Crafting in Raan

If life has taught me anything, it is that we are but tools of our own minds; shaped and sharpened by choice and by circumstance. In this the body is no different than the blade; the hand no different than the hammer.
— Amartus, Cleric of Solarius

Mortals are beings of artifice. Some make an art of combat, others of spellcraft. But both rely upon tools and equipment made by crafters the world over. As such, the process of making such things is an important -- though commonly overlooked -- portion of any system. This document is intended as a sturdy framework for such a system but it cannot ever be comprehensive; new content comes out on a regular basis. It is the hope that those who make use of this system of crafting for D&D 5e find it both a logical and fair way to allow the crafting of items both magical and mundane. Don't be afraid to leave feedback in the Comments section at the bottom of the article!

Table of Contents

Delicate Artifice
 

Basic Concepts

The basic concept of the system is divided into four concepts: Cost, Difficulty, Complexity, and Formulae.

Cost

Cost is a reflection of the resources needed to manufacture an item. For mundane items, this includes the raw materials required such as the wood and bindings to fashion a quarterstaff, the glass to shape into lenses for a spyglass, and so on. For more supernatural items, this can include the magic or psionic power that form the basis of the enchantment, as well as rare supernatural ingredients harvested from other planes of existence or rare creatures of the appropriate magic. Though this is most often expressed in the form of currency (especially for mundane items), it can include requirements of types of magic/psionic power, rare materials, and the like.

For mundane gear, we'll be using the values that are listed in the which are available at D&D Beyond.

For magical and psionic gear, we'll be making use of a wonderful resource called the Sane Magical Prices list available in the following Reddit Post.

Difficulty

Difficulty is a reflection of how difficult the item is to craft and reflected by the DC of the needed check to make it. The higher the DC of a given item, the more difficult it is to make. Items that require few or no moving pieces have lower DCs, and those that require more exacting precision or higher quality to properly function have higher DCs. For example: a club has a lower DC than a mace, though their function and form are similar.

Specifically, DCs in this system begin at 12 and go up or down in increments of 3. This is based on a simple assumption: a common person with completely unremarkable ability scores (10 in every stat), with a tool appropriate to the job has a proficiency bonus of +2 at 1st level. Fans of older editions may remember the concept of Taking 10: when not distracted (whether by combat or deadlines or other nuisances) and capable of putting one's concentration wholly on a task, assuming an average roll should allow the average person with a tool in their hand to succeed. A good example of this would be an unremarkable commoner with a woodworking tool in their hand fashioning a club or a quarterstaff out of some nearby wood to use as a weapon. Taking their time to select a good piece of appropriate wood and shaping it with the tools should be within their capacity.

To extrapolate this out, this means an item with a DC of 15 is not a sure thing without a bit of natural aptitude in the relevant statistic, and a few levels of experience to bring up one's proficiency bonus. And a DC of 18 requires expertise that most do not possess. DCs of 21 and above generally requires extraordinary (or flat-out supernatural) assistance. Use the examples listed in the table above as a guideline.

Failure vs Catastrophe

With respect to failing a check, the amount by which the check is failed matters. Normally, a failure by 4 or less carries a lesser penalty than a failure by 5 or more, which is referred to as a Catastrophe. A failure to make a common item, unless otherwise noted, results in the work being wasted for that interval. So for a low complexity item that takes 1d4+1 hours to make and has a Craft DC of 12, a result of 8 through 11 means that the time rolled (say you roll a 3 for a total of 4 hours) has been wasted, but the materials have not been lost (or worse). A roll of 7 or less, however, is a catastrophe: the materials have been ruined, and some special materials cause additional effects (such as Thunderbolt Iron exploding in your face; see Crafting with Rare Materials for more information).

Complexity

Complexity is a reflection of how involved the item is to craft, and reflected in the time required to make it. The higher the complexity of a given item, the longer it takes to manufacture. Items that can be easily fashioned with easy-to-use raw materials have lower Complexity scores, and those that require more involved processes that take longer and require specialized tools have higher Complexity scores. To return to the example between a club and a mace, a club has less complexity as it can easily be hewn from the branch of a tree and crudely shaped with anything from a rock to a sharp axe, while a mace has more complexity as it requires the shaping of a head from stone or metal and a way affix it to a properly treated haft.

