able to craft, and for determining if you can add your proficiency (if you are proficient with a Poisoner's Kit).

Poisons come in four types; Contact, Ingested, Inhaled, and Injury. Further details on the poison types can be found in the DMG on page 257. Some poisons can be found ready to use from the component part (such as Wyvern poison); these are found under ingredients marked with a tag "Special (Injury)" for some poisonous ingredients.

Increasing Alchemy Skill

Your Alchemy skill cannot be higher than the higher of your Intelligence or Wisdom modifier. You can gain Alchemy skill the following ways.

You can get Alchemy Skill 1 by...

  • Completing 20 potions, or..
  • being taught for one week by someone with Alchemy skill 3 or higher.

You can get Alchemy Skill 2 by...

  • Completing 50 rare or rarer potions after achieving Alchemy Skill 1, or...
  • Inventing 10 potion recipes.

You can get Alchemy skill 3 by...

  • Inventing 10 rare or rarer potion recipes, or...
  • Completing 10 legendary potions, or...
  • Inventing a legendary potion recipe.

Other methods may exist at your DMs discretion. Getting Alchemy skill of 4 or higher would make you a peerless Alchemist, and can only be accomplished at the DMs discretion.

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 difficult 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 (including the critical failure condition) 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.

Putting it Together: Alchemy

Let's walk through an example. Caius the level 5 Wizard has seen a few too many allies die horribly, and wants to try his hand at making a healing potion. What does he do?

Fortunately he has proficiency in Alchemy Tools, but he has no recipe or materials. He can pretty sure that he needs some curative ingredients and a glass vial. He goes to the forest and spends a day gathering. Spending the whole day, he can make two gathering checks. He rolls a 5 and 14, resulting in three uncommon ingredients. Rolling for type, he gets a 1, 1, 3, resulting in 2 curative ingredients and 1 poisonous ingredient. Good enough!

He will now try to invent a healing potion recipe putting up his two curative ingredients... daring! He makes an innovation roll! He rolls a d20 and gets a 10, and adds his intelligence for a 15. Not good enough, unfortunately... turns out that's pretty hard! He's failed, but as he rolled more than half the DC, he learns he'd need to get a 18 or higher on his check to learn the recipe!

That seems hard! He goes an alchemist, and does some sweet talking. He's not very good at it, so buys everything at market price. 15 gold per curative ingredient, and 500 gold for the recipe. It seemed like a good idea at the time.

Now it's time to get down business. He makes spends an hour to make a crafting check! Spending 2 curative ingredients and a empty glass vial... He has rolls a d6, and gets a 3. He has proficiency in Alchemy Tools, and a +3 proficiency. He would add his skill here too... but he doesn't have any yet, unfortunately! That means he has a crafting roll of 6.

Checking the recipe... the difficult is 5 or more, with only one check! He's done it! He's crafted a healing potion, and it only cost him... well, about 561 gold. But now he can go into his future adventures armed with this knowledge and craft many more healing potions!

A few weeks later, he's amertizing his expenses by crafting some more healing potions and has acquired an Alchemy Skill of 1 and look at that, he's rolled a 6 on crafting roll! With his +3 from proficiency in alchemy tools and +1 from his alchemy skill, that's a critical success! Not only does he get a greater healing potion he can make a free innovation check to learn greater healing potion recipe.

He rolls his d20 and gets... 20! Adding his +5 Intelligence, that's a 25! Despite his lack of skill, he's made a breakthrough, and learns the recipe, just like that!

Looks like making those is a bit harder though... does he want to risk his curative ingredients when one critical failure means losing them? Maybe he'll wait till he has the skills to make success a bit more likely!

Alchemy Crafting Table
Name Ingredients Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Difficulty
Alchemical Acid 1 common reactive
1 common poisonous
1 hour 1 checks 4+ 1 Failure 10+ 20
Alchemical Fire 2 common reactive 1 hour 1 checks 4+ 1 Failure 10+ 20
Greater Healing Potion 2 common curative
1 uncommon curative
1 hour 2 checks 5+ 1 Failure 10+ 22
Healing Potion 2 common curative 1 hour 1 checks 4+ 1 Failure 10+ 22
Oil of Sharpness 2 uncommon reactive
2 rare poisonous
1 hour 4 checks 7+ 1 Failure 10+ 26
Potion of Animal Friendship 1 common reactive
1 common poisonous
1 uncommon curative
1 hour 2 checks 5+ 1 Failure 10+ 23
Potion of Clairvoyance 1 uncommon reactive
1 uncommon poisonous
1 rare curative
1 rare reactive
1 hour 3 checks 6+ 1 Failure 10+ 25
Potion of Climbing 1 common reactive
1 common poisonous
1 uncommon reactive
1 hour 2 checks 5+ 1 Failure 10+ 22
Potion of Diminution 1 uncommon curative
1 uncommon poisonous
1 rare curative
1 rare poisonous
1 hour 3 checks 6+ 1 Failure 10+ 25
Potion of Flying 2 uncommon reactive
2 rare curative
2 very rare reactive
2 hours 3 checks 8+ 1 Failure 10+ 25
Potion of Firebreath 3 common reactive 1 hour 2 checks 5+ 1 Failure 10+ 23
Potion of Gaseous Form 1 uncommon curative
1 uncommon reactive
1 rare curative
1 rare reactive
1 hour 3 checks 7+ 1 Failure 10+ 23
Potion of Growth 1 uncommon curative
1 uncommon reactive
1 rare curative
1 rare reactive
1 hour 3 checks 6+ 1 Failure 10+ 23
Alchemy Crafting Table
Name Ingredients Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Difficulty
Potion of Heroism 1 uncommon curative
1 uncommon reactive
1 rare curative
1 rare reactive
1 hour 3 checks 6+ 1 Failure 10+ 24
Potion of Invisibility 2 uncommon reactive
2 rare curative
1 very rare reactive
1 very rare curative
2 hours 3 checks 8+ 1 Failure 10+ 25
Potion of Mind Reading 1 uncommon poisonous
1 uncommon reactive
1 rare poisonous
1 rare reactive
2 hours 3 checks 6+ 1 Failure 10+ 24
Potion of Poison 2 common poisonous
2 uncommon poisonous
1 hour 2 checks 5+ 1 Failure 10+ 22
Potion of Speed 2 uncommon reactive
2 rare reactive
1 very rare reactive
1 very rare curative
2 hour 4 checks 8+ 1 Failure 10+ 25
Potion of Water Breathing 2 common reactive
1 common curative
1 uncommon poisonous
1 uncommon reactive
2 hour 2 checks 6+ 1 Failure 10+ 22
Superior Healing Potion 1 uncommon curative
2 rare curative
2 hour 3 checks 7+ 1 Failure 10+ 24
Supreme Healing Potion 2 uncommon curative
2 rare curative
2 very rare curative
2 hours 4 checks 8+ 1 Failure 10+ 26
Common Magical Ink 1 common alchemical ingredient 1 hour 1 check 3+ 1 Failure 6+ 14
Uncommon Magical Ink 1 uncommon alchemical ingredient 1 hour 2 checks 4+ 1 Failure 8+ 15
Rare Magical Ink 1 rare alchemical ingredient 1 hour 2 checks 5+ 1 Failure 10+ 16
Very Rare Magical Ink 1 very rare alchemical ingredient 1 hour 2 checks 6+ 1 Failure 12+ 16
Legendary Magical Ink 1 legendary alchemical ingredient 1 hour 2 checks 6+ 1 Failure 12+ 16

