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Item Crafting Rules for 5e
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Item Crafting Rules for 5e

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A complete set of rules for creating both magical and mundane items. This supplemental rule guid provides a complete guide for giving your players the opportunity to make their new armor and equipment rather than run into town to buy it. At higher levels it allows a party to prepare for comming challenges by creating magical items designed to fit their own needs and desires.

 
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Discussions (10)
Customer avatar
Edward R November 21, 2017 2:09 am UTC
PURCHASER
I haven't used these yet, but may implement something for it. I'm trying to combine Stronghold rules, and so I've got a bit of mixing.

During your second example with the spellwork it says a total of 2 successes. Was that from the first success and the final weave?

What would constitute a failure, only making 1 out of 3 of the checks? Or are you saying it only works with at least 51% (a majority of the checks are successful). Looks great! Those were my only questions.
Customer avatar
Edward R November 21, 2017 2:38 am UTC
PURCHASER
Never mind, it helps if you read it in detail!

You have to have as many successes as the level of the spell.
Customer avatar
Ryan C November 19, 2017 3:03 pm UTC
PURCHASER
I love this! One question: does this system provide for multiple people working on crafting an item? I realize the enchanter can gain advantage from a second caster helping, but what about the forging? Say there are 2 people working on a set of platemail; would that grant advantage, or would each person make a separate blacksmithing check? Would that then count as 2 days worth of labor instead of 1?
Customer avatar
Charles S November 19, 2017 8:05 pm UTC
CREATOR
I left that intentionally vague for each DM to decide. The way I run this in my games is as follows, each laborer must make their own crafting checks. An individuals contributing work rate is equal to their normal work rate divided by the crafter position. i.e. the master contributes his or her whole work rate, the 1st assistant only contributes half their work rate, the second assistant contributes a third of their work rate and so on.

This makes it so that adding people will decrease total crafting time, though there are diminishing returns, there's only so much you can get done in a day regardless of how many people contribute. It also means that the items quality can be affected by having a single poor crafter, but not by a single exceptional crafter.
Customer avatar
Ryan C November 20, 2017 3:13 pm UTC
PURCHASER
I like your method. For clarification; this would imply each crafter is working on each day, meaning someone couldn't contribute for part of the build, correct?

Also, lets say for instance we have 2 people. The first has a work rate of 8; the second a work rate of 4. They are crafting a chain shirt (50gp). Day one, person 1 rolls 16+8 for 24. Person 2 rolls 14+2 (half of their work rate) for for 16. 2 days of work have progressed. Is this correct? or would it be Person 1 rolls 16+8+2, for 26, and 1 day progress is made?
Customer avatar
Jon C November 08, 2017 4:29 pm UTC
PURCHASER
I was looking at the example for enchanting at the bottom and noticed that the success rolls given for the smithing portion averaged to 21.5 and wondered wouldn't that make the item a Masterwork quality based on the "Item Quality" table? If so then the value would also shoot up significantly or would it trigger the enchantment to auto fail since the item quality was beyond the range of a 2nd level spell based on the "Tiers" table? I'm genuinely curious about how you intended the processes to interact as your system looks like just what my group has been needing.
Customer avatar
Charles S November 17, 2017 4:42 pm UTC
CREATOR
You are correct it is a Masterwork Sword; however the pricing information given for quality applies only to the base cost of an item, therefore a Masterwork Longsword would have a cost of 30gp in my system (2x 15gp base cost). The +1 enchantment they set on it far outweighs the quality work done by Dar, and so that sets the price.

It would not be unreasonable for them to to sell it at the high end of that 200 - 300 gp range because it is a Masterwork +1 sword while the lower range might be for less well constructed +1 blades.

Also note that you can never fail for having a quality that is too high. Masterwork quality can hold enchantments from all Enchantment Tiers. Its only if your quality is too low for that tier that the enchantment will fail. I.e. Superior Quality trying to hold a 5th level spell (Advanced Tier).
Customer avatar
John C November 03, 2017 10:12 pm UTC
I've been working on crafting rules myself and this was recently brought to my attention and it's good to see someone else came up with similar ideas indipentantly. Means they're good. But you've gone into enchanting and it's way better than I was working with. Only thing I went into was example relevant modifiers and made them have a larger value.

My friends and I have been playtesting my crafting system and we've recently added in some of yours. But one thing bugs me about materials. And this is in a long form downtime heavy game, but the time modifiers are almost prohibitively long when you get into rarer materials. Even if I expertise into blacksmithing with a bunch of homebrew benefits it takes an extremely long time to craft something of legendary or even very rare materials even in the upper levels of play.