Specifically, Complexity in this system is a rating of 0 to 8, with each complexity taking an increasingly long period of time. These complexities and their associated time is shown in the table below:

As you can see by the table above, complexity has a duration that can be measured in hours, days, weeks, months, or even years. The concept of a day here corresponds to eight hours of work. This assumes an average creature who requires time for the basic necessities of everyday life: a good night's rest, taking care of chores and errands, finding and preparing food, taking care of family obligations, travel time between these activities, and the like. Multiple items can be crafted in a day, though once a character reaches the eight hour limit, further work carries a risk of exhaustion. This is detailed in the Overwork section below.

For durations measured in hours, only one roll to craft the item is needed; items that require multiple days to craft require a roll for each day. To use examples from the Complexity table, two gold rings (Complexity 1; 1d4+1 hours each) could be forged in one day, each requiring its own roll; while a golden brooch filled with dozens of tiny gems (Complexity 3; 2d4 days) would take one roll for each day spent making it. If the duration roll for the golden brooch ends up being 5 (a 2 and 3 on 2d4) it would require (at least) 5 days to complete, assuming every roll is a success.

As you can imagine, higher complexity items that require multiple days (and thus multiple successful checks) carry higher risks of failure. As such, many crafters do their best to reduce the complexity of an item as much as possible. One possible way is to overwork yourself: choosing to double the amount of work for a given day at the risk of suffering exhaustion. This is commonly most attractive near the end of a crafting, risking exhaustion (and the ensuing disadvantage on ability checks) to complete an item.

Overwork

The risk of exhaustion when working longer than one should is referred to in this system as an Overwork Save. A failed Overwork Save inflicts 2 levels of exhaustion. This Overwork Save is a Constitution Save whose DC can vary. This DC begins at 10 and increases by 1 every time it is made. So the first save is made at 10, the second at 11, the third at 12, and so on. This DC reduces by 1 every time whenever the overworked creature completes a long rest so long as the following things are true:

  • The creature has not made an Overwork Save since the last long rest.
  • The creature is not suffering Exhaustion.

When to Make Overwork Saves

When making multiple items in a single day, the first Overwork Save is required when the work first passes the 8-hour mark. This means that if a creature has spent 7 hours crafting multiple items and then crafts another item that takes 2 hours, they make the Overwork Save after their crafting roll for the final item (as they began their crafting outside of the danger zone). Any subsequent item crafted that same day comes with another Overwork Save, but these are made before the crafting roll and thus can have an effect upon the crafting roll.

When making a single item that requires multiple days to craft, the choice to overwork is made before the craft roll, and the Overwork Save is made after the craft roll. Note that this means even if the Overwork Save succeeds, the DC for the Overwork Save will keep going up by 1 for each day you spend overworking.

Example : Jeweler

Now that we've explained the mechanism of the Overwork Save and when they need to be made, here's an example to help illustrate the process.

  • Jeweler makes two gold rings, taking 2 hours and 3 hours to do so. No save needed.
  • Jeweler makes a third gold ring in that same day, rolling 4 hours for the duration, makes first Overwork Save at DC 10 after rolling their craft roll. Save succeeds.
  • Jeweler wisely decides to take a long rest and gets to work on more gold rings, taking 5 hours for the first, and 4 hours for the second. Makes another Overwork Save after the craft roll of the second item, this time at DC 11. Save fails and they suffer 2 levels of exhaustion.
  • Jeweler gets food and drink and takes a long rest. One level of exhaustion is removed, but Overwork DC has not changed, because the DC does not reduce when suffering any level of exhaustion.
  • Jeweler decides not to do any crafting today because they have disadvantage on all ability checks from their remaining level of exhaustion.
  • Jeweler gets food and drink and takes another long rest. Their exhaustion is now gone, but the Overwork DC would still be 12 if they make another.
  • Jeweler makes several items, taking 8 hours to do so. No Overwork Save is necessary.
  • Jeweler gets a long rest and NOW their Overwork DC finally drops by 1 as they have not made an Overwork Save since the last rest and they are not suffering exhaustion.
  • Jeweler works for 8 hours and no more, and takes a long rest. Their Overwork DC has dropped back to the default of 10.

