Craft Conquer
Craft Conquer
2
Contents
4 Crafting & The Game
Notes for the Dungeon Master
Crafting Tables
6 Alchemists Supplies
8 Brewer's Supplies
10 Calligrapher's Supplies
11 Carpenter's Tools
14 Cartographer's Tools
15 Cobber's Tools
16 Cook's Utensils
19 Disguise Kit
20 Glassblower's Tools
22 Herbalism Kit
24 Jeweler's Tools
26 Leatherworker's Tools
28 Mason's Tools
30 Painter's Supplies
31 Poisoner's Kit
32 Potter's Tools
34 Smith's Tools
36 Tinker's Tools
38 Weaver's Tools
40 Woodcarver's Tools
42 Crafter Spells
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Crafting & The Game
Notes for the Dungeon Master
4
which should take 20 days to craft under the formula, same criteria. That criterion is that the
instead takes only 3 days. A 6th-level scroll takes just item have a selling price of less than
40 days instead of the expected 16,000 days. 3 gold, or that it can be crafted in
To address these discrepancies, this book 2 or less hours, and it must be
adjusts crafting times for certain items by aligning something that could reasonably
them with comparably priced spell scrolls. For fall apart or cease having value
instance, crafting the poison Midnight Tears, which after a day.
would take 150 days under the formula, has been
reduced to 25 days, putting it on par with the crafting
time for a 5th-level scroll. Crafter Feat and Reduced
In some cases, the official formula produces Costs
crafting times that appear unrealistically short. For
example, a saddle, which should reasonably take a To have the Crafter Feat (2024)
leatherworker at least 20 hours to craft, is listed as means that you have invested
taking only 8 hours by the rules. This disparity may significant time and effort into
reflect the cost of materials: the 10 GP material cost learning several artisan tools. It
for a saddle could imply that the crafter is purchasing also implies that the artisan has
pre-treated and pre-cut leather, significantly reducing developed relationships with
the work required. suppliers and other crafters.
The crafting times in this book have been Thus the 20% discount on non-
carefully researched and balanced to align with magical items. This reduced
both the spirit of the official rules and practical cost applies to the Materials
considerations for gameplay. Like many aspects of Cost for crafting items. So,
D&D’s mechanics, these times are not meant to be sure to multiply the listed
reflect real-world crafting processes but to serve as material cost by 0.8 to get the
a functional model for a fantasy world that enables full benefit of the feat.
engaging play.
Rushed Crafting
Fast Crafting
While crafting requires time and precision, a
The Crafter feat (2024) allows for Fast Crafting. This determined artisan can always find ways to work faster.
means you can quickly bodge together an object to By cutting corners and pushing the pace, a crafter can
fulfill an immediate need. This object is clearly of reduce the listed crafting time by 20%. However, this
inferior quality and constantly on the verge of falling haste comes at a cost—the crafting check is made with
apart. After your next long rest, you will discover the disadvantage. If the crafter already has disadvantage
item has degraded to the point of unusability. A for any reason, they cannot attempt rushed crafting.
short list of items is given in the official rules Likewise, working with a helper or a team prevents
which can be fast-crafted. This guide rushing, as coordination and quality control slow the
expands that list to include process.
any items that meet the
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Alchemist’s Supplies are instruments of transformation, allowing raw materials to be
refined, combined, and shaped with precision and care. Crucibles and burners guide
delicate reactions, mortars and pestles grind rare reagents to exacting consistencies, and
intricate glassware holds volatile essences. Through experimentation and expertise, an
alchemist unveils the hidden properties of substances, harnessing their potential to create
solutions so powerful and extraordinary that they could be confused with magic.
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Craftable Item Using Selling Materials Crafting Weight Fast
Alchemist's Supplies Price Cost Time* Craft?**
• Glue 2 SP 1 SP 1 hr .5 lbs Yes
• Grease/lubricant 2 SP 1 SP 1 hr .5 lbs Yes
• Lye (10 pounds) 2 SP 1 SP 1 hr 10 lbs Yes
• Mercury (1 pint) 50 GP 25 GP 40 hrs 4 lbs No
• Oil (10) 1 GP 5 SP 1 hr 10 lbs Yes
• Paint (1 gallon) 2 GP 1 GP 2 hrs 10 lbs Yes
• Paint stripper/solvent 4 GP 2 GP 4 hrs 8 lbs No
• Paper (10 sheets) 2 GP 1 GP 2 hrs -- Yes
• Quicklime (20 pounds) 2 SP 1 SP 1 hr 10 lbs Yes
• Rust remover 2 SP 1 SP 1 hr .5 lbs Yes
• Saltpeter (10 pounds) 25 GP 12.5 GP 20 hrs .5 lbs No
• Tin foil (5 yards) 2 GP 1 GP 2 hrs .5 lbs No
Personal Items
• Cosmetic powder 4 SP 2 SP 1 hr -- Yes
• Dye, fabric or hair 2 SP 1 SP 1 hr 2 lbs No
• Multi-vitamins (30) 12 GP 6 GP 10 hrs -- No
• Perfume 5 GP 2.5 GP 4 hrs -- No
• Smelling salts 2 SP 1 SP 1 hr -- Yes
• Soap 1 SP 5 CP 1 hr .5 lbs Yes
• Toothpaste (1 ounce) 2 SP 1 SP 1 hr .5 lbs No
* Crafting time may be given in hours here instead of 8-hour days as the rules suggest.
** The Crafter feat specifies a short list of items that can be fast-crafted. This guide
expands that short list to include other items that fall under the same criteria.
An alchemist’s proficiency with chemical science allows them to analyze substances, trigger
reactions, and manipulate materials for practical and investigative purposes.
Gold or Silver Plating (DC 15): Cover a metal object Purify Water (DC 10): Remove impurities or toxins
with a microscopically thin layer of gold or silver. from one container of drinking water.
Identify Substance (DC 10): Identify what elements Detect Invisible Writing (DC 14): Detect the presence
or chemicals are present in an object or substance. of invisible ink/writing and make it visible.
Test for Poison (DC 14): Analyze a substance to Make Light (DC 12+): Use a chemical reaction to
uncover the presence of any poisons. create a 10'-radius light source (5' bright + 5' dim) that
Combustion (DC 15): Start a fire using a chemical lasts ten minutes. Each DC above 12 increases the
reaction as the ignition source. light's radius by 5' and the duration by 10 minutes.
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The Brewer’s Supplies are the heart of an age-old craft, each tool carefully designed to unlock the potential of
humble ingredients. The mash tun draws sweetness from grains, the fermentation vessel fosters the alchemy
of yeast, and the stirring paddle ensures every blend achieves perfect balance. Bottles and barrels safeguard
the results, allowing time to enhance flavor and character, while precise instruments measure quality and
refinement. In the hands of a skilled brewer, these tools transform simple materials into more than just
drinks—they create traditions, forge connections, and enrich the celebrations that bring people together.
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Craftable Item Using Selling Materials Crafting Aging Weight Fast
Brewer's Supplies Price Cost Time* Time Craft?**
Miscellaneous
• Antitoxin 50 GP 25 GP 40 hrs -- -- No
• Baking yeast (1 oz) 2 SP 1 SP 3 days -- -- No
• Brewer's bread (1 loaf) 2 SP 1 SP 6 hrs -- 2 lbs No
• Cheese (1 wheel) 6 GP 3 GP 3 days 90 days 20 lbs No
• Fruit syrup (1 pint) 4 SP 2 SP 3 hrs -- 1 lb No
• Hot sauce (1 pint) 4 SP 2 SP 6 days 7 days 1 lb No
• Lamp fuel (1 quart) 4 SP 2 SP 2 days -- 3 lbs No
• Malt syrup (1 pint) 4 SP 2 SP 3 hrs -- 1 lb No
• Maple syrup (1 pint) 1 GP 5 SP 6 hrs -- 2 lbs No
• Miso (soy paste, 8 oz) 1 GP 5 SP 8 days 30 days .5 lb No
• Molasses (1 quart) 8 SP 4 SP 5 hrs -- 3 lbs No
• Mouthwash (antiseptic) 1 GP 5 SP 8 hrs -- 2 lbs No
• Mustard sauce (1 pint) 6 SP 3 SP 18 hrs 7 days 1 lb No
• Pickling brine (1 gal) 4 SP 2 SP 2 hrs -- 8 lbs Yes
• Porridge (1 pint) 2 CP 1 CP 1 hr -- 1 lb Yes
• Rubbing alcohol (1 qt) 1 GP 5 SP 2 days -- 3 lbs No
• Soy sauce (1 quart) 1 GP 5 SP 8 days 2 mos. 3 lbs No
• Vinegar (1 quart) 6 SP 3 SP 18 hrs -- 3 lbs No
• Yogurt (1 quart) 6 SP 3 SP 12 hrs -- 3 lbs No
* Crafting time is the time needed to brew the ingredients, checking on the progress and making adjustments
occassionally throughout the brewing process. ** The Crafter feat specifies a short list of items that can be fast-
crafted. This guide expands that short list to include other items that fall under the same criteria.
Beyond just crafting beverages, brewing offers a wide range of applications where a skilled
brewer can use their expertise and tools for practical, culinary, and even alchemical purposes.
Detect Poisoned Drink (DC 15): Identify if a Purify Water (DC 10): Filter out impurities or toxins
container of alcohol has been tampered with. from one container of drinking water.
