How Do Crafting and Professions Work in D&D World of Warcraft?
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Gathering resources and crafting your own gear has major a huge part of World of Warcraft since the earliest days of the MMORPG. So it makes sense that the mechanics would be recreated for the tabletop in the new D&D WoW supplement. In fact, the book introduces a completely new sub-system built upon the existing crafting rules from D&D 5.5E, while also adding in the concept of Professions and the ability to create new magic items and equipment native to the world of Azeroth.
Below, we break out all the details on how these new mechanics work. You can also check out the full rules for yourself in the pages of the new D&D World of Warcraft supplement is available now from your local game store, D&D Beyond, Noble Knight Games and Amazon.

Table of Contents
- What are Professions in D&D WoW?
- What are Recipes in D&D WoW?
- What are Gathering Professions?
- What are the Production Professions?

What are Crafting Professions in D&D WoW?
The D&D World of Warcraft supplement introduces a completely new crafting sub-system called Professions, which is based on a crafting skill system of the same name that exists in the MMORPG. A Profession in D&D 5.5E, however, allows character to use their tool proficiencies to gather resources and turn them into equipment and magic items. In the WoW rules, professions are grouped into two types: Gathering Professions (which are all about collecting resources to be sold or used in crafting) and Production Professions (which use resources that are found, bought, stolen or collected from a Gathering Profession to craft nonmagical and magical items).
A player can choose any Profession they like as long as their character has the prerequisite proficiency. The character’s Proficiency Bonus then measures how skilled they are in a Profession, which is known as a Proficiency Level, as per the table below. Notably, the rarity of magic items is determined by your Proficiency Level. For example, only an Artisan (a character with a +5 Proficiency Bonus) can craft a Very Rare item.
| Proficiency Bonus | Proficiency Level | Magic Item Crafting |
| +2 | Apprentice | Common |
| +3 | Journeyman | Uncommon |
| +4 | Expert | Rare |
| +5 | Artisan | Very Rare |
| +6 | Master | Legendary |
Items that are crafted and their component resources are measured in Gold Pieces (as per the existing D&D 5.5E Crafting rules from the 2024 Player’s Handbook and Dungeon Master’s Guide). For example, a character might use the Herbalism Profession to collect 100 GP worth of resources to craft a Potion of Water Breathing (which is considered an Uncommon consumable and so would go for 100 GP according to the 2024 DMG). DMs can, however, simply hand wave what exactly these resources are or they can make them follow a specific recipe. For example, a DM could decide that to make a Potion of Water Breathing, a player with the Herbalism Profession needs to gather 50 GP of stranglekelp and 50 GP of blackmouth oil.
One other important thing to note is that the rules assume characters work with trainers to improve their Professions between adventures. This training requires a number of days equal to the character’s new Proficiency Bonus and costs 2 GP per day. For example, when a character reaches level 5 and gets a Proficiency Bonus of +3, the character must spend 3 days and 6 GP training to achieve a Journeyman proficiency level in each Profession they practice.

What are Recipes in the new D&D WoW crafting rules?
It’s important to note that in the new D&D WoW rules “Recipe” is a general term that encompasses ingredient lists for alchemy and cooking, plans for blacksmithing, formulas for enchanting, schematics for engineering, techniques for inscription, designs for jewelcrafting and patterns for leatherworking/tailoring. As characters advance their crafting skills, they learn basic recipes automatically. Basic recipes let a character create mundane items and Common, Uncommon and Rare magic Armor, Potions, Scrolls, Wands and Weapons. Other recipes can be purchased from specialist trainers, found as treasure, or granted as renown rewards. Artisan and master recipes can be acquired only by extraordinary means at the DM’s discretion (for example, by undertaking a quest or slaying a powerful monster).
The book lists a number of recipes inspired by the World of Warcraft MMORPG, but these recipes aren’t set in stone and are really used more as an example than anything. DMs can create their own recipes or to simply ignore the requirements and just list them as a combination of generic, unnamed resources and gold pieces.
