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5e how long does it take to craft armor

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5e how long does it take to craft armor
May 12, 2019 Books 3 comments

Welcome to December, everybody! Sorry about not posting a Friday Feature last week. It was Black Friday for us retail-slaves, and that meant that my week was especially hectic and crazy. I’ll do my damnedest to avoid that from now on.

This month, I’m talking all about stuff. Weapons, armor, shields, and magic items. Because that’s what this season is all about. Materialism. And to a large degree, that remains the same in Dungeons and Dragons, where the jokey tagline is “killing monsters and taking their stuff.

Hell, my blog is named Loot the Body.

So, let’s talk Masterwork Weapons. Masterwork weapons, armor, and tool sets were one of my favorite little mechanics in D&D 3.5 and Pathfinder. You know the funny thing, though? I also hated those same mechanics with a deep and abiding passion.

I should note that 4e had a masterwork system, as well, but it was kind of weird and I don’t have enough experience with it to really speak to its efficacy.

In theory, masterwork items are a fantastic idea for a fantasy RPG world. A masterwork weapon or suit of armor is literally a smith’s master work. It is proof that they are a master of their craft and that they are able to craft items of exceptional quality. And this translated into game mechanics, as well. Masterwork weapons gave you a +1 bonus to attack rolls, armors reduced armor check penalty by 1, and tool sets gave you an additional +2 on all skill checks made using that tool. It was a cool little mechanic that gave you an edge early in the game without explicitly granting the players magic.

However, there are a few problems with this system. First, there’s a cost issue, and there’s also the issue of inconsistent benefits, and the fact that a masterwork weapon’s mere existence can make magical weapons seem annoying and trivial by comparison.

A Problem of Cost

First, let’s talk about the cost issue. In 3.5, it’s assumed that a group of level 1 characters gain around 300 gp per encounter. Granted, this is supposed to be divided between gold, random treasures, and special equipment. However, it assumes that characters gain roughly 300 gp each encounter. If a group goes through 5 encounters per day, this means roughly 1,500 gp each day. Let’s say 2/3 of this is actually random items and such, and only 500 of that is actually useable gold without going to a buyer. This means that a group of level 1 characters can purchase one masterwork weapon, up to three masterwork armors, five sets of masterwork thieves’ tools, or ten other masterwork tools after a single day of adventuring. And the scale of gold acquisition only increases every level. I personally played in a game where my level 11 warlock was able to outfit every one of his followers with a masterwork weapon. And he had a LOT of followers.

See, D&D is a high-yield game when it comes to money. Of course it is. It kind of has to be, doesn’t it? Why the hell else are you killing monsters and taking their stuff if that stuff isn’t valuable? It’s been said that the smart adventurer stays home and runs a bar or a farm, acquiring gold without any risk of failure. There are entire blog posts and tables and graphs talking about how you can gain vast amounts of gold through the profession skill. Except it’s all crap. All of it. Because you might be able to gain 1000 gold in a month with high profession rolls, but you’ll never find a pirate’s secret treasure. You’ll never plunder a dwarven mine and take its stacks of platinum. You’ll never take home the dragon’s hoard. So many boring RPG players use the standard motivation of “I want to get rich” for their character because it makes so much damn sense.

The dwarves say that they wanted to take back Erebor because it was their ancient home, defiled by the dragon. But the fact that they were going to make fat stacks of cash definitely wasn’t an inhibiting factor.

But why is this a problem, you ask? Because a “masterwork” item is literally a masterpiece. That sword you picked up off the hobgoblin overlord? It’s the sword equivalent to a Van Gogh or Manet. It’s an item of spectacular quality. So why in the hell does it only cost 300 gp? Why can you COMMISSION masterwork items from the local smith? Why can you carve a goddamn masterwork spear in your spare time marching through the swamp of whocaresanymore? These things should be marvels, but are instead simply trifles.

“I want to buy 10 masterwork daggers,” says the level 5 rogue.

“That’ll be 3,000 gp,” replies the GM.

This is a problem. Now, I’m sure many of you will give the answer of “a “GOOD” GM wouldn’t allow that. They’d limit the amount of masterwork items in order to create a sense of rarity and mystique around the items.”

Except they still only cost 300 gp. Now, don’t get me wrong. I get it. The reason masterwork items are cheap when compared to the exorbitant prices of magical items is because their benefits are lesser and they’re intended for low-level characters. That’s true, but inconsistent with what these things actually are. Now, if these were instead “high quality” items, that wouldn’t be an issue. But they’re not. They’re masterworks. A carriage and two horses costs more than a masterwork weapon.

There’s a reason that The Starry Night costs more than my car.

Thematic Inconsistency

Masterwork armor reduces armor check penalty by 1. This remains true whether or not a piece of armor is magical or not. In fact, it always remains true, because 3.5 explicitly states that all magical weapons and armor are masterwork.

Masterwork weapons grant a +1 enhancement bonus to attack rolls. That’s pretty cool, right? 300 gp for a +1 bonus? That’s pretty sweet. Too bad it’ll cost you another 1,700 to get a +1 bonus to damage in addition to that. What’s that? Oh, right. Enhancement bonuses don’t stack, so the +1 enhancement bonus of a masterwork weapon is superseded by the +1 enhancement bonus of a magic weapon. This is really a matter of preference, but I have had multiple players get disappointed upon learning this fact. It means that magic weapons don’t start getting interesting until they have an effective enhancement bonus of +2.

Which itself has a cost of 8,000 gp, meaning that it’s quite a wait before you gain a +2 weapon, or a weapon that has any kind of cool effects (because a weapon MUST have at least a +1 enhancement bonus in order to gain special abilities). Again, you could argue that a “GOOD” GM could figure out a way around this and ignore the rules to the benefit of their players. Any weapon can do anything in the hands of a “GOOD” GM. A “GOOD” GM could also just play a different game with less prohibitive magic item system.

The point here is, of course, there’s a thematic inconsistency between the benefits gained here. Masterwork armor gains a specific bonus that sets it apart from being magical. It’s a bonus that lasts throughout the armor’s career. Weapons, however, must sacrifice their masterwork property in order to become magical. It creates a disconnect in what masterwork means in game terms, and makes magic weapons seem unreasonably expensive.

Anyway, let’s stop wallowing in the past. It’s time to look at how masterwork is treated in 5th Edition. I can’t wait to see what they’ve done with the concept!

Masterwork in 5e

Nothing. They did nothing with the concept. There is no masterwork in 5e. And that’s really too bad, because like I said above: masterwork is a really cool idea. There should be storied masterpiece weapons and armor in your games. It just makes sense.

So, what are we waiting for? Let’s make some masterwork equipment.

The way I see it, there are three major ways to make Masterwork function in 5th edition. I call them the Old Way, the New Way, and the Right Way.

The Old Way

This one’s easy. Treat masterwork items in the same way you would in 3.5. Masterwork weapons gain a +1 bonus to attacks, and negate disadvantage on stealth checks in any masterwork armor you’re wearing. Simple, right?

Except, it’s not so simple. The armor thing sucks, right? It has no effect on armors that don’t impose disadvantage on stealth. And weapons…well, we run into a few problems with this version of masterwork weapons.

First, let’s talk about stacking. Does the +1 bonus gained from the masterwork property stack with the +1 bonus gained through having a +1 magic weapon? Based on the standard rules of 5e, it should. This would mean that a masterwork +1 weapon would give you a +2 to attack rolls, and a +1 to damage. This seems kind of all right. Except, it’s ass-backwards. 5th edition combat operates on an assumed bounded accuracy. Creatures’ AC does not exceed a certain point. There is no monster in the game that has an AC over 25. This means that that extra +1 to attack rolls actually ends up equating to more damage than the +1 to damage rolls. It’s actually always been that way, if you know the math, but it’s especially noticeable in 5th edition, where ACs stay low throughout the game. In order to compensate for this, hit points and damage in 5th edition get a major boost. The fighter gains 4 attacks, paladins gain massive burst damage with their smites, and rangers gain damage boosters through spells and their subclass features. This is even reflected in the entry for magic weapons and armor in the Dungeon Master’s Guide. A +1 weapon in 5e is an uncommon item, while a +1 armor is rare. Contrast this to 3.5, where it cost twice as much gold to enhance a weapon as it did to enhance an armor. In 5th edition, improved AC has a high price, while boosted offense is a far less weighty benefit.

There is, of course, a simple solution to this. Masterwork weapons do not add a bonus to attack rolls. They add a bonus to damage rolls. Personally, I would rule that masterwork weapons allow you to re-roll damage on a 1. This does three things. First, it effectively boosts the average damage of the weapon by 1 point, since its lowest roll becomes 2. Second, it maintains the idea that masterwork is something unique, and not connected to magical bonuses. Third, it gives the effect of +1 damage while also letting the player roll more dice. AND it lets them re-roll 1s, which is a great, cathartic experience on its own.

And as for armor? I think the answer is obvious. You just flip the effect and impose it on the GM.

For simplicity’s sake, here are the rules laid out in game terms.

When you are wearing Masterwork Armor and are hit with a weapon attack, the attacker must re-roll all damage dice that land on their maximum result.

When you hit an enemy with a Masterwork Weapon, you re-roll any damage dice that land on a result of 1.

Masterwork Weapons and Armor are considered Uncommon rarity.

Now, this system isn’t perfect. For one, it puts a bit of a burden on the GM in terms of remembering who has masterwork armor and who doesn’t. But, honestly, if the DM is doing their job, that shouldn’t be an issue. The second issue is the same I had before when it comes to cost. The only way to make this system work mechanically is to have masterwork items be Uncommon rarity, which caps at 500 gp. This means that even the most magnificent masterwork axe forged by the great dwarven smiths of Dwarfington is still only valued slightly above your average warhorse. That said, if you’re looking for a system that reflects the days of old, I’d go with this one.

The New Way

I’ve seen this idea floating around for a while, and have even tried my hand at making something like it in the past. I call it the “New Way,” but there are many who might call this the Dungeon World method. My other favorite pet name for it is the “Weird Shit” method.

How does this work? Well, it’s quite simple, actually. You create a table of special properties for weapons and armor, and when masterwork equipment shows up in the game, you roll to determine what features it has. Why is this “new?” Because it’s a pretty modern RPG idea to create a dozen distinct benefits for something as simple as masterwork weapons. We live in an era where tabletop games are very much focused around customizing your character to your whims. Pathfinder is an exceptional example of this, where nearly every class has a wide variety of choices to make throughout its level-up progression, and even the classes themselves are divided up by archetype. Even 5e makes room for the idea, using backgrounds, subclasses, and optional feats as a way to narrow down and clarify your character’s unique place in the world.

Therefore, it only makes sense to bring this level of customization into weapon crafting, doesn’t it? A masterwork dwarven weapon is going to be uniquely different than one forged by orcs.

So…what makes this the Dungeon World method? Well, dungeon world takes this idea and programs it into the core of its Fighter class. They get a signature weapon that differentiates them from other fighters, and it gains special properties that make it different from the normal weapons you might find laying about on the dungeon floor.

The benefits to this method are pretty obvious, I would think. It makes weapons special and unique. You kill the aforementioned hobgoblin overlord, and you take his spear. Not only is it finely crafted, but it has hooks and barbs along the shaft to deal more damage to enemies: +4 damage on criticals. Done. It’s a special weapon with a cool description and a unique bonus to go along with it. Similarly, the elven longblade that the elf king of elfheim gives you might technically be a greatsword, but it’s so well-balanced that it has the finesse property. Cool and unique, right?

It even has a built-in system to make things more or less rare, and give that rarity a tactile meaning. Simply add multiple effects to a single item. The dwarf king’s dwarf-hammer is not only especially heavy, adding +2 damage and giving it the Heavy property, but it also has spikes on the head, allowing you to re-roll 1s on damage rolls.

It’s like there’s nothing wrong with this method.

Except, there totally is.

The first problem arises with armor. See, there’s not that many things you can do with armor. Like I said, I tried making this system for my home games, and I only came up with six options at the time. Now, I’ve got a couple more ideas now, but as I look back, I see other issues with what I wrote. Three of the six are restricted to light, medium, or heavy armors. And four of them have per-day limits on their special features. That makes sense for magic weapons that can run out of juice, but these are just regular wood and steel. True, they are forged to perfection, but there’s nothing magical about them. Why can you only add +2 to your Dex or Strength save once per day? Why can you gain resistance to piercing damage once per day? Why can you only negate disadvantage on stealth three times per day? See the issues? Now this can be fixed. The point is that there isn’t all that much that Armor can do outside of the norm.