Example : Armorer

Now let's give an example of crafting that requires many days of work to illustrate that process.

  • Armorer making a suit of full plate, (Complexity 4 : 1d4+2 weeks) will take 4 weeks (28 days) to fashion the suit of armor
  • Armorer has decent Constitution Saves and chooses to Overwork the first day, rolls a successful check which counts as 2 days instead of one, and succeeds at their Overwork Save DC 10
  • Armorer does this four days in a row, getting 8 days of work done in only four before an unlucky roll means they fail the Overwork Save DC 13. They get 2 levels of exhaustion.
  • Armorer has food and drink and a long rest which removes 1 level of exhaustion, decides to Overwork, rolls their craft DC at disadvantage and fails, but not by 5 or more so their work isn't ruined, fails the Overwork Save DC 14, and gets 2 more levels of exhaustion (they now have 3).
  • Armorer has food and drink and a long rest which removes 1 level of exhaustion (now at 2 levels) and chooses not to Overwork, rolls their craft DC at disadvantage and this time fails by 6. The attempt at creating the armor fails and their materials are ruined.

Formulae

There are some items that are complex enough to need a formula to be properly crafted. Mundane items of Complexity 4 or less generally don't require a formula to create, unless they are intricate or delicate items (such as clockworks or fancy jewelry). Formulae are also one of the two ways that crafters can create magic or psionic items. The research can be accomplished with the relevant Intelligence skill:

  • Arcana for magic or psionic items such as those artificers and other arcane magic users might wield
  • History for buildings, and complex mundane items or clockworks
  • Investigation can stand in for any of the other four skills, but has a higher DC to reflect its lack of specialization
  • Nature for primal items that wouldn't be out of place in the hands of a druid or ranger
  • Religion for divine items that clerics and paladins might use

This type of research can be done on one's own, and generally reflects a combination of brainstorming, planning, prototyping, and the like.

Note:Artifacts cannot be created by mortal magic and materials; at least, not without special circumstances. It is listed here as a reference for its DC.

Like the crafting check, research of formulas has a duration that can be measured in hours, days, or weeks. The concept of a day here corresponds to eight hours of work and reflects the same assumptions as stated above. Multiple formulae can be researched in a day, though once a character reaches the eight hour limit, further research carries a risk of exhaustion. This is detailed in the Overwork subsection (in the Complexity section, above).

For durations measured in hours, only one roll to research the formula is needed; formulae that require multiple days to research require a roll for each day. Like the crafting check, you may choose to double the amount of work for a given day at the risk of suffering Overwork as detailed in the Complexity section, above.

Unlike crafting the item, researching formulae for creating an item does not have an associated monetary cost; only the time required to complete the research. A failure to successfully research a formula thus wastes only the time already spent on said formula. In game terms, a failure of this type would result in the researcher hitting a dead end that requires the research process to begin again from scratch ("going back to the drawing board" to quote the popular aphorism).

Depending on availability, however, a character may be able to find or purchase a formula from others. Such a formula, where they are available, have the cost noted in the "Value (GP)" column. When found or purchased, a single check that takes 1 hour is needed to decipher the formula and learn it (using the relevant Knowledge or Investigation check). If this check is failed, a character cannot attempt it again until they have completed a long rest and are not suffering any level of exhaustion.

Benefits of Formulae

One of the benefits of using a formula to create an item is that it properly describes the methods necessary to create such items. A crafter working from a formula, like any craftsperson, needs to use the appropriate tools to accomplish their goal. A formula allows the crafter to use those proper tools specifically to create the given item as if they were proficient using the tool. This doesn't grant a tool proficiency, of course; a formula to make a magic cloak doesn't allow the craftsperson to sew a silk purse. Nor does it grant double proficiency in a tool they already have proficiency in.

The other benefit, and why formulae are researched for nonmagical or less complex objects, is that planning out the crafted item makes it easier to do. Such preparation can be vital to successful crafting.

Dealing With Formulae

A formula need only be researched once to teach a character how to fashion the given item. So once a creature has researched the proper formula to fashion a Sentinel Shield, for example, they can create several without needing to research it again and again. Once known, a crafter can create a written formula, the cost of which is half the cost listed in the "Value (GP)" column above. While a creature can fashion such formulae, there is generally not much market for them, as most people capable of crafting complex or supernatural items prefer to avoid the expense of buying research off of others, and most enjoy the satisfaction of doing their own research.

