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Crafting Items

HB para criação de itens em DnD

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Davi Cizeski
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0% found this document useful (0 votes)
38 views7 pages

Crafting Items

HB para criação de itens em DnD

Uploaded by

Davi Cizeski
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CRAFTING ITEMS

Appendix A: Raw Crafting Materials

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).

Appendix B: Monster Parts

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

Monster Recoverable Bit Properties DC Value


Aboleth Mucous Alchemical 19
Angel Blood Alchemical, Universal Component, Valuable (x3) 23
Ankheg Acid Acid (PHB, 148) 15 5 gp/oz
Azer Blood Alchemical 19
Basilisk Blood Alchemical 17
Serpent
Alchemical 19
Venom
Behir Hide Durable, Resistance (Lightning), Scaled 21
Bulette Plating Durable, Plated, Unshakeable 19
Chuul Plating Durable, Plated 19
Cloaker Hide Durable, Camouflage 21
Cockatrice Venom Alchemical 15
Couatl Blood, Tears Alchemical, Valuable (x2) 21 75 gp/oz
Darkmantle Hide Durable, Resistance (Radiant), Scaled 15
Doppelganger Blood Alchemical, Camouflage 15
Monster Recoverable Bit Properties DC Value
Alchemical, Universal Component, Valuable (x2),
Dragon Blood 23
Resistance (Dragon Type), Weight (80%)
Durable, Exceptional, Resistance (Dragon Type), Weight
Bones 17
(80%)
Hide Durable, Resistance (Fire) 21
Dragon Turtle Shell Durable, Resistance (Fire), Plated, Unshakeable 19
Drider Spider Venom Alchemical 15
Elemental,
Blood Alchemical, Universal Component, Valuable (x2) 19
Any
Ettercap Silk Durable, Weight (50%) 17
Fiend, Any Blood Alchemical, Universal Component, Valuable (x3) 21
Bones Durable, Resistance (Fire) 17
Giant, Any Blood Alchemical 17
Hydra Hide Durable, Scaled 19
Mummy Mummy Wrap Resistance (Necrotic) 21
Naga Serpent Venom Alchemical 19
Ooze, Any Acid Acid (PHB, 148) 15 5 gp/oz
Pixie Pixie Dust Universal Component, Valuable (x2) 19 10 gp/oz
Purple Worm 1000
Purple Worm Alchemical 23
Venom gp/oz
Remorhaz Hide Durable, Resistance (Fire, Cold), Plated 21
Salamander Hide Durable, Resistance (Fire) 19
Shadow Silk Durable, Camouflage, Weight (50%) 15
Spider Spider Venom Alchemical 13
Silk Durable, Weight (50%) 15
100
Snake, Giant Venom Alchemical 15
gp/oz
Treant Bones Durable, Count as Wood or Metal 17
Wyvern Hide Durable, Scaled 19
600
Venom Alchemical 21
gp/oz
Appendix C: Material Qualities

• 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

Ingredient Rarity Details DC Value


Aboleth
Rare Potion Enchantment
Mucus
Angel Blood Very Rare Potion Effect
Azer Blood Rare Potion Effect +3
Potion Effect: Removes the petrified condition. Must be a contact
Basilisk Blood Rare
potion.
Alchemy Base: This potion or poison takes effect on contact with
Beeswax Common +1
the skin.
Cockatrice
Uncommon Toxin Effect
Venom
Couatl Blood Toxin Modifier: While poisoned the creature can’t knowingly speak
Rare
or Tears a lie, as if under the effect of a zone of truth spell.
Enchantment: When consumed, the creature is transformed into
another humanoid creature of the same size for 1 hour, as per the
alter self spell. Special: The appearance is copied from another
Dragon Blood Very Rare +5
humanoid, and is chosen by adding an element of the desired person
(hair, blood, etc) to the potion. This can be done at any time after the
potion is created.
Doppelganger
Rare Potion Enchantment
Blood
Elemental Special (Enchantment): Functions as Elemental Water. See
Rare +3
Blood Appendix B of the Herbalism & Alchemy Guide for details.
Enchantment: While poisoned, the target cannot regain hit points
through magical means. Whenever a spell that would normally
Fiend Blood Very Rare +5
restore hitpoints is cast on the target, they take 1d4 + Alchemy
modifier necrotic damage instead.
Enchantment: User creates a potion of frost/fire/stone giant strength,
Giant Blood Rare +3
based on the type of Giant’s blood used. (DMG 187).
Mineral
Common Alchemy Base: This potion or poison takes effect when inhaled. +2 1 gp/lb
Powder
Purple Worm Toxin Effect: The target takes 12d4 poison damage on a failed 1000
Very Rare
Venom Constitution saving throw, or half as much on a successful one. gp/oz
Serpent Toxin Effect: The target takes 3d4 poison damage on a failed 100
Rare
Venom Constitution saving throw, or half as much on a successful one. gp/oz
Spider Venom Uncommon Toxin Effect +1
Alchemy Base: This potion or poison takes effect when introduced 1
Vegetable Oil Common
to the blood via a slashing or piercing weapon. sp/oz
Water Common Alchemy Base: This potion or poison takes effect when ingested.
Wyrmtongue
Common Toxin Effect: On a failed Constitution saving
Petals
Appendix E: Buying and Selling Items

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.)

