Item Creation

Although magical items are rare, there are many special materials that can be used to create items. With the appropriate proficiencies player characters can help in the creation of expensive items or create simpler items themselves. The following are rules for crafting.

Under normal conditions (crafting while not using dedicated, stationary tools), a player character produces 50 gp of value toward the sale price of the item per 8 workdays. This requires at least 8 hours spent working per workday, although workdays do not have to be consecutive. Spending more time in a workday does not produce extra value. You can choose to hurry the production, but run the risk of causing a setback and losing value.

To hurry production, roll a d20 and add your crafting modifier (listed below). Your progress changes by an amount of gp equal to the result - 12. On a roll of a 1, you lose half the accumulated value; on a roll of a 20 you gain progress equal to half the amount you've already accumulated.  

Another character can attempt to help-- helping create an item produces extra value per workday as follows (proficiency is only added if the character is proficient in the artisan’s tools required):

Modifier Extra value (gp per day)
Less than 3 (not proficient) 1d4 - modifier (no minimum)
Less than 3 (proficient) 1d4
3-5 2d4
6-8 2d4 + modifier
9+ 2d4 x modifier

Skilled artisans using established tools (a smith in an established smithy, for example) create value at 10gp per day (2x the normal rate). Dedicated assistants increase that linearly (so two dedicated artisans produce 20 gp per day). As usual, consumables cost half their nominal value to craft.

Your crafting modifier is your proficiency (if proficient in the tools) + the following ability modifier (if two are listed you can use either):

Tool Proficiency Ability
Smith's, Mason's, or Carpenter's tools Strength or Constitution
Woodcarver’s, Glassblower’s, Jeweler’s tools Dexterity
Herbalism Kit, Brewer’s Supplies, Cook’s utensils Intelligence or Wisdom
Alchemists Supplies, Cartographer's tools Intelligence
Weaver's or Leatherworker's tools, Calligrapher's supplies Dexterity

Special materials

There are many special materials such as mithral, hides of legendary beasts, etc that can be used to create items with different properties. In general, these materials are harder to work than normal and so increase the cost (and thus the time) required to craft items out of them. Some materials require special equipment and cannot be used by crafters without special training. For a partial list see Special Materials.

Item Tiers

Items can be divided into groups based on the complexity or difficulty to create.

Common Items

Common items can be made or repaired by a proficient crafter even using relatively primitive tools as long as the materials are simple woods, leathers, or metals. Examples of these items (and the skill required) are

  • Simple Weapons except Light Crossbow (Smith’s tools/Woodcarver’s tools)
  • Padded armor (weaver’s Tools)
  • Leather armor (leatherworker’s tools)
  • Hide armor (leatherworker’s tools)
  • Scale mail, breastplate (smith’s tools)
  • Arrows (woodcarver's tools), sling bullets (none)
  • Shields (woodcarver's tools/smith's tools)
  • Clothing (weaver's tools)
  • Containers (varies)

Advanced Items

Creating these requires specialized equipment or a trained crafter. Repairing items in this tier can generally be done even with ad hoc tools. Examples include:

  • Any weapon or armor made out of non-standard metals/skins/woods
  • Martial weapons and light crossbows
  • Studded leather, ring and chain armor, splint armor
  • Alterations to existing plate or half-plate armor (fitting sizes, fixing damage)
    • Costs 20% of base cost per size category changed

Exotic Items

Creation of these items requires both special knowledge and a well-equipped crafter. These are generally not available at the beginning of the game. Examples include:

  • Plate/half-plate armor
  • Weapons & armor made out of non-standard materials (other than metal/hide/wood) including magical materials
  • Permanent magical items

Other items

Unless noted on other lists, all the items from the “adventuring gear” table are available at most markets. Healing potions, antitoxin, and healer’s kits are only available at an herbalist.

Some items are rare or unavailable outside the capitals:

  • Ball bearings
  • Glass bottles
  • Fine clothing
  • Magnifying glass
  • Perfume
  • Poison
  • Silk rope
  • Signet rings
  • Spellbooks
  • Spyglass
  • Vials