Identify Alcohol (DC 10): Determine the type and Alcoholic Improvisation (DC 14): Use existing,
approximate concentration of alcohol. Discern the substandard supplies to make an alcoholic beverage
primary ingredients and brewing techniques used. (e.g., turning spoiled fruit into cider or making
Identify Vintage (DC 16): Identify the age and region moonshine from old grain).
of a particular wine or whiskey. Infuse Flavors (DC 12): Add unique flavors, such as
Valuate Brew (DC 12): Determine the relative quality fruits, herbs, or spices, to an existing brew without
and selling price of a brewed substance. sacrificing its quality.
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The Calligrapher’s Supplies elevate the written word into an art form, where every stroke and
flourish carries purpose. Fine brushes and quills shape elegant letters, new inks blend vibrant
hues, and parchment becomes the canvas for both expression and preservation. In skilled hands,
these tools create more than words—they craft beauty from meaning, and record knowledge,
leaving a lasting mark on history, communication, and scholarship.
A calligrapher can also use their tools and expertise to record information, to craft beauty,
to convey meaning, and to solve challenges with precision and artistry.
Copyproof (DC 15): Write text with impressive Forgery Detection (DC 15): Identify signs of forgery,
flourishes that guard against forgery. such as mismatched ink or irregular strokes.
Take Shorthand (DC 10): Rapidly write notes or take Penmanship Analysis (DC 14): Examine handwriting
dictation using an abbreviated phonetic script. to determine traits such as the writer’s mood,
Copy Document (DC 10): Copy one page full of text personality, physical condition, or to verify authorship.
without any errors. Formal Document (DC 12): Write and embellish
Sign Painting (DC 14): Scrawl fancy but legible a beautiful invitation, certificate, treaty, or other
lettering on a sign, shop window, or carriage. document, imbuing it with an air of formality.
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Carpenter’s Tools transform raw wood into creations of purpose and strength, each instrument thoughtfully
designed for precision and reliability. Saws cut timber with accuracy, planes smooth rough edges to a
flawless finish, and hammers secure joints with enduring strength. Levels and squares bring balance and
stability, ensuring every project stands the test of time. From constructing vital shelters to crafting furniture
and essential tools, these instruments empower the skilled carpenter to shape the world, building works that
protect, support, and inspire those who rely on them.
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Craftable Item Using Selling Materials Crafting Weight Fast
Carpenter's Tools Price Cost Time* (each) Craft?**
• Sailboat (big, 3 mast) 10k GP 5k GP 3 years 15 tons No
Boat Components
• Cargo crate 2 GP 1 GP 2 hrs 50 lbs Yes
• Keel 50 GP 25 GP 40 hrs 500 lbs No
• Mast 100 GP 50 GP 80 hrs 800 lbs No
• Oar or paddle 2 GP 1 GP 2 hrs 10 lbs Yes
• Rudder 25 GP 12.5 GP 20 hrs 200 lbs No
• Ship's wheel 10 GP 8 GP 8 hrs 40 lbs No
Furniture & Furnishings
• Bar (tavern bar) 24 GP 12 GP 20 hrs 500 lbs No
• Bedframe 4 GP 2 GP 4 hrs 100 lbs No
• Bench 1 GP 5 SP 1 hr 100 lbs Yes
• Bookshelf 4 GP 2 GP 4 hrs 60 lbs No
• Cabinet 10 GP 5 GP 8 hrs 40 lbs No
• Chair 1 GP 5 SP 1 hr 15 lbs Yes
• Chest of drawers 16 GP 8 GP 13 hrs 100 lbs No
• Stool 4 SP 2 SP 1 hr 7 lbs Yes
• Table, 4 to 8 person 10 GP 8 GP 8 hrs 40 lbs No
• Table, 10 to 20 person 30 GP 15 GP 24 hrs 300 lbs No
Siege Engines
• Ballista 500 GP 250 GP 400 hrs 2 tons No
• Battering ram 150 GP 75 GP 120 hrs 1 ton No
• Catapult 800 GP 400 GP 640 hrs 3 tons No
• Siege Tower 1k GP 500 GP 800 hrs 5 tons No
• Trebuchet 2k GP 1k GP 1600 hrs 6 tons No
Structures
• Barn or stable 500 GP 250 GP 400 hrs n/a No
• Bridge (20 foot span) 200 GP 100 GP 160 hrs n/a No
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Craftable Item Using Selling Materials Crafting Weight Fast
Carpenter's Tools Price Cost Time* (each) Craft?**
• Cottage (3 rooms) 500 GP 250 GP 400 hrs n/a No
• Dock, floating 300 GP 150 GP 240 hrs n/a No
• Fencing (20 foot span) 10 GP 5 GP 8 hrs n/a No
• Lean-to 1 GP 5 SP 1 hr n/a Yes
• Log cabin (3 rooms) 1k GP 500 GP 800 hrs n/a No
• Lumber mill 5k GP 2.5k GP 500 days n/a No
• Manor house 10k GP 5k GP 10k days n/a No
• Palisade wall (50 ft. span) 200 GP 100 GP 160 hrs n/a No
• Outhouse 20 GP 10 GP 16 hrs n/a No
• Shack (1 room) 40 GP 20 GP 36 hrs n/a No
• Warehouse 2k GP 1k GP 1600 hrs n/a No
• Watchtower 800 GP 400 GP 640 hrs n/a No
Structural Components
• Balcony 50 GP 25 GP 40 hrs n/a No
• Beam or rafter 4 GP 2 GP 4 hrs n/a No
• Closet 14 GP 7 GP 12 hrs n/a No
• Door, interior 2 GP 1 GP 2 hrs n/a Yes
• Door, reinforced 10 GP 5 GP 8 hrs n/a No
• Railing 10-ft span 16 GP 8 GP 13 hrs n/a No
• Staircase, 1 story 50 GP 25 GP 40 hrs n/a No
• Trapdoor 5 GP 2.5 GP 4 hrs n/a No
• Window 6 GP 3 GP 5 hrs n/a No
A carpenter’s tools and expertise extend beyond crafting, enabling them to repair damage,
assess quality, and adapt wooden structures and items to meet a variety of needs.
Repair (DC 15): Fix an object or structure that has Disassemble Structure (DC 12): Carefully take apart a
been damaged or fallen into disrepair. wooden structure to salvage usable materials.
Seal Door or Window (DC 15): Secure a door or Create Wooden Model (DC 14): Craft a scaled-down
window so it cannot be opened unless broken. version of a structure for demonstration.
Pry Open (DC 20): Pry open a door secured against Identify Craftsmanship (DC 10): Determine the
entry. origin, quality, and possible maker of a wooden item.
Assess Structural Integrity (DC 10): Determine if a Estimate Value (DC 12): Appraise the worth of
structure (e.g., bridge, building, staircase) is safe to use. wooden structures, furniture, or tools.
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The cartographer transforms blank parchment into guides that unveil the world.
Compasses and rulers ensure accuracy, ink and brushes bring landscapes to life, and
surveying instruments measure the lay of the land with precision. In skilled hands,
these tools chart paths through the unknown, preserve vital knowledge, and guide
adventurers to distant horizons or hidden wonders.
A skilled cartographer can use their tools and expertise to navigate, survey,
and record information, offering precise guidance and valuable insights.
Copy Map (DC 10): Make an accurate copy of a Find Fastest Route (DC 15): Reduce your
map by hand. travel time through known lands.
Survey Property (DC 12): Locate and mark the Determine Position (DC 15): Calculate your
boundaries for a plot of land. current elevation and approximate coordinates.
Plot Road (DC 12): Plan the optimal path for a Encode Keys (DC 15): Conceal information
new road or route. needed to fully utilize a map.
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Cobbler’s Tools transform raw leather and simple materials into essential, well-crafted
footwear. Awls punch holes for stitching, hammers secure nails and studs, and the shoe last
provides a solid form to shape by. These tools can create everything from sturdy boots for
adventurers to luxurious shoes for nobility. Beyond crafting, cobblers ensure comfort, durability,
and protection, making their craft indispensable for travelers, workers, and wanderers alike.
A skilled cobbler can use their tools and expertise for more than crafting, applying their
knowledge to repair, modify, and analyze footwear in practical and insightful ways.
Adjust (DC 10): Modify footwear to give Advantage Analyze Tracks (DC 14): Determine the type of
on the wearer’s next Dexterity (Acrobatics) check. footwear, size, or weight of a creature based on its
Repair (DC 12): Mend damage to a pair of footwear. footprints.
Resize (DC 15): Modify footwear to fit a slightly Detect Wear Patterns (DC 12): Analyze wear
larger or smaller foot. marks on footwear to learn about the owner’s habits,
Hidden Component (DC 14): Add a tiny hidden infirmities, or activities.
compartment or concealed blade to a shoe or boot.
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Cooking Utensils are the heart of the culinary craft, transforming raw ingredients into nourishing meals,
decadent feasts, and inventive creations. A well-worn pot simmers hearty stews, knives slice with practiced
precision, and rolling pins flatten dough into perfect form. With careful seasoning and skilled hands, a
cook can elevate the simplest fare into something truly memorable. Whether preparing a meal for weary
travelers, preserving food for long journeys, or crafting elaborate dishes for nobility, these tools ensure
that food is not just sustenance, but an experience.