Formulae are very specific and describe not only a resulting item, but also the raw materials needed to craft that material. In this way, formulae can be used to make a specific type of weapon using a particular method. For example: a formula can be researched to craft a Wootz Steel Rapier from iron and leather and wood; but such a formula would not help fashion a mithral greatsword, or a wootz longsword for that matter.

In the same fashion, formulae can be used to improve existing magic/psionic items, but such a formula only turns one specific type of magic/psionic item into another type. For example: a formula may be researched to improve a Weapon, +1 item into a Weapon, +2, but this will not allow the creature to fashion a Weapon, +2 from scratch.

A note about improving magic/psoinic items, the rarity of the resulting weapon is cumulative to its components, with each rarity holding a certain value.

  • Common magic items have a value of 1
  • Uncommon magic items have a value of 2
  • Rare magic items have a value of 4
  • Very rare magic items have a value of 8
  • Legendary magic items have a value of 16

When researching an item, composite items have a value equal to the sum of its components. So to enhance a +1 Shield with the Sentinel Shield enchantment would result in a value of 4 (both +1 Weapon and Sentinel Shield are uncommon magic items, thus 2 apiece), which is the maximum score an item can have and be of rare rarity. If the formula added even a common magic item enchantment (for a total of 2 + 2 + 1 = 5) the resulting item would have a rarity of Very Rare. And as rarity has a direct effect upon what an item's initial Complexity is, it is generally very important to maximize the amount of "value" a composite formula. The table below lists the minimum and maximum result values for each rarity. Remember that Artifacts are not something that can be created by mortal magic under normal circumstances, so the chances of crafting such a combined items is very unlikely.

Combining items that are not directly related (+1 Shield and Sentinel Shield are both defensive enchantments; +1 Weapon and Cloak of protection are an offensive and defensive enchantment, respectively) carries a penalty; the value of such items is multiplied by 1.5 and rounded up before determining its rarity. Combining three not-directly-related enchantments results in a multiplier of 2.5, and a fourth has a multiplier of 4 instead. Beyond four common unrelated enchantments, the multiplier would push any resulting score into a rarity of Artifact; out of reach of mortal capacity.

Research Example : +1 Sentinel Shield
  • Value 2 : +1 Shield
  • Value 2 : Sentinenl Shield
  • Resulting Score : 4 (maximum value to still be Rare)
Research Example : +1 Protection Weapon
  • Value 2 : +1 Weapon
  • Value 2 : Cloak of Protection
  • Sum of Values : 4 = 2 + 2
  • Penalty : 6 = 1.5 * 4
  • Resulting Score : 6 (too many points for Rare, but within the limit {8} of Very Rare)
Research Example : +1 Sentinel Weapon with Alchemy Jug Hilt
  • Value 2 : +1 Weapon
  • Value 2 : Sentinel Shield
  • Value 2 : Alchemy Jug (Blue)
  • Resulting Score : 6
  • Penalty : 15 = 2.5 * 6
  • Resulting Score : 15 (this item would be Legendary even with only three unrelated uncommon enchantments)
Research Example : Crazy Jakes Shielding Weapon Flask of Scrying
  • Value 2 : +1 Weapon
  • Value 4 : Bracers (or hilt in this case) of Defense
  • Value 2 : Alchemy Jug (Blue)
  • Value 8 : Crystal Ball
  • Resulting Score : 16
  • Penaty : 64 = 16 * 4
  • Resulting Score : 64 (this item would be an artifact, so Crazy Jake had better start petitioning some Divine Beings for help; then again, he probably needs help anyway so perhaps this is for the best)
   

Crafting Calculations

Now that we've gone over the concepts we'll need to delve into crafting, we're ready to go into the process of crafting itself, starting with our process of calculations. In all honesty, this is likely the step that will usually take the most time.

