D&D 5E Help with the Crafting System

For crafting magic items I added a feat that has a prerequisite of being able to cast 3rd level spells. All the feat does is allow the character to craft magic items of any type.

The concept behind the rules is to make it feasible, but time-consuming, expensive, and with potential permanent effects. I've never been a fan of XP cost, largely because I don't use XP in my campaigns, but it has little permanent effect on the characters. So I've settled on Strength and Constitution damage. In most cases this has little game effect, because they just have to take some additional time to recover. But there is the possibility of the loss being permanent. This has the effect of ensuring that

My process covers a lot of ground, and is still in draft form, but here's the basic process. I should note that in my campaign, ability damage is regained by making a 'death' saving throw once per day. 3 non-consecutive successes regain 1 point, 3 non-consecutive failures and the loss of 1 point is permanent. You'd roll once for each ability score that's affected. If time is not an issue (which is usually the case for downtime) you can just make all of the rolls at once.

Creating a magic item requires the raw materials of the item, the material components (if any) of the spell to be imbued (a focus cannot be used). And the mystical recipe for creating a given item. The remaining ingredients required cost 50% of the normal sale value in gp.
Imbuing an item with magic is a challenging and draining proposition. Consumable items, such as potions and scrolls are the easiest to make, followed by charged items. Permanent items are the most complex.

Creating an item causes temporary Strength and Constitution damage, regained as per the (my) normal rules. The amount drained depends on the spell slot level of each spell that is cast into the item. The ability score loss occurs upon the final day of enchanting the item.

All material components are required for each spell to be enchanted. Additional components may be required as well. A well stocked laboratory as well as appropriate material working tools are usually needed. All items must be of masterwork quality, and may require assistance from a skilled craftsman if the spell caster doesn't have the skills themselves to prepare the item. All of this is included in the cost of creating the item, although the cost can fluctuate quite a bit depending on the availability of any of these requirements.

Consumable Items (2 days/spell slot level of spell, minimum 1 day)
0-3 0 CON/STR damage
4-6 1 CON/STR damage
7-9 2 CON/STR damage

Charged Items (fixed number of charges that don't recharge) (3 days/spell slot level of spell)
0-3 1 CON/STR damage
4-6 2 CON/STR damage
7-9 3 CON/STR damage

Recharging Items (5 days/spell slot level of spell)
0-3 2 CON/STR damage
4-6 3 CON/STR damage
7-9 4 CON/STR damage

Permanent Items (10 days/spell slot level of spell)
0-3 3 CON/STR damage (adding a +1 bonus to an item expends a level 3 spell slot)
4-6 4 CON/STR damage (adding a second +1 bonus expends a level 5 spell slot)
7-9 5 CON/STR damage (adding a third +1 bonus expends a level 7 spell slot)

Aside from the creation of the item itself, the amount of time it takes to enchant an item varies. 8 hours each day must be spent in the enchantment process, at which point the spellcaster suffers 1 level of exhaustion, which is regained after a long rest so the process can begin anew in the morning.

At the end of each day, an Intelligence (Arcana) check must be made. The DC is 20 + the level of the spell slot to be enchanted. Failure indicates the enchantment process has failed for that day, and does not count toward the number of days needed for creation. The process can continue unless three non-consecutive failures occurs, at which point the item cannot be enchanted. If this occurs when attempting to add an additional spell to an item, the item must make a DC 12 save (+1 per bonus or enchanted spell) or lose all of its magical qualities. Three non-consecutive successes resets this count.

Ability score loss occurs on the final success for enchantment for a single spell. Additional spells can be added to the item at any time but is more difficult than the initial enchantment. The DC for the Intelligence Arcana check increases by +1 for each existing enchantment on the item.

The process is the same for whatever type of magic item is enchanted. In developing the process I've been updating several older types of magic as well (although WotC may usurp the Rune Magic, although it's different than this type).

A trigger or command word is defined during the process. Charged items have a limited number of charges (undefined so far), probably based on the type of item as well as the level and number of spells it holds.

Potions can only host spells that affect self.

Tattoos can only host spells that affect self or are triggered by touch.

Gems or Runes (including inscriptions upon or above items such as doors, etc.) can hold nearly any type of spell. Area of effect spells are centered on the gem or runes. Only certain gems can hold spells, and some hold only certain types of spells.

Use existing magic items as guidelines. Some effects don't have corresponding spells. Those will need further research, or their manufacture may have been lost in time.

Ilbranteloth
 

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For mundane items, it should vary. But as a point of reference, since this has been asked many times and answers are easily found on the internet..

A chain hauberk would take about 200 man-hours to make. So if you're doing it yourself and working 10 hours a day, about 20 days.

A breastplate, maybe 3 days.

Plate or plate mail armor, on the other hand, was actually made primarily for a specific individual. So with fitting, working to get the pieces to mate properly, etc., count on a few months of work.

Blades would take several days for a run-of-the mill plain blade, whether a sword, dagger, pole arm blade, or a farm implement for that matter. This is one area where I like to point out that players should get into the campaign and their characters a bit more. A lot of people would likely purchase something much more unique, and decorated to their liking. In that case it's probably at least a week, possibly months depending on the materials, decorations, and craftsmanship desired.

A forged, hammered blade is much faster to manufacture than a folded steel blade, for example. But think about the things you purchase in your life - car, furniture, clothes, appliances, etc. Do you purchase the cheapest, most basic item? Now what if this is part of your 'profession' and will potentially be used every day, and in life-and-death situations? The game doesn't really account for a finer blade, or one that holds an edge better than another, or weapon wear and breakage (I sort of assume that during rests they are maintaining their weapons, and getting them repaired when in town).

But wouldn't it be likely that you'd be spending more on something better, if not unique (since each one is handmade)? In RPGs it's extremely common for PCs to purchase only what they need to be 'an adventurer' and don't consider spending any extra time or money on better stuff.

Ilbranteloth
 

Base the crafting time on weight rather than price.

5 lbs. per day sounds about right. Most weapons take 1-2 days. Plate armor takes 13 days -- this is a long time, but not game-stoppingly long. Treat most potions as 1 lb. so you can brew 5 of them per day.

If you want to get more complicated, say that "simple" items take half the time to craft (so a barrel only takes 5 days instead of 10, and a maul can be crafted faster than a greatsword), and "complex" items take twice as long to craft (so maybe the plate armor takes 26 days instead of 13, if you want to keep plate armor a Big Deal). To get extra extra complicated, you could come up with a formula of price x weight, so that light but high-value items (like a spyglass) take longer and heavy but low-value items (like that barrel) take less time.

Someone already did that for Pathfinder almost exactly as you say, and it is one of the few pdf rules that I consistently recommend to others.

Easily adaptable for 5e.

http://www.drivethrurpg.com/product/82666/Making-Craft-Work-PFRPG
 

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