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Downtime Dungeons & Dragons Roleplaying

DnD Downtime Crafting Items

Dungeons and Dragons – Mystara

Downtime – Crafting Items

In my D&D game, I have a altered part of the crafting system so some of the downtime has changed to reflect this.

This is all about how to create, purchase and sell items in the D&D world of Mystara.

Note: Downtime between sessions is handled slightly differently than in session.

  • In Game – During a game session it takes up time and a roll is involved.
  • Between Sessions – When done as off screen time, no roll is done, and a flat 10 is added to the bonus. If you can’t succeed at the check with a flat 10 then you can’t do this downtime off screen. The type of check shows if you can do any extra time to modify the check and any limitations.
  • Number of Downtime Activities – A character can attempt as many downtime activities in a week as their character tier.

Crafting Non-Magical Item

Uses one of the downtime activities for the duration

The downtime activity is for character who wish to make non-magical objects, including adventuring equipment and works of art. To create an item, you first need to have a formula that describes the construction of the item before you start. Second you need to have a location where you can work on it appropriate to what your making, such as a forge to create weapons or armour. Third you need to be proficient with the tools required to make the item, such as smith’s tools. And lastly you need time to complete your project, with a weekly craft check to determine the progress.

  • Requirements
    • Stay in location for duration
    • Item formula for each item being crafted
    • Workshop appropriate to the item
    • Tools appropriate to the item
  • Time:
    • 1 Week (or More)
  • Weekly Costs:
    • Single item 5 gp or Multiple Items up to 10 gp per day spent in the week crafting.
  • Check:
    • Check DC = DC 10 (increase DC by 5 for every extra week you wish to complete in the same time)
    • Check Bonus = Tool Proficiency modified by settlement type.
      • Critical Failure – Loose double the amount of money invested for no result or accept a failure losing money invested and a complication.
      • Critical Success – Gain the next level on the check table
Lifestyle modifier table

see Downtime – Lifestyle

  • Wretched -3 (0 gp per week)
  • Squalid -2 (7 cp per week)
  • Poor -1 (7 sp per week)
  • Modest – no change (7 ep per week)
  • Comfortable +1 (7 gp per week)
  • Wealthy +2 (35 gp per week)
  • Aristocratic +3 (70 gp per week)
Settlement Modifier Table

Type – Check mod

  • Thorp -8
  • Hamlet -6 (Tier 1 max)
  • Village -4
  • Town, Small -2 (Tier 2 max)
  • Town, Large 0
  • City, Small +2 (Tier 3 max)
  • City, Large +4
  • Metropolis +6 (Tier 4 max)
  • Capital +8 (Tier 5 max)

Each week of work can craft multiple items with a market cost up to a cost of 50 gp, or progress on a single item worth more than 25 gp that can take a number of weeks to make.

While crafting. you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost. You make a craft check to determine how fast and how long the item takes to build, with a character being able to take a complication instead of a failure.

Check: To craft an item, you need spend enough downtime to craft the item, and make a tool proficiency check so see how quickly you crafted the item. The base DC is 10 and if you beat the result of the check gives you the progress per week which lets you know how long the item will take to craft based on the total cost of the item divided by the progress per week. A natural 1 ruins the item wasting the material. A failure means you can reuse the material and try again. A natural 20 doubles the work you did that week. You can choose to upgrade to the next level on the chart if you also take a complication.

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character must make the crafting check, and the total progress of the group is divided by the total cost to determine the time it takes.

Complications: Something interesting has happened and you get to roll on the complications table below, and lose material worth an additional day per point you increase your roll by.

Crafting Week Results Table

Check / Result

  • Less than DC by -10 – material, time and effort all wasted.
  • Less than DC by -5 – bad failures you lose progress equal to the amount you would have gained this week.
  • Less than DC – bad failures, item costs for the week does not progress and time increased as a result due due to errors.
  • Equal to the DC – Basic progress made with no additional costs.
  • More than +5 over DC – Good progress made increase the production by 1 gp per day spend working that week.
  • More than +10 over DC – Excellent progress made increase the production by 2 gp per day spend working that week.
  • More than +15 over DC – Amazing progress made increase the production by 3 gp per day spend working that week.
Crafting Complications

d8 / Complications (* Might involve a rival)

  1. Rumours swirl that what you’re working on is unstable and a threat to the community *
  2. Your tools are stolen, forcing you to buy new ones *
  3. A local wizard shows keen interest in your work and insists on observing you
  4. The is a material shortage, work stops
  5. A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer *
  6. A dwarf or gnome clan accuses you of stealing its secret lore to fuel your work *
  7. A competitor spreads rumours that your work is shoddy and prone to failure *
  8. There is was a fire, your work was damaged *

Crafting a Item Formula

Uses all downtime activities for duration

Downtime activity for putting together a formula when you don’t have access to it. You can use a formula you have access to build an item without having to learn it. A formula takes up several pages in a formula book.

