TEXT: Crafting Arrows
  
  Dungeons & Dragons 5E Crafting
  E
  ver find yourself hours deep into a dungeon
  crawl, spot that elusive Kobold hiding and
  just when you go to knock an arrow to fire...
  Your hand comes back empty from your
  quiver, you have expended all your ammo.
  This supplement is meant to present
  options for crafting common & simple
  ammo during a short rest using items any character may have
  in their equipment.  
  Arrows
  Crafting & mending Arrows in D&D 5th Edition can be
  accomplished using the rules set forth below. These rules may
  be applied to other forms of ammunition at your DM's
  discretion.
  Prerequisites
  ONE of the following:
  Class: Ranger OR
  Prof. with any SPECIFIC Bow OR
  Carpenter's Tools OR
  Woodcarver's Tools
  & Material Components
   
  Overview
  All materials can be made from raw components with the
  exception of metal arrowheads, they require a forge and thus
  must be purchased, found or retrieved.
   
  Crafting
  While resting, one arrow can be made for every 15 minutes of
  time spent crafting as long as you have the proper materials
  and tools. But no more than 20 arrows can be crafted during
  a short rest without foregoing the benefits of said rest. This
  rule does not apply during a long rest.
  Optionally, the DM may have the character make a DC 10
  skill check for every 5 arrows the character wishes to craft.
  Where the skill used would be the prerequisite proficiency
  used to craft as listed above. A Ranger or other character
  class that only has short/long bow proficiency may roll a
  Dexterity (Survival) check instead.
  On a success the character is able to craft up to 5 arrows
  that are then ready for immediate use. On a failed roll the
  character is only able to craft 2-3 arrows, with the others unfit
  for use but still may be deconstructed for the materials. If the
  character happens to fumble their roll, the DM may choose to
  have all 5 arrows fail, or instead have the failed attempts break
  beyond use for further crafting. The exception to breakage
  during crafting is the arrowhead, unless an
   
  improvised material was used that may suffer catastrophic
  breakage as well.
  When using an improvised material for the arrowhead(s)
  while crafting, the DC increases to 13 (See Substituting
  Components)
   
  Gathering Spent Arrows
  When retrieving your spent arrows, if you are able to craft you
  may now retrieve ALL arrows fired into areas which are
  accessible to your character. Half of which may be placed
  directly back into your quiver for immediate use. The other
  half are considered broken or damaged and may be used for
  crafting purposes.
  DM's may determine how many and which components are
  able to be scavenged from those recovered for crafting
  purposes.
   
  Gathering Raw Materials
  Characters may search for common raw materials to be used
  for crafting arrow shafts, fletching, or arrowheads from any
  environment where these materials are present with a DC 10
  Wisdom (Perception) check, the DC increases to 15 for
  finding uncommon materials & DC 20 for finding rare
  materials. (See Wood & Stone Type Tables below)
  The base DC increases to 15 in environments where
  wood/trees are scarce, increasing to DC 18 for finding
  uncommon materials & DC 22 for finding rare materials. The
  DM determines the types of wood available if any.
   
  Required Components
  Shaft: The long part of the arrow... (Any type of wood can
  be used)  
  Fletching: The feathers on an arrow... (Any type of feathers
  may be used)  
  Arrowhead: The point of the arrow... (See Substituting
  Components below)
  Knights of Winterfell RPG
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Substituting Components
  Metal arrowheads may be substituted with other
  natural materials. The tables below are a guide to
  trees and stone native to D&D. Optionally, the
  chance of breakage after a single use may be
  determined by the DM based upon the material(s)
  used. (i.e. shale or alder wood arrowheads may
  break after a single use, where as a obsidian or
  duskwood arrowhead may be comparable to that of
  a metal one)
   
   
  The types of wood listed below are native to Faerûn but
  may be used in any campaign setting. Other wood types
  may be present at the DM's discretion.
   