Recipes are broken out into four types as follows:
Apprentice Recipes
Apprentice recipes require some combination of two or three different resources. For example, using alchemy to craft a Common potion costs 25 GP. The DM might look up alchemy recipes found in the supplement and decide that this requires 20 GP of herbalism resources plus 5 GP of miscellaneous ingredients. Crafting a Potion of Healing might require one peacebloom and one silverleaf, while a Potion of Mana might require a mageroyal and a silverleaf. Similarly, using blacksmithing to craft a suit of Plate Armor in World of Warcraft requires iron bars and heavy stones, so the DM might decide that the 750 GP cost to craft the armor consists of twelve iron bars and three heavy stones.
Journeyman Recipes
Journeyman recipes sometimes involve more complex steps than simply combining two or three resources of the same type. For example, crafting an elixir of water breathing in WoW requires the combination of stranglekelp (gathered with herbalism) and blackmouth oil (made with alchemy from oily blackmouth fish). So the DM might create a recipe for a Potion of Water Breathing (an Uncommon potion that costs 100 GP to make) that involves catching two rare fish resources worth 25 GP each, then combining the oil from them with stranglekelp, a common herb resource worth 50 GP. Similarly, using blacksmithing to craft a +1 Greatsword (which costs 225 GP) might involve both mining and skinning resources: ten copper bars (10 GP each), two malachite stones (10 GP each), and two medium leather (50 GP each), plus 5 GP extra.
Expert Recipes
In addition to requiring more expensive resources, expert recipes are often quite complex and sometimes require unusual ingredients, which can give them minor properties or quirks (as per the “Magic Item Special Features” from the 2024 DMG). For example, characters can use blacksmithing to create barbaric iron plate using iron bars, heavy stones, and fangs and claws from predatory animals. The DM might decide that this armor is +1 Plate Armor with the Guardian minor property, granting the wearer a +2 bonus to Initiative rolls. Such an item costs 2,750 GP to craft, so the recipe might require forty-eight iron bars (50 GP each), five heavy stones (50 GP each), and 100 GP of fangs and claws.

Artisan Recipes
Befitting their high price, artisan recipes require rare and expensive ingredients. Learning the recipes required for these items often requires completing special quests or earning a Renown Score of 10+ with a faction that guards the secrets of creating them. For example, an alchemy recipe for the Potion of Giant Strength isn’t commonly known but can be found in treasure hoards across Azeroth. As such, it might require five Gromsblood and five sungrass, both of which ae 1,000 GP herbalism resources.
Artisan recipes sometimes require numerous resources that must first be processed with other professions. For example, making a Frost Brand (Longsword) with blacksmithing could require eighteen arcanite bars, which are thorium bars (250 GP mining resources) that have been combined via alchemy with arcane crystals (100 GP gems). The hilt requires four enchanted leather, which are thick leather (250 GP leather resources) enhanced via enchanting using 1,200 GP of magical residue from disenchanting items. The cold magic in the blade comes from four water elemental essences (available for 100 GP each from specialized vendors). Then these items are combined with four blue sapphires (1,000 GP gems), four Azerothian diamonds (1,000 GP gems), and a dense grinding stone (125 GP mining resource).
Master Recipes
Master recipes can be acquired only as treasure or renown rewards. They often require rare resources or resources found on other worlds or planes of existence. For example, crafting a Potion of Storm Giant Strength with alchemy might require twenty rising glory, a 5,000 GP herbalism resource that grows only in the Shadowlands realm of Bastion. Similarly, crafting Plate Armor of Etherealness with blacksmithing requires a combination of six different minerals found only in the Shadowlands: five laestrite ore (5,000 GP mining resource) and two each of elethium, solenium, phaedrum, sinvyr and oxxein ore (7,500 GP mining resources), along with 750 GP worth of luminous flux (purchased from a vendor) to aid the mixture of metals.

What are Gathering Professions in D&D WoW?
Gathering professions allow characters to collect resources, which can be sold or used for crafting. Most gathering professions work like foraging during travel (as per the survival rules in the 2024 DMG). You can make a Wisdom (Survival) check using a gathering profession once per journey stage (or once per day if a stage is shorter than a day). The DC is set by the DM based on the general level range of the region where you’re traveling (this is a new rule in the D&D WoW supplement which emulates the MMORPG by assigning a recommended character level range to geographical areas).
