Crafting Items
Crafting Items
Some flavor text about the wide variety of materials available in the world. Materials in the Metal,
Stone, and Bone category count as Steel, materials in the Cloth, Hide, and Leather category count as
Leather, and materials in the Wood category count as Wood. Altered Weights are compared to Steel,
Leather, and Wood. See Appendix B for more information on crafting material properties, and Appendix
C for information on monster hide and bone.
Crafting Materials
                                          Crafting
        Material             Source                               Properties             AC**        DC
                                           Value
Metal, Stone, and
Bone
Steel               Refined from iron    1 gp/lb                                         19     --
                                                     Exceptional, Indestructible,
Adamantine          Refined from ore     100 gp/lb                                       23     +3
                                                     Unshakeable
                    Alchemically treated             Bane (Vampires, Shapechangers,
Alchemical Silver                        25 gp/lb                                        19     +2
                    silver                           Silver)
                                                     Adaptable, Malleable, Fragile,
Bone                Beasts               1 cp/lb                                         15     -1
                                                     Inferior
Bone, Monster       Various monsters     Varies      Adaptable, Durable, Varies          19     +1
Copper              Refined from ore     5 sp/lb     Fragile, Inferior                   17     --
                    Specially Tempered
Cold Iron                              25 gp/lb      Bane (Fiends, Fey)                  19     +1
                    iron
Iron, Raw           Refined from ore     1 sp/lb     Weight (125%)                       19     -1
Gold                Refined from ore     5 gp/lb     Inferior, Valuable (x10)            17     +1
                                                     Durable, Exceptional, Lithe,
Mithral             Refined from ore     100 gp/lb                                       21     +3
                                                     Valuable (x5) Weight (50%)
Platinum            Refined from ore     50 gp/lb    Inferior, Valuable (x10)            17     +2
Silver              Refined from ore     5 gp/lb     Inferior                             17    +1
                                                     Malleable, Fragile, Inferior, Weight
Stone               Naturally occurring 1 cp/lb                                           17    -2
                                                     (300%)
Tempered Steel      Tempered iron        8 sp/lb     Durable, Exceptional, Weight (75%) 19      +1
Cloth, Hide, and
Leather
Leather             Animal Hide          5 sp/lb     Malleable                           15     --
Canvas              Cotton               2 sp/lb                                         12     -1
Cotton              Cotton               1 cp/lb     Malleable, Weight (75%)             11     -1
                    Treated darkwood
Darkleaf Weave                           50 gp/lb    Durable, Weight (50%)               17     +2
                    leaves
Hide, Monster       Various monsters     Varies      Durable, Varies                     17     +1
Linen               Flax                 10 gp/lb    Durable, Weight (80%)               13     +1
                                                     Durable, Resistance (Necrotic),
Mummy Wrap          Mummies              50 gp/lb                                        19     +2
                                                     Weight (80%)
                                                     Camouflage, Durable, Lithe,
Shadowsilk          Shadows              50 gp/lb                                        19     +3
                                                     Valuable (x5), Weight (25%)
                                               Crafting
       Material              Source                                    Properties              AC**        DC
                                                Value
Silk                  Silkworms              40 gp/lb     Weight (25%)                         11     +2
Spider Silk           Giant spiders          50 gp/lb     Durable, Lithe, Weight (25%)         17     +2
Wood
                      Mahogany, Ash,
Wood                                         1 cp/lb                                           15     --
                      Birch, Oak
                                                          Durable, Exceptional, Valuable
Darkwood              Darkwood trees         25 gp/lb                                          17     +3
                                                          (x10), Weight (50%)
                      Cedar, Pine, Fir,
Softwood                                     5 cp/lb      Weight (80%)                         15     -1
                      Redwood
Treantwood            Treant bones           1 sp/lb      Durable                              17     +2
Other
                                                          Adaptable, Fragile, Inferior*, Weight
Glass                 Heating sand           5 sp/lb                                            13    +2*/+4*
                                                          (50%)*
                                                          Adaptable, Fragile, Keen, Valuable
Obsidian              Volcanic areas         50 gp/lb                                          13     +2*/+5*
                                                          (x5), Weight (50%)*
*This property only applies when the material is being used in place of a material of a different type.
For example, using a glass in place of a metal, or bone in place of wood. **Materials have an Armor
Class, which represents their resilience. Additionally, items have a number of hit points based on their
size (see page 246-247 of the DMG for more information).
