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    Crafting System    

This system is designed to replace the system that is in place in the core rulebooks. It emphasizes the ability to craft things in a timelier manner and bends the rules a bit in regards to realism. If you felt that the base rules of 5gp of crafting per day wasn’t enjoyable and wanted a lightweight alternative, then this solution might be a good fit for you.

 

Crafting will require any, or all, of the following items:

  • Equivalent crafting building / workshop (Forge, Alchemy Workshop, etc)

  • Appropriate Artisan Tools

 

Crafting should only be done during long rests (6 hours+) or down time. As a general rule, most equipment and items will need to be crafted during down time due to the need to access specialty equipment such as an anvil, or delicate glass equipment. Please work with your DM in deciding what can be made during a long rest.

 

The player must be skilled in the use of the appropriate Artisan Tool in order to craft the item in question (DM discretion on the tool that is required).

 

Crafting of the item is straight forward. They will declare to the DM what they are crafting and will work towards meeting, or exceeding the crafting points for that item until it’s completed. Only a single item can be worked on at a time and the player can work on this intermittently until it’s finished. They are not required to commit every single night and day of downtime to the effort of crafting.
 

The player can declare that they want to make a masterwork version of the item they are crafting. Crafting a masterwork item would multiply the base points by 3 (basically, take three times as long to craft).

 

During a Long Rest, the player will make a D20 roll and add their level to the roll (along with any additional modifiers they may get from using masterwork or enchanted artisan tools or helpers. The player must be proficient with the tool, but they do not get their proficiency bonus added to the roll).

The formula is:

 

D20 + character level + modifiers from equipment or helpers = Crafting Points

 

During down time, the player will follow the same rules as described above (for a long rest) but will get to roll twice if they declare that they dedicate the entire day to their crafting efforts. Each roll will benefit from any modifiers.

 

To speed things along, at the player and DM discretion, the player can choose to take a flat 10 + any modifiers in lieu of rolling a D20.

 

Crafting materials for any item is ½ of the cost of purchasing the item.

Examples:

Grunk the Rogue – Level 7. Proficient with Blacksmithing Tools and Alchemist Supplies.

 

  • Crafting Leather Armor (Crafting points: 30)

    • Day 1: Down Time – D20 + 7 = 13

    • Day 1: Down Time – D20 + 7 = 16 (total 29)

    • Day 2: Down Time – D20 + 7 = 22 (total 51)

    • Item crafted halfway through Day 2.

 

  • Crafting Masterwork Breastplate (Crafting points: 60 * 3 = 180)

    • Day 1: Down Time – D20 +7 = 9

    • Day 1: Down Time – D20 +7 = 26 (total 35)

    • Day 2: Down Time – D20 +7 = 15 (total 50)

    • Day 2: Down Time – D20 +7 = 14 (total 64)

    • Day 3: Down Time – D20 +7 = 19 (total 83)

    • Day 3: Down Time – D20 +7 = 20 (total 103)

    • Day 4: Down Time – D20 +7 = 10 (total 113)

    • Day 4: Down Time – D20 +7 = 18 (total 131)

    • Day 5: Down Time – D20 +7 = 23 (total 154)

    • Day 5: Down Time – D20 +7 = 18 (total 172)

    • Day 6: Down Time – D20 +7 = 19 (total 191)

    • Masterwork item crafted hallway through Day 6.

  • Crafting Splint armor for your Horse (200gp x4 = 800gp) (Crafting points: 190 (90 from armor and 100 from it being barding))

    • Day 1: Down Time – D20 + 7 = 27

    • Day 1: Down Time – D20 + 7 = 18 (total 45)

    • Day 2: Down Time – D20 + 7 = 11 (total 56)

    • Day 2: Down Time – D20 + 7 = 15 (total 71)

    • Day 3: Down Time – D20 + 7 = 16 (total 87)

    • Day 3: Down Time – D20 + 7 = 26 (total 113)

    • Day 4: Down Time – D20 + 7 = 23 (total 136)

    • Day 4: Down Time – D20 + 7 = 19 (total 155)

    • Day 5: Down Time – D20 + 7 = 10 (total 165)

    • Day 5: Down Time – D20 + 7 = 25 (total 190)

    • Item crafted at the end of Day 5.

