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Crafting Common Items

Not every useful item is magical.

Adventurers, scholars, soldiers, priests, scribes, sailors, thieves, and traveling merchants all rely on crafted goods that never glow, hum, speak, or demand attunement. A good ink, a waterproofing oil, a clean bandage, a strong adhesive, or a properly prepared silvering compound may decide an expedition long before anyone draws a magic sword.

These items are not magic items. They do not require attunement, essence, or rare monster parts unless a recipe says otherwise. They are practical goods made with tools, time, ordinary materials, and occasionally a notable plant or special reagent.

This page covers non-kit adventuring gear: acids, oils, inks, paper, containers, rope, lanterns, locks, tools of travel, and similar equipment. It does not cover adventuring packs, class kits, magic items, spell scrolls, potions of healing, or custom magic item recipes.

Basic Nonmagical Crafting Rule

To craft a nonmagical item, a character needs:

  • the required tool;
  • proficiency with that tool;
  • raw materials worth half the item's purchase cost, rounded down when necessary;
  • time equal to the item's purchase cost in GP divided by 10, rounded up to a full 8-hour workday.

If the character meets those requirements, the item is made. No crafting check is normally required unless the item is unusually delicate, dangerous, rushed, improvised, or made from unusual materials.

Assistance

Anyone who helps craft the item must also be proficient with the required tool.

When multiple characters work together, divide the required time by the number of qualified workers. Normally only one other character can assist, though the DM may allow more for large projects such as barrels, chests, tents, ladders, portable rams, or bulk ammunition.

Batches of Small Items

For inexpensive consumables, the DM may allow several identical items to be crafted as one batch.

When crafting a batch, add the total purchase cost of all items in the batch, then calculate raw materials and time from that total.

For example, 100 torches have a total purchase cost of 1 GP. They require 5 SP of materials and 1 workday to craft.

This does not make tiny goods free or instant. It simply avoids spending one full workday on a single candle, sheet of paper, or torch unless the character is crafting only one item.

Raw Materials

The required raw materials should make sense for the item being crafted.

When a recipe calls for mundane herbal reagents, oils, waxes, pigments, salts, charcoal, alcohol, clean water, resin, cloth, leather, glass, wood, metal, or similar supplies, the DM may usually fold those costs into the material cost of the item.

Magical plant units, distilled essence, and harvested monster parts are not required unless a recipe specifically calls for them.

Tool Categories

The DM has final say over which tool is required, but the following guidelines cover most adventuring gear.

Item Type Common Required Tool
Acids, alchemist's fire, antitoxin, oils, perfumes, chemical reagents Alchemist's Supplies
Poison Poisoner's Kit
Ink, maps, books, paper preparation, parchment preparation Calligrapher's Supplies or Cartographer's Tools
Wooden containers, ladders, poles, chests, barrels Carpenter's Tools or Woodcarver's Tools
Metal goods, chains, crowbars, spikes, manacles, hooks, iron pots Smith's Tools
Locks, lanterns, mechanical fittings, ball bearings Tinker's Tools or Smith's Tools
Glass bottles, flasks, vials, mirrors, lenses Glassblower's Tools
Cloth goods, blankets, robes, tents, sacks Weaver's Tools
Leather goods, backpacks, pouches, cases, waterskins Leatherworker's Tools
Rope, string, nets Weaver's Tools or Leatherworker's Tools
Holy symbols and decorated fine goods Jeweler's Tools, Smith's Tools, Woodcarver's Tools, or Calligrapher's Supplies

Spirit Paper

Special Harvesting Supply

Market Cost: 10 GP
Crafting Time: 1 day
Material Cost: 5 GP worth of materials
Required Tools: Calligrapher’s Supplies or Alchemist’s Supplies
Optional Tools: Herbalism Kit, Weaver’s Tools

Spirit Paper is a prepared ritual sheet used to capture incorporeal, spiritual, emotional, or echo-like remnants from creatures or phenomena that do not leave stable physical remains.

Materials

  • Fine paper, rice paper, vellum, bark paper, linen paper, or thin prepared cloth
  • Ash, charcoal, bone-white pigment, silver ink, salt ink, or ghost-pale mineral pigment
  • Binding resin, wax, gum arabic, egg white, or alchemical fixative
  • A faint ritual grid, name-catcher, death glyph, memory spiral, or containment diagram
  • Optional incense ash, grave dust, myrrh, rosemary, or other funerary reagent

Crafting Notes

Spirit Paper is only needed when the harvested creature material cannot be collected by physical means.

