Homebrew
All content herein is subject to change.
Credits
Cover Art by neutronboar
Inspiration from Chris Conte
Chapter 1: Crafting Point System
Downtime can make up a lot of a character's time within an "always on" game like Godfall. To help quantify characters' downtime we use a resource called "Crafting Points" or, more commonly, "CP." Each point represents 1 day's worth of free time. Because in-game time moves 3 times as fast as real-world time, every player is allotted 3 CP per real day across all characters. This means if you spend 2 CP on your first character, you only have 1 CP left to spend on your second. CP refreshes daily at midnight ET. Just like real time, if you don't spend your CP for the day, it's lost at the end of the day.
CP Expenditure
All CP expenditures and associated rolls must be posted in the correct Downtime channel of Discord. When spending CP be sure to follow the correct format. Posts that do not follow this format may be deleted.
If a task costs more then 3 CP you must make subsequent posts the following days, adding up your CP expenditures until the task is completed or use the weekly CP option outlined below.
CP Expenditures in Discord
#Character Name, Task, {required materials spent} [total spent/goal CP] (CP spent with this post)
Examples:
- #Sandy trains the Grappler Feat [15/45 CP] (3 CP)
- #Kaladin researches undead [6/15 CP] (3 CP)
- Shelbert brews a potion {Green Herb, Red Herb, 1 GP} [3/3 CP] (3 CP)
!r 1d20+8 Alchemist Kit
Bulk CP Expenditures
Whenever a downtime activity would require no rolls to complete, such as training a feat, you may spend up to a week's worth of CP (21 CP) all at once. Doing so locks you into that activity for as many days as it would normally take to spend that amount of CP. You cannot stop or change this expenditure once you set it, nor can you use it retroactively to spend CP for days you may have missed.
If a task would require rolls to be made at the end you may use weekly CP to pay for that task up until the last day's worth of CP. On the final day of the task you must spend CP normally and make the associated dice roll(s).
When spending CP this way be sure to use the correct channel and include the following:
- Progress after the expenditure in [ ]
- Total CP spent and the ending date in ( ) i.e "Cedric trains a feat [18/45](18 CP used until 12/3)"
If a task would require rolls to be made at the end you may use weekly CP to pay for that task up until the last days worth of CP. On the final day of the task you must spend CP normally and make the associated dice rolls.
Skill and Tool Checks
Any rolls required by a task that costs CP may not benefit from temporary bonuses such as Guidance or Bardic Inspiration. If you are required to make a roll as part of a task when spending CP, do so after your initial CP expenditure post.
Tool checks follow the same rules as skill checks. The associated attribute for a tool will always be included with the rules for the particular task that requires it. Furthermore you need not be proficient in a tool to use one.
When making rolls in discord use the following format. Not doing so may result in the dice bot not working.
Rolling Skill Checks in Discord
!r 1d20+Modifier [Note]
!r 1d20+Modifier Adv [Note] - Roll with advantage
!r 1d20+Modifier Dis [Note] - Roll with advantage
Examples:
- !r 1d20+5 Alchemist Kit
- !r 1d20+8 Adv Mining Tools
- !r 1d20+2 Dis Performance while Drunk
Assisting
You may grant someone advantage on a skill or tool check by assisting them. Doing so requires that you be proficient in the skill or tool. You must declare your intention to assist in the correct downtime channel. You must spend CP equal to the task being performed. You do not need to post this CP expenditure, instead the person you are assisting should include your character in their posts until the task is complete.
Chapter 2: Training
Character advancement isn't all dungeon delving and monster slaying. Long hours spent practicing with a blade or studying texts can be just as rewarding.
Feat Training
You are able to train one additional feat per character starting at level 1.
Resources. Training a few requires 45 CP worth of effort. You may only train feats for which you would normally qualify. The following feats may not be trained this way:
- Bountiful Luck
- Elven Accuracy
- Great Weapon Master
- Lucky
- Sharpshooter
Tool Training
Learning a new craft or trade takes hard work and a lot of time. For those dedicated few learning a new tool can open up a whole new world of options.