 

Step One - Select a Base Item

For established items or items that resemble those that already exist, this will be a quick step. Once a suitable base item is decided upon, whether magical or mundane, you'll refer to the Difficulty and Complexity tables and determine the base values. For new items, this can be more difficult, as you'll need to work with your Game Master to decide on a close enough approximation, and argue what the Difficult (DC) and Complexity values should be. When this is complete, we'll start considering factors that can change the Cost, Difficulty and Complexity.

 

Step Two - Apply Factors

Factors are elements that can modify the cost, difficulty, complexity, or result of a crafting check.

 

Tool Factors

Having the right tools for the job -- or not -- can have a significant effect upon how difficult or complex an item is to craft. To reflect this, we have Tool factors.

 
Advanced Crafting Technique

Highly skilled craftspeople may elect to make use of more difficult fabrication and creation techniques that can be accomplished in less time to fashion an item more quickly. Applying this factor increases the DC by 3, and reduces the Complexity by 1.

This factor is mutually exclusive with Simple Crafting Technique.

 
Casting Fabricate

Casting the powerful Fabricate spell can reduce the amount of time necessary to craft an item immensely. It takes 10 minutes to cast and can be used on items that conform to the limitations of the spell and have a base Complexity of 5 or less. Such items are considered to have a final Complexity of 0 (taking 1 hour) and includes the 10 minute casting time, as well as the gathering of all materials in preparation for the casting in that hour.

 
Simple Crafting Technique

Apprentice craftspeople commonly resort to simpler crafting techniques that take longer to accomplish as they are learning their trade. Applying this factor decreases the DC by 3, and increases the Complexity by 1.

This factor is mutually exclusive with Advanced Crafting Technique.

 
Using an Arcane Forge

Treasured the world over, Arcane Forges are flexible tools that can simplify and/or speed up the process of crafting items both magical and mundane. When electing to create an item using an Arcane Forge, choose one of the following three effects:

  • Reduce the Difficulty (DC) by 6.
  • Reduce the Difficulty (DC) by 3, and the Complexity by 1.
  • Reduce the Complexity by 2.
 

This choice is made once, before any craft rolls are made to fashion the item, and persists through the success or failure of that particular attempt. If a craftsperson makes two hand axes, for example, they may choose to reduce the DC to craft for the first, and reduce the Complexity for the second.

Arcane Forges have one additional powerful benefit: they allow the crafting of magical and/or psionic items to be kept in stasis without requiring the item to make Unravel Saves (see below). Most Arcane Forges can only keep one supernatural item mid-craft in stasis at once, but some may have the capacity to hold more. Once all stasis slots have been filled, attempting to put a another item stasis fails harmlessly.

 

Material Factors

There is a truism that states that you get out of things what you put into them, and that is very true for crafting. Using materials that are higher quality or possess specific traits can have numerous effects on items crafted of them.

 
Rare (Nonmagical) Material

There are a number of high-quality, unique materials which can provide unique benefits to certain types of gear. Here is a table that lists the non-supernatural materials that objects might be made of and their basic effect upon the Difficulty and Complexity.

 
Supernatural Material

Supernatural Materials are discussed in great detail in the Crafting With Rare Materials page.

 

Circumstance Factors

The remaining factors described are highly situational and can depend on the environment being worked within, the power inherent in the creator, the time of day or month or year, and so on. This list is by no means exhaustive, and a GM should feel free to come up with specific circumstantial factors as they feel the need.

 
Assistance

If the crafter has the benefit of assistance, they may choose to Work Together as explained in the Player's Handbook and conforming to the same rules. What crafts can and cannot benefit from assistance is up to the discretion of the Game Master.

 
Elemental/Energetic Alignment

When creating an item that is aligned with the energetic or elemental purpose of a location, crafting rolls enjoy Advantage. An example of this might be crafting a fiery weapon in a forge built into an active volcano, a necrotic resistant armor fashioned deep in the Shadowfel, or an evil-bane weapon fashioned upon the shores of a good-aligned plane. The GM will be the final arbiter on this, though a relevant Intelligence-based check should give the crafter a good idea of where a suitable location might be (whether the crafter can get there, or whether it would even be safe to, might be another matter altogether).

Forging a Point
 
Formula Crafting

To the surprise of few, instructions make it easier to craft. A craftsperson with a successfully researched or deciphered formula reduces the DC by 3.