The second problem is one of variety and consistency. Below, I’ve got two d6 tables in order to add some excitement to your games. It is by no means an exhaustive list of ideas for your masterwork equipment. However, I think even a person more creative than I probably couldn’t come up with more than six or eight more features each for armors and weapons. And a problem arises when dealing with variety, because there’s a tradeoff. When dealing with a single bonus, benefit, or path, one expects consistency. There’s also a kind of consistency expected when one is dealing with variety. They expect consistent inconsistency, if that makes any sense. When dealing with a variety, people want variety. Nobody wants to watch the same sketches over and over on Saturday Night Live. No one wants to read the same short story over and over in a book of short stories. And no one playing Pathfinder wants every Alchemist to be the same. The same applies here. When every third masterwork armor the players encounter has spikes, it makes spikes boring.

There is an argument to be made that such a system actually works quite well in a game like Dungeon World. However, I think part of that is due to the fact that it’s inherently tied to the class mechanic. Classes are, by their very nature, limiting. You have chosen the fighter class, meaning that you have committed to a particular playstyle. Therefore, when the game offers you a choice on how to improve your weapon with 5 different options, those options become important, because they define a part of your character in an otherwise limited system. They are class features, just like any of the others.

Of course, you could always run a game where players can commission masterwork items from local smiths, and choose whether or not they want Hooks and Spikes or a Huge weapon. But this runs into two problems. First, you’re allowing your players to commission a masterpiece, which is stupid. Second, you’re not restricting the player in any meaningful way when you ask them what they WANT their masterwork weapon to be. When a player asks for a razor sharp edge on their weapon, and you tell them that it isn’t an option, they wonder why. Why the hell can’t they have a razor-sharp sword? You could artificially limit them, of course, by claiming that no smith in town is good enough to make that kind of modification. But then you’ve presented them with a side quest, where they will eternally be searching for that legendary smith who can make their razor sword. It becomes a breakdown in communication, where you’re trying to tell the player that you don’t want to try to design and balance a razor blade, while what they hear is that you have simply placed strings on their desires. Inevitably, you’ll cave and give them their razor sword, and they will probably be disappointed after all the work they had to go through in order to gain +1 to damage.

Finally, this is a hard system to balance. Effectively, you’re coming up with magical weapon and armor properties without actually coming up with them. The above razor sword is easy to design, really. You just make it ignore resistance to slashing damage. Except that is WAY too powerful for a low-level masterwork item. You could, of course, make more powerful masterwork items with more powerful options. I did mention above the idea of layering abilities onto items in order to make them more powerful. However, by adding “rare” properties, in addition to “uncommon” properties, you add another layer of complexity to what should be a simplistic system.

In the end, it becomes a system that’s too complex for its own good, and one I would not recommend people use.

And honestly, I don’t know that it’s necessary. If you want to add special properties to weapons and armor, then just DO it! You’re the GM. What’s stopping you? If you want the elven leather to give a bonus to Dex saving throws, then do it!. If you want the orc battle-club to have spikes that deal +2 damage, then just add it! You don’t need rules to codify making weapons unique. Your players will think it’s cool, and they will thank you. I promise that.

That said, I did promise you guys a weapon property table.

The Right Way

If you’ve paid attention to my design work thus far, you’ve likely picked up on a trend. I’m a big fan of using existing mechanics to accomplish my goals. The less new stuff I have to invent from whole-cloth, the better. And that’s what the Right Way of masterwork is. It’s me using existing mechanics to my advantage. The mechanics we’ll be using today? +1 weapons and armor.

I mentioned before, in my Article on Magic Item Glut, that I dislike magic weapons and armor that are simply have a +1 bonus. +1 AC, +1 attack and damage rolls. Blech. BOOOORING! And, in my mind, it doesn’t even make any sense. Why, pray tell, does a +1 longsword give you a +1 to attacks and damage rolls? What magic is used to add this bonus? Is it an inherent True Strike spell, so that it’s attracted to foes? Does it expand in the wound ever so slightly to deal more damage? What is it? This concept has always been ill-defined since the beginning of the game back in the ‘70s. And all of the explanations I’ve heard are stupid.

Do you know what isn’t stupid? Letting the +1 bonus on weapons and armor be a catch-all for masterwork. Why does your sword grant a +1 to attacks and damage? Well, it was forged by the great smith Melkior, you see! It’s exceptionally-well balanced, has a razor-sharp edge, and the grip is fitted perfectly for my hands! See the way the blade curves right at the tip here? It’s to allow for a smoother cut, so that I can reposition more quickly to land another blow.

See what I mean?

Now, I know what you’re about to say. You’ve seen this proposed before. There’s no official masterwork rules, so simply allowing a +1 item to be masterwork makes perfect sense. Except everyone usually stops there when they give this advice. And my question to them is: “what about +2? What makes +2 inherently magical if +1 is masterwork?” It’s the same problem I presented above. What justification are you going to use? An aura of sharpness around the sword? Magic crystals that deflect attacks? What?

I propose that we don’t try to come up with any of these justifications. I propose going all the way. Keep magic magical. Fire damage, lightning bolts, and spinning helicopter axes. Let masterwork rule the +1, +2, AND +3 bonuses. Because it’s a perfect system.

Every problem I’ve encountered above is solved within this system. Consistency? Come on. What’s more consistent than +1, +2, and +3 bonuses? Simplicity? I refer to the previous statement. It’s literally a number added onto die rolls. Excitement? Remember above when I talked about how the +1 bonus to attack rolls in 3.5 masterwork weapons inherently made +1 weapons less exciting? That is no longer an issue. When you upgrade your weapon in this system, there is always a benefit in all areas.

But what about thematic resonance? What about Van Gogh’s Starry Night being cheaper than my car? There’s even an inherent solution to this problem here. And the best part is that it makes sense! I can’t tell you how much this stuff gets me jazzed, guys!

See, a +1 weapon is considered “Uncommon” in the magic item rules. This means that it’s commonly worth less than 500 gp. I think of this as Borka the Blacksmith’s prized sword. She forged this sword in her prime, and it is the greatest item she’s ever created. It’s nearly perfect in every way: light, strong, and incredibly-well balanced. However, Borka the Blacksmith is the local smith in the town of Arseville. She didn’t train under a master smith. She never went to Blacksmith college. She isn’t forging on the ancestral Lava Anvil of the Goblin Queen. And, therefore, her best effort is a very impressive sword that will see you through any number of adventures, but it’s no Excalibur.

A +2 weapon? It’s considered “Rare”, which monetarily means it’s worth up to 5,000 gp. This is like the Six-Fingered Sword in the Princess Bride. It’s a weapon of incredible quality, far surpassing the best work of even talented smiths. It might take years to forge a weapon of this quality, and most have quite storied and bloody pasts. In most games, I would consider a +2 weapon to be the pinnacle of what a mortal smith can achieve without the aid of the mystic arts.

And +3 weapons? Statistically, they’re “Very Rare,” giving them a cap of 50,000 gp in value. This is Excalibur or Masamune. These weapons could be mistaken for magic, and are legends in their own right. They are perfect in every way. Truly flawless pieces of artwork. The cap is 50,000 gp, but I would consider these weapons priceless.

Taking a step away from weapons and instead focusing on armor, we find that they are all one step higher in value. +1 is rare, +1 is very rare, and +3 is legendary. From a statistical standpoint, I get this. Remember, 5th edition places a VERY high value on increasing your AC. This is why so many spells that traditionally granted an AC bonus have been retrofitted into this new system with different mechanics. Mage armor doesn’t give you +4 AC any longer. Now it gives you a standard AC of 13 + your Dex modifier. Barkskin ensures that your AC cannot go below 16, rather than giving a bonus. This means that giving armor an inherent boost to AC makes it far more mechanically valuable than a weapon that adds to attack and damage.

And this makes a kind of sense. After all, making armor is, arguably, a much more arduous process than forging a weapon. There’s simply a lot more to make. In addition to that, you have to go through constant fittings with the armor to ensure that it fits properly, and it must constantly be adjusted. There are more moving parts, and it just takes more work. Therefore, a +3 armor SHOULD be legendary. There might be one such suit of armor in the entire world. The dwarf-queen’s war plate from the battle of Valley Hills, forged on the back of an adamantine golem in a dragon’s fire breath is legendary. It probably took decades to forge. Her hammer? In all likelihood, it took much less time and effort, even if it does have a +3 bonus.

In the end, this system just makes the most sense. It has a natural scaling mechanic, placing higher value on rarer, more powerful items, and keeps benefits consistent and simple, allowing you to focus on other parts of your game. It also allows you to narratively differentiate between the skill of mortal men and women and the power of magic. It means that magic weapons and armor need not be masterwork, and powerful masterwork items need not be magical.

It really is a perfect system.

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Artisan quality items, masterfully constructed either by sheer accident or by painstaking design, are the focus of this article. Such an item, while not better numerically, offers an advantage over other items in some way. Most artisan quality items are in all ways improved, suffering no setbacks.

Others are in some way diminished, usually by being fragile or less reliable after many uses. In either case, the items in question offer a fantastical advantage that is inherently magical or has only a hint of magic. Interestingly, these amazing items are predisposed to become magical, and are items of legend nonetheless.


How Quality Items Are Made

There are two distinct methods for the creation of a quality item. First, an accident or intentional design can result in a artisan quality item. Accidents result from experimentation or the opus of an ancient artisan. These items are painstakingly crafted, and purposefully made with the finest materials, or imbued with strange reagents that draw on ambient supernatural forces.

Normally, any crafted item has a 5% chance of being crafted as a artisan quality item. A roll is made at the end of the crafting, with a artisan quality item resulting if the roll results in an unmodified 20. If a crafting roll is required, then simply allow any natural 20 results to produce a artisan quality item. Use the example item qualities below as a guideline to determine the qualities of your item.

Intentionally crafting a artisan quality item would require more rigorous conditions, and require a special blueprint to create. Such blueprints are an excellent item to find in a treasure hoard. The item would take twice as long to craft as normal, and cost a minimum of 25 gp for ammunition (per piece of ammunition), 100 gp for tools, or 500 gp for weapon or armor. These are baseline prices, but many such items can fetch prices far higher than the suggested minimums. Again, discussions are encouraged between the game master and player to determine qualities that either match the examples below, or suit the specifics of your campaign.

A more esoteric means of creating quality items is through heroism. Items belonging to storied heroes may themselves gain a fantastic quality, even if they are not themselves inherently magical. Many of these items are handed down by history, stored in dark dungeons, or guarded by proud museum docents. However, it is possible for these abilities to manifest in the hands of a true hero, thus cementing that heroes legend in a very tangible way.

There are no hard and fast rules for the spontaneous creation of an artisan item, but a GM may feel like your players accomplished an especially significant event, such as slaying a dangerous beast, or saving the lives of many people. Such events may organically lead to the hero’s weapon transforming into something unique without involving chance; a GM may simply decide that a feat of heroism is deserving of a reward.

Alternately, an exceptional dice roll is a potential catalyst for an item becoming artisan quality. If the player rolls an attack with advantage, and both dice result in a 20, such a fortuitous event could cause the weapon to develop an amazing quality, as an example. This process would be more organic, and reward players for having exceptional luck, and may just feel right for the moment.

Ultimately, as with any house rule, you are free to handle the creation of such items any way you wish. Artisan quality items are meant to occupy the lower levels of treasure. If you as a GM decide that these weapons simply cannot be crafted, and are instead items of a bygone era, or if you would rather use them sparingly or not at all, the choice is always yours.

Good Fortune
Mirror Shine
Soul Armor
TastesBad Armor
Worn inArmor
AccurateAny ammunition
BalancedAny Melee
BrutalAny Bludgeoning Melee
DenseAny Bludgeoning Melee
DetectingAny Slashing Melee
Dual PurposeAny Weapon
Fine EdgeAny Piercing or Slashing Melee
MacabreAny Melee Weapon
OpportunisticAny Light Melee
ProtectingAny Melee
QuickAny Melee
TenaciousAny Piercing Ammunition
Two ShotAny Ammunition
WeightedAny Thrown
Suggested Price IncreaseWeight
Artisan Tools+250-500 gp
Efficient Tools+300-600 gp
Instructional Literature, per volume50 gp2 lbs.
Instructional Literature, full set500-100 gp12 lbs.
Master Tools+500 gp
Master Tools, restock50 gpvaries (usually 1 lb.)
Portable Toolkit+100 gp.2 lbs
Portable Master Toolkit+750 gp.2 lbs

* This is the price, added to the normal price for that tool, suggested if the item is for sale.