Characters may train proficiency in any tools a number of times equal to their Intelligence modifier. Additionally they may train proficiency in the following tools a number of times equal to their Wisdom modifier (minimum of once) without counting towards their Intelligence cap.
- Mason's tools
- Carpenter's tools
- Herbalism kit
- Hunter's supplies
- Miner's tools
- Woodcutter's supplies
Resources. Training in a tool takes 90 CP worth of effort, and requires you have capacity to learn the tool based on your Intelligence and Wisdom.
Resolution. After expending the required total CP you immediately gain proficiency in the chosen tool.
Language Training
With nearly all the races living together and intermingling it's not uncommon to speak several languages. Many communities cling to these languages as the rest of their culture slowly dies off. Most consider speaking someones ancestral language a sign of respect.
Each character may train an additional number of languages equal to 1 + their Intelligence or Wisdom modifier (minimum of one additional language.)
Resources. Training a language common language takes 90 CP worth of effort. Exotic languages take an additional 90 CP and require a mentor or resource that allows for the language to be learned. Learning a language that you already know the script for is much easier then learning a new language and new script. When training a language that shares a script with a language you already know the effort is reduced by 30 CP.
Common Languages
Spoken Language | Typical Speakers | Script |
---|---|---|
Common | Everyone | Common |
Dwarvish | Dwarves | Dwarvish |
Elvish | Elves | Elvish |
Giant | Ogres, giants | Dwarvish |
Gnomish | Gnomes | Dwarvish |
Goblin | Goblinoids | Dwarvish |
Gnoll | Gnolls | Common |
Halfling | Halflings | Common |
Orc | Orcs | Dwarvish |
Signing | Wardens | N/A |
Any Known | Any | Brail |
Exotic Languages
Language | Typical Speakers | Script |
---|---|---|
Abyssal | Demons | Infernal |
Celestial | Celestials | Celestial |
Draconic | Dragons, Dragonborn | Draconic |
Deep Speech | Mind flayers, Beholders | None |
Infernal | Devils | Infernal |
Old Hafsin | The Hafsin | Common |
Primordial | Elementals | Dwarvish |
Sylvan | Fey creatures | Elvish |
Undercommon | Underdark traders | Elvish |
Mentoring
Having a teacher is a huge boon when it comes to training. By mentoring another character you can double the progress they make when spending CP on any training.
Resources. To be a mentor you must posses the knowledge or skill you wish to teach. This could be a feat, language or tool proficiency, or a weapon mastery trait. Declare who and what you are mentoring in the #downtime-training channel. Until they complete their training you may only spend 1 CP per day instead of the normal 3. This is true even if they do not spend their full 3 CP training that day. You do not receive 3 CP per day until the day after you end your mentorship.
Respecing
You may use this option to change a single decision about your character with the exception of Race, Ability Score, HP, or Background. If you use this option to change classes, you may only change 1 level of that class. Any new options you select must be a valid replacement for the option you dropped and all prerequisites for other options must still be met. Example: a Bladesinger could not drop the proficiency in performance they gained at level 2 to learn a different skill.
Resources. Respecing takes 45 CP worth of effort and 15% of your total checkpoints at the time you start the process. This loss can not de-level your character, although it will increase the time it takes to achieve the next level. This option can be used multiple times but you must pay the CP and Exp cost each time.
Below Level 5. If you are levels 1-4 you are allowed to respec any number of things about your character for 1 CP and no checkpoint loss. You may only use this option once.
At Level 14. At level 14 the ECP cost of a respec is replaced with a cost of 8 Lootpoints.
Weapon Mastery
By mastering the technique of a weapon with which you are proficient you can gain access to special actions when using that weapon type.
Resources. Mastering a weapon requires 90 CP worth of effort. If a weapon mastery category would cover multiple weapons you must choose one weapon in that category. If there are multiple techniques under a category you must also select one of them. You may train additional weapons or techniques as an additional Weapon Mastery.
Each character may train a number of masteries equal to 1 + their Intelligence or Wisdom modifier (minimum of one mastery.)