Appendix F: Crafting Items from the Player's Handbook

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.

Recreating Items from the Player’s Handbook

PHB Primary Secondary PHB Crafting


Item AC/Damage Weight Material Time
Weight Component Component Value Value
Leather (10
Light Armor 11 10 lbs 10 lbs 5 gp 10 gp 5 hours
lbs)
Studded Leather (10
12 15 lbs 13 lbs Steel (5 lbs) 10 gp 45 gp 1 day
Leather lbs)
Chain Shirt 13 20 lbs 20 lbs Steel (20 lbs) 22.5 gp 90 gp 3 days
Tempered
Leather (5
Tempered 20 lbs 20 lbs Steel (15 77.5 gp 90 gp 8 days
lbs)
lbs*)
Leather (5
Scale Mail 14 35 lbs 45 lbs Steel (30 lbs) 32.5 gp 50 gp 9 days
lbs)
Tempered
Leather (5
Breastplate 14 20 lbs 20 lbs Steel (15 152.5 gp 400 gp 16 days
lbs)
lbs*)
Tempered
27.5 Leather (15
Half Plate 15 40 lbs Steel (22.5 227.5 gp 750 gp 23 days
lbs lbs)
lbs*)
42.5 Raw Iron Leather (5
Ring Mail 14 40 lbs 6.25 gp 30 gp 8 hours
lbs (37.5 lbs*) lbs)
Leather (5
Steel** 14 35 lbs 40 lbs Steel (30 lbs) 32.5 gp 30 gp 4 days
lbs)
Leather (15
Banded Mail 15 55 lbs 55 lbs Steel (40 lbs) 75 gp 5 days
lbs)
Leather (5
Chain Mail 16 55 lbs 55 lbs Steel (50 lbs) 52.5 gp 75 gp 6 days
lbs)
Splint Leather (5
17 65 lbs 60 lbs Steel (60 lbs) 62.5 gp 200 gp 7 days
Armor lbs)
PHB Primary Secondary PHB Crafting
Item AC/Damage Weight Material Time
Weight Component Component Value Value
Tempered
42.5 Leather (5
Tempered 17 50 lbs Steel (37.5 377.5 gp 900 gp 38 days
lbs lbs)
lbs*)
Tempered
Plate Armor Leather (15 1500
18 80 lbs 65 lbs Steel (45 452.5 gp 45 days
(STR 18) lbs) gp
lbs*)
Iron STR 92.5 Raw Iron Leather (5
18 80 lbs 30 gp 9 days
(18) lbs (87.5 lbs) lbs)
Steel (STR Leather (5 1500
18 75 lbs 65 lbs Steel (70 lbs) 72.5 gp 8 days
18) lbs) gp
Dagger 1d4 1 lbs 1 lbs Steel (1 lbs) 1 gp 2 gp 1 hour
Hardwood (5 30
Greatclub 1d8 5 lbs 10 lbs 0.05 gp 0.2 gp
lbs) minutes
Handaxe 1d6 2 lbs 2 lbs Steel (2 lbs) 2 gp 5 gp 2 hours
30
Javelin 1d6 2 lbs 2 lbs Wood (2 lbs) Steel (3/4 lb) 0.27 gp 0.5 gp
minutes
Battleaxe 1d8 4 lbs 4 lbs Steel (4 lbs) 4 gp 10 gp 4 hours
Greatsword 2d6 8 lbs 6 lbs Steel (8 lbs) 8 gp 50 gp 7 hours
Tempered
Tempered 2d6 6 lbs 6 lbs 60 gp 50 gp 6 days
Steel (6 lbs*)
Longsword 1d8 4 lbs 3.5 lbs Steel (4 lbs) 4 gp 15 gp 4 hours
Rapier 1d8 3 lbs 3 lbs Steel (4 lbs) 30 gp 25 gp 3 days
Trident 1d6 3 lbs 3 lbs Steel (3 lbs) 3 gp 5 gp 3 hours
Canvas (4 Leather (1
Backpack --- 5 lbs 5 lbs 1.3 gp 2 gp 2 hours
lbs) lbs)
Raw Iron (4 30
Crowbar --- 5 lbs 5 lbs Steel (1 lbs) 1.04 gp 2 gp
lbs) minutes

*Altered Weight property has been factored in.

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