You are on page 1of 37

Kibbles Guide to Crafting

1
Select Branch

Innovation

Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success
Difficulty

2
https://www.patreon.com/KibblesTasty
Introduction Mechanics
Why do you need a Crafting? While each branch of the crafting system will have certain
mechanics, a few things are true for all crafting - they are
Some people may wonder - why do you need a crafting inherent to the nature of during stuff into other stuff.
system? Isn't that what loot is for? The truth is, in some
games, that's true. Not every adventuring is going to want to The Process
pursue crafting. But with a crafting system, not only can you
craft what you need without finding it a dragon hoard, what Crafting will always follow a few basic steps: Gather
you find in that dragon hoard can be so much more. materials, learn how to make what you want to make, and
In a game with a robust crafting system, there is no junk, then make it. Each step of the process has different
there is just more opportunities and fresh possibilities. A +1 challenges, and can usually be solved in multiple ways.
shortsword that no one can use could be the valuable basis of Materials
a new spear. Gems, gold, relics, and recyclables... all valid Without materials, there is nothing to craft from. Crafting
entry points for the crafters creativity. does not make things from thin air, it pulls more useful things
So... why do you need crafting? You don't. But you should from less useful things. Gathering the materials will be
probably want it. essential first step in any job. Materials are generally found in
Who can craft? three ways.
Anyone! Who can succeed in making something useful? Loot: Nothing is useless when you have a party of crafters.
Perhaps a bit of a different story. Crafting is not inherently One of the main sources of materials will be the things you
tied to class, though in some cases some classes may give find - nothing is useless when you have an expert craftsman in
benefits to it (like Artificer); crafting may come from your the party.
background in the form of a tool proficiency, or it may be Gathered: How something is gathered varies on the
something you learn during your adventures following the old profession - in many cases, it can only be gathered when the
adage of necessity being the mother of invention. opportunity arises. Dragon scales, for example, are a lot
Crafting is mostly about the time, effort, knowledge and easier to gather when there is a dead dragon nearby. Be it
materials. As such, most of crafting is knowing the recipe and harvesting rare herbs, monster parts, or minerals, gathering is
having the time and materials needed... but a skilled an opportunity you won't want to pass up.
craftsman works quicker and is more successful, and in this
business practice makes perfect, so there are various Purchased: Rarely will everything you need to craft what you
progression modifiers that apply. Your DM can determine if want fall into you hands without the assistance of the oldest
your background would merit starting your adventure with and most powerful tool of any craftsman - money. When you
any, otherwise guidelines for how to gain them are included. don't have what you need, frequently you can buy it. For some
professions, there will be a lot more than can be purchased,
What can I craft? while others will rely more on the other routes.
Anything! But this guide will is made by a mortal, and is thus
limited in scope. This guide will provide the principles of Selling and Buying Materials
crafting for many fields - from alchemy to engineering to In general, the buying price of a material is it's listed
woodworking. The basis of how crafting works is similar value, and its selling price is usually half of that to
between each field, but the recipes, material, and most an interested property.
important results will be radically different... after all, a Between negotiation, market fluctuation, and DM
healing potion, a catapult, and a magic sword are all things moods, you may get better or worse prices. Note
you can craft, but each the process and result are quite varied. that many materials are simply junk to a party that
The goal of this document is teach you how to get started, does not have a use for them, and will only sell to
and provides the basics that will get you a long way into your interested parties that can use or resell them.
adventure, but not make a complete codex of everything that Threatening to burn down a merchants shop
could potentially be crafted. When you hit something that because they will not offer you the listed price may
doesn't appear in this document, just reference the closest result in an intimidation check, but does not change
items and make a bit of a leap to what extra steps might be market realities and is typically not beneficial to
needed to realize your vision into your D&D world! your reputation.

One may notice that these three sources of materials rather


closely match the three pillars of gameplay - Purchasing
falling into Social interactions, Gathering falling into
Exploration, and Loot falling into Combat. This means that
wherever you go and whatever you do, you can take your
crafting system with you.

3
https://www.patreon.com/KibblesTasty
Recipes If you roll the innovation difficult with all the required
Materials are just stuff without a recipe. Coming in the form ingredients spent toward the check, you learn the recipe,
of techniques, blueprints, or any one of a hundred different and this counts as the first successful crafting roll toward
forms of knowledge, the an essential step of making anything crafting the product of that recipe.
is know how. On failure, all materials put toward the check are lost. On
A recipe alone does not inherently grant success - a recipe success, the recipe is learned, and the materials can be rolled
is just a path that the craftsman can walk, but final product over toward crafting the item; the first crafting check for the
will come down to their skills, materials, and a little luck. item automatically succeeds on that crafting attempt.
Even so, recipes are not created equal. The technique of An innovation roll is as follows:
swordcraft left behind by a grand master of the craft can
contain knowledge that will inherently boost the skills of Recipe Innovation Roll = d20 + your relevant crafting Skill +
anyone following it's techniques. your Wisdom or Intelligence modifier (your choice).
Like materials, recipes can come from three sources.
Found: The world you adventure in is often vast and dotted However a player has acquired their recipes, they are
with the legacies of those that have come before. Frequently encouraged to record their recipes as they would record the
ancient techniques and secrets can be uncovered during your spells they know.
adventurers, hoarded by dragons (...or maybe kobolds earlier
in your adventures!). Losing Your Recipes:
Purchased: As with most things, money can bridge many Recipes are usually going to be recorded as physical
gaps and provide many answers. Either convincing a documents, and consequently must be safeguarded.
craftsman to teach you their technique or buying a potion If a set of Recipes are lost, it will be up to the DM
formula from the alchemists guild, most people in the world to determine how many they might remember by
heart.
will understand that they stand to more to gain by selling fish The following is my recommendation: half their
than by teaching their customers how to fish, so these will recipes + the intelligence modifier are known by
won't come cheap, but can often by attained by establishing heart. Recipes remembered are chosen in the order
good relations... or just dropping a lot of coin. of Invented Recipes > Most Crafted Recipe > Most
Recently Crafted Recipe, and then ordered by which
have been used the most to the least.
How much do Recipes cost? A Feat such as Keen Mind may negate any recipes
How much a recipe costs, or even if it's available, lost.
has a lot of factors behind it and is ultimately up to
the DM, but in general be fairly expensive (to
encourage innovation) but not outrageous
compared to what they make. Roughly 10 times the
Crafting
cost of the materials to make the item.
Materials are just stuff and Recipes are just plans. With both
of them, however, you can craft anything. Crafting turns your
Some Examples: materials into items by way of recipes. While anyone with the
material and recipe could attempt to craft, skill plays an
Healing Potion Recipe: 200 gold. important part.
Tools
Invented!: While many craftsmen and craftswoman tread in The first thing you will need is the actual tools. Most branches
the footsteps of others, those at the cutting edge are those that of crafting has a tool associated with them. While you can try
innovate and invent, stepping beyond what is known (to them). to improvise without those tools, any check made with
More difficult, a recipe is created through trial and effort, and improvised tools will be made with stacking disadvantage,
will frequently leave many broken prototypes as proof of the meaning it rolls an additional die and takes the lower of the
effort. rolled dice, even if you already had disadvantage on the roll,
To invent a recipe, you make an innovation check. This and may be impossible if the improvised tools are deemed
takes 1 hour, and once attempted cannot be attempted again insufficient by the DM. For crafting that requires a skill
until you complete a long rest. You can select materials to instead of a tool, the check is always made at stacking
expend on the innovation check. disadvantage without proficiency in that skill.
If you roll half the innovation difficult or more and did not Proficiency
have the correct materials, you learn the materials needed While having the tool is an important step, proficiency with
for the recipe (this does not require any materials to be the tool is very helpful. With proficiency in the tool, you add
expended). your proficiency to crafting checks. For branches of crafting
If you roll half the innovation difficult or more of the recipe the directly use a skill, proficiency with that skill allows you to
and had the correct ingredients, you learn the innovation add your proficiency to crafting checks. For many simple
difficulty of the recipe and materials needed for the recipe. items, merely have proficiency will ensure that failure to craft
the desired item is all but impossible.

4
https://www.patreon.com/KibblesTasty
Some projects require a single crafting roll, while more Impo
Crafting Time complicated projects can require many rolls.
To attempt to craft an item, you must spend the crafting time If
listed for that item. You spend the crafting time, and make cr
number of checks equal to the number of checks required to If
make the item; if you pass all the checks, the item is ro
completed. If you fail a check, record your progress and stop Th
making checks. To attempt complete the item, you must spend but fo
the crafting time of item again, but the amount of checks
required is reduced by the number of previously completed Craf
checks. Note items have critical failure thresholds that, when
exceeded in the total crafting process, result in the loss of the
time and materials spent on crafting that item.
For example, if a recipe requires 1 hour and three checks,
you would spend 1 hour and roll crafting checks until you W
pass three times or fail once. If you failed on the second check M
but did not meet the critical failure condition, you could d
continue by spending another hour, making checks until you ra
pass twice (as you have already passed once) or fail again, in
repeating the process. e
le
in
Crafting Time too Short?
You'll notice that the crafting times are represented
by hours, not usually workdays or workweeks that Suc
people familiar with the XGE or DMG take on Each
crafting might be familiar with. This is a quite than
intentional deviation. Most
Those systems primarily use time to gate getting crafti
items. This sort of crafting does not really reflect comp
how we think of crafting, nor does it mesh with an
adventure or even a story. While it may work for
On
some games, most games do not have weeks of
ingre
downtime. failur
This crafting system is gated on recipes, crafti
materials, and luck/skill (crafting rolls with checks No
that a skilled enough crafter will automatically pass). crafti
This means given infinite resources a party would proje
be quickly decked out in magical gear, but D&D is addit
not a game a of infinite resources. What this really
does is make crafting materials and recipes as Flaw
valuable items your party can find in loot or get as When
rewards. roles
the re
succe
Skill Ro
Skill marks a progression beyond just tool proficiency. It can will r
be gained, taught, or imparted in a specific process by a that p
recipe. Your skill is added to the crafting roll, and may grant AF
additional benefits depending on the nature of the item being result
crafted. Some recipes will have a minimum skill to use. crafti
See the progression and progress session for more details, count
as well as the specific details for gaining skill in as specified in can c
each branch. regar
qualit
The Crafting Roll some
All of this boils down to the crafting roll. When you want to AC
make progress on an item, you will make a crafting roll. A not a
crafting roll can only be made if you have all the materials and check
the recipe to an item (your DM may allow you to start a and th
complicated project with incomplete materials if appropriate).