Alchemical Formula

Alchemical Acid

Concoction, common


This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's acid as an Improvised Weapon. On a hit, the target takes 2d4 acid damage.

On critical success: Creates a flask two flasks of alchemical acid.

Alchemical Fire

Concoction, common


This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an Improvised Weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

On critical success: Creates a flask two flasks of alchemical fire.

Greater Healing Potion

Potion, uncommon


You regain 4d4 + 4 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

On critical success: Creates a superior healing potion instead. If you do not know the recipe for superior healing potion you may make one free immediate innovation check to learn it.

Healing Potion

Potion, common


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

On critical success: Creates a greater healing potion instead. If you do not know the recipe for greater healing potion you may make one free immediate innovation check to learn it.

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.

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 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.

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.

Superior Healing Potion

Potion, rare


You regain 8d4 + 8 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

On critical success: Creates a supreme healing potion instead. If you do not know the recipe for supreme healing potion you may make one free immediate innovation check to learn it.

Supreme Healing Potion

Potion, very rare


You regain 10d4 + 20 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

On critical success: Creates a pancea instead. If you do not know the recipe for pancea you may make one free immediate innovation check to learn it.

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.

Poison Crafting Table
Name Ingredients Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Difficulty
Simple Injury Poison 2 common poisonous 1 hour 2 checks 4+ 1 Failure 10+ 20
Simple Inhaled Poison 2 common poisonous
1 common reactive
1 hour 2 checks 5+ 1 Failure 10+ 22
Simple Contact Poison 2 common poisonous 1 hour 2 checks 4+ 1 Failure 10+ 20
Simple Ingested Poison 2 common poisonous 1 hour 2 checks 4+ 1 Failure 10+ 20
Potent Injury Poison 2 uncommon poisonous 1 hour 2 checks 5+ 1 Failure 12+ 24
Potent Inhaled Poison 2 uncommon poisonous
1 uncommon reactive
1 hour 2 checks 6+ 1 Failure 12+ 24
Potent Contact Poison 2 uncommon poisonous 1 hour 2 checks 5+ 1 Failure 12+ 24
Potent Ingested Poison 2 uncommon poisonous 1 hour 2 checks 5+ 1 Failure 12+ 24
Drow Poison 3 rare poisonous 1 hour 2 checks 6+ 1 Failure 12+ 26
Drow Poison (Injury)

Poison, rare


A creature subjected to this poison must make a Constitution saving throw with a DC equal to 8 + the crafting profiency used + Alchemy Skill. 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 o if another creature takes an action to shake it awake.

Purple Worm Poison (Injury)

Poison, very rare, harvested


A creature subjected to this poison must make a Constitution saving throw with a DC equal to 19, taking 12d6 poison damage on a failed save, or half as much damage on a successful save.

Simple Injury Poison (Injury)

Poison, common


A creature subjected to this poison must make a Constitution saving throw with a DC equal to 8 + the crafting Proficiency used + Alchemy Skill. On failure, they take 1d6 Poison damage.

On critical success: Creates a Potent Injury Poison.

Simple Inhaled Poison (Inhaled)

Poison, common


A creature subjected to this poison must make a Constitution saving throw a DC equal to 8 + the crafting Proficiency used + Alchemy Skill. On failure, they take 1d4 Poison damage.

On critical success: Creates a Potent Inhaled Poison.

Simple Contact Poison (Contact)

Poison, common


A creature subjected to this poison must make a Constitution saving throw a DC equal to 8 + the crafting Proficiency used + Alchemy Skill. On failure, they take 1d4 Poison damage.

On critical success: Creates a Potent Contact Poison.

Simple Ingested Poison (Ingested)

Poison, common


A creature subjected to this poison must make a Constitution saving throw a DC equal to 8 + the crafting Proficiency used + Alchemy Skill. On failure, they take 1d6 Poison damage and suffer the poisoned condition for 1 hour.

Potent Injury Poison (Injury)

Poison, uncommon


A creature subjected to this poison must make a Constution saving throw with a DC equal to 8 + the crafting Proficiency used + Alchemy Skill. 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.

This poison can be applied to a weapon that deals piercing or slashing damage, or applied to up to 10 pieces of ammunition, and lasts 8 hours once applied.

Potent Inhaled Poison (Inhaled)

Poison, uncommon


A creature subjected to this poison must make a Constitution saving throw a DC equal to 8 + the crafting Proficiency used + Alchemy Skill. 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.

Potent Contact Poison (Contact)

Poison, uncommon


A creature subjected to this poison must make a Constitution saving throw a DC equal to 8 + the crafting Proficiency used + Alchemy Skill. 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.

Potent Ingested Poison (Ingested)

Poison, uncommon


A creature subjected to this poison must make a Constitution saving throw a DC equal to 8 + the crafting Proficiency used + Alchemy Skill. On failure, they take 3d6 Poison damage and suffer the poisoned condition for 1 hour.