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Craftable Item Using Selling Materials Crafting Servings Fast
Cook's Utensils Price Cost Time* Craft?**
Feasts or Banquets
• 3 course meal 4 GP 2 GP 4 hrs 6 No
• 5 course meal 8 GP 4 GP 6 hrs 6 No
• 7 course meal 12 GP 6 GP 10 hrs 6 No
• Royal banquet 24 GP 12 GP 20 hrs 6 No
Fresh or Raw Foods
• Fruit and/or nuts 2 GP 1 GP 1 hr 6 Yes
• Herbs, dried 1 SP 5 CP 1 hr 10 Yes
• Salad/greens/mushrooms 2 SP 1 SP 1 hr 6 Yes
Fried Foods
• Doughnuts (24) 4 SP 2 SP 1 hr 24 Yes
• Eggs, fried (12) 4 SP 2 SP 1 hr 6 Yes
• Egg roll/fried dumplings 6 SP 3 SP 1 hr 12 Yes
• Fried Chicken 2 GP 1 GP 1 hr 6 Yes
• Fried Fish 2 GP 1 GP 1 hr 6 Yes
• Fried potatoes/chips 2 SP 1 SP 1 hr 6 Yes
• Pancakes/crepes 2 SP 1 SP 1 hr 6 Yes
• Stirfry/mixed skillet 2 GP 1 GP 1 hr 6 Yes
Grains & Starches
• Cereal/porridge/grits 1 SP 5 CP 1 hr 10 Yes
• Gruel 4 CP 2 CP 1 hr 8 Yes
• Rice/quinoa 2 SP 1 SP 1 hr 20 Yes
• Corn/popcorn 1 SP 5 CP 1 hr 20 Yes
• Noodles/pasta 2 SP 1 SP 1 hr 20 Yes
Meats & Roasts
• Bacon 2 GP 1 GP 1 hr 6 Yes
• Beef (quarter) 18 GP 9 GP 12 hrs 60 No
• Fish (1 big or 2 small) 2 GP 1 GP 1 hr 8 Yes
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Craftable Item Using Selling Materials Crafting Servings Fast
Cook's Utensils Price Cost Time* Craft?**
• Fowl (2 birds) 2 GP 1 GP 1 hr 8 Yes
• Pork (1 hog) 12 GP 6 GP 10 hrs 40 No
• Rabbit (2 rabbits) 2 GP 1 GP 1 hr 8 Yes
• Sausage, any 4 GP 2 GP 1 hr 16 No
• Sheep/goat (1 animal) 8 GP 4 GP 6 hrs 35 No
• Shellfish 2 GP 1 GP 1 hr 10 Yes
• Venison (1 deer) 10 GP 5 GP 8 hrs 40 No
Miscellaneous
• Butter/mayonaise 4 SP 2 SP 1 hr 20 Yes
• Insects 1 SP 5 CP 1 hr 1 Yes
• Pudding/gelatin 6 SP 3 SP 1 hr 16 Yes
• Travel rations (hardtack, 2 GP 1 GP 1 hr 20 Yes
jerky, hard cheese, etc.)
Soups, Stews, & Sauces
• Broth/soup stock 2 SP 1 SP 1 hr 10 Yes
• Chowder 1 GP 5 SP 1 hr 8 Yes
• Gravy 1 SP 5 CP 1 hr 10 Yes
• Meat stew 2 GP 1 GP 1 hr 8 Yes
• Sauce, butter (white) 4 SP 2 SP 1 hr 10 Yes
• Sauce, tomato (red) 2 SP 1 SP 1 hr 10 Yes
• Soup, any 2 SP 1 SP 1 hr 10 Yes
• Vegetable/bean stew 8 SP 4 SP 1 hr 12 Yes
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The Disguise Kit transforms simple materials into tools of transformation and deception.
Brushes and powders refine appearances, wigs and prosthetics reshape identities, and threads
and fabrics craft convincing costumes. In skilled hands, these tools can create entirely new
personas, enabling their user to navigate society unseen, sway perceptions, or slip into roles
where mere words cannot go.
A disguise artist can use their tools and skills to transform identities, conceal intentions,
and adapt to any situation with creativity and deception.
Apply Makeup (DC 10): Cover blemishes, enhance or Repair Garment (DC 10): Make small repairs to a
minimize features, reduce or increase signs of aging. garment with needle and thread.
Style Hair (DC 12): Change the look of a person's hair Prosthesis (DC 14): Create and apply prosthetics to
through bleaching, dying, cutting, and styling. alter someone's race, sex, age, or identity.
Hidden Pocket (DC 12): Add a hidden pocket within Valuate (DC 14): Determine the quality of a garment
a garment to conceal a tiny weapon or other item. or accessory and it's approximate selling price.
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Glassblower’s Tools encompass more than just the art of shaping molten glass—they also include the
precision techniques needed to craft lenses, mirrors, and other refined glasswork. Using heat, air, and steady
hands, a glassblower forms bottles, vials, and stained glass, while specialized grinding and polishing tools
refine lenses and prisms for clarity and function. The blowpipe shapes molten glass into graceful curves,
the pontil rod refines structure, and grinding wheels and polishing compounds perfect surfaces for optical
precision. These tools allow artisans to transform raw materials into objects of both beauty and utility.
A skilled glassblower can do more than create fine glassware—they can repair damage,
enhance durability, and manipulate the properties of glass to refine its function and appearance.
Repair Glass (DC 15): Repair cracks and chips in glass Analyze Glass (DC 12): Determine the composition
using specialized materials and techniques. of the glass, materials used in creation, possibly even
Forge Copy (DC 14): Produce a glass product nearly identify the foundry or artist responsible.
indistinguishable from the original. Tint Glass (DC 15): Darken or color a piece of glass
Temper Glass (DC 10): Strengthen a glass item using smoking or staining techniques.
through controlled heating and cooling. Protect Glass (DC 10): Secure fragile glass objects so
Refocus Lens (DC 13): Alter the focal point of a lens. they can be transported without damage.
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The Herbalism Kit is a gateway to nature’s bounty, each tool thoughtfully crafted to unlock the potential of
the natural world. Shears harvest delicate blossoms with precision, while the mortar and pestle crush roots
and leaves into potent remedies. Tweezers handle fragile petals, drying racks preserve herbs at their prime,
and vials safeguard tinctures and infusions for future use. From gathering rare plants in the wilderness to
preparing life-saving elixirs, these tools empower the skilled herbalist to transform raw flora into solutions
that heal, protect, and sustain—bridging the gap between nature’s gifts and the needs of the world.
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Craftable Item Using Selling Materials Crafting Weight Fast
Herbalism Kit Price Cost Time* (each) Craft?**
• Dried spice (common) 1 GP 5 SP 1 hr .5 lbs Yes
• Dried Spice (rare) 10 GP 5 GP 8 hrs .5 lbs No
• Dye, fabric or hair 2 SP 1 SP 1 hr 2 lbs Yes
• Glue (1 pint) 2 SP 1 SP 1 hr 2 lbs Yes
• Incense (common) 1 GP 5 SP 1 hr .5 lbs Yes
• Incense (rare) 10 GP 5 GP 8 hrs .5 lbs No
• Lubricant 4 SP 2 SP 1 hr .5 lbs Yes
• Paint (1 pint) 1 GP 5 SP 1 hr .5 lbs Yes
• Perfume 5 GP 2.5 GP 4 hrs -- No
• Pipeweed (common) 2 SP 1 SP 1 hr -- Yes
• Pipeweed (exotic) 1 GP 5 SP 1 hr -- Yes
• Shaving cream 1 SP 5 CP 1 hr .5 lbs Yes
• Tea packets (20) 1 SP 5 CP 1 hr -- Yes
• Toothpaste 2 SP 1 SP 1 hr -- Yes
• Vegetable oil (jug) 1 GP 5 SP 1 hr 4lbs Yes
Traditional Magic i
The following elixers do not formally exist in
Elixirs D&D but are common throughout history.
Their actual effects, if any, are up to the DM.
• Aphrodisiac elixir 6 GP 3 GP 8 hrs .5 lbs No
• Beauty tonic 20 GP 10 GP 8 hrs .5 lbs No
• Fertility elixir 10 GP 5 GP 8 hrs .5 lbs No
• Hair regrowth tonic 30 GP 15 GP 8 hrs .5 lbs No
• Love elixir 8 GP 4 GP 8 hrs .5 lbs No
* Crafting time is given in hours here instead of 8-hour days as the rules suggest.
** The Crafter feat specifies a short list of items that can be fast-crafted. This guide
expands that short list to include other items that fall under the same criteria.
Herbalism is more than crafting remedies; it offers a wealth of applications where a skilled
herbalist can use their knowledge and tools for practical, medicinal, and survival purposes.
Identify Plants (DC 10): Recognize herbs, berries, or Valuate Herbs (DC 12): Determine the rarity and
fungi in the wild and determine their properties worth of foraged or purchased herbs.
(edible, medicinal, poisonous, etc.). Purify Water (DC 13): Filter out impurities or toxins
Cultivate Herbs (DC 10): Plant, grow, and harvest from one container of drinking water.
useful herbs. Detect Toxins (DC 15): Test if food or drink has been
Disrupt Trackers (Opposed): Use aromatic herbs to contaminated with poison or toxins.
confuse or mislead creatures that track by smell.
