Crafting


Crafting has always been a significant aspect of the game, capturing the attention of countless players from the outset. After all, who wouldn’t desire to enhance their gear, be better prepared, and leave their personal touch on their equipment?

Who Can Craft?

Anyone can succeed in crafting something useful! However, the path to mastery varies. Crafting isn’t limited to specific classes, although some, may offer advantages. Your background or profession might grant tool proficiencies, or you might learn crafting skills out of necessity during your adventures. It primarily involves time, effort, knowledge, and materials. Knowing the recipe and having the necessary resources are crucial. Skilled craftsmen work faster and more effectively, improving with practice. You need not be proficient in a tool to craft, but you do need to have in your possession the appropriate crafting tools and materials.

What Can I Craft?

The fundamentals of crafting are similar across different fields, but the specific recipes, materials, and outcomes can vary significantly. Crafting a healing potion, a catapult, or a magic sword all require distinct processes.

How To Craft

Crafting within this system is straightforward. You find, purchase or invent a recipe, then gather the necessary ingredients for the item you wish to create and utilize your tool (adding your proficiency bonus if proficient) to craft it using your downtime. While some downtime is required, it’s measured in hours rather than days or weeks. Consequently, the primary obstacles to crafting are the materials required and your proficiency level, rather than time and gold. However, gold can still be used to purchase materials in certain cases.

Crafting Time

All items have a crafting time measured in hours, with crafting completed in 2-hour increments. Due to the method for crafting (discord) all checks must be made consecutively; the crafting command takes care of this for you.

A crafting roll is made every 2 hours of work on an item. On a successful roll, you mark 2 hours of completed time. Once the completed time equals the crafting time, the item is considered complete. However, on a failure, the crafting time is lost, and no progress is made during the 2-hour period.

If you fail three times in a row, the crafting attempt fails, and all materials are lost.

Tools

NameToolAssociated Ability
AlchemyAlchemist’s SuppliesWisdom or Intelligence
BrewingBrewer’s SuppliesWisdom
CallilgraphyCalligrapher’s ToolsIntelligence
CarpentryCarpenter’s ToolsDexterity
CartographyCartographer’s ToolsIntelligence
ChandleryChandlery SuppliesWisdom
ClimbingClimber’s KitStrength
CobblingCobbler’s ToolsDexterity
CookingCook’s UtensilsWisdom
DisguiseDisguise KitCharisma
EnchantingArcanaIntelligence
EngineeringCarpenter’s ToolsIntelligence
EngraverEngraver’s ToolsDexterity
ForgeryForgery KitDexterity
GlassblowingGlassblower’s ToolsDexterity
GunsmithingGunsmithing ToolsIntelligence
HealerHealer’s KitWisdom
HerbalismHerbalism KitWisdom
JewelcraftingJeweler’s ToolsDexterity
LeatherworkingLeatherworker’s ToolsDexterity
MasonryMason’s ToolsStrength
NagivationNavigator’s ToolsWisdom
PaintingPainter’s SuppliesWisdom
PoisoncraftPoisoner’s KitWisdom or Intelligence
Runecarving (Academic)Calligrapher’s ToolsIntelligence
Runecarving (Ancient)Mason’s ToolsWisdom
ScrollscribingCalligrapher’s ToolsIntelligence
Scrollscribing (Martial)Calligrapher’s ToolsIntelligence
SmithingSmith’s ToolsStrength
SnaringSnarecrafter ToolsIntelligence
TailoringWeaver’s ToolsDexterity
Taming / TrainingAnimal HandlingWisdom
TattooingTattoo SuppliesDexterity
TinkeringTinker’s ToolsIntelligence
WandwhittlingWoodcarver’s ToolsDexterity
WeavingWeaver’s ToolsDexterity
WoodcarvingWoodcarver’s ToolsDexterity
Alchemy is a crafting art that almost all adventures have some degree of interest in the results of. The source of the ever in demand Potion of Healings, it is a versatile trade that fuels (sometimes quite literally) the adventuring life. It doesn’t take many experiences with the powers of potions for an adventurer to consider if they can get away with simmering a Potion of Healing next to the stew over that night’s cooking fire… of course it’s easier said than done for the result of such things to come away not poisonous.

Related Tool & Ability Score

  • Tool Proficiency: Alchemist’s Supplies (not required)
  • Related Ability Modifier: Intelligence or Wisdom
  • Other Requirements: Possession of Alchemist’s Supplies
Proficiency in Alchemist’s Supplies is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Brewing primarily the art of fermenting things into alcoholic substances, most often forms of ales. While of little practical use, it is an art of personal enthusiasm for many of the adventuring sorts and layfolk of the world.