A sheet of Spirit Paper usually captures 1 raw magical unit and is consumed when used.

Crafting in Batches

Spirit Paper may be crafted in batches.

Each sheet requires 1 day and 5 GP worth of materials by default. The DM may allow a dedicated scriptorium, alchemical workspace, shipboard crafting store, or qualified assistant to produce multiple sheets in parallel, but each sheet still requires its own material cost.

Common Adventuring Gear Recipes

The following entries provide default crafting assumptions for common non-kit adventuring gear. The listed material cost and time come from the standard nonmagical crafting rule.

If an entry lists multiple tools, the crafter chooses one appropriate tool unless the DM rules that the item's design requires more than one.

Item Cost Weight Required Tool Raw Materials Crafting Time Typical Materials
Acid 25 GP 1 lb. Alchemist's Supplies 12 GP 5 SP 3 days Vitriol, mineral salts, glass vial, wax seal
Alchemist's Fire 50 GP 1 lb. Alchemist's Supplies 25 GP 5 days Oil, volatile salts, resin, ignition binder, sealed flask
Antitoxin 50 GP Alchemist's Supplies or Herbalism Kit 25 GP 5 days Purifying herbs, alcohol, charcoal, venom-neutralizing reagents
Ball Bearings 1 GP 2 lb. Smith's Tools or Tinker's Tools 5 SP 1 day Iron, steel, polishing grit, pouch
Barrel 2 GP 70 lb. Carpenter's Tools 1 GP 1 day Wood staves, hoops, pitch, sealant
Basket 4 SP 2 lb. Weaver's Tools or Woodcarver's Tools 2 SP 1 day Reed, cane, willow, splints
Bedroll 1 GP 7 lb. Weaver's Tools 5 SP 1 day Canvas, wool, padding, ties
Bell 1 GP Smith's Tools 5 SP 1 day Bronze, brass, iron clapper
Blanket 5 SP 3 lb. Weaver's Tools 2 SP 5 CP 1 day Wool, flax, cotton, coarse thread
Block and Tackle 1 GP 5 lb. Carpenter's Tools or Tinker's Tools 5 SP 1 day Wood blocks, iron hooks, pulley pins, rope
Book 25 GP 5 lb. Calligrapher's Supplies or Leatherworker's Tools 12 GP 5 SP 3 days Paper or parchment, thread, glue, leather cover, boards
Bottle, Glass 2 GP 2 lb. Glassblower's Tools 1 GP 1 day Glass, sand, ash, fuel, stopper
Bucket 5 CP 2 lb. Carpenter's Tools 2 CP 1 day Wood, hoop, handle
Caltrops 1 GP 2 lb. Smith's Tools 5 SP 1 day Iron spikes, oil, pouch
Candle 1 CP Alchemist's Supplies or Weaver's Tools 0 CP* 1 day* Wax, tallow, wick
Case, Crossbow Bolt 1 GP 1 lb. Leatherworker's Tools 5 SP 1 day Leather, rivets, strap
Case, Map or Scroll 1 GP 1 lb. Leatherworker's Tools or Woodcarver's Tools 5 SP 1 day Leather or light wood, waxed cap
Chain 5 GP 10 lb. Smith's Tools 2 GP 5 SP 1 day Iron or steel links
Chest 5 GP 25 lb. Carpenter's Tools or Smith's Tools 2 GP 5 SP 1 day Wood boards, hinges, latch, nails
Clothes, Fine 15 GP 6 lb. Weaver's Tools 7 GP 5 SP 2 days Fine cloth, dye, trim, buttons
Clothes, Traveler's 2 GP 4 lb. Weaver's Tools 1 GP 1 day Sturdy cloth, thread, patches
Costume 5 GP 4 lb. Weaver's Tools 2 GP 5 SP 1 day Dyed cloth, trim, fasteners
Crowbar 2 GP 5 lb. Smith's Tools 1 GP 1 day Iron or steel bar
Flask 2 CP 1 lb. Glassblower's Tools or Potter's Tools 1 CP 1 day Glass or clay, stopper
Grappling Hook 2 GP 4 lb. Smith's Tools 1 GP 1 day Iron hook, ring, reinforcing welds
Holy Water 25 GP 1 lb. Alchemist's Supplies or Religious Rite 12 GP 5 SP 3 days Pure water, silver dust, sanctified salts, vial
Hunting Trap 5 GP 25 lb. Smith's Tools or Tinker's Tools 2 GP 5 SP 1 day Iron jaws, chain, spring, trigger plate
Ink 10 GP Calligrapher's Supplies or Alchemist's Supplies 5 GP 1 day Oil or water base, pigment, binder, gum, soot
