Recently WOTC has released a playtesting rules change for One DND. This came with new feats that you get at level one. One of those feats is Crafter. It adds three new artisan tool proficiencies, lowers the price of non-magical items to buy, and most importantly lowers the crafting time of any item, magical or non-magical, by 20%. Now before people argue that it only applies to non-magical items the feat already makes a distinction in the previous part and just says items, making no distinction between magic or non-magic item, just items. This affects the artificers ability craft magic items across the board but combined with adept makes magic item crafting even faster. However as before figuring out the new crafting times at the table in the middle of the game can be frustrating so I have revised the crafting time table once again for easy reference.
Non-magical item Crafting time
60gp per workweek (40 hours)
12gp per day (8 hours)
Magic Item Crafting Time and Cost
Item Rarity
Workweeks*
Cost*
Common
8 hours
25gp
Uncommon
16 hours
100gp
Rare
8 workweeks
2,000gp
Very rare
20 workweeks
20,000gp
Legendary
40 workweeks
100,000gp
*Halved for a consumable item like a potion or scroll
Common
4 hours
12.5gp
Uncommon
8 hours
50gp
Rare
4 workweeks
1000gp
Very Rare
10 workweeks
10,000gp
Legendary
20 workweeks
50,000gp
Spell Scroll Costs
Spell Level
Time
Cost
Cantrip
1.6 hours
7.5gp
1st
1.6 hours
12.5gp
2nd
4.8 hours
125gp
3rd
8 hours
250gp
4th
8 days
2,500gp
5th
16 days
5,000gp
6th
32 days
15,000gp
7th
64 days
25,000gp
8th
128 days
50,000gp
9th
192 days
250,000gp
Potion of Healing Creation
Type
Time
Cost
Healing
1.6 hours
12.5 gp
Greater healing
8 hours
50 gp
Superior healing
12 days
1,000 gp
Supreme healing
16 days
10,000 gp
As for the DMG crafting times good luck trying to apply magic item adept and the crafter feat to those rules.
Yes but an 20% reduction in crafting time due to the crafter feat means it you can now craft 60gp worth of ordinary items in a workweek. The feat applies to both magical and non-magical items. 20% of 50 is 10, add that to the regular amount and you get 60gp per workweek meaning you can craft more per workweek.
True I just wrote that. Another way of looking at is that you can get 50 gold worth of crafting done in just 32 hours instead of the 40 hours of a work week. But if you kept crafting the whole work week you could do 60 gold in a work week.
I did not change any of the cost just the time. For regular items you can only do fifty gold per work week but you get faster with the crafter feat. That means you can do more per week. You can do multiple items within that workweek, the rules says so. You are not limited to one item and have to wait till the workweek is over. 50 gp per workweek is a rate. The feat increases the rate so more can be done. It is done differently with magic items. There is a set time per rarity. Normal items don’t have a rarity. A spyglass or glass vial is not common they are just normal and the xge rules have a rate, not a table for their time to craft. For an spyglass it takes 20 workweeks normally but with the feat it takes 16.666 workweeks. For a glass vial it takes 48 minutes and with the feat it takes 40 minutes.
I did not change any of the cost just the time. For regular items you can only do fifty gold per work week but you get faster with the crafter feat. That means you can do more per week. You can do multiple items within that workweek, the rules says so. You are not limited to one item and have to wait till the workweek is over. 50 gp per workweek is a rate. The feat increases the rate so more can be done. It is done differently with magic items. There is a set time per rarity. Normal items don’t have a rarity. A spyglass or glass vial is not common they are just normal and the xge rules have a rate, not a table for their time to craft. For an spyglass it takes 20 workweeks normally but with the feat it takes 16.666 workweeks. For a glass vial it takes 48 minutes and with the feat it takes 40 minutes.
The first part is correct. It only reduces the time.
Look at uncommon which takes 2 weeks and cost 200. If you apply the non-magic item crafting time to the table itself it should work out to 4 work weeks.
The same for the other rarity levels. Rare takes 10 weeks and cost 2,000. Which 2,000 divided by 50 is 40 weeks. Based only on the UA feat only shorts the time. The whole 50gp/week is meaningless when dealing with uncommon or higher rarity magic items.
To reiterate what I said before. The crafting rules for D&D are best summed up by 'let the DM decide' here are some very vague non-sense guidelines. Look through them and notice that any magic item is assumed to have at least one rare item that the player has to go quest for. But why go quest for an item when you can, reasonably go quest for an existing completed item? I know it's supposed to be 'adventure' but if the player is into crafting it becomes more burdensome - story interupt- on the DM than anything else. At least from my experience. Now in a true sandbox style game it may work great.
I do tend to find the problem with a lot of builds (that use crafting or harvesting) are actually DMs using fiat rather than following the rules. Crafting is kind of outside the growth of a character and as such dms have a hard time accounting for it.
Myself I like it when players feel smart by preparing for fights. I think its a good way to help avoid planning/approach discussions from getting out of hand. every one knows the dragon uses lightning so the party tries to get said resistance as part of the adventure.
I would also like to point out somewhere there is a rounding rule that means you have to do at least 1 days full work. This can potentially cause problems for cheap items.
