Crafting & Imbuing Lite
Version 0.6
Crafting and Imbuing Lite is a lightweight ruleset for use in D&D 5e campaigns featuring item crafting. The complexity and mechanical heft of other crafting rules are traded for streamlined simplicity.
The intent is to provide a flexible framework for characters to construct mundane items and imbue them with magical enhancements, while facilitating intermittent progress rather than requiring contiguous downtime.
Created by Eric J. Earley using GM Binder
Last updated 2020/01/15
The Vocation of Creation
The desire to create is ubiquitous amongst the civilized races. Be it the roof over one's head, the clothes on one's shoulders, the shoes on one's feet, the weapon in one's hand, or the food in one's belly, artisans of all vocations, skills, and walks of life form the backbone of society.
It behooves many an adventurer, who have chosen (or been thrust into) a life of danger and of unpredictability, to learn a crafting skill of their own, whether to maintain their equipment, use rare materials and components they come across in their travels, or simply to unwind by painting a pristine landscape.
Regardless of their motivations, many craftspeople cut their teeth by creating common items, but eventually feel the gnawing presence of invention pushing them to create, to learn, and to grow as artisans. Some choose to design never-before-seen items, while others imbue their crafts with magical effects.
Crafting: A Labor of the Hands
Crafting is the creation of mundane items - items with no connection to the weave and no magical capabilities. Artisans trained in crafting are no common laborers; to the contrary, craftspeople often occupy positions of prestige in local villages, and form the middle class in more metropolitan societies.
Depending on the craft, artisans may use a wide range of abilities. Carpenters and Leatherworkers use strength and dexterity to ply their trade, but alchemists use intelligence to select complementary reagents, and calligraphers use charisma to fuse art and language.
Artisans wishing to create their own blueprints can use their crafting skill to build prototypes, but drafting blueprints for such prototypes is an endeavor requiring intelligence.
Imbuing: A Labor of the Mind
While even commoners can train in a craft in a manner of months, very few can learn to imbue a mundane item with the Weave. It takes years of dedicated study (or gift, inborn or granted) to learn the intricacies of imbuing.
The process of weaving magic into mundane items is not dissimilar to that of weaving magic into spells. Thus, any adventurer capable of casting spells is also able to imbue magic, provided they have a formula to do so.
Designing imbuing formulae is not a task for the ill-prepared, and is a highly-cognitive task. Regardless of how a caster normally manifests their spells, they must use their intelligence to design a formula.
Breaking Up the Work
Crafting and imburing progress in the ruleset is broken down into 8-hour increments. Progress can be accumulated in smaller periods - for example, an hour a day during one's free time - but players only roll to determine the success of their work after 8 hours.
Tracking Progress
For items with short crafting times, progress can feasibly be tracked in a player's session notes. However, for more expensive items and especially magic items, players can track progress using the simplified symbology described below.
Crafting & Imbuing Lite uses two separate, yet related, progress systems. Artisans crafting mundane or magic items from a blueprint or formula need only track their total number of Successes. A simple notecard with the appropriate number of empty circles accomplishes this purpose. Below is an example of an item which has accumulated 7 of a total of 10 required Successes:
For artisans who choose to research their own designs and formulae, failures can be catastrophic, undoing all of the hard work accomplished to that point and requiring progress to be restarted from scratch. Thus, artisans must track their Successes and Failures. A notecard denoting required Successes with an empty circle and maximum Failures with an empty square accomplishes this. Below is an example of an item requiring 10 Successes before accumulating 5 Failures; the artisan has accumulated 7 Successes and 3 Failures:
DMs and players using this system to track progress may find it helpful to add relevant information to the notecard for quick reference, such as the relevant ability check, crafting DC, and material cost per check.
Crafting
Crafting a mundane item requires proficiency in the relevant artisan’s tools and a blueprint. Artisan’s tools proficiency confers knowledge of blueprints for items listed in the PHB (at the DM's discretion). However, complex or custom items require a working blueprint, which artisans may need to create themselves (see Creating a Blueprint).
Crafting is done in three steps:
- Declare the Base Value
- Declare the Item Quality
- Craft the item
Base Value
The first step to crafting an item is to determine the Base Value of the item. The value of an item crafted of standard materials (iron, wood, leather, cloth, common herbs, etc) is considered the Minimum Base Value. Items listed in the PBH are made of standard materials, and thus their listed costs are the Minimum Base Value.