Related Tool & Ability Score

  • Tool Proficiency: Brewer’s Supplies (not required)
  • Related Ability Modifier: Wisdom
  • Other Requirements: Possession of Brewer’s Supplies
Proficiency in Brewer’s Supplies is not required, however you would put 0 for your Tool Proficiency if you are not proficient.    
The art of calligraphy comes in many forms, but it is chiefly the art of handwriting. You may try to create stunning word work for a local establishment’s sign, pamphlets for a local church, or hide codes through cleverly drawn letters.   Your chief medium is parchment and quill, your handwriting as much a piece of art as it is functional.

Related Tool & Ability Score

  • Tool Proficiency: Calligrapher’s Supplies (not required)
  • Related Ability Modifier: Intelligence
  • Other Requirements: Possession of Calligrapher’s Supplies
Proficiency in Calligrapher’s Supplies is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Carpentry makes furniture and small-scale construction. Often used to make simple mundane objects or modifications.

Related Tool & Ability Score

  • Tool Proficiency: Carpenter’s Tools (not required)
  • Related Ability Modifier: Dexterity
  • Other Requirements: Possession of Carpenter’s Tools
Proficiency in Carpenter’s Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Masters of maps and charts, cartographers are rarely without a quill and compass. With map in hand, they’ll guide you to safety, no matter if you are exploring a forgotten tomb or traveling the wilds.

Related Tool & Ability Score

  • Tool Proficiency: Cartographer’s Tools (required)
  • Related Ability Modifier: Wisdom
  • Other Requirements: Possession of Cartographer’s Tools
Proficiency in Cartographer’s Tools is required.

Activating a Candle

Anyone can use an Action to light and activate a candle unless it specifies otherwise. Some candles might require a command word, else they fail to light, or require a prayer to be uttered to a divine entity. When a candle is activated, its effects begin immediately. The candle may require to be held in a hand to grant its benefit or by placing it on the ground, creating an area of effect helping or hindering all creatures within the space. A candle is incapable of discerning friend from foe and affects all creatures unless stated otherwise.

Reuse

A candle that hasn’t finished its full duration can be extinguished as an Action and used again later. If it is in the middle of a layer of effects, that layer is expended and breaks off the candle, revealing the layer below it.

Light

All candles, unless specified otherwise, shed bright light in a 5-foot radius and dim light for an additional 5 feet. When a specialty candle is lit, it stays lit until its effects end and immediately extinguishes itself.

Related Tool & Ability Score

  • Tool Proficiency: Chandlery Supplies (not required)
  • Related Ability Modifier: Wisdom
  • Other Requirements: Possession of Chandlery Supplies
Proficiency in Chandlery Supplies is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
A climber’s kit contains all the necessary tools to ascend practically any surface. Seasoned adventurers may scale mountains, whereas a second-story worker scales buildings.

Climbing

There are many dangerous situations you can climb into when out on the cliffs, on the side of a building, or scaling a tower. Falling is the most common danger, though sudden rock or mud slides, frayed ropes, storms, avalanches, and magic all present unique obstacles to climbers.

Anchors

The most basic action a climber uses its Climber’s Kit is to anchor itself to a wall so that the climber doesn’t fall. You can use the Climber’s Kit as an Action to anchor yourself to a stone surface you are climbing. When you do so, you can’t fall more than 25 feet from the anchor, and you can’t climb more than 25 feet away without removing the anchor or untying and then tying yourself to a new anchor.   You can create a number of anchors equal to the number of pitons that you have available, allowing others to utilize your anchors or for you to use them later.

Movement

Climbing doesn’t typically require a check, though each foot of movement costs 1 extra foot, or 2 extra feet if you are climbing difficult terrain, like a slippery surface.

Dangerous Terrain

When attempting to climb dangerous terrain, you must make a Strength (Athletics) check against the appropriate terrain’s DC. This check is only made if you aren’t climbing a rope and you must make a new check every 100 feet you climb. If you are using your Climber’s Kit, and proficient with the kit, you have advantage on the check.

Magical Terrain

Climbing magical surfaces is typically much harder than mundane surfaces. You might make Strength (Athletics) checks more often, your Climber’s Kit may not be effective, you can not use pitons to anchor yourself, or there may be some other hindrance as determined by the GM.

Utilizing Rope

When climbing, using a rope typically removes any Strength (Athletics) checks. Climbing the rope still costs 1 extra foot of movement for each foot you climb, and requires that you use both of your hands. This rope must be properly anchored or tied off to a sturdy object such as the crenellations along a wall or to a suitably large outcropping or tree. If it is not tied to anything, you can not climb it.

