There's a special appeal to homemade goods that carries over to when those homemade goods are wielded by fictional characters. Many players in 168澳洲幸运5开奖网:Dungeons & Dragons will be i🗹nterested in how to forge their own swords, armour, or magical items. It's also a way of tying legacy characters inꦯto a homebrew setting by having their handmade goods reappear as powerful relics.

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The rules for crafting items can be confusing, they'v🎀e changed over the release of different books and supplements. Thankfully the result is still less convoluted than having to spend experience points and potentially level down the way previous editions implemented the system.

How To Craft Items

Magic: The Gathering card Renowned Weaponsmith
Renowned Weaponsmith by Eric Deschamps

The most commonly used crafting rules are the ones provided in Xanathar's Guide to Everything, which branch out from the base rules provided in the Dungeon Master's Guide and Player's Handbook. Craftable items are divided into three big categories: Non-magical items, magic items, and consumables.

Crafting times, measured in days or weeks, assume an eight-hour workday without interruptions. Characters with no social life or need for sleep, such ༺as warforged, may be per🐼mitted by their DM to craft faster.

Crafting Non-Magical Items

The crafting of non-magical items is unchang🐷ed from what you'll find in the player's handbook and DMG.

  • You must have relevant tool proficiency and the tools needed.
  • You work on an item during downtime between adventures, with a timescale of one-fifth of the item's cost in days.
  • Each day of work contributes five gold towards the item's completion, adding up to 50 gold in Faerun's ten-day week.
  • In addition to work time, you spend raw materials equal to half the items cost.

Crafting Magical Items

Magic items follow a more complex ruleset, that takes into account the item's rarity and is also reliant on adventuring work. There are a greater number of requirements that you need to meet, but it is designed to be more interactive with the adventuring part of the game.

Requirements

Details

Example

Magical Ingredients

Magical ingredients for items now need to be sourced from adventuring.

A battle against a CR16 Phoenix might yield the magically infused gemstones that form the tip of a staff of fireballs.

Mundane Ingredients

Instead of using the item's market price, it now uses a generic item cost dependent on the item's rarity.

A rare item, +1 half plate, will require 2,000GP worth of raw materials. Using the trade goods table in t🍬he player's handbook this translates to 20,000lbs of raw iron. Somehow.

Time

The time is now measured in weeks instead of days and is dependent on item rarity.

Heward's Handy Spice Pouch, as a common item, can be crafted in one week.

Crafting Consumable Items

Spell Scrolls and Healing Potions follow a simpler set of rules. The earliest tier of items can be crafted with one day of downtime. This makes them the only magic items that can be crafted during an adventure: A DM might permit consumables to be crafted as part of a long rest if the character has ꦿa relevant ability or trait that limits the amount of sleep they need versus their group.

The higher tier versions of these items follow a time and cost scaling chart similar to other magic items, with discounts due to their consumable nature. Most often, you'll want to focus on crafting the lower-level potions and scrolls.

  • Potions are a good way of supplementing healing when out of combat, or in the hands of a thief rogue.
  • Having each party member carry one healing potion means everyone has an emergency way of bringing back a dying ally.
  • Scrolls can round out the utility of a caster, saving the party from needing to prepare or ritual cast spells such as detect poison.
  • Scribing one copy of each situational spell you know means you don't need to worry about keeping them prepared the rest of the time.

Best Classes For Crafting Items

Dungeons & Dragons art of a wizard and a big blue eye.
Contact Other Plane by Alix Branwyn

Two classes perform the best on item crafting, the artificer and wizard. Both use intelligence for their key attribute which is also t𝓡he standard for crafting skill checks, and have specific features that allow them to outperform other classes.

Artificer gains expertise in all tools they are proficient in, a naturally large amount and expanded further by subclasses. At tenth level, they gain the ability to craft common and uncommon items in a quarter of the usual time and at half the price.

Wizards have exclusive access to the spell Fabricate. This allows you to craft non-magical items in ten minutes as long as you have the raw materials and proficiency. There isn't a large amount of elaboration on how this interacts with the other crafting rules, beyond stating that the quality of the product scales to the quality of the materi🌌als.

This means a wizard smith could craft plate armours (which normally cost 1,500gp to purchase) for nothing more than the cost in materials (750gp) and a fourth-level spell slot. Don't worry about this breaking the economy: If a player invested seven levels into a veౠry specific class-build concept for the end goal of pr🐼oducing cheap goods and flooding the market, you should allow them to do so.

Just keep in mind that few people will have 1,500gp to throw at a suit of plate armour even if they add some wizarding discounꦿts to undercut the competition.

There aren't specific rules for how the two classes and their features interact. An artificer 10 / wizard 7 multiclass could hypothetically fabricate items using half the raw materials they would otherwise need, or you could allow a level 10 artificer and wizard to wo♕rk together, with one sourcing and preparing the materials while the second fabricates them in a matter of minutes.

This is a level of teamwork that doesn't🅘 always appear when people are planning their buildꦏs so try not to discourage it.

Selling Crafted Items

Items crafted by the player use only half the market price in raw materials, leaving the possibility of making an income from selling crafted gear. Not every DM wants to run an economics-focused game so if this is something you should ask approval for ahead of time. Downtime activities are often handled between sessions, which r🉐equires DMs to invest additional time.

Selling magic items is a separate downtime activity that requires charisma (persuasion) checks to turn a profit. One way of letting the party share the spotlight is to have the party members not involved in making stuff be in charge of selling it. Charisma-focused characters such as bards are less likely to🥂 be invested in making items but will be well suited to the persuasion checks needed to find a buyer.

Crafting With The Bastions Unearthed Arcana

The walking castle Iedcaru explores the Outlands
Via Wizards Of The Coast

This more experim🔯ental ruleset offers a new way of crafting a limited set of magic items. It doesn't require your character to retire from adventuring or take a sabbatical to craft a single item and has alternative routes for crafting scrolls and potions that do not require the player's supervision.

Bastion Facility

Level Requirement

Cost

Notes

Smithy

Level Five

800gp


14 days for simple weapons.


21 days for martial weapons.

The smithy reintroduces the conce🔯pt of 'masterwork weapons' from earlier editions. These are artisan-crafted items that can be thought of as plus zero magic items: They have the durability and properties of a magic weapon but do not provide an attack or damage modifier.


When they have magic weapon cast on them, the spell is made permanent and they become +1 weapons.

Scriptorium

Level Nine

Seven days.


Xgp dependent on rarity.

The scroll crafting features of bastions are less generous, only being♔ available much later. A🌺dditionally, you can only commission scrolls you already have learned and at up to half the level you're able to cast yourself.


The normal discount for consumable magic items is also absent here. The advantage is that scrolls of all types are completed in seven days of work, instead of scaling to item rarity.

Herb Garden

Level Five

Free!

The herb garden can produce potions of healing, basic poisons, or antitoxins. None of these cost money to produce, providing a sl🍒ow but steady supply of useful items.

Greenhouse

Level Nine

Free!

This is an upgrade to the greenhouse's offerings. It can produce greater potions of healing and a selection of named poisons from the Dungeon Master's Guide.

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