Weapon Mastery Techniques
Axe
Shield Hook: You have advantage when attempting to disarm a target of a shield. Additional If you use the Help action to aid an ally's melee attack while you're wielding this weapon you may attempt to disarm the target as a bonus action.
Reposition: When you make a shove attack you may move a creature in any direction.
Blowgun, Dart
Silent Attack: When attacking with this weapon from stealth you may forfeit dealing weapon damage to remain hidden. As long as the target does not take any damage you will remain unnoticed.
Bow, Crossbow
Counter Shot: You can hold an action to take a counter shot against a target within range that you can see. If that target makes a ranged weapon attack you may make a contested attack roll with your chosen weapon. If you win the contest you successfully shoot their projectile out of the air causing it to miss.
Club
Sap: You may make a special attack against a surprised enemy. This attack deals no damage but inflicts the stunned condition for 1d4 rounds.
Disarm (Monk Only): You have mastered the nunchaku, and when attempting to disarm an enemy you may do so at advantage.
Dagger
Parry: While you are wielding at least one dagger with no shield you gain a +2 to AC when taking the dodge action. Additionally while taking the dodge action when a creature misses an attack against you, you can use your reaction to make a melee weapon attack with a dagger against the attacking creature.
Keen (Rogue Only): Whenever you attack at advantage with a dagger you score a critical hit on a 19 or 20.
Flail
Wrap Shot: Whenever you have disadvantage on a melee attack roll you make with this weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 1) if the attack misses but the higher of the two d20 rolls would have hit.
Javelin
Pin: Whenever you have advantage on a attack roll you make with this weapon and hit, if the lower of the two d20 rolls would also hit the target has their speed reduced to 0 for one turn if they are no more than 1 size larger then you.
Lance
Lancer: You may wield a lance with 1 hand even when not mounted so long as you are holding no other weapon.
Light Hammer
Returning: You have learned to effectively use boomerangs in combat. If you make a ranged attack with a boomerang (light hammer), you catch it at the end of your turn if you still have a free hand. Boomerangs need lots of space to bank and return to the thrower.
Plink: Whenever you score a critical hit on a ranged attack with this weapon you may make a second attack against an adjacent creature as a free action.
Longsword, Shortsword
Clash: As a bonus action, you can engage a target within 5 feet of you. Until the start of your next turn you can use this weapon to make opportunity attacks against this target without using your reaction.
Mace, Morningstar
Knockdown: Whenever you have advantage on a attack roll you make with this weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
Two-Handed Blundgeoning, Warhammer
Stagger: As a reaction when you hit a creature with this weapon, you may make a shove attack against them.
Two-Handed Slashing
Cleave: When you reduce a creature to 0 hitpoints with this weapon you may use your reaction to make an attack against another enemy within range.
Two Handed Piercing, Spear
Skewer: When you reduce a creature to 0 hitpoints with this weapon you may use your reaction to move into their space and make an attack against another another enemy within range and behind the original creature.
Quarterstaff
Parry: While you are wielding a quarterstaff with no shield you gain a +2 to AC when taking the dodge action. Additionally while taking the dodge action when a creature misses an attack against you, you can use your reaction to make a melee weapon attack with a quarterstaff against the attacking creature.
Trip: When using a quarterstaff you can use the shove action to knock a target prone in place of an opportunity attack.
Rapier
Riposte: While taking the dodge action you can use your reaction to make a melee attack against a creature that makes a melee attack against you and misses.
Scimitar
Whirl: When you make an attack roll with a scimitar and miss, you can use a reaction to reroll the attack roll against a different target within range.
Sickle
Dumb Weapon: When mastering this weapon you learn it's for farming and decide to pick up literally anything else. Gain proficiency in the weapon of your choosing.
Sling
Knockout: As an action you may make a special attack against a surprised enemy. This attack has a -5 penalty to the attack roll. If this attack hits the target is knocked Unconscious for 1 minute. The target wakes up upon taking any damage.
