# ACQUIRE AN ASSET >[!grid|col-2] >>[!cite|no-title] >>#### [[Rules|Back to Rules]] > >>[!cite|no-title] >>#### [[Downtime Activities|Back to Downtime Activities]] >[!cite|no-title transcript] >## Temporary Asset >Gain temporary use of an asset: >- One magic item or set of common items, tools, or similar. >- A cohort _(an expert or gang)._ >- A vehicle. >- A service. _Transport from a smuggler or driver, use of a warehouse for temporary storage, legal representation, etc._ > >"Temporary use" constitutes one significant period of usage that makes sense for the asset—typically the duration of one quest. An asset may also be acquired for "standby" use in the future. You might hire mercenaries to guard a dungeon, for example, and they'll stick around until after the first serious encounter, or until a week goes by and they lose interest. > >To acquire the asset, describe how you go about gaining this asset, and the DM will assign **a skill check**, and/or a **gold sum range**. The result of the skill check or percentage of the gold sum paid indicates the quality of the asset you get. > >If you acquire the same asset again, you get advantage to your roll, and a discounted gold sum. If you continue to re-acquire an asset every time it's used, you can effectively rent it indefinitely. > >If you want to acquire an asset permanently, you can work on it as a [[Long Term Project]] to set up a permanent acquisition, or, craft your own using the resource below. --- # Crafting & Enchanting > [!grid|col-2] > >[!cite|no-title] > >### Crafting an Item > >A character who has the time, the money, and the needed tools, can use downtime to craft armor, weapons, clothing, or other kinds of non-magical gear. > > > >In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold pieces cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50gp or lower. Items that cost more than 50gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location. > > > >Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. The DM uses their judgement when determining how many characters can collaborate on an item. > > > >All characters involved need to be proficient in the tools needed to craft an item and have access to the appropriate equipment. The DM needs to make any judgement calls regarding whether a character has the correct equipment. The following table provides some examples. > > > >|Proficiency|items| > >|-|-| > >|[[herbalism-kit-xphb\|Herbalism Kit]]|[[antitoxin-xphb\|Antitoxin]], [[potion-of-healing-xdmg\|Potion of Healing]] > >|[[leatherworkers-tools-xphb\|Leatherworker's Tools]]|[[leather-armor-xphb\|Leather Armor]], Boots| > >|[[smiths-tools-xphb\|Smith's Tools]]|Armor, Weapons| > >|[[weavers-tools-xphb\|Weaver's Tools]]|Cloaks, Robes| > > > >A character can sell an item crafted in this way at its listed price. > > >[!cite|no-title] > >### Crafting Magic Items > >Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item. > > > >_[[potions-of-healing-xdmg|Potions of Healing]]_ and _[[spell-scroll-xdmg|Spell Scrolls]]_ are exceptions to the following rules. For more information, see '[[Crafting & Enchanting#^6e1cb9|Brewing a Potion of Healing]]' and '[[Crafting & Enchanting#^6e1cb9|Scribing a Spell Scroll]]' > > > >To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item. > > > >An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti, to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure. > > > >##### Magic Item Ingredients > >|Item Rarity||CR Range| >>|-|:-:| >>|Common|1-3| > >|Uncommon|4-8| > >|Rare|9-12| > >|Very Rare|13-18| >>|Legendary|19+| >> >>##### Magic Item Crafting Time & Cost >>|Item Rarity|Work Weeks[^1]|Cost[^1]| >>|-|:-:|-:| >>|Common|1|50 gp| >>|Uncommon|2|200 gp| >>|Rare|10|2,000 gp| >>|Very Rare|25|20,000 gp| >>|Legendary|50|100,000 gp| > > >[!cite|no-title span-2] > >#### Crafting Complications > >Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item; there's a 10% chance for every five work weeks spent on crafting an item that a complication occurs. > [!grid|col-2] > >[!cite|no-title] > >### Brewing Potions of Healing > >_[[potions-of-healing-xdmg|Potions of Healing]]_ fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarised on the **Potion of Healing Creation Table**. > > >[!cite|no-title] > >##### Potion of Healing Creation > >|Type|Time|Cost| > >|-|-|-:| > >|[[potion-of-healing-xdmg\|Healing]]|1 day|25 gp| > >|[[potion-of-greater-healing-xdmg\|Greater Healing]]|1 workweek|100 gp| > >|[[potion-of-superior-healing-xdmg\|Superior Healing]]|3 workweeks|1,000 gp| > >|[[potion-of-supreme-healing-xdmg\|Supreme Healing]]|4 workweeks|10,000 gp| > > >[!cite|no-title] > >### Scribing a Spell Scroll > >With time and patience, a spellcaster can transfer a spell to a scroll, creating a _[[spell-scroll-xdmg|Spell Scroll]]_. > > > >Scribing a _[[spell-scroll-xdmg|Spell Scroll]]_ takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the **Spell Scroll Costs** table. In addition, the character must have: > >- Proficiency in the Arcana skill. > >- Must provide any material components required for the casting of the spell. > >- The character must have the spell prepared, or it must be among the character's known spells, in order to scribe a scroll of that spell. > > > >If the scribes spell is a cantrip, the version on the scroll works as if the caster were 1st level. > > >[!cite|no-title] > >##### Spell Scroll Costs > >|Spell Level|Time|Cost| > >|:-:|-|-:| > >|Cantrip|1 day|15 gp| > >|1st|1 day|25 gp| > >|2nd|3 days|250 gp| > >|3rd|1 workweek|500 gp| > >|4th|2 workweeks|2,500 gp| > >|5th|4 workweeks|5,000 gp| > >|6th|8 workweeks|15,000gp| > >|7th|16 workweeks|25,000gp| > >|8th|32 workweeks|50,000 gp| > >|9th|48 workweeks|250,000gp| ^6e1cb9 [^1]: Halved for a consumable item like a potion or scroll