5E Dnd Dmg Crafting Rules

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Item Crafting Rules for 5e. From Charles Stapleford. The final selling price of the blade should be between 200-300 which is the recommended price in the DMG for a. According to the 5E DMG, it takes 10gp a day at least to maintain a wealthy lifestyle. If you’re making around 700gp per potion, you’re going to be a pretty wealthy person by those standards. But if you’re going into dungeons and risking your life fighting monsters to get rare materials to make items out of, you’re going to deserve it.

Given their insidious and deadly Nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.
Poisons come in the following four types:
Contact: Contact poison can be smeared on an object and remains potent until it is Touched or washed off. A creature that touches contact poison with exposed skin suffers its Effects.
Ingested: A creature must swallow an entire dose of ingested poison to suffer its Effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced Effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Inhaled: These poisons are powders or gases that take Effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its Effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury: Injury poison can be applied to Weapons, Ammunition, trap Components, and other Objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its Effects.
Table: Poisons
PoisonPrice per Dose
Assassin’s bloodIngested150 gp
Burnt othur fumesInhaled500 gp
Crawler mucusContact200 gp
Drow poisonInjury200 gp
Essence of etherInhaled300 gp
MaliceInhaled250 gp
Midnight tearsIngested1,500 gp
Oil of taggitContact400 gp
Pale tinctureIngested250 gp
Purple Worm poisonInjury2,000 gp
Serpent venomInjury200 gp
TorporIngested600 gp
Truth serumIngested150 gp
Wyvern poisonInjury1,200 gp

Sample Poisons

Each type of poison has its own debilitating Effects.
Assassin’s Blood (Ingested): A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.
Burnt othur fumes (Inhaled): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Crawler Mucus (Contact): This poison must be harvested from a dead or Incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
Drow poison (Injury): This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Essence of ether (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

5e Crafting Time

Dmg
Malice (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.
Midnight tears (Ingested): A creature that ingests this poison suffers no Effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Oil of taggit (Contact): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.
Pale tincture (Ingested): A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful Saving Throws, the Effect ends and the creature can heal normally.
Purple worm poison (Injury): This poison must be harvested from a dead or IncapacitatedPurple Worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Serpent venom (Injury): This poison must be harvested from a dead or IncapacitatedGiant Poisonous Snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
5e crafting timeTorpor (Ingested): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.
Truth serum (Ingested): A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can’t knowingly speak a lie, as if under the Effect of a Zone of Truth spell.
Wyvern poison (Injury): This poison must be harvested from a dead or IncapacitatedWyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
D&d 5e crafting itemsDmg

—Edit 2017/04/10— I love how the folks at Wizards of the Coast posted their own revisions to the rules around crafting and selling magic items (as well as other downtime activities) in a new Unearthed Arcana released 3 days after I put this up—and the rules are even worse than the originals! Oh, you made a carpet of flying that cost 20,000 gp to create? Well, you won’t find anyone anywhere willing to pay a single copper piece more than 15,000 gp for it. Enjoy your 25% loss. By the way, that took you 500 days to craft, so there goes a year and a half as a wasted endeavour.

Sick of Wizards of the Coast screwing you and your players over? Use my rules instead! They actually obey the basics of supply and demand that any first-year economics student would know!

Back in 2015, I grew so fed up with the regular system for crafting and selling magic items that I wrote a new set of rules which allowed players to be rewarded for their dedication to a craft without burdening the game with an overly complicated set of rules.

The feedback on this was very positive, and so I recently decided to re-vamp the document using the fantastic services provided by The Homebrewery. This new document incorporates some of the helpful suggestions that I received in order to better present the material.

Simply click the image below to be taken to the full PDF in a new window.

After Word

So I am getting a lot of feedback on this, most of it positive. There has been some vocal dissent, however, all focused around two perceived issues that I wanted to address.

The first complaint that many people are expressing is one I call the ‘Magic Economy Conundrum’. It goes along these lines: “I don’t want to have a magic item economy, so I don’t like this revision.” I would encourage people of this persuasion to re-read the document, for you will find the following passage: “The character must also have a formula that describes the creation of the item. The rarity of such knowledge is up to the DM to decide, and they may determine that some formulae require special quests to discover.” While any exchange of magic items technically counts as a magic item economy, the DM has always had the right to restrict the prevalence of magic items (and, therefore, the scale of a magic item economy) to their desired level, from extremely minimal to practically commonplace. This revision of the rules in absolutely no way changes your ability as a DM to decide that the knowledge of how to craft magic items is so rare that there is no formal economy to speak of. Rather, this revision is intended to allow players who have spent their downtime engaged in crafting to sell their wares with a possibility of earning a profit, thus rewarding their perseverance.

The second complaint that I see is the one I call the ‘Lazy Players Complication’. This one is along the following lines: “With this revision, my players will never want to leave town! They’ll just sit at home crafting!” To this, I can put it no more delicately than to say that if you cannot motivate your players to go out on an adventure, it’s an issue with how compelling you are making the story, not what downtime activities are available to them. If your players would rather stay in town, they can already engage in any of the other downtime activities detailed in chapter 6, “Between Adventures” in the Dungeon Master’s Guide (my players are usually fond of carousing whenever they get a chance). It is incumbent on the Dungeon Master to present material that engages their players. Therefore, rather than externalize your insecurities onto this revision, I encourage you to consider how it will help your game instead.

D&d 5e Crafting Items

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