** The weight of a given tool quality could in theory go up or down, but by default consider the weight the same. Portable Master Toolkits are meant to be made small and easily hidden, and as such are assigned a base weight.

Armor Quality Descriptions

The following qualities are available for armor. Note that no armor may possess more than one quality, though an armor may lose one quality and gain another. Though a player can possess both a special armor and shield, it is advised that such items are evenly split among the party. Some abilities are restricted to only armor or shields, or may possess more esoteric requirements.

Basher (Shield). This shield is well balanced, hardy, and thick. You may make a melee attack with your shield that deals 1d6 bludgeoning damage. If you use your shield to successfully shove a creature, you may deal damage to that creature as if you had made an attack with the shield.

Buoyant. Through some strange circumstance or purposeful design, your armor allows you to float. You gain disadvantage to Strength (Athletics) checks when attempting to stay underneath the water’s surface. You are unlikely to drown while wearing this armor, and gain advantage on any Strength 5 (Athletics) checks made on the water’s surface.

Durable. Your armor/shield is especially hardy, and resistant to intentional damage. Your armor is immune to mundane weapon attacks made to damage it. If a spell or special attack would break your armor, you gain advantage on any roll necessary to resist the effect. If no roll is allowed, then you may roll a d100. A result of 51 or higher means that the armor remains intact. Once broken, the armor is still repairable, but this special quality ceases to function.

Good Fortune. Your armor carries with it the blessing of your faith, or a simple kismet that grants you luck. You may reroll an ability check once. You can do so after the roll is made, but before the result of the roll is known. You must take second result. Once this ability is used, the armor’s store of luck replenishes at the following dawn, allowing for another single reroll. The armor may sometimes lead you to situations that require you to balance the karma of the universe, typically to help the needy.

Impressive (Armor). Your armor, though worn, appears impressive and grandiose. If you are wearing this armor when first meeting a person or group, your first Charisma check made to influence them has advantage. This effect does not work in certain places, such as social soirées or grand balls, as wearing armor could be considered gauche, negating the potential benefit.

Interposing (Shield). Your shield is expertly balanced to protected you from deadly attacks. Once per turn, you can use a reaction to impart disadvantage on one ranged attack from an enemy that you can see.

Mirror Shine. Your armor/shield retains an amazing mirror polish. You gain advantage on all saving throws that involve gaze attacks. The shield is considered to be a polished surface.

Nimble (Armor). Your armor is especially light and allows for extra mobility. This armor does not confer disadvantage on Dexterity (Stealth) rolls, and any relevant Strength requirements are reduced by 1. This armor quality does not confer a benefit to armor that has neither a Stealth penalty or a Strength requirement.

Resilient (Armor). Through a trick of ingenuity, extra padding or plating provides you with special defenses. Your armor is especially good at resisting either bludgeoning, piercing or slashing damage. This damage type is chosen at the time that the item is created, or when it gains this quality, and the choice is permanent. You may use your reaction to gain the chosen damage resistance against one attack.

Slide (Shield). Your shield is slippery, and has helped you to avoid danger in style. Once per turn, you can slide on your shield and increase your movement speed by 10 feet. If you use your shield to slide for extra distance, you must make a DC 11 Dexterity (Acrobatics) check or become prone at the end of that movement.

Soul Armor. This armor is linked to your fate, and protects you from deadly harm. If an attack would reduce you to 0 or fewer hp, you are instead reduced to 1 hp. This effect can only happen once per encounter. Once it has protected you a total of three times, the armor breaks. Though the armor is repairable by magical or mundane means, the soul armor quality ceases to function. Both armors and shields can receive this quality.

Stalwart (Armor). Your armor helps you to stiffen and resist movement. You can use your bonus action to stay in place for 1 turn, gaining advantage on any relevant rolls to resist movement or remain in your space. You may not willingly move from your space during that turn.

Bitter (Armor). Your armor is polished with a cheap chemical, soaked in terrible fluids, or soaked with some other horrible substance. Thankfully, your armor retains no smell, and simply tastes bad. A creature who attempts to swallow you whole is at a disadvantage on the attack roll. If it succeeds at swallowing you, they must make a DC 15 Constitution saving throw or vomit you up, losing their next action. This quality may not affect certain creatures, such as constructs, undead, or creatures that eat refuse, at the GM’s discretion.

Worn in. This armor is expertly fitted, is worn in, or is simply made of the finest materials. You gain advantage on any check or saving throw to avoid exhaustion while wearing this armor. This quality does not apply to exhaustion caused by a lack of food or water, nor does it apply to spells or supernatural effects that cause exhaustion.

Weapon/Ammunition Quality Descriptions

Accurate. This ammunition confers advantage, allowing you to attack at long range without penalty, or to attack at short range more accurately. This ammunition is especially fragile, and cannot be recovered.

Balanced. This weapon confers advantage on disarm contests against being disarmed.

Brutal. As an action, you can make a special attack with this weapon. If the attack deals damage, the target must make a DC 12 Strength saving throw, or fall prone. Using this action does not allow the use of extra attacks, but does allow extra actions and bonus actions.

Dense. When you attempt to attack an object with this weapon, you deal an additional 1d4 bludgeoning damage. At the GMs discretion, this may apply to certain constructs, excluding golems.

Detecting. This weapon is polished to a mirror shine, but also has a special property. The polished blade grants you advantage when attempting to detect invisible creatures within 10 feet.

Dual Purpose. This weapon deals an additional form of damage in addition to its normal damage type. This might reflect an axe with a blunt head, a sword crafted to be swing on its flat end, or a rapier with a brass knuckle built into the hilt. You can choose the damage type with each attack made with the weapon.

Fine Edge. This weapon has a fine honed edge that seldom dulls. Once per round, you may forfeit your bonus action to deal an additional 1d4 damage when you attack with this weapon.

Macabre. This weapon is visually disturbing or threatening. You gain advantage on intimidation checks while brandishing the weapon in battle. You have disadvantage on attempts to conceal this weapon on your person.

Opportunistic. When you act in a surprise round, any attack with this weapon deals an additional dice of damage. This dice is not multiplied on a critical hit.

Protecting. This weapon is especially good at protecting you from harm. Once per turn, you may forfeit your bonus action to ready your weapon to defend yourself. Until your next turn, you may use a reaction to impose disadvantage against one melee ranged or spell attack. You may not use your reaction in such a way once the attack roll has been made.

Quick. If you miss a target with this weapon, you can use your bonus action to make an additional attack that round.

Tenacious. This piece of ammunition sticks in and wends deeper into its target. If this ammunition deals damage to a target, that target takes 2 (1d4) piercing damage after they move for the turn. If a target remains stationary, they are not subject to damage. This condition lasts until a DC 10 Wisdom (medicine) check is performed to remove the fragments, or until 5 turns have elapsed.

Two Shot. Typically crafted in twos, this ammunition can be shot two at a time at the same target, or at two targets within 10 feet of each other. This special feature requires concentration, and may not be used more than once in a round. You may recover one of the two ammunition pieces (as per the normal rules), but the remaining piece may have a twin crafted to use in the future.

Weighted. The range on this thrown weapon is halved, but it deals an extra 1d4 damage when thrown. These weapons are slightly less wieldy than normal thrown weapons, and can only be used once per turn, even if you possess other weapons with this quality.

Quality Equipment

Impressive Tools

Price 250-500 gp; Weight — lb.

An impressive tool is one that is so grandiose that it grants the user a recognition within society. Whether a painter’s brush with rare and utile bristles or a finely made lute that resounds with exquisite acoustics, these items help talented people to perform amazing feats that garner fame and fortune. This ability does not apply to tools that craft items meant for general use, but does apply to items meant to be experienced as works of art.

You must present your work to a small group of no more than 100 people, either through performance or exhibition. For the next 24 hours, you gain advantage on Charisma checks with those people, as long as they are friendly or indifferent towards you.

Efficient Tools

Price +300-600 gp; Weight — lb.

Efficient tools are rather simple in function; they reduce the amount of time it takes to create a physical work. This could be a work of art such as a sculpture, or a manufactured good, such as a piece of wooden furniture. The efficient tool works through experimental techniques, super refined tools, or simply some innovative method to make the work go faster, and assists the crafter in achieving his goal in less time.

With these tools, you multiply the amount of progress you make by your proficiency bonus, provided that you are proficient with this tool. You must still pay half of these costs each day that you spend crafting. Most efficient tools must be maintained to retain this property, a process requiring 10 days of work, and 150-300 gold.

Instructional Literature

Price 50 gp per volume, 500-1000 gp for a full set; Weight 2 lbs. per volume, 12 lbs. for a full set

Certain amazing works of print can instruct readers in various skills and the use of tools. Such works are normally annotated, and hand written, and include various diagrams that can impart the knowledge of such skills. Though these instructional methods do not preclude mass printing, the works themselves usually span volumes, and can require hundreds of hours of study, hard work and dedication to render any increase in skill, making such mass printings an expensive and relatively thankless endeavor. This fact alone has kept such books as rare curiosities, fit only for those willing to learn in this self driven fashion.

Any such set of books come in 6 volumes. Each volume requires 42 days of downtime to study. After spending that time in study, you gain a +1 to the relevant skill check or tool use per volume studied.

Successive volumes increase this bonus, up to your normal proficiency bonus, though you are not yet considered proficient in the skill. If a specific skill or tool use requires full proficiency to be attempted, your GM may ask you to make the roll with disadvantage, though you would still add the bonuses provided by the number of volumes read, and the relevant ability score modifier. Once you have spent a total of 252 days studying all 6 volumes, you are considered fully proficient. At that point, your normal proficiency bonus completely and explicitly replaces the bonuses previously granted by the books.

Each volume is worth approximately 50 gold, but a full set can command amazing prices. The books must be read in order to have any effect, and the first volume is necessary for the learning process to begin.

Master Tools

Price +500 gp; Weight — lb.

Master tools, much like efficient tools, grant a direct advantage to the user. They are made of exquisitely rare materials, are weighted for ease of use, or are especially efficacious at the task. This quality is meant more for tools that facilitate an action than for tools that craft a physical item.

When using these tools, you have advantage on relevant ability checks to use the tools. Due to the nature of these specialized tools, they lose the property after a single use, but can either be restocked or reconditioned to grant the bonus again for 50 gp. The kind of supplies needed to return the tools to prime condition can usually be found in large population centers. It can sometimes be necessary to parlay with a crafter’s guild to obtain such supplies.

Portable Toolkit

Price +100 gp; Weight .2 lbs

The portable toolkit is something that many experts and specialists swear upon. These tools are meant as a quick and dirty means to achieve a minor goal, and are unsuitable for prolonged use. While such tools could in theory be meant for crafting physical items, the utility of such an item would make it impractical. A portable toolkit is a small and fragile alternative to a normal toolkit. It is generally too impractical for repeated use, and is meant for a single task, or a short term solution. Many are even meant to disintegrate or break apart to avoid revealing trade secrets or damning evidence.

A portable toolkit allows you to either make an ability check with a tool one time, craft one small item, or perform an action for a short period of time (no more than an hour), depending on the item.

Selling Quality Tools

More so than weapons and armor of quality, tools and instructional manual have a greater potential for showing up at a shop or market in larger cities. These high quality items do not offer the same combat advantage as an improved weapon or armor. Feel free to let your players use their hard earned money to purchase an artisan lute, or an instructional manual.Ensure that the supplies are limited, and make it known that these items are usually in very high demand.

Today we learn how to use the quintessential fantasy crafting kit in your Mundane Item Crafting: Most medium armors, all heavy armors, most Although there are some examples of metalwork as far back as D&D campaigns take place in a setting that is technologically similar to medieval times.