5
https://www.patreon.com/KibblesTasty
Summary
While there are a lot of steps, it is all rather straightforward.
To summary and use as a reference during your crafting, here
are is the simple flowchart of how to craft something:
Tell the DM what you would like to craft.
The DM will consult the crafting table to see what you
need (or follow the guidelines from coming up with new
items, as needed).
(Optional) Find or innovate a recipe for something you
want to make.
Gather the materials required.
Spend the crafting time of the recipe and making crafting
rolls (d20 + your proficiency + your crafting skill) until you
accumulate enough successes to be done, or encounter a
failure.
If you encounter a failure, you can spend the crafting time
again to continue crafting.
If you encounter critical failures up to the critical failure
threashold of the item, the time and materials spent so far
are lost.

Things to Keep Track of


As you may track your spells known, there are some
things you should track regarding your crafting
ability.
Your tool proficiencies.
Your crafting skill in a branch of crafting (new).
The recipes you know (new).
Your inprogress items, and the checks made on
them (pass, fail, critical failure); you can track
them as '✓'(pass), '-'(fail) and 'x' (critical failure)

Progression and Progress


Each branch of crafting will have a different way to gain skill
in that field, typically involving a variety of options for gaining
each level of a skill. These are not intended to be something
gained easily or quickly, and scale on a quite exponential
scale. Achieving skill 1 or 2 is fairly easy for adventurers,
while skill 3 is as high as most will ever go. 4 and 5 are
possible, but would be typically represent nearly legendary
skill, and should rarely be awarded.
Consider level 4 or 5 an achievement more in line with level
15 or level 20 respectively, and anything beyond that falling
into epic levels of myth.
In general, an adventurer should track the metrics that will
level up their crafting skill, but such a thing should rarely be
the intent of their actions, but a natural result of using it for an
extended period of time. Typically skill beyond 1 and 2 cannot
be gained by merely making things repeatedly. Keep in mind
the system is very compressed (due to using a d6) and such a
+1 to the crafting roll holds large significance (and should
typically not be given on magic items or otherwise lightly
distributed).

6
https://www.patreon.com/KibblesTasty
Crafting Branches
The principle of potion making it draw the latent magical
Alchemy properties out of materials and distil them into a potent
Alchemy is a crafting art that almost all adventures have some concotion (which is why the materials tend to be rather
degree of interest in the results of. The source of the ever in interchangable to an experienced alchemist), but the raw
demand Healing Potions, it is a versatile trade that fuels source can vary quite a lot.
(sometimes quite literally) the adventuring life. There are two primary methods of acquisition of your
It doesn't take many experiences with the powers of potions magical components out in the wild: harvesting herbs, plants,
for an adventure to consider if they can get away with and substances from the wilderness with an Herbalism kit, or
simmering a healing potion next to the stew over that night's harvasting magical monster parts from, well, monsters, using
cooking fire... of course it's easier said than done for the result a medicine check.
of such things to come away not poisonous. Foraging Materials
Any adventurer that comes back from a bit of down time
with a brace of freshly brewed potions will quickly become Many of the magical ingredients to alchemy can simply be
their peers favorite friend... assuming their potions actually found grothing in the wild, and can be gathered by someone
work. that knows what to look for and spends the time doing just
Alchemy tends to craft more quickly than many branches of that. When traveling at a slow pace through wilderness for 8
crafting, but also fails easily, putting your materials at high hours or more (i.e. not urban land or farmland) you can make
risk when attempting difficult formula. a gathering check with disadvantage. If you dedicate 8 hours
to gathering without traveling, you can make two checks
Related Tool (without disadvantage).
If you have a Herbalism Kit and proficiency with it, you can
Alchemy works using Alchemy Supplies. Attempting to craft add your proficiency modifier to the roll.
a potion without these will almost always be made with
disadvantage, and proficiency with these allows you to add Roll Gathered Ingredients
your proficiency to any alchemy crafting roll.
1-5 1 common
Materials: Ingredients 5-10 2 common
The materials of alchemy are ingredients, these come 10-15 1 common, 1 uncommon
primarily in the form of rare plants and herbs, from magical to
mundane, but can include reagents, minerals, and even 15-20 2 uncommon
monster parts. 20-25 1 uncommon, 1 rare
As there are many different ways to make a potion,
ingredients sorted into categories. These categories include 25+ 1 rare, 1 very rare
curative, reactive, poisonous, and exotic. These each come in
the standard material rarities: common, uncommon, rare, very If more than one ingredient is available for the terrain type
rare, and legendary. you are traveling, roll a d4 for each ingredient found. Each 1 is
A potion may require "3 uncommon curative ingredients", in a curative ingredient found, each 2 is a reactive ingredients
which case any three ingredients can be used so long as the found, each 3 is a poisonous ingredient found, and each 4 is an
are uncommon and curative. exotic ingredients found.

Interchangeable Materials Variant: Locale Based Gathering


Note that with the exception of exotic ingrediants, On the material lists, each locale has specifically
all curative, reactive, and poisonous ingredients are named ingredients. Rather than randomly roll for
interchangeable. This is intentional to drastically the type, the DM can opt to use the ingredients
simplify the crafting process and tracking there of. from that table.
Individual names are included only to deep the
immersion of the finding and buying ingredients,
and can be treated as interchangeable by their label
if preferred.

Harvesting Materials
People like to hear what's in their healing potions about as
much as the like to hear what's in the sausage, and sometimes
that's for good reason.

7
https://www.patreon.com/KibblesTasty
Any potion that is older than twice its shelf life has no effect
Monster Harvesting besides causing the imbiber to become poisoned for 1 minute.
Another somewhat more gruesome source of the essential
catalysts needed for magical ingredients can be harvest from Poison Crafting
magical monsters. Typically a magical monster will be from Another more sinister occupation shares space under the
the categories dragon, monstrosity, elemental, or plant. broader umbrella of Alchemy... poisons. When crafting
Aberrations are too twisted, while beasts are too mundane. poisons, you can a Poisoner's Kit instead of an Alchemist's
For harvesting ingredients from monsters, the monster Supplies, both for being able to craft, and for determining if
most be freshly slain (within the last 8 hours) to make a check. you can add your proficiency (if you are proficient with a
Depending on how the monster was slain, the check may be Poisoner's Kit).
made with disadvantage or even be impossible at the DMs Poisons come in four types; Contact, Ingested, Inhaled, and
discrection (for example a CR 1 creature slain by a fireball Injury. Further details on the poison types can be found in the
may be too charred for any useful remains to be salved). DMG on page 257. Some poisons can be found ready to use
At your DMs descrection, other types of creatures may be from the component part (such as Wyvern poison); these are
harvested. It never hurts to ask! found under ingredients marked with a tag "Special (Injury)"
In order to harvest, you make a harvesting check (one per for some poisonous ingredients.
qualifying monster corpse), make a Wisdom (Medicine) check.
If you meet the DC needed to harvest from that creature, you
gain the ingredients listed in the Gathered Ingredient column.
Monster CR Check DC Gathered Ingredients
1/2 18 1 common
1 19 1 common
2-4 20 2 common
5-8 22 1 uncommon
9-12 24 1 rare
13-16 26 2 rare
16-20 26 1 very rare
20+ 28 1 legendary

Gathering Seems Hard...


It is, and that is absolutely intentional. While healing
potions may grow on trees, the process of
converting time to healing potions has to be
considerably slower than the process of converting
gold or looted materials into potions, as it's, well,
free! Think of it as less the way to get materials and
more a free opportunity to supplement your
supplies in some cases.

Recipe: Formula
The recipes of Alchemy are known as formula, and are
typically in written form, collected in a book by the Alchemist.
Shelf Life & Expired Potions
A unique attribute to alchemy, potions once crafted have a
shelf life of 1 year before coming expired. This shelf life is
shortened to 1 month if the potion contains any reactive
ingredient.
If an expired potion is used or consumed within double its
shelf life, roll a d4. On a 1, you become poisoned for 1 minute.
On a 2 or 3, the potion will work with reduced effect; it's
duration will be halved if it had a duration, and damage or
healing it dealt with by halved. On a 4, it works as expected.

8
https://www.patreon.com/KibblesTasty
Increasing Alchemy Skill Putting it Together: Alchemy
Your Alchemy skill cannot be higher than the higher of your Let's walk through an example. Caius the level 5 Wizard has
Intelligence or Wisdom modifier. You can gain Alchemy skill
the following ways. seen a few too many allies die horribly, and wants to try his
You can get Alchemy Skill 1 by... hand at making a healing potion. What does he do?