  Wood Type & Usage
  Type
  Used for
  Shaft
  Rarity
  Arrowhead
  Durability
  Alder
  Yes
  Common
  Single Use
  Ash
  Yes
  Common
  Single Use
  Bija tree
  No
  Uncommon
  N/A
  Birch
  Yes
  Common
  Single Use
  Blueleaf
  Yes
  Rare
  Durable
  Bytter
  Yes
  Common
  Single Use
  Calan
  Yes
  Uncommon
  Durable
  Cedar
  Yes
  Common
  Single Use
  Cherry
  Yes
  Common
  Durable
  Chestnut
  Yes
  Common
  Single Use
  Cypress
  Yes
  Common
  Single Use
  Duskwood
  Yes
  Common
  Durable
  Elm
  Yes
  Common
  Single Use
  Felsul
  No
  Uncommon
  N/A
  Fir
  Yes
  Common
  N/A
  Grandfather
  Tree
  Yes
  Rare
  Single Use
  Great Oak
  Yes
  Rare
  N/A
  Guardian Tree
  Yes
  Very Rare
  Durable
  Gum
  Yes
  Common
  N/A
  Hazel
  Yes
  Uncommon
  Single Use
  Hemlock
  Yes
  Common
  Single Use
  Hickory
  Yes
  Common
  Durable
  Wood Type & Usage cont.
  Type
  Used for
  Shaft
  Rarity
  Arrowhead
  Durability
  Hiexel
  No
  Common
  N/A
  Laspar
  Yes
  Common
  Single Use
  Locust
  needle
  Yes
  Rare
  Single Use
  Maple
  Yes
  Common
  Single Use
  Oak
  Yes
  Common
  Single Use
  Palm
  Yes
  Uncommon
  N/A
  Phandar
  Yes
  Common
  Durable
  Pine
  Yes
  Common
  Single Use
  Poplar
  Yes
  Common
  Single Use
  Rosecork
  Yes
  Uncommon
  Durable
  Shadowtop
  No
  Uncommon
  N/A
  Snowwood
  Yes
  Rare
  Single Use
  Spruce
  Yes
  Common
  Single Use
  Suth
  Yes
  Uncommon
  Durable
  Weir
  Yes
  Very Rare
  Durable
  Willow
  Yes
  Uncommon
  Single Use
  Zalantar
  Yes
  Uncommon
  Durable
  The types of stone listed below are native to Faerûn but
  may be used in any campaign setting. Other stone types
  may be present at the DM's discretion.
   
  Stone Type & Usage
  Type
  Used for
  Arrowhead
  Rarity
  Arrowhead
  Durability
  Basalt
  Yes
  Common
  Durable
  Granite
  Yes
  Common
  Single Use
  Limestone
  Yes
  Common
  Single Use
  Marble
  Yes
  Uncommon
  Single Use
  Slate
  Yes
  Common
  Single Use
  Flint
  Yes
  Common
  Durable
  Magnesite
  Yes
  Uncommon
  Durable
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Stone Type & Usage cont.
  Type
  Used for
  Arrowhead
  Rarity
  Arrowhead
  Durability
  Obsidian
  Yes
  Uncommon
  Durable
  Chalk
  No
  Common
  N/A
  Coal
  No
  Common
  N/A
  Kaolin
  No
  Common
  N/A
  Meerschaum
  No
  Common
  N/A
  Talc
  No
  Common
  N/A
  Quartzite
  Yes
  Uncommon
  Durable
  Amber
  Yes
  Common
  Durable
  Jet
  Yes
  Rare
  Durable
  Feldspar
  Yes
  Common
  Durable
  Hematite
  Yes
  Uncommon
  Durable
  Mica
  No
  Common
  N/A
  Shale
  Yes
  Common
  Single Use
  Talc
  No
  Common
  N/A
   
  Durability
  Single Use- Arrowheads crafted using this type of material
  generally break after being fired once.
  Durable- Arrowheads crafted using this type of material
  are comparable to metal and are fit for re-use if recovered.
  N/A- These types of material are not suitable for crafting
  arrowheads.
   
   
  Optional: Master Crafting
  A DM may choose to allow characters to craft +1 or better
  common ammo from durable materials.
  Starting at level 4 a character may attempt to craft +1
  common ammo, +2 common ammo at level 8, and +3
  common ammo at level 14. The crafting skill check increases
  as follows: Add +3 to the base DC 10 skill check for +1 ammo,
  +6 to the DC 10 base for +2, etc... Using this, a character may
  craft up to 5 +2 arrows with a successful DC 16 skill check.
  Sling Bullets
  At the DM's discretion, the Stone Type & Usage
  table may be used for the crafting of sling bullets.
  Characters wishing to craft this type of ammo must
  have proficiency with Mason's Tools and may
  search for common raw materials from any
  environment where stone is present with a DC 10
  Wisdom (Perception) check, the DC increases to
  15 for uncommon stone & DC 20 for rare stone.
  The base DC increases to 15 in environments
  where usable common stone is scarce, DC 18 for
  uncommon stone & DC 22 for rare stone. The DM
  determines the types of stone available if any.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Credits
  Michael Blankenship 
  Knights of Winterfell
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
  and all other Wizards of the Coast product names, and their respective logos are trademarks of
  Wizards of the Coast in the USA and other countries. This work contains material that is copyright
  Wizards of the Coast and/or other authors. Such material is used with permission under the
  Community Content Agreement for Dungeon Masters Guild.
  Knights of Winterfell RPG
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Michael Bruce - Crafting Arrows.pdf