Ink Pen 2 CP Woodcarver's Tools or Calligrapher's Supplies 1 CP 1 day Quill, reed, bone, or carved nib
Jug 2 CP 4 lb. Potter's Tools 1 CP 1 day Clay, glaze, cork
Ladder 1 SP 25 lb. Carpenter's Tools 5 CP 1 day Wood rails, rungs, bindings
Lamp 5 SP 1 lb. Tinker's Tools or Smith's Tools 2 SP 5 CP 1 day Metal cup, wick mount, handle
Lantern, Bullseye 10 GP 2 lb. Tinker's Tools or Smith's Tools 5 GP 1 day Metal frame, shutter, glass, reflector
Lantern, Hooded 5 GP 2 lb. Tinker's Tools or Smith's Tools 2 GP 5 SP 1 day Metal frame, hood, glass, wick fitting
Lock 10 GP 1 lb. Tinker's Tools 5 GP 1 day Metal housing, springs, pins, key blank
Magnifying Glass 100 GP Glassblower's Tools or Jeweler's Tools 50 GP 10 days High-clarity glass, lens frame, polishing grit
Manacles 2 GP 6 lb. Smith's Tools 1 GP 1 day Iron cuffs, hinge, chain, simple lock
Map 1 GP Cartographer's Tools 5 SP 1 day Paper or parchment, ink, pigments, case optional
Mirror 5 GP 1/2 lb. Glassblower's Tools or Smith's Tools 2 GP 5 SP 1 day Polished metal or silvered glass
Net 1 GP 3 lb. Weaver's Tools 5 SP 1 day Cord, rope, weights
Oil 1 SP 1 lb. Alchemist's Supplies or Cook's Utensils 5 CP 1 day Rendered fat, seed oil, olive oil, clay flask
Paper 2 SP Calligrapher's Supplies or Weaver's Tools 1 SP 1 day Pulp, flax, cotton, sizing, press boards
Parchment 1 SP Leatherworker's Tools or Calligrapher's Supplies 5 CP 1 day Scraped hide, lime, frame, smoothing stone
Perfume 5 GP Alchemist's Supplies 2 GP 5 SP 1 day Alcohol, oil, flowers, resin, spice, vial
Poison, Basic 100 GP Poisoner's Kit 50 GP 10 days Toxic herbs, venom, alcohol, stabilizer, vial
Pole 5 CP 7 lb. Woodcarver's Tools 2 CP 1 day Straight wood, smoothing oil
Pot, Iron 2 GP 10 lb. Smith's Tools 1 GP 1 day Iron, rivets, handle
Pouch 5 SP 1 lb. Leatherworker's Tools 2 SP 5 CP 1 day Leather, cord, buckle
Quiver 1 GP 1 lb. Leatherworker's Tools 5 SP 1 day Leather, stitching, strap
Ram, Portable 4 GP 35 lb. Carpenter's Tools or Smith's Tools 2 GP 1 day Heavy timber, iron bands, handles
Rations 5 SP 2 lb. Cook's Utensils 2 SP 5 CP 1 day Preserved meat, hardtack, dried fruit, salt
Robe 1 GP 4 lb. Weaver's Tools 5 SP 1 day Cloth, thread, cord
Rope 1 GP 5 lb. Weaver's Tools 5 SP 1 day Hemp, flax, silk, or hide fiber
Sack 1 CP 1/2 lb. Weaver's Tools 0 CP* 1 day* Burlap, coarse cloth, cord
Shovel 2 GP 5 lb. Smith's Tools or Woodcarver's Tools 1 GP 1 day Iron blade, wood haft
Signal Whistle 5 CP Woodcarver's Tools or Smith's Tools 2 CP 1 day Wood, bone, tin, or brass
Spikes, Iron 1 GP 5 lb. Smith's Tools 5 SP 1 day Iron rods, hammering fuel
Spyglass 1,000 GP 1 lb. Glassblower's Tools and Tinker's Tools 500 GP 100 days Fine lenses, brass tube, focusing fittings
String 1 SP Weaver's Tools 5 CP 1 day Flax, hemp, sinew, silk, or cotton fiber
Tent 2 GP 20 lb. Weaver's Tools 1 GP 1 day Canvas, rope, stakes, waterproofing oil
Tinderbox 5 SP 1 lb. Tinker's Tools or Smith's Tools 2 SP 5 CP 1 day Tin box, flint, steel, tinder
Torch 1 CP 1 lb. Woodcarver's Tools or Alchemist's Supplies 0 CP* 1 day* Wood haft, pitch, oil, cloth wrapping
Vial 1 GP Glassblower's Tools 5 SP 1 day Glass, stopper, wax seal
Waterskin 2 SP 5 lb. full Leatherworker's Tools 1 SP 1 day Treated hide, pitch or wax seal, stopper

*For items whose half-cost is less than 1 CP, the DM may require a batch, fold the cost into other supplies, or treat several such items as being made together.

Alchemical Goods

Alchemical goods are mundane, but volatile. They normally require Alchemist's Supplies, proper containers, and a safe workspace.

Acid

Item Type: Adventuring Gear
Tool: Alchemist's Supplies
Market Cost: 25 GP
Material Cost: 12 GP 5 SP
Crafting Time: 3 days
Materials: Vitriol, mineral salts, clean water, glass vial, wax seal

Acid is a concentrated corrosive liquid stored in a sealed glass vial.

The material cost represents not only the acid itself, but the fuel, vessels, neutralizing agents, failed mixtures, and safe storage needed to make it usable in the field.

Alchemist's Fire

Item Type: Adventuring Gear
Tool: Alchemist's Supplies
Market Cost: 50 GP
Material Cost: 25 GP
Crafting Time: 5 days
Materials: Oil, resin, volatile salts, ignition binder, sealed flask

Alchemist's fire is a sticky, volatile mixture designed to ignite when exposed to air or impact.

The flask is part of the recipe. A poor container is not an inconvenience; it is a failure state.

Antitoxin

Item Type: Adventuring Gear
Tool: Alchemist's Supplies or Herbalism Kit
Market Cost: 50 GP
Material Cost: 25 GP
Crafting Time: 5 days
Materials: Purifying herbs, charcoal, alcohol, venom-neutralizing reagents, vial

Antitoxin is a prepared medicinal reagent meant to counteract common poisons.

A DM may allow suitable mundane herbal reagents, such as yarrow, willow bark, comfrey, charcoal, garlic, or similar medicinal plants, to contribute toward the material cost.

Oil

Item Type: Adventuring Gear
Tool: Alchemist's Supplies or Cook's Utensils
Market Cost: 1 SP
Material Cost: 5 CP
Crafting Time: 1 day, usually as part of a batch
Materials: Rendered fat, seed oil, olive oil, clay flask

Oil may be rendered, pressed, filtered, and stored for lamps, waterproofing, lubrication, or field use.

Perfume

Item Type: Adventuring Gear
Tool: Alchemist's Supplies
Market Cost: 5 GP
Material Cost: 2 GP 5 SP
Crafting Time: 1 day
Materials: Alcohol, fragrant oil, flowers, resin, spice, vial

Perfume is a concentrated scent blend. Its quality depends on the purity of the alcohol, oil, and aromatics used.

Poison, Basic

Item Type: Adventuring Gear
Tool: Poisoner's Kit
Market Cost: 100 GP
Material Cost: 50 GP
Crafting Time: 10 days
Materials: Toxic herbs, venom, alcohol, stabilizer, vial

Basic poison is dangerous to make and dangerous to store.

A failed or interrupted process may ruin the batch, contaminate the workspace, or expose the crafter at the DM's discretion.

Scribing and Written Goods

Written goods use mundane paper, parchment, ink, pigments, bindings, and careful handwork. They do not require magical reagents unless the writing is meant to hold spellwork.

Ink

Item Type: Scribing Reagent
Tool: Calligrapher's Supplies or Alchemist's Supplies
Market Cost: 10 GP
Material Cost: 5 GP
Crafting Time: 1 day
Materials: Oil or water base, pigment, gum, soot, mineral dye, binding agent

Ink is ordinary writing ink. It is suitable for letters, maps, labels, ledgers, and nonmagical diagrams.

For magical formulae, spell copying, and arcane diagrams, use Wizard's Ink instead.

Wizard's Ink

Item Type: Scribing Reagent
Tool: Calligrapher's Supplies or Alchemist's Supplies
Time: 4 hours
Materials: Mundane oil, pigment, binding agent, and one suitable magical reagent
Cost: 25 GP per batch

Wizard's ink is used to copy spells, prepare arcane formulae, draft scrolls, and inscribe magical diagrams.

A batch of wizard's ink is sufficient to scribe one spell level's worth of arcane writing.