Warpick
Armor Piercing: Whenever you have advantage on a attack roll you make with this weapon and hit, if the lower of the two d20 rolls would also hit the target has their speed reduced to 0 for one turn if they are large or smaller.
Whip
Disarm: When attempting to disarm a target you may do so at advantage.
Trip: While wielding this weapon you may use it to make a special shove attack to knock a target prone. The target must be no more than one size larger than you and must be within your weapons reach. Instead of making an attack roll, you make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you knock the target prone.
Taming a Creature
A creature may or may not be considered tame when you first come into possession of it. If it is not tame, you must spend time taming it before you can train it to serve as a mount, pet, or a beast of burden. To serve as a beast of burden to pull a land vehicle, a suitable creature need only be tamed (not trained).
Resources. Taming requires an untamed creature that otherwise meets the prerequisites to be someone’s mount, pet, or beast of burden, the Animal Handling skill (proficient or not), and a minimum of 15 CP worth of effort, representing 5 successful Animal Handling checks.
Resolution. For each 3 CP worth of effort spent, make an Animal Handling check against a DC equalling 11 + the creature’s CR (rounded down). If the creature in question is a monstrosity instead of a beast, add +4 to the DC. Multiple trainers can work with the same creature, but only one check can be made to tame it per real-time day. Once five successes have been achieved to tame the creature, it is rendered tame.
Training a Mount
Before a creature can serve as a mount, it must be trained to bear a rider, follow its rider’s commands, and not panic in combat.
Resources. Training a mount requires a tame creature eligible to become a mount, proficiency in Animal Handling, and a minimum of 30 CP worth of effort, representing 10 successful Animal Handling checks.
Resources. For each 3 CP worth of effort spent, make an Animal Handling check against a DC equalling 11 + the creature’s CR (rounded down). If the creature in question is a monstrosity instead of a beast, add +4 to the DC. Multiple trainers can work with the same creature, but only one check can be made to train it per real-time day. Once 10 successes have been achieved to train the creature as a mount, it can then be functionally used as a mount by anyone able to ride it.
Mount Feat Training
With enough training, your mount can learn up to 3 of the following feats. A warhorse is already considered to have the lightly armored feat, which does not count against its maximum number of learned feats. A paladin’s steed is already considered to have the moderately armored feat, which does not count against its maximum number of learned feats. A fighter cavalier’s mount can learn up to five feats (though if traded or sold to another character, a cavalier mount’s maximum number of learned feats is immediately reduced to three, meaning they may lose some trained feats). In this case, the new owner determines which feats are kept.
Feat | Training DC |
---|---|
Athlete | 14 |
Charger | 16 |
Durable | 12 |
Heavily Armored | 16 |
Lightly Armored | 12 |
Mobile | 16 |
Moderately Armored | 14 |
Resilient | 14 |
Resources. Training a mount to acquire a feat requires a trained mount, proficiency in Animal Handling, and a minimum of 30 CP worth of effort, representing 10 successful Animal Handling checks. Additionally you will need 5 gp for each check made while training the creature. Finally, mounts must meet all requirements for any feats they are being trained.
Resolution. For each 3 CP worth of effort spent, expend 5 gp and make an Animal Handling check against that feat’s training DC. If the creature in question is a monstrosity instead of a beast, add +4 to the DC. Multiple trainers can work with the same creature, but only one check can be made to train it per real day. Once 10 successes have been achieved to train the mount in its new feat, the feat is acquired.
Chapter 3: Labor and Research
Getting your hands dirty is inevitable on the frontier. Be it gathering crafting materials from the areas that lay beyond Solace's reach or researching what monsters might lie in wait for you on your next mission, there is plenty of hard work that needs done between adventures.
Construction
Surviving on the frontier often means getting your hands dirty and helping to stand up new resources for the town or outpost you are stationed at.
Resources. Helping with construction requires 3 CP worth of effort and Mason's tools or Carpenter's tools.
Resolution. Make a DC 12 skill check using Mason's tools or Carpenter's tools (Strength or Dexterity). On a success you provide 3 CP worth of progress to the project. On a failure no progress is made. If you exceed by 10 or more you make an additional 1 CP worth of progress.
