Some characters might want to use their downtime between adventures to create items, whether for profit or personal enjoyment. These rules provide a framework for the creation of items both mundane and magical.

Location

With DTDM agreement, Crafting can be done anywhere there's enough shelter and protection.

Mundane Items

Resources: Gathering Materials and Tools

You can use your DTA Slots to craft mundane items found in the in the Mundane Items table in the Equipment section of this guide. The only exceptions to this rule are waterborne vehicles and Potions of Healing, which follow different crafting rules. Other mundane items may be crafted at the DTDMs discretion. To craft a mundane item you must have access to the appropriate Crafting Tools and be proficient in them. You must also have access to a suitable crafting space and the necessary raw materials.

First, check the cost of the item in Kantas. This will determine how long the item takes to create. You will need raw materials worth half the price. If you do not have access to the required materials you can purchase them. You must pay the Cost of Materials at the start of the process or partly upfront and then in regular instalments every month, depending on the value of the item (see the Mundane Item Crafting table). At the discretion of the DTDMs, up to an extra 10% might be added to the Cost of Materials if the crafter needs to rent a workshop or tools.

Resolution: Get Crafting

You can use 1 Taxing DTA slot to craft up to 50 gp worth of items. You can craft multiple items using a single Taxing DTA slot so long as their total value is equal to or less than 50 gp. You can also use 1 Light DTA slot to craft up to 25 gp worth of items. Again, you can craft multiple items with a single Light DTA slot so long as their total value is not greater than 25 gp.

If the item you are making has a value greater than 50 gp, you must spend multiple DTA slots to complete it. These slots need not be consecutive, but the work must reasonably be able to be left, and you must have a place where you can safely store it. For example, you can take a few weeks off forging your new breastplate as long as you can store it safely. However, if you leave your Poison on the workbench for a month while you do something else, you will need to start again.

To work out how long an expensive item takes to complete, simply divide the price of the item by 50 rounding up. That is the number of Taxing DTA slots required to complete the item. You may spend any combination of Taxing and Light DTA slots to complete the item, so long as you obey the rules set out above.

Mundane Crafting Example

Milo Brightmane wants to craft a new suit of Splint mail. Tom, Milo’s player, checks the price of a suit of Splint mail in Kantas, and sees that it costs 200 gp. 200 divided by 50 is 4, so Milo will need to spend 4 Taxing DTA slots to complete the armour or any combination of Taxing and Light DTA slots equivalent to 4 Taxing DTA slots. He will also need to pay half the items cost in raw materials upfront. In this case, 200 gp halved is 100 gp. Milo pays the gold and gets to work.

Combining Efforts

It is possible for multiple characters to collaborate on crafting an item., The DTDMs will determine how many characters can realistically work on an item at one time based on its size and characteristics (see the Crafting Collaborators table). For example, a large item like a suit of plate mail could probably be worked on by more people at once. A delicate necklace, however, is too small for multiple characters to work on simultaneously.

PCs must have the necessary tool proficiencies to collaborate. Each PC may spend as many or as few DTA slots as they choose, contributing 50 gp worth of work per Taxing DTA Slot spent and 25 gp worth of work for every Light DTA Slot spent. At the discretion of the DTDMs, NPCs might also be hired to help craft the item. Hirelings rates are set by the DMs between 15–50 gp per Taxing DTA slot contributed.

Mundane Items Crafting

Mundane Item Kantas Price

Cost of Materials (as % of price)

Minimum Upfront Cost (as % of price)

1-1000gp

50%

100%

1001-5000gp

45%

80%

5001-20000gp

40%

30%

20001+gp

35%

10%

Crafting Collaborators

Item Size

Maximum Number of Crafters

Examples

Tiny or Small

1

Armour or clothing for a small creature; Boots; Gloves; Jewellery; Potions; Weapons

Medium

3

Armour or clothing for a medium creature

Large

5

Cart; Horse barding; Tent

Huge

7

Row boat; Wagon

Gargantuan

10

Galley; Sailing ship

Magic Items

Magic items are infinitely more difficult to create than their mundane counterparts. The basic rules outlined for mundane items still apply, but in order to create a magic item several extra resources are required.

