Dig deep into your Bag of Holding and pull out the tangled bundle of vials, files, pouches, and pliers you threw in and forgot about way back at level 1. The tools you’ve lugged across the Sword Coast are now worth their weight in gold. In the 2024 Player’s Handbook, crafting rules have been updated; now your tool proficiencies help you create useful equipment that anyone in your party can use!
Take a look below to learn how you can make Potions of Healing, armor, and Spell Scrolls using something as simple as your starting equipment.
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Crafting with Tools from the 2024 Player’s Handbook
Every hardy adventurer knows that bringing the right tools is half the battle. When you create a character using the 2024 Player’s Handbook, you’ll pack up for your adventure using equipment and/or Gold Pieces (GP) granted by your background and class. Handy adventurers should turn to Chapter 6: Equipment and cast their gaze upon the tools section. There's a world of potential waiting for you there!
The new rules for crafting found in the 2024 Player’s Handbook allow any character with proficiency in a tool to craft items from that tool's crafting list. Now you can brew Potions of Healing on the fly with an Herbalism Kit or sew yourself a dragon Costume with your Disguise Kit.
Crafting a nonmagical item requires you to collect material worth half the cost of purchasing it, rounded down. For example, you’ll need 25 GP of raw materials to make Alchemist’s Fire, which is worth 50 GP. Unlike the Crafting downtime activity in the 2014 Player’s Handbook, you’ll now make progress toward completing your nonmagical item in increments of 10 GP per day instead of 5 GP. That Plate Armor will take you 150 days instead of 300 days, or 75 days with the help of a friend!
Not fast enough for you? Take a look at the Crafter Origin feat. You’ll pick up proficiency with three different Artisan’s Tools and the ability to create useful items like Torches, Rope, Nets, and Grappling Hooks overnight. Also, capitalism hack: Nonmagical items that you buy are 20 percent off. I wish knowing how to weave a basket offered that kind of perk in real life!
Xanathar’s Guide to Everything expanded on the potential uses of tools by suggesting how they could assist you with specific ability checks, like using Investigation and Cobbler’s Tools to track where someone has been based on their shoes. The optional rules for tools also came with suggested DCs for activities. The 2024 Player’s Handbook inspires DMs and players to use tools more frequently with a streamlined set of suggestions.
Tools are now tied to one ability score, which you use when making an ability check with that tool. You’ll also add your Proficiency Bonus if you’re proficient with that tool. And, my dearest Rogues who keep their well-worn set of Thieves’ Tools close at hand, locked doors and trapped chests are no match for you. The new rules on tool proficiency grant you Advantage on ability checks you make that use both a skill (like Sleight of Hand) and a tool (like Thieves’ Tools) you are proficient with.
You’ll need proficiency with a tool to craft an item on its list, but you don’t need proficiency to use it for an ability check! Each tool includes a list of things a player can use it for when they take the Utilize action, along with the DC for that action. Chisel a peephole into a secret room with your Mason’s Tools. Dissuade pursuing bandits by setting fire to the bridge behind you with your Alchemist’s Supplies.
Creative Ways to Use Tools in Your Build
Turn Your Caster into a Scroll Crafter with Calligrapher’s Supplies
I’ve got a little Message for all my fellow Wizard mains: The first step to creating the magical infinite library of scrolls you’ve always dreamed of will only cost 10 GP. And no, I’m not trying to sell you a cursed tome. At that low price, a set of Calligrapher’s Supplies are now the best friend of casters hoping to stock up before they get stomped on. The Artisan, Acolyte, Sage, and Scribe backgrounds will serve you well if you want to pick up proficiency with Calligrapher’s Supplies, which you’ll need to mass manufacture all those Spell Scrolls. You’ll still need to pay crafting costs, but who said becoming an archmage was easy?
Of course, you can still rely on Arcana to make Spell Scrolls. It's just that proficiency in Calligrapher’s Supplies can serve as an alternative route to making them. In either case, you'll still need to have the spell you’re scribing prepared each day you’re working.
Previously, the 2014 Player’s Handbook only allowed you to craft nonmagical objects with your downtime activities. In the 2024 Player’s Handbook, scribing Spell Scrolls is similar to the expanded rules on Scribing a Spell Scroll found in Xanathar’s Guide to Everything. But it's a little cheaper, as a level 2 spell will cost you 100 GP instead of 250, and potentially more powerful, as spells cast from a homemade scroll will use the spell save DC and attack bonus of the crafter.
Possession of Calligrapher’s Supplies also allows you to craft Ink, a popular component for spells like Illusory Script, Teleportation Circle, and the spellbooks you’ve spent hours copying spells into. One little bottle holds enough for five books!