Suitable magical reagents include Silver Root, Wizard's Friend, Scholar's Brush, Prepyrus, or 1 Minor Essence with a school of magic tag. The exact reagent may influence the appearance, scent, texture, or magical tradition of the ink, but does not usually change its mechanical function.

Paper

Item Type: Scribing Material
Tool: Calligrapher's Supplies or Weaver's Tools
Market Cost: 2 SP
Material Cost: 1 SP
Crafting Time: 1 day, usually as part of a batch
Materials: Pulp, flax, cotton, sizing, press boards, clean water

Paper is made by breaking down plant fiber into pulp, pressing it into sheets, drying it, and treating the surface so it can take ink.

Prepyrus may be used as a special raw component for formula sheets, scroll backing, alchemical notes, or other work where ordinary paper is insufficient.

Parchment

Item Type: Scribing Material
Tool: Leatherworker's Tools or Calligrapher's Supplies
Market Cost: 1 SP
Material Cost: 5 CP
Crafting Time: 1 day, usually as part of a batch
Materials: Scraped hide, lime, frame, smoothing stone

Parchment is made from prepared animal skin. It is more durable than ordinary paper and is often preferred for legal, religious, or archival writing.

Book

Item Type: Scribing Material
Tool: Calligrapher's Supplies or Leatherworker's Tools
Market Cost: 25 GP
Material Cost: 12 GP 5 SP
Crafting Time: 3 days
Materials: Paper or parchment, thread, glue, boards, leather cover

A book is a bound object, not merely a stack of pages. The material cost includes paper or parchment, binding thread, glue, cover boards, leather, and finishing.

Map

Item Type: Scribing Material
Tool: Cartographer's Tools
Market Cost: 1 GP
Material Cost: 5 SP
Crafting Time: 1 day
Materials: Paper or parchment, ink, pigments, measuring notes

A crafted map represents a finished, usable copy. It does not automatically grant knowledge of places the cartographer has not surveyed, copied, or learned from another source.

Containers and Vessels

Containers keep materials usable. For alchemical items, the container is often as important as the contents.

Glass Bottle, Flask, or Vial

Item Type: Container
Tool: Glassblower's Tools
Market Cost: Bottle 2 GP, Flask 2 CP, Vial 1 GP
Material Cost: Half market cost
Crafting Time: 1 day, usually as part of a batch for flasks
Materials: Glass, sand, ash, fuel, stopper, wax seal

Glass containers are used for acids, oils, antitoxins, perfumes, poisons, holy water, and alchemical reagents.

Pouch, Case, or Quiver

Item Type: Container
Tool: Leatherworker's Tools
Market Cost: Pouch 5 SP, Case 1 GP, Quiver 1 GP
Material Cost: Half market cost
Crafting Time: 1 day
Materials: Leather, stitching, cord, rivets, strap

Leather containers are common because they are light, repairable, and easy to waterproof with wax, oil, or pitch.

Barrel, Bucket, Chest, or Basket

Item Type: Container
Tool: Carpenter's Tools, Woodcarver's Tools, or Weaver's Tools
Market Cost: Varies
Material Cost: Half market cost
Crafting Time: Usually 1 day
Materials: Wood, reed, cane, hoops, nails, pitch, resin, sealant

Wooden and woven containers are practical goods. Cedar, chestnut, cypress, and other rot-resistant woods may be preferred for storage, food, water, or damp travel.

Field Gear

Field gear is built to survive weather, travel, dirt, and repeated use.

Rope, String, and Net

Item Type: Field Gear
Tool: Weaver's Tools or Leatherworker's Tools
Market Cost: Rope 1 GP, String 1 SP, Net 1 GP
Material Cost: Half market cost
Crafting Time: 1 day, usually as part of a batch for string
Materials: Hemp, flax, sinew, silk, hide fiber, weights for nets

Rope and netting may be made from mundane fiber, treated hide, plant fiber, or more exotic materials if a recipe calls for them.

Torch, Candle, Lamp, and Lantern

Item Type: Lighting Gear
Tool: Alchemist's Supplies, Tinker's Tools, Smith's Tools, or Weaver's Tools
Market Cost: Varies
Material Cost: Half market cost
Crafting Time: Usually 1 day or batch-crafted
Materials: Wax, tallow, wick, oil, pitch, metal frame, glass, reflector

Simple light sources can be batch-crafted. Lanterns require more careful metalwork and fitted glass.