Bonus to crafting

  • Masterwork Artisan tools (no flat bonus but might have a passive perk)

  • Enchanted Artisan tools +1, +2 or +3

  • Other skilled artisan assisting in crafting +5 per artisan (DM discretion on how many can work on an item at once)

    • 2gp per day if you are able to hire one in the location you’re in

  • Inspiration +20 (consumes inspiration)

  • Certain class features could be converted as well (reducing the amount of points spent to make a masterwork item, as an example)

    Enchanting System    

The logic here is to simplify the enchanting process. It takes an available spell slot, a masterwork quality item and 30 days to make an enchanted item (wondrous item, trinket, weapon, armor, etc.). The player does not need to spend 30 days of downtime, but would rather give up a spell slot of an appropriate level for that duration to sustain the enchantment (they would need to keep the item in question close by as well). There is no restriction on class, the player only needs to satisfy the required spell slot requirement.

  • It takes a 3rd level spell slot to enchant a +1 magical item (Common, Uncommon or Rare quality)

  • It takes a 6th level spell slot to enchant a +2 magical item (Very Rare)

  • It takes a 9th level spell slot to enchant a +3 magical item (Legendary)

 

At any point in time they can choose to recover that spell slot, although it will be considered “spent” until they can restore it with a short or long rest. If the player cancels the enchanting process in such a manner then they must start over from the beginning (nothing is lost in the process other than time).

 

These rules form the foundation for making +1, +2 and +3 magical items. The DM can leave it at this, or they can add flavor by augmenting the spell slots by also having certain material components. For instance, a red dragon’s scales could provide immunity to its breath attack, resistance to fire or add additional fire damage to a weapon. This would be at the DM’s discretion. A simple shortcut would be to have a certain amount of gold be spent on material components for the enchantment. Such as:

  • Common = 100g worth of materials

  • Uncommon = 1,000g worth of materials

  • Rare = 2,000g worth of materials

  • Very Rare = 20,000g worth of materials

  • Legendary = 100,000g worth of materials

 

Vhenire is a 17th level wizard and has the following spell slots (total):

  • 1st = 4

  • 2nd = 3

  • 3rd = 3

  • 4th = 3

  • 5th = 2

  • 6th = 1

  • 7th = 1

  • 8th = 1

  • 9th = 1

 

Vhenire wants to make the following:

  • Two +1 longswords (Rare) (4,000g worth of materials and 2 masterwork Longswords)

  • One +3 Greatsword (Legendary) (100,000g worth of materials and a masterwork Greatsword)

 

He agrees to spending the spell slots for these enchantments and works with the dungeon master to explain how he would be able to access this equipment daily for at least a few hours a day (by carrying it with him, on a pack mule, or having it in a room he has access to).

For the next 30 days while Vhenire is having down time, or is actively adventuring even, his available spell slots (total) are as follows:

  • 1st = 4

  • 2nd = 3

  • 3rd = 1

  • 4th = 3

  • 5th = 2

  • 6th = 1

  • 7th = 1

  • 8th = 1

  • 9th = 0

 

Basically the enchanting formula is:

  • Spell slot + time + masterwork item + gold = Magical item.

  • 3rd level spell slot + 30 days + masterwork longsword + 2,000g = Longsword +1

 

The material cost can be explained away as the cost for gems, rare ink, unique material components, etc. It also functions as a ‘gate’ to explain why wizards don’t readily flood the market with enchanted items.

If the player wants to add additional effects to their item (ring, shield, weapon, wand, etc.) consider raising the rarity of the item appropriately or at least making them spend additional gold for each additional enhancement or feature. As an example, a fiery longsword and headband of intellect.

  • 3rd level spell slot + 30 days + masterwork longsword + 2,000g(base) + 2,000g(fiery) = Fiery Longsword +1.
    On hit does an additional 1d8 fire damage. Sword can remain on fire and be used in the same capacity as a torch as well.

  • 3rd level spell slot + 30 days + masterwork clothes, fine + 1,000g(base) + 2,000g(intellect enchant) = Headband of Intellect