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Dnd 5e Crafting Rules Dmg



  1. Dnd 5e Crafting Rules Dmg 1
  2. Dnd 5e Dmg Types

I wanted to encourage my players to do a bit of crafting. Since the rules are kind of spread out between the PHB and DMG, I wrote a couple pages out on Homebrewery to consolidate everything with the house rules we'd be using. Mostly it's RAW, with modifications on prices for consumables and the addition of the option to build a workshop. Crafting and Harvesting Poison During downtime between adventures, a character can use the crafting rules in the Player’s Handbook to create basic poison if the character has proficiency with a poisoner’s kit. At your discretion, the character can craft other kinds of poison. Not all poison ingredients.

Questionable Arcana Crafting System
Item Crafting RulesArtwork Crafting Rules
The Artisan's Tools
Alchemist's SuppliesBrewer's Supplies
Calligrapher's SuppliesCarpenter's Tools
Cartographer's ToolsCobbler's Tools
Cook's UtensilsGlassblower's Tools
Jeweler's ToolsLeatherworker's Tools
Mason's ToolsPainter's Supplies
Poisoner's KitPotter's Tools
Smith's ToolsTinker's Tools
Weaver's ToolsWoodcarver's Tools
Other Homebrew Rules
Critical Hit ChartsWild Magic
More Martial ActionsD&D Drinking Game

IMPORTANT NOTICE: Although this crafting system leverages many existing mechanics published under the 5e SRD and OGL, the final product is completely home-brewed. The finer details of this system are still being revised, and those changes will slowly be introduced into this document. However, the system as a whole is totally functional and ready to be used in any campaign. Furthermore, the rules and concepts discussed are intended to work in-tandem with the expanded artisan's tools rules found in Xanathar's Guide to Everything. If nothing else I hope this document and its siblings can be used as a source of guidance and inspiration for whatever crafting system you decide to go with.

Updates – 2017/06/03
  • Created the “Artisan’s Tools Properties” table.
  • Modified the Crafting Progress Roll to use the Base GP value from the “Artisan’s Tools Properties” table instead of a flat 5 GP for all tools.
  • Added a base crafting cost for each key which can be found in the “Artisan’s Tools Properties” table.
  • Expanded on rules for multiple artists crafting the same item.

The typical player’s desire to craft items from the Player’s Handbook often results in them overlooking more creative crafting options. One such example of this is using artisan’s tools to create fine art.

Anybody who has wandered through an art gallery knows that there is a great deal of interest in artwork produced by a talented painter or woodcarver. Most people simply observe the art and move on, but sometimes a prospective buyer will appear and after some careful negotiation with the artist a sale is made. Alternatively the creative genius may decide that hustling a sale is not their forte and opt to have a merchant handling the sales process.

Both options are legitimate real world examples of art trade in action, and I recommend allowing your players to exercise both options. I am going to leave the finer details of direct sales process in the hands of the DM, however I would like to present some guidelines that should help simplify the process as a whole.

This system is meant to be used in conjunction with the the Questionable Arcana Crafting System, however the concepts discussed can be applied to any crafting system you decide to use in your campaign.

Questionable Arcana Item Crafting Rules At A Glance

Does zephyr not do full dmg. Overview: The Questionable Arcana Crafting System is a homebrew set of rules that builds on the RAW crafting system. The goal of the system is to increase the rate that items are crafted while introducing an element of variability(aka dice rolling).

Crafting Requirements

  1. A Lead Artisan - An artisan with the appropriate tool who can lead the crafting process.
  2. Crafting Materials - Materials to craft with. The items should be valued at 50% market value for mundane items and 100% market value for magical items.
  3. Means of Production - Any special equipment or location requirements such as a forge for blacksmiths.
  4. Instructions - Memorized instructions for mundane items or a written blueprint for magical items.
  5. Labor - Time and energy measured in 8 hour increments and proficiency dice rolls!

Crafting Capabilities Definitions

  • LEAD - You can serve as the lead artisan when creating this item.
  • ASSIST - You can work under a lead artisan to create this item.
  • OPTIONAL - You could potentially create a non-RAW version of this item at the DM's discretion.
  • N/A - You cannot use this toolkit to contribute to the creation of this item.
  • SPECIAL - Special cases defined on a case by case basis.

Crafting GP Progression Formula

[PROGRESS IN GP] = 5 + (Proficiency_Dice_Roll * 5)

Important Disclaimer: The Questionable Arcana Crafting Rules and lists are not official material. The concepts and ideas provided by this write-up are simply suggestions. I happen to think they are good suggestions, but ultimately your table's DM has the final say when it comes to any and all crafting rulings.