Alchemical Ingrediants (Foraging)
Forest Locale
Name Rarity Description Properties Purchase Price
Elfmarks Common Small twisting vines. Curative 10 gold
Fairy Steps Common Tiny white flowers. Curative 10 gold
King's Salvation Common A golden brown root. Curative 10 gold
King's Damnation Common A reddish brown root. Poisonous 10 gold
Catfern Common Green cattail fern. Exotic 10 gold
Silverscale Uncommon Silvery tree bark. Curative 40 gold
Sweetpetal Uncommon Rose-like flower petals Poisonous 40 gold
Dyradtears Rare Small blue flowers Curative 400 gold
Divine Laurel Very Rare Golden leaves. Curative 4,000 gold
Mountains/Caves Locale
Name Rarity Description Properties Purchase Price
Goldbane Common Clumpy yellow powder. Reactive 10 gold
Rare Earth Powders Common Dirt with traces of rare vitamins. Curative 10 gold
Dragongrass Uncommon Red leafy grass. Reactive, Exotic 40 gold
Minebane Uncommon Long black roots that give off smoke. Reactive 40 gold
Crystal Spider Webbing Uncommon Crystaline Webs Poisonous 40 gold
Plains Locale
Name Rarity Description Properties Purchase Price
Lightning Roots Common Still living roots from a tree hit by lightning Reactive 10 gold.
Hoof Thistle Common Small snaring weeds with an unpleasant thistle Curative 10 gold.
Swamps Locale
Name Rarity Description Properties Purchase Price
Drooping Death Common Drooping dead looking ferns. Curative 10 gold
Coastal Locale
Name Rarity Description Properties Purchase Price
Merweed Common Always damp blue leaves. Curative 10 gold
Rotweed Common Seaweed like weeds that give off an unpleasant smell. Poisonous 10 gold.
Oyster Flowers Uncommon Oyster shaped white and blue flowers with an odd smell. Curative 40 gold.
Exotic Locale
Name Rarity Description Properties Gathering Locale Purchase Price
Elemental Earth Rare Loose soil Poisonous Plane of Earth 400 gold
Elemental Fire Rare Ever burning fire Reactive Plane of Fire 400 gold
Elemental Water Rare Water Curative Plane of Water 400 gold
Apple of Arborea Legendary An golden apple. Curative, Exotic Arborea 20,000 gold
Lolth's Laugh Legendary Dark purple flowers. Poisonous Underdark 20,000 gold
Alchemical Ingrediants (Monster Harvesting - Monstrosity)
Monster Rarity Organ Description Properties Purchase Price
Ankheg Common Intact Acid Gland Squishy brown organ prone to leaking green stuff Poisonous, Reactive 10 gp
Basilisk Uncommon Pure Veined Eye Beedy and hard, almost rocklike in texture. Exotic 40 gp
Behir Rare Pristine Scale Humming with static charge, grinding it can be a hazardous process. Reactive 400 gp.
Bulette Uncommon Pure Liver Fat A giggling geletin like substance with a grey hue. Curative 40 gp
Chimera Uncommon Ram Horn Marrow Scrapped from the inside of the rams horn. Curative 40 gp
Cockatrice Common Tongue A hideous worm-like thing that is very tough Exotic 10 gp
Darkmantle Common Pigment Sac A small gland that changes color to whatever surface it is on. Special 10 gp.
Death Dog Common Unbroken fang Jagged foul smelling fangs. Poisonous 10 gp
Ettercap Common Webbing Mass A sticky white substance that must be carefully handled. Special 10 gp
Gorgon Uncommon Metalized Heart A heart that has started to turn metallic with iron shot through it Curative 40 gp
Grick Common Pristine beak Incredibly hard surface; shiny when polished. Poisonous 10 gp.
Harpy Common Harpy Claws Sort of like very large chicken feet. Poisonous 10 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 20,000 gp.
Manicore 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 10 gp.
Purple Worm Poison Very Rare Fang Venum Poison extracted from a Purple Worm's maw Poisonous, Exotic 2,000 gp
Wyvern Rare Stinger Poison Poison extracted from the wyvern's tail Poisonous, Exotic 1200 gp

Custom Potions

Ingredient Effects

Each ingrediant has an effect on it's own. If used as part of a recipe, these effects are ignored, but these effects determine what an ingredient does when being added to a Custom Potion.

For Curative, Reactive, and Poisonous effects, these are standard effects. For exotic effects, each ingredient has it's own effect. Almost anything can be an exotic ingredient at the discretion of your DM, though many things will may not have much effect, or the effect you hoped for.

Basic Effects

Curative: When brewed into a potion, a Curative ingredient restores 1d4 hit points per rarity to someone that consumes the potion. This means that a common curative restores 1d4 hit points, and a legendary curative restores 5d4 hit points.

Reactive: When brewed into a potion, a Reactive ingredient will cause the potion to deal 1d4 fire damage anything within 5 feet of the potion vial breaking that fails a Dexterity saving throw of a DC equal to 8 + the alchemist's tools proficiency + alchemy skill.

When mixed with a Poisonous ingredient, the damage becomes acid damage.

Poisonous: When brewed into a potion, a Poisonous ingredient will cause the potion to deal 1d4 poisonous damage to someone that consumes the potion.

When mixed with a Reactive ingredient, the damage becomes acid damage.

Appendix A: Special Modifiers

Special (Ice) A special property of reactive; when added to a potion or concoction, the resulting product deals cold damage in place of fire damage.


Appendix B: Exotic Effects

Apple of Arborea

Difficulty +5

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.

Basilisk Eye

Difficulty +3

Grinding this an adding this to a potion makes an creature that suffers a negative effect from the potion to be under the effect of slow until the start of their next turn.


Catfern

Difficulty +1

When brewed into a potion, that potion grants darkvision (60 feet) for 1 hour.

Dragongrass

Difficulty +2

Chewing this grass has the effect of casting dragon's breath cast upon the person chewing it. It does not require concentration, but it's taste is bad enough it requires a DC 10 Constitution save to continue chewing it at the start of each of your turns if you can taste. Brewing it removes the Constitution saving throw.