Bits of monsters can be harvested by making a successful Wisdom (Survival) or Intelligence (Nature)
check, of the listed DC. On a successful check you harvest materials from the creature based on its size.
Tiny: 1 unit, Small: 1d2 units, Medium: 1d4 units, Large: 1d6 units, Huge: 2d4 units, Gargantuan: 2d6
units. If you succeed on this check by more than 5 double the dice rolled.
Monster Bits
   •   Adaptable: Materials with this property can be used in place of Steel or Wood materials.
   •   Alchemical: Materials with this quality can be used to create potions and poisons. Please see
       Appendix B for more information.
   •   Altered Weight: Items with an altered weight have their weight increased or decreased to the
       given percentage.
   •   Bane: Melee weapons, thrown weapons, and ammunition with this property count as magic for
       the purpose of overcoming damage resistance and immunity of the listed creature types, or any
       resistance or immunity normally overcome by the listed material type. These items are not
       actually magical.
   •   Camouflage: Items with this property grant advantage on stealth checks to avoid being seen.
   •   Durable: Durable items have resistance to all damage types.
   •   Exceptional: Tools and musical instruments with the exceptional property grant a +1 bonus on
       ability checks made using those tools. Armor made with the Exceptional property has its Armor
       Class value increased by 1. Items do not benefit from this property unless they are Masterwork
       quality.
   •   Fragile: Fragile items have vulnerability to bludgeoning and thunder damage. Fragile weapons
       and tools break on an attack roll or ability check of a natural 1 and become unusable until
       repaired. Armor cannot be made from materials with the Fragile property.
   •   Indestructible: Indestructible items are immune to damage from non-magical sources, and have
       resistance to every other type of damage.
   •   Inferior: This material is not ideal for producing tools or useful items. Attack rolls and skill
       checks made with inferior items suffer a -1 penalty. Armor made from inferior quality materials
       has its Armor Class value reduced by 1.
   •   Keen: The roll required to score a critical hit when using a melee weapon, thrown weapon, or
       piece of ammunition with the Keen property is one lower than normal.
   •   Lithe: Light and Medium armor with the Lithe property, excluding Half Plate, can be worn
       under normal clothing.
   •   Malleable: You can craft items from materials with the Malleable quality without needing any
       special work environment. You have advantage on all crafting checks made to create an item
       whose primary component has this property.
   •   Plated: Materials with this property count as Steel for the purpose of creating Metal Armor.
   •   Resistance: Clothing or armor with this property grants resistance to the given damage type.
       This effect is not magical. Any item with this property has resistance to the given damage type.
   •   Scaled: Materials with this property count as Steel for the purpose of creating Metal Armor.
   •   Universal Component: This material can be used as a component in enhancing, or in place of
       any costly spell components when casting a spell. Universal components are always consumed
       when a spell is cast using them, even if the components in that spell ordinarily would not be.
   •   Unshakeable: While worn, any critical hit against the wearer of this armor becomes a normal
       hit instead.
   •   Valuable: Items and materials with this quality are exceedingly rare or useful. They have their
       base value multiplied by the given number for determining market value.
   •   Additional Properties: The properties above represent a basic idea of what properties various
       materials might have. The list does not include all possible properties. It is up to the DM to
       determine if certain materials have additional properties. For example, animal or monster hide
       from a creature covered in fur might grant protection from cold weather.
Appendix D: Alchemy
The rules for creating potions and poisons are adapted from the Herbalism & Alchemy Guide by
Dalagrath. Those rules are used unless otherwise noted below.
Alchemical Reagents
Item Pricing The pricing of items can be a tricky business, influenced by many factors; including
material component value, labor hours, complexity of labor, supply, and demand.
Variant: Market Value The prices listed in the Player’s Handbook represent an item’s market price
based on many factors, rather than its actual value.
Selling Exotic Items Unlike mundane items, which almost always fetch about half their market value
when resold, Masterwork and Magical items can be sold for more, if the right buyer is found. Use the
following charts to determine how long it takes to find a buyer, and what type of buyer they are.
During gameplay a DM can choose to make finding a buyer easier or harder, depending upon current
circumstances. (Remember: the “base item value” represents the cost of producing the item, not its
sale/market value.)
The table below shows some common adventuring gear you may want to craft. It is possible to craft
the same item using completely different materials.