Craft, Rebuilt (3.5e Skill)

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Author: Leziad (talk)
Contributors: Eiji-kun
Date Created: 14th December 2018
Status: WIP
Editing: Clarity edits only please
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Craft (Dex or Int)[edit]

A rebuilt version of the SRD Craft skill. Without rank in craft it is always based on Dexterity, however if a character places ranks in it she may choose to base on either her Intelligence or Wisdom instead. The craft skill allows the player to assemble, forge, build or otherwise make their own items at a lower cost than market value. This ruleset affects mundane crafting only unless noted otherwise, it does not change the rule on enhancing magic items.

In order to craft an item, you first need to determine how difficult it is to craft (from simple to insane). Then you choose the speed upon which you craft it (see accelerate crafting, extra time and rush job). Then you roll the duration of crafting and the actual craft check, technically making the actual craft check midway. When crafting you spend 50% of its market value in material, essentially creating it at half the cost of buying it. If you have access to raw material for free, then the crafting cost is 25% instead.

The crafting time of a mundane item is not based on its market value, it is randomly rolled by the GM when the character starts crafting the item, the unit of time the crafting process takes is given in each crafting skill below. If an item is extraordinarily quick to craft, such as a tripwire trap or a seared steak, then the unit may be lowered by the GM to a minimum of rounds.

When you create a non-consumable item you may create a single item per craft check, however for alchemical items and food you can create multiple item/portions at the same time. However creating a large batch of item may make the crafting process more complex, for example crafting an alchemist's fire is a fine item while a batch of 6 or more could be deemed complex in nature instead of fine. Creating a batch of item uses the same crafting time as creating a single item.


The Craft skill is divided between the following crafting skill: Alchemy, Cooking, Drawing, Infrastructure, Smithing, Technology and Textile. Other crafting skills may exist depending on the world as well. The description of the particular craft skill are the following:

Craft (Alchemy) is brewing potion, poison and other alchemical items. It cannot be used untrained and its duration unit is in hours.

Craft (Cooking) is to prepare meals, detect spoiled ingredients and such. It can be used untrained and its duration unit is in minutes.

Craft (Drawing) is drawing out plans, maps, and schematics. It cannot be used untrained and its duration unit is in hours.

Craft (Infrastructure) is directing a group of people to build fortifications, roads and architecture. It cannot be used untrained and its duration unit is in weeks.

Craft (Smithing) is craft armor, tools and weapons. It cannot be used untrained and its duration unit is in days.

Craft (Technology) is crafting traps, mechanisms and other strange devices. It cannot be used untrained and its duration unit is in days.

Craft (Textile) is crafting and handling items made of fabric, leather or hide. It cannot be used untrained and its duration unit is in days.

Check[edit]
DC Examples
10 Craft Simple Item
20 Craft Fine Item.
30 Craft Complex Item.
50 Craft Insane Item.
+10 The item is exotic to the crafter.
Variable Missing Parts or Tools.
-5/-10 Extra Time.
+5/+10 Accelerate Crafting.
+10/+20 Rush Job.
Craft Simple Items[edit]

A simple item is defined as a are usually items without moving parts, usually made of a single piece of material.

Examples of such would be crafting simple acids and bases (alchemy), brewing tea or simple meals of meat or vegetables with no sides or seasoning (cooking), basic walls of dirt or a simple palisade (infrastructure), basic line drawings and illustrations (drawing), forging simple blunt objects such as spoons, clubs, or hammers (smithing), basic pit traps and simple tripwires (technology), or making basic fabric reams and unadorned common tunics (textiles).

A simple item is completed in 1d4 units.

Craft Fine Items[edit]

A fine item may have moving parts, it usually requires a great degree of finesse and application.

Examples of such would be crafting most explosives alongside uncommon chemicals (alchemy), cooking a well seasoned meal or any process that requires fermentation such as beer (cooking), stone and brick walls or simple and functional buildings (infrastructure), complex illustrations suitable for blueprints or artistic merit (drawing), forging items which require sharpening or maintenance or objects with moving aspects such as some wrenches, drills, or crossbows (smithing), traps with mechanical parts or objects involving cogs screws and gears (technology), or weaving silk and other fine material or adorning clothing with designs (textiles).

A fine item is completed in 3d6 units.

Craft Complex Items[edit]

A complex item has many moving parts or requires a great degree of craftsmanship.

Examples of such would be crafting rare chemicals or working with actively hazardous material (alchemy), cooking fancy exotic meals or preparing dishes from unique or strange origin (cooking), building durable and fancy buildings, roads, and bridges (infrastructure), creating lifelike drawings and paintings or accurately reproducing images or text of unusual scale (drawing), forging complex items with multiple moving parts or pieces that require high precision or extreme durability to function (smithing), room-wide trap rooms and technology that can reproduce the cutting edge or beyond for your time period (technology), or making multi-layer fabrics and composite materials such as bullet resistant fiber armor or working with strange and otherworldly difficult materials (textiles).

A complex item is completed in 6d6 units.

Craft Insane Items[edit]

Insane items generally are either above the usual capacity of the world to create, or one of a kind items.

Examples of such would be crafting and storing chemicals that are not stable in normal conditions or that are above what is normally viable technology for your time period (alchemy), creating food with supernatural properties or unnatural preservation (cooking), building structures which will last thousands of years and still function or superstructures that breach the strength of the materials involved (infrastructure), illustrations seemingly more real than reality without even any form of example (drawing), creating legendary items from strange and exotic materials or divine materials (smithing), technology beyond your time period reliant on hundreds or thousands of subsystems (technology), or weaving textiles that stand the test of time and with properties far in excess of the strength of its materials involved (textiles).

An insane item is completed in 5d20x10 units.

Exotic Item[edit]

If an item is completely unknown to the crafter she takes a -10 penalty when attempting to make it, in order to even be able to do the check she must have the item described in detail to her.

Missing Parts or Tools[edit]

If the crafter lacks the tool required to make an item or is lacking important parts she take a penalty ranging from -2 to making the check impossible, depending on the importance of the missing component. It is possible to cook a soup without a ladle or make a club without a hammer, but not forge a sword without a furnace or cook a steak without meat.

Extra Time[edit]

The crafter may halve her crafting speed, doing so grant her a +5 bonus on crafting the item. This may be done twice to a +10 bonus if the crafter reduces her crafting speed to one quarter.

Accelerated Crafting[edit]

Alternatively a crafter may halves her crafting time, taking a -5 penalty on her check to do so. She may do so twice, quadrupling her crafting time with a -10 penalty. This also applies to enhancing magic items.

Rush Job[edit]

By taking a -10 penalty to her check, the crafter can roll the crafting time roll twice, taking the lowest result. If she takes a -20 she may roll four times instead of taking the lowest result.

Failure[edit]

If the crafting check fails then no progress is made on the item midway through crafting, if it fails by 5 or more the attempt must be restarted from the beginning. It is usually possible to try again by recycling the material, but some crafting attempt might scrap the material investment in the item.

Untrained[edit]

Craft can be used untrained, to craft simple items at normal speed only, craft (Cooking) may be attempted for all checks.


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Leziad's Homebrew (4427 Articles)
Leziadv
AuthorLeziad +
Identifier3.5e Skill +
RatingUndiscussed +
SummaryA rebuilt version of the SRD Craft skill. +
TitleCraft, Rebuilt +