Crafting Artwork

The first step of making a sale it the actual creation of an item. Ideally we would use the gold based crafting system to keep things consistent, but the problem is we need to have a set item value for the system to work. Finding this value for a work of art can prove to be very difficult in the inexact science of artwork appraisal.

To solve this issue we need to change the way the item’s value is assessed. Instead of using GP as a progress bar like we would if we were crafting a spear or a plate mail, we will use a combination of crafting rolls and ability checks to progressively increase(or decrease) the GP value estimate of a work of art.

We handle this process by requiring the artist to make two rolls, an artisan tool ability check followed by value modifying roll. The rolls and other aspects of the crafting and selling process are modified by values included in the following table:

Artisan’s Tools Properties

Dnd 5e Crafting Rules Dmg 1

Artisan’s ToolsBase Cost Per DayBase GP ProgressSpecial Properties
Alchemist’s Supplies5 GP5 GPNone
Brewer’s Supplies1 GP5 GPAle: Able to find a buyer in 1/3rd the time.
Wine/Liquor: +20 to roll modifier on the “Selling a Magic Item” table.
Calligrapher’s supplies1 GP5 GPGranted one inspiration die for crafting artwork per day.
Carpenter’s Tools5 GP10 GPSelling products takes half as many days(rounded down) to find a buyer.
Cartographer’s Tools1 GP1 GPCannot get lost in areas you have mapped except by magical means.
Cobbler’s Tools1 GP5 GPSelling products takes half as many days(rounded down) to find a buyer.
Cook’s Utensils1 GP5 GPFinding a buyer only takes 1 day, but unsold products are thrown out.
Glassblower’s Tools1 GP10 GP+10 to the roll modifier on the “Selling a Magic Item” table when selling your glasswork.
Jeweler’s Tools1 GP + material cost of gemstones (minimum 10 GP)5 GP + material value of gemstones (minimum 10 GP)Granted one inspiration die for crafting artwork per day. Gemstone costs are not lost if crafting fails.
Leatherworker’s Tools1 GP5 GPNone
Mason’s Tools5 GP10 GPGranted one inspiration die for crafting artwork per day and can apply “finishing touches” to any project they work on.
Painter’s Supplies1 GP10 GPGranted one inspiration die for crafting artwork per day. Also granted the ability to put “finishing touches” on artwork.
Potter’s Tools1 GP5 GPSelling products takes half as many days(rounded down) to find a buyer.
Smith’s Tools5 GP0 GPNone
Tinker’s Tools5 GP5 GPNone
Weaver’s Tools1 GP5 GPSelling products takes half as many days(rounded down) to find a buyer.
Woodcarver’s Tools1 GP5 GPNone

Note that some tools such as the Jeweler’s Kit have special rules surrounding the materials used in the crafting process. For more in-depth information on those rules please reference the individual documents linked in the table above.

The Artisan’s Tool Ability Check

The type of ability check required is determined by the DM but should reflect the activity taking place. Below are a few examples of these ability checks:

  • An artist meticulously carving a small griffon figurine out of soft wood would need to make Dexterity(Woodcarver’s Tools) check.
  • An artist creating a large abstract statue from solid oak may need to make a Strength(Woodcarver’s Tools) check.
  • A team of artisans turning a mountainside into a statue of a king may be led by one artist making Intelligence(Mason’s Tools) checks, and several hirelings making Strength(Mason’s Tools) checks

Once the type of check is determined, the ability check DC is determined based on the estimated value of the item. The formula I recommend for determining the ability check DC is as follows:

Artisan’s Tool Ability Check Formula

Ability Check DC* = [Item’s Current GP estimate]** / 10

Values are rounded down and the Max DC is 20

**Does not include the value of materials used to create the artwork. For example the value of any gemstones installed using a jeweler’s kit is not used to calculate the ability check DC.

Once the artist has decided to make the ability check, the must immediately remove the kit’s base crafting cost from the “Artisan’s Tools Properties” table worth of crafting materials from their inventory. If the player has access to a market, they can buy these materials the same day they do the crafting. If the character is away from a market(for example if they are on a long boat ride) then they are allowed to pay the gold up front to stockpile resources. Track however many days worth of resources the character has as an inventory item.

The Crafting Progress Check

If the artist passes the ability check they are then able to use a modified version of the Questionable Arcana gold based crafting system to increase the items GP value estimate. The formula can be found below:

Crafting Progress Check

Crafting Progress Check = [Base GP Progress] + ([Proficiency Dice Roll] * 5)

Should the user fail the ability check no progress is made. If the user fails the check by 5 or more they must once again roll their crafting dice, but deduct the result from the items value estimate.Dnd 5e Crafting Rules Dmg

As an example a level 5 character with woodcarver’s tools proficiency working on a figurine of a minotaur with an estimated value of 125 GP would need to roll a DC 12 Dexterity(woodcarver’s tools) check. If they succeed they are then able add 5+(1d6*5) to the figurine’s value estimate.

Using Additional Artisanal Materials

Finally the artisan is able to use materials purchased on the market to help ensure their artwork will increase in value. Purchasing 10 GP worth of luxury crafting materials on the market allows the artisan to gain advantage on their ability check. After all, it is likely that a wooden minotaur figurine with a glossy varnish would likely be perceived as more valuable than a one simply carved out of wood. The artisan can purchase the materials at any time, but they must decide to use the materials before the ability check is made.

The artisan is permitted to stop or start working at any point, and if they are satisfied with the items valuation the next step of the process is to decide if they want to keep or sell their artwork. However, should an item be subjected to 5 failed artisan’s tool ability checks, the artwork has been damaged to the point that it is no longer able to gain any value.

Multiple Artists working on The Same Item

When multiple artists work on the same item the rules for ability checks and crafting progression do not change. However, some artisan’s tools such as the Calligrapher’s Supplies grant special bonuses when working in groups. These bonuses can be found on the “Artisan’s Tools Properties” table referenced earlier.

The Takeaway: Creating artwork requires the artist to pay an upfront cost, make an ability check, and make a proficiency dice roll. If the artist succeeds the check they add the modified results of their proficiency dice roll to the estimated value of the item. If they fail by less than 5 no progress is made, if they fail by more than 5 the value rolled in the proficiency dice roll is removed. Once an item has been subjected to 5 failed ability checks it can no longer increase in value. Artisans can also purchase items on the market to gain advantage on their ability check. Multiple artists can work on the same item at the same time.

Selling Artwork

There are two main methods of selling artwork. The first is to have the player sell the item themselves, and the second is hiring a merchant to sell the item for them. Both methods start at the same point, trying to find a buyer.

During the session a player has more flexibility when it comes to finding a buyer since they are able to ask any NPC they meet if they are interested in purchasing the art. Much like the art of haggling I believe the art of role playing a sale should be left in the hands of the DM. I do not have any rules behind selling to NPCs during sessions. I simply recommend that the DM keeps the NPCs desire, and more importantly means to purchase an item in mind when adjudicating whether or not the party’s sorcerer’s suggestion spell convinces the buyer to purchase a painting at 300% market value.

On the other hand, those of us looking to reserve table time for killing monsters will likely be using a players downtime activity or hired NPCs to sell the item. In both cases the process is the same, you use a slightly modified version of the “selling magic items” rules on page 130 of The Dungeon Master’s Guide.

You begin back having the player(s) or merchant(s) who are trying to make the sale roll the DC20 Charisma(Investigation) check required to find a buyer. If the check is made roll the applicable dice in the “Days to Find Buyer” column of the “Salable Magic Items” table.

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For reference the tables(including all modifiers) is below below:

Salable (Magic) Items

RarityBase PriceDays to Find BuyerBase d100 Roll Modifier
Common100 GP1d4+10
Uncommon500 GP1d6+0
Rare5,000 GP1d8-10
Very Rare50,000 GP1d10-20

Once a buyer is found, you roll [1d100] + a [1d20 Charisma(Persuasion) Roll] + [The Base d100 Roll Modifier from the “Salable Magic Items Table”] and use the total result on the “d100 +mod” column of the “Selling A Magic Item” table. Some artisan’s kits such as the Glassblower’s Tools grant an additional bonus to this d100 roll. These values if they apply can be found on the “Artisan’s Tools Properties” table referenced earlier.

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Do not bait people into asking for a copy of the game (e.g. Do not offer to trade for a copy of the game. How do i update terraria. Do not beg for a copy of the game.

Optional Rule 1: The sellers are allowed to choose any Charisma ability check when rolling their final “selling a magic item” table d100 modifier.

The “Selling A Magic Item” table from the Dungeon Master’s Guide can be found below:

Selling A (Magic) Item

d100 +modYou Find…
< 20A buyer offering a tenth of the base price
21-40A buyer offering a quarter of the base price,and a shady buyer offering half the base price
41-80A buyer offering half the base price, and a shady buyer offering the full base price
81-90A buyer offering the full base price
> 91A shady buyer offering one and a half times the base price, no questions asked

Optional Rule 2: If a seller is being helped by another seller in the sales process, they have advantage on their ability check when determining their “selling a magic item” table d100 roll modifier.

There should be no additional bartering that takes place during this process as the dice rolls are an abstraction of the seller searching and haggling for the best price possible. If the buyer and the seller are able to come to an agreement, then the sale is made.

Finally if a player makes the sale, then 100% of the earnings go towards the player/party purse. If a hired merchant succeeds in making the sale, then the merchant takes a percentage of the earnings. The commission rate can be negotiated at the DM’s discretion, but as a standard I recommend starting at no less than 25%.

The Takeaway: Artwork can be sold directly to NPCs during a session, or a buyer can be found over time as part of a down-time activity. Selling a piece of art follows the same rules as “selling a magical item” on page 130 of the DMG. This task can be accomplished by a player, or by a hired NPC. If sold by the player, then they keep 100% of the sale value. If sold by an NPC, then the NPC will take a reasonable commission.

In Conclusion

Creating a selling artwork an be a very effective way for a player to spend their downtime. Not only can artwork fetch a good price between sessions, but pieces of fine art can also be used as bargaining chips in negotiations taking place during a session. However despite these advantages I believe that crafting mundane and magical items is still competitive with producing artwork.

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Questionable Arcana Crafting System
Item Crafting RulesArtwork Crafting Rules
The Artisan's Tools
Alchemist's SuppliesBrewer's Supplies
Calligrapher's SuppliesCarpenter's Tools
Cartographer's ToolsCobbler's Tools
Cook's UtensilsGlassblower's Tools
Jeweler's ToolsLeatherworker's Tools
Mason's ToolsPainter's Supplies
Poisoner's KitPotter's Tools
Smith's ToolsTinker's Tools
Weaver's ToolsWoodcarver's Tools
Other Homebrew Rules
Critical Hit ChartsWild Magic
More Martial ActionsD&D Drinking Game
Updates – 2017/05/30
  • The crafting location contribution bonus now counts as progress towards building an artisan’s tool proficiency and expertise.
  • Gaining expertise now requires 15,000 GP(up from 10,000 GP) worth of crafting contributions.
  • Defined who is able to imbue magical items(magic users or non-magic users who have satisfied special conditions defined by the DM)

IMPORTANT NOTICE: Although this crafting system leverages many existing mechanics published under the 5e SRD and OGL, the final product is completely home-brewed. The finer details of this system are still being revised, and those changes will slowly be introduced into this document. However, the system as a whole is totally functional and ready to be used in any campaign. Furthermore, the rules and concepts discussed are intended to work in-tandem with the expanded artisan's tools rules found in Xanathar's Guide to Everything. If nothing else I hope this document and its siblings can be used as a source of guidance and inspiration for whatever crafting system you decide to go with.

There are a lot of things that players and DMs disagree on when it comes to 5th edition. Should natural 1s and 20s matter on ability checks? Should we use critical hit tables in our campaign? Does Eldritch Blast need to be removed from the game?

In fact, we disagree on so many things, it seems miraculous we can finish a fight in a four-hour session. Still, there’s one thing I think nearly all participants in a 5th edition D&D campaign can agree on: the base crafting rules provided by Wizards of The Coast need some help.

Now, Now, Let’s Keep Things Positive

The reason I put this system in place was to add a bit more structure and depth to the existing rules. I wanted a system that was consistent and flexible, but still true to 5th edition’s theme of keeping things simple.

As you read on, you may notice my system has some similarities to the standard crafting system. Despite the shortcomings of the existing system, I did my best to leverage the parts that did work. The end result allows players to create items faster, involves more dice rolling, gives players access to tool proficiencies, and allows them to boost these proficiencies over time.

One Last Thing

Before we dig into the nitty-gritty, I think it’s important to explain what this crafting system is not.

This system will NOT feature a matrix of tables containing crafting materials and spell effects based on item type. This system does its best to utilize RAW items and mechanics wherever possible. The intent is to improve on the existing rules without adding excessive bookkeeping.

With that out of the way, let’s break this down.

System Overview

At a basic level, crafting any item using our system has 5 requirements:

  1. A Lead Artisan – one artisan who is proficient with the crafting tool required to craft the item and meets the minimum level requirements to craft the item. This section has some minor differences from the original rules.
  2. Crafting Materials – The materials the instructions call for, mundane or otherwise. Mundane items should cost roughly 50% of the item’s market value, and magic items should cost 100%. This section is basically the same as the original rules, but I added some clarification on what the artisans are spending their money on during the crafting process for magical items.
  3. Means of Production – Some crafting processes only require the crafting kit, but others may require special equipment, like a forge. Magical items can also require special conditions for the item to be made. This section is similar to the original rules, but I added some structure to the mechanics around crafting locations.
  4. Instructions – Either memorized instructions or a written blueprint/recipe detailing the materials and the process. This section is nearly identical to the original rules.
  5. Labor – Once all four of the previous conditions are satisfied, the crafting process can begin. The artisans work in 8 hour increments to contribute progress measured in GP. This section is heavily modified from the original rules.

Now, each requirement in more detail.

Requirement 1: The Lead Artisan

Crafting an item requires one artisan with proficiency in the crafting tool associated with the item. The artisan also needs to meet the minimum level requirement to craft the item. This person serves as the Lead Artisan on the project, contributing to the item’s construction and enabling apprentice artisans to contribute. As long as you have a Lead Artisan, members of the party who are not proficient in the tool required, or do not meet the minimum player level, are still able to contribute to the crafting process.

The only requirement to craft mundane items (those in Chapter 5 of The Player’s Handbook) is tool proficiency. Mundane items have no level restriction.

Magic items, on the other hand, require the Lead Artisan to meet a level requirement based on the rarity of the item being created. A table detailing this information can be found in the Dungeon Master’s Guide on page 129, but for your convenience I’ve included it here:

Item RarityMinimum Player Level
Common3rd
Uncommon3rd
Rare6th
Very Rare11th
Legendary17th

Requirement 2: Crafting Materials

For mundane items, the crafting materials can be acquired anywhere adventuring gear can be purchased. The standard price of materials is 50% of the value of the final item. Discounts to material costs can be obtained by making deals with local guilds and suppliers. These discounts are assessed at the DM’s discretion.

Magical effects are added to items by using gemstones to imbue the items with magical essence. The gemstones required and method of imbuing are determined by the crafting recipe. The spells required in the imbuing process are also determined by the crafting instructions, all of which are ultimately designed by the DM.

On top of gemstones, there may be other special materials required. For example: an Adamantium Breastplate may require the player to acquire a set amount of adamantium. The overall cost and/or difficultly of acquiring said items is also determined by the DM.

Any materials required beyond the gemstones must be crafted at full cost. The final combined cost of a magical item is set by the DM, but should be derived from the item’s rarity. https://necanmicpog.tistory.com/4.

The item rarity table can be found in the Dungeon Master’s Guide on page 129, but I’ve included it here as well:

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Item RarityMinimum Creation Cost
Common100 GP
Uncommon500 GP
Rare5,000 GP
Very Rare50,000 GP
Legendary500,000 GP
Detailed examples of the cost structure can be found in Requirement 4: Instructions.

Requirement 3: Means of Production

At a basic level, the means of production for any crafting process are the crafting tools (with or without proficiency) and a crafting location. Most crafting projects do not require a location, but all can benefit from the use of a crafting location. Crafting locations confer a standard bonus detailed by the table below, but at the DM’s discretion players can find, construct, or utilize inferior/superior crafting locations capable of granting a greater bonus.
Artisan’s ToolsCrafting RequirementsIdeal Crafting LocationIdeal Location Bonus
Alchemist’s SuppliesAccess to fireLab+10 GP
Brewer’s SuppliesAccess to a breweryBrewery+10 GP
Calligrapher’s suppliesNoneStudio+10 GP
Carpenter’s ToolsAccess to a workshopWorkshop+10 GP
Cartographer’s ToolsNoneStudio+10 GP
Cobbler’s ToolsNoneWorkshop+10 GP
Cook’s UtensilsAccess to fireKitchen+10 GP
Glassblower’s ToolsAccess to fireStudio+10 GP
Jeweler’s ToolsNoneStudio+10 GP
Leatherworker’s ToolsNoneWorkshop+10 GP
Mason’s ToolsAccess to workshopWorkshop+10 GP
Painter’s SuppliesNoneStudio+10 GP
Poisoner’s KitNoneLab+10 GP
Potter’s ToolsAccess to fireStudio+10 GP
Smith’s ToolsAccess to forgeForge+10 GP
Tinker’s ToolsAccess to WorkshopWorkshop+10 GP
Weaver’s ToolsNoneStudio+10 GP
Woodcarver’s ToolsNoneWorkshop+10 GP

The process of imbuing an item with magical properties requires a connection to the magical weave. All spellcasters by default are able to interface with the weave and as a result can assist with imbuing an item. At the DM’s discretion non-casters such as barbarians can eventually learn to imbue magical items, but this is typically obtained through either extensive training, or through special circumstances such as divine intervention.

Requirement 4: Instructions

For mundane items, the instructions requirement is met simply by having a Lead Artisan proficient in the tool required to construct the item.

For magical items, the instructions typically come in the form of a written recipe. Recipes can be given out as quest rewards or found in the course of exploration. An NPC with knowledge of the item could also serve as a Lead Artisan, enabling you to craft the item.

EXAMPLE: Crafting a Doss Lute

Recipe: Doss Lute
Item Rarity: Uncommon
Total Material Cost: 1035 GP
Mundane Item To Be Crafted: Lute
Gemstones/Special Materials Required: 3x Coral, 7x Pearl
Spells Required: Fly, Invisibility, Levitate, Protection From Evil and Good, Animal friendship, Protection from Energy, Protection from Poison

Crafting Instructions: A magic user must imbue each of the pearls with the 7 spells required by the recipe. The pearls are then set underneath each of the 7 bars in the lute. The 3 coral must then be imbued with magical force (no specific spell required). The coral is then set into the base of the chamber.

This example is for demonstration only; ultimately it is up to the DM to determine how to fulfill this requirement. This same item in a different campaign could have totally different crafting requirements.

Requirement 5: Labor

One crafting session lasts 8 hours. At the end of 8 hours, the progress in GP of the item(s) being crafted advances by each artisan’s individual crafting progression plus the location bonus.

The base crafting rate for mundane items is 5 GP. The base crafting rate for imbuing magical items is 25 GP.

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Artisans proficient in the tools being used roll a proficiency die at the end of a crafting session and multiply the result by 5 to determine how much extra GP progress is added. The proficiency dice table used can be found on page 263 of the Dungeons Master Guide, and here:

Character LevelProficiency Die
1st – 4th1d4
5th – 8th1d6
9th – 12th1d8
13th – 16th1d10
17th – 20th1d12

When crafting magical items, magic users participating in the imbuing process do not need to have proficiency in the artisan’s tools. However, if they are proficient in the tools, they may add their proficiency roll multiplied by 5 to the imbuing process at the end of an 8 hour session.

An apprentice participating in the crafting process who is not proficient in the tools required can eventually gain proficiency. Once an apprentice has contributed 500 GP worth of crafting contributions using a single set of artisan’s tools, they gain proficiency in those tools. An apprentice only gains proficiency progress when assisting in the crafting of mundane items. Crafting progress gained while creating artwork is also counted, however a different set of crafting rules are used in the artwork creation process. Contributions provided by imbuing a magical item do not count towards the initial process of gaining tool proficiency.

Over time, as an artisan hones their skills, they can eventually become an expert at their craft. Once the artisan has contributed 15,000 GP worth of progress using a single set of tools, they’ve achieved expertise in those tools. Expertise allows the artisan to roll an additional proficiency die when using said tools. All crafting progress utilizing a tool the artisan is proficient with, including creating artwork and imbuing magical items, counts towards the 15,000 GP total.

Crafting Formula Example: 4 Players Crafting Plate Mail

If four artisans were building a plate mail and there was one expert artisan(PC level 4), one proficient artisan(PC level 3), and two apprentices(PC Level 3); the daily GP progress formula would be as follows:

[5 + 2d4 * 5](Expert Artisan) + [5+1d4 * 5](Proficient Artisan) + 5(Apprentice Artisan) + 5(Apprentice Artisan) +10(Location Bonus) = 20 + 3d4 * 5(37.5 Average) + 10 = ~67.5 GP/day

Finally there is currently no defined limitation on how many artisans can contribute to a single project. It is at the DM’s discretion to decide if the number of artisans on a project is reasonable.

In Conclusion

I believe the above system does a good job of enriching the RAW crafting system. The bookkeeping and table referencing is kept to a minimum, and it’s simple enough that any DM can pick it up and immediately apply it to their campaign.

Dnd 5e Dmg Types

As I see the system in practice in my own campaign, I will make minor updates to the rules. However, the concepts used in the rules above should remain mostly unchanged, and I encourage DMs to tweak the system to fit their needs.

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