However, experienced artisans may wish to use more expensive materials, such as precious or rare metals, gemstones, or monster parts. These materials increase the Base Value of the crafted item. Items with a higher Base Value will take longer to craft.
Item Quality
Two items made from the same materials can vary in crafting quality, and those additional flourishes and details will increase the Value of the item. Crafting higher-quality items requires greater skill and carries with it a greater risk of ruining crafting materials. Item Qualities and their respective Crafting DC and Value Modifier are as follows:
Item Quality | DC | Value Modifier |
---|---|---|
Standard | 10 | 1x |
Quality | 15 | 1.5x |
Exceptional | 20 | 2x |
Masterwork | 25 | 4x |
Crafting the Item
Multiply the Base Value by the Value Modifier; this is the Item Value, which determines the crafting time.
If you are crafting an item with an Item Value of less than 10gp, you can complete the item with a single artisan check, using up half the Item Value in crafting materials.
If you are crafting an item with an Item Value of 10gp or more, you make progress in 10gp increments until you complete the item, using up half the progress amount worth of crafting materials. Divide the Item Value, in gp, by 10; this is the number of Crafting Successes necessary to complete the item.
An artisan check consists of an appropriate ability check and your artisan's tools proficiency bonus. For example, stoneworking with mason's tools may require a STR (mason's tools) check, while mixing a healing salve may instead require a WIS (herbalism kit) check.
For every 8 hours of crafting, make an artisan check:
Roll at least: | # Successes | Materials Used |
---|---|---|
- | 0 | Yes |
DC - 5 | 0 | No |
DC | 1 | Yes |
DC + 5 | 2 | Yes |
Once all Successes have been made, the item is complete.
Crafting Example: Zoshindria the Rogue
Zoshindria, a rogue, is preparing for a masquerade ball to be held by a local lord, and wants to create a set of fine clothes to ensure she fits in without drawing too much attention.
Fine clothes have a Minimum Base Value of 15gp. Because Zoshindria wants to blend in with the upper echelon who will be attending, she decides to use rare materials, increasing the Base Value to 30gp. She also wishes to take advantage of the fine materials by crafting her fine clothes to be exceptional, further increasing the Value of the clothes to 60gp.
Because the crafting rate is 10gp per 8-hour crafting check, this means that Zoshindria must accumulate 6 Successes to craft her exceptional fine clothes. She expects to use 30gp in materials.
To keep track of crafting Successes, the DM has given Zoshindria’s player a notecard listing the item, the Crafting DC of 20, and 6 empty circles to track the Successes needed to complete the item. The player is instructed to fill in a circle for each Success.
Zoshindria spends 8 crafting checks crafting the clothes. During three checks, she rolls 3 Failures, wasting materials during one of these checks. On another four checks, she rolls Successes and makes progress at the normal rate. On the final day, she has remarkable Success and makes double progress of what she was expecting.
In total, Zoshindria spent 64 hours and 30 gp of materials, and is now the proud owner of exceptional fine clothes.
Creating a Blueprint
Creating a Blueprint is divided into two parts:
- Designing a Prototype
- Crafting a Prototype
Sometimes, the process of creating a working Blueprint requires multiple iterations of Designing and Prototyping.
Have the DM define the Minimum Base Value of the item. This determines the number of successful Design and Prototype checks needed to complete the blueprint.
Designing a Prototype
Before aimlessly building prototypes and wasting materials, you will want to formulate a Design for your prototype. A Design check consists of an INT (artisan’s tools) check, and the Design DC is 10.
Divide the Minimum Base Value of the item, in gp, by 20. This is the number of Successes you must accumulate to complete a prototype design.
Divide the number of Successes in half. This is the maximum number of Failures you can accumulate before you must restart your Design.
For each 8-hour Design period, roll a Design check:
Roll at least: | Successes/Failures |
---|---|
- | 2 Failures |
DC - 5 | 1 Failure |
DC | 1 Success |
DC + 5 | 2 Successes |
If you must restart your Design, but you have accumulated at least as many Successes as Failures, you make the next iteration of Design checks with advantage.
Once you have accumulated the required number of Successes, the prototype design is complete and you can begin Crafting a Prototype.
