Rules for crafting
Any character can craft items in their downtime. To craft an item, a character requires three things:
Materials. In most cases, the raw materials for an item can be obtained for half the item’s gold piece cost. This cost can fluctuate depending on the character’s current circumstances, contacts, or access to materials.
Tools. You must have a set of appropriate tools and at least be trained with them to craft an item. Occasionally, an item might call for an entire workshop or other special tools.
Time. The time required to craft an item is measured against its cost in materials. A character makes progress toward crafting an item equal to 10 gp for each +1 crafting skill bonus per day (at least 8 hours of that day) of downtime, completing their work when this amount exceeds the item’s cost in materials.
Multiple characters can combine their efforts when crafting. One person acts as the primary crafter and adds their full crafting progress to the cost of the item while any helper adds half of their crafting progress to the cost of the item. Weapons, light armor, and shields can have only a single helper, while medium armor can have 2 helpers, and heavy armor can have 3 helpers. A particularly tiny item, like a ring, might allow only one person working on it, whereas a large, complex items might allow up to four helpers.
New items
Players can craft new weapons, armor, or other items that don't exist on the given list of equipment. When crafting a new item, follow the rules presented here for the properties of weapons and armor.
Weapons all start with one given weapon property with simple melee weapons start at 1d6 damage and advanced melee weapons start at 1d8 damage. You can choose either slashing, piercing, or bludgeoning damage as the damage type. Ranged weapons have either the Ammunition property or Thrown property with simple ranged weapons start at 1d6 damage and advanced ranged weapons start at 1d8 damage. Most ranged weapons are piercing, but can also be slashing or bludgeoning. You can add any novice weapon property to these weapons as long as it meets the requirement. Doing so will lower the damage by one step (see the "Damage Dice Progression" chart) by default unless the weapon properties on Weapons and Armor says otherwise (such as Two-handed or Heavy).
When crafting new pieces of armor, Light armor has 3 armor, Medium armor has 5 armor, and Heavy armor has 7 armor and has the Bulk property. Shields have 2 armor.
All weapons start at 1 capacity, with certain weapon properties adding or lowering that value. Light armor is also 1 capacity, medium armor and shields are 2 capacity, and heavy armor is 3 capacity.
Crafting requires base materials to be used that dictate the items Durability and Armor (see further below) and the cost of the item. There are different types of materials used for creating items, weapon materials are divided into Damage, Support, and Soft materials, with armor and most general items divided into Hard and Soft materials. Damage materials are steel and stone and are the damaging part of a weapon such as a spearhead or the long blade of a sword, or the heavy head of a mace. Support materials are metal, wood, and hornbone and are weapon hafts, guards, pommels, and weapon grips. Hard materials are steel, stone, metal, wood, and hornbone, these are the hard defensive materials used in armor. Soft materials are leather, cloth, and cordage. These are wraps for weapon grips, or the connective materials used in armor.
Steel is usually carbon steel used as the hardened part of a weapon, or the densest part of armor. Stone is not often used as a hard material, but is a cheap alternative to damaging parts of a weapon. It can be a simple rock for weapons like a maul, but can also be knapped obsidian for stone aged swords. Metal can be iron, bronze, copper, brass, or other simple metals. As a support material this is the haft of a pole weapon, or the grip of a sword, it is usually only found in armor as a cheap replacement for metals and steel. Hornebone can be animal horns, antlers, tusks, or bones. It is most often used as a weapon grip, but can also be hafts for pole weapons, or layered to strengthen a bow. It is not commonly used as armor, but it is intimidating when done so. Wood can be the wood from any tree. It is the most commonly used support material, and in armor is often sewn into cloth and has metal plates affixed to it. Leather is the hide of many different animals and is a common soft material in light armor, or used to affix heavy armor parts together. It is used as straps for some shields and wraps for weapons. Cloth is the most simple soft material and can be used to connect many armor pieces together or as a cheap weapon wrap. Cordage in any lengths of fiber used to connect items together, and occasionally used as an improvised weapon grip. Cordage is required for ranged tension weapons such as the bow and crossbow.
These are the most commonly used materials, and your Narrator might allow other materials to be used instead with various traits to the crafted items. See Special Materials for more exotic materials.
Crafting Recipes
Just as advanced weapons are more damaging and more complex, the materials needed to make them are more complex as well. Here are a list of the materials needed to make any given weapon or armor. Because of how they are used, weapon recipes are categorized by weapon type, then damage type. General items vary by size, shape, and function, so the requirements are more and less complex than weapons or armor and are not given. Your Narrator can provide these as needed. Weapons and armor types also have a cost multiplies based on the increasing complexity needed to create these items. When crafting these items, multiply the cost of all the materials and the cost of all the item properties (listed later) against the complexity multipliers for each group of recipes to get the cost of the item.
Simple Weapons
Complexity multiplier: 1.2
These are weapons similar to those in the simple weapons table on the Equipment page. These are often repurposed farm tools, or their use it intuitive such as fist weapons, or a quarterstaff.
