This Page is for the mechanics of crafting Potions and other magic items cause Xanatha in all his beholder wisdom is a bit too vauge


Sub-Class Augments

Creating Magic Items or Brewing magic potions has to come from somewhere, there are a variety of vauge rules in the DMG and Xanatha's guide but i needed something more detailed for my players and to make some alterations to the rules.

What is Required?

Formula Or Blueprint
For Magic items a Blueprint is required. You can obtain a blueprint for sale at shops or create one yourself by destroying a copy of the magic item you want the blueprint of.
Your character disassembles and reverse engineers the object to understand its components and learn how it was made, this process destroys the magic item and is unable to be resembled as the magic is spent and the materials are worn.

The same process for a formula but that is for potions and Elixirs

These should be recorded as an item in your inventory or in a journal of some sort.

Spellcasting Ability
The ability to understand and weave magic is a requirement. how else do you expect to be able to weave magic into an object if you cannot wield it yourself.
The ability to cast 3rd level spells

Level Requirement
The character must be an appropriate level for the rarity of magic item they intend to create. as follows.

  • Common: Lv 1-3
  • Uncommon: Lv 4-8
  • Rare: Lv 9-13
  • Very Rare: Lv 14-17
  • Legendary: Lv 18-20*1)

Location/ Access to Generic materials
Your character needs a safe and well established location to be able to craft or brew magic items. A Workshop, Home or similar place that is safe against unwannted visitors and can be closed or locked in someway. and has suitable space to work for extended periods of down time.
Also it needs to be in a location with access to mundane materials, generic ingredients and the like. things like salt, cloth, metals, glass, fruit etc. things a general store may have or a plentiful land may hold.

Special Materials
Most Magic items or Potions require a key ingredient that is not available at a general store. Something that needs to be gathered by the character in a mini quest of sorts or obtained during their travels. There will be a list bellow of what magic items and their special material they are required bellow.
Example: Health potions require Regen Root or Trolls blood as their special material, With more being required for higher tiers of health potion.

Gold & Time
Now that you have everything else you need to pay for those generic materials and have the time to craft or brew your desired item. Time and cost is determined by the rarity of the magic item OR the general cost of the magic item as not all rare magic items are priced the same.

  • time is 8 Hours of in game time dedicate to the craft or brew. but the rest of the day can be spent doing other things.
  • Progress can be paused for crafting an item and picked up later, potions & Poisons' CANNOT be paused or they will be ruined
    • Example: Item needs 7 days, The character spends 3 days crafting, then pauses for 2 days and continues after for another 4 days.
  • Item Craft
    • Cost: Cost of the item to be crafted is normally half of the generic cost of the item (Price Obtained from Official Content) there may be some exceptions depending on your DM.
    • Time: Crafting a magic item is based on its rarity with as minimum of 2 days.
      • Common: 3 Days
      • Uncommon: 5 Days
      • Rare: 21 Days
      • Very Rare: 60 Days
      • Legendary: 365 Days 2)
  • Potions Brew
    • Cost: Cost to brew a potion is the same cost as a single potion (Price Obtained from Official content) but you will brew 1d4+1 Potions so at least doubling your product for the price.
    • Time: Brewing a potion is based on its rarity with a minimum of 2 days.
      • Common: 2 Days
      • Uncommon: 5 Days
      • Rare: 12 Days
      • Very Rare: 21 Days
      • Legendary: 31 Days 3)
    • All Potions Require proficiency with the Brewer's tool Kit as well as the kit itself.
  • Poison Brew
    • Cost: Cost is Normally half the cost of of the poison's market price (Determined by DMG)
      • Cost becomes the full cost if the unique Ingredient needs to be purchased.
    • Time: Brewing a poison is based on its specify Type (Determined by DMG) with a minimum of 1 day.
    • All Poisons Require proficiency with the poisoners kit as well as the kit itself.

Tools & Skills
Getting everything ready is for nothing if your character doesn't have the necessary tools and skills required to start and finish a project. The character needs to have suitable tools and proficiency with those tools for crafting or brewing each magic item they want.
Example: Leather workers for a leather bag of holding, Jewelers tools for a ring of protection, Brewers tools for potions etc.
But also some magic items may require proficiency in certain skills. Arcana is almost always a requirement but there may be others depending on the item

Poison Raw Cost Shelf Cost Time Special Ingredient Rarity Style DC Damage Duration
Assassin's Blood 75g 150g TIME Creature Venom RARITY Ingested Con, 10 1D12 24 Hours
Burnt Othur Fumes 250g 500g TIME Demon's Ash RARITY Inhaled Con, 13 3D6 (1D6 Repeating) 3 Successful Saves
Crawler Mucus 100g 200g TIME Carrion Mucus RARITY Contact Con, 13 Paralyzed 1 Minuet
Drow Poison 150g 300g TIME Underdark Flora RARITY Injury Con, 13 Unconscious 1 Hour
Essence of Ether 150g 300g TIME Ethereal Plasm RARITY Inhaled Con, 15 Unconscious 8 Hours
Malice 125g 250g TIME SPECIAL RARITY Inhaled Con, 15 Blinded 1 Hour
Midnight Tears RAW 1500g TIME SPECIAL RARITY Ingested Con, 17 9D6 Instant at Midnight
Oil of Taggit 200g 400g TIME SPECIAL RARITY Contact Con, 13 Unconscious 24 Hours
Pale Tincture RAW 250g TIME SPECIAL RARITY Ingested Con, 16 1D6 To Max HP (1D6 Repeating) 24 Hours (Restes on a failed save)
NAME RAW SHELF TIME SPECIAL RARITY STYLE DC Damage Duration
NAME RAW SHELF TIME SPECIAL RARITY STYLE DC Damage Duration
NAME RAW SHELF TIME SPECIAL RARITY STYLE DC Damage Duration
NAME RAW SHELF TIME SPECIAL RARITY STYLE DC Damage Duration
NAME RAW SHELF TIME SPECIAL RARITY STYLE DC Damage Duration

Test Rules, Not Implemented In Game

  • Reducing time: (Test Rules, Not implemented yet)
    • Characters have the opportunity to try an decrease the time for crafting a magic item with skill checks at the risk of ruining the item if they fail
  • Multiple Brews: (Test Rules, Not implemented yet)
    • Characters have the opportunity to set up multiple potion brewing stations based on if thay have suitable room and the ability to manage multiple magic brews at once.

1)
Some Legendary Items may not be able to be crafted at all, Check with your DM
2) , 3)
Some Legendary Items may be impossible to craft, Check with your DM
  • item/recipe.txt
  • Last modified: 3 months ago
  • by Cinder