You find nothing on a failed check. On a successful check, you find one resource per day of the journey stage. If you beat the DC by 5 or more, one of the resources you find on that journey stage is a rare (more valuable) resource. The DM decides what resources you find.
| Region Levels | Gathering DC | Resource Value (Common) | Resource Value (Rare) |
| 1–4 | 10 | 10 GP | 25 GP |
| 5–10 | 12 | 50 GP | 100 GP |
| 11–16 | 15 | 250 GP | 500 GP |
| 17–20 | 17 | 1,000 GP | 2,500 GP |
| Endgame | 20 | 5,000 GP | 7,500 GP |
Archaeology
Requires Proficiency in History. You can use the archaeology profession to gather archaeology fragments from the sites of ancient ruins. Unlike the resources gathered with other gathering professions, these resources aren’t used in crafting. Rather, you can piece these archaeology fragments together into items of historical interest.
Gathering Fragments. To gather archaeology fragments, you must visit a dig site. The DM determines whether an area is a dig site and where the relics originate from. The Dig Sites table shows the regions where relics of different origins can be found.
After spending 1 hour exploring a dig site (which can be concurrent with a Short Rest), you make an Intelligence (History) check. The DC of the check depends on the region level, as shown on the Gathering Professions table. On a successful check, you unearth 1d6 archaeology fragments. If you beat the DC by 5 or more, you unearth a complete relic with the value of a rare resource for that region, as shown on the Gathering Professions table. On a natural 20, you instead find one magic fragment.
Assembling a Relic. You can assemble six archaeology fragments with the same origin into a completed relic by succeeding on a DC 15 Intelligence (History) check. The value of the assembled relic equals the value of a common resource for your level (rather than the region level), as shown on the Gathering Professions table. On a failed check, you can’t try again until you’ve collected at least one additional archaeology fragment with the same origin.
Assembling a Magic Item. You can assemble six magic fragments with the same origin into an item of the DM’s choice whose rarity corresponds with your Proficiency Bonus, as shown on the Profession Levels table. For example, if you collect six magic fragments from dwarf dig sites, and you are a master archaeologist (Proficiency Bonus +6), you can assemble the pieces into a Staff of the Magi that was wielded by Sorcerer-Thane Thaurissan.
Fishing
Requires No Proficiency. The primary use for fishing is foraging for food, which uses the rules in the 2024 Dungeon Master’s Guide. If you roll a natural 20 on a Wisdom (Survival) check to forage for food using fishing, you might pull up a chest, crate, or lockbox containing other resources (such as ores, fabrics, or leather) at the DM’s discretion. The value of such a find equals the value of a rare resource for the region’s level.
If you are searching for particular fish to use in a recipe, you can make a Wisdom (Survival) check once per journey stage to see whether you can catch the desired fish, using a DC chosen from the Gathering Professions table.

Herbalism
Requires Proficiency with Herbalism Kit. You can use the herbalism profession to gather herbs, flowers, and mushrooms. These resources are primarily useful in crafting items with the alchemy and inscription professions.
Using herbalism follows the general rules described above for gathering. In unusual circumstances, you can use herbalism to gather rare resources from Plant creatures. Use the rules for skinning as a guideline to determine the DC for gathering such resources and their value.
Mining
Requires Proficiency with Mason’s Tools. You can use the mining profession to gather metal ores, stones, and gems. These resources are primarily useful in crafting items with the blacksmithing, engineering, and jewelcrafting professions.
Smelting. If you are gathering specific resources to use in detailed recipes, metal mining resources might need to be smelted into bars before they can be used in crafting. You need access to a smith’s forge or a refinery to smelt ore, and the time required is 1 hour for every 10 GP of the metal resource’s value. So copper and tin (10 GP mining resources) can be refined into bars in 1 hour, while creating an empyrium bar (a 500 GP resource) takes 50 hours. You can use the same rules to combine metal resources to create alloys, which can be important in blacksmithing.
Skinning
Requires Proficiency with Leatherworker’s Tools. You can use the skinning profession to gather leather or hide. These resources are primarily useful in crafting items with the leatherworking profession.
You use skinning on dead creatures rather than as part of travel, and the quality of leather or hide gathered depends on the Challenge Rating of the creature rather than the level of the region.