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Jeweler’s Tools enable artisans to shape precious metals and gemstones into objects of beauty, status, and
power. With fine-tipped engraving tools, delicate clamps, and precision files, a jeweler can craft intricate
rings, pendants, and crowns that reflect both wealth and artistry. Gem-cutting implements refine raw
stones into dazzling facets, while polishing cloths and hammers shape metals into elegant forms. Whether
creating noble regalia, setting gemstones into spellcasting focuses, or restoring heirlooms to their former
brilliance, these tools bring elegance and craftsmanship to life.
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Craftable Item Using Selling Materials Crafting Weight Fast
Jeweler's Tools Price Cost Time* (each) Craft?**
• Necklace, pearl 20 GP 10 GP 16 hrs -- No
Miscellaneous
• Figurine, silver 4 GP 2 GP 4 hrs -- No
• Figurine, gold 10 GP 5 GP 8 hrs -- No
• Scepter, royal 50 GP 25 GP 40 hrs .5 lbs No
• Scepter, magnificent 200 GP 100 GP 160 hrs 1 lb No
Rings
• Simple band, silver 2 GP 1 GP 2 hrs -- Yes
• Simple band, gold 6 GP 3 GP 5 hrs -- No
• Simple band, platinum 10 GP 5 GP 8 hrs -- No
• Signet ring, simple 5 GP 2.5 GP 4 hrs -- No
• Signet ring, luxury 20 GP 10 GP 16 hrs -- No
Spell Focuses
• Crystal Arcane Focus 10 GP 5 GP 8 hrs 1 lb No
• Holy Symbol, amulet 5 GP 2.5 GP 4 hrs 1 lb No
• Holy Symbol, emblem 5 GP 2.5 GP 4 hrs -- No
• Holy Symbol, reliquary 5 GP 2.5 GP 4 hrs 2 lbs No
• Rod Arcane Focus 10 GP 5 GP 8 hrs 2 lbs No
* Crafting time is given in hours here instead of 8-hour days as the rules suggest.
** The Crafter feat specifies a short list of items that can be fast-crafted. This guide
expands that short list to include other items that fall under the same criteria.
A jeweler’s expertise extends beyond crafting, allowing them to repair, refine, and enhance
precious items with precision and artistry.
Engraving (DC 10): Add an inscription or engraving Repair (DC 10): Make repairs and minor replacements
to a metal surface. to items made from precious metals.
Gem Setting (DC 12): Add or replace gems on Clean & Polish (DC 10): Remove tarnish and dirt, buff
existing jewelry. (Add gem's value to the item price.) and polish, to restore a piece of jewelry to like-new.
Piercing (DC 10): Pierce a hole in soft tissue so that a Gem Cutting: Cut a gem to shape it or cut facets to
piece of jewelry can be inserted. maximize its beauty. Cutting a raw or uncut gem will
Valuate (DC 14): Accurately determine the average increase its value.
selling price of a gem or object made of precious metal. (DC 12) 20% increase in value.
Resize (DC 14): Slightly alter the size of a piece of (DC 15) 40% increase in value.
jewelery to better fit a specific individual. (DC 18) 60% increase in value.
(DC 21) 80% increase in value.
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The Leatherworker’s Tools are instruments of precision, each playing a vital role in transforming raw
material into something refined and purposeful. The awl pierces cleanly, creating paths for thread to join
pieces with strength and grace. The mallet’s steady strikes shape contours, while edge tools smooth rough sides
into harmony. The burnisher polishes the surface to a radiant finish, blending function with beauty.
In skilled hands, these tools work together to elevate simple leather into objects marked by care,
creativity, and mastery, where every stitch and stroke reflects the artisan’s dedication.
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* Crafting time is given in hours here instead of 8-hour days as the rules suggest.
** The Crafter feat specifies a short list of items that can be fast-crafted. This guide
expands that short list to include other items that fall under the same criteria.
Repair (DC 10): Patch holes or replace worn segments Embellishing (DC 12): Add embossments, dye or
on a leather item. stain, or add inlays.
Waterproofing (DC 12): Treat the leather with oils or Attachment Points (DC 10): Add loops, hooks, or
waxes to make it resistant to water. straps for attaching additional gear or items.
Padding (DC 12): Add interior padding to items like Hidden Compartments (DC 15): Create concealed
gloves, helmets, or armor for comfort or warmth. pockets or compartments within leather items.
Grip Improvement (DC 12): Add textured designs or Book Binding (DC 13): Sew and bind a collection of
inlays to improve grip on handles, gloves, or footwear. loose pages into a bound book.
Resize or Adjust Fit (DC 13): Alter an existing leather Tanning (DC 10): Produce leather from animal hide, a
item to fit a different user or purpose. long process that typically takes months.
27
Mason’s Tools shape the foundations of civilizations, from towering fortresses to intricate carvings
that stand the test of time. Hammers and chisels break and refine stone, trowels spread mortar
with precision, and plumb lines ensure perfect alignment. Whether constructing grand structures,
reinforcing weathered walls, or uncovering the secrets hidden within ancient ruins, these tools
grant a mason the power to shape the world, one stone at a time.
28
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Craftable Item Using Selling Materials Crafting Weight Fast
Mason's Tools Price Cost Time* (each) Craft?**
• Wall, defensive, rampart, 2k GP 1k GP 200 n/a No
20 ft. long, 20 ft. high, days
8 ft. thick.
• Wall, low, 5 ft. long, 3 ft. 50 GP 25 GP 40 hrs n/a No
high, 1 ft. thick.
Miscellaneous
• Bench, stone 20 GP 10 GP 16 hrs 300 lbs No
• Boundary marker 6 GP 3 GP 5 hrs 200 lbs No
• Canal, irrigation 25 ft. 120 GP 60 GP 120 hrs n/a No
• Chest, stone 30 GP 15 GP 24 hrs .5 lbs No
• Coffin/sarcophagus 200 GP 100 GP 160 hrs 1k lbs No
• Gravestone 30 GP 15 GP 24 hrs 300 lbs No
• Chalkboard, large 20 GP 10 GP 16 hrs 300 lbs No
• Pedestal/bird bath 20 GP 10 GP 16 hrs 110 lbs No
• Planter 4 GP 2 GP 4 hrs 40 lbs No
• Sculpture, bust 60 GP 30 GP 48 hrs 50 lbs No
• Sculpture, figure, large 500 GP 250 GP 400 hrs 2k lbs No
• Sculpture, relief, small 50 GP 25 GP 40 hrs n/a No
• Sculpture, relief, large 200 GP 100 GP 160 hrs n/a No
• Slate, writing 1 GP 5 SP 1 hr 5 lbs Yes
• Sun Dial 20 GP 10 GP 16 hrs 200 lbs No
• Whetstones (10) 1 SP 5 CP 1 hr .5 lbs Yes
* Crafting time is given in hours here instead of 8-hour days as the rules suggest.
** The Crafter feat specifies a short list of items that can be fast-crafted. This guide
expands that short list to include other items that fall under the same criteria.
An artist can use their skills and knowledge of materials in many practical ways.
Camouflage (DC 12): Paint an object to blend into its Valuate (DC 12): Determine the approximate value,
surroundings, making it harder to spot. style, time period, and perhaps artist of an artwork.
Restore (DC 12): Renew a painting that is aged or Treat Surface (DC 10): Stain, varnish, waterproof or
damaged using various techniques. otherwise treat a surface.
Forgery (DC 17): Duplicate a painting well enough to Visualize (DC 14): Draw a person or place from
pass all but the closest of inspections. memory accurately enough to be recognizable.
30
The Poisoner’s Kit transforms everyday substances into tools of subtlety and power. Mortars
grind, brushes apply with precision, and vials store volatile creations. In skilled hands, these
tools turn simple ingredients into potent concoctions, capable of shifting battles, influencing
diplomacy, or delivering silent vengeance.
A poison expert can use their tools and knowledge in a variety of useful ways.
Detect (DC 10): Test a substance or object to Analyze (DC 12): Examine a container of poison and
determine if it contains poison. determine its type, properties, and how long it will
Harvest (DC 10): Extract poison from the glands of remain potent before expiring.
venomous creatures. Failure results in lost venom. Gather (DC 14): Seek and gather plants or insects to
Diagnose (DC 14): Determine which poison a produce poisons from. In an ideal environment, this
creature has been afflicted by. generally gathers 1d6 sp of materials per hour.
31
The Potter’s Tools transform humble clay into forms both practical and beautiful. The wheel
spins steadily as the potter’s hands shape the clay, guided by precision and care. The rib
refines each curve, the needle carves delicate details, and the sponge maintains balance.
A brush applies glaze with grace, adding color and character revealed only by fire. In the
proficient hands of an artisan, these tools turn soft, raw earth into stone-hard creations to
be cherished for generations.