Completing 20 potions, or.. Fortunately he has proficiency in Alchemy Tools, but he has
being taught for one week by someone with Alchemy skill 3 no recipe or materials. He can pretty sure that he needs some
or higher. curative ingredients and a glass vial. He goes to the forest and
You can get Alchemy Skill 2 by... spends a day gathering. Spending the whole day, he can make
two gathering checks. He rolls a 5 and 14, resulting in three
Completing 50 rare or rarer potions after achieving uncommon ingredients. Rolling for type, he gets a 1, 1, 3,
Alchemy Skill 1, or...
Inventing 10 potion recipes. resulting in 2 curative ingredients and 1 poisonous ingredient.
Good enough!
You can get Alchemy skill 3 by...
He will now try to invent a healing potion recipe putting up
Inventing 10 rare or rarer potion recipes, or... his two curative ingredients... daring! He makes an innovation
Completing 10 legendary potions, or...
Inventing a legendary potion recipe. roll! He rolls a d20 and gets a 10, and adds his intelligence for
a 15. Not good enough, unfortunately... turns out that's pretty
Other methods may exist at your DMs discretion. Getting hard! He's failed, but as he rolled more than half the DC, he
Alchemy skill of 4 or higher would make you a peerless learns he'd need to get a 18 or higher on his check to learn the
Alchemist, and can only be accomplished at the DMs
discretion. recipe!

That seems hard! He goes an alchemist, and does some


Exotic Ingredients & Potions
While standard potions are made from curative, reactive, or sweet talking. He's not very good at it, so buys everything at
poisonous ingredients, exotic ingredients have specialized market price. 15 gold per curative ingredient, and 500 gold for
effects. When making a potion from these ingredients, the the recipe. It seemed like a good idea at the time.
potions effect is a combination of the effect of the exotic
ingredients added. Now it's time to get down business. He makes spends an
An Exotic Potion (potion brewed entirely from exotic hour to make a crafting check! Spending 2 curative ingredients
ingredients) does not need a recipe and has a crafting time of and a empty glass vial... He has rolls a d6, and gets a 3. He has
1 hour, and a difficult of the difficulty of all the exotic proficiency in Alchemy Tools, and a +3 proficiency. He would
ingredients used added together, with 1 check needed per add his skill here too... but he doesn't have any yet,
exotic ingredient added. unfortunately! That means he has a crafting roll of 6.
An exotic ingredients can be combined with a standard
potion by adding the DC of the standard potion (including the Checking the recipe... the difficult is 5 or more, with only
critical failure condition) to the combined difficulty of the one check! He's done it! He's crafted a healing potion, and it
exotic ingredients. This can result in very powerful potions, only cost him... well, about 561 gold. But now he can go into
but will frequently result in unattainable high difficulty to
make it work, as adding random new components to potions his future adventures armed with this knowledge and craft
typically wrecks the effect. many more healing potions!

A few weeks later, he's amertizing his expenses by crafting


some more healing potions and has acquired an Alchemy Skill of
1 and look at that, he's rolled a 6 on crafting roll! With his +3
from proficiency in alchemy tools and +1 from his alchemy
skill, that's a critical success! Not only does he get a greater
healing potion he can make a free innovation check to learn
greater healing potion recipe.

He rolls his d20 and gets... 20! Adding his +5 Intelligence,


that's a 25! Despite his lack of skill, he's made a breakthrough,
and learns the recipe, just like that!

Looks like making those is a bit harder though... does he


want to risk his curative ingredients when one critical failure
means losing them? Maybe he'll wait till he has the skills to
make success a bit more likely!

9
https://www.patreon.com/KibblesTasty
Alchemy Crafting Table
Crafting Crafting Critical Flawless Innovation
Name Ingredients Difficulty
Time Checks Failure Success Difficulty
1 common reactive

Alchemical Acid 1 common 1 hour 1 checks 4+ 1 Failure 10+ 20


poisonous
Alchemical Fire 2 common reactive 1 hour 1 checks 4+ 1 Failure 10+ 20
2 common curative

Greater Healing Potion 1 uncommon 1 hour 2 checks 5+ 1 Failure 10+ 22


curative
Healing Potion 2 common curative 1 hour 1 checks 4+ 1 Failure 10+ 22
2 uncommon
Oil of Sharpness reactive
1 hour 4 checks 7+ 1 Failure 10+ 26
2 rare poisonous
1 common reactive

1 common
Potion of Animal
poisonous
1 hour 2 checks 5+ 1 Failure 10+ 23
Friendship
1 uncommon
curative
1 uncommon
reactive

1 uncommon
Potion of Clairvoyance 1 hour 3 checks 6+ 1 Failure 10+ 25
poisonous

1 rare curative

1 rare reactive
1 common reactive

1 common
Potion of Climbing poisonous
1 hour 2 checks 5+ 1 Failure 10+ 22
1 uncommon
reactive
1 uncommon
curative

1 uncommon
Potion of Diminution 1 hour 3 checks 6+ 1 Failure 10+ 25
poisonous

1 rare curative

1 rare poisonous
2 uncommon
reactive

Potion of Flying 2 hours 3 checks 8+ 1 Failure 10+ 25


2 rare curative

2 very rare reactive


Potion of Firebreath 3 common reactive 1 hour 2 checks 5+ 1 Failure 10+ 23
1 uncommon
curative

Potion of Gaseous 1 uncommon


1 hour 3 checks 7+ 1 Failure 10+ 23
Form reactive

1 rare curative

1 rare reactive
1 uncommon
curative

1 uncommon
Potion of Growth 1 hour 3 checks 6+ 1 Failure 10+ 23
reactive

1 rare curative

1 rare reactive

10
https://www.patreon.com/KibblesTasty
Alchemy Crafting Table
Crafting Crafting Critical Flawless Innovation
Name Ingredients Difficulty
Time Checks Failure Success Difficulty
1 uncommon curative

1 uncommon reactive

Potion of Heroism 1 hour 3 checks 6+ 1 Failure 10+ 24


1 rare curative

1 rare reactive
2 uncommon reactive

2 rare curative

Potion of Invisibility 2 hours 3 checks 8+ 1 Failure 10+ 25


1 very rare reactive

1 very rare curative


1 uncommon poisonous

Potion of Mind 1 uncommon reactive

2 hours 3 checks 6+ 1 Failure 10+ 24


Reading 1 rare poisonous

1 rare reactive
2 common poisonous

Potion of Poison 1 hour 2 checks 5+ 1 Failure 10+ 22


2 uncommon poisonous
2 uncommon reactive

2 rare reactive

Potion of Speed 2 hour 4 checks 8+ 1 Failure 10+ 25


1 very rare reactive

1 very rare curative


2 common reactive

Potion of Water 1 common curative

2 hour 2 checks 6+ 1 Failure 10+ 22


Breathing 1 uncommon poisonous

1 uncommon reactive
Superior Healing 1 uncommon curative

2 hour 3 checks 7+ 1 Failure 10+ 24


Potion 2 rare curative
2 uncommon curative

Supreme Healing
2 rare curative
2 hours 4 checks 8+ 1 Failure 10+ 26
Potion
2 very rare curative
Common Magical 1 common alchemical
1 hour 1 check 3+ 1 Failure 6+ 14
Ink ingredient
Uncommon Magical 1 uncommon alchemical
1 hour 2 checks 4+ 1 Failure 8+ 15
Ink ingredient
Rare Magical Ink 1 rare alchemical ingredient 1 hour 2 checks 5+ 1 Failure 10+ 16
Very Rare Magical 1 very rare alchemical
1 hour 2 checks 6+ 1 Failure 12+ 16
Ink ingredient
Legendary Magical 1 legendary alchemical
1 hour 2 checks 6+ 1 Failure 12+ 16
Ink ingredient

11
https://www.patreon.com/KibblesTasty
Alchemical Formula Potion of Clairvoyance
Alchemical Acid Potion, rare
Concoction, common When you drink this potion, you gain the effect of the
This sticky, adhesive fluid ignites when exposed to air. As an clairvoyance spell. An eyeball bobs in this yellowish liquid but
action, you can throw this flask up to 20 feet, shattering it on vanishes when the potion is opened.
impact. Make a ranged Attack against a creature or object, Potion of Climbing
treating the alchemist's acid as an Improvised Weapon. On a Potion, uncommon
hit, the target takes 2d4 acid damage.
On critical success: Creates a flask two flasks of alchemical When you drink this potion, you gain a climbing speed equal
acid. to your walking speed for 1 hour. During this time, you have
Alchemical Fire
advantage on Strength (Athletics) checks you make to climb.
The potion is separated into brown, silver, and gray layers
Concoction, common resembling bands of stone. Shaking the bottle fails to mix the
This sticky, adhesive fluid ignites when exposed to air. As an colors.
action, you can throw this flask up to 20 feet, shattering it on Potion of Diminution
impact. Make a ranged Attack against a creature or object, Potion, rare
treating the alchemist's fire as an Improvised Weapon. On a
hit, the target takes 1d4 fire damage at the start of each of its When you drink this potion, you gain the “reduce” effect of the
turns. A creature can end this damage by using its action to enlarge/reduce spell for 1d4 hours (no concentration
make a DC 10 Dexterity check to extinguish the flames. required). The red in the potion’s liquid continuously contracts
On critical success: Creates a flask two flasks of alchemical to a tiny bead and then expands to color the clear liquid
fire. around it. Shaking the bottle fails to interrupt this process.
Greater Healing Potion Potion of Flying
Potion, uncommon Potion, very rare
You regain 4d4 + 4 Hit Points when you drink this potion. The When you drink this potion, you gain a flying speed equal to
potion's red liquid glimmers when agitated. your walking speed for 1 hour and can hover. If you're in the
On critical success: Creates a superior healing potion air when the potion wears off, you fall unless you have some
instead. If you do not know the recipe for superior healing other means of staying aloft. This potion’s clear liquid floats at
potion you may make one free immediate innovation check to the top of its container and has cloudy white impurities
learn it. drifting in it.
Healing Potion Potion of Fire Breath
Potion, common Potion, uncommon
You regain 2d4 + 2 Hit Points when you drink this potion. The After drinking this potion, you can use a bonus action to
potion's red liquid glimmers when agitated. exhale fire at a target within 30 feet of you. The target must
On critical success: Creates a greater healing potion make a DC 13 Dexterity saving throw, taking 4d6 fire damage
instead. If you do not know the recipe for greater healing on a failed save, or half as much damage on a successful one.
potion you may make one free immediate innovation check to The effect ends after you exhale the fire three times or when 1
learn it. hour has passed.
This potion's orange liquid flickers, and
smoke fills the top of the container and wafts out whenever it
Oil of Sharpness is opened.
Oil, very rare
Potion of Gaseous Form
This clear, gelatinous oil sparkles with tiny, ultrathin silver Potion, rare
shards. The oil can coat one slashing or piercing weapon or
up to 5 pieces of slashing or piercing ammunition. Applying When you drink this potion, you gain the effect of the gaseous
the oil takes 1 minute. For 1 hour, the coated item is magical form spell for 1 hour (no concentration required) or until you
and has a +3 bonus to attack and damage rolls. end the effect as a bonus action. This potion’s container seems
to hold fog that moves and pours like water.
Potion of Animal Friendship
Potion, uncommon
When you drink this potion, you can cast the animal
friendship spell (save DC 13) for 1 hour at will.
A murky, muddy potion, it leaves various animal shapes and
tracks on the side of the container as it swirls.