What I've played around with is exchangng the time multiplier for difficulty Penalty that affects the total skill bonus. That way an incremental change isn't drastic. And...See more
Customer avatar
Charles S November 06, 2017 6:06 pm UTC
CREATOR
That is an interesting way to do that, and I might look into it for my replacement/expansion of these rules.

The idea behind those time modifiers was that the Very Rare and Legendary style materials are those that get used in very powerful, one-in-a-lifetime style items, such as Critical Role's Vestiges of Divergence. As such I saw these less as materials that needed the shorter crafting times required for an adventurer during a single down time period.
Customer avatar
Anthony D October 04, 2017 2:48 am UTC
PURCHASER
Banquets Under "Cooks Utensils" is spelled Ban Quites, might fix?

Otherwise, I love this document, thank you!
Customer avatar
Charles S October 15, 2017 1:12 am UTC
CREATOR
Good catch, I've fixed that typo as well as a couple others I saw when I looked back.

Thanks!
Customer avatar
Carl M August 19, 2017 8:37 pm UTC
PURCHASER
Charles, I love this guide. Very thorough and makes crafting difficult, especially for low level characters, but justly so. The one question that stands out for me is how spellcrafting potions works. The example provided talks about enchanting a persistent item, but what about a consumable item? I figured using the common healing potion as a base would make sense, but do you think that there should be some sort of ease of craft or lesser cost if the item has a 1 time use because clearly a broom of flying is superior to a potion of flying as an example.
Customer avatar
Charles S August 20, 2017 3:23 pm UTC
CREATOR
That is certainly one way to go. I didn't get very specific into different levels of magic items on this one such as consumable vs charged vs persistent etc. That is one of the things on my list of projects to circle back around to. It is certainly reasonable to lower the cost for consumables, and increase it for permanent items and use the guidelines here for items that have limited use.
Customer avatar
Jere C July 12, 2017 10:09 pm UTC
PURCHASER
This is magnificent! I have one question though. If I would succesfully craft ring with invisibility spell enchanted to it, what effect would the ring have? Ring of Invisibility is legendary magic item, and whit these rules it looks like you could easily make one with not much money. Have I missed something?
Customer avatar
Charles S July 17, 2017 5:15 pm UTC
CREATOR
These rules are left with a significant margin for DM's to interpret the outcome of the actual enchantment. Using your example you could let the overall quality of the ring that is crafted determine how well it works. If it is of exceptional quality that could generate the Legendary Ring of Invisibility, and the skill required to do so might be why it is so legendary. Lesser qualities could result in rings that have limited usage (Once per short or long rest), or it has charges, or other limitations.
Customer avatar
David E April 25, 2017 5:53 pm UTC
PURCHASER
I can't open the pdf. It just prompts an error message with the following message:

"There was an error opening this document. The file is damaged and could not be repaired."

I've tried downloading it twice from the normal and once from the Dropbox link with the same results.
Customer avatar
Charles S April 25, 2017 7:56 pm UTC
CREATOR
Thanks for letting me know. This appears to be an issue with the file and Windows (it opened fine on my Linux machine). I will attempt a fresh file upload and see if that fixes the error. Sorry for the inconvenience.
Customer avatar
Charles S April 25, 2017 10:26 pm UTC
CREATOR
Okay, try downloading v1-4. My best guess is that the v1.3 name confused windows into thinking it was a .3.pdf file.
Customer avatar
David E April 26, 2017 8:34 pm UTC
PURCHASER
Thank you very much for the quick response!

I have just tested the new version and it's working for me without any issues :D
Customer avatar
Nod H April 23, 2017 12:29 am UTC
PURCHASER
So I see the alert for an update and when I go to download it, I see
You Have Purchased This Product
(ItemCrafting5e.pdf)
(ItemCrafting5e.pdf)

Please add a version number or some indication which file is the updated one, thanks!
Customer avatar
Charles S April 23, 2017 7:52 pm UTC
CREATOR
I removed all previous versions and updated the name of the most recent version as well.
Customer avatar
Nod H April 30, 2017 3:41 am UTC
PURCHASER
Thanks so much!
Customer avatar
Patrick M April 20, 2017 5:46 pm UTC
PURCHASER
Very cool. And mathy. Brings D&D back to it's algebraic roots.
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File Last Updated:
October 14, 2017
This title was added to our catalog on April 19, 2017.