The art of crafting magic items is one of extreme difficulty that very few ever truly master.

Resources: Gathering Materials and Recipe

Firstly, you must have the relevant tool proficiency, to be determined at the DTDMs’ discretion. You must also have either the ability to cast spells—without needing the use of magic items—or proficiency in the Arcana skill.

Secondly, you must meet a minimum character level requirement for the tier of item (see the Magic Items Crafting table).

Thirdly, you must have access to a recipe or blueprint for the item you wish to create. Such recipes are extremely rare, and can likely only be found as part of the reward for quests (see the Magic Items Crafting table for suggested CR), or very rarely purchased at great expense from other artificers.

Finally, you must have the necessary materials. As well as the mundane components (the price of which is listed in the table below), all magic items require specific, magically infused ingredients. The Armour of Acid Resistance might require the blood of a Black Dragon, a Frostbrand Longsword might need the gallbladder of an Ice Devil, and the Hat of Disguise might require some skin from a Mimic. A magic ingredient will almost always need to be found through a separate adventure from the one to discover the blueprints.

In some cases the recipe and even the magic ingredient for an item can, alternatively, be discovered through successful Research DTAs. For an item with a Kantas price of 1000 gp or less, the blueprint may be discovered by gaining two pieces of information by Research, if DTDMs determine that this is possible considering the methods and resources the player is proposing for the research. For a homebrew item with minimal mechanical impact (such as shedding dim light in a five-foot radius or making a funny sound on command) and a Kantas price below 100 gp, it may be possible to find both the blueprints and the magic ingredient through Research (two pieces of information each), at DTDMs’ discretion.

Magic Items Crafting

Magic Item Kantas Price

Min Level

Taxing DTA Slots

Cost of Materials (as % of Price)

Recipe CR

1-600gp

3

2

50%

1-2

601-1800gp

3

3

50%

2-3

1801-6100gp

3

4

45%

4-8

6101-17400gp

6

10

45%

9-12

17401-31800gp

11

20

40%

13-16

31801-74000gp

14

30

40%

17-18

74001+gp

17

40

30%

19%

Magic Consumable Items

The costs and time required to create consumable items such as potions are halved. All other requirements remain the same. Furthermore, brewing Healing Potions and scribing Spell Scrolls have special rules attached to them, outlined here below.

Brewing Healing Potions

Characters can brew healing potions if they are proficient with—and have access to—a Herbalism kit. It is only possible for characters to create Potions of Healing and Potions of Healing (Greater). Anything beyond that requires specialised premises which are beyond the means and knowledge of adventurers.

Healing Potions

Potion

Time (DTA Slots)

Ingredients Cost

Potion of Healing

1 Taxing

25gp

Potion of Healing (Greater)

3 Taxing

100gp

When creating a Potion of Healing (Regular)—and only Regular—characters with the Outlander or Hermit Background can opt to try and source the required ingredients in the wild by making a Wisdom (Survival) check, if proficient. The Healing Potions table reports time a costs needed to brew such potions. The Sourcing Healing Ingredients table reports the possible results.

Sourcing Healing Ingredients

Check Total

Result

1-9

You cannot find any ingredients and must pay the full materials cost

10-14

You find some of the ingredients. The materials cost of your Healing Potion is reduced to 20 gp

15+

You find half the materials needed to make the healing potion. The materials cost of your potion is reduced to 15 gp

Scribing Spell Scrolls

Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell.

If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.

Spell Scroll Costs

Spell Level

Time (DTA Costs)

Cost

Cantrip

1 Light

5gp

1st

1 Light

65gp

2nd

1 Light

145gp

3rd

1 Taxing

230gp

4th

2 Taxing

350gp

5th

4 Taxing

700gp

6th

6 Taxing

1,380gp

7th

12 Taxing

2,860gp

8th

16 Taxing

5,880gp

9th

20 Taxing

12,100gp

It is worth reminding that a character can only use a spell scroll if the spell is on their class’s spell list. If the spell is of a level higher than they have slots for, they must also make a check against their spellcasting ability (DC 10+Spell Level). If they pass, the scroll is consumed and the spell is cast as normal. If they fail, the scroll is consumed and the spell fails.