This circumstance is mutually exclusive with any Spontaneous crafting method.

 
Supernatural Affinity

Most supernatural items have an affinity; that is, they do certain tasks and create items with certain effects well. When using a supernatural material that has an affinity for the item that is being made, you reduce the DC by 3. Consult the Crafting With Rare Materials page for more information.

 
Magical or Martial Assistance

There are many spells which can be cast and class features which can be used upon a crafter which can either provide bonuses (such as flat numeric bonuses or additional dice which may be rolled and added) or grant advantage. Spells such as Guidance and Foresight come to mind, but this list is by no means exhaustive. The Game Master should exercise common sense and remember the limitations of what one spellcaster can concentrate upon at once.

 
Masterworking An Item

A higher skill artisan may choose to increase the Difficulty (DC) of the craft they are about to make to create it as a Masterwork. A Masterwork item has a DC 6 higher than normal, but if successful, it has the following effects.

  • A Masterwork object has an AC 2 higher than normal, and twice as many hit points as normal for its fragility and size.
  • If a Masterwork object is used as a component when using a formula to create a supernatural item, all crafting rolls for that item have a +3 bonus. Only one Masterwork bonus can be applied to an item (so using multiple masterwork items doesn't stack).
 
Spontaneous Socketable Psicrystal

When electing to craft a Socketable Psicrystal, a crafter may elect to use a supernatural base material (namely Psicrystal) and two supernatural additives, and allow the power of the forging to "take the path of least resistance" and result in a socketable psicrystal with somewhat random properties. The decision to craft Spontaneously reduces the Complexity by 1, but increases the Difficulty by 6.

This circumstance is mutually exclusive with Formula Crafting and any other form of Spontaneous crafting.

 
Spontaneous Weapon or Armor Crafting

When electing to craft a supernatural weapon or armor, a crafter may elect to use a supernatural base material and two supernatural additives, and allow the power of the forging to "take the path of least resistance" and result in a weapon or suit of armor with (somewhat) random properties. These properties are usually guided by the supernatural additives, but not always. The decision to craft Spontaneously reduces the Complexity by 1, but increases the Difficulty by 6.

This circumstance is mutually exclusive with Formula Crafting and any other form of Spontaneous crafting.

 

Step Three - Calculate Final Values

With the base object known and all relevant modifiers selected, it is a simple matter of calculating any modifiers or multipliers for each element: Cost, Difficulty, Complexity, and possibly Formula. With this complete, we can move on to the actual process of crafting the item.

 

Crafting Process

With our calculations complete, we can finally begin the process of crafting itself.

 

Step One - Roll Duration

Now that we have our final Complexity score, we can roll on the duration table to determine how long the crafting will take.

 

Step Two - Roll Craft Check

We'll now roll the craft check, using the appropriate artisan's tools and including any possible bonuses or penalties or advantage or disadvantage from the factors applied to this crafting. Any result which meets or exceeds the required Difficulty (DC) is a success; a result that is less than the DC, but more than the DC minus 5 is a failure; a result that is less than or equal to the DC minus 5 is a catastrophe.

 

Step Three - Apply Failure/Catastrophe Effects (if any)

If the result of the craft check was either Failure or Catastrophe, we'll need to resolve that now. Unless otherwise specified, a Failure on a craft roll only results in the waste of the duration rolled in Step One, and a Catastrophe also results in the waste of the raw materials used as well as wasted time. Finally, some materials (usually supernatural ones) can be physically dangerous and harm the crafter on a failure, a catastrophe, or both.

 

Step Four - Check for Overwork

A crafter whose work extends beyond 8 hours must make an Overwork Save regardless of whether the craft check succeeded or fialed.

A crafter who has chosen to Overwork at the beginning of a day's crafting to double productivity must make the Overwork Save regardless of whether the craft check succeeded or failed.

 

Step Five - Apply & Assess

Now that we've made the check and made any relevant saves, we must apply the work to the remaining duration. If the duration remaining is less than a day, then the Item is complete at the end of that duration and you should continue to Step Six below. If, on the other hand, the remaining duration is greater than or equal to a day, then subtract one day from the remaining duration and return to Step Two.

