Crafting

Theros is a relatively free land, and players have the perfect opportunity to create their own economic ventures. Characters with proficiency in artisan's tools can create and sell a multitude of items as long as they have access to the appropriate tools, workspace, training and coin.

Requirements

In order to craft items, players must meet certain requirements, including:

  • proficiency in a tool appropriate to the item to be made. For example, proficiency in blacksmith's tools player to create mundane weapons and armor.
  • equipment and a work area. Tools are not the only thing needed to craft, and above all you definitely need a place to ply your trade. A stronghold with one expansion slot or more to set up space works, or an equivalent upgrade (such as an alchemy lab for an alchemist).
  • coin to buy the needed resources. The cost of components is equal to half the RAW cost of the item.
  • downtime, which is based on the rarity of the item. The amount of days is equal to 1 day, plus 1 more day for every 10gp of the item. These days may be payed in installments if you wish.

Inventing Items

Theros is a young world, and there is an abundance of new ideas just waiting to spawn. Some adventurers may be talented or creative enough to author these innovations into tangible items.

To begin inventing a nonmagical item, you first should submit the details of the item as if it were miscellaneous homebrew. Items will be reviewed by a GM. The GMs will then assign costs in downtime and gold to the item, along with a DC with a certain set of tools. They may instead assign an alternative set of checks instead. At this point, you will be asked to submit a downtime request, pay the costs, and roll to invent it.

If the item is invented on a successful check, the GM overseeing your downtime is expected to add the item to the website's homebrew section, along with details of its in-world creator. At this point, the blueprints of the invented item is in your possession, and you can do as you please with it. Marketing the item will yield a certain price deemed by a GM. If the blueprints are made public or are sold to an NPC or manufacturer, there is a chance that the item will become standard and will be available for purchase among merchants and in the bazaar.

On a failed check, the item is not invented and the downtime and cost is wasted.

Selling Items

In order to sell mundane items back to NPCs, such as monster parts or invented items, you must first determine its value. Most commonplace items are assigned costs in the Player's Handbook, but some items that do not appear in official sources will need to be determined by a GM. They might rule that the same item of different qualities will go for different prices.

Spend 1 day of downtime for each 10gp of value the item has. When you do, you gain half the item's value upon completion. When selling items in bulk, you can spend the downtime for only the highest value item in the set and receive the compensation for all the items through the same transaction.

Otherwise, if you are wishing to just sell back items such that you have found or do not need any more, like armor. you may sell it at half price immediately instead.

This activity is only for selling mundane items. If you wish to sell magic items, the details for doing so are listed under the Magic Items page of this site.