D&D 5th edition does many great things to make the game more straightforward and more approachable for new people getting into the game. However, many aspects existing players have come to know and love were removed to do this. One of the aspects that were removed was the crafting system. I loved crafting in other games. The ability to make the items your party needs instead of relying on luck to find them in a stall is always useful. Luckily 5e has the fantastic ability to be homebrewed to make anything you need.

I used GM Binder which I discussed it here. You can click this link to access the whole ruleset. In this article, I will cover some parts of it, explaining my thought process.

Taking Rules To Build A Framework

Wizards of the Coast tried to add crafting rules in both the DMG and Xanathars Guide to Everything. These two, however, contradict themselves, meaning you need to choose one or the other in your game. I took things they did from both and combined them into this guide.

There are a few guides out there that do a great job with rules about crafting in certain areas. They go really in-depth with specific ingredients and processes. This guide is not one of those. As I state, this guide is a framework. I will tell you the tools needed to make the items and what rarity of ingredients you need but not the actual names. If you want specific components, all you need to do is come up with the names and classify them with a rarity.

A New Job A New Tool

In the 5th edition, there are many tools you can gain access to. The downside to many 5e tools is that they get used. I have only ever seen smith’s tools, alchemist supplies, healers hit, and tinkerer’s tools used. That leaves many other tools left by the wayside.

In this guide, all tools have a purpose. If you want to craft magical boots that let you fall from great heights, you need cobbler’s tools. If you desire magical clothing that enables you to better blend in with shadows, you better have weavers tools. It makes every tool proficiency feel useful.

The guide mentions some gray areas that are up to the DM’s decision. Like when making a spear, do you use smith tools or wood carver’s tools? I encourage discussion between player and DM to find the solution.

Fomulas and Componets

I like the idea of needing to know how to make something from Xanathars Guide to Everything. That way, you can better keep track of your required components for crafting.

When I played a 4th kingmaker game, my DM used crystals instead of spells to make magic items. I like this idea so that you do not have to be an eldritch knight to make a magic sword, although buying essence gems is cheaper if you can dump spells slots into them.


When I had other DM’s look this over, one concern is why I chose nature over survival when finding ingredients in the wild. I did this because, to me, nature made more sense. When I was studying wildlife biology in college, I learned where to look for specific things bases on the ecosystem. I needed to have a knowledge of nature to find the particular plants and animals I was looking for. However, if you are looking to survive, you are not looking for anything particular, just the things you need to live.

The Times

Crafting times are always a point of contention with crafting rules, and the time required to make items may seem too lengthy. I compared the crafting times of real-life counterparts and balanced it to make it less tedious in-game. Hence, the time is broken down into 4 hour days. I also did not add enchanting rules. If you want to make magic armor, you need to build the magic into it instead of slapping an enchantment on later.

Like with some tools, there are place holders with the time it takes to create a magic item. It may make sense for a legendary magic shield to take a year to complete, but what about a non-magic version. If it is a legendary item regardless, if it is magical, it is a unique item that takes time and energy to perfect, thus explaining the time required.

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