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Craftable Item Using Selling Materials Crafting Weight Fast
Potter's Tools Price Cost Time* (each) Craft?**
Miscellaneous
• Beads or buttons (12) 1 SP 5 CP 1 hr -- Yes
• Bust (portrait) 20 GP 10 GP 16 hrs 15 lbs No
• Birdhouse 1 SP 5 CP 1 hr .5 lbs Yes
• Clay tablet (writing) 2 CP 1 CP 1 hr .5 lbs Yes
• Inkpot 2 CP 1 CP 1 hr .5 lbs Yes
• Mortar & pestle 1 SP 5 CP 1 hr .5 lbs Yes
• Pendant, fancy 1 SP 5 CP 1 hr -- Yes
• Potion bottle 1 SP 5 CP 1 hr .5 lbs Yes
• Smoking pipe 4 SP 2 SP 1 hr -- Yes
• Wash basin 4 SP 2 SP 1 hr 4 lbs Yes
Religious
• Holy symbol, unblessed 2 GP 1 GP 2 hrs -- Yes
• Incense burner 1 SP 5 CP 1 hr .5 lbs Yes
• Icon, figurine 5 GP 2.5 GP 4 hrs 1 lb No
• Offering bowl 2 GP 1 GP 2 hrs 3 lbs Yes
Sound Makers
• Ocarina 2 GP 1 GP 2 hrs .5 lbs Yes
• Rattle or shaker 1 SP 5 CP 1 hr .5 lbs Yes
• Whistle 4 CP 2 CP 1 hr -- Yes
• Wind chimes 1 SP 5 CP 1 hr .5 lbs Yes
* Crafting time is given in hours here instead of 8-hour days as the rules suggest.
** The Crafter feat specifies a short list of items that can be fast-crafted. This guide
expands that short list to include other items that fall under the same criteria.
A potter can do more than craft items; they can also employ their tools and expertise in a
variety of practical, decorative, and innovative ways.
Repair (DC 10): Fix cracks or chips in pottery items Create Tile Patterns (DC 12): Arrange and secure
using fresh clay or glaze. ceramic tiles to form patterns or mosaics.
Waterproofing (DC 12): Apply or reapply glaze to Create Forgery (DC 16): Copy a valuable piece of
make a porous item resistant to liquids. pottery well enough to fool a casual observer.
Resize or Modify (DC 13): Alter an existing ceramic Make Molds (DC 12): Create molds for shaping
item, such as reshaping a lip, spout, or handle. molten metal, wax, chocolate, etc.
Engrave or Paint Existing Pottery (DC 12): Add Evaluate Pottery (DC 14): Determine the quality of a
designs or symbols to existing ceramic items. piece of pottery and its appropriate price.
33
Smith’s Tools enable artisans to forge, shape, and refine metal into weapons, armor, and
essential goods. With hammer and anvil, a smith tempers steel for strength, while tongs
and chisels provide precision in shaping intricate details. The forge’s heat transforms raw
materials into durable and masterful creations, from the simplest nail to the finest blade.
Whether reinforcing a castle gate, repairing a warrior’s armor, or crafting a symbol of
status and power, these tools make the blacksmith an essential figure in any community.
A smith’s tools and expertise allow them to modify, repair, and evaluate
metalwork, adapting their skills to a variety of practical and specialized tasks.
Resize Armor (DC 14): Tailor a suit of metal armor to Shoe Horse (DC 10): Replace shoes on a horse or
fit comfortably on a new person. other hoofed beast.
Embellish (DC 12): Add an insignia, reliquary, or Forge Alloys (DC 15): Combine different metals to
decorative design to a metal object. create alloys such as steel, brass, and bronze.
Valuate (DC 10): Determine the quality, approximate Jury-rig Forge (DC 16): Build a make-do forge
selling price, and perhaps the maker of a metal object. capable of doing smithing work. Crafting times are
Repair (DC 12): Reforge or weld a broken metal doubled for work done at a make-do forge.
object, remove dents, or patch holes.
35
Tinker’s Tools encompass an array of delicate instruments designed for working with intricate
mechanisms, from simple locks to complex clockwork. With fine-tipped pliers, precision
screwdrivers, and miniature hammers, a tinker can shape, adjust, and refine even the smallest
components. Gears, springs, and levers come to life in skilled hands, whether crafting functional
devices, maintaining well-worn tools, or improving existing designs. In a world driven by
innovation and ingenuity, these tools are the key to turning mechanical ideas into reality.
36
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Craftable Item Using Selling Materials Crafting Weight Fast
Tinker's Tools Price Cost Time* Craft?**
Apparatuses
• Bellows 5 GP 2.5 GP 4 hrs 10 lbs No
• Camera obscura 50 GP 25 GP 40 hrs 20 lbs No
• Clock, portable 150 GP 75 GP 120 hrs 1 lb No
• Loom 20 GP 10 GP 16 hrs 100 lbs No
• Music box 50 GP 25 GP 40 hrs 2 lbs No
• Sewing machine 30 GP 15 GP 24 hrs 40 lbs No
• Spinning wheel 12 GP 6 GP 10 hrs 15 lbs No
• Weathervane 5 GP 2.5 GP 4 hrs 8 lbs No
• Wind-up toy 6 GP 3 GP 5 hrs 1 lb No
Miscellaneous
• Bell 1 GP 5 SP 1 hr 2 lbs Yes
• Belt Buckle 4 SP 2 SP 1 hr -- Yes
• Doorknob 4 GP 2 GP 4 hrs 2 lbs No
• Flasks (5) 1 GP 5 SP 1 hr 2.5 lbs Yes
• Instrument, stringed 35 GP 17.5 GP 28 hrs 2 lbs No
• Instrument, wind 2 GP 1 GP 2 hrs 1 lb Yes
• Lantern, bullseye 10 GP 5 GP 8 hrs 2 lbs No
• Lantern, hooded 5 GP 2.5 GP 4 hrs 2 lbs No
• Mirror, hand 5 GP 2.5 GP 4 hrs .5 lbs No
• Tin soldier/figurine 1 GP 5 SP 1 hr -- Yes
* Crafting time is given in hours here instead of 8-hour days as the rules suggest.
** The Crafter feat specifies a short list of items that can be fast-crafted. This guide
expands that short list to include other items that fall under the same criteria.
Repair (DC 12): Perform a minor repair on any Valuate (DC 10): Determine the quality, approximate
metallic object. Fine tune a mechanism. selling price, and perhaps the maker of a mechanism.
Disassemble/Reassemble (DC 14): Take a complex Discern Function (DC 15): Determine the function of
mechanism apart and put it back together again. a non-magical device or mechanism.
Modify Lock (DC 15): Change the mechanism of a Disguise Device (DC 16): Hide the true function of
lock to require a different key or combination. a mechanism or device, concealed as something else.
Defeat Lock (DC 20): Using knowledge of gears and Sabotage (DC 20): Modify a mechanism or device to
springs, attempt to open a lock without thieves’ tools. malfunction in a specific way when next used.
37
Weaver’s Tools encompass the skills of spinning, sewing, and tailoring, transforming raw
fibers into functional and decorative textiles. Needles stitch fabric with precision, looms weave
intricate patterns, and shears cut with careful intent. Whether crafting garments for warmth
and status, reinforcing armor with layered padding, or fashioning banners that carry the
weight of history, these tools shape the very fabric of civilization. In the hands of a skilled
artisan, thread and cloth can weave the fabric of culture itself.
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Craftable Item Using Selling Materials Crafting Weight Fast
Weaver's Tools Price Cost Time* Craft?**
• Blankets (2) 1 GP 5 SP 1 hr 6 lbs Yes
• Curtains/drapes 4 GP 2 GP 2 hrs 4 lbs No
• Cushion/pillow 1 GP 5 SP 1 hr 2 lbs Yes
• Rug/carpet 6'-10' 10 GP 5 GP 8 hrs 6 lbs No
• Rug/carpet 11'-20' 20 GP 10 GP 16 hrs 24 lbs No
• Tablecloth 1 GP 5 SP 1 hr 1 lb Yes
• Tapestry, ornate 20 GP 10 GP 16 hrs 10 lbs No
• Tapestry, pictoral 40 GP 20 GP 32 hrs 10 lbs No
• Tapestry, simple 10 GP 5 GP 8 hrs 10 lbs No
• Towels (5) 1 GP 5 SP 1 hr 2 lbs Yes
Miscellaneous
• Baskets (5) 2 GP 1 GP 2 hrs 5 lbs Yes
• Wicker chair 6 GP 3 GP 5 hrs 12 lbs No
Raw Materials
• Fabric, common 10yds. 4 GP 2 GP 4 hrs 5 lbs No
(wool, cotton, burlap)
• Fabric, fine 10yds. 20 GP 10 GP 16 hrs 5 lbs No
(silk, velvet, brocade)
• Thread, spool, common 2 SP 1 SP 1 hr -- Yes
• Thread, spool, fine 6 SP 3 SP 1 hr -- Yes
• Yarn, spool, colored 1 GP 5 SP 1 hr 1 lb Yes
* Crafting time is given in hours here instead of 8-hour days as the rules suggest.
** The Crafter feat specifies a short list of items that can be fast-crafted. This guide
expands that short list to include other items that fall under the same criteria.
An artisan skilled in the tools of fabric and fashion can put them to use
in surprisingly practical ways that go beyond the crafting of items.
Mend Fabric (DC 10): Repair a tear, patch a hole, or Weave (DC 12): Weave together unconventional
reinforce a weakened section of fabric. materials such as grasses, vines, or hair.
Resize Clothing (DC 11): Adjust a garment to fit a Repair (DC 12): Restore a broken loom, spinning
slightly larger or smaller wearer. wheel, or sewing machine to working order.