12
https://www.patreon.com/KibblesTasty
.

Potion of Growth Potion of Mind Reading


Potion, rare Potion, rare
When you drink this potion, you gain the “enlarge” effect of When you drink this potion, you gain the effect of the detect
the enlarge/reduce spell for 1d4 hours (no concentration thoughts spell (save DC 13, no concentration required) for 1
required). The red in the potion’s liquid continuously expands hour. The potion’s dense, purple liquid has an ovoid cloud of
from a tiny bead to color the clear liquid around it and then pink floating in it.
contracts. Shaking the bottle fails to interrupt this process. Potion of Poison
Potion of Heroism Potion, uncommon
Potion, rare This concoction looks, smells, and tastes like a potion of
For 1 hour after drinking it, you gain 10 temporary hit points healing or other beneficial potion. However, it is actually
that last for 1 hour. For the same duration, you are under the poison masked by illusion magic. An identify spell reveals its
effect of the bless spell (no concentration required). This blue true nature.
potion bubbles and steams as if boiling. If you drink it, you take 3d6 poison damage, and you must
succeed on a DC 13 Constitution saving throw or be poisoned.
Potion of Invisibility At the start of each of your turns while you are poisoned in
Potion, very rare this way, you take 3d6 poison damage. At the end of each of
your turns, you can repeat the saving throw. On a successful
This potion’s container looks empty but feels as though it save, the poison damage you take on your subsequent turns
holds liquid. When you drink it, you become invisible for 1 decreases by 1d6. The poison ends when the damage
hour. Anything you wear or carry is invisible with you. The decreases to 0.
effect ends early if you attack or cast a spell.

13
https://www.patreon.com/KibblesTasty
Potion of Speed
Potion, very rare
When you drink this potion, you gain the effect of the haste
spell for 1 minute (no concentration required). The potion’s
yellow fluid is streaked with black and swirls on its own.
Potion of Water Breathing
Potion, uncommon
You can breathe underwater for 1 hour after drinking this
potion. Its cloudy green fluid smells of the sea and has a
jellyfish-like bubble floating in it.
Superior Healing Potion
Potion, rare
You regain 8d4 + 8 Hit Points when you drink this potion. The
potion's red liquid glimmers when agitated.
On critical success: Creates a supreme healing potion
instead. If you do not know the recipe for supreme healing
potion you may make one free immediate innovation check to
learn it.
Supreme Healing Potion
Potion, very rare
You regain 10d4 + 20 Hit Points when you drink this potion.
The potion's red liquid glimmers when agitated.
On critical success: Creates a pancea instead. If you do not
know the recipe for pancea you may make one free immediate
innovation check to learn it.
Magical Ink
Component, common/uncommon/rare/very rare/legendary
Magical ink that is used by Enchanters to create scrolls, made
by rendering down magical alchemical ingredients.

14
https://www.patreon.com/KibblesTasty
Poison Crafting Table
Crafting Crafting Critical Flawless Innovation
Name Ingredients Difficulty
Time Checks Failure Success Difficulty
Simple Injury
2 common poisonous 1 hour 2 checks 4+ 1 Failure 10+ 20
Poison
Simple Inhaled 2 common poisonous
1 hour 2 checks 5+ 1 Failure 10+ 22
Poison 1 common reactive
Simple Contact
2 common poisonous 1 hour 2 checks 4+ 1 Failure 10+ 20
Poison
Simple Ingested
2 common poisonous 1 hour 2 checks 4+ 1 Failure 10+ 20
Poison
2 uncommon
Potent Injury Poison 1 hour 2 checks 5+ 1 Failure 12+ 24
poisonous
2 uncommon
Potent Inhaled
poisonous
1 hour 2 checks 6+ 1 Failure 12+ 24
Poison
1 uncommon reactive
Potent Contact 2 uncommon
1 hour 2 checks 5+ 1 Failure 12+ 24
Poison poisonous
Potent Ingested 2 uncommon
1 hour 2 checks 5+ 1 Failure 12+ 24
Poison poisonous
Drow Poison 3 rare poisonous 1 hour 2 checks 6+ 1 Failure 12+ 26

Simple Contact Poison (Contact)


Drow Poison (Injury)
Poison, common
Poison, rare
A creature subjected to this poison must make a Constitution
A creature subjected to this poison must make a Constitution saving throw a DC equal to 8 + the crafting Proficiency used +
saving throw with a DC equal to 8 + the crafting profiency Alchemy Skill. On failure, they take 1d4 Poison damage.
used + Alchemy Skill. On failure, the target becomes poisoned On critical success: Creates a Potent Contact Poison.
for 1 hour. If the saving throw fails by 5 or more, the creature
is also unconscious while poisoned in this way. The creature Simple Ingested Poison (Ingested)
wakes up if it takes damage o if another creature takes an Poison, common
action to shake it awake.
A creature subjected to this poison must make a Constitution
Purple Worm Poison (Injury) saving throw a DC equal to 8 + the crafting Proficiency used +
Poison, very rare, harvested Alchemy Skill. On failure, they take 1d6 Poison damage and
suffer the poisoned condition for 1 hour.
A creature subjected to this poison must make a Constitution
saving throw with a DC equal to 19, taking 12d6 poison Potent Injury Poison (Injury)
damage on a failed save, or half as much damage on a Poison, uncommon
successful save.
A creature subjected to this poison must make a Constution
Simple Injury Poison (Injury) saving throw with a DC equal to 8 + the crafting Proficiency
Poison, common used + Alchemy Skill. On failure, they take 2d6 Poison
damage and become Poisoned for 1 hour. At the end of a
A creature subjected to this poison must make a Constitution poisoned creature's turn, it can repeat the saving throw,
saving throw with a DC equal to 8 + the crafting Proficiency ending the condition on success.
used + Alchemy Skill. On failure, they take 1d6 Poison This poison can be applied to a weapon that deals piercing
damage. or slashing damage, or applied to up to 10 pieces of
On critical success: Creates a Potent Injury Poison. ammunition, and lasts 8 hours once applied.
Simple Inhaled Poison (Inhaled)
Poison, common
A creature subjected to this poison must make a Constitution
saving throw a DC equal to 8 + the crafting Proficiency used +
Alchemy Skill. On failure, they take 1d4 Poison damage.
On critical success: Creates a Potent Inhaled Poison.

15
https://www.patreon.com/KibblesTasty
Potent Inhaled Poison (Inhaled)
Poison, uncommon
A creature subjected to this poison must make a Constitution
saving throw a DC equal to 8 + the crafting Proficiency used +
Alchemy Skill. On failure, they take 2d4 Poison damage and
become Poisoned for 1 hour. At the end of a poisoned
creature's turn, it can repeat the saving throw, ending the
condition on success.
This effect lingers in the area it was released for 1d4
rounds. A strong wind will clear away and disperse the poison.
Potent Contact Poison (Contact)
Poison, uncommon
A creature subjected to this poison must make a Constitution
saving throw a DC equal to 8 + the crafting Proficiency used +
Alchemy Skill. On failure, they take 2d4 Poison damage and
become Poisoned for 1 hour. At the end of a poisoned
creature's turn, it can repeat the saving throw, ending the
condition on success.
Potent Ingested Poison (Ingested)
Poison, uncommon
A creature subjected to this poison must make a Constitution
saving throw a DC equal to 8 + the crafting Proficiency used +
Alchemy Skill. On failure, they take 3d6 Poison damage and
suffer the poisoned condition for 1 hour.

16
https://www.patreon.com/KibblesTasty
Alchemical Ingrediants (Foraging)
Forest Locale
Name Rarity Description Properties Purchase Price
Elfmarks Common Small twisting vines. Curative 10 gold
Fairy Steps Common Tiny white flowers. Curative 10 gold
King's Salvation Common A golden brown root. Curative 10 gold
King's Damnation Common A reddish brown root. Poisonous 10 gold
Catfern Common Green cattail fern. Exotic 10 gold
Silverscale Uncommon Silvery tree bark. Curative 40 gold
Sweetpetal Uncommon Rose-like flower petals Poisonous 40 gold
Dyradtears Rare Small blue flowers Curative 400 gold
Divine Laurel Very Rare Golden leaves. Curative 4,000 gold

Mountains/Caves Locale
Name Rarity Description Properties Purchase Price
Goldbane Common Clumpy yellow powder. Reactive 10 gold
Rare Earth Powders Common Dirt with traces of rare vitamins. Curative 10 gold
Dragongrass Uncommon Red leafy grass. Reactive, Exotic 40 gold
Minebane Uncommon Long black roots that give off smoke. Reactive 40 gold
Crystal Spider Webbing Uncommon Crystaline Webs Poisonous 40 gold

Plains Locale
Name Rarity Description Properties Purchase Price
Lightning Roots Common Still living roots from a tree hit by lightning Reactive 10 gold.
Hoof Thistle Common Small snaring weeds with an unpleasant thistle Curative 10 gold.