  • Requirements
    • Stay in location for duration
    • Example item or other template
    • Workshop appropriate to the item
    • Tools appropriate to the item
  • Time:
    • 1 Week (or more)
  • Weekly Costs:
    • Based on formula type
  • Check:
    • Check DC = DC 10 (increase DC by 5 for every extra week you wish to complete in the same time)
    • Check Bonus = Tool Proficiency modified by settlement type.
      • Critical Failure – Loose double the amount of money invested for no result or accept a failure losing money invested and a complication.
      • Critical Success – Gain the next level on the check table
Lifestyle modifier table

see Downtime – Lifestyle

  • Wretched -3 (0 gp per week)
  • Squalid -2 (7 cp per week)
  • Poor -1 (7 sp per week)
  • Modest – no change (7 ep per week)
  • Comfortable +1 (7 gp per week)
  • Wealthy +2 (35 gp per week)
  • Aristocratic +3 (70 gp per week)
Settlement Modifier Table

Type – Check mod

  • Thorp -8
  • Hamlet -6 (Tier 1 max)
  • Village -4
  • Town, Small -2 (Tier 2 max)
  • Town, Large 0
  • City, Small +2 (Tier 3 max)
  • City, Large +4
  • Metropolis +6 (Tier 4 max)
  • Capital +8 (Tier 5 max)

While creating an item formula, a character can maintain a modest lifestyle without having to pay the 1 gp per day, or a comfortable lifestyle at half the normal cost.

Check: By spending a week and the weekly costs for the item type, you can make an Intelligence check. The character does not have to sell the item. You can choose to accept a complication to increase the progress. A natural 1 wastes the time and materials. A natural 20 increases the step by one.

Note: On a check you can increase the result to the next level by spending an extra week point being increased and accepting a complication with the result.

Complications: Complications arise while making a formula typically unintended changes to the design, you lose a days worth of material for each point you increase by.

Magical Items Formula
  • Non-Magical Items
    • Daily cost 3 gp per day
    • Average weekly 15 gp
    • Weeks required – 1 per 100 gp
    • DC 10 + 1 per 100 gp
    • Pages Required – 5 + 1 per 100 gp pages
  • Common Items
    • Daily cost 4 gp per day
    • Average weekly 20 gp (60 total)
    • Weeks Required – 4 (1 month)
    • DC 12
    • Pages Required 10 pages
  • Uncommon Items
    • Daily cost 5 gp per day
    • Average weekly 25 gp (300 total)
    • Weeks required – 12 (3 months)
    • DC 14
    • Pages required 20 pages
  • Rare Items
    • Daily cost 6 gp per day
    • Average weekly 30 gp (720 total)
    • Weeks required – 24 (6 months)
    • DC 16
    • Pages required 30 pages
  • Very Rare Items
    • Daily cost 7 gp per day
    • Average weekly 35 gp (1,680 total)
    • Weeks required – 48 (1 year)
    • DC 18
    • Pages required – 40 pages
  • Legendary Items
    • Daily cost 10 gp
    • Average weekly 50 gp (3,840 total)
    • Weeks Required – 96 (2 years)
    • DC 20
    • Pages required 50 pages
Creating a Formula Table

Check / Result

  • Less than DC by -10 – material, time and effort all wasted.
  • Less than DC by -5 – bad failures you lose progress equal to the amount you would have gained this week.
  • Less than DC – bad failures, item costs for the week does not progress and time increased as a result due due to errors.
  • Equal to the DC – Basic progress made with no additional costs.
  • More than +5 over DC – Good progress made increase the production by an extra 1 day that week.
  • More than +10 over DC – Excellent progress made increase the production by an extra 2 days that week.
  • More than +15 over DC – Amazing progress made increase the production by an extra 3 days that week.
Formula Complications

d6 / Complications (* Might involve a rival)

