D&D (2024) D&D Beyond Article on Crafting


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Why do adventurers want to craft things?
Isn't it a common complaint that there is little use for gold in 5e?
I just vanquished the bandits, conquered the trolls and defeated the dragon in a battle so glorious that the (sorry Snarf) bards will regale future generations about it for eons....what's next....making candles, whittling lawn gnomes?

To each their own, i just don't get it.

I can buy things IRL.

I do not have the time, space, skill or energy to make things in my real life. But my Fey Pact Warlock who is rebuilding a destroyed community is using his skills as a brewer of beer to make potions. Many "lone swordsman" types in stories make their swords and that is an integral part of their story.

The option to MAKE your own things speaks to a section of the fantasy story, the ownership of it, which excites a lot of people. Because it isn't just a custom item made for your character, but a custom item your character made for themselves.

Iron Man is cooler than War Machine, because War Machine can't make the suit. Iron Man can.
 

Well we know that the crafter feat grants access to some sort of quick crafting table. I assume that will fill the role of crafting during an adventure rather than during downtime.

It seems the table will be more limited than initially thought. It specifically mentions making: Torches, Rope, Nets, and Grappling Hooks

But it positions things like antitoxin, alchemist fire, healing kits, and other items under other sections of the doc. Which makes me worry they won't be options.
 


It seems the table will be more limited than initially thought. It specifically mentions making: Torches, Rope, Nets, and Grappling Hooks
I figured that was not an exhaustive list
But it positions things like antitoxin, alchemist fire, healing kits, and other items under other sections of the doc. Which makes me worry they won't be options.
I don’t imagine they have to be on only one of the two lists
 

It seems the table will be more limited than initially thought. It specifically mentions making: Torches, Rope, Nets, and Grappling Hooks

But it positions things like antitoxin, alchemist fire, healing kits, and other items under other sections of the doc. Which makes me worry they won't be options.

In the 2024 Players Handbook, each tool in the Tools table will have its own list of things to craft.

These crafted items appear to be examples from the Adventuring Gear table in the 2014 Players Handbook.

So where the Adventuring Gear has items like, "Acid, Alchemists Fire, Arrows, Antitoxin, Wand Arcane Focus, Backpack, Ball Bearings, Barrel", etcetera, there will be a Tool corresponding to it to make it.

Presumably, the tool Herbalism Kit can make the equipment Antitoxin.

I dont see why this might be "more limited". Proficiency checks rely on the DMs discretion. The tables in the Players Handbook are standard straightforward things that the player knows the character can make without requiring DMs permission. Anything beyond the table would need DM consideration.
 

I can buy things IRL.

I do not have the time, space, skill or energy to make things in my real life. But my Fey Pact Warlock who is rebuilding a destroyed community is using his skills as a brewer of beer to make potions. Many "lone swordsman" types in stories make their swords and that is an integral part of their story.

The option to MAKE your own things speaks to a section of the fantasy story, the ownership of it, which excites a lot of people. Because it isn't just a custom item made for your character, but a custom item your character made for themselves.

Iron Man is cooler than War Machine, because War Machine can't make the suit. Iron Man can.
Plus, there's a long history of crafting skills in the game (since 1e's OA/DSG/WSG introduced nonweapon proficiencies). So, I have no clue why people act like this somehow a new development.
 

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