Rangers and Sorcerers can make especially good use of these tools to churn out Spell Scrolls for the party Wizard, helping them learn spells that overlap with their class spell list. (I suggest Alarm, Arcane Vigor, Banishment, Dispel Magic, and Summon Elemental.) They’re also useful for the party Rogue. In the 2024 Player's Handbook, the Thief Rogue can cast spells from scrolls using the Use Magic Item class feature.
Painter’s Supplies Aren’t Just for Artists
I would be remiss if I didn’t mention the bread and butter for Wisdom-based casters: a set of Painter’s Supplies. Similar to the rules in Xanathar’s Guide to Everything, the Painter’s Supplies in the 2024 Player's Handbook enable you to paint an accurate picture of something you’ve seen before. In addition, proficiency with this set of paints, brushes, and canvases allows you to craft a Druidic Focus and a Holy Symbol. Yes, DMs, you sent the player home with a box of crayons for good behavior and they showed up at school the next morning with a glowing orb that makes storms. Never underestimate an artist!
Fulfill Your Witchy Dreams with an Herbalism Kit
My next D&D campaign is going to be all about the party opening a cozy Potions and Poisons shop together and I can’t wait. The challenge? They’ll start only with Poisoner’s Kits, Cook’s Utensils, and the star of the show, Herbalism Kits.
Join in on the joy of cottagecore characters! The Herbalism Kit allows you to craft Antitoxins, Candles, Healer’s Kits, and Potions of Healing. Pick up a vial of Antitoxin, which grants Advantage on saving throws to avoid or end the Poisoned condition for an hour, which you’ll need after taste-testing the Basic Poison bubbling on the front counter. The flickering candles around the witchy room shed atmospheric light in a dim 10-foot radius. And the Healer’s Kits will help you stabilize your unconscious Bard after they forgot to use the Herbalism Kit to identify the poisonous plants growing on the bookshelves. But of course, the main draw of this shop are the shimmering bottles of healing liqueur, each carefully brewed with a full day’s work and 25 GP of raw magic goo!
Rules Change for Drinking a Potion of Healing
Previously, consuming a Potion of Healing took an action. The 2024 Player’s Handbook now allows characters on their last legs to down a Potion of Healing as a Bonus Action! Fans of Baldur's Gate 3, rejoice. You may not be able to lob a healing missile at downed allies, but you can still spend a Bonus Action administering that sweet red elixir to a friend!
Become a Portable Armory with Smith’s Tools
At level 3, the Battle Master Fighter receives the Student of War feature, which grants proficiency with a set of Artisan's Tools. When you put down the broadsword for the night, pick up a set of pliers. You’ll be surprised at what Smith’s Tools can do!
This set of Artisan’s Tools boasts a handsome list of items to craft. Picture your blacksmith-turned-hero wiping their sweaty, heroic brow by the light of a campfire as they work, day by day, on the Plate Armor they’ll one day wear to cut down the corrupt king oppressing their home. Or pushing past the Rogue to pry open any locked chest or door with tongs in hand and advantage on their Strength (Athletics) check.
Smith’s Tools allow you to craft any metal Melee weapon, Medium armor, or Heavy armor, making them an excellent birthday gift for the party plagued by Rust Monsters. They’ll help keep your ammunition stocked with Firearm Bullets, Sling Bullets, and the endlessly useful Ball Bearings. But I would rather use them to make a ton of Grappling Hooks to swing down dramatically like Spider-Man every time I make an entrance.
Weaver’s Tools and Leatherworker’s Tools are other great choices for outfitting your adventurer on the fly. Both sets will let you add a design to your homemade Hide Armor, or stitch skulls onto your Padded Armor, to commemorate each foe you’ve slain!
Go Forth and Craft!
The 2024 Player’s Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
The new options and revisions presented in this book are a result of a decade of lessons learned and adventures had. With updated rules and streamlined gameplay, it's never been easier to bring your stories to life.
We’re delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!
Alex Teplitz (he/they) is an LA-based writer, editor, and producer whose work spans live production and tabletop gaming. They have worked for Darrington Press, Hunters Entertainment, and Pixel Circus, on an award-winning suite of games, including Daggerheart, Kids on Bikes, and Alice is Missing: Silent Falls. He is a wizard in his spare time, of which there is not enough.
I remember in one of the videos they said that magic item creation rules will be in the DMG, along with the magic items.
The goal seems to always have been to incentivize adventuring as the main activity of the game. If you can craft things in a short period of time, the players will constantly want to stop to do that, and that can really slow down the flow of the game. The way it's set up now, if the DM wants to run a game where the players have a lot of downtime and there's more of a focus on crafting, socializing, and other fantasy simulation elements, they can. The time constraints are really just there to give DMs the option to set a pace for story, action, and progression. That's it.
There is nothing stopping DMs from just house-ruling that crafting is faster. 50gp/day progress. Done. If the DM wants to run a game like that, they can. Most of them don't, though. That's why the default is not very fast or practical to do while adventuring.