Swamps Locale
Name Rarity Description Properties Purchase Price
Drooping Death Common Drooping dead looking ferns. Curative 10 gold

Coastal Locale
Name Rarity Description Properties Purchase Price
Merweed Common Always damp blue leaves. Curative 10 gold
Rotweed Common Seaweed like weeds that give off an unpleasant smell. Poisonous 10 gold.
Oyster Flowers Uncommon Oyster shaped white and blue flowers with an odd smell. Curative 40 gold.

Exotic Locale
Name Rarity Description Properties Gathering Locale Purchase Price
Elemental Earth Rare Loose soil Poisonous Plane of Earth 400 gold
Elemental Fire Rare Ever burning fire Reactive Plane of Fire 400 gold
Elemental Water Rare Water Curative Plane of Water 400 gold
Apple of Arborea Legendary An golden apple. Curative, Exotic Arborea 20,000 gold
Lolth's Laugh Legendary Dark purple flowers. Poisonous Underdark 20,000 gold

17
https://www.patreon.com/KibblesTasty
Alchemical Ingrediants (Monster Harvesting - Monstrosity)
Purchase
Monster Rarity Organ Description Properties
Price
Intact Acid Poisonous,
Ankheg Common Squishy brown organ prone to leaking green stuff 10 gp
Gland Reactive
Pure Veined
Basilisk Uncommon Beedy and hard, almost rocklike in texture. Exotic 40 gp
Eye
Humming with static charge, grinding it can be a
Behir Rare Pristine Scale Reactive 400 gp.
hazardous process.
Bulette Uncommon Pure Liver Fat A giggling geletin like substance with a grey hue. Curative 40 gp
Ram Horn
Chimera Uncommon Scrapped from the inside of the rams horn. Curative 40 gp
Marrow
Cockatrice Common Tongue A hideous worm-like thing that is very tough Exotic 10 gp
A small gland that changes color to whatever surface
Darkmantle Common Pigment Sac Special 10 gp.
it is on.
Unbroken
Death Dog Common Jagged foul smelling fangs. Poisonous 10 gp
fang
Webbing A sticky white substance that must be carefully
Ettercap Common Special 10 gp
Mass handled.
Metalized A heart that has started to turn metallic with iron
Gorgon Uncommon Curative 40 gp
Heart shot through it
Grick Common Pristine beak Incredibly hard surface; shiny when polished. Poisonous 10 gp.
Harpy Common Harpy Claws Sort of like very large chicken feet. Poisonous 10 gp.
Curative,
Hydra Uncommon Hydra Blood Syrupy black liquid with a swamp gas smell 40 gp.
Poisonous
Astral Grey
Kraken Legendary A slimy material with strange properties. Reactive 20,000 gp.
Matter
Pristine Tail A long vicious looking thing that must be carefully
Manicore Common Poisonous 10 gp
Spike ground
Hair snake
Medusa Uncommon Tiny fangs from the snakes of a medusa's hair. Poisonous 40 gp
fangs
Mimic's
Mimic Common An odd organ that keeps changing shape. Exotic 10 gp.
"Heart"
Purple Worm Poisonous,
Very Rare Fang Venum Poison extracted from a Purple Worm's maw 2,000 gp
Poison Exotic
Stinger Poisonous,
Wyvern Rare Poison extracted from the wyvern's tail 1200 gp
Poison Exotic

18
https://www.patreon.com/KibblesTasty
Custom Potions Chewing this grass has the effect of casting dragon's breath
cast upon the person chewing it. It does not require
Ingredient Effects concentration, but it's taste is bad enough it requires a DC 10
Each ingrediant has an effect on it's own. If used as part of a Constitution save to continue chewing it at the start of each of
recipe, these effects are ignored, but these effects determine your turns if you can taste. Brewing it removes the
what an ingredient does when being added to a Custom Constitution saving throw.
Potion. Mimic Heart
For Curative, Reactive, and Poisonous effects, these are Difficulty +3
standard effects. For exotic effects, each ingredient has it's This can be used to make a potion that has the effect of
own effect. Almost anything can be an exotic ingredient at the alter self for 1 hour when consumed.
discretion of your DM, though many things will may not have
much effect, or the effect you hoped for.
Basic Effects
Curative: When brewed into a potion, a Curative ingredient
restores 1d4 hit points per rarity to someone that consumes
the potion. This means that a common curative restores 1d4
hit points, and a legendary curative restores 5d4 hit points.
Reactive: When brewed into a potion, a Reactive ingredient
will cause the potion to deal 1d4 fire damage anything within
5 feet of the potion vial breaking that fails a Dexterity saving
throw of a DC equal to 8 + the alchemist's tools proficiency +
alchemy skill.
When mixed with a Poisonous ingredient, the damage
becomes acid damage.
Poisonous: When brewed into a potion, a Poisonous
ingredient will cause the potion to deal 1d4 poisonous
damage to someone that consumes the potion.
When mixed with a Reactive ingredient, the damage
becomes acid damage.
Appendix A: Special Modifiers
Special (Ice)
A special property of reactive; when added to a
potion or concoction, the resulting product deals cold damage
in place of fire damage.

Appendix B: Exotic Effects


Apple of Arborea
Difficulty +5
Consuming this apple has the effect of greater restoration
cast upon the person that consumes it. If the creature that
consumes it is Good aligned, they gain the of death ward until
they complete a long rest.
Basilisk Eye
Difficulty +3
Grinding this an adding this to a potion makes an creature
that suffers a negative effect from the potion to be under the
effect of slow until the start of their next turn.
Catfern
Difficulty +1
When brewed into a potion, that potion grants darkvision
(60 feet) for 1 hour.
Dragongrass
Difficulty +2

19
https://www.patreon.com/KibblesTasty
20
https://www.patreon.com/KibblesTasty
Blacksmithing Templates
A template covers a type of weapon or armor; for example, a
Blacksmithing is a popular professional interest of two sorts longsword. Once you know the template for something, you
of adventurers: those that want to hit things with heavy metal know the template for it regardless of what you make it from
objects, and those that want a heavy metal object between or what other properties you might add. Without the template
them and the thing hitting them. for a type of object, and crafting roll made to make it is made
While often relying on the town blacksmith to do their work with disadvantage.
for them is a fine option, rolling up your sleeves and doing the Templates can be innovated or taught, and you
work yourself can allow you to express your creativity... and automatically learn a template once you've crafted something
may save you a few coins in the process. using it three times.
Blacksmithing is slow hard work, but has a higher tolerance
for failure than most, and is more dependant on knowing your Techniques
material, as the templates you work from tend to be common Techniques are a bit more complicated, and fall into two
across many of them. cateogories. Techniques for working with metal, which, once
known, apply to all instances of working with the metal
Related Tool regardless of what you are working on. All base materials two
Blacksmithing works using Blacksmiths' Tools. Attempting difficulties associated with them: the base difficulty that is
to craft a potion without these will almost always be made applied if you know the technique, and a higher penalty
with disadvantage, and proficiency with these allows you to difficult applied if you don't know the technique. This difficult
add your proficiency to any Blacksmithing crafting roll. is added to the default difficult (DC) of the crafting roll of a
Moreover, blacskmithing requires the use of a forge in all template.
cases, though your DM may allow you to improvise for small There are additional optional techniques that can be
items. This typically means that in most cases, Blacksmithing applied to add modifiers to a weapon that it would not
is not a portable crafting skill, and relegated to when make a normally have. These are optional and increase the difficult of
stop by town. the craft, but make it a special item with unique nonstandard
properties. These techniques cannot be applied without
knowing them. They must be taught, learned, or innovated
Magical Forges before they can be used, and even once known add difficulty to
The world of D&D is a fantastical place with many the craft (there is no penalty modifier for these, because they
wonders; sometimes you may find locations that cannot be used without having the technique known)
have been constructed in such a way as to leverage
powerful primal powers in the forging technique - a Forges
forge at the heart of volcano or atop an ever frozen Blacksmithing tends to require a proper forge to get any work
glacial, which might imbue items crafted there with done, and this falls outside of the realm of even having to lug
special properties. blacksmith
Flawless Success
Materials: Ingots & Components Unlike some crafting disciplines (like Alchemy), Flawless
The materials of Blacksmith are typically ingots, blocks of Success in Blacksmithing merely means that further checks
metal of different types that can be forged into many things; in are not required, and the crafting succeeds. It does not add
addition to ingots, there are components, such as hafts for any special modifiers, but due to the many-check nature of
polearms and axes, padding for armor, and exotic (usually blacksmithing, it can save you some trouble.
magical) components that may imbue the crafted item with
special properties.
Gathering Materials
Ingots can be found unprocessed, purchased from
merchants, or processed from ore. Typically the refinement
process of ore falls out of the scope of most adventurers, but
with the property facility can be accomplished. You can
process 10 pounds of ore into single 1 lb. ingot in a process
taking 8 hours.
Recipe: Templates & Techniques
The recipes of Blacksmithing come in two flavors: templates
for the designs of the items the want to craft (for example, a
longsword) and techniques for the type of metal they are
working with (for example, iron), and are typically in written
form, collected in a book by the Blacksmith.

21
https://www.patreon.com/KibblesTasty
Custom Weapons Sh
Part of the point of being a blacksmith is break free of the Putting it Together: Blacksminthg
het f
shackles of conformity and be able to create whatever you Let's walk through an example. Arkus the Fighter last saw his
want. This still has to contend with balance of the game, but favorite sword two-thirds of the way into a manticore, and
fortunately weapons in D&D have a template which can be needs a new one.
used to create new weapons while still falling into the
guidelines of what a D&D weapon should be. Consult the He could buy one off the shelf, but he is pretty fussy about
Weapon Building Guide in Appendix B to create new the style and shape, and wants his family name on the sword,
weapons. and the local blacksmiths are charging extra for that, because
Material Cost it's pretty long. He doesn't know much about Blacksmithing,
When crafting something created from the Guide: but his friend, Marlyn the Barbarian does.