 

Step Six - Adjudicate Success or Failure

Once the item is complete, adjudicate the results of success. Note that some supernatural materials have effects that trigger upon successfully creating a supernatural item. If the item was crafted using Spontaneous Crafting, adjudicate that now as well.

 

Roll Spontaneous Weapon or Armor Creation (if applicable)

If the crafter elected to go the route of spontaneous item creation, the results of that must now be adjudicated. Roll on the following table to determine what occurs for:

Weapons or Armor
 
Socketable Psicrystal
 

Issues and Wrinkles

While DMs are free to ignore this section, it is meant to help make the crafting system fair not only to the players, but also to the GM. As such, it details some ways that a GM can fine tune how much and how fast their players can craft items of great power, as well as detailing some reasonable issues that can occur.

 

Magic Item Unraveling

For the most part, a player character will be able to work on a magic item from start to completion. But what happens when a craftsperson stops?

Depending on the nature and complexity of the item, the GM may wish to impose the possibility that the unfinished item 'unravels' if it is not worked to completion. This would take the form of an Unravel Save.

Unravel Save

The Unravel Save is simple:

  • The DC begins at 5, and has no bonus or penalty.
  • The Unravel Interval is the amount of time that must pass with the item not being worked on continuously before it must make an Unravel Save. A single successful craft check is enough to "reset" this timer.
  • Once the item hasn't been worked on long enough for an interval to pass -- based on its complexity (see the table) -- the item makes an Unravel Save. Failure causes the work to unravel into its constituent parts. At the GM's discretion, a failure by 5 or more may result in the materials being ruined.
  • Every time the item makes a successful Unravel Save, the DC increases by 1 for the next check.
  • Once the item has been worked on continuously for an entire interval, the DC drops back to 5.
 

Residuum

Players of Fourth Edition will likely recognize this term, and it is used in the same way. Residuum is a material that is created when a magic item is "harvested" for its power. A magic item harvested in this way is destroyed, leaving an amount of residuum equal to its gold value (see the Sane Magical Prices link at the top of this article). The creation of new magic items may require a certain value of materials be added, which can be paid for in Residuum. Using residuum as a necessary component of any new item creation can help the GM throttle the speed at which the crafters in the party can make gameplay-altering items.

GM Option : Residuum Types

The GM may choose to separate Residuum into eight variants, each of which correspond to one of the eight schools of magic. When an item is harvested, its residuum has a type that is based on its function or the magic that has gone into it.

GM Option : Spellcasters Creating Residuum

The GM may choose to allow players to sacrifice spell slots to create residuum. This process should require a short or long rest, and allow the caster to expend a number of spell slots as if they had cast these spells normally. The suggested amount of residuum created is suggested to be 10 gp per level of the slot expended. So choosing to expend two 3rd level slots would result in 60 gp of Residuum. If the Residuum Types option is also in play, the residuum created has the same type as the spell sacrificed to create it, allowing spellcasters to choose to create Residuum of any type they have a corresponding known or prepared spell for; thus if a caster has both evocation and divination spells prepared, residuum can be created of either of those two schools.

As there are classes whose spell slots refresh on a short rest (such as Warlocks), and it is suggested that no more than two short rests be allowed in a given day by the guidelines of the Dungeon Master's Guide, capping such casters at "tapping themselves out" three times seems reasonable.

Further, the GM may allow for other classes that are fueled by magical or divine power to expend those resources as well, such as a monk using their Ki. In such a case, the suggestion is 10 GP of residuum per Ki point spent, and like Warlocks, they be capped at "tapping themselves out" three times in a given day.

Finally, full casters may choose to, while out on adventure, expend their remaining spell slots at the beginning of a long rest. However, this means that if they are attacked at some point during that long rest, they have no spell slots with which to defend themselves. But should the long rest pass without issue, their entire stock of spell slots are restored, as normal. In a world in which this were true spellcasting crafters would have to weigh the benefits of creating residuum from their own magic against the possibility of attack, both on adventure and within the confines of their civilian life. Such spellcasters would have good reason to hire bodyguards, for example.

 

Happy Crafting!

Player item crafting can be a fun part of a campaign if you let it. Hopefully the ideas here have helped. But if you have suggestions, feel free to comment!

Orc Brewing Potion

Comments

Please Login in order to comment!