  • Design is cursed *
  • There is a fault in the construction process *
  • Using the item causes a drawback
  • Design is identical to a clan design *
  • The item is flawed and will break with use
  • An unintended power occurs

Creating a Magic Item

Uses one of the downtime activities for the duration

The downtime activity is for characters who want to create magical items. This can be a lengthy and expensive task. To start, a character must have a formula that describes the construction of the item. Second, they must have access to the spells the item produces. Third, they need to be of a minimum level for the rarity of the item to be produced.

If the item produces a spell, the spell’s material components must be at hand throughout the process. If the spell normally consumes those components, they are consumed by the creation process. If the item will be able to produce the spell only once, as with a spell scroll, the components are consumed only once by the process. Otherwise, the components are consumed five time each week of the item’s creation.

Each item requires ingredients from a creature of the appropriate CR range. While crafting a magic item, a character can maintain a modest lifestyle without having to pay the 1 gp per day, or a comfortable lifestyle at half the normal cost. At the end of each week the character makes an item crafting check.

  • Requirements
    • Stay in location for duration
    • Item Formula
    • Workshop appropriate to the item
    • Tools appropriate to the item
  • Time:
    • 1 Week (or more)
  • Weekly Costs:
    • Based on formula type
  • Check:
    • Magical Tradition check modified by settlement type and lifestyle with roll vs Rarity Craft DC.
      • Critical Failure – Reduce the level on the table by one.
      • Critical Success – Gain the next level on the check table
Lifestyle modifier table

see Downtime – Lifestyle

  • Wretched -3 (0 gp per week)
  • Squalid -2 (7 cp per week)
  • Poor -1 (7 sp per week)
  • Modest – no change (7 ep per week)
  • Comfortable +1 (7 gp per week)
  • Wealthy +2 (35 gp per week)
  • Aristocratic +3 (70 gp per week)
Settlement Modifier Table

Type – Check mod

  • Thorp -8
  • Hamlet -6 (Tier 1 max)
  • Village -4
  • Town, Small -2 (Tier 2 max)
  • Town, Large 0
  • City, Small +2 (Tier 3 max)
  • City, Large +4
  • Metropolis +6 (Tier 4 max)
  • Capital +8 (Tier 5 max)

Check: To craft an item, you need spend the time to make the item and make a spellcasting check so see how your work went. If you fail, you can reuse the material if you spend the time again. You can choose to upgrade to the next level on the chart if you also take a complication.

Multiple characters can combine their efforts toward the crafting of a single item, the same as crafting a non-magical item, except they all need to meet the requires for crafting the item.

Complications: Something interesting has happened and you get to roll on the complications table below. For every point you increase your check by, you spend an extra week in the crafting and cause a complication.

Crafting Magical Items Table

* Week and Cost are halved for consumable items

  • Common Items
    • Total Cost – 50 gp*
    • Weeks – 1 week*
    • Daily Cost – 10 gp
    • Average Weekly Cost – 50 gp
    • DC 12
    • Level Requirement – 3rd Level
    • Ingredients Require Creatures of CR 1-3
  • Uncommon Items
    • Total Cost – 200 gp*
    • Weeks – 2 weeks*
    • Daily Cost – 20 gp
    • Average Weekly Cost – 100 gp
    • DC 14
    • Level Requirement – 3rd Level
    • Ingredients Require Creatures of CR 4-8
  • Rare Items
    • Total Cost – 2,000 gp*
    • Weeks – 10 weeks*
    • Daily Cost – 40 gp
    • Average Weekly Cost – 200 gp
    • DC 16
    • Level Requirements – 6th Level
    • Ingredients Require Creatures of CR 9-12
  • Very Rare Items
    • Total Cost – 20,000 gp*
    • Weeks – 25 weeks*
    • Daily Cost – 160 gp
    • Average Weekly Cost – 800 gp
    • DC 18
    • Level Requirements – 11th Level
    • Ingredients Require Creatures of CR 13-18
  • Legendary Items
    • Total Cost – 100,000 gp*
    • Weeks – 50 weeks*
    • Daily Cost – 400 gp
    • Average Weekly Cost – 2,000 gp
    • DC 20
    • Level Requirements – 17th Level
    • Ingredients Require Creatures of CR 19+
Magical Item Crafting Results Table