Farming
Greennouse constructed (2 farm plots per PC)
A character can farm alchemical reagents and/or produce using their plot(s) in the Outpost's constructed farming amenities. Each plot can be planted with either produce or a single type of reagent. Harvested produce grown through farming can be expended to enhance dining hall feasts and can be flavored as any type of fruit, vegetable, or edible fungus, including multiple varieties in one plot.
With the construction of the public greenhouse, each character gained a second farming plot. The greenhouse allows each character to make two harvesting checks each week IRL, one for each plot. Both the hothouse and the greenhouse function on magitech that replicates the plant growth spell. You must work your own plot(s).
CP expenditures to harvest also represents the time and effort needed to tend and nurture the plant life growing there. If a plot is not harvested (succeed or fail) at least once per week IRL, its plants wither and die, and that plot must be replanted. Once harvested, a plot cannot be harvested again for 7 real days.
Reagent Farming
Resources. To harvest reagents from a farming plot, you will require an amount of gold equal to that reagent's weekly maintenance cost (see below), an herbalism kit and 3 CP worth of effort. Additionally, the initial planting of a reagent requires you to expend 1 unit of that reagent. The CP expended as part of this post represents the culmination of your efforts for the past 21 in game days (7 real days), and represents planting, tending and harvesting.
Reagents have been classified here according to when they can been be gathered outside the Outpost: Evergreen for those that can always be gathered, Seasonal for those which are tied to a specific season of the year, and Exotic for those that are neither Evergreen nor Seasonal. See the Gathering document pinned in #downtime-labor (both tabs) to determine which reagents are classified as Evergreen, Seasonal, or Exotic. The only exception to this rule is Aether, which while appearing on the Evergreen list in gathering, is treated as being Exotic for the purposes of farming.
Resolution. Once you've expended the resources required for harvesting a farming plot, make an herbalism kit (Wisdom or Intelligence) check against the reagent's DC. On a success you gain 1 unit of the planted reagent. A check that exceeds the DC by 10 or more yields two units of that reagent instead of one. As long as you did not fail your skill check by 10 or more or choose to plant a new crop, you need not expend a unit of the planted reagent upon future harvests.
Reagent Type | Weekly Cost | CP | DC |
---|---|---|---|
Evergreen: | 10 gp | 3 | 15 |
Seasonal | 25 gp | 3 | 18 |
Exotic | 50 gp | 3 | 21 |
Produce Farming
Resources. To harvest produce from a farming plot, you will require 1 sp (silver) in maintenance, a skill check using either Nature or Survival (proficiency not required), and 1 CP worth of effort.
Resolution. Once you've expended the resources required for harvesting a farming plot, make a Nature (Intelligence ) or Survival (Wisdom) check. This check determines the quality of produce grown. On a total check of 10 or higher, you gain a number of units (lbs.) of produce of that quality equal to 5 + 1d4. On a total check of 9 or lower, your harvest fails and you must replant that plot.
DC | Quality |
---|---|
0 | Black thumb. You kill all your poor plants. |
10 | Average. About the same as you get at the Outpost Shop. |
15 | Grade A. Superior quality to what you buy at the Shop. |
18 | Heirloom. Produce worthy of the North Ward’s finest restaurant kitchens. |
21 | Blue Ribbon. The Earthheart Himself smiles upon you. |
Livestock Farming
With domesticated livestock (e.g., chickens, goats, sheep, cows, bees), you can flavor your produce farming as resulting in animal products such as eggs, milk products, and honey. You can use a farming plot that belongs to you to sustain up to 2 domesticated livestock creatures (Tiny through Large size) instead of growing plant-based produce there. (For the purposes of livestock farming, a beehive counts as ‘one creature.’)
Resources. To harvest from your farming livestock, you will require the animals themselves, 1 gp (gold) in maintenance, a skill check using Animal Handling (proficiency not required), and 1 CP worth of effort. You can skip spending CP for the week without harming your creatures, but must still pay a maintenance cost of 1 gold per week per farm plot used for livestock or your creatures will die from neglect.