Coin cp sp ep gp pp
Copper (cp) 1 110150110011,000
Silver (sp) 10 1 151101100
Electrum (ep) 50 5 1 12120
Cold (gp) 100 10 2 1 110
Platinum (pp) 1,000 100 20 10 1


Armor table

Armor Type Cost AC (Armor Class) Strength Stealth Weight Notes
Padded Light 5 gp 11 ± Dex Disad. 8 ℔
Leather Light 10 gp 11 ± Dex 10 ℔
Studded leather Light 45 gp 12 ± Dex 13 ℔
Light 400 gp 13 ± Dex 16 ℔
Light 2,000 gp 13 ± Dex 14 ℔ hidden, prof.
Hide Med. 10 gp 12 ± Dex (max 2) 12 ℔
Chain shirt Med. 50 gp 13 ± Dex (max 2) 20 ℔
Chain shirt, adamantineMed. 400 gp 13 ± Dex (max 2) 20 ℔ ignore crits.
Chain shirt, mithralMed.† 500 gp 13 ± Dex (max 2) 20 ℔ hidden
Chain, elvenMed.† 2,000 gp 14 ± Dex (max 2) 20 ℔ hidden, prof.
Breastplate Med. 400 gp 14 ± Dex (max 2) 20 ℔
Breastplate, adamantineMed. 800 gp 14 ± Dex (max 2) 20 ℔ ignore crits.
Breastplate, mithralMed.† 1,000 gp 14 ± Dex (max 2) 20 ℔ hidden
Scale mail Med. 50 gp 14 ± Dex (max 2) Disad. 45 ℔
Scale mail, adamantineMed. 400 gp 14 ± Dex (max 2) Disad. 45 ℔ ignore crits.
Scale mail, mithralMed. 500 gp 14 ± Dex (max 2) 45 ℔
Half plate Med. 750 gp 15 ± Dex (max 2) Disad. 40 ℔
Half plate, adamantineMed. 1,250 gp 15 ± Dex (max 2) Disad. 40 ℔ ignore crits.
Half plate, mithralMed. 1,250 gp 15 ± Dex (max 2) 40 ℔
Ring mail Hvy. 30 gp 14 Disad. 40 ℔
Ring mail, adamantineHvy. 400 gp 14 Disad. 40 ℔ ignore crits.
Ring mail, mithralHvy. 400 gp 14 40 ℔
Chain mail Hvy. 75 gp 16 Str 13 Disad. 55 ℔
Chain mail, adamantineHvy. 500 gp 16 Str 13 Disad. 55 ℔ ignore crits.
Chain mail, mithralHvy. 500 gp 16 55 ℔
Splint Hvy. 200 gp 17 Str 15 Disad. 60 ℔
Splint, adamantineHvy. 600 gp 17 Str 15 Disad. 60 ℔ ignore crits.
Splint, mithralHvy. 600 gp 17 60 ℔
Plate Hvy. 1,500 gp 18 Str 15 Disad. 65 ℔
Plate, adamantineHvy. 2,000 gp 18 Str 15 Disad. 65 ℔ ignore crits.
Plate, mithralHvy. 2,000 gp 18 65 ℔
Plate, dwarvenHvy. 10,000 gp 20 Str 15 Disad. 65 ℔ move.
Buckler Shield 5 gp +1 3 ℔
Shield Shield 10 gp +2 6 ℔

Armor proficiency: Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t east spells.

Armor Class (AC): Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Shields: A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2, You can benefit from only one shield at a time.

Light armor

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

Padded: Padded armor consists of quilted layers of cloth and batting.

Leather: The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Studded leather: Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Medium armor

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2. to the base number from your armor type to determine your Armor Class.

Hide: This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Chain shirt: Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Scale mail: This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Breastplate: This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.

Half Plate: Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Heavy armor

Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.

Ring mail: This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it’s usually worn only by those who can’t afford better armor.

Chain mail: Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Splint: This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Plate: Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Special armors

Adamantine armor

Armor (medium or heavy, but not hide), uncommon(DMG-150)

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.

As a substance, adamantine has an object Armor Class of 23.(DMG-246)

Dragon armor

Armor, (leather, studded leather, hide, scale mail, and half plate)(&N-91)

This armor is made from the hide of a dragon. It is extremely supple yet far more durable than standard leather or hide armor. For studded leather, scale mail, and half plate, dragon scales are used (rather than metal) to add protection. You gain a +1 bonus to AC while you wear this armor.

Elven chain

Armor (chain shirt), rare(DMG-168)}} You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

Elven chain, mithral

Armor (light mithral chain shirt), rare(Silvesti)

You gain a AC while you wear this armor . You are considered proficient with this armor even if you lack proficiency with armor.

Mithral armor

Armor (medium or heavy, but not hide), uncommon(DMG-182)

Mithral is a light, flexible metal. Armor made using mithral is therefore ∼⅔ the weight of steel armor while providing the same protection. As a substance, mithral has an object Armor Class of 21.(DMG-246)

A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.


Skeggøx (bearded axe)

Notable changes from d20/Pathfinder:

subsumes the “bastard sword”
subsumes the “dwarven waraxe”
now versatile (from 1H)
now versatile (from 2H)
damage raised one die type
damage lowered one die type

The term “longsword” is ambiguous. Historically it was used for the {{wp:longsword|small two-handed sword}} (c.1200–1700, aka claymore, d20’s “bastard sword” and 5E’s “longsword”), but it has also been applied retroactively to the preceding one-handed knightly arming sword (c.1000–1500, d20’s “longsword”), the {{wp:zweihänder|large two-handed sword}} (c.1500–1600, d20’s and 5E’s “greatsword”), and the contemporaneous basket-hilted sword and rapier

Missing in 5E

Weapon table

CCWeapon Cost DType WgtProperties R
Sim. Mel. Club 1 sp 1d4 bludgen. 2 ℔ Light
Sim. Mel. Dagger 2 gp 1d4 1 ℔ Finesse • light

• thrown

Sim. Mel. Greatclub 2 sp 1d8 bludgen. 10 ℔ Two-hnd.
Sim. Mel. Handaxe 5 gp 1d6 slashing 2 ℔ Light

• thrown

Sim. Mel. Javelin 5 sp 1d6 piercing 2 ℔

• thrown

Sim. Mel. Light hammer 2 gp 1d4 bludgen. 2 ℔ Light

• thrown

Sim. Mel. Mace 5 gp 1d6 bludgen. 4 ℔
Sim. Mel. Quarterstaff 2 sp 1d6 bludgen. 4 ℔ Versatile (1d8)
Sim. Mel. Sickle 1 gp 1d4 slashing 2 ℔ Light
Sim. Mel. Spear 1 gp 1d6 piercing 3 ℔ Versatile (1d8)

• thrown

Sim. Mel. Yklwa1 gp 1d8 piercing 3 ℔ Special

• thrown

Sim. Mel. unarmed strike 1 bludgen.
Mar. Mel. Shortsword 10 gp 1d6 piercing 2 ℔ Finesse • light
Mar. Mel. Scimitar 25 gp 1d6 slashing 3 ℔ Finesse • light •
Mar. Mel. Scimitar, double100 gp 2d4 slashing 6 ℔ Special • two-hnd. (WGE)
Mar. Mel. 13 gp 1d8 slashing 3 ℔

(d20 “longsword”)

Mar. Mel. Rapier 25 gp 1d8 piercing 2 ℔ Finesse
Mar. Mel. 50 gp 1d8 slash./pier.3 ℔ Finesse • basket-hilt
Mar. Mel. Longsword 15 gp 1d8 slashing 3 ℔ Versatile (1d10)

(d20 “bastard sword”)

Mar. Mel. Greatsword 50 gp 2d6 slashing 6 ℔ Two-hnd. • hvy
Mar. Mel. Battleaxe 10 gp 1d8 slashing 4 ℔ Versatile (1d10)
Mar. Mel. Urgrosh, dwarven 50 gp 1d10 slashing 4 ℔ Two-hnd. • hvy • special(PAB)
Mar. Mel. Greataxe 30 gp 1d12 slashing 7 ℔ Two-hnd. • hvy
Mar. Mel. Flail 10 gp 1d8 bludgen. 2 ℔
Mar. Mel. War Pick 5 gp 1d8 piercing 2 ℔
Mar. Mel. Morningstar 15 gp 1d8 4 ℔
Mar. Mel. Warhammer 15 gp 1d8 bludgen. 2 ℔ Versatile (1d10)
Mar. Mel. Maul 10 gp 2d6 bludgen. 10 ℔ Two-hnd. • hvy
Mar. Mel. Whip 2 gp 1d4 slashing 3 ℔ Finesse • reach
Mar. Mel. Trident 5 gp 1d6 piercing 4 ℔ Versatile (1d8)

• thrown

Mar. Mel. Glaive 20 gp 1d10 slashing 6 ℔ Two-hnd. • hvy • reach
Mar. Mel. Halberd 20 gp 1d10 slashing 6 ℔ Two-hnd. • hvy • reach
Mar. Mel. Pike 5 gp 1d10 piercing 18 ℔ Two-hnd. • hvy • reach
Mar. Mel. Lance 10 gp 1d12 piercing 6 ℔ Two-hnd. • hvy • reach • special
Sim. Rng. Dart 5 cp 1d4 piercing ¼ ℔ Finesse

• thrown

Sim. Rng. Crossbow, light25 gp 1d8 piercing 5 ℔ Two-hnd.

• load. • ammo.

Sim. Rng. Shortbow 25 gp 1d6 piercing 2 ℔ Two-hnd.

• ammo.

Sim. Rng. Sling 1 sp 1d4 bludgen.

• ammo.

Mar. Rng. Blowgun 10 gp 1 piercing 1 ℔

• load. • ammo.

Mar. Rng. Crossbow, hand75 gp 1d6 piercing 3 ℔ Light

• load. • ammo.

Mar. Rng. Crossbow, heavy50 gp 1d10 piercing 18 ℔ Two-hnd. • hvy

• load. • ammo.

Mar. Rng. Longbow 50 gp 1d8 piercing 2 ℔ Two-hnd. • hvy

• ammo.

Mar. Rng. Net 1 gp 3 ℔ Special

• thrown


Weapon properties

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack . At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
A weapon with the special property has unusual rules governing its use, explained in the weapon’s description.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
This weapon requires two hands when you attack with it.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Special weapons

Double scimitar

Valenar elves (Wayfarer’s Guide to Eberron, pp.73–74)

When you take the attack action and make a two-handed attack with a double scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage for this bonus attack is 1d4 slashing.

Feat: revenant blade

You are descended from a master of the double blade and their skills have passed on to you. You gain the following benefits:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC.
  • On your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon’s damage die for this attack increases to 2d4, instead of 1d4.

Dwarven urgrosh

Player’s Advantage: Barbarian, 5e SRD

One head of this weapon is an axe (1d10 slashing) and the other is a spear (1d8 piercing). Originally used exclusively for mining, these weapons were adapted to combat creatures in the Underdark. If you have the two-weapon fighting style, or the Dual Wielder feat, you can wield a dwarven urgrosh as a one-handed battleaxe and a one-handed spear. It gains the light property when wielded in this way.


You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.


A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.


A yklwa(YICK-ul-wah) consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. The yklwa is not well balanced for throwing limiting its range.yklwa

Adamantine weapons

Xanathar’s Guide to Everything, p.78

Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft adamantine armor, the metal is also used for weapons.

Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.

The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.

Silvered weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Racial weapons

This is untested homebrew.
Weapon Cost Damage Weight Properties
Elven crescent blade 80 gp 2d6 slashing 6 ℔ heavy, two-handed, special
Elven lightblade 50 gp 1d6 piercing 1 ℔ Finesse, Light, special
Elven thinblade 100 gp 1d8 piercing 1 ℔ Finesse, special

Elven crescent blade:(PAB) This long, almost moon-shaped blade allows a proper wielder unsurpassed flexibility in battle. If you have the Exotic Weapon Master feat, the elven crescent blade gains the finesse property.

Elven lightblade:(D&Dwiki) The elven lightblade has the weight and and finesse of a dagger, but the length and strength of a shortsword. Its thin, flexible blade slips easily into the seams of armor, or between the ribs of an enemy. In elven cultures, a decorated lightblade is often used as a badge of office. You are proficient with elven lightblades if you have Elven Weapon Training, or the Elven blade master feat.

Elven thinblade:(D&Dwiki) The elven thinblade has the fine blade and needle-like point of a rapier, but the length and strength of a longsword. Its thin, flexible blade slips easily into the seams of armor, or between the ribs of an enemy. You are proficient with elven thinblades if you have Elven Weapon Training, or the Elven blade master feat.

Great bow:(PAB) This 6-foot tall bow is made of elm rather than yew or ash, making it astonishingly stiff, large and strong, and equally capable of use for long and short shooting. You can use a bonus action to steady yourself. While you are steadied, your attacks with the great bow deal 2d6 piercing damage. You are no longer steadied if you move.

