Crafting and Alchemy
Although crafting is not necessarily the most common pastime activity amongst a group of stereotypical adventurers, it can be a hobby or a profession from another lifetime, as well as generally a great asset for any character. New skills can be picked up and learned either from books or other artisans, but, as with anything else in life, to achieve greatness, a lot of time and
This guide sets out some basic rules and guidelines for the crafting of mundane and magical items, as well as a ruleset for the brewing of potions and imbuing of magical essences. This document is based on the Dungeon Master's Guide and Xanathar's Guide To Everything and describes an adapted and more detailed ruleset.
Crafting Proficiency
Crafting requires a lot of specialized knowledge. Picking up a new skill requires either learning from an experienced artisan or studying guidebooks and learning by doing on one's own. To pick up a new tool proficiency, one starts as an apprentice. Advancing to Novice requires spending at least 1000 gp on crafting materials and projects if you're teaching yourself, or 500 gp if you're learning from an artisan, i. e. someone with the same tool proficiency. Advancing beyond the Novice tier requires a lot of experience and the creation of an item in demonstration of your mastery. An item of rare quality must be created to advance to Journeyman, crafting a very rare item grants the rank of Expert, while the rank of Grandmaster may only be achieved after producing a legendary item.
Artisanal Proficiency
Artisan level | Proficiency Bonus | Know-How Modifier |
---|---|---|
Apprentice | ─ | ─ |
Novice | +2 | ─ |
Journeyman | +3 | x 0.9 |
Expert | +4 | x 0.7 |
Grandmaster | +5 | x 0.5 |
With practice, the manufacture of simple items becomes less time-consuming. The Know-How modifier is applied to the crafting time needed for the creation of all items with lesser quality than the one needed for rank advancement. This means the Journeyman's modifier applies to the crafting time for all common and uncommon items, the Expert's to all common, uncommon and rare items, and the Grandmaster's to all but legendary items.
Item Rarity
In the core rules, magic items are sorted into categories according to their rarity and complexity. This ruleset sorts all mundane items into the same categories, based on the approximate cost of materials to manufacture them, while adding a new category for very simple, non-magical items. This way, a loaf of bread or a set of dice would be considered conventional items, as crafting them would take a couple of hours or days. A non-magical steam-powered suit of armour would fall into the rare or even very rare category.
Crafting magic items requires at least a basic understanding of magic or its natural sources. Anyone able to cast spells or proficient in Arcana is qualified to do so. Depending on the item and the process, magical energy is either channelled directly into the item by the crafter, or an innately magical ingredient is used in the crafting process instead.
The table below gives the time and cost of the materials for each item category. Also given are the CR ratings of beasts or monsters which may act as the source for the needed ingredients. For instance, venom for the crafting of poisoned arrows may be obtained from a poisonous snake with a CR of 1/8. Alternatively, naturally occurring magical crystals needed for a Mantle of Spell Resistance (Wondrous Item, rare) may be guarded by a Behir. For ingredients like rare plants or minerals, you may also use the Craft DC as the DC for a survival/ nature check when looking for them.
ㅤㅤItem ㅤㅤRarity | ㅤㅤㅤㅤ Workweeks * | Ingredient cost * | Ingredient source CR | Craft DC |
---|---|---|---|---|
Conventional | < 1 | < 50 gp | < 1 | 10 |
Common | 1 | 50 gp | 1-3 | 12 |
Uncommon | 2 | 200 gp | 4-8 | 15 |
Rare | 10 | 2 000 gp | 9-12 | 18 |
Very Rare | 25 | 20 000 gp | 13-18 | 20 |
Legendary | 50 | 100 000 gp | ≥ 19 | 25 |
ㅤ* Halved for a consumable item like a potion or a scroll or when enchanting an existing item. A workweek is equal to five workdays.
Enachanting existing items
Enchanting is a task accomplished only by those proficient in arcana. To enchant an existing item, for instance, a sword, an arcane focus needs to be added to it. This can be something like a jewel or carved runes which contain and bind the spell to the item.