Skinning a Beast or an animallike Monstrosity yields leather or hide. You must be in the same space as the corpse and spend 10 minutes skinning the creature, and then you make a Wisdom (Survival) check using Leatherworker’s Tools. The check DC depends on the Challenge Rating of the creature, using the Region Level column of the Gathering Professions table and treating a CR above 20 as Endgame. If you make a successful check, the effort yields a leather resource worth the value of a common resource. If you beat the DC by 5 or more, the effort yields hide instead, which has the value of a rare resource.
You can also skin certain Fiends and Dragons. Skinning an animallike Fiend, such as a felhunter, requires journeyman-level skinning (a Proficiency Bonus of +3 or higher). Skinning a Dragon requires artisan-level skinning (a Proficiency Bonus of +5 or higher). A successful check in either case yields hide with the value of a rare resource.

What are the Production Professions in D&D WoW?
Production professions allow characters to use resources (whether gathered using gathering professions, found as treasure, or purchased from merchants) to craft nonmagical and magical items.
Production professions use the rules for crafting equipment in the 2024 Player’s Handbook and the rules for crafting magic items in the 2024 Dungeon Master’s Guide, with one key change: Ingredients provide the magic. Characters can craft magic items even if they lack proficiency in the Arcana skill. They also don’t need to have spells prepared in order to craft magic items that produce spells. Instead, they need to know specific recipes and use ingredients (many of which are infused with magic) to create items. Characters learn recipes as described below and in the profession descriptions that follow.
Alchemy
Requires Proficiency with Alchemist’s Supplies or Herbalism Kit Using Alchemist’s Supplies or an Herbalism Kit and resources mostly gathered from herbalism and following particular recipes, you can craft potions, alchemical equipment, dusts, perfumes, and the like. You can learn to make these items as your skill increases:
- Apprentice (+2) Recipes: Acid, Alchemist’s Fire, Component Pouch, Fuel, Oil, Paper, Perfume, Common Potions, Perfume of Bewitching
- Journeyman (+3) Recipes: Uncommon Potions, Alchemy Jug, Dust of Disappearance, Dust of Dryness, Keoghtom’s Ointment
- Expert (+4) Recipes: Rare Potions
- Artisan (+5) Recipes: Very Rare Potions, Philosopher’s Stone
- Master (+6) Recipes: Legendary Potions, Sovereign Glue, Universal Solvent
Blacksmithing
Requires Proficiency with Mason’s Tools or Smith’s Tools Using Mason’s Tools or Smith’s Tools and resources gathered from mining (including metals, gems, and stones), and following particular plans, you can craft items from metal and stone. Some plans might require cloth or leather resources as well. You can learn to make these items as your skill increases:
- Apprentice (+2) Plans: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip); Medium armor (except Hide); Heavy armor; Shield; Ball Bearings; Block and Tackle; Bucket; Caltrops; Chain; Crowbar; Firearm Bullets; Grappling Hook; Iron Pot; Iron Spikes; Sling Bullets; Common magic ammunition, Armor, and Weapons in the above categories; Dark Shard Amulet; Dread Helm
- Journeyman (+3) Plans: Uncommon magic ammunition, Armor, and Weapons in the above categories; Figurine of Wondrous Power (silver raven); Gauntlets of Ogre Power; Helm of Comprehending Languages; Helm of Telepathy; Sending Stones; Stone of Good Luck (Luckstone)
- Expert (+4) Plans: Rare magic ammunition, Armor, and Weapons in the above categories; Belt of Giant Strength (hill); Bracers of Defense; Brazier of Commanding Fire Elementals; Dimensional Shackles; Figurine of Wondrous Power (bronze griffon, golden lions, marble elephant); Helm of Teleportation; Horseshoes of Speed; Iron Bands of Bilarro; Stone of Controlling Earth Elementals
- Artisan (+5) Plans: Very Rare magic ammunition, Armor, and Weapons in the above categories; Belt of Giant Strength (fire, frost, or stone); Helm of Brilliance; Horseshoes of a Zephyr
- Master (+6) Plans: Legendary magic ammunition, Armor, and Weapons in the above categories; Belt of Giant Strength (cloud or storm); Iron Flask
Cooking
Requires Proficiency with Brewer’s Supplies or Cook’s Utensils. Using Brewer’s Supplies or Cook’s Utensils and ingredients (typically gathered from fishing, herbalism, and hunting game), and following particular recipes, you can craft mundane and magical edible items:
- Apprentice (+2) Recipes: Antitoxin, Rations, Bead of Nourishment, Bead of Refreshment, Heward’s Handy Spice Pouch, Tankard of Sobriety
Higher levels of skill in cooking are best reflected with the Chef feat. Additionally, a meal prepared by an artisan (+5) cook, given an hour of preparation time and 1,000 GP of resources (which can include fish or other meat), can duplicate the effects of the Heroes’ Feast spell.
Enchanting
Requires Proficiency with Carpenter’s Tools, Potter’s Tools, or Woodcarver’s Tools. Using Carpenter’s Tools, Potter’s Tools, or Woodcarver’s Tools, along with reagents (primarily magical residue from disenchanting items, as described below, as well as herbs, gems, and other resources), and following particular formulas, you can craft various items. You can learn to make these items as your skill increases:
- Apprentice (+2) Formulas: Wooden weapons (Club, Greatclub, Quarterstaff), Ranged weapons (except Musket, Pistol, and Sling), ammunition (Arrows, Bolts, Needles), Arcane Focus, Barrel, Chest, Druidic Focus, Ink Pen, Jug, Ladder, Lamp, Pole, Portable Ram, Torch, Common magic ammunition in the above categories, Common Wands, Charlatan’s Die, Pot of Awakening
- Journeyman (+3) Formulas: Uncommon magic ammunition and Weapons in the above categories; Uncommon Rods and Wands; Uncommon Enspelled Armor, Enspelled Staff, or Enspelled Weapon; Broom of Flying; Decanter of Endless Water; Pipes of Haunting; Pipes of the Sewers
- Expert (+4) Formulas: Rare magic ammunition and Weapons in the above categories; Rare Rods and Wands; Rare Enspelled Armor, Enspelled Staff, or Enspelled Weapon; Bowl of Commanding Water Elementals; Figurine of Wondrous Power (ebony fly)
- Artisan (+5) Formulas: Very Rare magic ammunition and Weapons in the above categories; Very Rare Rods and Wands; Very Rare Enspelled Armor, Enspelled Staff, or Enspelled Weapon
- Master (+6) Formulas: Legendary magic ammunition and Weapons in the above categories; Legendary Rods and Wands; Legendary Enspelled Armor, Enspelled Staff, or Enspelled Weapon
Disenchanting. When you reach journeyman enchanting skill, you learn to disenchant magic items. If you spend 1 hour (which can be concurrent with a Short Rest) with a permanent magic item that isn’t attuned to someone else, you can remove its magic and store it in the residue, which takes the form of a magical dust or shard. The item’s rarity determines the enchanting skill required to disenchant it and the value of the residue it leaves, as shown on the table below. The magical residue can be used as a crafting resource for any enchanting formula. Legendary magic items and Artifacts can’t be disenchanted in this way.
| Item Rarity | Skill Required | Residue Value |
| Common | Journeyman (+3) | 25 GP |
| Uncommon | Expert (+4) | 100 GP |
| Rare | Artisan (+5) | 1,000 GP |
| Very Rare | Master (+6) | 10,000 GP |

Engineering
Requires Proficiency with Tinker’s Tools. Using Tinker’s Tools and components (typically including resources gathered from mining as well as leather or cloth), and following particular schematics, you can craft gadgets.
Magic items created with engineering typically have a mechanical appearance and seem to utilize some combination of mundane science and magic. The traditions of gnome engineers tend toward elaborate mechanical contraptions, while goblin engineering traditions are more explosive.