Base material is 1 ingot. He's pretty sure he needs some iron ingots, so picks up
Add +2 ingot if it is two handed. three 5-lb. ingots, somehow now realizing there is no way a
Add +3 ingots if it is heavy. Sword would require that many by the weight alone, spending
Add a short haft if is a hafted weapon, or a long haft if it 5 gold each, he's for 15 gold now.
has the reach property.
Marlyn isn't much of a sword gal herself, she's more of an
Difficulty:
axe gal, but she agrees to make a sword - it's just an inferior
When crafting something created from the Guide: axe after all, how hard can it be? She's made weapons before,
Base difficult is 4. so is pretty sure that a scrawny sword wielder isn't swinging
Add +1 for it being a custom weapon. around three ingots of iron, and correctly deduces she'd only
Add +1 if it is martial. need one, even without having the template for swords.
It's innovation difficulty is 25 for the Template. Fortunately, she does know the technique for iron, so there's
Time & Checks no penalty for working with it, just disadvantage from not
Base crafting time is 2 hours & 2 checks. knowing which side of the sword is supposed to be sharp
Add 1 hour for martial. (both of them, as it turns out). But she has proficiency in
Add 1 hour for two-handed. smiths tools', and can add +3 to her roll... a swords difficult as
Number of checks equals number of hours of crafting time. it turns out is just 5, meaning that as long as she doesn't roll a
Increasing Blacksmithing Skill 1 or 2 during the crafting process, she's set.

Your Blacksmithing skill cannot be higher than 1 + (Strength A sword has a crafting time of 4 hours with 4 rolls; she
+ [Intelligence or Wisdom(which is higher)]) modifier divided starts! 3 and 4 with disadvantage for 5 result. Not a great start,
by two (rounded down). You can gain Blacksmithing skill the
following ways. but she passes! 4 and 6 on the next roll, for a 7 result; with
You can get Blacksmithing Skill 1 by... disadvantage that's no critical success, but still a pass. On the
third roll gets a 1 and 5! That's a failure! Fortunately, this isn't
Learning 10 templates, or.. some fussy thing like alchemy. It can still be salvaged, it just
Learning a rare metallurgy technique...
Getting 5 critical success crafting rolls... takes time.
being taught for one week by someone with Blacksmithing Since she had 2 success and 1 failure, she spent 4 hours,
skill 3 or higher. and record two successes against completion, and one failure
You can get Blacksmithing Skill 2 by... toward critical failure where her time and effort would be lost!

Learning 35 templates, or... Starting once more immediately she quickly knocks out the
Innovating 2 new special techniques... last two success needed by avoiding rolling a 1 or 2. A point of
Getting 20 critical success crafting rolls... crafting skill would have gone a long way to making that easier!
You can get Blacksmithing skill 3 by... Still, Arkus has his sword and is happily on his way, thinking it
is the best sword ever... until he sees a shiny pile of admantite
Completing an item using 2 or more legendary materials,
or... ore during his next adventure.
Innovating a new alloy of legendary metals. This time Marlyn in trouble... she has no idea the technique
Other methods may exist at your DMs discretion. Getting to work with that stuff! It's weird black metal that's super hard!
Blacksmithing skill of 4 or higher would make you a peerless That's a +6 to the difficulty, making a simple longsword have a
Blacksmithing, and can only be accomplished at the DMs difficult of 10! Even without disadvantage, she runs a 50%
discretion. chance of losing the material trying to work with it.

22
https://www.patreon.com/KibblesTasty
Blacksmithing Crafting Table
Simple Weapons
Innovation

Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success
Difficulty
Dagger 1 ingot 2 hours 2 checks 4+ 2 Failures 10+ N/A
1 ingots

Handaxe 2 hours 2 checks 4+ 2 Failure 10+ N/A


1 short haft
1 ingots

Javelin 2 hours 2 checks 4+ 2 Failure 10+ N/A


1 short haft
1 ingots

Light Hammer 2 hours 2 checks 4+ 2 Failure 10+ N/A


1 short haft
2 ingot

Mace 2 hours 2 checks 4+ 2 Failure 10+ N/A


1 short haft
2 ingot

Sickle 2 hours 2 checks 4+ 2 Failure 10+ N/A


1 short haft
1 ingot

Spear 2 hours 2 checks 4+ 2 Failure 10+ N/A


1 long haft

Martial Weapons
Innovation

Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success
Difficulty
4 ingot

Battleaxe 3 hours 3 checks 5+ 2 Failures 10+ N/A


1 short haft
3 ingots

Flail 1 short haft


4 hours 4 checks 6+ 2 Failures 10+ N/A
1 short chain
4 ingot

Glaive 4 hours 4 checks 6+ 2 Failures 10+ N/A


1 long haft
6 ingots

Greataxe 3 hours 3 checks 5+ 2 Failures 10+ N/A


1 short haft
Greatsword 6 ingots 4 hours 4 checks 6+ 3 Failures 10+ N/A
4 ingot

Halberd 4 hours 4 checks 6+ 2 Failures 10+ N/A


1 long haft
Longsword 4 ingot 3 hours 3 checks 6+ 2 Failures 10+ N/A
6 ingots

Maul 3 hours 3 checks 5+ 2 Failures 10+ N/A


1 short haft
3 ingots

Morning Star 4 hours 4 checks 6+ 2 Failures 10+ N/A


1 short haft
3 ingot

Pike 4 hours 4 checks 6+ 2 Failures 10+ N/A


1 long haft
Rapier 2 ingot 3 hours 3 checks 7+ 2 Failures 10+ N/A
Scimitar 2 ingot 2 hours 2 checks 6+ 2 Failures 10+ N/A
Shortsword 2 ingot 2 hours 2 checks 6+ 2 Failures 10+ N/A
4 ingot

War Pick 3 hours 3 checks 5+ 2 Failures 10+ N/A


1 short haft
4 ingot

War Hammer 3 hours 3 checks 5+ 2 Failures 10+ N/A


1 short haft

23
https://www.patreon.com/KibblesTasty
Blacksmithing Crafting Table
Medium Armor
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Chain Shirt 10 ingots 5 hours 5 checks 5+ 3 Failures 11+ N/A
Scale Mail 20 ingots 4 hours 4 checks 4+ 4 Failures 10+ N/A
Breastplate 10 ingots 6 hours 6 checks 7+ 3 Failures 12+ N/A
Half-plate 20 ingots 6 hours 6 checks 8+ 4 Failures 14+ N/A

Heavy Armor
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Ring mail 10 ingots 4 hours 4 checks 4+ 3 Failures 11+ N/A
Chain mail 20 ingots 4 hours 4 checks 4+ 4 Failures 10+ N/A
Splint 20 ingots 6 hours 6 checks 7+ 3 Failures 12+ N/A
Plate 30 ingots 8 hours 8 checks 8+ 4 Failures 14+ N/A

Common Goods
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
4 Horseshoes 2 ingots 4 hours 2 checks 5+ 3 Failures 11+ 21
10 Nails 1 ingot 1 hour 1 check 3+ 2 Failures 8+ 18

Exotic Goods
Name Materials Crafting Time Crafting Checks Difficulty Critical Failure Flawless Success Innovation
Wondrous Figurine 1 ingot 8 hours 8 checks 7+ 2 Failures 14+ 24

24
https://www.patreon.com/KibblesTasty
Metalworking Techniques Crafting Base Difficulty: +3
Crafting Penalty: +6 Stee
While typically taught or discovered, a blacksmith may try to comm
discover the technique to work with a metal themselves. The
innovation difficult of a Metal Working technique is 20 + the Th
Crafting Penalty, and requires 3 ingots of that ore to attempt weap
an Innovation Check for. weap
addit
Adamantine how t
uncommon material an ite
An alloy of Adamant with all the hardness and none of the Cra
brittleness used to forge extremely hard armor and weapons. Cra
Armor forged with Adamantine makes you immune to Spec
critical strikes. While
The damage die of an Adamantine weapon is increased be some
+d2 you a
A weapon forged from Adamantine gains the "Special: difficu
Critical Strikes with this weapon destroy nonmagical Diffic
weapons, shields or armor the defending creature that are have
not forged from Adamantine (only one item is destroyed
per critical strike)". Aero
You fo
Crafting Base Difficulty: +4 with p
Crafting Pentalty: +8 weap
Cold Iron
the T
incre
common material Cra
Superior in durability to Iron, and also known as Meteoric
Iron. Can be used to forged slightly inferior (but easier to Mas
make) armor and weapons. Attempting to make armor from You fo
pure iron lowers it's AC by 1. Attempting to make weapons out weap
of this substance grants them the Fragile property. techn
Crafting Base Difficulty: 0 mater
Crafting Penalty: +1 Cra
Iron
Cra
commong material Wei
Cheaper and easier to work with than steel, though lacking Prere
it's superior durability. Often used as a basis for common and You
exotic goods due to being cheaper and easier to work with. weap
Cannot be used to forge useful armor or weapons due to being prope
too soft. prope
Crafting Base Difficulty: 0 Cra
Crafting Penalty: +1
Mithral
uncommon material
Mithral is a strong lightweight metal that can be used to
craft armor and weapons of superior quality.
A weapon with the Heavy property crafted with Mithral
loses the heavy property.
A weapon without the Heavy property crafted with Mithral
gains the Light property.
Armor with Disadvantage to Stealth crafted from Mithral
no longer requires disadvantage to stealth.
Heavy Armor without Disadvantage to Stealth only
requires proficiency in Medium armor to wear without
penalty. Medium armor without Disadvantage to Stealth
only requires proficiency in Light armor to wear without
Proficiency.