Concealed Pocket (DC 13): Add a hidden but Dye (DC 12): Change the color of fibers or fabric
accessible pocket to a garment or other fabric item. using pigments or dyes.
Valuate (DC 12): Determine the quality, price, age, Pad Outfit (DC 20): Add padding to an outfit to
style, and possibly maker of a garment or textile. exaggerate or invent muscles or curves.
39
Woodcarver’s Tools allow artisans to shape raw timber into both practical and artistic forms,
blending craftsmanship with utility. A sharp knife carves fine details, while chisels and gouges
sculpt intricate patterns or sturdy joints. Saws and rasps refine rough edges, ensuring strength
and balance in every piece. Whether crafting weapons, embellishing furniture, or repairing
wooden structures, these tools transform simple wood into essential objects of survival, culture,
and beauty.
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Craftable Item Using Selling Materials Crafting Weight Fast
Woodcarver's Tools Price Cost Time* Craft?**
Spell Focuses
• Amulet 5 GP 2.5 GP 4 hrs 1 lb No
• Emblem 5 GP 2.5 GP 4 hrs -- No
• Reliquary 5 GP 2.5 GP 4 hrs 2 lbs No
• Rod 10 GP 5 GP 8 hrs 2 lbs No
• Staff 5 GP 2.5 GP 4 hrs 4 lbs No
• Totem 1 GP 5 SP 1 hr -- Yes
• Wand 10 GP 5 GP 8 hrs 1 lb No
Weapons & Ammunition
• Arrows (20) 1 GP 5 SP 1 hr 1 lb Yes
• Blowgun 10 GP 5 GP 8 hrs 1 lb No
• Blowgun needles (20) 1 GP 5 SP 1 hr 1 lb Yes
• Bolts (20) 1 GP 5 SP 1 hr 1.5 lbs Yes
• Bow, longbow 50 GP 25 GP 40 hrs 2 lbs No
• Bow, shortbow 25 GP 12.5 GP 20 hrs 2 lbs No
• Club 1 SP 5 CP 1 hr 2 lbs Yes
• Greatclub 2 SP 1 SP 1 hr 10 lbs Yes
• Javelins (4) 2 GP 1 GP 2 hrs 8 lbs Yes
• Quarterstaff 2 SP 1 SP 1 hr 4 lbs Yes
• Spear 1 GP 5 SP 1 hr 3 lbs Yes
• Training sword 8 SP 4 SP 1 hr 3 lbs Yes
* Crafting time is given in hours here instead of 8-hour days as the rules suggest.
** The Crafter feat specifies a short list of items that can be fast-crafted. This guide
expands that short list to include other items that fall under the same criteria.
A skilled woodcarver understands more than just shaping wood. They can assess its quality,
enhance its durability, and manipulate its appearance for both practical and artistic purposes.
Identify Tree (DC 10): Determine the species of a tree Carve Pattern (DC 12): Add a pattern or texture to a
and uses for it's wood. wooden object for decoration or grip.
Identify Wood (DC 12): Determine the species of Join Boards (DC 12): Strongly merge two or more
wood used in a wooden object. boards together to become one larger board.
Determine Integrity (DC 15): Identify weaknesses/ Stain or Paint (DC 10): Protect and color a wooden
rot/age of a wooden structure. object by staining or painting it.
Valuate (DC 12): Determine the quality, price, age, Sabotage (DC 15): Weaken a wooden object so that it
style, and possibly maker of a wooden object. is likely to break when used.
41
Crafter Spells
Alter Garment
Level: Cantrip (transmutation)
Casting Time: 1 action
Duration: Instantaneous
Range: Touch
Components: V,S
Conjure Anvil
You make a minor alteration to a non-magical Level: Cantrip (conjuration)
wearable item, such as a glove, shoe, or coat, made Casting Time: 1 minute
primarily of leather or fabric. You can adjust its size Duration: 1 hour, concentration
by up to 30% of its original dimensions, change its Range: 5 feet
color, clean and press it, or mend rips and holes. Components: V,S,M (a smith's hammer)
Alternatively, you can make it appear aged, worn, and
dirty. You conjure an anvil-shaped object made of force. It
is silver in color but translucent. This anvil, of ordinary
size for a smith's anvil, must be conjured onto the
Compress Campfire ground or floor. It is immovable. This anvil is suitable
Level: Cantrip (transmutation) for the shaping of metal.
Casting Time: 1 action
Duration: 1 hour
Range: 5 feet Fire Clay
Components: V,S Level: Cantrip (transmutation)
Casting Time: 1 minute
You magically compress a single campfire for the spell’s Duration: Instantaneous
duration, reducing its light to half its normal range Range: Touch
and containing its heat within a 5-foot space. The fire Components: V,S,M (a fragment of fired clay)
burns at its usual rate, consuming fuel as expected.
At its core, the compressed fire becomes hot A shaped piece of soft clay, weighing up to
enough for crafting, allowing iron and glass to be 20 pounds, is instantly hardened as if fired
heated for shaping. Clay sealed in a ceramic container in a kiln, transforming into durable pottery
can be fired in this manner, requiring 8 hours of or ceramic.
continuous heat (multiple castings) followed by 6
hours of cooling.
Know Distance
Level: Cantrip (divination)
Casting Time: 1 action
Duration: Instantaneous
Range: Self
Components: V,S
42
Rapid Fermentation
Leatherize Level: Cantrip (transmutation)
Level: Cantrip (transmutation) Casting Time: 1 minute
Casting Time: 1 minute Duration: Instantaneous
Duration: Instantaneous Range: 5 feet
Range: Touch Components: V,S,M (brewer's supplies)
Components: V,S,M (a handful of treebark)
Cast upon a vessel in use, you accelerate
One skin or pelt, freed from a carcass, is instantly the fermentation process in an active
cleaned, cured, stretched, and tanned in brew, reducing the crafting time by one
the manner you choose. It is free of odors hour.
and ready to be used.
Paperfold
Level: Cantrip (transmutation)
Casting Time: 1 action
Duration: Instantaneous
Range: Touch
Components: V,S
43
The Business of Crafting
Helpers, Workshops, Guilds, & Trade
44
Workshops Workshops come in three varieties: basic
workshops, mills, and manufactories. Each provides
Everything in this book and the crafting rules of certain benefits and each comes with costs and
D&D assume that, if you are crafting, you are doing it challenges.
while adventuring. Even if you do your crafting during
downtime, you are typically not working in a proper Basic Workshop
facility. Average cost to build: 500 gold pieces
A crafter who is working in a space designed Material cost reduction: 15%
for the sole purpose of crafting items has a huge Crafting time reduction: 20%
advantage. Tools are already set up and anchored. Unskilled laborers required: none
The lighting is optimized for work. You can work
comfortably in a station with proper ergonomics. A basic workshop is a space solely dedicated to
Raw materials are organized and clean. Everything is crafting with one kind of artisan tools.
designed to aid you in your work.
A workshop provides a reduction in the Mill
material costs associated with crafting. Raw materials Average cost to build: 2,700 gold pieces
can be better organized, protected, and utilized more Material cost reduction: 20%
efficiently. Also, leftover materials can be stored for use Crafting time reduction: 30%
on future projects. The material cost reduction of your Unskilled laborers required: 6 (12 sp per day)
workshop is in addition to the 20% discount that the
Crafter feat offers. Combine the percentage discounts A mill is a powered building dedicated to crafting
together to find the final cost. with one kind of artisan tools. Mills are typically
A workshop cannot operate unless managed by powered by a wind mill, a water wheel, a steam boiler,
yourself or by a master craftsperson you are employing or a magical source. This
(2 gp per day). In addition, a minimum number of power source can spin belts,
unskilled laborers are needed to operate larger facilities shafts, and gears to drive
(2 sp per day). tools and speed
Thanks to the efficiency gained from a the crafting
workshop, the time needed to craft items is reduced. process.
Tools and materials are already in place to get to work
immediately, and crafting can be conducted in ideal
conditions. In addition, you can safely leave works
in progress alone and trust they will be undisturbed.
All this adds up to faster crafting. Whereas helpers
increase your productivity per hour, a workshop
reduces the overall time required.
45
Manufactory
Average cost to build: 5,100 gold pieces
Material cost reduction: 30%
Crafting time reduction: 60%
Unskilled laborers required: 20 (4 gp per day,
powered) or 30 (6 gp per day, unpowered)
Guilds
A trade guild was an early form
of labor union. Guilds would only
form in large communities where one might their business. A guildhall would generally also have a
find many tradesmen of the same type. A guild’s bar where members could gather after the workday to
primary purpose was to prevent its members from drink and relax.
undercutting each other and driving down prices Lastly, a large guild would regulate the growth
or daily wages. To do this, the guild would establish of their industry. They would establish criteria for
pricing standards, a minimum that no member was taking on apprentices and how those novices should
allowed to go below. be taught. Since the reputation of their trade was
With an association of like-minded craftsmen important to all, the guild had a vested interest in
already established, guilds took on larger roles. They making sure all members can live up to respectable
would host skill competitions, perhaps to see who standards. Apprentices usually began training around
could complete a task the fastest. The guild would the age of eleven, studying under a master of their
also act as an insurance company, paying out money trade who acted as both teacher and parent. If they
to widows or paying to rebuild a workshop destroyed were successful in their training, the apprentice would
by fire. In a large city, the guild could act as a bank, graduate to a journeyman around age seventeen. As
loaning money to members to purchase tools or build a journeyman, they had the approval of the guild to
46
take jobs, often getting their assignments from the Trade Goods
guild. Eventually, by meeting other criteria unique to
that guild, they will earn the title of master. Once you are producing more goods than your own
In a campaign setting, rather than being needs demand, you'll want to consider selling them.
restricted to one city, a guild might span a whole The following are how crafted goods have historically
kingdom or even a continent. A fantasy guild might been sold for profit.
also include multiple artisan trades instead of just
one. It might also play a larger role in politics, driving Personal
narrative plots for the campaign. Selling by hand is the simplest form of exchanging
goods for coin. This takes various forms. You might
strike up a conversation in a pub and sell one or two of
your items per night. Or you could demonstrate your
product on a busy street corner and sell a few per hour.
