57

One important thing you're missing is that a pit trap is NOT simply a hole in the ground. From the Pathfinder SRD: Pit Trap (CR 1) Pit Trap CR 1 XP 400 Type mechanical; Perception DC 20; Disable Device DC 20 EFFECTS Trigger location; Reset manual Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids; multiple ...


54

Axoren's Devoted Crafter's Guide Things to Focus on These aren't in any particular order. Craft (Int) Without this, you have to buy the base items at market price. Since magic items require that the base item be masterwork, you're going to want to pay 1/3 the market price if you're making a lot of them. It also nets you faster creation time for base ...


49

I think there's two reasons why it would make sense for magic item creation costs to be as high or higher than purchase cost, that fit with the idea of D&D and the stories portrayed: Most of the permanent stuff for sale is ancient For most of it, it doesn't matter how much gp a caster once spent for it. The magic item for sale in the Bazaar of the ...


33

Ultimately, you can craft anything with the DMs permission, and nothing without it. Most games assume the printed armors are available and others are not, but you can always ask your DM to homebrew a 25-AC armor and let you craft it. I doubt he will; I wouldn’t. But he might, (probably) doesn’t hurt to ask. What does hurt is actually making it. The DC ...


32

Ok. This is a bit of a tricky one. Potions of Healing, while created of magical substance aren't actually considered magic items. Or are they. They aren't magic items Note, for instance, that they aren't listed as "magic items" in the DM book we've seen so far (BD&D DM Book pp 59-60, v.1). They are listed in the "Adventuring Gear" section of the ...


31

Artisan Tools function more-or-less the same for Artificers as they do for other classes; with a few perks Any character with proficiency in Artisan's Tools is able to use those tools to craft items, magical or non-magical. The non-magical rules are introduced in the Players's Handbook, expanded upon to include magical items in the Dungeon Master's Guide, ...


26

Someone did write a book about this! It's called Grain Into Gold: A Fantasy World Economy, and it answers all your questions to various degrees. If you're interested in learning more, this review archived by the Wayback Machine is very informative. It most answers your first question, by detailing a fantasy world economic model based on raw materials and ...


26

RAW, yes. A Bag of Holding is an uncommon magic item roughly 2 feet in diameter at the mouth and 4 feet deep. ... The bag weighs 15 pounds, regardless of its contents. So this couldn't be an arrow for a bow, but you can create a piece of siege ammunition with this recipe, assuming you have the time, ingredients, and gold to craft such an item. But, ...


26

Per the DMG, no, the Magic Initiate feat by itself does not enable one to create magic items. Page 128 of the DMG describes the requirements for crafting magic items, and specifically states The character must also be a spellcaster with spell slots... Although the Magic Initiate feat (arguably) does turn a non-spellcasting character into a spellcaster, ...


26

The club has to be wood Not every weapon is made of the same material. Since shillelagh specifically mentions a the wood of a weapon as the target, a club or quarterstaff made of a different material is not suitable and would not be affected by the spell. Keep in mind, a lizardfolk can make clubs out of wood. you can harvest bone and hide from a ... ...


26

A club is a club. There are no rules in the game for different basic materials or styles of construction providing different weapon stats. The only special material effects in the rules are Silvered weapons (Player's Handbook p.148) and Adamantine weapons (Xanathar's Guide to Everything p.78), which primarily overcome certain kinds of damage resistance (...


26

Proficiency with thieves' tools, per optional rules in Xanathar's Xanathar's Guide to Everything has a section on tool proficiencies that details what each tool set contains, a list of skill checks (for specific purposes) that proficiency with that tool grants advantage on, a possible special use of that tool for those who are proficient, and a short list ...


25

Keen doesn't exist yet... But no. To start with, Keen weapons (that receive a bonus) have historically been magic items. They aren't just sharp, they're magically sharp. And magic items are explicitly excluded by the spell: Creatures or magic items can't be created or transmuted by this spell. Even if your DM was generous, and ruled that a monomolecular ...


24

Mundane Item Crafting, Step-by-Step These rules use exclusively the Player's Handbook and Dungeon Master's Guide. I'll gladly upvote answers that take on official sources beyond these. Get artisan's tools (PH 129) (5 gp; 5 lbs.). Luckily, you might only ever need one set, though check with the DM. The description says that a set "includes the items needed ...