25
https://www.patreon.com/KibblesTasty
26
https://www.patreon.com/KibblesTasty
Appendix A: Metal Descriptions Silver
Adamant
This relatively common valuable metal is the most associated
with and suitable for magic, and has a shiny grey - almost
This is the pure metal form of the hard, jet-black white - appearance. Very bright shine when polished.
ferromagnetic ore known as adamantite, from which the
famous alloy adamantine is made. Adamant is rarely found in Steel
nature, but when it is, it is always be in large spherical pockets A very robust alloy of Iron and Carbon favored for its superior
in hardened volcanic flows. durability and hardness, it is dark grey.
Adamant is a gleaming, glossy black. Any reflections seen in
it acquire rainbow edges, and this peculiar optical property is
the sure-fire way to identify this surprisingly light, valuable
metal.
Adamantine
This alloy, of five-eighths adamant to two-eighths silver and
one-eighth electrum (itself a natural alloy of silver and
gold)
retains the hardness of adamant, but combines it with a
rugged durability that makes adamantine so hard to shatter
that it is the favored substance for the making of war hammer
heads, the best nonmithral armor, and harbor chains.
Adamantine is black, but has a clear green sheen in
candlelighta sheen that sharpens to purple-white under the
light given off by most magical radiances and by will-o’-wisps
Brass
A common well known alloy of copper and zink, it's a yellow-
ish metal somewhat resembling gold, having a bright, shiny,
appearance.
Copper
This well-known pure metal, with its distinctive pinkish sheen,
is the best widely available purifier and amalgamator
among
metals. It is soft and easily worked, and widely known.
Electrum
A natural alloy of silver and gold.
Gold
This well-known pure metal is the softest of workable metallic
substances, and one of the best conductors among them.
Despite its high value, it is relatively common and is favored
for use in ornamentation in the making of magical items.
Lead
A heavy but soft natural metal. It has a dark grey appearance
with low luster. While heavy and too soft for armor or
weapons, it does have useful properties due to being largely
impenetrable to magical effects, with a thin layer blocking
magical sight and some types of teleportation through walls.
Mithral
Known as truemetal to the dwarves, this silvery-blue, shining
metal is derived from soft, glittering, silvery-black ore found in
rare veins and pockets all over.
Mithral is the lightest and most supple of metals hard
enough to be used in the making of armor; it is extremely
valuable.

27
https://www.patreon.com/KibblesTasty
Appendix B: Weapon Template Step 4: Set Damage Die/Dice...
At first glance, it seems that the weapon selection in 5e D&D You can divide your damage die into smaller dice that equal
is quite limited, but with a little knowledge of the system, you the same total. For example, a d12 can become 2d6 or 3d4.
can largely expose that template that builds those weapon,
and from there, well, the local blacksmith is the only limitation Step 5: Select Damage Type
to the weapons you can find! Type Effect
Weapon Creation Template Slashing --
To create a weapon, you take a d6, go through five steps to Piercing --
determine the final damage and properties of the weapon.
Bludgeoning --
Step 1: Select one of...
Property Modifier Notes Notes:
Simple --
Dividing the damage die will raise the average damage by
0.5, but is considered equal by the template (as can be seen
Martial +d2 Becomes martial weapon. with Greataxe and Greatsword)
Thrown can be ranged weapons instead of melee weapons
Step 2: Select one of... (example: Dart)
The DM can waive the restriction on Heavy property
Property Modifier Notes requiring Two-Handed property.
Light -d2
Finesse is odd to account for that Rapiers were designed
to be too strong.
None --
Not-so-common Weapons.
Versatile -- +d2 when wielded with two hands.
Taking the formula, we can now make all the missing
Two-Handed +d2 weapons of the game world. While these weapons should not
necessarily be assumed to exist and are not starting gear,
Step 3: Select all that apply... perhaps you can craft them, convince the local blacksmith to
give your idea a go, or find these as loot early in your
Property Modifier Notes adventures - the strongest of these weapons tend to still fall
Reach -d2 below the threshold of Uncommon, but some will be more
powerful for some builds than common starting gear
Finesse -d2
Free if the weapon is Light or has no weapons.
other properties. Below are some results of the template. Note that all
Thrown -- weapons (even if they are created by the template) only count
under existing weapon proficiency at the discretion of your
Heavy +d2 Requires two-handed. DM.
Simple Weapons
Weapon Cost Damage Weight Properties
Finesse Spear 1 gp 1d4 2 lbs. Finesse, Versatile (1d6).
Sturdy 10-Foot Pole 1 sp 1d6 9 lbs. Reach, Two-handed.
Chain 5 gp 1d4 10lbs. Reach.
Heavy Greatclub 3sp 1d10 15 lbs. Two-handed, Heavy.

Martial Weapons
Weapon Cost Damage Weight Properties
War Spear 5 gp 1d8 piercing 2 lbs. Versatile (1d10).
Long Chain Flail 15 gp 1d6 piercing 12 lbs. Reach.
Finesse Glaive 20 gp 1d4 slashing 5 lbs Versatile(1d6), Reach, Finesse.
Saber 25 gp 1d8 slashing 2 lbs. Finesse
Broadsword 15 gp 2d4 slashing 3 lbs. --
Katana 20 gp 1d6 slashing 2 lbs. Vestatile (2d4), Finesse

28
https://www.patreon.com/KibblesTasty
The ink used in to create scrolls must be a special Ma
Enchanting formulation that allows it to contain the magical essence some
Enchanting is a hard and expensive profession, but one behind the glyphs, script, runes, and words that make up a rathe
eagerly pursued by many all the same. The makers of magical scroll. This ink is created by alchemist, but can be essen
miracles, the craftsmen of wonder, no profession has a more purchased at the below rates: may b
direct representation in the field most adventurers hold most broke
dear than the Enchanter, for their domain encompasses the
Reagent Price can b
large majority of magical items. the es
Common Magical Ink 10 gp quart
An item need not pass through an enchanters hands to be Common Parchment 1 sp proce
magical, indeed many a blacksmith has forged a magical blade has a
with the right materials, but the true wonder of enchantment Uncommon Magical Ink 50 gp
is to turn the mundane magical. An enchanter can turn even Uncommon Parchment 50 gp
the most base and commonplace item into something
wonderful and powerful, and when given the headstart of Rare Magical Ink 200 gp
working with an already well crafted item can craft things of Rare Parchment 200 gp
legend.
Enchanting also encompasses the field of creating scrolls. Very Rare Magical Ink 5,000 gp
While Infusionsmiths and Wizards have an edge in this Very Rare Parchment 5,000 gp
department due to the library of written form spells, it is not
exclusively their domain. Legendary Magical Ink 10,000 gp
Legendary Parchment 10,000 gp
Related Skill
Enchanting does can draw from several proficiencies Spell Slot Replacement for Essences
depending on the specifics of the craft. There is no one tool An enchanter can replace a generic essence in an
that represents all of enchanting, but instead skill in Arcana enchanting recipe with a spell slot if they have the Spell
will serve as the basis of the Enchanting crafting branch. Casting feature. An common arcane essence can be replaced
In addition to that, for those that want to pursue the by three Artificer or Wizard spell slots of 1st or 2nd level, an
creation of scrolls, they will need proficiency with uncommon arcane essence by three Artificer or Wizard spell
Calligrapher's Tools, while items under the jewelry section slots of 3rd or 4th level, a rare arcane essence with three
predictably require Jeweler's Tools. Artificer or Wizard spell slots of 5th or 6th level, a very rare
Materials: Reagents arcane essence by three Wizard spell slots of 7th or 8th level,
and a legendary arcane essence by three Wizard spell slots of
The materials for Enchanting is reagents. Much like with the 9th level.
Alchemy, the important aspect of a material consumed by Likewise, Clerics and Paladins can provide Divine Essence
Enchanting is it's magical essence which is extracted, distilled, following the same ratio and slot levels, and Druids and
or refined from the reagent and into the magical item. As Rangers can provide primal essence following the same ratio
such, the exact nature of the material is often less important and slot levels.
than the magical essence it contains, and are consequently All spell slots must be consumed on the first crafting check
categorized by such. made for crafting an item, and must be spent again if the
Reagents can have primal essence, arcane essence, or crafting fails and continues. The spell slots can be provided by
divine essence, which type coming in each potential rarity of different creatures, but for each additional creature providing
common, uncommon, rare, very rare, and legendary. a spell slot that is not the crafter, the crafting difficulty is
There are also various materials needed depending on the increased by 1.
type of enchantment being pursued. Scrolls beyond the 1st
level require magical ink and parchment of varying rarities to
contain the magic within. Essence of Sorcerers?
Jewelry is often made easier by working with more precious A Sorcerer essence depends on their Origin. A
and magically inclined materials. Dragon or Wild Sorcerer provides primal essence, a
Divine Soul provides divine essence, and a Shadow
Ink & Parchment Sorcerer provides arcane essence. These may vary
Ink & Parchment used in scrolls is typically purchased, and based on your character and the DMs preference.
below are the table prices. Some types of rare parchment my
be processed from rare alchemical ingredients by an
alchemist or from the hides of magical creatures by a Finding and Salvaging Essence
leatherworker. If they are found as part of treasure, they are
calculated as any other precious non-currency treasure would
be calculated.