Mimic Heart

Difficulty +3

This can be used to make a potion that has the effect of alter self for 1 hour when consumed.

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 dependant on knowing your material, as the templates you work from tend to be common across many of them.

Materials: Ingots & Components

The materials of Blacksmith are typically ingots, blocks of metal of different types that can be forged into many things; in addition to ingots, there are components, such as hafts for polearms and axes, padding for armor, and exotic (usually magical) components that may imbue the crafted item with special properties.

Gathering Materials

Ingots can be found unprocessed, purchased from merchants, or processed from ore. Typically the refinement process of ore falls out of the scope of most adventurers, but with the property facility can be accomplished. You can process 10 pounds of ore into single 1 lb. ingot in a process taking 8 hours.

Recipe: Templates & Techniques

The recipes of Blacksmithing come in two flavors: templates for the designs of the items the want to craft (for example, a longsword) and techniques for the type of metal they are working with (for example, iron), and are typically in written form, collected in a book by the Blacksmith.


Templates

A template covers a type of weapon or armor; for example, a longsword. Once you know the template for something, you know the template for it regardless of what you make it from or what other properties you might add. Without the template for a type of object, and crafting roll made to make it is made with disadvantage.

Templates can be innovated or taught, and you automatically learn a template once you've crafted something using it three times.


Techniques

Techniques are a bit more complicated, and fall into two cateogories. Techniques for working with metal, which, once known, apply to all instances of working with the metal regardless of what you are working on. All base materials two difficulties associated with them: the base difficulty that is applied if you know the technique, and a higher penalty difficult applied if you don't know the technique. This difficult is added to the default difficult (DC) of the crafting roll of a template.

There are additional optional techniques that can be applied to add modifiers to a weapon that it would not normally have. These are optional and increase the difficult of the craft, but make it a special item with unique nonstandard properties. These techniques cannot be applied without knowing them. They must be taught, learned, or innovated before they can be used, and even once known add difficulty to the craft (there is no penalty modifier for these, because they cannot be used without having the technique known)

Forges

Blacksmithing tends to require a proper forge to get any work done, and this falls outside of the realm of even having to lug blacksmith

Flawless Success

Unlike some crafting disciplines (like Alchemy), Flawless Success in Blacksmithing merely means that further checks are not required, and the crafting succeeds. It does not add any special modifiers, but due to the many-check nature of blacksmithing, it can save you some trouble.

Custom Weapons

Part of the point of being a blacksmith is break free of the shackles of conformity and be able to create whatever you want. This still has to contend with balance of the game, but fortunately weapons in D&D have a template which can be used to create new weapons while still falling into the guidelines of what a D&D weapon should be. Consult the Weapon Building Guide in Appendix B to create new weapons.

Material Cost

When crafting something created from the Guide:

  • Base material is 1 ingot.
  • Add +2 ingot if it is two handed.
  • Add +3 ingots if it is heavy.
  • Add a short haft if is a hafted weapon, or a long haft if it has the reach property.
Difficulty:

When crafting something created from the Guide:

  • Base difficult is 4.
  • Add +1 for it being a custom weapon.
  • Add +1 if it is martial.

It's innovation difficulty is 25 for the Template.

Time & Checks
  • Base crafting time is 2 hours & 2 checks.
  • Add 1 hour for martial.
  • Add 1 hour for two-handed.
  • Number of checks equals number of hours of crafting time.
Increasing Blacksmithing Skill

Your Blacksmithing skill cannot be higher than 1 + (Strength + [Intelligence or Wisdom(which is higher)]) modifier divided by two (rounded down). You can gain Blacksmithing skill the following ways.

You can get Blacksmithing Skill 1 by...

  • Learning 10 templates, or..
  • Learning a rare metallurgy technique...
  • Getting 5 critical success crafting rolls...
  • being taught for one week by someone with Blacksmithing skill 3 or higher.

You can get Blacksmithing Skill 2 by...

  • Learning 35 templates, or...
  • Innovating 2 new special techniques...
  • Getting 20 critical success crafting rolls...

You can get Blacksmithing skill 3 by...

  • Completing an item using 2 or more legendary materials, or...
  • Innovating a new alloy of legendary metals.

Other methods may exist at your DMs discretion. Getting Blacksmithing skill of 4 or higher would make you a peerless Blacksmithing, and can only be accomplished at the DMs discretion.

Putting it Together: Blacksminthg

Let's walk through an example. Arkus the Fighter last saw his favorite sword two-thirds of the way into a manticore, and needs a new one.

He could buy one off the shelf, but he is pretty fussy about the style and shape, and wants his family name on the sword, and the local blacksmiths are charging extra for that, because it's pretty long. He doesn't know much about Blacksmithing, but his friend, Marlyn the Barbarian does.

He's pretty sure he needs some iron ingots, so picks up three 5-lb. ingots, somehow now realizing there is no way a Sword would require that many by the weight alone, spending 5 gold each, he's for 15 gold now.

Marlyn isn't much of a sword gal herself, she's more of an axe gal, but she agrees to make a sword - it's just an inferior axe after all, how hard can it be? She's made weapons before, so is pretty sure that a scrawny sword wielder isn't swinging around three ingots of iron, and correctly deduces she'd only need one, even without having the template for swords.

Fortunately, she does know the technique for iron, so there's no penalty for working with it, just disadvantage from not knowing which side of the sword is supposed to be sharp (both of them, as it turns out). But she has proficiency in smiths tools', and can add +3 to her roll... a swords difficult as it turns out is just 5, meaning that as long as she doesn't roll a 1 or 2 during the crafting process, she's set.

A sword has a crafting time of 4 hours with 4 rolls; she starts! 3 and 4 with disadvantage for 5 result. Not a great start, but she passes! 4 and 6 on the next roll, for a 7 result; with disadvantage that's no critical success, but still a pass. On the third roll gets a 1 and 5! That's a failure! Fortunately, this isn't some fussy thing like alchemy. It can still be salvaged, it just takes time.

Since she had 2 success and 1 failure, she spent 4 hours, and record two successes against completion, and one failure toward critical failure where her time and effort would be lost!