Crafting a Prototype
Once you have a Design that you think will work, you have to craft the Prototype to test it. A Prototype check is the same as an artisan check, comprising an appropriate ability check and your artisan's tools proficiency bonus.
Divide the Minimum Base Value, in gp, by 20; this is the number of Successes you must accumulate to complete a Prototype.
Divide the number of Successes in half. This is the maximum number of Failures you can accumulate before you must restart the Prototype.
The DC for Prototyping checks depends on the complexity of the item and the leniency of tolerances:
Description | DC | Examples |
---|---|---|
No moving parts, lenient tolerances | 5 | Club, spear, iron pot, pouch, common clothes, bread |
Few moving parts, mild tolerances | 10 | Bow, sword, manacles, ale, backpack, traveler's clothes, |
Some moving parts, moderate tolerances | 15 | Crossbow, lock, musical instrument, jewelry |
Many moving parts, strict tolerances | 20 | Firearms, poisons, magnifying glass |
For each 8-hour Prototyping period, you consume 5gp worth of crafting materials and roll a Prototype check:
Roll at least: | Successes/Failures |
---|---|
- | 2 Failures |
DC - 5 | 1 Failure |
DC | 1 Success |
DC + 5 | 2 Successes |
If you must restart your Prototype, but have accumulated at least as many Successes as Failures, you make the next iteration of Protptype checks with advantage.
Once you have accumulated the required number of Successes, the blueprint is complete, and you can now craft the item (see Crafting).
Blueprint Example: Stefan the Fighter
Stefan, a fighter has an idea to create a recurve bow which takes advantage of his strength during ranged combat. However, while Stefan is skilled at woodworking, he is not confident in drawing Blueprints, and so he asks Val, a ranger, for help.
The DM decides that a recurve bow has a Prototype DC of 15 and a Minimum Base Value of 100gp. Dividing this by 20, this means that 5 Successes must be accumulated before 3 Failures during the Designing a Prototype and Crafting a Prototype phases are necessary to complete the prototype.
Val draws up a set up plans for Stefan’s prototype. He spends 7 8-hour sessions drawing up plans. His very first check is a 4, which is less than the DC-5; thus, he accumulates 2 Failures within the 8-hour session. Across the next 3 sessions, he accumulates 3 Successes. His final check is a 20, which exceeds the DC+5; thus, he marks 2 Successes. This finishes the design phase with 2 Failures and 5 Successes, and has taken 56 hours of work.
Stefan takes the design and sets about crafting a prototype. He accumulates 3 Successes, but then reaches 3 Failures and must restart the Prototype phase. The 30gp he spent on prototype materials are unrecoverable; however, because he accumulated at least 3 Successes, he has advantage on prototype checks during the next prototype iteration.
On his next attempt, he accumulates the 5 required Successes with only 2 Failures. Thus, he has spent 35gp in prototype materials and completed the Blueprint, and can now begin crafting his recurve bow.
Imbuing
To imbue an item with a magical effect, you must be able to cast spells and have spell slots of a level appropriate for the desired effect. You also require an imbuing Formula describing the necessary materials and imbuing process. Formulae are not easy to come by, but gifted magi may design custom Formulae (see Designing a Formula).
Imbuing is done in four steps:
- Declare a magical effect
- Acquire an appropriate mundane item
- Acquire Magical Foci
- Imbue the item
Imbuing Value
The strength of the magical effect determines the value of the imbued item, as well as the minimum mundane item quality and character level required to complete the magic item. The Imbuing Strength, Imbuing Value, Minimum Item Quality, Minimum Character Level, are shown in the table below.
Magical Foci
A magic item requires more than mundane materials to hold an imbued magical effect. Items need to be crafted with Magical Foci to store arcane energy. Often, these exotic materials come in the form of gems, rare and precious metals, or materials from magical or extraplanar creatures.
Consult the table below for general suggestions of the Challenging Rating (CR) of a creature or encounter that characters may need to face to acquire a Magical Focus.
Facing a creature can have different meanings, depending on the necessary Magical Focus. Some Foci may need to be harvested from a creature’s corpse, while others may only be guarded by the creature, or given by a creature in exchange for a favor.
Imbuing Process
Imbuing is an intensive process, and noticeable progress can only be made every 8-hours of work, though these 8 hours can be broken up into smaller periods. The table below breaks down the Imbuing DCs and Imbuing Rates.