24

The Create a Magic Item section on page 284 of the Dungeon Master's Guide is for the Dungeon Master not PCs. It's there to help the DM create a homebrew magic item that doesn't already exist in the rules. PCs have to craft magic items in their downtime (if the DM allows them to), rules for which can be found in the Crafting a Magic Item section on page 128 ...


23

Charge Them In Favours When you have to choose between building relationships between characters (story) and adding numbers to your sheet, you should always choose the relationships. Have opinions. Craft a pair of magical boots for the rogue, but later ask him to steal some embarrassing blackmail photos - make a magical shield for the fighter, and later ...


23

Yes, there are rules listed for crafting magic items in the DMG on pages 128-129. A list of capabilities, minimum levels, creation costs in gold pieces, and other requirements is listed there. The time-frame to create is also listed with these details. I will give one example: A common item would require a formula, 100 gp in components, and a minimum of a ...


23

There's no real contradiction here. In general, anyone can use a tool with or without proficiency - if they have proficiency, they get to add their proficiency bonus to checks made with that tool. For example, from artisan's tools: Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools ...


22

You wish to craft a +2 longbow. First, we must figure out the longbow's Caster Level. We find this under Magic Weapons. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. Which gives us a caster level of 3*2 = 6. You use your number of ranks in the skill you chose to link to your ...


21

The rules as written do not cover any of the working elements1 of the referenced design, other than the interaction between the two magic items. The rules are silent on what happens if one of the items is inside a third item. You're in pure house-rule/GM-discretion territory for the actual construction of the device. 1Such as the cage, pin, safety, ...


20

Let her "craft" it! If the player just wants non-magical hide armour, then you can allow it, no problem. Getting "free" non-magical armour is so entirely irrelevant to D&D 4e's economic balance that it really isn't worth worrying about at all. Role-play it, but don't make it cost them more than the item costs. You're basically handing out 6 gold pieces ...


20

Magic items' costs, sans a specific campaign, are undefined. The paragraph above the pricing table on DMG page 135 makes this explicit (emphasis mine): If your campaign allows for trade in magic items, rarity can also help you set prices for them. As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are ...


20

Purple Monkey's answer is obsolete as Xanathar's Guide to Everything adds rules for creating spell scrolls. They can be found on page 133, but I'll highlight the basics here. A character must have proficiency with the Arcana skill as well as the spell prepared/known and must have the material components required to cast the spell. The cost to scribe a ...


20

Shield is not one of the available options for an arcane focus. You're 100% in house-rule territory. One of the reasons for allowing Clerics (and Paladins) the use of a holy symbol on a shield is because it's not fundamentally different from any other use of a holy symbol - wearing a holy symbol is sufficient (Holy Symbol, PHB p151). Other focuses much ...


20

Whatever the cost is of a level 4 spell casting Stone Shape, level 4 spell, lets its caster form a stone object of medium size into any shape they want, instantaneously, without any expendable costs (other than the stone itself). Since Goliaths are medium sized creatures but are about 7 feet tall, you could make a statue that's slightly larger (or life ...


19

I'm going to assume your player wants to eschew metal weapons not simply because he thinks he's compelled to (he's not; it's a compulsion for armour only), but because it's awesome character flavour. Working from that assumption, lets look at the obvious option: The 3.5 Dungeon Master's Guide, on page 144, has rules for bone weapons. While not strictly the ...


19

This is a hack in the crafting rules, not in the fabricate spell. That said, in the absence of a hard rule I could not find, there are two contradictory implications at various points in the rules: 1) It is at least strongly implied that 3.5e coins are pure metal. The PHB, on p. 112, notes that a gold piece weighs about 1/50 lbs, and also that 1 lb of ...


19

Yes, you can. At the DMs discretion. The 'Crafting Magic Items' downtime activity (p.129) allow the following (emphasis mine): Normally, a character who undertakes this activity creates a magic item described in chapter 7, "Treasure." At [the DMs] discretion, [the DM] can allow players to design their own magic items, using the guidelines in chapter 9, "...


18

If you are talking about the Tinker's Tools found in the players hand book, then I don't think you need to worry. The tools themselves don't seem to be defined in the book, but the rock gnome tinker ability lists some things you can make with them. In particular, they're tiny, clockwork, gadgets, so it seems reasonable to assume that tinker's tools ...


18

A player is handing you a campaign-spanning objective loaded with adventure seeds This seems like more of an opportunity than a problem. The player needs to: Find out what the clouds actually are Why they are there How they can be stopped Gather the required materials Overcome the people who don’t want home to succeed because reasons Succeed Find out the ...


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