Check / Result

  • Less than DC by -10 – material, time and effort all wasted.
  • Less than DC by -5 – bad failures you lose progress equal to the amount you would have gained this week.
  • Less than DC – bad failures, item costs for the week does not progress and time increased as a result due due to errors.
  • Equal to the DC – Basic progress made with no additional costs.
  • More than +5 over DC – Good progress made increase the production by an extra 1 day that week.
  • More than +10 over DC – Excellent progress made increase the production by an extra 2 days that week.
  • More than +15 over DC – Amazing progress made increase the production by an extra 3 days that week.
Magical Item Crafting Complications Table

d10 / Complications

  1. Rumours swirl that what you’re working on is unstable and a threat to the community *
  2. Your tools are stolen, forcing you to buy new ones *
  3. A local wizard shows keen interest in your work and insists on observing you.
  4. The is a material shortage, work stops until your replace half the cost of material to complete.
  5. One of the gods takes an interest in your work
  6. A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer *
  7. A dwarf or gnome clan accuses you of stealing its secret lore to fuel your work *
  8. A competitor spreads rumours that your work is shoddy and prone to failure *
  9. There is was a fire, your work was damaged *
  10. The item is cursed

* Might involve a rival

Brewing Potions of Healing: If you want to make potions of healing, a character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarised on the Potion of Healing Creation table.

Potion of Healing Creation Table
  • Healing Potion
    • Time 5 per week
    • Cost 25 gp each
    • Cost per week Up to 125 gp
    • Level Required 3rd Level
  • Greater Healing Potion
    • Time 1 week
    • Cost 100 gp
    • Cost per week 100 gp
    • Level Requirement 3rd Level
  • Superior Healing Potion
    • Time 4 weeks
    • Cost 1,000 gp
    • Cost per week 225 gp
    • Level Requirement 6th Level
  • Supreme Healing Potion
    • Time 10 weeks
    • Cost 10,000 gp
    • Cost per week 1,000 gp
    • Level Requirement 11th Level

Scribing a Spell Scroll

Uses one of the downtime activities for the duration

The downtime activity is for character who want to create a scroll for spells they have learnt. The spellcaster can create a scroll using Arcana, History, Nature or Religion depending on their spellcasting tradition. If the spell scribed is a cantrip, the version on the scroll works as if the caster were 1st level.

While scribing a scroll, a character can maintain a modest lifestyle without having to pay the 1 gp per day, or a comfortable lifestyle at half the normal cost. At the end of each week the character makes a spell scribing check.

  • Requirements
    • Item Formula
    • Workshop appropriate to the item
    • Tools appropriate to the item
  • Time:
    • 1 Week (or more)
  • Weekly Costs:
    • Based on formula type
  • Check:
    • Check DC = DC 10 (increase DC by 5 for every extra week you wish to complete in the same time)
    • Magical Tradition check modified by settlement type and lifestyle.
      • Critical Failure – Reduce the level on the table by one.
      • Critical Success – Gain the next level on the check table
Lifestyle modifier table

see Downtime – Lifestyle

  • Wretched -3 (0 gp per week)
  • Squalid -2 (7 cp per week)
  • Poor -1 (7 sp per week)
  • Modest – no change (7 ep per week)
  • Comfortable +1 (7 gp per week)
  • Wealthy +2 (35 gp per week)
  • Aristocratic +3 (70 gp per week)
Settlement Modifier Table

Type – Check mod

  • Thorp -8
  • Hamlet -6 (Tier 1 max)
  • Village -4
  • Town, Small -2 (Tier 2 max)
  • Town, Large 0
  • City, Small +2 (Tier 3 max)
  • City, Large +4
  • Metropolis +6 (Tier 4 max)
  • Capital +8 (Tier 5 max)

Check: To craft a scroll, you need spend the downtime to craft the item, and make a spellcasting check of DC 10 + spell level to see how your work went and how long it took. A natural 1 wastes the material which can’t be reused. A natural 20 reduces the costs by 20%. You can choose to upgrade to the next level on the chart if you also take a complication.

Complications: Something interesting has happened and you get to roll on the complications table below. The complication increases the cost for the week by one day per point you increased the result as wasted material.