Resolution. Once you've expended the resources required, make an Animal Handling (Wisdom) check. This check determines the quality of the foodstuffs you gather and/or create from raw milk as per the Produce Farming table. On a total check of 10 or higher, you gain a number of units (lbs.) of animal-based foodstuffs of that quality equal to 5 + 1d4. These goods count as ‘produce’ of that quality for trading purposes. On a total check of 9 or lower, your harvest fails. On a total check of 4 or lower, your harvest fails and one of your livestock creatures dies. A creature that dies from a failed livestock farming check can be butchered for meat and/or hide (mundane leather).
Butchering. You can also choose, at any time, to simply butcher any domesticated livestock creature in your possession for its meat (and if it’s Small or larger, also for its hide). You don’t need to use CP for this. Use the Monster Meat chart under Feasting to see how much meat you can get from a creature based on its size. Units of domestic livestock meat can be substituted for generic monster meat in the creation of pre-mission feasts (see Feasting). Dead insects do not convert into meat or hide. A butchered domesticated livestock creature of Small size or larger will also net you a number of units of hide (mundane leather, no skill check required) based on the creature’s size:
Beast Size | Units of Leather |
---|---|
Small | 1 |
Medium | 2 |
Large | 4 |
You are what you eat
So long as you are harvesting fresh produce and/or animal products weekly, you can assume for flavor and RP purposes that you are supplementing or even replacing conjured food from the dispenser with real (plant-based) food as a staple of your diet without expending actual units of produce.
Feasting
A character may bolster an adventuring party about to leave for a mission by cooking a feast in the Outpost's dining hall, granting a situational bonus during that mission for any member of the party who participates in the feast.
Resources. To prepare a feast, you will require proficiency in cook's utensils, 1 CP worth of effort and the required cost per diner partaking in the feast up to a maximum of 8 characters. Feasts that call for a special ingredient require 1 unit of that ingredient per diner. Optionally, you may also include up to 3 units of farmed produce or mundanely crafted alcohol per diner to gain a bonus to your skill check based on the quality of produce or alcohol (i.e., if five PCs are dining, five units of heirloom produce provides a +2 bonus to the cook's roll.)
Bonus | Produce Quality | Alcohol Quality |
---|---|---|
+1 | Grade A | - |
+2 | Heirloom | Fine |
+3 | Blue Ribbon | Exquisite |
Resolution. After expending all necessary resources, make a cook's utensils check. The result of this check determines the number of times each character can benefit from the feast. A feast must be prepared and consumed the same day (in real life) as the mission it is benefiting. To partake in the feast and gain its benefits you must spend 1 CP worth of “effort.” Chefs may partake in their own feast, but are required to spend CP again to partake. The bonus from a feast is valid for the entire length of the game (including multiple sessions in a campaign) as long as that game starts the same day as the feast is consumed.
DC | # of uses per character |
---|---|
10 | 1 |
21 | 2 |
31 | 3 |
Monster Meat
When a creature is killed in-game, characters can attempt to harvest its meat along with other crafting materials. Dining hall feasts that call for monster meat require fresh meat from a creature killed in the last week.
Gentle repose does not preserve meat's nutrients enough to extend its shelf life for feasting purposes. If you have a Heward's Handy Spice Pouch, you can add +1d4 days (in real time) to the length of time meat stays fresh. A chest of preserving will hold 8 units of meat, keeping it fresh indefinitely.
Creature Size | Units of Meat Possible |
---|---|
Tiny | 1 |
Small | 2 |
Medium | 4 |
Large | 8 |
Huge | 16 |
Gargantuan | 32 |
Feasts
Feast | Cost | Special Ingredient | Benefit |
---|---|---|---|
Skill | 5 gp | None | You may add 1d4 to any one ability check. |
Resilience | 10 gp | None | You may add 1d4 to any one saving throw. |
Prowess | 15 gp | None | You may add 1d4 to any one attack roll. |
Might | 20 gp | Monster Meat (Any) | You may add 1d4 to any one damage roll. |
Resistance | 25 gp | