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This article covers the crafting system in "So You Think You Can Quest?" as relevant to the construction of physical objects. If you are looking for information on how to imbue those objects with mystical power beyond your wildest dreams, please see here.

Primary Crafts

Crafting in "So You Think You Can Quest?" is broken down into six categories that encompass all of the various things an adventurer may find themselves in need of on a long and difficult journey. Each of these six categories is associated with a different character Ability from 5th edition D&D. These are as follows:

Governing Ability Craft Item Functions
Strength Smithing Classic Arms & Armament, some Tools
Dexterity Needle & Woodworking Ranged weaponry, various armors & some items.
Constitution Poison Damage & Status Effects
Intelligence Tinkering Tools & Items, Grab bag of other crafts.
Wisdom Apothics Healing & Buffs.
Charisma Calligraphy Scrolls, Non-Glyph Enchantment on various items.

Every character starts with proficiency and basic knowledge in every craft. Their aptitude towards these crafts are governed by their starting Abilities.

Basics of Crafting

Every item you can create has a DC that you must succeed in order to successfully create the item in question. All of these DC's start at 12 and go up based on the complexity of the item and the materials involved in its construction. The table provided is not a total list of all things that can be crafted, but a basic guide to the DC's required to make many of the common use items an adventurer might have. This table also does not take into account the increase of DC's when working with especially difficult, rare, or otherwise volatile materials.

For the purposes of creating a clear dialogue on what does and does not have crafting potential, Materials are listed below in their relevant crafting categories as well as the Means necessary to work them into useful goods. When finding or purchasing goods in game, they will be referred to in quantities of the known Material Categories below. While there will be virtually no end to the exceptional Materials that may be found, they all will fall into the Materials Categories listed on this page. In the event new Material Categories are added to this game they will be announced publicly, new Materials must be discovered in game before their information will be added to the wiki.

Step by Step

Crafting in "So You Think You Can Quest?" is simple enough, all you have to follow these steps:

1. Gather Materials - Whether they are found or purchased, supernatural or entirely ordinary, you have to have the Materials necessary to craft a given item. The tables below in this article detail the base amounts necessary for a given item, this does not include the additional Materials or Material Categories that may be necessary to craft items beyond basic mundane ones. Throughout "So You Think You Can Quest?" players will discover all manner of recipes, schematics, manuals, techniques, and NPC's who are capable of granting access to new and advanced crafting to help you solve otherwise impossible problems.

2. Pick the Item - You likely already have something in mind while gathering your materials, but on the off chance a boatload of usable Materials are dropped in your lap, now you have to pick something to make, and consider the time involved. This is an important strategic decision as the clock doesn't necessarily stop for you in "So You Think You Can Quest?" if you decide to take a day crafting, the Party can opt to either:

  • Spend that time doing other passive tasks such as crafting, researching, resting or similar activities. In doing so the party chooses to weather the passage of time together and deal with the consequences of subsequent Encounter Rolls at a rate of 1 per day spent crafting.
  • The party can opt to leave your character behind. What does that mean? You will be removed from play until a time in the future when enough in game time has passed, and then upon next available player Seat you will be returned to play. As a single player choosing to try and spend valuable game time making the group more survivable, and likely their own character specifically, it is the groups decision how to proceed. There is no guarantee that your crafting roll will be successful or exceed the ability of other in game NPC's. By choosing to craft something yourself you are essentially trying to gamble with time to avoid spending gold, this is at your initiative and responsibility. It is a good option for someone who knows they will be unable to attend for some time, or thinks the group is about to do something suicidal.

3. Find the Means - You will need the appropriate tools and environment in order to successfully craft anything worthwhile. These Means will vary depending upon the requirements of certain Items. Once the appropriate Means are located, and all previous steps have been followed, you are ready to craft.

4. Craft - Your Crafting Skill Modifier = (Proficiency Bonus + Governing Ability Modifier). This check can benefit from Inspiration, Guidance, Advantage, Assist Roles. With this in mind, the DC's will reflect that, and often the best items will require the combined efforts of an entire team of casters and craftspeople in order to achieve DC's of 40+. Natural 20's apply to Crafting Checks, as do Natural 1's If you beat a DC by 6 or more you get bonuses to the existing Item in some fashion, even if mundane (ie the +1 Masterwork bonus). If you fail the DC by 3 or less, you get an item with a random Flaw that might range from benign to catastrophic. These Flaws are unknowable to players without use of the Identify spell. Once a craft check has been made, the Materials required to perform it are consumed, regardless of success or failure.

5. Enjoy - Go crush some Bog-Wallowers whatever it is you adventurer's do these days. You earned it! Or you didn't and it failed, feels bad.

-It is important to note that the times listed for crafting are recognized by the creators of the show to be arbitrary for the sake of game function, and are knowingly not the actual amount of time that goes into making the items listed below.


Required Means: Black Smith's Tools, Anvil, Functioning Forge Material Categories: Metal Ore, Stone, Crystal, Bone

Item Type DC to Craft/Mastercraft Materials Required Time Required
One handed Melee Weapons 14/20 4 1 Day
Two Handed Melee Weapons 16/22 8 2 Days
Thrown Weapons (5ea.) 14/20 4 1 Day
Unique/Uncommon Melee Weapons 20/26 8 2-7 Days
Medium Armors 18/24 20 7 Days
Heavy Armors 20/26 35 10 10 Days
Simple Tools 12/18 2 1-2 Days
Complex Tools 16/22 6 2-3 Days

Needle, Leather & Woodworking

Required Means: Loom, Leatherworking Bench, or Carpenter's Tools Material Categories: Fiber, Cloth, Skins, Wood, Carcass

Item Type DC to Craft/Mastercraft Materials Required Time Required
Shortbow, Longbow, Recurve 16/20 6 1 Day
Composite Bow 18/24 10 2 Days
Crossbow 20/26 8 2-7 Days
Repeating Crossbow 18/24 10 7 Days
Whip 16/22 4 2-3 Days
Net 16/22 4 2-3 Days
Sling 14/20 2 1 Day
Light Armor 18/24 16+ 5 Days
Medium Armor 22/28 20 7 Days
Ammo (30ea.) 16/22 4 1 Days
Rope 30 ft. 14/20 6 1 Days
Clothing 16/22 4 1-2 Days
Tiny-Small Item 16/22 2 1-3 Days
Medium-Large Item 20+ 8 3-10 Days


Required Means: Alchemist's Tools, Brewer's Tools, Laboratory, Breeding Grounds Material Categories: Poisonous Botanicals, Carcass, Toxic Elements

Poison Type DC for 1 Vial (Up to 5 applications) Materials Required Time Required
Ingested DC 16 4 1 Day
Injury DC 18 6 1-2 Days
Inhalant (Area of Effect) DC 20 8 2-5 Days
Contact (Most Versatile Application) DC 22 10 1-3 Days


Required Means: Engineers Tools, Tinkerer's Tools, Alchemists Tools, Laboratory Material Categories: Metal Ore, Caustics, Botanicals (both kinds), Fibers, Wood

Item Type DC Materials Required Time Required
Weapon 18 8 3-5 Days
Small Device 20+ 16 3-7 Days
Medium Device 26+ 24 7-10 Days
Large Device 32+ 30 14 Days
Concoction (Multi-Effect potions) 18+ 6 1-5 days
Automaton 28+ 25-50 5-14 Days

Apothics Table

Required Means: Herbalist's Tools, Alchemist's Tools, Cooking Tools, Kitchen, Laboratory, Clinic Material Categories: Curative Botanicals, Medicinal Elements, Sacred Nature

Item Type DC Regular/Masterwork Materials Required Time Required
Tincture (Single use ingestion) 14/20 4 1 Day
Poultice (Prolonged use) 16/22 8 1-4 Days
Oils (Effect on Contact) 18/24 8-16 2-7 Days
Incense (Area of Effect) 20/26 10 7 Days

Calligraphy Table

Required Means: Writer's Desk, Drafting Table, Tattooist's Needles, Binders Tools Material Categories: Ink, Paper, Skins, Cloth, Fibers

Item Type DC Materials Required Time Required
Level 1-9 Scrolls 14/18/22 etc 6/10/14/etc 1-10 Days
Mandala 18 10 1-4 Days
Tattoo 20 8/20 2-7 Days
Manual 34 30-100 10 Days


To give a more contextual example of how all of this might play out in game, here is a scenario:

Thaluk the Fighter recently crafted a sword that had a Flaw in it, and during a recent conflict with bandits, his sword broke mid combat and almost cost him and his companions their lives. Thaluk is in luck however because those bandits happened to have on the 5 Ingots of a curious dark blue Metal Ore. Not wanting to risk an identify spell, Thaluk and the party take the unidentified Metal Ore to a local dwarven Smith who identifies it as Sunken Steel, a rare form of Metal Ore from the deepest and most lightless depths of all Aedalon. The following Description is provided:

-Sunken Steel, 6/2, - Sunken Steel carries with it an affinity for the Elemental Plane of water as well as a magical charge from having been exposed for countless ages to the vast tidal forces of Aedalon. All items composed entirely of Sunken Steel are considered +2 and confer that bonus to the primary function of the Item's purpose. If a Weapons is made out of Sunken Steel it gains +1d6 damage when the wielder is standing or submerged in water. Armor made out of Sunken Steel grants its wearer the ability the effects of the Water Breathing spell. -Sunken Steel adds +6 to the crafting DC of all Items it is made with.

Realizing that Thaluk could use a new sword, and that the bandits in question happen to be merfolk who patrol a nearby river systerm, Thaluk opts to craft himself a new Longsword out of Sunken Steel. With its 6/2 rating, he will also be able to add powerful Glyphs to it as well someday should he want to evoke even more power from its potential. Thaluk need 4 Metal Ore to make a Longsword, he has 5 Sunken Steel Ingots. Rather than pay the smith an exorbitant fee to make this blade, Thaluk simply pays a paltry sum of 5 gold to rent time at the Forge so that he has the Required Means to craft the Longsword. A Longsword is a 1 Handed Melee weapon, and thus has a base DC of 14 as listed above. Because this Item will be made out of a rare material, it will be counted as its Mastercraft DC, upping it to DC 20. Because Sunken Steel adds +6 to the crafting DC of this item as per its description, that DC becomes 26.

Thaluk balks for a moment, then remembers this is a +2 Sword with a damage enchantment that has the potential for 2 Glyphs to be put on it. This thing could really be something one day. He has a Strength Ability Modifier of +3, a Proficiency Bonus of +4, and he can count on his Cleric for Guidance to add an additional +1d4 to his check. Not only that, the Rogue has volunteered to Assist in the roll, potentially granting Advatange. While the Team could reject Thaluk's proposal and tell him to eat a big bag of sand, they decide that this weapon could really have a large impact on the group's survivability, and so they decide to spend the day with Thaluk crafting this sword. The group then rolls and Encounter Check to pass the day. Assuming it is manageable and not catastrophic to the crafting process, Thaluk quickly rolls his crafting check to see the results of his their efforts.

Thaluk's team could also easily decide that Thaluk is alone in this endeavor, letting him know that if he wants to craft this sword, he is welcome to the Sunken Steel, but they will be moving on without him. Thaluk decides it is worth it, and is then removed from play until a full day has passed in game, and a Player Seat has become available. If this is what happened, Thaluk would roll his crafting check when he returned. This gives Thaluk pause, but then the Team informs him they all plan to slather themselves in garlic butter and go skinny dipping the sulfur pools where all the recent disappearances have been happening.

Thaluk decides that perhaps it would be more wise to stay behind than risk his life in such a foolish manner, even if his crafting is unsuccessful.