Note for Secret Craft – You can scribe a spell from your secret craft if you have access to it, or a teacher who has it.

Cost to create Spell Scroll
  • Cantrip Scrolls
    • Time 4 per week
    • Base Cost 15 gp
    • Cost per week up to 60 gp per week (12 gp dailly)
  • 1st Level Scrolls
    • Time 5 per week
    • Cost 25 gp
    • Cost per week up to 125 per week (25 gp daily)
  • 2nd Level Scrolls
    • Time 1 week
    • Base Cost 250 gp
    • Cost per week 250 gp per week (50 gp daily)
  • 3rd Level Scrolls
    • Time 1 week
    • Base Cost 500 gp
    • Cost per week 500 gp per week (100 gp daily)
  • 4th Level Scrolls
    • Time 3 weeks
    • Base Cost 3,000 gp
    • Cost per week 1,000 gp per week (200 gp daily)
  • 5th Level Scrolls
    • Time 3 weeks
    • Base Cost 6,000 gp
    • Cost per week 2,000 gp per week (400 gp daily)
  • 6th Level Scrolls
    • Time 4 weeks
    • Base Cost 16,000 gp
    • Cost per week 4,000 gp per week (800 gp daily)
  • 7th Level Scrolls
    • Time 4 weeks
    • Base Cost 32,000 gp
    • Cost per week 8,000 gp per week (1,600 gp daily)
  • 8th Level Scrolls
    • Time 4 weeks
    • Base Cost 64,000 gp
    • Cost per week 16,000 gp per week (3,200 gp daily)
  • 9th Level Scrolls
    • Time 8 weeks
    • Base Cost 256,000 gp
    • Cost per week 32,000 gp per week (6,400 gp daily)
Magical Item Crafting Results Table

Check / Result

  • Less than DC by -10 – material, time and effort all wasted.
  • Less than DC by -5 – bad failures you lose progress equal to the amount you would have gained this week.
  • Less than DC – bad failures, item costs for the week does not progress and time increased as a result due due to errors.
  • Equal to the DC – Basic progress made with no additional costs.
  • More than +5 over DC – Good progress made increase the production by 1 gp per day spend working that week.
  • More than +10 over DC – Excellent progress made increase the production by 2 gp per day spend working that week.
  • More than +15 over DC – Amazing progress made increase the production by 3 gp per day spend working that week.
Scroll Scribing Complications Table

d6 / Complications

  1. You bought the last rare ink used to craft scrolls, angering a wizard in town.
  2. A spellcaster eager to collect one of your spells presses you to sell the scroll.
  3. The rare parchment you bought for your scroll has a barely visible map on it.
  4. The priest of a temple of good accuses you of trafficking in dark magic *
  5. Due to a strange error in creating the scroll, it is instead a random spell of the same level.
  6. A thief attempts to break into your workroom *

* Might involve a rival

Content Updates

  • 2021-10-09 – Change to the Check DC moving from a base of 14 to 10.
  • 2021-08-04 – Updated the menu.
  • 2021-03-11 – Added in details for in sessions and between session downtime as well as cleaning it up further.
  • 2020-10-14 – Table cleanup to make it work smoother ongoing.
  • 2020-08-19 – Cleanup.
  • 2020-03-23 – Added details from Gamemastery guide for references
  • 2020-02-05 – reduced the base costs to use downtime of 100 gp to 10 gp to make it more viable at low levels.
Downtime for Mystara

Overview, Downtime Uses

Appease (Immortal, Secret Craft), Arduous Rally, Building Stronghold, Buying and Selling (Finding, New Spell, Selling Magical Item, Selling Other Item, Sharing Spells), Carousing, Crafting (Item Formula, Magical Item, Other Item, Spell Scroll), Crime, Druidic Wild Shape, Gambling, Performing Sacred Rites or Religious Services, Pit Fighting, Practicing Profession, Recuperating & Relaxing, Renown, Research, Research Assistance, Rivals, Running Business, Sowing Rumours, Spellcasters, Wizards School

Teaching: Class, Language or Tool, Secret Craft, Spell, Weapons Mastery, Wild Shape

Training: Class Levels, Extra Wild Shapes, Language or Tool, New or Replacement Spell, Secret Craft, Weapons Mastery

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Artificer – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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