Bludgeoning: 3 Support Materials
Piercing: 1 Hard Material + 2 Support Materials
Slashing: 2 Hard Materials + 1 Support Material
Some simple bludgeoning weapons will substitute 1 hard material for 1 support material such as a mace or hammer.
Some simple piercing weapons use softer metals or all wood for their tips and may be crafted from all support materials.
Plain: These simple weapons are more function over form and are easier to make. They have a -1 to their Complexity multiplier. Examples include the sling, the club, and the javelin.
Advanced Weapons
Complexity multiplier: 5.5
Advanced weapons are tools that have any sort of practical use, other than combat, removed and are specifically designed for effective combat. Because of this, they require better materials than simple weapons.
Bludgeoning: 1 Hard Material + 2 Support Materials
Piercing: 2 Hard Materials + 1 Support Material
Slashing: 2 Hard Materials + 1 Support Material
An advanced piercing weapon with the Thrown property generally has a recipe of 1 Damage Material and the rest Support materials.
Advanced weapons that have slightly higher damage value such as the longsword doing 2d4 instead of 1d8 have an additional Complexity multiplier of 0.5 added to the total (6).
Ranged Weapons
Complexity multipliers
Simple Ranged: 2
Simple Tension: 12
Advanced Ranged: 4
Advanced Tension: 18
Ranged weapons are all crafted out of the same sort of materials, but advanced ranged weapons are more complex and time consuming to make. All thrown weapons in this category have a longer range than their non-ranged counterparts, but are not effective in melee (disadvantage). Tension weapons are weapons such as bows and crossbows.
All ranged weapons: 2 Support Materials
Tension and other Ammunition weapons: + 1 Cordage Material
Firearms
Complexity multipliers
Simple Firearms: 25
Advanced Firearms: 30
Firearms use a lot of material as the for the barrels and the stock. They are also complex and require high amounts of precision making the skill and crating time to make them much higher than conventional weapons.
All firearms: 2 Hard + 1 Support Materials
Two-handed weapons add: + 1 Hard and Support Materials
Foregrip weapons add: +1 Support Materials
Soft materials are not required for weapons and when used provide a +1 to all attempts to retain the weapon such as when being disarmed. This does not apply to general weapons from the equipment list, but can be added to any crafted weapon.
Shields
Complexity multiplier: 7
Shields are more often than not, just slabs of wood reinforced with metal with some way to hold it. Shields are divided into those with handles and those with straps.
All shields: 3 Materials total, Hard or Support
Handles: +1 Support Material
Straps: +1 Soft Material
Heavy Property: + 1 Hard or Support Material, and +1 to capacity
Armor
All armors start at a base gold cost that is added after you add in the material cost. Add double the armor value of the armor you are crafting to the complexity multiplier of the armor. The armor value listed for that tier of armor is the maximum value of the armor but it can be less for a lower cost; increasing the armor value of armor above the maximum for that tier of armor will add 1 to the minimum Strength to use. Adding the Bulk property to an armor reduces the property cost value by 1. When you craft a piece of armor, choose whether that materials used make it flexible, hardened, or composite. Armor that uses a unique materials such as plate, lacquered, or hide will increase the property cost by 1, and will either lower the armor value by 1 or add 1 to the minimum Strength to use properly.
Light Armor
Base Cost: 5 gold
Complexity multiplier: 1
3 Armor
Any 6 Materials (Hard or Soft)
Medium Armor
Base Cost: 20 gold
Complexity multiplier: 5
5 Armor
Any 7 Materials (Hard or Soft)
Heavy Armor
Base Cost: 100 gold
Complexity multiplier: 10
7 Armor
Any 8 Materials (Hard or Soft)
Properties
When crafting weapons and armor, certain properties can be assigned to them. While some can be added by a master craftsman or a Blacksmith job at a later time, most are added to the base design of the weapon. These properties add to the cost of the weapon or armor, while a few, such as the light property, lower the cost due to how much material is removed to provide that trait. Certain properties have material requirements when added to the weapon. If a property removes the total number of materials used, it cannot lower the number of that type of material used in a recipe less than 1. See Weapons and Armor for details on weapon and armor properties.
Light or Swift: If a weapon or shield has either of these properties, it requires 1 less material to craft.
Two-Handed: This property adds 1 extra material to the total required. and doubles the cost of all soft materials (extra grip) used.
Two-Handed and Reach or Loading: If a weapon has both of these properties, the extra material must be a Support material.
Ensnaring: An Ensnaring weapon has no Damage material and uses one more Support material instead.
Simple Thrown melee weapons use 1 less material to a minimum of 1.
Multiply the final property cost to the complexity multiplier to get the final property cost of the the item. Add this to the final material cost of the item to get the total cost of the item.
Most weapons and armor in the game follow these rules with rare exception. In general, the cost of the items are rounded to make buying them simpler, so calculating the exact cost of weapons and armor may yield better prices if you wish to replicate any given item. Feel free to experiment with these rules to make your own unique items to fit in the world.
