Crafting
More actions
Basics
Crafting is split into two parts - Extracting and Crafting.
To craft an item it always needs 1-2 Checks, a recourse (extracted from a Monster or Plant), time, money and a tool proficiency. Depending on the lvl of the creature the difficulty changes but one tool proficiency is always required.
Items (Consumables and permanents) need one resources to craft + Money + Time + Tool Proficiency.
Pricing: Common 50 GP, Uncommon 500 GP, Rare 5.000 GP, Very Rare 50.000 GP and Legendary 500.000 GP. Consumables cost 1/2 that much when bought, designated Resources cost 1/4.
Some items have more specific Extraction and/or Crafting requirement.
Extraction
Extracting creates a Recourse. Resources do not expire.
The extraction always takes 1 hour and needs to be done right after the combat. This hour must be mostly uninterrupted.
Failing the extraction check destroys the recourse you want.
The moment you extract a recource you must decide what the recource is for (Pick the designated Item).
Temporary Bonuses like bless just apply if the effect has a duration of at least 1 hour (Time of the extraction).
You can't extract resources from Monsters below CR/Lvl 3, Swarms, Constructs, humanoids and PC's.
You can just extract Recources from a creature of medium size or taller. For every 5 ft. in wifth you can extract an additional component (Example: 2 for Large, 3 for Giant, 4 for Monstrous and so on). A medium or taller celestial, fiend, fey, undead and elemental can just be used for extraction once since the extraction always is made with either Arcana or Religion since every check of extraction can just be made once per creature.
Steps for Extraction
Step 1. Identify the Potential:
If you don't know what parts can be used make Tool Check with a Tool you are proficient with (DC 8+CR). If you succeed you learn what kind of resources can be extracted/what can be made out of them. You learn the DC. In some cases the players already know what kind of resources/Items can be created from a creature or know general rules for crafting certain items.
Step 2. Extraction:
Choose the item you want to create (Permanent or consumable). Succeed the necessary skill- or tool check.
The DC is always 8 + CR of the creature used for extraction.
Extraction Methods for Permanents (weapons, armors and charged items with more then 1 use):
| Attribute | Proficiency Requirements | Flavour |
|---|---|---|
| Strength | Athletics | Scales, Horns, Bones, Teeth |
| Dexteraty | Sleight of Hands | Skin, Fur, Eyes |
| Intelligence | Arcana | Essence (Elemental, Fey, Undead) |
| Intelligence | Nature | Bark, Seeds, Spores |
| Wisdom | Religion | Soul (Celestial, Fiend) |
| Wisdom | Medicine | Heartstrings, Muscle, Intestants |
Extraction Methods for Consumable Items (Arrows, Potions, Poisons and Bombs)
| Attribute | Proficiency Requirements | Flavour |
|---|---|---|
| Intelligence | Arcana | Essence (Elemental, Fey, Undead) |
| Wisdom | Religion | Soul (Celestial, Fiend) |
| Intelligence | Alchemist’s supplies | Explosive Components |
| Constitution | Brewer’s supplies | Dusts, Liquids |
| Constitution | Cook’s utensils | Food |
| Dexterity | Weaver’s tools | Fur, Pelt |
| Dexterity | Woodcarver’s tools | Bones, Scales, Horns, Teeth |
| Dexterity | Painter’s supplies | Ink |
Examples:
The heroes kill a large, young red dragon.
- One hero attempt's to create a recourse for a potion of fire resistance (Brewer Supplies), another hero attempt's to create a recourse for a potion of fire breath (Brewer Supplies). just one of them can extract the needed resource so the heroes have to decide before they make the check for extraction, for it uses the same recourse - Both use Brewer's Supplies.
- One hero tries to make 2 checks to create the recourse for a potion of fire resistance (Brewer Supplies) and the recourse for a "young red dragon bomb" (Alchemist supplies). The hero can just make once check for extraction.
- One hero attempt's to create a recourse for a potion of fire resistance (Brewer Supplies), another hero attempt's to create a red dragon scale mail (Athletics). On a success the recourse for a potion of fire resistance can be extracted but the attempt for a recourse for the red dragon scale mail aromatically fails and the recourse is lost, since a red dragon scale mail required the an adult red dragon as source.
- A hero tries to create the recourse for a potion of fire resistance during a shortened short rest before continuing on the journey (1. Minute). The hero can't do so since the short rest does not take 1 hour.
- Three Heroes try to attempt to extract 3 different resources with different checks able to be extracted from a young red dragon. One of them can't do so, since the young red dragon is just large, allowing just 2 extractions of different kinds.
- Two hoes try to extract two different resources from a dead fiend. Just one of them can do so since both checks would need to be a religion check and just one kind of extraction check can be made per creature.
- One Hero tries to extract a potion of fire resistance (Brewer Supplies) and another hero tries to extract a "young red dragon bomb" (Alchemist supplies), Both heroes can try to extract the resources they need because the creature is large, so it allows 2 extractions, the extraction checks are different and every hero attempts just one check.
Crafting
Crafting Permanents
Permanent items always requires a fitting recourse.
Crafting a permanent item always requires a workshop, the right tools and the right tool proficiency.
The attempt of crafting a permanent item always consumes half the money you would need to buy it (No matter if it succeeds or not).