Medieval communities had a tradition of market days,
where one day each week, sellers could hawk their
produce and goods in the town square or fairgrounds.
A stall could be rented for a silver piece for the day. Or,
if you have a workshop in a community that is easy to
get to, shoppers could come directly there to purchase
your goods.
The best part of selling directly is that you
maximize your profit, selling goods at the full 'selling
price.'
Regional
If you make excellent products, there will always be
people willing to make a profit from selling them. The
word retail comes from a much older word that means
to cut off a piece. Since a retailer must be able to
profit from each sale, they will only buy from you at a
discount. The expected discount is typically half of the
profit margin—the difference between your cost and
the selling price.
Since transporting goods also incurs expense,
retailers (or resellers) will not typically sell your goods
more than a week’s travel away. This means that your
market is limited to the population of your regional
area.
Global
Selling beyond your regional area is only possible if
your goods are unique. The Europeans bought tea from
India and silk from Mongolia because they didn't
have a more local source. When goods travel over long
distances, the added costs increase the selling price.
People will only be willing to pay those inflated prices
if they can't get the product another way. Traders who
sell in this way need to buy large quantities of your
goods at a time. They will expect the same discount as
regional resellers– 50% of the profit margin.
47
Magic Items for Crafters
Blowpipe of the Master Folding Loom
Wonderous Item, uncommon Wonderous Item, rare
Warm to the touch, the Blowpipe of the Master This finely crafted wooden box, no larger than a
carries a reservoir of molten glass within its core. shoebox when closed, is engraved with delicate
Tapping the tip against a solid surface three times, patterns of woven thread. When activated by speaking
causes the desired amount of molten glass to slowly its command word, the box unfolds into a fully
form at its end, ready to be gathered and shaped. The functional loom. It has an animated shuttlecock and
glass remains at the ideal working temperature without never malfunctions, reducing crafting times by half.
requiring additional heating. Speaking the command word again causes
Up to 20 pounds of molten glass can be the loom to fold back into its compact form, safely
conjured each day. Using this tool, a glassblower can preserving any unfinished work within. The loom is
reduce material cost and crafting time by half. immune to damage while folded, and any material left
on it remains intact when it is reopened.
49
Tinker's Chimera
Wonderous Item, uncommon (attunement)
This intricate wind-up toy, no larger than a child’s
hand, hums with latent potential. At first, it weighs
only 1 pound and serves as a simple, clockwork
automaton. However, it can incorporate other tiny
objects into itself, seamlessly adopting their form and
function.
As an action, you can fuse a nonmagical object
weighing 2 pounds or less into the Tinker’s Chimera
by pressing it against the device. The object is absorbed
into its structure, adding exactly 0.5 pounds to its
weight and mass.
As a bonus action, you can command the
Chimera to assume the form and function of any
object it has absorbed. It transforms instantly, its inner Wanderer's Wheel
mechanisms shifting and reconfiguring.
Wonderous Item, uncommon (attunement)
The Chimera can hold up to six objects at a
time. If a seventh is added, you must choose one to This ornately-etched stone potter’s wheel is enchanted
discard, which is ejected in its original form. to hover in place when activated, always remaining
Despite its shifting nature, the Chimera always perfectly level. Once commanded to float, it maintains
retains subtle mechanical details—small gears, exposed a fixed position relative to its user, allowing for
hinges, and faintly clicking clockwork—hinting at its seamless pottery work regardless of terrain.
transformative nature. By simply touching the wheel, the user can
adjust its spin, speeding it up or slowing it down with
ease. Though it grants no special crafting benefits, its
Trowel of Endless Mortar portability makes it invaluable to traveling artisans.
When deactivated, it settles gently onto the ground.
Wonderous Item, rare
This exquisitely crafted mason’s trowel is forged of
exotic metal. When wielded, it conjures an endless
flow of fine mortar, seamlessly spreading from its edge
as if drawn from an unseen wellspring. Mortar applied
with this trowel bonds bricks and stones into a single,
unbroken mass, leaving no visible seams and rendering
the structure impervious to separation
without destruction. This mortar sets
within one minute, enabling swift
construction and reinforcement.
Structures built with this tool
are twice as strong as ordinary
masonry, and a skilled mason
using it completes two hours
of work in a single hour.
50
Crafting Feats
Craftcaster Resourceful Crafter
By combining arcane knowledge with crafting expertise, you You have learned how to craft effectively with fewer resources
gain the following benefits. and while on the move. You gain the following benefits.
• Increase your Intelligence or Wisdom score by 1, to a • For any given item, you can cut your material costs in half
maximum of 20. if you also double the crafting time required.
• Learn one crafting cantrip. (see page 42) • You are able to squeeze crafting into the busiest
of days. You can accomplish one hour of crafting
time over the course of a day, even if there was
seemingly no time to do so.
Innovative Crafter This hour is in addition to any
other time you were
Due to your unconventional method of crafting, you gain the able to devote to
following benefits. crafting that
day.
• Increase any one ability score by 1, to a maximum of 20.
• When you craft items, you can use the ability you raised
with this feat instead of the one normally required.
Master Crafter
Prerequisite feat: Crafter
51
SUPERIOR MATERIALS
You can craft more valuable items if you can acquire Philosopher’s Powder
superior materials to work with. Some materials are This golden dust might be found in forgotten
harder to come by, are more aesthetically pleasing, or alchemical vaults or among the charred remains
both, and the selling price should reflect that. While of those who attempted to create a philosopher’s
some components increase the selling price because stone. One ounce can substitute for up to 500 gp of
of rarity, others provide tangible, sometimes even alchemical material components.
supernatural, benefits.
Violet Brimstone
Alchemist’s Supplies Sometimes found in the Shadowfell at the edges of
volcanic pits, this toxic purple mineral triples the
Crystallized Quicksilver power of any alchemical explosive.
Mined deep in the earth alongside veins of mithral,
this silvery crystalline powder attracts magical energy Quintessence
from its environment. When used as an ingredient in A silvery fluid, harvested from forbidden places of the
an alchemical product, that product gains a magical Astral Plane, quintessence can be easily coaxed into
bonus. This generally manifests as a +2 to saving throw any chemical composition. Using alchemist's tools,
DCs, +1 to hit and damage, or resistance to non- a quantity of quintessence can be transformed into
magical damage. permanently becoming an equal quantity of any other
substance known to the alchemist
Demonic Ichor
Collected immediately from the vanishing bodies of
killed demons, this viscous liquid is suprisingly useful
in the crafting of alchemical products. When
coated on the interior of alchemical glassware,
the crafting time for the next alchemical
process is cut in half.
Dragon’s Bile
Extracted from the gall bladder of a
fire-breathing dragon this highly reactive
substance can only be contained within
a specially prepared glass container.
When used in the making of alchemist's
fire or alchemist's doom, the resulting
weapons deal additional acid damage
equal to the amount of fire damage and
the Dexterity DC increases to 13.
Elemental Essence
Meticulously collected from temporary
rifts where elemental energy bleeds into the
world, elemental essence must be dissolved in
solution within a special acid. An alchemist can
electroplate this essence onto a steel weapon. The
weapon will then deal additional elemental damage of
the appropriate type.
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Brewer’s Supplies
Deeproot Yeast
Perhaps stolen from the kitchens of
royal houses in the Underdark, this
special yeast halves the crafting time of
fermented products.
Entwood Barrel
This rare aging barrel, streaked not only
with woodgrain but also ancient veins,
is infused with deep memory. Each day
spent in an entwood barrel ages a brew
by two full days.
Feywine Fruit
These special fruits, cultivated for millennia
in the secret vinyards and orchards of the
Feywild, provide unmatched flavor. Products
brewed from this fruit often sell to wealthy
customers for thirty times the normal selling price.
Wildmagic Grains
Wild oats, hops, and other grains grown in areas of
wild magic contain unusual flavor properties. Using
these grains to concoct a brew requires making your
Brewer's Tools check with disadvantage due to their
unpredictable nature. However, if you succeed, the Puddink
resulting brew is always highly valued, selling for three Crafted from the bodies of black puddings, this
times the normal price. special ink gently bulges from the page to create raised
writing. This prized ink is often reserved for special
uses such as royal invitations or important treaties.