Spiked chain:(PAB) A length of spiked chain is between 6 and 8-feet long with wicked barbs welded onto one end. If you have the Dual-Wielder feat, the Exotic Weapon Master feat, or the Two-Weapon Fighting style, you can wield a spiked chain as two one-handed, light weapons that each deal 1d6 piercing damage. The spiked chain loses the reach property when wielded in this way.

War scythe:(PAB) Fashioned to resemble the threshing implement but modified for battle, the war scythe can be a deadly weapon in the right hands. You can’t wield a war scythe in one hand. If you have the Exotic Weapon Master feat, you can wield the war scythe as a war pick. It gains the versatile (d10) property when wielded in this way. When you take the Attack action, you can attempt the Trip Attack combat manuever (DC 8 + your proficiency bonus + your Strength modifier) against a creature as one of your attacks.

Adventuring Gear

Equipment packs

The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

Burglar’s pack (16 gp): Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Diplomat’s pack (39 gp): includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

Dungeoneer’s pack (12 gp): Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Entertainer’s pack (40 gp): Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

Explorer’s pack (10 gp): Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Monster Hunter’s pack (33 gp):(CS-209) Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.

Priest’s pack (19 gp): Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

Scholar’s pack (40 gp): Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Tools and skills together

Xanathar’s Guide to Everything (pp.78–85)

Gaming set

Xanathar’s Guide to Everything (p.81)

Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.

Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.

History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.

Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.

Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pick-pocketing attempt.

Herbalism kit

Xanathar’s Guide to Everything (p.82)

Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.

Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.

Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.

Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.

Nature and survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.

Identify plants: You can identify most plants with a quick inspection of their appearance and smell.

Musical instruments

Xanathar’s Guide to Everything (p.83)

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History: Your expertise aids you in recalling lore related to your instrument.

Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Woodcarver’s tools

Xanathar’s Guide to Everything (p.85)

Woodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.

Components: Woodcarver’s tools consist of a knife, a gouge, and a small saw.

Arcana, history: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.

Nature: Your knowledge of wooden objects gives you some added insight when you examine trees.

Repair: As part of a short rest, you can repair a single damaged wooden object.

Craft Arrows: As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.


ShipCost (gp) Speed Crew Pass. Tonnage AC HP D.T.
Keelboat3,0001 kt.16½1510010
Longship10,0003 kt.40150101530015
Sailing ship10,0002 kt.20201001530015
Galley30,0004 kt.801501550020
Airship20,0008 kt.1020113300


The distance to the horizon in miles (d) for an observer at an altitude in feet (h):

d (miles) ≈ √h (feet)

Thus for an observer in a crow’s nest, the horizon is ∼10 miles away, and another crow’s nest would be visible at a combined distance of ∼20 miles. Overcast skies reduce the perceivable distance by half. Rain and fog reduce visibility just as they do on land.

Owning a ship

At some point in your campaign, the adventurers might gain custody of a ship. They might purchase or capture one or receive one to carry out a mission. It’s up to you whether a ship is available for purchase, and you have the power to deprive the adventurers of a ship at any time should it become a nuisance (see the DMG “Shipwrecks” sidebar).

In a dead calm (no wind), ships can’t move under sail and must be rowed. A ship sailing against a strong wind moves at half speed.
A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the Airborne and Waterborne Vehicles table.
You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return.
The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers.
A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day.
The table indicates the maximum tonnage each kind of ship can carry. This is actually a volume measurement, a “cargo ton” = 100 ft³. (1 “cargo ton” of water weighs ≈ 3 tonne.)
Damage Threshold
A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points.
Ship Repair
Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.

D&D 5e – Questionable Arcana – Crafting: Smith’s Tools

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IMPORTANT NOTICE: Although this crafting system leverages many existing mechanics published under the 5e SRD and OGL, the final product is completely home-brewed. The finer details of this system are still being revised, and those changes will slowly be introduced into this document. However, the system as a whole is totally functional and ready to be used in any campaign. Furthermore, the rules and concepts discussed are intended to work in-tandem with the expanded artisan's tools rules found in Xanathar's Guide to Everything. If nothing else I hope this document and its siblings can be used as a source of guidance and inspiration for whatever crafting system you decide to go with.

The Smith’s Tools At A Glance

RAW Cost: 20 GP
RAW Weight: 8 lbs
*Example Items: Hammer, tongs, bellows, punches, and chisel
Crafting Restrictions: Requires a forge
Mundane Item Crafting: Most medium armors, all heavy armors, most weapons, many pieces of adventuring gear
Magic Item Crafting: An enormous list of metal items
Artwork Creation: Can create a variety of metal artwork objects
QA Artwork Bonus: None
Structure Building: Can participate in but not lead the creation of a structures
Adventuring Utility: Able to modify metal forged items, and use their knowledge of forged items in the field

* These items are specific to the Questionable Arcana system. Other similar crafting systems may utilitize a different list of items.

With the weaver’s tools all wrapped up we are coming up on the final pages of this crafting compendium.

My initial assumption was that the smith’s tools would be the strongest crafting kit in 5th edition. After all, the blacksmith is the quintessential crafting profession in fantasy settings. Everybody from dwarves to elves have their own smithing styles. However before we dig into the history and mechanics of the kit, it is important that we settle in on the definition of the craft.

After assessing the options I felt that the Cambridge dictionary had the most relevant definition:

Definition: Someone who makes things out of metal, especially by heating it and hitting it with a hammer: Example: a goldsmith/silversmith See also: blacksmith

Satisfied with this definition, I moved on to the historical analysis of the crafting kit.

Getting Hammered – The History of Smithing

Although there are some examples of metalwork as far back as 4500 BC, the first evidence found of smithing with a hammer is a dagger found in ancient Egypt dated to 1350 BC. These early smiths likely heated iron using wood fires, but they would eventually would discover that wood converted to charcoal would produce a better flame for smithing. Eventually it was discovered that the intensity of the heat could be increased by blasting it with air. This lead to the creation of the bloomery which was eventually superseded by the blast furnace in modern times.

Initially smiths used stones and stone hammers to hammer copper and lead, but around 1200 BC the bronze anvil was invented. Eventually the bronze anvil would give way to the iron anvil which remained the most popular type of anvil until the process for making steel was discovered. There was some experimentation with cast-iron and wrought-iron, but eventually they all gave way to the cast-steel anvils used today.

There is a great deal of nuance to the art of smithing, however at its core it can be broken down into the following 7 techniques:

  1. Drawing Down – Lengthening one dimension by narrowing another
  2. Bending – Bending heated and ductile metal to the desired angle
  3. Upsetting – Making metal thicker in one dimension by shortening another
  4. Shrinking – Upsetting technique used on compound curves
  5. Swaging – Altering the dimensions of an item by forcing it into dies
  6. Punching – Using a chisel to create holes, slits, and patterns
  7. Forge Welding – Joining a similar or different type of metal

Although the technologies used to execute these techniques has changed over-time, the process has more or less remained unchanged for thousands of years.

Metal Gear is Solid – Crafting Items

As always I am going to assume that most D&D campaigns take place in a setting that is technologically similar to medieval times. This means that a forge with a bloomery will be the means of production that the smiths in your campaign will use.

Questionable Arcana Item Crafting Rules At A Glance

Overview: The Questionable Arcana Crafting System is a homebrew set of rules that builds on the RAW crafting system. The goal of the system is to increase the rate that items are crafted while introducing an element of variability(aka dice rolling).


Crafting Requirements

  1. A Lead Artisan - An artisan with the appropriate tool who can lead the crafting process.
  2. Crafting Materials - Materials to craft with. The items should be valued at 50% market value for mundane items and 100% market value for magical items.
  3. Means of Production - Any special equipment or location requirements such as a forge for blacksmiths.
  4. Instructions - Memorized instructions for mundane items or a written blueprint for magical items.
  5. Labor - Time and energy measured in 8 hour increments and proficiency dice rolls!

Crafting Capabilities Definitions

  • LEAD - You can serve as the lead artisan when creating this item.
  • ASSIST - You can work under a lead artisan to create this item.
  • OPTIONAL - You could potentially create a non-RAW version of this item at the DM's discretion.
  • N/A - You cannot use this toolkit to contribute to the creation of this item.
  • SPECIAL - Special cases defined on a case by case basis.

Crafting GP Progression Formula

[PROGRESS IN GP] = 5 + (Proficiency_Dice_Roll * 5)

Important Disclaimer: The Questionable Arcana Crafting Rules and lists are not official material. The concepts and ideas provided by this write-up are simply suggestions. I happen to think they are good suggestions, but ultimately your table's DM has the final say when it comes to any and all crafting rulings.

When it comes to creating mundane items the smith’s tools are the most prolific crafting kit in all of 5th edition.

Weapon Crafting List
WeaponCostWeightCrafting Capability
Dagger2 GP1LEAD
Greatclub2 SP10OPTIONAL
Handaxe5 GP2LEAD
Javelin5 SP2LEAD
Light Hammer2 GP2LEAD
Quarterstaff2 SP4OPTIONAL
Sickle1 GP2LEAD
Spear1 GP3LEAD
Dart5 CP0.25LEAD
Battleaxe10 GP4LEAD
Flail10 GP2LEAD
Glaive20 GP6LEAD
Greataxe30 GP7LEAD
Greatsword50 GP6LEAD
Halberd20 GP6LEAD
Lance10 GP6LEAD
Longsword15 GP3LEAD
Maul10 GP10LEAD
Morningstar15 GP4LEAD
Pike5 GP18LEAD
Rapier25 GP2LEAD
Scimitar25 GP3LEAD
Shortsword10 GP2LEAD
Trident5 GP4LEAD
War pick5 GP2LEAD
Warhammer15 GP2LEAD
Blowgun10 GP1LEAD

Armor Crafting List
ArmorCostWeightCrafting Capability
Shield10 GP6LEAD
Sudded Leather Armor45 GP13ASSIST
Chain Shirt50 GP20LEAD
Scale Mail50 GP45LEAD
Breastplate400 GP20LEAD
Half Plate750 GP40LEAD
Ring Mail30 GP40LEAD
Chain Mail75 GP55LEAD
Splint200 GP60LEAD
Plate1500 GP65LEAD

Adventuring Gear Crafting List
ItemCostWeightCrafting Capability
Abacus2 gp2 lb.LEAD
Arrows (20)1 GP1 lb.ASSIST
Blowgun Needles (50)1 GP1 lb.LEAD
Crossbow Bolts (20)1 GP1.5 lb.LEAD
Sling Bullets (20)4 CP1.5 lb.LEAD
Arcane Focus, Rod10 gp2 lb.ASSIST
Arcane Focus, Staff5 gp4 lb.ASSIST
Arcane Focus, Wand10 gp1 lb.ASSIST
Ball Bearings (bag of 1,000)1 gp2 lb.LEAD
Barrel2 gp70 lb.OPTIONAL
Basket4 sp2 lb.OPTIONAL
Bell1 gpLEAD
Block and Tackle1 gp5 lb.ASSIST
Bottle, Glass2 gp2 lb.OPTIONAL
Bucket5 cp2 lb.LEAD
Caltrops (bag of 20)1 gp2 lb.LEAD
Candle1 cpOPTIONAL
Case, Crossbow Bolt1 gp1 lb.OPTIONAL
Case, Map or Scroll1 gp1 lb.OPTIONAL
Chain (10 feet)5 gp10 lb.LEAD
Chest5 gp25 lb.LEAD
Climber’s Kit25 gp12 lb.ASSIST
Crowbar2 gp5 lb.LEAD
Fishing Tackle1 gp4 lb.ASSIST
Flask or Tankard2 cp1 lb.LEAD
Grappling Hook2 gp4 lb.LEAD
Hammer1 gp3 lb.LEAD
Hammer, Sledge2 gp10 lb.LEAD
Healer’s Kit5 gp3 lb.ASSIST
Holy Symbol, Amulet5 gp1 lb.LEAD
Holy Symbol, Emblem5 gpLEAD
Holy Symbol, Reliquary5 gp2 lb.LEAD
Hunting Trap5 gp25 lb.LEAD
Ink Pen2 cpLEAD
Jug or Pitcher2 cp4 lb.LEAD
Ladder (10-foot)1 sp25 lb.OPTIONAL
Lamp5 sp1 lb.LEAD
Lantern, Bullseye10 gp2 lb.LEAD
Lantern, Hooded5 gp2 lb.LEAD
Lock10 gp1 lb.LEAD
Manacles2 gp6 lb.LEAD
Mess Kit2 sp1 lb.LEAD
Mirror, Steel5 gp½ lb.ASSIST
Pick, Miner’s2 gp10 lb.LEAD
Piton5 cp¼ lb.LEAD
Pole (10-foot)5 cp7 lb.LEAD
Pot, Iron2 gp10 lb.LEAD
Ram, Portable4 gp35 lb.ASSIST
Scale, Merchant’s5 gp3 lb.LEAD
Shovel2 gp5 lb.LEAD
Signal Whistle5 cpLEAD
Signet Ring5 gpASSIST
Spikes, Iron (10)1 gp5 lb.LEAD
Spyglass1,000 gp1 lb.ASSIST
Tent, two-person2 gp20 lb.ASSIST
Tinderbox5 sp1 lb.LEAD
Torch1 cp1 lb.LEAD

As you can see the majority of weapons and armors can be created by a player with smith’s tools proficiency. Furthermore there is a wide variety of adventuring gear items that can be directly produced, as well as a handful of other options if the DM is flexible.