Falling

If you fail a check to climb, you do not make any progress on your climb. If you failed the check by 5 or more, you fall. If a creature is using the pitons found in a Climber’s Kit and have anchored itself, it is caught by the anchor.  

Related Tool & Ability Score

  • Tool Proficiency: Climber’s Kit (not required)
  • Related Ability Modifier: Strength
  • Other Requirements: Possession of Climber’s Kit
Proficiency in Climber’s Kit is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Cobbling is the art of making shoes and boots, typically from leather. A narrow but occasionally useful art of crafting—after all, most adventurers and common folk alike prefer to wear shoes. Often the best route of making boots fit for magical enchantment.

Related Tool & Ability Score

  • Tool Proficiency: Cobbler’s Tools (not required)
  • Related Ability Modifier: Dexterity
  • Other Requirements: Possession of Cobbler’s Tools
Proficiency in Cobbler’s Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Adventures need to eat. While some are content to eat the same stale old rations, some prefer to apply their skills to be kept well fed… even in the depths of a dungeon where fresh ingredients can be… strange. Not only can someone with talent produce tasty treats, but being well fed can have a variety of benefits… particularly when eating correctly prepared magical ingredients.

Related Tool & Ability Score

  • Tool Proficiency: Cook’s Utensils (not required)
  • Related Ability Modifier: Wisdom
  • Other Requirements: Possession of Cooks Utensils
Proficiency in Cook’s Utinsels is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
The lifeblood of thespians, scoundrels, and spies, tools for disguising ones appearance is invaluable. This kit’s contents are varied, from simple wigs to transformative makeup.

Related Tool & Ability Score

  • Tool Proficiency: Disguise Kit (not required)
  • Related Ability Modifier: Charisma
  • Other Requirements: Possession of Disguise Kit
Proficiency in Disguise Kit is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Enchanting is a hard and expensive profession, but one eagerly pursued by many all the same. The makers of miracles, the craftsmen of wonder, no other profession holds the fascination of adventurers quite like Enchanter, for their domain encompasses the large majority of magical items. An item need not pass through an enchanter’s hands to be magical, indeed many a blacksmith has forged a magical blade with the right materials, but the true wonder of enchantment is to turn the mundane magical. An enchanter can turn even the most base and commonplace item into something wonderful and powerful, and when given the head start of working with an already well crafted item can craft things of legend. Many enchanters further specialize in subdomains such as Scroll Scribing or Wand Whittling for more specialized good that require more specialized tools, with many even pursuing such things as Jewelry Crafting in order to create the precious items that most easily enchant, but the general field of Enchanting still covers a large swath of the wondrous. Scrolls are heavily featured as a component of nearly all magical items, forming the basis for the powerful enchantments that imbue them with their magic. These are templates of a sort, and thus the ability to craft scrolls with Scroll Scribery is often the most desired of the subdomains for an Enchanter.

Related Skill & Ability Score

Rather than any one tool, Enchanting primarily uses the Arcana skill. Due to the subdomains of scrolls (Scroll Scribing) and runes (Runecraft) being part of enchanting, proficiency in Calligraphy Tools is often useful. Enchanting uses your Intelligence modifier. While magic comes in many forms (Arcane, Primal, Divine) and many casters are able to control it with other aspects of their talent, the ability to systematically bind it into magic items requires a deep understanding of its inner workings that can only be accomplished through meticulous study and knowledge.

Related Tool & Ability Score

  • Tool Proficiency: Arcana (required)
    • Used in place of Tool Proficiency
  • Related Ability Modifier: Intelligence
  • Other Requirements: Possession of Calligraphy Tools
You must be proficient in Arcana to enchant.
With careful and precise movements, engravers etch designs into gems and metal, some creating art, while others carve ancient runes of potent magic.   Unless otherwise noted, you may only engrave a single item once. Any future engravings replace prior engravings.

Related Tool & Ability Score

  • Tool Proficiency: Engraver’s Tools (not required)
  • Related Ability Modifier: Dexterity
  • Other Requirements: Possession of Engraver’s Tools
Proficiency in Engraver’s Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Engineering is an academic art of turning labor and materials into grand creations. At its smallest scale, it is used for practical applications like siege equipment, but scales up to building bridges, buildings, and even ships. An engineer is a deeply sought after resource for any lord or kingdom, but has knowledge that savvy adventurers can put to great use on occasion.

Related Tool & Ability Score

  • Tool Proficiency: Carpenter’s Tools (not required)
  • Related Ability Modifier: Intelligence
  • Other Requirements: Possession of Carpenter’s Tools
Proficiency in Carpenter’s Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
A forger excels at the process of creation and imitation of written works. The most common forgeries include works of art and documents, and is the linchpin in many illicit activities.