Bedroll, Blanket, Robe, Tent, and Clothing

Item Type: Textile Gear
Tool: Weaver's Tools
Market Cost: Varies
Material Cost: Half market cost
Crafting Time: Usually 1 day, or longer for fine clothing
Materials: Wool, linen, cotton, canvas, thread, dye, padding, waterproofing oil

Textile goods may use mundane plant fibers such as flax or cotton. Fine clothes require better cloth, better dye, and more careful finishing.

Rations

Item Type: Preserved Food
Tool: Cook's Utensils
Market Cost: 5 SP
Material Cost: 2 SP 5 CP
Crafting Time: 1 day, usually as part of a batch
Materials: Preserved meat, hardtack, dried fruit, salt, waxed wrapping

Rations are food prepared for travel. A unit of edible meat from Creature Harvesting can usually be converted into 10 rations if properly butchered and preserved.

Metal Goods

Metal goods require heat, shaping, and finishing. They usually use iron, steel, brass, bronze, tin, or other common metals.

Chain, Manacles, Crowbar, Grappling Hook, Spikes, or Iron Pot

Item Type: Metal Gear
Tool: Smith's Tools
Market Cost: Varies
Material Cost: Half market cost
Crafting Time: Usually 1 day
Materials: Iron, steel, rivets, rings, handle fittings, fuel

These items are simple, durable goods. Better metals may improve appearance, durability, or suitability for later enchantment, but ordinary versions require only ordinary metal.

Lock

Item Type: Mechanical Gear
Tool: Tinker's Tools
Market Cost: 10 GP
Material Cost: 5 GP
Crafting Time: 1 day
Materials: Metal housing, springs, pins, wards, key blank

A lock requires more precision than most common metal goods. Tinker's Tools are usually more appropriate than Smith's Tools unless the lock is large, crude, or built directly into a gate or chest.

Ball Bearings or Caltrops

Item Type: Metal Gear
Tool: Smith's Tools or Tinker's Tools
Market Cost: 1 GP
Material Cost: 5 SP
Crafting Time: 1 day
Materials: Iron or steel, polishing grit, pouch

These are normally produced in batches. The listed item represents a field-ready pouch or bundle, not a single bearing or spike.

Optical and Fine Goods

Optical items require clear materials and careful finishing.

Magnifying Glass

Item Type: Optical Gear
Tool: Glassblower's Tools or Jeweler's Tools
Market Cost: 100 GP
Material Cost: 50 GP
Crafting Time: 10 days
Materials: High-clarity glass, lens frame, polishing grit

A magnifying glass requires clear glass and careful shaping. Poor glass may be usable as a trinket, but not as a reliable tool.

Mirror

Item Type: Optical Gear
Tool: Glassblower's Tools or Smith's Tools
Market Cost: 5 GP
Material Cost: 2 GP 5 SP
Crafting Time: 1 day
Materials: Polished metal or silvered glass, backing, frame

A common mirror may be polished metal. A finer mirror may use glass and a reflective backing.

Spyglass

Item Type: Optical Gear
Tool: Glassblower's Tools and Tinker's Tools
Market Cost: 1,000 GP
Material Cost: 500 GP
Crafting Time: 100 days
Materials: High-clarity lenses, brass tube, focusing fittings, polishing grit

A spyglass is nonmagical, but it is not simple. It requires precision lenses, fitted housings, and careful alignment.

Holy and Symbolic Goods

Holy symbols, reliquaries, icons, and sanctified water depend on tradition.

Holy Symbol

Item Type: Religious Gear
Tool: Jeweler's Tools, Smith's Tools, Woodcarver's Tools, or Calligrapher's Supplies
Market Cost: Varies
Material Cost: Half market cost
Crafting Time: Cost divided by 10, rounded up to a workday
Materials: Wood, metal, enamel, cord, paint, silver, gold, or carved bone

A holy symbol does not need to be expensive, but it must be recognizable within the faith or tradition that uses it.

Holy Water

Item Type: Religious Gear
Tool: Alchemist's Supplies or an appropriate religious rite
Market Cost: 25 GP
Material Cost: 12 GP 5 SP
Crafting Time: 3 days
Materials: Pure water, silver dust, sanctified salts, vial

Holy water is not treated as a magic item for this page, but it is not merely bottled water. It requires proper preparation, sanctification, and a suitable vessel.

Final Rule

Common items are made from common things.

Use the item's market price to determine material cost and time. Use the item's form to determine the required tool. Use the item's purpose to decide what raw materials make sense.

Or, in its shortest form:

Cost sets burden.
Form sets tools.
Materials set plausibility.

Referenced by