Divide the Imbuing Value, in gp, by the Imbuing Rate; this is the number of imbuing Successes necessary to complete the item.
For each 8-hour imbuing period you consume half of the Imbuing Rate in imbuing materials. Roll an imbuing check consisting of a d20, plus your spellcasting ability modifier, plus your proficiency bonus.
Consult the table below:
Roll at least: | # Successes | Materials Used |
---|---|---|
- | 0 | Yes |
DC - 5 | 0 | No |
DC | 1 | Yes |
DC + 5 | 2 | Yes |
Once all Successes have been made, the item has been imbued with the magical effect.
Imbuing Example: Kyne the Wizard
Kyne, a 4th level wizard, has a Formula to imbue a Wand of Magic Detection, an uncommon magic item. She has already commissioned a quality engraved mahogany wand and has several pristine quartz gems worth 50gp each from her adventures, which will serve as the Magical Foci.
An uncommon magic item has an Imbuing Value of 400gp, and the Imbuing Rate is 40gp per 8-hour check. Thus, Kyne must accumulate 10 Successes to imbue the wand with the magical effect. She expects this process will only consume 200gp of imbuing materials.
To keep track of imbuing successes, the DM has given Kyne’s player a notecard listing the item, Imbuing DC, and 10 empty circles. The player is instructed to fill in a circle for each Success.
Kyne spends 13 days imbuing the wand. On 5 days, she makes no progress, wasting materials on 2 of these days. On another 6 days, Kyne makes progress on her item at the normal rate. However, on the remaining 2 days she has remarkable Success and makes double progress of what she was expecting.
In total, Kyne spent 13 days and 200gp worth of materials, and is now the proud owner of a Wand of Magic Detection.
Imbuing Strength | Imbuing Value* | Min Item Quality | Min. Character Level | Foci CR | Imbuing DC | Imbuing Rate |
---|---|---|---|---|---|---|
Common | 100 gp | Standard | 3rd | 1-3 | 10 | 20 gp |
Uncommon | 400 gp | Quality | 3rd | 4-8 | 15 | 40 gp |
Rare | 4,000 gp | Exceptional | 6th | 9-12 | 20 | 80 gp |
Very Rare | 40,000 gp | Masterwork | 11th | 13-18 | 25 | 320 gp |
Legendary | 200,000 gp | Masterwork | 17th | 19+ | 30 | 800 gp |
*Halved for consumable magic items like potions and scrolls
Designing a Formula
Designing a Formula is divided into two parts
- Researching the Formula
- Testing the Formula
Sometimes, the process of creating a working Formula requires multiple iterations of Research and Testing.
Researching a Formula
Divide the Imbuing Value, in gp, by the Research Rate; this is the number of Successes you must accumulate to Research the Formula.
Divide the number of Successes in half. This is the maximum number of Failures you can accumulate before you must restart the Research.
A Research check consists of an INT (arcana) check. The table below breaks down the Research DCs and Research Rates.
For each 8-hour Research period, roll a Research check:
Roll at least: | Successes/Failures |
---|---|
- | 2 Failures |
DC - 5 | 1 Failure |
DC | 1 Success |
DC + 5 | 2 Successes |
If you must restart your Research, but you have accumulated at least as many Successes as Failures, you make the next iteration of Research checks with advantage.
Once you have accumulated the required number of Successes, the Formula is stable, and you can begin testing (see Testing a Formula).
Testing a Formula
Divide the Imbuing Value, in gp, by the Research Rate; this is the number of Successes you must accumulate to finish testing the Formula.
Divide the number of Successes in half. This is the maximum number of Failures you can accumulate before you must restart Testing.
Testing a Formula requires an Testing check consisting of a d20, plus your spellcasting ability modifier, plus your proficiency bonus. The table below breaks down the Testing DCs and Research Rates.
For each 8-hour imbuing period you consume a quarter of the Research Rate value in imbuing materials.
If you must restart your Testing, but you have accumulated at least as many Successes as Failures, you make the next iteration of research checks with advantage.
Once you have accumulated the required number of Successes, the Formula is complete, and you can now imbue the item (see Imbuing)
Formula Example: Taurin the Bard
Taurin, a 7th level bard, is interested in creating a Formula for a Potion of Heroism. This rare consumable magic item has an Imbuing Value of 2,000gp and an Imbuing Rate of 160gp per 8-hour check. Thus, 13 Successes must be accumulated before 7 Failures during each of the Research and Testing phases to complete the Formula.