Related Tool & Ability Score

  • Tool Proficiency: Forgery Kit (not required)
  • Related Ability Modifier: Dexterity
  • Other Requirements: Possession of Forgery Kit
Proficiency in Forgery Kit is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Glassblowing is the art of working glass with blown air to create bottles, vials, and small glass arts. Glassblowing typically requires glassblowers tools and a source of great heat (generally a specific heat source, or a forge, or a magical source).

Related Tool & Ability Score

  • Tool Proficiency: Glassblower’s Tools (not required)
  • Related Ability Modifier: Dexterity
  • Other Requirements: Possession of Glassblower’s Tools
Proficiency in Glassblower’s Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Gunsmith’s Kit includes small hand tools, pliers, a rotary tool, metal files, a vial of oil, and a hammer. Proficiency with this kit allows you to add your Proficiency Bonus to any Gunsmith’s Kit checks you make, typically using your Intelligence modifier.

Cleaning and Maintenance

At the end of every day, if you have fired your firearm, you must spend 30 minutes cleaning and maintaining the weapon. You must have your Gunsmith’s Kit on you, but you need not be proficient with gunsmithing tools to use it to clean and maintain a firearm. Cleaning and maintenance of a firearm uses 1 use of the kit for simple firearms, and 2 uses for martial firearms. If you do not clean your firearm, you run the risk of it jamming if you roll a 1 on the d20 for an attack roll with the weapon. While the firearm is jammed, you are unable to use it until you spend time to maintain and clean it. This cleaning can be done over the course of a Long or Short Rest, cleaning more than one martial firearm takes too long to gain the benefits of a Long Rest.

Related Tool & Ability Score

  • Tool Proficiency: Gunsmithing Tools (required for crafting)
  • Related Ability Modifier: Intelligence
  • Other Requirements: Possession of Gunsmithing Tools
Proficiency in Gunsmithing Tools is required (for crafting).
Healing and curing ailments requires knowledge of medicine, and how best to apply it. When you administer medicine, you must know the proper Procedures.

Procedures

By following a Procedure, you can expend a number of uses of the Healer’s Kit, based on the Procedure, to heal an ailment, stabilize a creature, or some other effect. You must have proficiency in the Healer’s Kit to perform these Procedures and you must know the Procedure you are attempting to perform. A new healer knows three common Procedures. You can learn additional Procedures by learning from local healers, visiting hospitals, or by finding books on health and wellness.

Performing a Procedure

When you perform a Procedure, you must have enough uses in your Healer’s Kit to perform the Procedure and the uses can not be from multiple Healer’s Kits if you have more than one. You can use a Short or Long Rest to organize your Healer’s Kits and combine them, up to a maximum of 10 uses per Healer’s Kit. Upon selecting the Procedure you wish to perform, you must roll a Wisdom (Medicine) check against the DC of the Procedure. You must have at least one free hand and access to your Healer’s Kit to make the check. On a success or failure, you expend the required uses of your Healer’s Kit. If the check succeeds, the effect starts immediately. Creatures can only benefit from one Procedure per Short Rest. Any creature you wish to perform a Procedure on, including yourself, must be a living creature, Procedures have no effect on Undead or Constructs. If you fail a Procedure, you can not make another attempt on the creature until it finishes a Short Rest.

Advance Procedures

Some Procedures can be augmented to have a longer or stronger effect, these are known as Advanced Procedures and have a higher DC. If you attempt an Advanced Procedure and fail the check, the Procedure is a failure, even if you would normally pass the DC for the normal Procedure.

Related Tool & Ability Score

  • Tool Proficiency: Healer’s Kit (required)
  • Related Ability Modifier: Wisdom (Medicine)
  • Other Requirements: Possession of Healer’s Kit
Proficiency in Healer’s Kit is required.
Reagents are harvested by making a Wisdom check. If you have an Herbalism kit and are proficient with it, you can add your proficiency bonus to the roll.
The art of making jewelry of all forms, from cutting gems, setting them, or creating fine metal works.

Related Tool & Ability Score

  • Tool Proficiency: Jeweler’s Tools (not required)
  • Related Ability Modifier: Dexterity
  • Other Requirements: Possession of Jeweler’s Tools
Proficiency in Jeweler’s Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Leatherworking is often seen as something of the “light armor” equivariant to a blacksmith, but it covers quite a bit more ground that. While it may be the unsung hero, an adventurer’s best friend is a sturdy leather backpack. Backpacks, belts, waterskins, quivers and more all fall to these artisans to make, and can prove essential to everyday life. In addition to their more mundane wares, however, leather, hide, scales, and carapaces of monsters in the fantastical settings these craftsmen find themselves in often provide more opportunity than the basic components of mundane items. A leatherworker is essential if you wish to get the most mileage out of your harvested monsters.