Refer to the table for the cost and CR of the focus, the price and time are halved in comparison to crafting the item from scratch.
Blueprints, Formulas and Recipes
Besides the ingredients, the correct order of steps must be followed to create or enchant an item. For this, depending on the type of item, a blueprint, a formula or a recipe is needed. These can sometimes be found in books, some are kept by master craftsmen and wizards as closely guarded secrets. To fill a specific need, one may want to create their own through research and experimentation.
Researching a new formula, blueprint or recipe takes several successful research checks equal to the mean CR of the ingredient sources, rounded down. Developing a custom one requires additional resources, and thus infers costs for experimentation. Make a research (Investigation/ Arcana) check for every 8 hours of research or experimentation.
Item quality | Research DC | Successful checks needed | Experiment cost per check |
---|---|---|---|
Conventional | 10 | 1 | < 10 gp |
Common | 12 | 2 | 10 gp |
Uncommon | 15 | 6 | 20 gp |
Rare | 18 | 10 | 40 gp |
Very Rare | 20 | 15 | 160 gp |
Legendary | 25 | 19 | 400 gp |
When developing a custom formula, you expend an amount of gold equal to the crafting ingredient cost divided by the number of crafting workdays for every 8 hours of experimentation/ with every research check you make.
Tools and Equipment
A set of artisan's tools includes the basic and most often used utensils of a craftsman and are generally suitable for the creation of most common, uncommon and rare items. Items of higher complexity usually require access to a specialized facility like a laboratory or a workshop. Crafting simpler items can also be done faster or less difficult with additional specialized equipment.
The table below lists all tools and their most common areas of application, as well as the specialized knowledge possessed by someone with the respective tool proficiency.
Tools and their Usage
Toolset | Application/ Area of expertise |
---|---|
Alchemist’s Tools | Chemical reactions, explosives, channeling spells into potions |
Brewer's Tools | Alcohol, fermentation, correct storage of perishable goods |
Calligrapher’s Tools | Handwriting analysis, cryptography, historical/ contemporary linguistics |
Carpenter’s Tools | Woodworking, furniture with secret compartments/ switches, architecture |
Cartographer’s Tools | Mapmaking, travel planning, understanding of geology |
Cobbler’s Tools | Shoemaking, human footprints, leatherwork |
Cook's Utensils | Cooking, knowledge of edible plants/ animal parts, detecting poisoned food |
Disguise Kit | Costumes and make-up, spotting disguises, prosthetics |
Forgery Kit | Handwriting analysis, counterfeit coins, spotting fake/ real legal documents |
Glassblower’s Tools | Specialized glass types for potions, weak points in window glass, lenses |
Herbalism Kit | Potion brewing from natural ingridients, natural poisons, disease treatment |
Jeweler’s Tools | Jewelry crafting, identification, appraisal, knowledge of magical gems |
Leatherworker’s Tools | Leatherwork, skinning and tanning, rune engraving |
Mason’s Tools | structures/ buildings, material usage, hidden doors/ rooms |
Potter’s Tools | pottery crafting, knowledge of soil properties, waterproofing, curing |
Smith’s Tools | crafting weapons/ armor/ tools, metal properties, alloying |
Thieve’s Tools | disarming/ building traps, picking locks, clockwork mechanisms |
Tinker’s Tools | mechanical engineering, power sources, general repairs |
Weaver’s Tools | crafting fabric, sewing clothing, spinning thread/ rope |
Woodcarver’s Tools | Delicate woodworking, rune engraving, general repairs |
Alchemy and Potions
As a convenient consumable, potions have always been in great demand. Over the years, a lot of research went into the preparation of elixirs and potions, finding ways to manufacture them cheaper and quicker than other magic items. The artisanal proficiency bonus and advancement rules from the Crafting Proficiency section apply.