This strong crafting foundation is only reinforced when you expand into magical items.

Magic Item Crafting List
ItemRarityCategoryCrafting Capability
Adamantine Armor – Chain ShirtUncommonArmorLEAD
Adamantine Armor – Scale MailUncommonArmorLEAD
Adamantine Armor – BreastplateUncommonArmorLEAD
Adamantine Armor – Half PlateUncommonArmorLEAD
Adamantine Armor – Ring MailUncommonArmorLEAD
Adamantine Armor – Chain MailUncommonArmorLEAD
Adamantine Armor – SplintUncommonArmorLEAD
Adamantine Armor – PlateUncommonArmorLEAD
Adamantine Armor – ShieldUncommonArmorLEAD
Ammunition, +1 – ArrowsUncommonWeaponASSIST
Ammunition, +2 – ArrowsRareWeaponASSIST
Ammunition, +3 – ArrowsVery RareWeaponASSIST
Ammunition, +1 – Blowgun NeedlesUncommonWeaponASSIST
Ammunition, +2 – Blowgun NeedlesRareWeaponASSIST
Ammunition, +3 – Blowgun NeedlesVery RareWeaponASSIST
Ammunition, +1 – Crossbow BoltsUncommonWeaponLEAD
Ammunition, +2 – Crossbow BoltsRareWeaponLEAD
Ammunition, +3 – Crossbow BoltsVery RareWeaponLEAD
Ammunition, +1 – Sling BulletsUncommonWeaponLEAD
Ammunition, +2 – Sling BulletsRareWeaponLEAD
Ammunition, +3 – Sling BulletsVery RareWeaponLEAD
Amulet of HealthRareWondrous ItemLEAD
Amulet of Proof against Detection and LocationUncommonWondrous ItemLEAD
Amulet of the PlanesVery RareWondrous ItemLEAD
Animated ShieldVery RareArmorLEAD
Apparatus of the CrabLegendaryWondrous ItemLEAD
Armor +1 – Studded Leather ArmorRareArmorASSIST
Armor +1 – Chain ShirtRareArmorLEAD
Armor +1 – Scale MailRareArmorLEAD
Armor +1 – BreastplateRareArmorLEAD
Armor +1 – Half PlateRareArmorLEAD
Armor +1 – Ring MailRareArmorLEAD
Armor +1 – Chain MailRareArmorLEAD
Armor +1 – SplintRareArmorLEAD
Armor +1 – PlateRareArmorLEAD
Armor +2 – Studded Leather ArmorVery RareArmorASSIST
Armor +2 – Chain ShirtVery RareArmorLEAD
Armor +2 – Scale MailVery RareArmorLEAD
Armor +2 – BreastplateVery RareArmorLEAD
Armor +2 – Half PlateVery RareArmorLEAD
Armor +2 – Ring MailVery RareArmorLEAD
Armor +2 – Chain MailVery RareArmorLEAD
Armor +2 – SplintVery RareArmorLEAD
Armor +2 – PlateVery RareArmorLEAD
Armor +3 – Studded Leather ArmorLegendaryArmorASSIST
Armor +3 – Chain ShirtLegendaryArmorLEAD
Armor +3 – Scale MailLegendaryArmorLEAD
Armor +3 – BreastplateLegendaryArmorLEAD
Armor +3 – Half PlateLegendaryArmorLEAD
Armor +3 – Ring MailLegendaryArmorLEAD
Armor +3 – Chain MailLegendaryArmorLEAD
Armor +3 – SplintLegendaryArmorLEAD
Armor +3 – PlateLegendaryArmorLEAD
Armor of InvulnerabilityLegendaryArmorLEAD
Armor of Resistance – Studded Leather ArmorRareArmorASSIST
Armor of Resistance – Chain ShirtRareArmorLEAD
Armor of Resistance – Scale MailRareArmorLEAD
Armor of Resistance – BreastplateRareArmorLEAD
Armor of Resistance – Half PlateRareArmorLEAD
Armor of Resistance – Ring MailRareArmorLEAD
Armor of Resistance – Chain MailRareArmorLEAD
Armor of Resistance – SplintRareArmorLEAD
Armor of Resistance – PlateRareArmorLEAD
Armor of VulnerabilityRareArmorLEAD
Arrow-Catching ShieldRareArmorLEAD
Arrow of SlayingVery RareWeaponASSIST
Belt of DwarvenkindRareWondrous ItemASSIST
Belt of Hill Giant’s StrengthRareWondrous ItemASSIST
Belt of Stone Giant’s StrengthVery RareWondrous ItemASSIST
Belt of Frost Giant’s StrengthVery RareWondrous ItemASSIST
Belt of Fire Giant’s StrengthVery RareWondrous ItemASSIST
Belt of Cloud Giant’s StrengthLegendaryWondrous ItemASSIST
Belt of Storm Giant’s StrengthLegendaryWondrous ItemASSIST
Berserker Axe – HandaxeRareWeaponLEAD
Berserker Axe – BattleaxeRareWeaponLEAD
Berserker Axe – GreataxeRareWeaponLEAD
Berserker Axe – HalberdRareWeaponLEAD
Bowl of Commanding Water ElementalsRareWondrous ItemLEAD
Brazier of Commanding Fire ElementalsRareWondrous ItemLEAD
Brooch of ShieldingUncommonWondrous ItemLEAD
Candle of InvocationVery RareWondrous ItemOPTIONAL
Censer of Controlling Air ElementalsRareWondrous ItemASSIST
Chime of OpeningRareWondrous ItemLEAD
Circlet of BlastingUncommonWondrous ItemASSIST
Dagger of VenomRareWeaponLEAD
Dancing Sword – LongswordRareWeaponLEAD
Dancing Sword – GreatswordRareWeaponLEAD
Dancing Sword – RapierRareWeaponLEAD
Dancing Sword – ScimitarRareWeaponLEAD
Dancing Sword – ShortswordRareWeaponLEAD
Decanter of Endless WaterUncommonWondrous ItemLEAD
Defender – LongswordRareWeaponLEAD
Defender – GreatswordRareWeaponLEAD
Defender – RapierRareWeaponLEAD
Defender – ScimitarRareWeaponLEAD
Defender – ShortswordRareWeaponLEAD
Demon ArmorVery RareArmorLEAD
Dimensional ShacklesRareWondrous ItemLEAD
Dragon Scale MailVery RareArmorLEAD
Dragon Slayer – LongswordRareWeaponLEAD
Dragon Slayer – GreatswordRareWeaponLEAD
Dragon Slayer – RapierRareWeaponLEAD
Dragon Slayer – ScimitarRareWeaponLEAD
Dragon Slayer – ShortswordRareWeaponLEAD
Dwarven PlateVery RareArmorLEAD
Dwarven ThrowerVery RareWeaponLEAD
Efreeti BottleVery RareWondrous ItemLEAD
Elven ChainRareArmorLEAD
Eversmoking BottleUncommonWondrous ItemOPTIONAL
Eyes of CharmingUncommonWondrous ItemASSIST
Eyes of Minute SeeingUncommonWondrous ItemASSIST
Eyes of the EagleUncommonWondrous ItemASSIST
Feather Token – Swan BoatRareWondrous ItemASSIST
Flame Tongue – LongswordLegendaryWeaponLEAD
Flame Tongue – GreatswordLegendaryWeaponLEAD
Flame Tongue – RapierLegendaryWeaponLEAD
Flame Tongue – ScimitarLegendaryWeaponLEAD
Flame Tongue – ShortswordLegendaryWeaponLEAD
Frost Brand – LongswordLegendaryWeaponLEAD
Frost Brand – GreatswordLegendaryWeaponLEAD
Frost Brand – RapierLegendaryWeaponLEAD
Frost Brand – ScimitarLegendaryWeaponLEAD
Frost Brand – ShortswordLegendaryWeaponLEAD
Gauntlets of Ogre PowerUncommonWondrous ItemLEAD
Giant Slayer – LongswordLegendaryWeaponLEAD
Giant Slayer – GreatswordLegendaryWeaponLEAD
Giant Slayer – RapierLegendaryWeaponLEAD
Giant Slayer – ScimitarLegendaryWeaponLEAD
Giant Slayer – ShortswordLegendaryWeaponLEAD
Giant Slayer – HandaxeRareWeaponLEAD
Giant Slayer – BattleaxeRareWeaponLEAD
Giant Slayer – GreataxeRareWeaponLEAD
Giant Slayer – HalberdRareWeaponLEAD
Glamoured Studded LeatherRareArmorASSIST
Goggles of NightUncommonWondrous ItemASSIST
Hammer of ThunderboltsLegendaryWeaponLEAD
Helm of BrillianceVery RareWondrous ItemASSIST
Helm of Comprehending LanguagesUncommonWondrous ItemLEAD
Helm of TelepathyUncommonWondrous ItemLEAD
Helm of TeleportationRareWondrous ItemLEAD
Holy Avenger – LongswordLegendaryWeaponLEAD
Holy Avenger – GreatswordLegendaryWeaponLEAD
Holy Avenger – RapierLegendaryWeaponLEAD
Holy Avenger – ScimitarLegendaryWeaponLEAD
Holy Avenger – ShortswordLegendaryWeaponLEAD
Horn of BlastingRareWondrous ItemLEAD
Horn of Valhalla – SilverRareWondrous ItemLEAD
Horn of Valhalla – BrassRareWondrous ItemLEAD
Horn of Valhalla – BronzeVery RareWondrous ItemLEAD
Horn of Valhalla – IronLegendaryWondrous ItemLEAD
Horseshoes of a ZephyrVery RareWondrous ItemLEAD
Horseshoes of SpeedRareWondrous ItemLEAD
Immovable RodUncommonWondrous ItemLEAD
Instant FortressRareWondrous ItemASSIST
Iron Bands of BindingRareWondrous ItemLEAD
Iron FlaskLegendaryWondrous ItemLEAD
Javelin of LightningUncommonWeaponLEAD
Lantern of RevealingUncommonWondrous ItemLEAD
Luck Blade – LongswordLegendaryWeaponLEAD
Luck Blade – GreatswordLegendaryWeaponLEAD
Luck Blade – RapierLegendaryWeaponLEAD
Luck Blade – ScimitarLegendaryWeaponLEAD
Luck Blade – ShortswordLegendaryWeaponLEAD
Mace of DisruptionRareWeaponLEAD
Mace of SmitingRareWeaponLEAD
Mace of TerrorRareWeaponLEAD
Mirror of Life TrappingVery RareWondrous ItemASSIST
Mithral Armor – Chain ShirtUncommonArmorLEAD
Mithral Armor – Scale MailUncommonArmorLEAD
Mithral Armor – BreastplateUncommonArmorLEAD
Mithral Armor – Half PlateUncommonArmorLEAD
Mithral Armor – Ring MailUncommonArmorLEAD
Mithral Armor – Chain MailUncommonArmorLEAD
Mithral Armor – SplintUncommonArmorLEAD
Mithral Armor – PlateUncommonArmorLEAD
Mithral Armor – ShieldUncommonArmorLEAD
Nine Lives Stealer – LongswordVery RareWeaponLEAD
Nine Lives Stealer – GreatswordVery RareWeaponLEAD
Nine Lives Stealer – RapierVery RareWeaponLEAD
Nine Lives Stealer – ScimitarVery RareWeaponLEAD
Nine Lives Stealer – ShortswordVery RareWeaponLEAD
Periapt of HealthUncommonWondrous ItemASSIST
Periapt of Proof against PoisonRareWondrous ItemASSIST