Eldritch Carvings

To apply a carving, one must be proficient with leatherworker’s tools. Unlike most art, where the artist determines the quality of the art, with eldritch carvings, the canvas – the person getting carved – determines the quality of the work. The canvas must envision the rune in their mind as best they can, causing their body to distort under the eldritch pressure. The carver can then simply apply the necessary tool against the skin and let the eldritch powers move the brush, needle, or knife, depending on whether the eldritch carving is drawn, tattooed or scarified, respectively. The canvas must make a saving throw at the end.
  • Drawn. A creature that has a carving drawn on its flesh must succeed on a DC 13 Constitution saving throw. On a failure, it takes 2d10 force damage, and the carving isn’t drawn.
  • Tattooed. A creature that has a carving tattooed on its flesh must succeed on a DC 20 Constitution saving throw. On a failure, it takes 10d10 force damage, and the carving isn’t tattooed.
  • Scarified. A creature that has a carving scarred on its flesh must succeed on a DC 29 Constitution saving throw. On a failure, it takes 25d10 force damage, and the carving isn’t scarified.
Success on the saving throw completes the carving. If the carving procedure is interrupted at any moment before the end, the saving throw automatically fails, inflicting the appropriate damage. If the damage of failing an eldritch carving reduces a creature to 0 hit points, its body instantly disintegrates into a puddle of blood and gore. After the carving is complete, a creature is attuned to it (if required) and gains both the effects of the carving and the effects of its lesser carvings. To remove a carving, the flesh where the carving is located needs to be thoroughly burnt. Burning a carving also removes attunement to it.

Some eldritch carvings, denoted as ‘requires special attunement’, do not count against your maximum number of attuned items.

The DC of the Constitution saving throw can be increased or decreased, depending on the factors below (to a minimum of 0). Only one of the following can be applied at a time.
  • A creature has seen the original carving and studied it for 8 hours can lower the DC of the saving throw by 15.
  • A creature that has seen a perfect copy of the original carving and studied it for 8 hours can understand most of the eldritch essence, lowering the DC by 8.
  • A creature that has seen a near-perfect copy of the original carving and studied it for 8 hours can lower the DC of the saving throw by 4.
  • A creature that has seen an imperfect copy of the carving and studied it for 8 hours is misguided in their approach, and the DC of the saving throw is increased by 5.

Researching Carvings

Researching an eldritch carving works the same as researching all other recipes. On a success, the DC that is displayed determines the quality of the carving copy.
  • Perfect Copy = DC 25+
  • Near Perfect Copy = DC 20+
  • Imperfect Copy = DC <13
 

Related Tool & Ability Score

Leatherworking works using leatherworker’s tools. Proficiency with these allows you to add your proficiency in them to any Leatherworking crafting roll.

Related Tool & Ability Score

  • Tool Proficiency: Leatherworking Tools (not required)
  • Related Ability Modifier: Dexterity
  • Other Requirements: Possession of Leatherworking Tools
Proficiency in Leatherworking Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Masonry is the art of working of stone. They can provide skilled labor for large scale stoneworking projects, or create statues and small stonecarvings.

Related Tool & Ability Score

  • Tool Proficiency: Mason’s Tools (not required)
  • Related Ability Modifier: Strength
  • Other Requirements: Possession of Mason’s Tools
Proficiency in Mason’s Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
A navigator procures maps, details journeys, watches the weather, and ensures that everyone stays the course. With your tools, you measure the stars to determine direction, weather, and draft maps of your journey.

Related Tool & Ability Score

  • Tool Proficiency: Navigator’s Tools (required)
  • Related Ability Modifier: Wisdom
  • Other Requirements: Possession of Navigator’s Tools
Proficiency in Navigator’s Tools is required, without proficiency, you cannot perform navigation.
Painting is an artistic pursuit of making art and portraits, typically on canvas. It can be used for a wide range of other purposes, such as making signs, disguises, and illustrations. Some magic items require valuable art as a basis. Painting Modifier = your Painter’s supplies proficiency bonus + your Wisdom modifier

Related Tool & Ability Score

  • Tool Proficiency: Painter’s Supplies (not required)
  • Related Ability Modifier: Wisdom
  • Other Requirements: Possession of Painter’s Supplies
Proficiency in Painter’s Supplies is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
A subdomain of alchemy, the profession of poisoncraft is often seen as the “dark side” of Alchemy. While Alchemy often deals in poisonous reagents, typically speaking they aim to tame the poison, channeling it into useful effects. While capable of making crudely poisonous potions, such things are generally considered failures to an alchemist. To a poisoner, they are considered the art itself.