Part of every engineering schematic is the creation of mechanical parts and explosive powders used in crafting other items, such as transforming mined and smelted copper bars into copper bolts and mined stone into blasting powder. Crafting these components is included in the time and money required for crafting a finished item. You can learn to make these items as your skill increases:
- Apprentice (+2) Schematics: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox, Clockwork Amulet, Ear Horn of Hearing, Ersatz Eye, Horn of Silent Alarm, Instrument of Illusions, Instrument of Scribing, Lock of Trickery, Mystery Key, Orb of Direction, Orb of Time, Pipe of Smoke Monsters, Pole of Angling, Pole of Collapsing, Prosthetic Limb, Rival Coin, Veteran’s Cane
- Journeyman (+3) Schematics: Goblin Trike, Uncommon magic Muskets and Pistols, Baba Yaga’s Dancing Broom, Driftglobe, Eversmoking Bottle, Goblin Jumper Cables, Goggles of Night, Lantern of Revealing, Wind Fan
- Expert (+4) Schematics: Flying Machine, Mechano-Hog, or Mekgineer’s Chopper; Rare magic Muskets and Pistols; Chime of Opening; Cube of Summoning; Daern’s Instant Fortress; Experimental Goblin Jetpack; Horn of Blasting; Horn of Valhalla (brass or silver); Portable Hole
- Artisan (+5) Schematics: Very Rare magic Muskets and Pistols, Cauldron of Rebirth, Horn of Valhalla (bronze)
- Master (+6) Schematics: Legendary magic Muskets and Pistols, Apparatus of Kwalish, Cubic Gate, Horn of Valhalla (iron), Sphere of Annihilation, Talisman of the Sphere, Well of Many Worlds
Inscription
Requires Proficiency with Calligrapher’s Supplies, Cartographer’s Tools, or Painter’s Supplies. Using Calligrapher’s Supplies, Cartographer’s Tools, or Painter’s Supplies, along with pigments and inks made from herbalism resources (gathered with herbalism or purchased), and using particular techniques, you can craft inks, pigments, and writings.
Part of every inscription technique is the process of milling herbs to create pigments and inks. Crafting these components is included in the time and money required for crafting a finished item. You can learn to make these items as your skill increases:
- Apprentice (+2) Techniques: Druidic Focus, Holy Symbol, Ink, Map, Common Scrolls and Staffs, Enduring Spellbook
- Journeyman (+3) Techniques: Uncommon Scrolls and Staffs, Deck of Illusions
- Expert (+4) Techniques: Rare Scrolls and Staffs
- Artisan (+5) Techniques: Very Rare Scrolls and Staffs, Manual of Bodily Health, Manual of Gainful Exercise, Manual of Golems (any), Manual of Quickness of Action, Nolzur’s Marvelous Pigments, Spirit Board, Tome of Clear Thought, Tome of Leadership and Influence, Tome of Understanding
- Master (+6) Techniques: Legendary Scrolls and Staffs, Tome of the Stilled Tongue
Inscription Adept Feat. A character can improve their inscription by taking the Inscription Adept feat. This is a General Feat (Prerequisite: Level 4+, Proficiency with Calligrapher’s Supplies, Cartographer’s Tools, or Painter’s Supplies) Your mastery of inscription allows you to duplicate the effects of certain spells with your written magic. You gain the following benefits.
- Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Inscription Magic. You learn the Illusory Script spell and always have it prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. You can use herbalism resources of the appropriate value in place of the Material component specified for that spell. The spell’s spellcasting ability is the ability increased by this feat.
When you reach higher levels of proficiency in inscription, you learn higher-level spells and can cast them in the same way, as shown on the table.