Starting once more immediately she quickly knocks out the last two success needed by avoiding rolling a 1 or 2. A point of crafting skill would have gone a long way to making that easier! Still, Arkus has his sword and is happily on his way, thinking it is the best sword ever... until he sees a shiny pile of admantite ore during his next adventure.

This time Marlyn in trouble... she has no idea the technique to work with that stuff! It's weird black metal that's super hard! That's a +6 to the difficulty, making a simple longsword have a difficult of 10! Even without disadvantage, she runs a 50% chance of losing the material trying to work with it.

She resolves to learn the template for longswords and get het first crafting skill level before trying that!

Blacksmithing Crafting Table
Simple Weapons
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Difficulty
Dagger 1 ingot 2 hours 2 checks 4+ 2 Failures 10+ N/A
Handaxe 1 ingots
1 short haft
2 hours 2 checks 4+ 2 Failure 10+ N/A
Javelin 1 ingots
1 short haft
2 hours 2 checks 4+ 2 Failure 10+ N/A
Light Hammer 1 ingots
1 short haft
2 hours 2 checks 4+ 2 Failure 10+ N/A
Mace 2 ingot
1 short haft
2 hours 2 checks 4+ 2 Failure 10+ N/A
Sickle 2 ingot
1 short haft
2 hours 2 checks 4+ 2 Failure 10+ N/A
Spear 1 ingot
1 long haft
2 hours 2 checks 4+ 2 Failure 10+ N/A
Martial Weapons
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Difficulty
Battleaxe 4 ingot
1 short haft
3 hours 3 checks 5+ 2 Failures 10+ N/A
Flail 3 ingots
1 short haft
1 short chain
4 hours 4 checks 6+ 2 Failures 10+ N/A
Glaive 4 ingot
1 long haft
4 hours 4 checks 6+ 2 Failures 10+ N/A
Greataxe 6 ingots
1 short haft
3 hours 3 checks 5+ 2 Failures 10+ N/A
Greatsword 6 ingots 4 hours 4 checks 6+ 3 Failures 10+ N/A
Halberd 4 ingot
1 long haft
4 hours 4 checks 6+ 2 Failures 10+ N/A
Longsword 4 ingot 3 hours 3 checks 6+ 2 Failures 10+ N/A
Maul 6 ingots
1 short haft
3 hours 3 checks 5+ 2 Failures 10+ N/A
Morning Star 3 ingots
1 short haft
4 hours 4 checks 6+ 2 Failures 10+ N/A
Pike 3 ingot
1 long haft
4 hours 4 checks 6+ 2 Failures 10+ N/A
Rapier 2 ingot 3 hours 3 checks 7+ 2 Failures 10+ N/A
Scimitar 2 ingot 2 hours 2 checks 6+ 2 Failures 10+ N/A
Shortsword 2 ingot 2 hours 2 checks 6+ 2 Failures 10+ N/A
War Pick 4 ingot
1 short haft
3 hours 3 checks 5+ 2 Failures 10+ N/A
War Hammer 4 ingot
1 short haft
3 hours 3 checks 5+ 2 Failures 10+ N/A
Blacksmithing Crafting Table
Medium Armor
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Chain Shirt 10 ingots 5 hours 5 checks 5+ 3 Failures 11+ N/A
Scale Mail 20 ingots 4 hours 4 checks 4+ 4 Failures 10+ N/A
Breastplate 10 ingots 6 hours 6 checks 7+ 3 Failures 12+ N/A
Half-plate 20 ingots 6 hours 6 checks 8+ 4 Failures 14+ N/A
Heavy Armor
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Ring mail 10 ingots 4 hours 4 checks 4+ 3 Failures 11+ N/A
Chain mail 20 ingots 4 hours 4 checks 4+ 4 Failures 10+ N/A
Splint 20 ingots 6 hours 6 checks 7+ 3 Failures 12+ N/A
Plate 30 ingots 8 hours 8 checks 8+ 4 Failures 14+ N/A
Common Goods
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
4 Horseshoes 2 ingots 4 hours 2 checks 5+ 3 Failures 11+ 21
10 Nails 1 ingot 1 hour 1 check 3+ 2 Failures 8+ 18
Exotic Goods
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Wondrous Figurine 1 ingot 8 hours 8 checks 7+ 2 Failures 14+ 24

Metalworking Techniques

While typically taught or discovered, a blacksmith may try to discover the technique to work with a metal themselves. The innovation difficult of a Metal Working technique is 20 + the Crafting Penalty, and requires 3 ingots of that ore to attempt an Innovation Check for.

Adamantine

uncommon material

An alloy of Adamant with all the hardness and none of the brittleness used to forge extremely hard armor and weapons.

  • Armor forged with Adamantine makes you immune to critical strikes.
  • The damage die of an Adamantine weapon is increased be +d2
  • A weapon forged from Adamantine gains the "Special: Critical Strikes with this weapon destroy nonmagical weapons, shields or armor the defending creature that are not forged from Adamantine (only one item is destroyed per critical strike)".

Crafting Base Difficulty: +4

Crafting Pentalty: +8

Cold Iron

common material

Superior in durability to Iron, and also known as Meteoric Iron. Can be used to forged slightly inferior (but easier to make) armor and weapons. Attempting to make armor from pure iron lowers it's AC by 1. Attempting to make weapons out of this substance grants them the Fragile property.

Crafting Base Difficulty: 0

Crafting Penalty: +1

Iron

commong material

Cheaper and easier to work with than steel, though lacking it's superior durability. Often used as a basis for common and exotic goods due to being cheaper and easier to work with. Cannot be used to forge useful armor or weapons due to being too soft.

Crafting Base Difficulty: 0

Crafting Penalty: +1

Mithral

uncommon material

Mithral is a strong lightweight metal that can be used to craft armor and weapons of superior quality.

  • A weapon with the Heavy property crafted with Mithral loses the heavy property.
  • A weapon without the Heavy property crafted with Mithral gains the Light property.
  • Armor with Disadvantage to Stealth crafted from Mithral no longer requires disadvantage to stealth.
  • Heavy Armor without Disadvantage to Stealth only requires proficiency in Medium armor to wear without penalty. Medium armor without Disadvantage to Stealth only requires proficiency in Light armor to wear without Proficiency.