Applying the Poison

Applying an Injury poison to a weapon or a Contact poison to an object does not require proficiency or a poisoner’s kit, but proficiency and a kit can still provide benefits. Make a Poisoner’s Kit (Dexterity) check with a base DC of 15. If you do not have proficiency with the poisoner’s kit, add 5 to the DC. If you have a poisoner’s kit and proficiency with it, it expends one use and lowers the DC by 5. On a failure, the poison is not applied, and you suffer the effects of the poison.

Related Tool & Ability Score

  • Tool Proficiency: Poisoner’s Kit (not required)
  • Related Ability Modifier: Intelligence or Wisdom
  • Other Requirements: Possession of Poisoner’s Kit
Proficiency in Poisoner’s Kit is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Runecarving is the art of marking special magical enhancements in the form of magical runes. These are symbolic representations that channel and focus power to confer a special magical effect to the item they are marked on. Rune carving comes in two different traditions; you can mark runes from either tradition, but they require different tool proficiency and ability modifiers.

Placing a Rune

You can place a rune a nonmagical weapon, set of armor, or item. When you place an rune on an item, that item requires attunement. When a creature is attuned to it, the rune grants the wielder certain benefits as defined by the rune. An item becomes a magical item of the rarity of the rune placed on it when a rune is placed on it.

Runes on Magical Items

Placing a rune on a magical item is exceedingly difficult. Magical items resist modification, and their magic interferes with the rune. It can be done with additional difficult as per the table below. If the item has  attunement, the rune still requires separate attunement.
  • Common +5
  • Uncommon +7
  • Rare +10
  • Very Rare +14
  • Legendary +20

Related Tool & Ability Score – Ancient Tradition

  • Tool Proficiency: Mason’s Tools or Painter’s Supplies (required)
  • Related Ability Modifier: Wisdom
  • Other Requirements: Possession of Mason’s Tools or Painter’s Supplies
Proficiency in Mason’s Tools or Painter’s Supplies is required.

Related Tool & Ability Score – Academic Tradition

  • Tool Proficiency: Calligrapher’s Supplies or Woodcarver’s Tools (required)
  • Related Ability Modifier: Intelligence
  • Other Requirements: Possession of Calligrapher’s Supplies or Woodcarver’s Tools
Proficiency in Calligrapher’s Supplies or Woodcarver’s Tools is required.
Scrollscribing is the process of creating magical scrolls. Critical both as useful ways to cast spells and as the core of the magic formula used in enchanting, every adventuring group’s magic blokes are well served by the ability to make scrolls.

Related Tool & Ability Score – Scrollscribing

  • Tool Proficiency: Calligraphy Tools
  • Related Ability Modifier: Intelligence
  • Other Requirements: Possession of Calligraphy Tools
You must be proficient in Arcana to scribe scrolls.

Magical Formula

To craft a spell scroll, you must know the Magic Formula of the spell you want to make a Spell Scroll of. The easiest way to do this is to be able to cast the spell. You always know the Magic Formula of a spell you know how to cast. Otherwise, you need to have deep knowledge of the spell to be able to make a scroll of it. The following are some ways you can gain that knowledge:
  • Have it in your spellbook as a Wizard.
  • Have it in your ritual book as a ritual caster.
  • Have a spell scroll of it (DC +2)
  • Possess the Magical Formula. Scrolls scribed using this method gain the CRAFT property, and are not able to cast spells from, nor are they able to be scribed into spell books or used or conveyed in any way. Their primary (only) use is in making Wondrous Items.

Related Tool & Ability Score – Martial

You can infuse the knowledge of any maneuver you know into a martial script.
  • Tool Proficiency: Calligraphy Tools
  • Related Ability Modifier: Intelligence
  • Other Requirements: Possession of Calligraphy Tools
You must be proficient in Scrollscribing (Martial) to scribe scrolls. See the Blade Magic page for details on how to use Martial Scripts.
Blacksmithing is a popular professional interest of two sorts of adventurers: those that want to hit things with heavy metal objects, and those that want a heavy metal object between them and the thing hitting them. While often relying on the town blacksmith to do their work for them is a fine option, rolling up your sleeves and doing the work yourself can allow you to express your creativity… and may save you a few coins in the process. Blacksmithing is slow hard work, but has a higher tolerance for failure than most, and is more dependent on knowing your material, as the templates you work from tend to be common across many of them.

Related Tool

Blacksmithing works using blacksmith’s tools. Proficiency in blacksmith’s tools allows you to add your proficiency bonus to any blacksmithing check.