| Proficiency | Spell |
| Journeyman (+3) | Glyph of Warding |
| Artisan (+5) | Symbol |
Jewelcrafting
Requires Proficiency with Glassblower’s Tools or Jeweler’s Tools. Using Glassblower’s Tools or Jeweler’s Tools, along with metals and gems (gathered from mining or purchased), and using particular designs, you can craft jewelry and similar items. You can learn to make these items as your skill increases:
- Apprentice (+2) Designs: Arcane Focus, Glass Bottle, Holy Symbol, Magnifying Glass, Spyglass, Vial, Ruby of the War Mage
- Journeyman (+3) Designs: Uncommon magic Rings, Amulet of Proof against Detection and Location, Brooch of Shielding, Circlet of Blasting, Elemental Gem, Eyes of Charming, Eyes of Minute Seeing, Gem of Brightness, Headband of Intellect, Medallion of Thoughts, Necklace of Adaptation, Pearl of Power, Periapt of Health, Periapt of Wound Closure, Uncommon Quaal’s Feather Tokens
- Expert (+4) Designs: Rare magic Rings, Amulet of Health, Bead of Force, Censer of Controlling Air Elementals, Cube of Force, Rare Figurines of Wondrous Power (including the Jade Panther from WoW), Gem of Seeing, Rare Ioun Stones, Necklace of Fireballs, Necklace of Prayer Beads, Periapt of Proof against Poison, Rare Quaal’s Feather Tokens
- Artisan (+5) Designs: Very Rare magic Rings, Amulet of the Planes, Crystal Ball of Telepathy, Very Rare Figurines of Wondrous Power, Very Rare Ioun Stones, Mirror of Life Trapping
- Master (+6) Designs: Legendary magic Rings, Crystal Ball of Mind Reading, Crystal Ball of True Seeing, Legendary Ioun Stones, Scarab of Protection
Leatherworking
Requires Proficiency with Cobbler’s Tools or Leatherworker’s Tools. Using Cobbler’s Tools or Leatherworker’s Tools, along with reagents (mostly gathered from skinning), and using particular patterns, you can craft mundane and magical leather armor and similar goods. You can learn to make these items as your skill increases:
- Apprentice (+2) Patterns: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Climber’s Kit, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin, Common magic Armor and Weapons in the above categories, Boots of False Tracks
- Journeyman (+3) Designs: Uncommon magic Armor and Weapons in the above categories, Boots of Elvenkind, Boots of Striding and Springing, Boots of the Winterlands, Bracers of Archery, Heward’s Handy Haversack, Quiver of Ehlonna, Saddle of the Cavalier, Winged Boots
- Expert (+4) Designs: Rare magic Armor and Weapons in the above categories, Boots of Levitation, Boots of Speed
- Artisan (+5) Designs: Very Rare magic Armor and Weapons in the above categories
- Master (+6) Designs: Legendary magic Armor and Weapons in the above categories
Tailoring
Requires Proficiency with Weaver’s Tools. Using Weaver’s Tools along with reagents (primarily bolts of cloth purchased or found as treasure), and using particular patterns, you can craft cloth goods. You can learn to make these items as your skill increases:
- Apprentice (+2) Patterns: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler’s Clothes, Common magic Padded Armor; Cloak of Billowing, Cloak of Many Fashions, Clothes of Mending, Hat of Vermin, Hat of Wizardry, Rope of Mending, Talking Doll
- Journeyman (+3) Designs: Uncommon magic Padded Armor, Bag of Holding, Bag of Tricks, Cap of Water Breathing, Cloak of Elvenkind, Cloak of Protection, Cloak of the Manta Ray, Gloves of Missile Snaring, Gloves of Swimming and Climbing, Gloves of Thievery, Hat of Disguise, Nature’s Mantle, Robe of Useful Items, Rope of Climbing, Slippers of Spider Climbing, Wraps of Unarmed Power (+1)
- Expert (+4) Designs: Rare magic Padded Armor, Bag of Beans, Cape of the Mountebank, Cloak of Displacement, Cloak of the Bat, Mantle of Spell Resistance, Robe of Eyes, Rope of Entanglement, Wings of Flying, Wraps of Unarmed Power (+2)
- Artisan (+5) Designs: Very Rare magic Padded Armor, Carpet of Flying, Cloak of Arachnida, Hat of Many Spells, Robe of Scintillating Colors, Robe of Stars, Wraps of Unarmed Power (+3)
- Master (+6) Designs: Legendary magic Padded Armor, Cloak of Invisibility, Robe of the Archmagi
Cloth Resources. Cloth resources have the same range of values as resources collected with gathering professions, from 10 GP linen and 25 GP wool to 7,500 GP dawnweave or duskweave, found only in Khaz Algar. Cloth is sometimes found as treasure in the hands of Humanoids who recognize its value as a trade good.

Final thoughts
You can try out the new crafting rules for yourself when the D&D World of Warcraft supplement is released on November 17, 2026, but in the meantime you can pre-order your copy now from your local game store, D&D Beyond and Amazon.
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