To craft an item, you need three things: the right knowledge, the right tools and the right materials. But how do you know which materials to use for which recipe? And how do you gather them?
This chapter introduces materials, recipes, and nodes, and rules on how to use them in your campaign.
A crafting material is a generic resource that can be used in all forms of crafting—from brewing potions and forging weapons to building settlements. Materials are defined by three simple properties:
One "measure" of a material counts as a small item unless specified otherwise. Use the Material Properties table to create your own generic materials for your in-game crafting recipes.
A GM introduces a new craftable item to their game—the Sword of Elemental Rage. This magic item requires the following materials:
When you craft an item from a recipe, you can oftentimes use a different set of materials to those listed—so long as the properties match. If you want to use materials with differing properties, the following applies:
Krazak has a salamander skin (rare, skin fire)—he can use this in place of hellhound skin.
Zane likes to use bone for his weapons—he replaces the redsteel bars with young red dragon bones (uncommon, bone, fire), crafting a bone sword instead of a steel sword.
Clanda wants to use a lighting elemental core (rare, stone, lightning) to craft a sword of elemental shock—however, she would also need to change the other materials to suit this new element.
d100 | Type | Description |
---|---|---|
Rarity | ||
01-16 | Common | You can find this almost anywhere in the world. |
17-32 | Uncommon | You can find this almost anywhere, but it's hard to gather or get access to. |
33-48 | Rare | This material is limited (by location, quantity, or time). |
49-64 | Very rare | This material is limited (by location, quantity, or time) and is hard to gather or get access to. |
65-80 | Legendary | A mythic material found in the most dangerous places of the world. |
81-96 | Unique | There is only one instance of this material in the world. |
Substance | ||
01-07 | Bone | Bone taken from a once-living creature. |
08-14 | Ceramic | A ceramic material—such as clay—commonly used to make earthenware, porcelain, and brick. |
15-21 | Fabric | A fabric material—such as wool, cotton, tweed, silk, etc. |
22-28 | Flesh | A chunk of flesh or organs taken from a once-living creature. |
29-35 | Fluid | A liquid—such as blood, water, oil, etc. |
36-42 | Gas | A gaseous substance. |
43-49 | Glass | A transparent or translucent substance, usually made from sand. |
50-56 | Metal | A metallic mineral or ore—iron, gold, steel, etc. |
57-63 | Otherworldly | An indescribable, otherworldly substance. |
64-70 | Plant | Material harvested from a plant—such as fibers, flowers, pollen, etc. |
71-77 | Skin | Skin taken from a once-living creature. |
78-84 | Stone | A hard form of rock commonly used for construction. |
85-91 | Wood | A hard material gathered from trees. |
Element | ||
01-10 | Air | Wind, sound, flexible, flighty. |
11-20 | Earth | Earth, nature, stubborn, reliable. |
21-30 | Fire | Flame, heat, passion, fury. |
31-40 | Force | Magic, immaterial, detached, spectral. |
41-50 | Lightning | Lightning, electricity, impulsive, energy. |
51-60 | Necrotic | Darkness, decay, morbid, fatalistic. |
61-70 | None | No discernable element. |
71-80 | Psychic | Mind, supernatural, insightful, otherworldly. |
81-90 | Radiant | Light, purify, calming, ordered. |
91-00 | Water | Water, cold, tempestuous, chaotic. |
Name | Properties |
---|---|
Aarakocra feather | Uncommon, skin, air |
Ancient red dragon blood | Legendary, fluid, fire |
Air elemental whisp | Uncommon, gas, air |
Beholder eye | Very rare, flesh, psychic |
Blighted needle | Uncommon, plant, earth |
Bugbear tooth | Uncommon, bone, fire |
Bulette scales | Rare, skin, earth |
Bullywug tongue | Uncommon, flesh, water |
Carrion Slime | Uncommon, fluid, necrotic |
Chimera liver | Rare, flesh, fire |
Chuul eye | Rare, flesh, force |
Cloaker skin | Rare, skin, force |
Dracolich bone | Legendary, bone, necrotic |
Gibbering tentacle | Rare, otherworldly, psychic |
Gorgon plate | Rare, metal, necrotic |
Gray ooze residue | Uncommon, fluid, necrotic |
Iron golem plating | Very rare, metal, force |
Illithid brain | Very rare, flesh, psychic |
Merfolk fin | Uncommon, skin, water |
Mimic tongue | Uncommon, otherworldly, psychic |
Modron cog | Rare, metal, radiant |
Mummy bandages | Very rare, fabric, necrotic |
Myconid spore | Uncommon, plant, psychic |
Pegasus feather | Rare, skin, air |
Peryton horn | Rare, skin, air |
Purple worm scale | Legendary, skin, earth |
Remorhaz stomach | Very rare, flesh, necrotic |
Roc heart | Very rare, flesh, air |
Sahuagin eye | Uncommon, flesh, water |
Salamander skin | Rare, skin, fire |
Treant branch | Rare, wood, earth |
Troll flesh | Rare, flesh, earth |
Umber hulk pincer | Rare, bone, earth |
Unicorn horn | Rare, bone, radiant |
Vampire fang | Very rare, bone, necrotic |
Wyvern toxin | Very rare, fluid, necrotic |
Recipes teach you how to craft materials into rewards. You can discover crafting recipes through experimentation, or be trained by a willing mentor—often for a price. A simple crafting recipe describes four things:
To create your own crafting recipes for your game, follow these four steps:
First, you need to choose the reward for crafting this recipe. A reward can be anything—a sword, a magical suit of armor, a house, a ship, a castle.
A fiendish warlock wants to craft a suit of Demon Armor—a very rare magic item—to appease their patron. After some consideration, the GM decides to create a new crafting recipe for their game...
Next, choose a reward size from the Recipe Details table below to see how many crafting materials your recipe will need—bigger rewards need bigger quantities of material.
As a general rule of thumb, choose three different types of crafting material for your recipe: a primary (50%), a secondary (30%), and a tertiary (20%) material. Select material rarities, substances, and elements that best fit the type—and theme—of reward.
Reward Size | Materials | Description |
---|---|---|
Tiny | 1-5 | Smaller than a person. |
Small | 10 | As big as a person. |
Medium | 100 | As big as an elephant. |
Large | 1,000 | As big as a house. |
Huge | 10,000 | As big as a mansion. |
Gargantuan | 100,000 | As big as a fort. |
Astronomical | 1,000,000+ | As big as a castle. |
As a full-body suit of plate for one person, this Demon Armor recipe requires 10 crafting materials. The GM splits these into three types:
Now it's time to decide how long it takes to craft the reward. A recipe measures crafting time in days—how many days would it take one average person to craft this reward once they have gathered all the materials? Choose a crafting time from the Recipe Details table below.
Teamwork: Some rewards could take months, years, even centuries for one person to craft—a house, a castle, a ship, etc. For these long-term rewards, consider recruiting additional people to help with your crafting efforts.
Time Scale | Days | Examples |
---|---|---|
Days | 1-5 | A potion, a meal, a painting. |
Weeks | 10 | A sword, a grand feast. |
Months | 100 | A suit of armor, a tiny house. |
Years | 1,000 | A large house, a temple. |
Decades | 10,000 | A mansion, a church. |
Centuries | 100,000 | A fort, a cathedral. |
Millennia | 1,000,000+ | A castle, a giant pyramid. |
Finally, consider what restrictions (if any) this recipe may have—skills, tools, alignment, additional costs, etc.
And that's it—your recipe is complete! Now you can add it to your game for your players to starting gathering their crafting materials.
The GM decides that it takes 100 days to craft some Demon Armor. In addition, to finish their recipe, they add the following crafting restrictions:
Qty | Material | Properties |
---|---|---|
5 | Dark iron ore | Uncommon, metal, fire |
3 | Spellbinding oil | Rare, fluid, force |
2 | Barlgura heart | Very rare, flesh, fire |
To gather a crafting material, you must first find a source. These are resource nodes and they come in all shapes and sizes—trees, mines, rivers, cities, creatures, quarries, etc.
To create a new resource node for your game, follow these three steps:
First, choose the crafting materials that can be harvested from this resource node. A basic node will provide only one type of material, but some may hold two—or even three—different types.
To help support the crafting of demon armor, the GM introduces two new resource nodes to the game:
Next, pick a richness for your node—the richer the node, the more materials you can harvest before it runs dry.
Limited: Some nodes may contain a fixed number of specific materials—one heart, two animating cores, 2d6 ruby scales, etc. Assign these limits as appropriate.
Regeneration: Some nodes can renew their materials over time and restore their quantity—a farm grows new crops, fish thrive in a pond, trees grow new branches, etc.
If you expect a resource node to be a long-term factor in your game, consider adding a regeneration rate and speed to reflect this.
Richness | Quantity | Description |
---|---|---|
Exhausted | 0 | This node has run dry. |
Meagre | 1-5 | A creature or basic resource. |
Simple | 10 | A tree, a vein, a huge creature. |
Rich | 100 | A giant tree, a gargantuan creature. |
Plentiful | 1,000 | A small village, a cultivated farm. |
Bountiful | 10,000 | As big as a fort. |
Limitless | 100,000 | A city, a huge quarry. |
The GM sets the following for their new nodes:
Choose a gathering time to see how long it takes to make one gathering attempt on this node.
Time Scale | Min. Time |
---|---|
Seconds | 1 second |
Minutes | 1 minute |
Hours | 1 hour |
Days | 1 day |
Weeks | 1 week |
Months | 1 month |
Years | 1 year |
Decades | 10 years |
Next, choose some gathering skills that would be appropriate for your node and a DC required (if any) to harvest material. Below are listed some example skills and how they may be used:
Skill | Description |
---|---|
Animal Handling | You harvest materials from animals. |
Arcana | You interact with the arcane. |
Athletics | You harvest materials with brute force. |
Intimidation | You bully and extort materials from a person or place. |
Nature | You harvest materials from plantlife. |
Persuasion | You charm and bargain materials from a person or place. |
Religion | You interact with the divine. |
When you choose a skill, set a DC for the harvesting attempt: very easy (5), easy (10), medium (15), hard (20), very hard (25), or impossible (30). When a player spends the requisite amount of time gathering material, they may make a relevant ability check:
The GM decides that it takes 1 hour to make a mining attempt on a dark iron vein (Athletics, DC 15). It takes 1 day, however, to strip plating from a dark iron golem—this can be done using either Arcana or Athletics (DC 15).
Finally, consider what restrictions (if any) this node may require—skills, tools, knowledge, etc.
And that's it—your node is complete! Now you can add it to your game for your players to interact with and starting harvesting materials.