29
https://www.patreon.com/KibblesTasty
Recipe: Formula
The recipes of Enchanting are Formula. For scrolls, the
formula having the spell recorded in written from. For an
Infusionsmith, having them written in the Spell Manual
counts. For a Wizard, having them recorded in the Spell Book
counts. Anyone without these features will have to start their
Formula book from scratch on spells. To transcipe a spell to
your Formula book, you must find a written copy of the spell,
such as spell scroll to copy; to copy it into your spell book
requires 50 gold of materials and 1 hour of time per level of
the spell.
For a spell, an Enchanter can only attempt to create a scroll
for which they do not have the formula if they could otherwise
cast the spell normally, in which case their crafting roll has
disadvantage. Without the formula or the ability to cast the
spell, creation of a scroll cannot be attempted.
For wondrous items, the recorded Formula must be
discovered through innovation, found, or taught as normal and
recorded as a known Formula. Without the known Formula
for a magic item or any check made to craft the subsequent
item is made with disadvantage.
Flawless Success
Unlike some crafting disciplines (like Alchemy), Flawless
Success in Enchanting merely means that further checks are
not required, and the crafting succeeds.
Increasing Enchanting Skill
Your Enchanting skill cannot be higher than your Intelligence
modifier. You can gain Enchanting skill the following ways.
You can get Enchanting Skill 1 by...
Creating 10 spell scrolls, or..
Creating an uncommon magical item...
Getting 5 critical successes crafting rolls...
being taught for one week by someone with Enchanting
skill 3 or higher.
You can get Enchanting Skill 2 by...
Creating 10 spell scrolls of 4th level or higher...
Innovating 5 rare magical item Formula...
Creating a rare magical item...
Getting 20 critical successes crafting rolls...
You can get Enchanting skill 3 by...
Creating a legendary magical item...
Creating a spell scroll for a 9th level spell...
Other methods may exist at your DMs discretion. Getting
Enchanting skill of 4 or higher would make you a peerless
Enchanter, and can only be accomplished at the DMs
discretion.

Variant: Spellcrafting
Add spell crafting variant rules here, subject to DM
approval.

30
https://www.patreon.com/KibblesTasty
Scroll Crafting Table
Arcane Spells
Crafting Crafting Critical Flawless Innovation
Name Materials Difficulty
Time Checks Failure Success Difficulty
1 common arcane essence

Cantrip 1 common magical ink


1 hours 1 checks 3+ 1 Failures 3+ N/A
1 common parchment
1 common arcane essence

1st Level
1 common magical ink
1 hours 1 checks 4+ 1 Failures 4+ N/A
Spell
1 common parchment
1 common arcane essence

2nd Level
2 common magical ink
1 hours 1 checks 5+ 1 Failures 5+ N/A
Spell
1 common parchment
1 uncommon arcane
3rd Level essence

2 hours 2 checks 5+ 1 Failures 10+ N/A


Spell 1 uncommon magical ink

1 uncommon parchment
1 uncommon arcane
4th Level essence

2 hours 2 checks 6+ 1 Failures 12+ N/A


Spell 2 uncommon magical ink

1 uncommon parchment
1 rare arcane essence

5th Level
1 rare magical ink
3 hours 3 checks 6+ 1 Failures 12+ N/A
Spell
1 rare parchment
1 rare arcane essence

6th Level
2 rare magical ink
3 hours 3 checks 7+ 1 Failures 14+ N/A
Spell
1 rare parchment
1 very rare arcane essence

7th Level
1 very rare magical ink
4 hours 4 checks 7+ 2 Failures 14+ N/A
Spell
1 very rare parchment
1 very rare arcane essence

8th Level
2 very rare magical ink
4 hours 4 checks 8+ 2 Failures 16+ N/A
Spell
1 very rare parchment
1 legendary arcane essence
9th Level
1 legendary magical ink
8 hours 8 checks 8+ 2 Failures 24+ N/A
Spell
1 legendary parchment

31
https://www.patreon.com/KibblesTasty
Wondrous Item Crafting Table
Crafting Crafting Critical Flawless Innovation
Name Materials Difficulty
Time Checks Failure Success Difficulty
1 bag

1 scroll of Leomund's secret


chest

Bag of Holding 1 scroll of arcane gate


4 checks 4 hours 6+ 2 Failures 11+ 15
1 scroll of Drawmij's instant
summons

2 uncommon arcane essence


1 broom

1 scroll of levitate

Broom of Flying 1 scroll of fly


6 checks 6 hours 6+ 3 Failures 11+ 16
1 scroll of animate object

2 uncommon arcane essence


1 belt

1 heart of a hill giant

Belt of Hill Giant


1 scroll of alter self
5 checks 5 hours 7+ 3 Failures 12+ 16
Strength
1 scroll of enlarge/reduce

2 rare primal essence


1 belt

1 heart of a stone giant

Belt of Stone Giant 1 scroll of flesh to stone

6 checks 6 hours 8+ 3 Failures 15+ 18


Strength 1 scroll of enlarge/reduce

1 scroll of stoneskin

2 very rare primal essence


1 leather cap

Cap of Water 1 scroll of water breathing


4 checks 4 hours 4+ 2 Failures 10+ 12
Breathing 1 uncommon arcane essence

1 uncommon primal essence


1 circlet worth at least 50 gp

1 scroll of scorching ray

Circlet of Blasting 4 checks 4 hours 5+ 3 Failures 10+ 13


1 uncommon arcane essence

1 uncommon primal essence


1 pair of goggles

1 scroll of darkvision

Goggles of Night 4 hours 4 checks 4+ 3 Failures 9+ 12


2 uncommon arcane essence

1 uncommon primal essence


1 pearl worth 200 gp

Pearl of Power 4 checks 4 hours 4+ 3 Failures 11+ 14


6 uncommon arcane essence
1 necklace worth 200 gp

1 scroll of protection from


poison

Periapt of Health 1 scroll of purify food and 4 checks 4 hours 4+ 3 Failures 11+ 14
drink

1 scroll of lesser restoration

2 uncommon divine essence


1 pair of stones worth 50 gp

1 scroll of message

Sending Stones 4 hours 4 checks 4+ 2 Failures 9+ 15


1 scroll of sending

2 uncommon arcane essence


1 ring worth 200 gp

1 scroll of shield of faith

1 scroll of mage armor

Ring of Protection 1 scroll of protection from 6 hours 6 checks 7+ 4 Failures 14+ 16


energy

1 rare arcane essence

1 rare divine essence

32
https://www.patreon.com/KibblesTasty
Weapon Enchanting Table
Crafting Crafting Critical Flawless Innovation
Name Materials Difficulty
Time Checks Failure Success Difficulty
1 nonmagical simple or martial weapon
+1
1 scroll of magic weapon
4 hours 4 checks 6+ 4 Failures 11+ 14
Weapon
3 uncommon arcane essence
1 a weapon forged as a +1 weapon by a
+2 Blaksmith

5 hours 5 checks 7+ 4 Failures 15+ 15


Weapon 1 scroll of magic weapon

3 uncommon arcane essence


1 nonmagical simple or martial weapon
+2 1 scroll of magic weapon

6 hours 6 checks 7+ 4 Failures 15+ 15


Weapon 1 scroll of Mordenkainen's sword

3 rare arcane essence


1 axe

1 scroll of haste

Berserker
1 scroll of crown of madness
5 checks 5 hours 7+ 4 Failures 14+ 16
Axe
1 rare arcane essence

1 rare primal essence

33
https://www.patreon.com/KibblesTasty
Armor Enchanting Table
Crafting Crafting Critical Flawless Innovation
Name Materials Difficulty
Time Checks Failure Success Difficulty
1 nonmagical shield

1 scroll of mage armor

+1 Shield 4 hours 4 checks 6+ 4 Failures 18+ 14


1 scroll of shield

3 uncommon arcane essence


1 nonmagical set of armor

1 scroll of mage armor

1 scroll of blade ward

+1 Armor 1 scroll of shield of faith


6 hours 6 checks 7+ 4 Failures 19+ 16
1 scroll of sanctuary

1 rare arcane essence

1 rare divine essence


1 nomagical shield worth 400 gp

1 scrolls of animate object

1 scroll of warding bond

Animated Shield 8 hours 8 checks 8+ 4 Failures 20+ 20


1 scroll of wall of force

1 scroll of Tenser's transformation

3 very rare arcane essence


1 nonmagical set of plate armor

1 scroll of resistance

Armor of 4 Failures
1 scroll of protection from energy
8 hours 8 checks 7+ 16 20
Resistance *
2 rare arcane essence

1 rare primal essence


1 plate armor that Armor of

Armor of
Resistance enchanted was 2 hours 2 checks 4+ 2 Failures 16 N/A.
Vulnerability
attempted on and failed
1 nonmagical shield

1 scroll of cordon of arrows


Arrow Catching
1 scroll of gust of wind
4 hours 4 checks 5+ 4 Failures 15+ 12
Shield
1 uncommon arcane essence

1 uncommon primal essence


1 scroll of prestidigitation

Cast-Off Armor 1 set of nonmagical armor


2 hours 2 checks 4+ 4 Failures 12+ 12
2 common arcane essecne
1 set of studded leather armor

1 scroll of minor illusion

Glamoured
1 scroll of disguise self
6 hours 6 checks 6+ 4 Failures 14+ 14
Studded Leather
1 scroll of silent image

2 rare arcane essence


1 nonmagical shield worth 400 gp

1 scroll of protection from energy

Spellguard Shield 1 scroll of glyph of warding


8 hours 8 checks 8+ 4 Failures 20 20
1 scroll of freedom of movement

1 scroll of antimagic field

34
https://www.patreon.com/KibblesTasty
Appendix B: Examples of Essences
Essences
Name Essence Value Origin
Hill Giant Heart Rare Primal Essence 500 gp The flabby heart of a hill giant.
Stone Giant Heart Very Rare Primal Essence 500 gp The rocky heart of a stone giant.

35
https://www.patreon.com/KibblesTasty
Appendix C: Scroll Materials
Scroll Materials
Name Rarity Value Origin
Dragonhide Leather Legendary 10,000 gp Harvest from dragons and treated by leatherworkers in a difficult process.

https://www.patreon.com/KibblesTasty
  This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like