Crafting Base Difficulty: +3

Crafting Penalty: +6

Steel

common material

The ability to forge weapons and armor out of steel, creating weapons and armor as presented in the PHB. Forging a weapon or armor from steel provides no additional bonus, no additional penalty, and adds no difficulty as long as you know how to work with the armor - it provides the standard version an item.

Crafting Base Difficulty: +0

Crafting Penalty: +2

Special Techniques

While special techniques can typically only be taught by someone that knows them or found recorded, a DM may let you attempt to innovate one, in which case the innovation difficult of a Special technique is 20 + (2 * the Crafting Difficult Modifier), and the materials for 2 weapons that could have the property.

Aerodynamic

You forge the weapon in a way to promote predictable flight with proper weighting for a good throw and impact. 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.

Crafting Difficulty Modifier: +2

Masterwork

You forge a weapon as the perfection of your craft. The weapon crafted can add +1 to attack rolls made with it. If this technique is used on a weapon forged from an uncommon material, it adds +1 to damage rolls as well.

Crafting Time Modifier: Doubled.

Crafting Difficulty Modifier: +4

Weighted

Prerequisite: Iron Metalworking

You can weight a weapon, increasing it's weight. If a weapon does not have the Light property, it gains the Heavy property. If a weapon has the Light property, it loses the Light property instead.

Crafting Difficulty Modifier: +2

Appendix A: Metal Descriptions

Adamant

This is the pure metal form of the hard, jet-black ferromagnetic ore known as adamantite, from which the famous alloy adamantine is made. Adamant is rarely found in nature, but when it is, it is always be in large spherical pockets in hardened volcanic flows.

Adamant is a gleaming, glossy black. Any reflections seen in it acquire rainbow edges, and this peculiar optical property is the sure-fire way to identify this surprisingly light, valuable metal.

Adamantine

This alloy, of five-eighths adamant to two-eighths silver and one-eighth electrum (itself a natural alloy of silver and gold) retains the hardness of adamant, but combines it with a rugged durability that makes adamantine so hard to shatter that it is the favored substance for the making of war hammer heads, the best nonmithral armor, and harbor chains.

Adamantine is black, but has a clear green sheen in candlelighta sheen that sharpens to purple-white under the light given off by most magical radiances and by will-o’-wisps

Brass

A common well known alloy of copper and zink, it's a yellow-ish metal somewhat resembling gold, having a bright, shiny, appearance.

Copper

This well-known pure metal, with its distinctive pinkish sheen, is the best widely available purifier and amalgamator among metals. It is soft and easily worked, and widely known.

Electrum

A natural alloy of silver and gold.

Gold

This well-known pure metal is the softest of workable metallic substances, and one of the best conductors among them. Despite its high value, it is relatively common and is favored for use in ornamentation in the making of magical items.

Lead

A heavy but soft natural metal. It has a dark grey appearance with low luster. While heavy and too soft for armor or weapons, it does have useful properties due to being largely impenetrable to magical effects, with a thin layer blocking magical sight and some types of teleportation through walls.

Mithral

Known as truemetal to the dwarves, this silvery-blue, shining metal is derived from soft, glittering, silvery-black ore found in rare veins and pockets all over.

Mithral is the lightest and most supple of metals hard enough to be used in the making of armor; it is extremely valuable.

Silver

This relatively common valuable metal is the most associated with and suitable for magic, and has a shiny grey - almost white - appearance. Very bright shine when polished.

Steel

A very robust alloy of Iron and Carbon favored for its superior durability and hardness, it is dark grey.

Appendix B: Weapon Template

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 weapon, and from there, well, the local blacksmith is the only limitation to the weapons you can find!

Weapon Creation Template

To create a weapon, you take a d6, go through five steps to determine the final damage and properties of the weapon.

Step 1: Select one of...
Property Modifier Notes
Simple --
Martial +d2 Becomes martial weapon.
Step 2: Select one of...
Property Modifier Notes
Light -d2
None --
Versatile -- +d2 when wielded with two hands.
Two-Handed +d2
Step 3: Select all that apply...
Property Modifier Notes
Reach -d2
Finesse -d2 Free if the weapon is Light or has no other properties.
Thrown --
Heavy +d2 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 3d4.

Step 5: Select Damage Type
Type Effect
Slashing --
Piercing --
Bludgeoning --
Notes:
  • Dividing the damage die will raise the average damage by 0.5, but is considered equal by the template (as can be seen with Greataxe and Greatsword)
  • Thrown can be ranged weapons instead of melee weapons (example: Dart)
  • The DM can waive the restriction on Heavy property requiring Two-Handed property.
  • Finesse is odd to account for that Rapiers were designed to be too strong.

Not-so-common Weapons.

Taking the formula, we can now make all the missing weapons of the game world. While these weapons should not necessarily be assumed to exist and are not starting gear, perhaps you can craft them, convince the local blacksmith to give your idea a go, or find these as loot early in your adventures - the strongest of these weapons tend to still fall below the threshold of Uncommon, but some will be more powerful for some builds than common starting gear weapons.

Below are some results of the template. Note that all weapons (even if they are created by the template) only count under existing weapon proficiency at the discretion of your DM.

Simple Weapons
Weapon Cost Damage Weight Properties
Finesse Spear 1 gp 1d4 2 lbs. Finesse, Versatile (1d6).
Sturdy 10-Foot Pole 1 sp 1d6 9 lbs. Reach, Two-handed.
Chain 5 gp 1d4 10lbs. Reach.
Heavy Greatclub 3sp 1d10 15 lbs. Two-handed, Heavy.
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 20 gp 1d4 slashing 5 lbs Versatile(1d6), Reach, Finesse.
Saber 25 gp 1d8 slashing 2 lbs. Finesse
Broadsword 15 gp 2d4 slashing 3 lbs. --
Katana 20 gp 1d6 slashing 2 lbs. Vestatile (2d4), Finesse

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 profession has a more direct representation in the field most adventurers hold most dear than the Enchanter, for their domain encompasses the large majority of magical items.

An item need not pass through an enchanters 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 headstart of working with an already well crafted item can craft things of legend.

Enchanting also encompasses the field of creating scrolls. While Infusionsmiths and Wizards have an edge in this department due to the library of written form spells, it is not exclusively their domain.

Materials: Reagents

The materials for Enchanting is reagents. Much like with Alchemy, the important aspect of a material consumed by Enchanting is it's magical essence which is extracted, distilled, or refined from the reagent and into the magical item. As such, the exact nature of the material is often less important than the magical essence it contains, and are consequently categorized by such.

Reagents can have primal essence, arcane essence, or divine essence, which type coming in each potential rarity of common, uncommon, rare, very rare, and legendary.

There are also various materials needed depending on the type of enchantment being pursued. Scrolls beyond the 1st level require magical ink and parchment of varying rarities to contain the magic within.

Jewelry is often made easier by working with more precious and magically inclined materials.


Ink & Parchment

Ink & Parchment used in scrolls is typically purchased, and below are the table prices. Some types of rare parchment my 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 in 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:

Reagent Price
Common Magical Ink 10 gp
Common Parchment 1 sp
Uncommon Magical Ink 50 gp
Uncommon Parchment 50 gp
Rare Magical Ink 200 gp
Rare Parchment 200 gp
Very Rare Magical Ink 5,000 gp
Very Rare Parchment 5,000 gp
Legendary Magical Ink 10,000 gp
Legendary Parchment 10,000 gp

Spell Slot Replacement for Essences

An enchanter can replace a generic essence in an enchanting recipe with a spell slot if they have the Spell Casting feature. An common arcane essence can be replaced by three Artificer or Wizard spell slots of 1st or 2nd level, an uncommon arcane essence by three Artificer or Wizard spell slots of 3rd or 4th level, a rare arcane essence with three Artificer or Wizard spell slots of 5th or 6th level, a very rare arcane essence by three Wizard spell slots of 7th or 8th level, and a legendary arcane essence by three Wizard spell slots of the 9th level.

Likewise, Clerics and Paladins can provide Divine Essence following the same ratio and slot levels, and Druids and Rangers can provide primal essence following the same ratio and slot levels.

All spell slots must be consumed on the first crafting check made for crafting an item, and must be spent again if the crafting fails and continues. The spell slots can be provided by different creatures, but for each additional creature providing a spell slot that is not the crafter, the crafting difficulty is increased by 1.

Essence of Sorcerers?

A Sorcerer essence depends on their Origin. A Dragon or Wild Sorcerer provides primal essence, a Divine Soul provides divine essence, and a Shadow Sorcerer provides arcane essence. These may vary based on your character and the DMs preference.


Finding and Salvaging Essence

Magical Essence may be rare for the average person, but it something that crosses path with the adventuring lifestyle rather more frequently. You may find items that contain essence in your travels in loot, or from exotic locales. You also may be able to salvage magical essence from unwanted or broken magical items, though such a reclaimation process can be difficult, and rarely results in more than a fraction of the essence infused into the original item, typically one-quarter of an items essence can be recovered during a process that takes 4 hours, and requiring an arcana check that has a difficult of 6 * the items rarity.

Recipe: Formula

The recipes of Enchanting are Formula. For scrolls, the formula having the spell recorded in written from. For an Infusionsmith, having them written in the Spell Manual counts. For a Wizard, having them recorded in the Spell Book counts. Anyone without these features will have to start their Formula book from scratch on spells. To transcipe a spell to your Formula book, you must find a written copy of the spell, such as spell scroll to copy; to copy it into your spell book requires 50 gold of materials and 1 hour of time per level of the spell.

For a spell, an Enchanter can only attempt to create a scroll for which they do not have the formula if they could otherwise cast the spell normally, in which case their crafting roll has disadvantage. Without the formula or the ability to cast the spell, creation of a scroll cannot be attempted.

For wondrous items, the recorded Formula must be discovered through innovation, found, or taught as normal and recorded as a known Formula. Without the known Formula for a magic item or any check made to craft the subsequent item is made with disadvantage.

Flawless Success

Unlike some crafting disciplines (like Alchemy), Flawless Success in Enchanting merely means that further checks are not required, and the crafting succeeds.

Increasing Enchanting Skill

Your Enchanting skill cannot be higher than your Intelligence modifier. You can gain Enchanting skill the following ways.

You can get Enchanting Skill 1 by...

  • Creating 10 spell scrolls, or..
  • Creating an uncommon magical item...
  • Getting 5 critical successes crafting rolls...
  • being taught for one week by someone with Enchanting skill 3 or higher.

You can get Enchanting Skill 2 by...

  • Creating 10 spell scrolls of 4th level or higher...
  • Innovating 5 rare magical item Formula...
  • Creating a rare magical item...
  • Getting 20 critical successes crafting rolls...

You can get Enchanting skill 3 by...

  • Creating a legendary magical item...
  • Creating a spell scroll for a 9th level spell...

Other methods may exist at your DMs discretion. Getting Enchanting skill of 4 or higher would make you a peerless Enchanter, and can only be accomplished at the DMs discretion.

Variant: Spellcrafting

Add spell crafting variant rules here, subject to DM approval.

Scroll Crafting Table
Arcane Spells
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Difficulty
Cantrip 1 common arcane essence
1 common magical ink
1 common parchment
1 hours 1 checks 3+ 1 Failures 3+ N/A
1st Level Spell 1 common arcane essence
1 common magical ink
1 common parchment
1 hours 1 checks 4+ 1 Failures 4+ N/A
2nd Level Spell 1 common arcane essence
2 common magical ink
1 common parchment
1 hours 1 checks 5+ 1 Failures 5+ N/A
3rd Level Spell 1 uncommon arcane essence
1 uncommon magical ink
1 uncommon parchment
2 hours 2 checks 5+ 1 Failures 10+ N/A
4th Level Spell 1 uncommon arcane essence
2 uncommon magical ink
1 uncommon parchment
2 hours 2 checks 6+ 1 Failures 12+ N/A
5th Level Spell 1 rare arcane essence
1 rare magical ink
1 rare parchment
3 hours 3 checks 6+ 1 Failures 12+ N/A
6th Level Spell 1 rare arcane essence
2 rare magical ink
1 rare parchment
3 hours 3 checks 7+ 1 Failures 14+ N/A
7th Level Spell 1 very rare arcane essence
1 very rare magical ink
1 very rare parchment
4 hours 4 checks 7+ 2 Failures 14+ N/A
8th Level Spell 1 very rare arcane essence
2 very rare magical ink
1 very rare parchment
4 hours 4 checks 8+ 2 Failures 16+ N/A
9th Level Spell 1 legendary arcane essence
1 legendary magical ink
1 legendary parchment
8 hours 8 checks 8+ 2 Failures 24+ N/A
Wondrous Item Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Difficulty
Bag of Holding 1 bag
1 scroll of Leomund's secret chest
1 scroll of arcane gate
1 scroll of Drawmij's instant summons
2 uncommon arcane essence
4 checks 4 hours 6+ 2 Failures 11+ 15
Broom of Flying 1 broom
1 scroll of levitate
1 scroll of fly
1 scroll of animate object
2 uncommon arcane essence
6 checks 6 hours 6+ 3 Failures 11+ 16
Belt of Hill Giant Strength 1 belt
1 heart of a hill giant
1 scroll of alter self
1 scroll of enlarge/reduce
2 rare primal essence
5 checks 5 hours 7+ 3 Failures 12+ 16
Belt of Stone Giant Strength 1 belt
1 heart of a stone giant
1 scroll of flesh to stone
1 scroll of enlarge/reduce
1 scroll of stoneskin
2 very rare primal essence
6 checks 6 hours 8+ 3 Failures 15+ 18
Cap of Water Breathing 1 leather cap
1 scroll of water breathing
1 uncommon arcane essence
1 uncommon primal essence
4 checks 4 hours 4+ 2 Failures 10+ 12
Circlet of Blasting 1 circlet worth at least 50 gp
1 scroll of scorching ray
1 uncommon arcane essence
1 uncommon primal essence
4 checks 4 hours 5+ 3 Failures 10+ 13
Goggles of Night 1 pair of goggles
1 scroll of darkvision
2 uncommon arcane essence
1 uncommon primal essence
4 hours 4 checks 4+ 3 Failures 9+ 12
Pearl of Power 1 pearl worth 200 gp
6 uncommon arcane essence
4 checks 4 hours 4+ 3 Failures 11+ 14
Periapt of Health 1 necklace worth 200 gp
1 scroll of protection from poison
1 scroll of purify food and drink
1 scroll of lesser restoration
2 uncommon divine essence
4 checks 4 hours 4+ 3 Failures 11+ 14
Sending Stones 1 pair of stones worth 50 gp
1 scroll of message
1 scroll of sending
2 uncommon arcane essence
4 hours 4 checks 4+ 2 Failures 9+ 15
Ring of Protection 1 ring worth 200 gp
1 scroll of shield of faith
1 scroll of mage armor
1 scroll of protection from energy
1 rare arcane essence
1 rare divine essence
6 hours 6 checks 7+ 4 Failures 14+ 16
Weapon Enchanting Table
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Difficulty
+1 Weapon 1 nonmagical simple or martial weapon
1 scroll of magic weapon
3 uncommon arcane essence
4 hours 4 checks 6+ 4 Failures 11+ 14
+2 Weapon 1 a weapon forged as a +1 weapon by a Blaksmith
1 scroll of magic weapon
3 uncommon arcane essence
5 hours 5 checks 7+ 4 Failures 15+ 15
+2 Weapon 1 nonmagical simple or martial weapon
1 scroll of magic weapon
1 scroll of Mordenkainen's sword
3 rare arcane essence
6 hours 6 checks 7+ 4 Failures 15+ 15
Berserker Axe 1 axe
1 scroll of haste
1 scroll of crown of madness
1 rare arcane essence
1 rare primal essence
5 checks 5 hours 7+ 4 Failures 14+ 16
Armor Enchanting Table
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Difficulty
+1 Shield 1 nonmagical shield
1 scroll of mage armor
1 scroll of shield
3 uncommon arcane essence
4 hours 4 checks 6+ 4 Failures 18+ 14
+1 Armor 1 nonmagical set of armor
1 scroll of mage armor
1 scroll of blade ward
1 scroll of shield of faith
1 scroll of sanctuary
1 rare arcane essence
1 rare divine essence
6 hours 6 checks 7+ 4 Failures 19+ 16
Animated Shield 1 nomagical shield worth 400 gp
1 scrolls of animate object
1 scroll of warding bond
1 scroll of wall of force
1 scroll of Tenser's transformation
3 very rare arcane essence
8 hours 8 checks 8+ 4 Failures 20+ 20
Armor of Resistance 1 nonmagical set of plate armor
1 scroll of resistance
1 scroll of protection from energy
2 rare arcane essence
1 rare primal essence
8 hours 8 checks 7+ 4 Failures * 16 20
Armor of Vulnerability 1 plate armor that Armor of
Resistance enchanted was attempted on and failed
2 hours 2 checks 4+ 2 Failures 16 N/A.
Arrow Catching Shield 1 nonmagical shield
1 scroll of cordon of arrows
1 scroll of gust of wind
1 uncommon arcane essence
1 uncommon primal essence
4 hours 4 checks 5+ 4 Failures 15+ 12
Cast-Off Armor 1 scroll of prestidigitation
1 set of nonmagical armor
2 common arcane essecne
2 hours 2 checks 4+ 4 Failures 12+ 12
Glamoured Studded Leather 1 set of studded leather armor
1 scroll of minor illusion
1 scroll of disguise self
1 scroll of silent image
2 rare arcane essence
6 hours 6 checks 6+ 4 Failures 14+ 14
Spellguard Shield 1 nonmagical shield worth 400 gp
1 scroll of protection from energy
1 scroll of glyph of warding
1 scroll of freedom of movement
1 scroll of antimagic field
8 hours 8 checks 8+ 4 Failures 20 20

Appendix B: Examples of Essences

Essences
Name Essence Value Origin
Hill Giant Heart Rare Primal Essence 500 gp The flabby heart of a hill giant.
Stone Giant Heart Very Rare Primal Essence 500 gp The rocky heart of a stone giant.

Appendix C: Scroll Materials

Scroll Materials
Name Rarity Value Origin
Dragonhide Leather Legendary 10,000 gp Harvest from dragons and treated by leatherworkers in a difficult process.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.