So, I have a Player (Human Bard lv 2 Assassin Rogue lv 3) who wants to build custom weapons and items. He's already been using tinkerer's tools and smith's tools to repair weaponry and items. He's asked if he can spend downtime (length of time varying depending on the complexity of the item) to use tinkerer's tools to modify weapons (such as making a short sword that retracts into the hilt, or a crossbow that fires more arrows before needing to be reloaded) and invent new items (like googles based of telescopes that can slightly zoom at the eyes). He's very dedicated to the idea, even willing to come up with blueprints and specific parts he'll need to make them, but I can't find any rules in the rule books or online about crafting items besides magical items.
IMHO he can homebrew using the Create Magic Items option. As GM you can set DC for the item to function, because it's all experimental. He also needs to find and buy supplies he will be needing.
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Cedo nulli, Calcanda semel via leti. Parvi sed magni.
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.
While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5 for more information on lifestyle expenses)."
This gives you a general idea of how long it will take and how much it will cost to make the items. You will have to decide how much each item is worth though.
There has also been a whole lot of discussion about the length of time involved to create items so as the DM you can decide how you want to work it and how long things take, but this gives you a formula to use as a base.
I think the problem with item crafting is that some players want to be a tinkerer and work on things during gameplay, but all the rules about it assume the players spend weeks to months on down time just focusing on crafting. I haven't been playing as long as other people have, but pretty much any game I've ever been in has never had long stretches of down time for the characters. There's always a new threat or challenge that needs to be addressed.
I think the problem with item crafting is that some players want to be a tinkerer and work on things during gameplay, but all the rules about it assume the players spend weeks to months on down time just focusing on crafting. I haven't been playing as long as other people have, but pretty much any game I've ever been in has never had long stretches of down time for the characters. There's always a new threat or challenge that needs to be addressed.
In the older style of play, characters would frequently see months of downtime between adventures. With the newer style of play not so much.
Alright, thanks, I think this answers my question (using the normal crafting rule w/ some house rules). And yes, it's been established that he will have to work on crafting during downtime, not while actively adventuring (during long rests or traveling).
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So, I have a Player (Human Bard lv 2 Assassin Rogue lv 3) who wants to build custom weapons and items. He's already been using tinkerer's tools and smith's tools to repair weaponry and items. He's asked if he can spend downtime (length of time varying depending on the complexity of the item) to use tinkerer's tools to modify weapons (such as making a short sword that retracts into the hilt, or a crossbow that fires more arrows before needing to be reloaded) and invent new items (like googles based of telescopes that can slightly zoom at the eyes). He's very dedicated to the idea, even willing to come up with blueprints and specific parts he'll need to make them, but I can't find any rules in the rule books or online about crafting items besides magical items.
Are there any rules regarding this kind of thing?
IMHO he can homebrew using the Create Magic Items option. As GM you can set DC for the item to function, because it's all experimental.
He also needs to find and buy supplies he will be needing.
Cedo nulli, Calcanda semel via leti.
Parvi sed magni.
From PHB. "
Crafting
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.
While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5 for more information on lifestyle expenses)."
This gives you a general idea of how long it will take and how much it will cost to make the items. You will have to decide how much each item is worth though.
That's what happens when you wear a helmet your whole life!
My house rules
There has also been a whole lot of discussion about the length of time involved to create items so as the DM you can decide how you want to work it and how long things take, but this gives you a formula to use as a base.
That's what happens when you wear a helmet your whole life!
My house rules
Crossbows fire bolts, not arrows.
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I think the problem with item crafting is that some players want to be a tinkerer and work on things during gameplay, but all the rules about it assume the players spend weeks to months on down time just focusing on crafting. I haven't been playing as long as other people have, but pretty much any game I've ever been in has never had long stretches of down time for the characters. There's always a new threat or challenge that needs to be addressed.
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In the older style of play, characters would frequently see months of downtime between adventures. With the newer style of play not so much.
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Yes, bolts, sry
Lol. Sorry, it’s just a pet peeve of mine.
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Alright, thanks, I think this answers my question (using the normal crafting rule w/ some house rules). And yes, it's been established that he will have to work on crafting during downtime, not while actively adventuring (during long rests or traveling).