Calligrapher’s Supplies Silkweave Paper
Meticulously crafted on precision looms, silk and flax
Kraken Ink threads are alternately woven together to create this
The ink extracted from a kraken has extraordinary superior paper. Any use of ink on silkweave paper is
qualities. Not only does it grant an artisan advantage done with advantage.
on their tool use, but the resulting document becomes
resistant to all forms of damage. Wolf Spider Brush
Fitted with hairs from the giant wolf spider, this
Owlbear Quill brush has the perfect mix of bend, taper, and flow. It
Owning a quill made from an owlbear feather is a loads easily with ink and applies it smoothly, reducing
mark of status among scribes and calligrapher's. It is crafting time by 10%.
more resilient and longer lasting than common quills
and the stroke has a unique quality that is very difficult
to forge.
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SUPERIOR MATERIALS
Carpenter’s Tools Cartographer’s Tools
Blisterwood Lumber Kraken Ink
This yellow-streaked timber is prized for it's superior The ink extracted from a kraken has extraordinary
fire resistance. When heated, crystallized sap will qualities. Not only does it grant an artisan advantage
bubble to the surface to extinguish any flames. on their tool use, but the resulting document becomes
resistant to all forms of damage.
Grovewood Lumber
Harvested from a druid’s sacred grove, this wood Mimic Vellum
carries an unseen curse. Its grain shimmers with an The skin of a mimic can be turned into a highly useful
almost hypnotic beauty, but those who possess objects vellum for cartographers. Once a map is rendered onto
made from grovewood find misfortune shadowing the mimic vellum, it can be massaged into vanishing.
their steps. Though it does not detect as magical or Up to three maps can be contained on the vellum and
cursed, the wrath of nature’s spirits lingers, ensuring then swapped by careful stretching and manipulation.
that fate itself turns against those who benefitted from
a grove's destruction. Puddink
Crafted from the bodies of black puddings, this
Ironwood Nails special ink gently bulges from the page to create raised
Nails crafted from ironwood drive through writing. This prized ink can be used to add relief
timber just like iron nails, but they don't features to maps.
rust, and they add a more finished look.
Furniture crafted with ironwood nails Silkweave Paper
generally sells for 25% more than normal. Meticulously crafted on precision looms, silk and flax
threads are alternately woven together to create this
Zephyrwood Lumber superior paper. Any use of ink on silkweave paper is
Light but surprisingly strong, done with advantage.
something made of zephyrwood
weighs only 60% of normal.
Cobbler’s Tools
Leatherleaf
The enormous leaves of the leatherleaf plant, found
primarily in the Feywild, make for an excellent
leather substitute. Once treated, the material can be
worked exactly as leather, except green in color. It is
naturally waterproof and provides camoflauge in leafy
environments.
Roper Leather
The leather made from the hide of a roper is slightly
elastic. It provides a better and more flexible fit than
ordinary leather. Items made of roper leather sell for
three times the usual price.
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Cooking Utensils
Darkwood Truffle Oil
Pressed from the rarest truffles, found only in
the deepest, most untouched forests, this oil is
a jealously guarded secret among the world’s
greatest chefs. A single drop can transform
a meal, amplifying flavors to an extraordinary
degree. When making a Cooking Utensils check
using Darkwood Truffle Oil, add 2d4 to the result.
Gleaming Honey
Harvested from Feywild honeybees, this radiant honey
emits a soft golden glow and sparkles lightly on the
tongue with an effervescent sensation. Any treat made
with gleaming honey sells for three times its normal
price, prized for both its flavor and aesthetic allure.
Glassblower’s Tools
Feywine Fruit
These special fruits, cultivated for millennia in Amethyst
secret vinyards and orchards of the Feywild, provide When ground into a fine powder and fused with
unmatched flavor. Foods featuring this fruit often sell molten glass, amethyst creates a striking purple-hued
for three times the normal selling price. glass with a regal presence. This luxurious material is
favored by royal households for its rich color and rarity.
Mephit Salt Due to its prestige, amethyst glassware sells for ten
Harvested from the crystalline remains of shattered times the usual price.
salt mephits, this rare seasoning is renowned for its
remarkable preserving qualities. Foods prepared with Crystal Dragon Scale
mephit salt remain fresh for seven days, and then The shed scales of a crystal dragon can be ground into
spoiling at just 10% of the normal rate. Additionally, a fine powder and fused with molten glass, creating an
any dish made with it is prepared with advantage, extraordinary material unlike any other. Glass crafted
making it a prized ingredient among master chefs. from these scales is half the weight of normal glass, yet
twice as resistant to damage, making it both durable
and portable. Under starlight, these items emit a soft,
ethereal glow, further enhancing their otherworldly
allure. Crystal dragon glass items typically sell for four
Disguise Kit times the normal rate.
Changeling Hair
The hair sourced from a changeling is prized for its
adaptive nature. Wigs and false beards/moustaches
made from this remarkable hair adhere and blend Herbalism Kit
easily onto a person's skin. Such items sell for three
times the normal amount and grant advantage to Herbalists rely on their ability to identify, harvest,
disguise checks. and apply what nature provides. The exotic substances
available to herbalists are already well documented,
their uses established through centuries of knowledge.
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SUPERIOR MATERIALS
Jeweler’s Tools Mason’s Tools
High Argentum Featherstone
Often confused for silver, high argentum is mined Quarried from high mountains touched by the
from the darkest depths. It has the shine and color elemental plane of air, featherstone is a superior
of silver, but slightly heavier, doesn't tarnish, and building material. It is as strong and workable as
never needs polishing. Though difficult to work with granite but at half the weight. Acquiring featherstone
due to it's high melting point, objects made of high generally costs twice normal (x2 materials cost), but
argentum sell for twice what a golden object would can be worked and placed in half the time (1/2 crafting
sell for. However, only discerning buyers are likely to time).
understand they are not buying ordinary silver.
Petrified Wood
Mithril A rare and captivating material, petrified wood forms
Though best known for its lightweight durability when buried trees are mineralized over centuries,
in armor and weaponry, mithril is also prized for its preserving their natural grain while taking on the
striking beauty. Similar in appearance to platinum, durability of stone. Though it retains the appearance
it possesses an unusual luminance, subtly converting of wood, it is as hard as rock, making it a prized
non-visible wavelengths into visible light, causing it to material for both ornamental carvings and durable
glow faintly in certain conditions. This radiant quality construction.
makes mithril an exceptional choice for fine jewelry
and typically commands a price twenty times that of
gold.
Leatherworker’s Tools
Leatherleaf
The enormous leaves of the leatherleaf
plant, found primarily in the
Feywild, make for an excellent
leather substitute. Once treated,
the material can be worked
exactly as leather, except green in
color. It is naturally waterproof
and provides camoflauge in leafy
environments.
Roper Leather
The leather made from the hide
of a roper is slightly elastic.
It provides a better and more
flexible fit than ordinary leather.
Items made of roper leather sell
for three times the usual price.
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Painter’s Supplies Potter’s Tools
Chromanoct Pigments Aetherclay
These rare pigments defy darkness, allowing their This airy clay, dug from the valleys surrounding
colors to remain visible even when viewed with volcanoes, is rich with microbes that create
darkvision. In complete absence of light, a creature microscopic bubbles throughout the clay. This makes
with darkvision can still perceive the hues of the clay 50% lighter. Vessels made from aetherclay are
chromanoct paint, though with reduced vibrancy. highly insulated.
Smith’s Tools
Deep Iron
Extracted from the deepest of mines, deep iron is an
unusually heavy form of iron. Items made from this
iron, even after turned to steel, are 20% heavier than
normal. However, deep iron heats faster and is more
Poisoner’s Kit easily shaped, reducing crafting time by 30%.
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SUPERIOR MATERIALS
Tinker’s Tools Weaver’s Tools
High Argentum Winter Wool
Often confused for silver, high argentum is mined Combed from the undercoats of winter wolves, this
from the darkest depths. It has the shine and color downy wool is far silkier and warmer than sheep's
of silver but slightly heavier, doesn't tarnish, and wool. Items made from winter wool typically sell for
never needs polishing. Though difficult to work with ten times the normal price.
due to it's high melting point, objects made of high
argentum sell for twice what a golden object would Hunter's Thread
sell for. However, only discerning buyers are likely to Spun from the fibers of assassin vines, hunter's thread
understand they are not buying ordinary silver. is the easiest thread to work with. Whether used for
sewing or weaving, this luxurious thread never knots,
Mithril frays, or breaks. This results in faster work, reducing
Though best known for its lightweight durability crafting time by 25%.
in armor and weaponry, mithril is also prized for its
striking beauty. Similar in appearance to platinum,
it possesses an unusual luminance, subtly converting
non-visible wavelengths into visible light, Woodcarver’s Tools
causing it to glow faintly in certain
conditions. This radiant quality means Blisterwood
mithril objects demand a higher This yellow-streaked timber is prized for
selling price. it's superior fire resistance. When heated,
crystallized sap will bubble to the surface
to extinguish any flames.
Grovewood
Harvested from a druid’s sacred grove,
this wood carries an unseen curse. Its
grain shimmers with an almost hypnotic
beauty, but those who possess objects
made from grovewood find misfortune
shadowing their steps. Though it does
not detect as magical or cursed, the
wrath of nature’s spirits lingers, ensuring
that fate itself turns against those who
benefitted from a grove's destruction.
Zephyrwood
Light but surprisingly strong, something
made of zephyrwood weighs only 60% of
normal.
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