Imbuing a liquid with magical power can either be done by skillfully combining ingredients with the desired magical effect to form a brew, or, by creating a mixture to act as a carrier to then be infused with an arcane spell. Neither the Herbalist's nor the Alchemist's approach is universal, and both have their drawbacks.
Alchemy
An alchemist is most often a mage themselves or works in close contact with one. Potion making from an alchemist's perspective is more akin to creating a liquid arcane focus, an emulsion of compounds able to store arcane power within them. Depending on the level and power of the magic which would be stored in the liquid, the potion may require materials of higher quality and therefore price. After brewing the base, the desired arcane spell is infused into the liquid, suspending its effect in the finished potion.
Compared to the methods of herbalists, alchemists spend approximately the same amount on materials, the time needed to create a potion, is, however, reduced. As the herbalist painstakingly extracts natural substances over time, the alchemist must channel arcane energy directly into the potion in a single instance, this way trading off time for the depletion of magical power (spell slots). An alchemist's approach to potions, therefore, requires only the knowledge of the formula to a base potion, but also the ability to cast the spell to be stored within the potion. Use the table from the herbalism section below for the cost of the materials, but halve the given brewing time for the alchemist.
Herbalism
A herbalist relies on their knowledge of naturally occurring compounds in plants, animals and fungi and the ways to extract and utilize them. With time, skill, and the respective recipe, a herbalist can brew potions and ointments from the gathered or bought ingredients. The table below gives the time needed to brew a potion based on its rarity as well as the total cost of the required ingredients. The cost is comprised of the critical ingredient as well as some easily obtainable essentials like purified water, emulsifiers, etc.
Potion rarity | Brewing time | Ingredient cost |
---|---|---|
Common | 1 day | 25 gp |
Uncommon | 1 workweek | 100 gp |
Rare | 3 workweeks | 1000 gp |
Very Rare | 4 workweeks | 10 000 gp |
Legendary | 6 workweeks | 50 000 gp |
List of brewable potions
The creation of a specific potion using either approach requires the creation of a potion base: a common potion base for common potions, an uncommon for uncommon potions and so on. In this section, all critical ingredients or infused spells are listed for both the herbalist and the alchemist. For the alchemist, the infused spells must be cast at standard level unless stated otherwise. An 'x' in the column indicates that the potion can not be brewed using the respective approach.
Common potions
Herbalist | Alchemist | |
---|---|---|
Potion of Climbing | Giant Spider or Phase Spider eye | Spider climb |
Potion of Healing | Bloodroot Nettle root extract | 2nd level Healing word or Cure Wounds |
Uncommon potions
Herbalist | Alchemist | |
---|---|---|
Oil of Slipperiness | Black pudding slime | Freedom of Movement or 4th level Grease |
Philter of Love | x | Charm Person |
Potion of Animal Friendship | Bird's Script Lichen powder | x |
Potion of Fire Breath | Red dragon wyrmling breath glands | x |
Potion of Greater Healing | Bloodroot nettle flowers | 4th level Healing word or 3rd level Cure Wounds |
Potion of Growth | Jealous Milkweed sap | Enlarge/ Reduce spell |
Potion of Poison | * | * |
Potion of Resistance | Night hag blood | Protection from Energy |
Potion of Water Breathing | Sneezing Sagittaria leaves | Water Breathing |
* The Potion of Poison is a toxic concoction, disguised to appear as another potion by powerful illusion magic. Creating one, therefore, requires the combined expertise of an Alchemist and a Herbalist. First, the Herbalist must brew the poison base using the poison glands of a giant Scorpion (or similar sources of poison, see the ingredient source CR on page 3), afterwards, an Alchemist must infuse the Major Image spell into it. The brewing time is 1 workweek, and the ingredient cost is 100 gp.
