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Crafting

This page details tips for the GM on how players can craft.

Crafting Non-magical Items

To craft a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the item, and you can use it or sell it at its normal price.

Tools are required to make certain items. The GM assigns a required tool depending on what makes sense for the item the player wishes to create.

Below is a list of Tools and examples of items that can be crafted:

  • @Alchemist's Supplies : @Acid (Vial), @Alchemist's Fire (Flask), @Component pouch , @Oil (flask) , @Paper (one sheet) , @Perfume (vial)

  • @Brewer's Supplies : @Antitoxin (vial), Alchohol

  • @Calligrapher's Supplies : @Ink (1 ounce bottle), @Case, map or scroll

  • @Carpenter's Tools : Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch

  • @Cartographer's Tools : Maps

  • @Cobbler's Tools : Climber’s Kit

  • @Cook's utensils : Rations, meals

  • @Glassblower's Tools : Glass Bottle, Magnifying Glass, Spyglass, Vial

  • @Jeweler's Tools : Arcane Focus, Holy Symbol

  • @Leatherworker's Tools : Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin

  • @Mason's Tools : Block and Tackle

  • @Painter's Supplies : Druidic Focus, Holy Symbol, paintings, sigil's, coat of arms

  • @Potter's Tools : Jug, Lamp

  • @Smith's Tools : Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets

  • @Tinker's Tools : Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox

  • @Weaver's Tools : Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes

  • Woodcarver's Tools: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles

Raw Materials

To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The DM determines whether appropriate raw materials are available in the players current location.

Time

To determine how many hours it takes to make an item, divide its purchase cost in GP by 10 and then times that number by 8. For example, you need 40 hours to make a Heavy Crossbow, which sells for 50 GP. (50 GP / 10 = 5 x 8 = 40 hours)

If an item requires multiple days, the days needn’t be consecutive.

Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the GM might allow more assistants.

Crafting Magical Items

To create magic items, follow the rules below. In these rules, “you” refers to the character crafting the magic item. To craft a magic item, you and any assistants must have proficiency in the Arcana skill.
Below is a list of Item categories and the required tool:

  • Armor: Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted in the tools’ descriptions

  • Potion: Alchemist’s Supplies or Herbalism Kit

  • Ring: Jeweler’s Tools

  • Rod: Woodcarver’s Tools

  • Scroll: Calligrapher’s Supplies

  • Staff: Woodcarver’s Tools

  • Wand: Woodcarver’s Tools

  • Weapon: Leatherworker’s Tools, Smith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’ descriptions

  • Wondrous Item: Tinker’s Tools or the tool required to make the nonmagical item on which the magic item is based

If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item.

Time and Cost

Crafting a magic item takes an amount of time and money based on the item’s rarity as shown in the Magic Item Crafting Time and Cost table.

Work required is dependant on the item rarity, which is determined by the GM. Item rarities, time required and Costs are listed below

  • Common: 40 hours - 25 Gold pieces

  • Uncommon: 80 hours - 100 Gold pieces

  • Rare: 400 hours - 1000 Gold pieces

  • Very Rare: 1000 hours - 10,000 Gold pieces

  • Legendary: 2000 hours - 50,000 Gold pieces

Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the DM might allow more assistants.

Raw Materials. The cost in the table represents the raw materials needed to make a magic item. The GM determines whether appropriate raw materials are available. In a city, there is a 75 percent chance that the materials are available, and in any other settlement, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again.

If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in the Crafting Non-magical items section. For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or pay 2,000 GP and craft the armor.

Magic Item Special Features

You can add distinctiveness to a magic item by adding an additional property to the item. When making the item use the following table to add flavor to the created item. On the Magic Item’s Minor Property table, “you” refers to the item’s bearer.

Determining Magic Item's Minor Property

Roll 1D20 and use the result

  • 1-2: Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.

  • 3: Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.

  • 4: Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

  • 5-6 Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

  • 7-8: Harmonious. Attuning to this item takes only 1 minute.

  • 9: Key. The item is used to unlock a container, chamber, vault, or door.

  • 10: Secret Message. A message is hidden somewhere on the item. It might be visible only at a certain time, under the light of one phase of the moon, or in a specific location.

  • 11-12: Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it.

  • 13: Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.

  • 14-15: Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

  • 16: Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

  • 17: Unbreakable. The item can’t be broken. Special means must be used to destroy it.

  • 18: War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.

  • 19: Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.

  • 20: Roll twice, rerolling any additional 20s.