Related Tool & Ability Score

  • Tool Proficiency: Smith’s Tools (not required)
  • Related Ability Modifier: Strength
  • Other Requirements: Possession of Smith’s Tools
Proficiency in Smith’s Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Spellcrafting is a special downtime activity available to spellcasters. As a spellcaster, you will be able to create spells that are both powerful and thematically appropriate for your character, whether they are a cunning wizard seeking to manipulate the elements, a druid harnessing the power of nature, or a divine cleric calling upon the power of their faith.

Using the System

There are two methods for using Spellcrafting
  • Researching New Spells. Allows the spellcaster to create new and inventive spells that have never been seen before!
  • Research Existing Spells. Allows the spellcaster to add existing spells to their repertoire.
Refer to the Spellcraft system.
Snares are used by rangers, hunters, and even simple farmers who want to remove pests from their fields. With tools and material at hand, you assemble deadly traps and quick snares that disable your foes.

Related Tool & Ability Score

  • Tool Proficiency: Snarecrafter Tools (not required)
  • Related Ability Modifier: Intelligence
  • Other Requirements: Possession of Snarecrafter Tools
Proficiency in Snarecrafter Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.

Crafting a Snare

To craft a snare, you need construction materials, typically stone, wood, rope, and other common items, as well as time. You can craft most snares in advance, though you still need to spend time setting up the snare.   Once a snarecrafter has gathered the required materials and spent the time to create the snare, you must then make an Intelligence (Snarecrafter Tools) check against the Craft DC of the snare you are setting up. On a success, you create and set the snare.   On a failed check, something goes wrong, and you lose half the materials for the snare and must try again after gathering additional supplies. If you fail the check by 5 or more, you lose all of your materials as the snare destroys itself; this could be the rope disintegrating from age or the trap spontaneously combusting due to friction in moving parts.

Time to Craft

It takes a certain amount of time to craft a snare. This time only includes the creation of the trap, not the setup time. Large and complicated traps typically take more time to craft, while the simplest traps may only take a minute. Once a snare has been constructed, you can carry it with you.

Materials

Every trap or snare requires materials to create it. Most of the time, a snarecrafter can purchase these materials from any town or village, allowing you to craft what you need. These materials are reflected in the Material Price and Materials of each trap.   If you don’t want to spend gold on your snare, you may be able to use the objects around you, per the GM’s discretion.   If you are in a place where you can gather the required materials to craft a snare, you can do so by spending 5 times as long crafting the snare as normal, at a minimum. Special circumstances, like difficult terrain, a broken leg, or scarce resources, may make it take longer to find the materials.   For example, if a trap requires 1 minute to craft, it would take 5 minutes, and a trap that takes 1 hour to craft would take 5 hours. The additional time is how long it takes to find suitable materials and transform them into the right shape.

Retrieval

You can retrieve your snares so long as they have not been sprung and are still operational, no check required. If you find another trap, you can use your tools to try to disable and retrieve it, adding it to your arsenal by attempting an Intelligence (Snarecrafter Tools) against the snare’s DC. On a success, you break down the snare and can take it, if applicable. Otherwise, the snare is disabled. On a failed check, the trap is sprung, and you may be the target of it. It takes the same amount of time to setup a trap as it does to retrieve it. However, you can choose to leave components behind, like an especially heavy stone, a pit, and other elements, reducing the total time by an appropriate amount.

Detecting Snares

The DC to detect your snare is equal to your Snare Save DC contested by a creature’s passive Perception. A creature only detects a trap when it is within 10 feet of it or can spot a trap if it uses its Action to make a Perception check and is within 30 feet of it. If a creature sees you setting up the trap, the creature has advantage on its Perception check to spot the trap or gains a +5 bonus to its passive Perception to notice it. A failure to detect a trap you have seen set up means that you lack the understanding of how the snare operates, and you are unsure if it is a snare or how it would be triggered.

Triggering a Snare

A snare or trap is triggered when a creature moves into the space it is set up in. Once a trap is sprung, its effect then goes off. Some snares may require a saving throw to avoid its effects. The DC is equal to the Snare Save DC of the crafter.
The art of turning textiles into clothes and cloth-based accessories, from utilitarian to ornate gowns. Ornate clothing sometimes serves as the basis of magic gear.

Related Tool & Ability Score

  • Tool Proficiency: Weaver’s Tools (not required)
  • Related Ability Modifier: Dexterity
  • Other Requirements: Possession of Weaver’s Tools
Proficiency in Weaver’s Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Taming and training animals allows you to form a relationship with an animal companion. Refer to the Animal Companions page for more details.