Taurin starts by Researching the Formula, reading through texts and working out the calculations to balance the effects of each reagent. A rare magic item has a Research DC of 15. His very first check is a 9, which is less than the DC-5; thus, he accumulates 2 Failures within the 8-hour session. Across the next 7 checks, he accumulates 4 Failures and 9 Successes. During the final two checks, he rolls a 20 and a 22, both of which are at least the DC +5, netting him 4 Successes. This finishes the Research phase with 6 Failures and 13 Successes, and has taken 152 hours.
Taurin takes his research and sets about testing it. He accumulates 6 Successes, but then reaches 7 Failures and must restart the Testing phase. The 520gp he spent on testing materials are unrecoverable, and he did not accumulate enough Successes to gain advantage on the next iteration. However, during his next Testing iteration, he accumulated the required 13 Successe with only 4 Failures. Thus, he has spent 136 hours and 680gp in materials, and can now begin imbuing his potion.
Imbuing Strength | Research DC | Testing DC | Research Rate |
---|---|---|---|
Common | 10 | 10 | 40 gp |
Uncommon | 12 | 15 | 80 gp |
Rare | 15 | 10 | 160 gp |
Very Rare | 18 | 25 | 640 gp |
Legendary | 20 | 30 | 1,600 gp |
Variant Rules
The following rules are optional, but may enhance play by providing additional strategic choices.
Changing Item Quality
A fledgling artisan may set out to craft a exceptional item, only to find it too difficult. Alternatively, perhaps an artisan has accepted a contract to renovate an standard family heirloom to masterwork quality. During (or after) the crafting process, you can decide to change the quality of an item you are crafting.
If you change your project to a lower quality, you keep your current Successes. However, if you change your project to a higher quality, you lose half of your current Successes (rounded up). Thus, if you have a finished item and want to improve its quality, you start with half the required number of Successes.
You can decide to change the quality of an item you are crafting immediately following a Failed crafting check. If you do so, you can apply the crafting check as if it applied to the new Crafting DC.
Gemstone Foci
Different gemstones are known to have particular affinities to different schools of magic, which make them prime choices as magical foci. Below are the schools of magic and their affiliated gemstones. Gemstones can be used for simpler magic effects, but not more complex effects.
School | Imbuing Strength | Gemstone |
---|---|---|
Abjuration | Common | Eye Agate |
Uncommon | Quartz | |
Rare | Pearl | |
Very Rare | Opal | |
Legendary | Diamond | |
Conjuration | Common | Azurite |
Uncommon | Zircon | |
Rare | Coral | |
Very Rare | Aquamarine | |
Legendary | Blue Sapphire | |
Divination | Common | Tiger Eye |
Uncommon | Moonstone | |
Rare | Amber | |
Very Rare | Topaz | |
Legendary | Yellow Sapphire | |
Enchantment | Common | Lapis Lazuli |
Uncommon | Jasper | |
Rare | Jade | |
Very Rare | Peridot | |
Legendary | Emerald |
School | Imbuing Strength | Gemstone |
---|---|---|
Evocation | Common | Rhodochrosite |
Uncommon | Star Rose Quartz | |
Rare | Garnet | |
Very Rare | Fire Opal | |
Legendary | Ruby | |
Illusion | Common | Banded Agate |
Uncommon | Sardonyx | |
Rare | Tourmaline | |
Very Rare | Star Ruby | |
Legendary | Jacinth | |
Necromancy | Common | Obsidian |
Uncommon | Onyx | |
Rare | Jet | |
Very Rare | Black Pearl | |
Legendary | Black Sapphire | |
Transmutation | Common | Hematite |
Uncommon | Bloodstone | |
Rare | Spinel | |
Very Rare | Blue Spinel | |
Legendary | Star Sapphire |
Alternative Crafting Rules
This module draws inspiration from the crafting rules in the PHB (pg 187), DMG (pg 128), and XGtE (pg 128). For DMs interested in a different crafting experience, consider the following modules:
- City and Wild – Aeron Drake
- Questionable Arcana – Grow Up and Game
- Crafting Magic Items: A Guide to Artifice – The Arcane Athenaeum
- Item Crafting Rules for 5e – Charles Stapleford
- Sane Magic Item Prices – Saidoro