Range
When crafting weapons that have the Ammunition or Thrown property, these weapons are given a range. The range of a weapon is listed with two values separated by a /. The first value is the weapons short range and weapons have no penalty being used at short range. The second value is a weapons long range and all attack at this range are made at disadvantage. Weapons cannot attack at a range longer than their long range. A weapons long range is a multiple of it's short range. For ranged weapons this multiplier is x3 with most Ammunition weapons increasing that multiplier to x4.
Ranged weapons have a short range that starts at 40 feet and are affected by the following properties in this order.
Thrown or Brutal weapons reduce the short range by 10.
Melee weapons have their short range reduced by 10.
Two-Handed weapons have double the short range.
Two-Handed and Loading: If a weapon has both of these properties reduce the short range by 30.
Advanced weapons have double the final short range, with a maximum of 150.
Concealed and Loading weapons reduce the range by 10 and the long range is x3.
Firearms Range
Firearms use black powder to propel hard pieces of metal at their targets. Because of this, various factors affect the range of these weapons differently. Firearms have a short range that starts at 60 feet and are affected by the following properties.
Two-Handed increase the short range by 20.
Light weapons reduce the short range by 20.
Concealed weapons reduce the short range by 20.
Heavy weapons reduce the short range by 10.
Scatter weapons reduce the short range by 20 and the long range is only x2.
Foregrip weapons reduce short range by half.
Sighted weapons double the short range.
Durability and Armor
Sometimes weapons, armor, and other items are put under stress and break. Other times you are the one applying that stress. Durability is like the Health of the item, damage to a items durability weakens the item and when its durability is reduced to 0, that object no longer functions property or at all. For items like walls and doors, they no longer hinder creatures from passing through them, weapons no longer deal damage, armor no longer protects, and items like a lock, fall off and no longer work.
Based on the materials used, as seen in the Material table above, certain materials can modify an items Durability and Armor. Refer to the the following tables for how to calculate the Durability and Armor for most items.
To get the Durability of weapon or armor, take the total materials used and add the base Durability of each object, factoring in the any modifier from the material table above. Steel for example increases the Durability of armors while metal does the same for weapons. Armor is similar, but once you have the final armor value, you halve it (rounding up) to get the Armor Reduction for that item.
For everyday items, the process is slightly different. Most general items might not be all the same material, but more often, it is mostly one type of material. Larger objects are harder to damage, and have a Damage Threshold where any damage under a certain amount is negated, but if the damage is over the threshold it all goes through. This damage is calculated after any damage reduction from armor. To get Durability for general items, take the base Durability of the material category (factoring any bonuses from the material table above), and multiply it by the Durability multiplier for the size of the item. Armor is similar where you take the base Armor of the material category (factoring any bonuses from the material table above), and multiply it by the Armor multiplier (rounding up). If the item is large enough, it will have a Damage Threshold. To get the Damage Threshold, it is the base Armor for the item (factoring any bonuses from the material table above), plus any other bonuses for size.
Some items are built in a way that strengthens them to be more resistant to damage than others. You can have an item Reinforced to give it +2 to its Durability multiplier, Fortified to give it +1 to its Armor multiplier, or Hardened to give it +3 to its Damage Threshold.
Break it Down
Sometimes player will try to force their way past an object, either breaking it or leveraging their Strength, often using a skill to do so. Some players may wish to break an opponents weapon or armor to render them less impactful in combat.
When forcing their way past an object, like a player trying to force a door open, players will roll against the objects armor. Take double the items armor as the target number that players will roll against. This could be a Physicality (Strength) – Overpower roll, or just a flat Strength roll depending on the circumstances or the Narrators discretion.
Objects, unless held, do not require an attack roll. It is not moving and under normal circumstances, players will be able to hit a stationary object. If a creature is holding an object (such as a weapon), that creature can make a Mobility (Dexterity) defense roll against a weapon attack that targets a held object. Either way, once an object is hit, take the damage to the object, subtracting the armor from the damage, making sure that the damage is over the Damage Threshold of the object is applicable, and subtract that total from the objects current Durability.
Depending on the type of damage done to the object, it may take more or less damage based on the type of damage.
Poison and Psychic damage deal no damage to objects.
Bludgeoning and Lightning damage do full damage to objects.
Acid. Acid damage is effective against armor. The object takes no damage on round the damage is dealt, but every round after that, it takes full damage for a number of rounds equal to the number of damage dice of the attack (an attack that does 3d6 acid damage will do 3d6 acid damage every round against that object for 3 rounds).
Slashing. Slashing damage is not effective against objects and the damage is halved.
Fire. Fire damage is not effective against objects and the damage is halved. If the object is flammable, it takes 1 fire damage per damage dice of the attack until the flames are extinguished.
Cold. Cold damage is not effective against objects and the damage is halved, but the next physical attack damage is doubled.
Necrotic. Necrotic damage does no damage to objects unless it is mostly wood, bone, cloth, or other organic materials where it does only half damage.
Piercing. Piercing weapons are not effective against the armor of an objects, an object has double the armor against piercing attacks.