Periapt of Wound ClosureUncommonWondrous ItemASSIST
Pipes of HauntingUncommonWondrous ItemOPTIONAL
Pipes of the SewersUncommonWondrous ItemOPTIONAL
Plate Armor of EtherealnessLegendaryArmorLEAD
Ring of Animal InfluenceRareWondrous ItemASSIST
Ring of Djinni SummoningLegendaryWondrous ItemASSIST
Ring of Elemental CommandLegendaryWondrous ItemASSIST
Ring of EvasionRareWondrous ItemASSIST
Ring of Feather FallingRareWondrous ItemASSIST
Ring of Free ActionRareWondrous ItemASSIST
Ring of InvisibilityLegendaryWondrous ItemASSIST
Ring of JumpingUncommonWondrous ItemASSIST
Ring of Mind ShieldingUncommonWondrous ItemASSIST
Ring of ProtectionRareWondrous ItemASSIST
Ring of RegenerationVery RareWondrous ItemASSIST
Ring of ResistanceRareWondrous ItemASSIST
Ring of Shooting StarsVery RareWondrous ItemASSIST
Ring of Spell StoringRareWondrous ItemASSIST
Ring of Spell TurningLegendaryWondrous ItemASSIST
Ring of SwimmingUncommonWondrous ItemASSIST
Ring of TelekinesisVery RareWondrous ItemASSIST
Ring of the RamRareWondrous ItemASSIST
Ring of Three WishesLegendaryWondrous ItemASSIST
Ring of WarmthUncommonWondrous ItemASSIST
Ring of Water WalkingUncommonWondrous ItemASSIST
Ring of X-ray VisionRareWondrous ItemASSIST
Rod of AbsorptionVery RareRodLEAD
Rod of AlertnessVery RareRodLEAD
Rod of Lordly MightLegendaryRodLEAD
Rod of RulershipRareRodLEAD
Rod of SecurityVery RareRodLEAD
Scarab of ProtectionLegendaryWondrous ItemLEAD
Scimitar of SpeedVery RareWeaponLEAD
Shield +1UncommonArmorLEAD
Shield +2RareArmorLEAD
Shield +3Very RareArmorLEAD
Shield of Missile AttractionRareArmorLEAD
Spellguard ShieldVery RareArmorLEAD
Staff of CharmingRareStaffOPTIONAL
Staff of FireVery RareStaffOPTIONAL
Staff of FrostVery RareStaffOPTIONAL
Staff of HealingRareStaffOPTIONAL
Staff of PowerVery RareStaffOPTIONAL
Staff of StrikingVery RareStaffOPTIONAL
Staff of Swarming InsectsRareStaffOPTIONAL
Staff of the MagiLegendaryStaffOPTIONAL
Staff of the PythonUncommonStaffOPTIONAL
Staff of the WoodlandsRareStaffOPTIONAL
Staff of Thunder and LightningVery RareStaffOPTIONAL
Staff of WitheringRareStaffOPTIONAL
Sun BladeRareWeaponLEAD
Sword of Life Stealing – LongswordRareWeaponLEAD
Sword of Life Stealing – GreatswordRareWeaponLEAD
Sword of Life Stealing – RapierRareWeaponLEAD
Sword of Life Stealing – ScimitarRareWeaponLEAD
Sword of Life Stealing – ShortswordRareWeaponLEAD
Sword of Sharpness – LongswordVery RareWeaponLEAD
Sword of Sharpness – GreatswordVery RareWeaponLEAD
Sword of Sharpness – ScimitarVery RareWeaponLEAD
Sword of Wounding – LongswordRareWeaponLEAD
Sword of Wounding – GreatswordRareWeaponLEAD
Sword of Wounding – RapierRareWeaponLEAD
Sword of Wounding – ScimitarRareWeaponLEAD
Sword of Wounding – ShortswordRareWeaponLEAD
Talisman of Pure GoodLegendaryWondrous ItemASSIST
Talisman of the SphereLegendaryWondrous ItemASSIST
Talisman of Ultimate EvilLegendaryWondrous ItemASSIST
Trident of Fish CommandUncommonWeaponLEAD
Vicious Weapon – ClubRareWeaponOPTIONAL
Vicious Weapon – DaggerRareWeaponLEAD
Vicious Weapon – GreatclubRareWeaponOPTIONAL
Vicious Weapon – HandaxeRareWeaponLEAD
Vicious Weapon – JavelinRareWeaponLEAD
Vicious Weapon – Light HammerRareWeaponLEAD
Vicious Weapon – MaceRareWeaponLEAD
Vicious Weapon – QuarterstaffRareWeaponOPTIONAL
Vicious Weapon – SickleRareWeaponLEAD
Vicious Weapon – SpearRareWeaponLEAD
Vicious Weapon – DartRareWeaponLEAD
Vicious Weapon – BattleaxeRareWeaponLEAD
Vicious Weapon – FlailRareWeaponLEAD
Vicious Weapon – GlaiveRareWeaponLEAD
Vicious Weapon – GreataxeRareWeaponLEAD
Vicious Weapon – GreatswordRareWeaponLEAD
Vicious Weapon – HalberdRareWeaponLEAD
Vicious Weapon – LanceRareWeaponLEAD
Vicious Weapon – LongswordRareWeaponLEAD
Vicious Weapon – MaulRareWeaponLEAD
Vicious Weapon – MorningstarRareWeaponLEAD
Vicious Weapon – PikeRareWeaponLEAD
Vicious Weapon – RapierRareWeaponLEAD
Vicious Weapon – ScimitarRareWeaponLEAD
Vicious Weapon – ShortswordRareWeaponLEAD
Vicious Weapon – TridentRareWeaponLEAD
Vicious Weapon – War pickRareWeaponLEAD
Vicious Weapon – WarhammerRareWeaponLEAD
Vicious Weapon – BlowgunRareWeaponLEAD
Vorpal Sword – GreatswordLegendaryWeaponLEAD
Vorpal Sword – ScimitarLegendaryWeaponLEAD
Wand of BindingRareWandOPTIONAL
Wand of Enemy DetectionRareWandOPTIONAL
Wand of FearRareWandOPTIONAL
Wand of FireballsRareWandOPTIONAL
Wand of Lightning BoltsRareWandOPTIONAL
Wand of Magic DetectionUncommonWandOPTIONAL
Wand of Magic MissilesRareWandOPTIONAL
Wand of ParalysisVery RareWandOPTIONAL
Wand of PolymorphVery RareWandOPTIONAL
Wand of SecretsUncommonWandOPTIONAL
Wand of the War Mage, +1, +2, or +3UncommonWandOPTIONAL
Wand of WebUncommonWandOPTIONAL
Wand of WonderRareWandOPTIONAL
Weapon +1 – ClubUncommonWeaponOPTIONAL
Weapon +1 – DaggerUncommonWeaponLEAD
Weapon +1 – GreatclubUncommonWeaponOPTIONAL
Weapon +1 – HandaxeUncommonWeaponLEAD
Weapon +1 – JavelinUncommonWeaponLEAD
Weapon +1 – Light HammerUncommonWeaponLEAD
Weapon +1 – MaceUncommonWeaponLEAD
Weapon +1 – QuarterstaffUncommonWeaponOPTIONAL
Weapon +1 – SickleUncommonWeaponLEAD
Weapon +1 – SpearUncommonWeaponLEAD
Weapon +1 – DartUncommonWeaponLEAD
Weapon +1 – BattleaxeUncommonWeaponLEAD
Weapon +1 – FlailUncommonWeaponLEAD
Weapon +1 – GlaiveUncommonWeaponLEAD
Weapon +1 – GreataxeUncommonWeaponLEAD
Weapon +1 – GreatswordUncommonWeaponLEAD
Weapon +1 – HalberdUncommonWeaponLEAD
Weapon +1 – LanceUncommonWeaponLEAD
Weapon +1 – LongswordUncommonWeaponLEAD
Weapon +1 – MaulUncommonWeaponLEAD
Weapon +1 – MorningstarUncommonWeaponLEAD
Weapon +1 – PikeUncommonWeaponLEAD
Weapon +1 – RapierUncommonWeaponLEAD
Weapon +1 – ScimitarUncommonWeaponLEAD
Weapon +1 – ShortswordUncommonWeaponLEAD
Weapon +1 – TridentUncommonWeaponLEAD
Weapon +1 – War pickUncommonWeaponLEAD
Weapon +1 – WarhammerUncommonWeaponLEAD
Weapon +1 – BlowgunUncommonWeaponLEAD
Weapon +2 – ClubRareWeaponOPTIONAL
Weapon +2 – DaggerRareWeaponLEAD
Weapon +2 – GreatclubRareWeaponOPTIONAL
Weapon +2 – HandaxeRareWeaponLEAD
Weapon +2 – JavelinRareWeaponLEAD
Weapon +2 – Light HammerRareWeaponLEAD
Weapon +2 – MaceRareWeaponLEAD
Weapon +2 – QuarterstaffRareWeaponOPTIONAL
Weapon +2 – SickleRareWeaponLEAD
Weapon +2 – SpearRareWeaponLEAD
Weapon +2 – DartRareWeaponLEAD
Weapon +2 – BattleaxeRareWeaponLEAD
Weapon +2 – FlailRareWeaponLEAD
Weapon +2 – GlaiveRareWeaponLEAD
Weapon +2 – GreataxeRareWeaponLEAD
Weapon +2 – GreatswordRareWeaponLEAD
Weapon +2 – HalberdRareWeaponLEAD
Weapon +2 – LanceRareWeaponLEAD
Weapon +2 – LongswordRareWeaponLEAD
Weapon +2 – MaulRareWeaponLEAD
Weapon +2 – MorningstarRareWeaponLEAD
Weapon +2 – PikeRareWeaponLEAD
Weapon +2 – RapierRareWeaponLEAD
Weapon +2 – ScimitarRareWeaponLEAD
Weapon +2 – ShortswordRareWeaponLEAD
Weapon +2 – TridentRareWeaponLEAD
Weapon +2 – War pickRareWeaponLEAD
Weapon +2 – WarhammerRareWeaponLEAD
Weapon +2 – BlowgunRareWeaponLEAD
Weapon +3 – ClubVery RareWeaponOPTIONAL
Weapon +3 – DaggerVery RareWeaponLEAD
Weapon +3 – GreatclubVery RareWeaponOPTIONAL
Weapon +3 – HandaxeVery RareWeaponLEAD
Weapon +3 – JavelinVery RareWeaponLEAD
Weapon +3 – Light HammerVery RareWeaponLEAD
Weapon +3 – MaceVery RareWeaponLEAD
Weapon +3 – QuarterstaffVery RareWeaponOPTIONAL
Weapon +3 – SickleVery RareWeaponLEAD
Weapon +3 – SpearVery RareWeaponLEAD
Weapon +3 – DartVery RareWeaponLEAD
Weapon +3 – BattleaxeVery RareWeaponLEAD
Weapon +3 – FlailVery RareWeaponLEAD
Weapon +3 – GlaiveVery RareWeaponLEAD
Weapon +3 – GreataxeVery RareWeaponLEAD
Weapon +3 – GreatswordVery RareWeaponLEAD
Weapon +3 – HalberdVery RareWeaponLEAD
Weapon +3 – LanceVery RareWeaponLEAD
Weapon +3 – LongswordVery RareWeaponLEAD
Weapon +3 – MaulVery RareWeaponLEAD
Weapon +3 – MorningstarVery RareWeaponLEAD
Weapon +3 – PikeVery RareWeaponLEAD
Weapon +3 – RapierVery RareWeaponLEAD
Weapon +3 – ScimitarVery RareWeaponLEAD
Weapon +3 – ShortswordVery RareWeaponLEAD
Weapon +3 – TridentVery RareWeaponLEAD
Weapon +3 – War pickVery RareWeaponLEAD
Weapon +3 – WarhammerVery RareWeaponLEAD
Weapon +3 – BlowgunVery RareWeaponLEAD

The sheer volume of magical that items this toolkit can create gives the player the ability to craft a great variety of both accessible and exceptional items.