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Recently WOTC has released a playtesting rules change for One DND. This came with new feats that you get at level one. One of those feats is Crafter. It adds three new artisan tool proficiencies, lowers the price of non-magical items to buy, and most importantly lowers the crafting time of any item, magical or non-magical, by 20%. Now before people argue that it only applies to non-magical items the feat already makes a distinction in the previous part and just says items, making no distinction between magic or non-magic item, just items. This affects the artificers ability craft magic items across the board but combined with adept makes magic item crafting even faster. However as before figuring out the new crafting times at the table in the middle of the game can be frustrating so I have revised the crafting time table once again for easy reference.
Non-magical item Crafting time
60gp per workweek (40 hours)
12gp per day (8 hours)
Magic Item Crafting Time and Cost
Item Rarity
Workweeks*
Cost*
Common
8 hours
25gp
Uncommon
16 hours
100gp
Rare
8 workweeks
2,000gp
Very rare
20 workweeks
20,000gp
Legendary
40 workweeks
100,000gp
*Halved for a consumable item like a potion or scroll
Common
4 hours
12.5gp
Uncommon
8 hours
50gp
Rare
4 workweeks
1000gp
Very Rare
10 workweeks
10,000gp
Legendary
20 workweeks
50,000gp
Spell Scroll Costs
Spell Level
Time
Cost
Cantrip
1.6 hours
7.5gp
1st
1.6 hours
12.5gp
2nd
4.8 hours
125gp
3rd
8 hours
250gp
4th
8 days
2,500gp
5th
16 days
5,000gp
6th
32 days
15,000gp
7th
64 days
25,000gp
8th
128 days
50,000gp
9th
192 days
250,000gp
Potion of Healing Creation
Type
Time
Cost
Healing
1.6 hours
12.5 gp
Greater healing
8 hours
50 gp
Superior healing
12 days
1,000 gp
Supreme healing
16 days
10,000 gp
As for the DMG crafting times good luck trying to apply magic item adept and the crafter feat to those rules.
Non-magical item Crafting time. Its' 50 GP per workweek not 60. At least from XGtE and downtime activities.
Crafting an item.
And yes the DMG crafting rules are best summed up as "Let the DM decide."
Yes but an 20% reduction in crafting time due to the crafter feat means it you can now craft 60gp worth of ordinary items in a workweek. The feat applies to both magical and non-magical items. 20% of 50 is 10, add that to the regular amount and you get 60gp per workweek meaning you can craft more per workweek.
No. It reduces time. It does not increase the amount crafted.
True I just wrote that. Another way of looking at is that you can get 50 gold worth of crafting done in just 32 hours instead of the 40 hours of a work week. But if you kept crafting the whole work week you could do 60 gold in a work week.
No it reduces the crafting time, not the amount of crafting you get done. Feat from UA.
Faster Crafting. When you craft an item using a tool with which you have Tool Proficiency, the required crafting time is reduced by 20 percent.
The feat does not modify the cost to craft.
For an uncommon item, crafting time goes from 2 weeks to 1.8weeks cost is still 200 gp.
For a rare item, crafting time goes from 10 weeks to 8 weeks. The cost is still 2,000 gp.
All of that to point out that the actual rate of work meaning gp / week varies by rarity. Which means they only half-worked what the feat does.
I did not change any of the cost just the time. For regular items you can only do fifty gold per work week but you get faster with the crafter feat. That means you can do more per week. You can do multiple items within that workweek, the rules says so. You are not limited to one item and have to wait till the workweek is over.
50 gp per workweek is a rate. The feat increases the rate so more can be done. It is done differently with magic items. There is a set time per rarity. Normal items don’t have a rarity. A spyglass or glass vial is not common they are just normal and the xge rules have a rate, not a table for their time to craft. For an spyglass it takes 20 workweeks normally but with the feat it takes 16.666 workweeks. For a glass vial it takes 48 minutes and with the feat it takes 40 minutes.
The first part is correct. It only reduces the time.
The 50gp is the rate for non-magical and common magical items Magic Item Crafting Time and Cost table shows.
Look at uncommon which takes 2 weeks and cost 200. If you apply the non-magic item crafting time to the table itself it should work out to 4 work weeks.
The same for the other rarity levels. Rare takes 10 weeks and cost 2,000. Which 2,000 divided by 50 is 40 weeks. Based only on the UA feat only shorts the time. The whole 50gp/week is meaningless when dealing with uncommon or higher rarity magic items.
To reiterate what I said before. The crafting rules for D&D are best summed up by 'let the DM decide' here are some very vague non-sense guidelines. Look through them and notice that any magic item is assumed to have at least one rare item that the player has to go quest for. But why go quest for an item when you can, reasonably go quest for an existing completed item? I know it's supposed to be 'adventure' but if the player is into crafting it becomes more burdensome - story interupt- on the DM than anything else. At least from my experience. Now in a true sandbox style game it may work great.
I do tend to find the problem with a lot of builds (that use crafting or harvesting) are actually DMs using fiat rather than following the rules. Crafting is kind of outside the growth of a character and as such dms have a hard time accounting for it.
Myself I like it when players feel smart by preparing for fights. I think its a good way to help avoid planning/approach discussions from getting out of hand. every one knows the dragon uses lightning so the party tries to get said resistance as part of the adventure.
I would also like to point out somewhere there is a rounding rule that means you have to do at least 1 days full work. This can potentially cause problems for cheap items.