Crafting methods for permanent items (Armor, Weapon, Items with several charges)
| Attribute | Proficiency Requirements | Items created | ||
|---|---|---|---|---|
| Strengh | Carpenter’s tools | Ships, Doors, Furniture etc. | ||
| Intelligence | Cartographer’s tools | Maps, Seals | ||
| Dexterity | Cobbler’s tools | Shoes, Hats, Gloves | ||
| Wisdom | Glassblower’s tools | Orbs, Mirrors, Viles | ||
| Intelligence | Jeweler’s tools | Crown, Ring, Neckless | ||
| Dexterity | Leatherworker’s tools | Armor, bags, saddles | ||
| Strengh | Mason’s tools | Statue, Rune | ||
| Dexterity | Painter’s supplies | Tattoos | ||
| Wisdom | Potter’s tools | Containers | ||
| Strengh | Smith’s tools | Weapon, Armor | ||
| Intelligence | Tinker’s tools | Charged items (1+ use), Rifle | ||
| Dexterity | Weaver’s tools | Armor, Sails, Ropes | ||
| Dexterity | Woodcarver’s tools | Bow, Crossbow |
Crafting methods for consumables (Arrows, Potions, Poisons and Bombs)
| Attribute | Proficiency Requirements | Items created | ||
|---|---|---|---|---|
| Intelligence | Alchemist’s supplies | Armor, bags, saddles | ||
| Constitution | Brewer’s supplies | Charged items (1+ use), Rifle | ||
| Constitution | Cook’s utensils | Food | ||
| Intelligence | Tinker’s tools | Mechanisms | ||
| Dexterity | Woodcarver’s tools | Arrows | ||
| Dexterity | Poisoners Kit | Poisons, Weapon Elixir | ||
Crafting Arrows, Potions, Poisons and Bombs.
Crafting Arrows, Potions, Poisons or Bombs require a short rest after the combat to extract and craft the item you want as long it is not a Special Extraction. In case of a special extraction it needs an Extraction (Religion or Arcana - See below) + an uninterrupted short rest + A proficient tool check and half the money you would pay on the open marked.
Craft consumable from normal resources
Extract and craft a consumable Item after a combat using a resource that is not a fiend, celestial, undead, fey or elemental.
- Extraction: Make a specific tool check you are proficient with to extract the resource. This resource does not expire.
- Crafting: Take an uninterrupted long rest and pay half the amount of GP you would pay on the open market.
Crafting Permanent Items
Special Extraction:
Aside from specific resources there are universal resources that can be found or bought, usually to double the price of an item that can be created by it. These come in all 5 rarity's for each tool proficiency. Any person with the right tool proficiency can create any item related to the tool without spending money or making an extraction check. The time is still needed though, as is the crafting check for permanent items and the necessity of a workshop. Special resources do not expire, even if they are specific to a tool creating consumables.
Example
Special ressource (Uncommon brewer supplies):
By consuming the special ressource and taking one long rest, a hero with a brewer supplie proficiancy can start to brew any potion of the uncommon rarity. If the Long rest ist uninterrupted the hero automatically succeeds.
Special ressource (Rare smithing tool's supplies):
By consuming the special ressource and taking the required time for the item you want to create in a workshop, a hero can create
Some creatures grant multiple resources. For each the players have to succeed a check to win or loose the component.
The basic goal is to motivate players to scour the lands for resources to create their items while at the same time giving the dungeon master a way to limit the availability.
Creating consumables
Creating a consumable requires one Tool check with proficiency to extract the ressource, half the Gold to buy it and an uninterupted long rest to craft the item right after harvesting the ressource.
Consumables can be:
- Craft Poison (Poisoners Kit, Every Poison and potion with a harmfull effects to the target or something that can be applied to weapons)
- Craft Potions (Brewer Supplies, Things that have a positive effect on the user)
- Craft Bombs (Alchemist Supplies)
- Craft Scrolls (Calligrapher's supplies + Must be able to cast the spell). https://roll20.net/compendium/dnd5e/Tools#content
Difficulty Check: DC = 8 + Level of the creature.
The Basic rule to create consumable items is:
- Be proficient with the required Tool to extract the component (Succeed the Check, Temporary bonuses may apply)
- spend half the money you would need to buy it based on it's rarity
- Spend a long rest.
Creating Permanent Items
Creating a permanent item requires two checks: One Skill check to extract the resource and one Tool check with proficiency (At some point later in a workshop), plus gold and 1-5 Weeks of work.
Permanent Items can be armor, weapons or trinkets of any kind that have permanent effects like magical weapons, magical armour, talismans or anything that recovers it's strength at some point.
Difficulty Checks: DC = 5 + Level of the creature
The basic rules to create a permanent item is:
- Use the required Skill to harvest the component (Make the Check, Tempory bonuses may apply)
- Spend half the money you would need to buy it based on it's rarity plus the component required.
- Use the right Tool + the proficiancy (Succeed the Check)
- Spend the time (Temporary Bonuses don't apply)
Basic Idea
Every equipment needs gold plus other resources usually gained through out the campaign. The Workshop requirement can be fulfilled by renting working facilitys of NPC's or creating your own workshop. The Workshop are divided by the different Tool proficiency's.