Crafting Magic Items
Depending on your proficiencies and tools available, some characters are able to craft items for use. This is a very brief overview of how that can work, though it won't cover every situation or tool. If there's something you want to make, let me know and we can talk it over. Please note that these rules aren't necessarily strictly fifth edition D&D rules; I want this campaign to be on the easy side for learning purposes & I like a high magic campaign, so I've come up with something based on the crafting rules in Xanathar's Guide to Everything.
Non-magic items can also be crafted (i.e. leather armor, boots, cloaks, etc.) with the appropriate skills & tools.
Items all fall into the following buckets: Common, Uncommon, Rare, Very Rare, Legendary and are increasingly harder to make the rarer they are.
Most magical items will require a blueprint or recipe, though every character will start out with a few common recipes that they know if they are proficient in a skill. Otherwise, they will need to come up with a new blueprint or recipe or come across the item in their travels. The following table is a suggestion for the challenge rating of the materials needed to create items based on their rarity as well as the time and cost. Recipes might require specific ingredients. For instance, to create a Potion of Hill Giant Strength, you would need fingernail clippings from a Hill Giant.
General Crafting Guidelines
Gathering Components
- DC 10 -- you find 1D4 worth
- DC 15 -- you find 1D8 worth
- DC 20 -- you find 1D10+2 worth
Herbalism
With a Herbalism kit, you are able to make potions. The most commonly brewed potions are Potions of Healing. Note: the gold cost is actually for herbal components which can be gathered OR purchased (see Gathering Components above). If you wish to brew another type of potion, talk it over with the DM, but generally you can't brew something you've never seen before without learning the recipe somehow.
- Potion of Healing - 1 Long Rest - 25 gp
- Potion of Greater Healing - 2 Long Rests - 100 gp
- Potion of Superior Healing - 3 Long Rests - 1000 gp
- Potion of Supreme Healing - 4 Long Rests - 10,000 gp
- Natural Fail (1) -- no potion created, ingredients lost
- DC 1 - 9 -- no potion created, ingredients saved
- DC 10 -- 1 potion
- DC 15 -- 2 potions
- DC 20 -- 3 potions
- Natural Success (20) -- Roll 1D8 and on an 8, you manage to create (1) higher level potion
Tinker's Tools
Known Recipes/Blueprints
- Natural Fail (1) -- no trap created, ingredients lost
- DC 1 - 14 -- no trap created, ingredients saved
- DC 15 -- 1 trap
- DC 20 -- 1 trap with capacity for 2 elemental power sources
- Natural Success (20) -- Roll 1D8 and on an 8, you manage to create a Greater Elemental Power Trap capable of holding 4 elemental power sources
- If the elemental is at full health, it's a DC 5 Strength Check for it to escape the trap.
- If the elemental is wounded, it's a DC 10 Strength Check for it to escape the trap.
- If the elemental is bloodied (at half health), it's a DC 15 Strength Check for it to escape the trap.
- If the elemental is between 1 - 20 hit points, it's a DC 20 Strength Check for it to escape the trap.
- If it contains the essence of an air elemental, it can fire invisible air arrows at high speeds (120 feet, instantaneous, on a hit, target takes 1D8 piercing damage and the target is pushed ten feet backwards).
- If it contains the essence of a fire elemental, it can shoot a fire bolt (120 feet, instantaneous, on a hit, target takes 1D10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.)
- If it contains the essence of a water elemental, it can fire Ray of Frost (60 feet, instantaneous, on a hit, target takes 1D8 cold damage and it's speed is reduced by ten feet until the start of your next turn)
- If it contains the essence of an earth elemental, it can fire a conjured stalagmite (60 feet, instantaneous, on a hit, target takes 1D10 piercing damage.)
- Natural Fail (1) -- no harp created, all ingredients lost
- DC 1 - 14 -- no harp created, ingredients saved
- DC 15 -- 1 harp
- DC 20 -- 1 harp with an additional spell: (1D4: [1] Fires two shots, [2] Hunter's Mark (gain advantage on target), [3] Additional 1D4 piercing damage, [4] Marksmanship (+2 to hit)
- Natural Success (20) -- Roll 1D8 and on an 8, 1 harp with 2 additional spells, as above
- Natural Fail (1) -- no harp created, all ingredients lost
- DC 1 - 14 -- no harp created, ingredients saved
- DC 15 -- 1 upgraded harp
- DC 20 -- 1 upgraded harp with an additional spell: (1D4: [1] Fires two shots, [2] Hunter's Mark (gain advantage on target), [3] Additional 1D4 piercing damage, [4] Marksmanship (+2 to hit)
- Natural Success (20) -- Roll 1D8 and on an 8, 1 upgraded harp with 2 additional spells, as above
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