Complications

The final step in crafting a mundane or magic item is rolling for complications. If your item requires 5 or less Taxing DTA slots to complete then the chance of complications is 10%. After that, the chances of complications increase by 10% for every 5 Taxing DTA slots spent to a maximum of 30%. The Mundane and Magic Item Crafting Complications tables provide lists of what might happen.

Brewing Healing Potions does not involve complications. Crafting a spell scroll is a solitary task, unlikely to attract much attention. Complications that arise are more likely to involve the preparation needed for the activity and are listed in the Scroll Scribing Complications table.

Complications Example

Baine Cinderwoods has just finished creating his new maul in the forge. It took 1 Light DTA slot, so the chance of a complication is 10%. Meanwhile, Varis has just finished the Horseshoes of Speed, which took 10 Taxing slots. Varis' chance of complication is 20%.

Mundane Item Crafting Complications

d6

Complication

1

You hurt yourself while crafting the item. 10 gp in ointments and medicaments will keep you going, but you will have to spend your next available Light DTA
slot to have your injury properly checked and treated.

2

Your tools are stolen, forcing you to buy new ones for yourself and all your collaborators.*

3

A mistake forces you to buy part of the materials again (30% of the Cost of Materials up to 500 gp).

4

There is an accident in the crafting of the item and it is ruined in the process. While you can salvage the materials, you will need extra time to complete the
crafting. Add 10% of the total Taxing DTA slots needed to the crafting time (rounded up, minimum 1 and maximum 5 slots).

5

The blueprints, recipe, or instructions you have been following are partially off. You manage to fix the issue at a cost, but at the cost of time and money. Add 10% of the total Taxing DTA slots needed to the crafting time (rounded up, minimum 1 and maximum 3 slots). Also pay 10% of the Cost of Materials up to 250 gp as extra costs.

6

You complete the item, but something is wrong with the build. You can either keep the item as is and live with the partial defect or fix it for 20% of the total
crafting costs incurred up to 500 gp.

*Might involve a rival

Scroll Scribing Complications

d6

Complication

1

You bought up the last of the rare ink used to craft scrolls, angering a wizard in town.*

2

The scroll looks fine upon simple and magical inspection, but when used it will trigger a Wild Magic Surge.

3

A mistake forces you to buy part of the materials again (30% of the Cost of Materials up to 500 gp).

4

Due to a strange error in creating the scroll, it is instead a random spell of the same level. You are unaware it is a different spell. The scroll looks fine upon simple and magical inspection.

5

The rare parchment you bought for your scroll has a barely visible map on it. You have to spend an extra 30% of the Cost of Materials up to 500 gp to make
the parchment usable. The map, however, might be of interest.

6

You scribe the scroll successfully, only for it to be stolen!*

*Might involve a rival

Magic Item Crafting Complications

d6

Complication

1

You strain yourself and have one less spell slot of the highest level you have access to. You will have to spend your next available Taxing DTA slot to fully
recover. If you do not have access to any spell slots, the recovery time is increased to 3 Taxing DTA slots.

2

News of what you are making somehow gets out and reaches the ears of someone who wants the item for themselves. You return to your project only to find it has been stolen! You will need to try and get it back!

3

A mistake forces you to buy part of the materials again (20% of the Costs of Materials up to 500 gp).

4

An accident in the work process causes a small magical explosion, ruining some of the progress you have made. The cost and time needed to craft the item are increased by 25% from the original requirements, to a minimum of 1 Taxing DTA slot.

5

Rumours swirl that what you are working on is unstable and a threat. Before you can finish, You are called to answer these rumours and make your case or
have the item confiscated and destroyed! You will need to make your case as to why you should be allowed to continue your work, making a Charisma
(Persuasion) check. You spend 15% of the Costs of Materials up to 500 gp on a pass or 30% on a fail to put a stop to the rumours (DC to be set by DTDMs).

6

You cause a small thermodynamic reaction that quickly gets out of hand. You black out from the sudden blast and wake up outside your premises, rescued by
passers by, just in time to see the premises go up in flames. The damages amount to 30% of the Costs of Materials up to 300 gp.

*Might involve a rival