Arguably the greatest weakness of the kit is the fact that you need a forge to use it. Depending on the campaign this may or more not be an issue. If the party finds itself traveling all corners of the globe, opportunities to use the smith’s tools could be scarce. However, should you be participating in something like a West Marches campaign that is centered around a single location, then this kit is easily one of the best when it comes to producing magical items.


Recipe: Breastplate of Fire Resistance
Item Rarity: Rare
Total Material Cost: 5000 GP
Item Type: Armor
Item Origin: SRD
Materials Required: Dragon Scales(2000 GP), Dragon Leathers(1000 GP), 2000 GP worth of gemstones

Item Description: You have resistance to fire damage while you wear this Breastplate.

Crafting Instructions: Go through the usual steps of assembling a breastplate. The chest and back of the plate should have a large dragon scale over the vital organs, and be bound together with steel. The leather layer should use dragon leather to serve as a heat sink near your body. Once the armor is assembled focus arcane energy through about 1000 GP worth of gemstones onto the armor to activate the fire resistance properties. The process is complete when the entire armor is warm to the touch.

The concept of linking creature traits to item properties used in the above example can be applied to home-brew items as well.

CreatureTraitExample Item EffectExample Creature Part Required
AzerHeated WeaponsA weapon made of reforged azer steel retains its heated properties. When a creature is struck by this weapon they take an additional point of fire damage.Azer Steel
Iron GolemImmutable FormA suit of armor that protects the wearer from magic that can alter their body. Any effect from an attack that could affect the wearers physical form such as a cockatrice’s bite is nullified by this armor. The wearer also has advantage on any savings throws required from body changing effects, such as a gorgon’s breath.Iron Golem Metal
Black PuddingCorrosive FormArmor forged in the remains of a black pudding retains its corroding properties. Whenever a non-magical metal or wood weapon strikes the armor it takes a permanent and cumulative -1 penalty to damage rolls. After the penalty drops to -5 the weapon is destroyed.Black Pudding Remains
RemorhazHeated BodySplint Mail that excudes excessive heat. Whenever a creature touches the wearer or hits it with a melee attack while within 5 feet of it they take 1d6 fire damage.Remorhaz Scales
Shield GuardianSpell StoringA shield and amulet combo that can be used to cast a stored spell via command word. One spell up to 3rd level can be stored in the shield by the user attuned to the shield guardian’s amulet. When the command word is uttered the spell is released and cast as if the person who stored it were casting it. When the spell is cast or a new spell is stored, any previously stored spells are lost.Shield Guardian Steel and Amulet
UnicornHealing TouchA warhammer with the spiked head made of a unicorn horn. Any cleric wielding this warhammer can touch the spiked end against a wounded target and heal them for 1d8+2 HP up to 3 times per day. In addition this touch grants the target advantage on all savings throws against poisons and diseases for the next hour.Unicorn Horn

Lastly if being able to create the most expansive list of items in the game wasn’t enough for you, the smith’s tools can also be used to assist in the creation of structures. For example the iron portcullis’ used in the creation of a keep require a smith’s expertise. Ultimately it will be up to the DM to determine how many smiths can contribute to a construction project.

The Takeaway: The smith’s tools has the largest list of craftable RAW items in 5th edition. This includes most weapons and armors, as well as many adventuring tools. This variety expands to magical crafting as well. Furthermore the smith’s tools can be used to aid in building construction.

Struck Gold – Crafting Artwork

Although smithing is usually considered a more utilitarian profession, there is actually quite a bit of artistic potential in the smith’s tools. Using a crafting system such as our Questionable Arcana Artwork Crafting System or similar you can attempt to create valuable metal artwork.

Questionable Arcana Artwork Crafting Rules At A Glance

Overview: The Questionable Arcana Artwork Crafting System is a homebrew set of rules that allows your players to create potentially valuable artwork. The goal of the system is to allow for crafting options beyond the defined RAW items. This is especially important for artistic toolkits such as the painter's supplies where RAW crafting options are limited.


Crafting Process

  1. Obtain Means of Production - Obtain any special equipment or set up in a location that allows you to use the artisan's tools. This step does not apply to all kits. For example a smith needs a forge to create art, but a painter can create artwork anywhere.
  2. Roll Artisan's Tool Ability Check - A skill check that involves using the artisan's tool to create a piece of artwork. If you succeed the check add Crafting Progress Roll value to the estimated value of the artwork. If you fail the check no progress is made. If you fail the check by 5 or more you subtract the Crafting Progress Roll value from the estimated value of the artwork.
  3. GP Progression Roll - Roll your proficiency dice to determine how much value is added or subtracted to the estimated GP value of the artwork being created.

Artisan's Tool Ability Check Formula

[Ability Check DC]* = [Target Item's Current Estimated Value]** / 10

* Values are rounded down and the Max DC is 20
** Does not include the value of materials used to create the artwork. For example the value of any gemstones installed using a jeweler's tools are not used to calculate the ability check DC.

Crafting Progress Roll

[Target Item's Estimated Value] = [Target Item's Current Estimated Value] +/- ([Proficiency Dice Roll] x 5)

Important Disclaimer: The Questionable Arcana Artwork Crafting Rules and lists are not official material. The concepts and ideas provided by this write-up are simply suggestions. I happen to think they are good suggestions, but ultimately your table's DM has the final say when it comes to any and all artwork crafting rulings.

There are all manner of metal emblems and figures you could potentially craft and sell on the open market. However, it is likely that your main source of clientele will be the sword toting and armor wearing nobility.

For example it is very common for a noble family to want their family crest engraved in a shield, or to have armor with specific designs punched into it. All of these objects should be considered artwork, and using the rules described above you can define the level of effort and overall value of the work being done.

However, unlike many of the other kits in our system, there is no extra bonus given to artwork created with metal. This is because there is relatively low demand for metal oddities, and generally each noble family looking to create custom armor already has their own network of smiths that can accomplish the task for them. As a result you’ll often find yourself trying to sell your own original creations which can be profitable, but selling it can often be a fairly arduous process.

The Takeaway: You can use the smith’s tools to create metal artwork, but there are no special bonuses granted in the artwork creation process.

Put The Pedal to The Metal – Adventuring Utility

Beyond the its incredible crafting capabilities, the smith’s tools actually have a fair amount of non-crafting utility as well. For starters a smith should be able to add their proficiency bonus to most checks that interact with forged metal. For example if the party is looking for a way through an iron portcullis, the player with smith’s tools proficiency would be more likely to see if there is a brittle section that they may be able to break through.

A smith will be able to repair any damaged piece of metal equipment granted they have access to a forge. They are also able to make modifications to metal pieces of equipment. This could be entirely for aesthetic purposes, or maybe even used in deceit and espionage. For example if you are trying to sneak into a palace, you could have a smith punch the palace insignia into a common suit of chain mail and try to sneak in by pretending to be a guard.

You can also make major alterations to armor as well. For example should you come across a suit of plate mail that is sized for a human, you could use your smithing skills to resize it for a dwarf in your party. At your DM’s discretion this could be a creative way for certain races to enjoy items that are potentially size restricted for another race.

The Takeaway: The smith’s tools can be used to repair and alter metal equipment. Furthermore your understanding of smithing gives you a benefit whenever you interact with forged items.


I wish I had a more creative take on this kit, but as expected it is easily one of the best if not the best pure-crafting kit in the game.

Beyond crafting the smith’s tools can pull their weight as well. The ability to alter weapons and armor can be used in key situations where the party aims to impress or deceive. Furthermore the ability to fix and alter armor can be at minimum a cost savings device, and at maximum a rule bending boon.

With the largest list of craftable items in the game, any party who knows they will have regular access to a forge in their campaign would be silly to not have at least one member with proficiency in this kit.

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That means today's look into the convoluted world of 5e crafting will feature an in Ability Scores Weapon and Armor Charms (3pp) Wondrous Items. After casting this spell in this way, you must take a short or long rest before doing so again.

5e SRD:Downtime Activities

5E Crafting Magical Items vs Regular

In fairness, a mundane crafter makes (or saves) half the cost of the item, since he only has to spend half the price to make the item. On the other hand, crafting magic items requires the full cost (so spellcasters arguably don't typically craft items to make a profit, but rather to achieve a purpose like outfitting a dragon slayer so he can kill a wyrm that's been troubling the caster).

Personally, I plan to use an idea I saw somewhere on these boards. Basically, mundane crafting progresses at a rate of 5 * your proficiency bonus. If you don't have a proficiency bonus, it's just 5. I like it because it means that by 20th level you can create 30 gp worth of goods per day, or 60 if you have expertise. I haven't decided whether to do something similar for magic item creation.

Admittedly, downtime in my games tends to be limited. Usually days, sometimes weeks, rarely months, and never years. This could imbalance a game with lots of downtime.
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Speaking of poisons. I haven't seen any indication that a poison is used up after the first hit. From the text I have read, it seems that a poisoned sword stays poisoned for the whole minute. As someone who was perpetually disappointed with poisons in 3rd, I am happy so see that they might actually be worth investing in now.
Speaking of poisons. I haven't seen any indication that a poison is used up after the first hit. From the text I have read, it seems that a poisoned sword stays poisoned for the whole minute. As someone who was perpetually disappointed with poisons in 3rd, I am happy so see that they might actually be worth investing in now.
It's not.. it would last for 10 rounds of combat - but still seems like a quick use of 20 days of work.
I kind of wish the crafting system had more to it. Everything takes so long, it's hard for me to really see the appeal. I'll probably make alchemical items count as magic for the purpose of crafting time; I am not going to spend five to ten days making a single-use low-damage combat item that is wasted on a miss.

On a side note, does anybody else feel like we need some more alchemical items? The only things alchemist's supplies definitely can craft are acid and alchemist's fire, and maybe they could also make holy water, alcohol, rare inks, and gunpowder (if that exists yet). What about all the other classics, like the sunrod, the thunderstone, the soupstone?
In fairness, a mundane crafter makes (or saves) half the cost of the item, since he only has to spend half the price to make the item. On the other hand, crafting magic items requires the full cost (so spellcasters arguably don't typically craft items to make a profit, but rather to achieve a purpose like outfitting a dragon slayer so he can kill a wyrm that's been troubling the caster).

Personally, I plan to use an idea I saw somewhere on these boards. Basically, mundane crafting progresses at a rate of 5 * your proficiency bonus. If you don't have a proficiency bonus, it's just 5. I like it because it means that by 20th level you can create 30 gp worth of goods per day, or 60 if you have expertise. I haven't decided whether to do something similar for magic item creation.

Admittedly, downtime in my games tends to be limited. Usually days, sometimes weeks, rarely months, and never years. This could imbalance a game with lots of downtime.
Hm. I do like this idea of 5 x proficiency bonus for mundane crafting. It fits that a mundane smith, whom I cannot see being above 3rd level or so, could make a plate armor set in enough time to have it be viable. From what I can gather from my research, it takes about 1100 man-hours for a person on their own now to make one from scratch, which makes it about 137 days of work; this means that our hypothetical smith could make a set of plate armor in about 150 days, which is close enough for the purposes of my games.
In fairness, a mundane crafter makes (or saves) half the cost of the item, since he only has to spend half the price to make the item. On the other hand, crafting magic items requires the full cost (so spellcasters arguably don't typically craft items to make a profit, but rather to achieve a purpose like outfitting a dragon slayer so he can kill a wyrm that's been troubling the caster).
This suggests another good house rule: for mundane items, if you buy better material, you craft 5x faster but pay the FULL price in raw materials instead of half price. Bam! Mundane plate armor just got easier than magic plate! Of course, this makes crafting into simply a slow way of buying, but it could still be useful for making custom items or illegal items (like poisons).


Lover of things you hate
I think the long timeframe for crafting and other downtime activities has some nice knockoff benefits.

1) It encourages roleplay with the community. You could take 20 days to craft poison yourself, or you can have a chat with the local thieves' guild, or local herbalist and get them to give you a hand. Or better yet, do both, and have even more poison.

2) It encourages dialogue with the DM to explore your options. Want to craft a suit of magic armor that takes 200 days? Work with your DM to recruit the local blacksmith and his apprentices to help. Make a quick trip to the dwarven mine to find some high quality ore that only takes half the time to work with. Maybe the essence of the tainted earth elemental that haunts the local woods can count as 1000g towards the total creation cost. And so on and so on.

5e how long does it take to craft armor

So if we take a suit of plate armor for example the default value is gold / day of crafting . so that would take between and 30 days to.

5e how long does it take to craft armor
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