Rare potions
Herbalist | Alchemist | |
---|---|---|
Elixir of Health | Sanguine Webcap | Lesser Restoration |
Oil of Etherealness | x | Etherealness |
Potion of Clairvoyance | Strobilurus Helmling | Clairvoyance |
Potion of Diminution | Gnomish Honeywort | Enlarge/ Reduce spell |
Potion of Fire Giant Strength | Fire Giant Heart muscle | x |
Potion of Frost/ Stone Giant Strength | Frost/ Stone Giant Heart muscle | x |
Potion of Gaseous Form | Vampire's ashes | Gaseous Form |
Potion of Heroism | Young dragon's claw | 6th level Heroism |
Potion of Invulnerability | Remorhaz pincers | x |
Potion of Mind Reading | Conifer Cystoderma | Detect Thoughts |
Potion of Superior Healing | Crawling Woundwort root extract | 8th level Healing Word or 5th level Cure Wounds |
Very rare potions
Herbalist | Alchemist | |
---|---|---|
Oil of Sharpness | Purple worm mucus | x |
Potion of Cloud Giant Strength | Cloud Giant Heart muscle | x |
Potion of Flying | Adult dragon scales | Fly |
Potion of Invisibility | Tamarack Amanita extract | Invisibility |
Potion of Longevity | Red Fairymoss | x |
Potion of Speed | Devil's Roadweed | Haste |
Potion of Supreme Healing | Crawling Woundwort flowers | 7th level Cure Wounds |
Potion of Vitality | Shrine Cornel leaves | Greater Restoration |
Legendary potions
Herbalist | Alchemist | |
---|---|---|
Potion of Storm Giant Strength | Storm Giant Heart muscle | x |
The Herbalist's Tools: Plants and Fungi
The list of brewable potions introduces some new plants and fungi, which are detailed in the following section. Generally, these should naturally occur in your world at a rarity corresponding to the rarity of the potion they are needed for. As mentioned on page 3, foraging for these would require a survival or nature check with a DC equal to the crafting DC of the item or potion. Some of these may also be purchased from traders, the market value should be set at up to half the total ingredient cost of the potion.
Bloodroot Nettle
Plant, common
A plant commonly found in all mixed forests, almost indistinguishable from common stinging nettles except for its roots, which bleed red liquid when broken off. Only a single flower blossoms on each plant in spring.
Bird's Script Lichen
Fungus/ Alga, uncommon
A pale blue growth of tiny cup-like structures, found growing on larch branches. Can be found year-round, however most prominent in autumn.
Conifer Cystoderma
Fungus, rare
A cone-shaped brown-grey mushroom, found beneath old leaf piles after heavy rain. After drying out, produces a puff of spores when agitated.
Crawling Woundwort
Plant, very rare
A high-altitude plant, grows on hard to reach cliffsides. Produces small red flowers.
Devil's Roadweed
Plant, very rare
A weed said to only grow near crossroads, where a demonic pact has been made. Broad, dark green leaves, which stain the skin easily.
Gnomish Honeywort
Plant, rare
A sweet-smelling plant with tiny yellow flowers. May be encountered on meadows and hills.
Jealous Milkweed
Plant, uncommon
A fragrant weed, found growing between stones near small rivers. Produces a sticky white sap when squeezed.
Red Fairymoss
Plant, very rare
A reddish moss, grows only in close proximity to portals leading to the Feywild.
Sanguine Webcap
Fungus, rare
A greyish-white slimy mushroom with a red stem, found growing solitary beneath pine trees.
Shrine Cornel
Plant, very rare
A light blue flower hidden beneath arched leaves, found growing where lightning recently hit.
Sneezing Sagittaria
Plant, uncommon
An aquatic plant with long blade-like leaves, found at the bottom of still ponds and lakes. Can be spotted by the small stream of air bubbles rising from it.
Strobilurus Helmling
Fungus, rare
A brown fungus with a black-rimmed cap. Poisonous in large doses. May be encountered growing on dead tree trunks.
Tamarack Amanita
Fungus, very rare
A transparent fungus which grows in deep caves. Can be spotted by a slight green glow.
Credits
Author: Lenny Fox
Created using: GM Binder
Artwork: The Potion Masters House by Chris-Karbach
Inspired by: