Crafting
There are two kinds of crafting in this world: arcane crafting(the rules in the PHB) and huntsman crafting (the rules below). The former is much more cost effective and less dangerous so it is more common place while the latter is more complex with far more varied results.​ Crafting in this second way results in high-maintenance weapons that are usually favored by combat enthusiasts and adventurers.
(mechanically this usually happens over the course of a short or long rest but is consuming enough to make it ineffective for anyone other than adventurers and mercenaries so most of society uses the baseline crafting system. Conceptually like katana oiling and fletching arrows. As a consequence, these weapons usually make less money unless they are from a famous individual, are being sold within adventurer circles or to private buyers directly.)
Crafting rules
(note: the basis of the system was made by an idea presented by the dungeon dudes which I altered to fit the world)
​Step one: gathering ingredients (only one component per party member per encounter can be harvested with its magic in tact, other components can be harvested normally but will not be useable for crafting by these means)
Type
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Bones
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Organs
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Heart
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Ears
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Tounge
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Liver
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Liquid (consumable)
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Blood
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Fluids
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Ash (consumable)
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Natural weapon
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Teeth
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Claw
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Nail
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Horn
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Skin
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Hide
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hair
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feathers
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Scales
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Carapace
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Shells
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Exoskeleton
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Conduit (the pure magical essence of a creature preserved within a gemstone, metal or wood, that is applied either directly or indirectly [ex: crushing a gemstone and putting it into an ink])
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Onyx (usually necromancy)
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Diamond (usually divination)
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Sapphire (usually illusion)
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Ruby (usually evocation)
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Jade (usually transmutation)
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Emerald (usually Abjuration)
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Opal (usually Enchantment)
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Iron (usually necromancy)
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Platinum (usually divination)
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Mithral (usually illusion)
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Oricelcum (usually evocation)
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Gold (usually transmutation)
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Adamantine (usually Abjuration)
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Silver (usually Enchantment)
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Ebony (usually necromancy)
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Rosewood(usually divination)
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Ash (usually illusion)
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Hickory(usually evocation)
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Locust (usually transmutation)
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Oak (usually Abjuration)
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Mahogany(usually Enchantment)
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-
-
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Trophy (unique item)
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Step two: devise recipe
Rarity (rarity of item determined by average of cr of components)
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Common- average 0-2 cr
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Uncommon- average 3-6 cr
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Rare- average 7-12 cr
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Very rare- average 13-20 cr
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Legendary- average 21+ cr
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Recipes (a conduit is the minimum requirement, with everything else optional but usually helpful)
Sword
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Conduit
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Bones
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Natural weapon
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Leather
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Magical fluid
Quarterstaff
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Conduit (usually wood)
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Bone
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Liquid
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Skin
Hammer
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Conduit
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Leather/hide
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Natural weapon
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Bones
Potion
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Blood/fluid
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Ash/organ
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Conduit
Bow
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Hair/string
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Wood/bone
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Blood
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Core/conduit
Scroll
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Hide
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Fluid
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Conduit
Ring
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Metal base
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Gem conduit (doesn’t need to be set into the ring)
Neckless
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Metal chain base
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Metal or gem conduit
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Example recipe
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Sun blade(rarity: rare)
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Conduit (ebony handle made from a stake which has pierced a true vampires heart)(cr 13)
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Bones (rarity: a cr 7-12 creature)
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Leather (tanned skin of a fire giant or deva)
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Magical fluid (blood of a vampire spawn)
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​
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Step three: Begin crafting
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Workshop
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Common/Uncommon- most towns
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Rare- capital city, mage’s tower, grand guild hall,
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Very rare- renowned; volcano, top of mountain, bottom of ocean, (skill challenge required)
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Legendary- unique; planar rift, on sun, (adventure required)
Time to craft
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Common- short rest
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Uncommon- short rest
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Rare- long rest
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Very rare- long rest
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Legendary- 24 hour period​
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Other rules
Optional upkeep rule: 1 copper per day for uncommon or lower, 1 silver per day for rare, 1 gold per day for very rare, 1 platinum per day for legendary​​
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Minor tweaks can be made to an item at the DMS degression depending on the materials used in its making. (For example, using a lower CR creature than a recipe says might result in less damage, or using a hyper specific component might give a unique effect to the item).
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Reusable components: Can break an item down into its component pieces except consumables like liquids.
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​Arcana checks: crafting is a long and laborious process which means some things are beyond in the moment rolls. If a player makes an arcana check they can get a theory but to understand how a different ingredient will affect a magic weapon requires time outside the game to answer so you have to talk about these things beforehand.
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Custom job versions of existing magic items are usually 60-75% the selling price of arcane made items.
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Weapon hit points: 5 times the user's proficiency (or proportional to rarity [+6 to legendary. +5 to very rare, +4 to rare, +3 to uncommon, +2 to common]), has resistance to all damage, and ac equal to the user’s ac + 5, or 11 otherwise. Add a damage threshold equal to its hit points and can only be hit by being directly targeted unless otherwise stated. Its remains remain magical until disenchanted.