150 days to craft plate armor = useless.
Most plate armor was produced in the workshops of cities like Nuernberg, Milan, and Toledo that had specialized in the production of plate armor. Full suits of plate armor could be produced extremely quickly. In 1427 the armorers in the city of Milan produced enough plate armor within a couple of days to outfit 4000 cavalrymen and 2000 infantrymen! That armor was used to outfit regular soldiers and low-grade men-at-arms. But even the custom-made suit of plate armor of a knight could be produced within a few days by the armorer and his assistants.
Dungeons and Dragons is fantasy and when do you play it , you don't must to think like the real life. In D&d you can throw a fireball with your fingers in the real life is imposible
Yes, and throwing a fireball with your fingers is fun. Having a PC sit around for 150 days to craft some armor and forcing the rest of the table to figure out wtf they're going to do during that time is just plain ridiculous.
Streamlining and mainsteaming existing optional rules is nice, but what about adding rules 5e somehow still doesn't have: rules for spell research.
Every edition (except The-Addition-That-Shall-Not-Be-Named) has had them, when do we get official guidance on crafting spells??
This is not really that groundbreaking honestly. No player of mine has ever cared about crafting a mundane item. I hope they have better rules for crafting magical non-scroll non-potion items.
Excusame. That 150 days to craft like you say, They are days that is necessary a cost ( the lifestyle) It is a time where the characters are making objects or other actions, but not is time for play. It is only description, and only a scene that you can to spend in two minutes in the real life, but in the world of fantasy are 150 days. A salute.
As a player? You probably don’t, because every discussion I’ve seen about players crafting spells in game says it was a horribly broken system.
How many artificers are needed to make a torch?
Cool now we can buy things everyone has homebrewed before. anyways and will still hombrew even with the new changes :P
at least they treid to make tools more usefull =)
The new uses for tools is the only useful thing that came out of this. All the bragging about a new crafting system is was just more gaslightighting like " the ranger is a whole new class" and Divine Smite's bonus action cast being mostly in line with original Divine Smite's mechanics
How so? Broken as in the player didn't collaboratively work with their DM to make a fair and balanced spell and players were casting god-level spells with their 2nd level slots? Or broken as in how 1st edition cost 60k gold to craft a 3rd level spell w a 100% chance of the spell working? I know WotC is a small, indie start-up, but surely they can put a small amount of time into developing worthwhile crafting rules for spells. There's already good guidance on how to homebrew a balanced spell, now we just need the in-game time/cost coefficients.
Yeah, I'm going to change the time in my game to 1 hour for a single alchemists fire (and any singular simple potion.) and probably 10 minutes for a single wooden torch (probably longer for metal and other materials.)
Not going to lie, I'm pretty disappointed by these new crafting rules (at least as we're seeing them in this brief overview). The tools themselves as described, sound awesome! They finally have purpose! But they are mundane (mundane totally has a purpose, and that part seems great!)
But the fantasy of being a magic item craftsman hasn't been addressed in the slightest :(
As a DM, I was waiting until I saw what 2024 had to offer, because I hope they would have given rules for this scenario. However, I really will need to brew my own rules here now, which I am disappointed by. As a DM, I already have enough workload on my shoulders, and creating and playtesting a giant ruleset such as this is not light.
Hopefully this is addressed in the DMG that's released later.
The fantasy of being a magic item craftsman has already been addressed; it's called "the Artificer class".
That's not exactly true. Don't get me wrong, I absolutely love the Artificer. It's possibly my favorite class because it does indeed get the closest to the fantasy. However, it's lacking.
What about a wizard who wants to craft magic items? Or a fighter who wants to craft more runes into their gear to compliment their sub-class of Rune Knight? Or the rogue who wants to create magical odds and ends to break into a complex and magically sealed vault? Or what if the party raids an evil warlock's lair that is just full of components that would be awesome to turn into a magic item, but there's no artificer in the party? Or if a dragon is slain, and a the paladin wants to make a shield out of the dragon's scales to create a fire resistant shield?
Such a powerful fantasy of being an magic item crafter shouldn't be restricted to one class. Just look at the Monster Hunter franchise, or the crafting system in many many video games. The draw for it is MASSIVE and it almost never related to a single class. Why should D&D be any different?
The operative words there are "in video games"; that's an entirely different paradigm than a TTRPG. The fundamental thing people don't realize about magic items is they're a DM-facing feature, not a player-facing one. The DM needs to maintain control of their distribution as a part of maintaining the balance of the overall game. If you want some custom item, you talk with your DM and see if you can work it in, but giving players the options to ramp up their power level that much on their own initiative would be bad design overall.
I think next level would be allowing prestidigitation etc cantrips to conjure a cauldron or a Forge from a pocket dimension. Something heavy or bulky for crafting purposes. The item could last for 24 hrs or 48 hrs level 5 and so on.