Related Skill & Ability Score

  • Skill Proficiency: Animal Handling (not required)
  • Related Ability Modifier: Wisdom
  • Other Requirements: None
Proficiency in Animal Handling is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Tattoo artists specialize in applying permanent designs and artwork on the skin. Through bold colors, sharp lines, and gradient shading, they breathe life into the tattoos they ink.

Related Tool & Ability Score

  • Tool Proficiency: Tattoo Supplies (not required)
  • Related Ability Modifier: Dexterity
  • Other Requirements: Possession of Tattoo Supplies
Proficiency in Tattoo Supplies is not required, however you would put 0 for your Tool Proficiency if you are not proficient.

Coverage

A tattoo’s coverage is its size and how much ink and skin is required for the tattoo. There are three levels of Coverage: Small, Medium, and Large.
  • Small: A Small coverage is any design that takes up one hand, foot, or less for the tattoo. Common magical tattoos require this much Coverage to apply.
  • Medium: Medium coverage requires at least half a limb, the full scalp, or the entirety of a limb for the artwork. Uncommon and rare magical tattoos require this much Coverage to apply.
  • Large: Large coverage requires at least two limbs, the chest, the back, or the entire torso for the artwork. Very rare or legendary magical tattoos require this much Coverage to apply.
All Coverage represents the minimum space and time for each tattoo. Non-magical tattoos can be placed next to each other or next to magical tattoos, but magical tattoos can not be placed on the same appendage without the magic failing.
Tinkering is applying creativity to junk to make new things. Sometimes even useful new things. Ranging from the humble crafts to complex contraptions, tinkering is a broad category that any adventuring party can benefit from. Oft the purview of peddlers and wanderers, they have a broad skill set and tend to excel at working with limited resources and their wit rather than expensive shopping lists of materials, though many will say they have a bad habit of collecting too much junk with the idea that things can be handy when you would least expect it.

Related Tool & Ability Score

  • Tool Proficiency: Tinker’s Tools (not required)
  • Related Ability Modifier: Intelligence
  • Other Requirements: Possession of Tinker’s Tools
Proficiency in Tinker’s Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Unlike many magic items that are crafted and then enchanted with magic, a wand is purpose built to store the magic it will contain, worked from wood and infused with magic as a single process, with different intricacies based on the type of magic it will wield. Wands are very valuable to adventurers, and the power they wield should never be underestimated, as they can save precious resources. While the typical wand is an attunement item that can recharge, there is a weaker variety of lesser wands that are consumable items, more akin to multi-use scrolls that are easier to make.

Related Tool & Ability Score

  • Tool Proficiency: Woodcarver’s Tools
  • Related Ability Modifier: Dexterity
  • Other Requirements: Possession of Woodcarver’s Tools
You must be proficient in Arcana to perform Wand Whittling.

Recharging Lesser Wands

Recharging lesser wands is fairly simple; you can either expend 1 essence of the rarity required to craft that wand and perform a ritual that takes 2 hours, expending the essence and restoring all charges to the Lesser Wand, or you can expend 2 spell slots equal to the level of the spell the wand can cast (1st level for cantrip) during this ritual to recharge a single charge; you can repeat this ritual to recharge the wand multiple times, up to its maximum charges. If the spell requires a consumable component, this component must be spent to recharge the wand.  
Weaving allows you to create textiles from raw material. This is rarely within the scope of what adventurers will pursue, but occasionally useful. This largely exists as a background explanation for textiles. Shares a tool proficiency with tailoring.

Related Tool & Ability Score

  • Tool Proficiency: Weaver’s Tools (not required)
  • Related Ability Modifier: Dexterity
  • Other Requirements: Possession of Weaver’s Tools
Proficiency in Weaver’s Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.
Woodcarving is the branch of crafting concerned with creating objects from wood, primarily working with branches to carve bows, musical instruments, and some simple armor. A simple branch of crafting, it provides many of an adventurer’s common necessities, particularly for those with more ranged styles. A good woodcarver never fears running out of arrows, and can find their materials quite readily.

Related Tool & Ability Score

  • Tool Proficiency: Woodcarver’s Tools (not required)
  • Related Ability Modifier: Dexterity
  • Other Requirements: Possession of Woodcarver’s Tools
Proficiency in Woodcarver’s Tools is not required, however you would put 0 for your Tool Proficiency if you are not proficient.

Crafting Recipes

Generic Ingredients
You’ll notice that ingredients are referred to using generic tags like “common curative reagent” rather than specific names. For instance, you might gather magical herbs in the forest and encounter Kingsbane, a poisonous plant. In crafting, these can simply be recorded as “common poisonous reagent” and utilized accordingly.

This approach greatly simplifies both the crafting process and the record-keeping of your supplies. Narratively, it’s akin to a skilled alchemist processing ingredients into the necessary form.

Crafting Material List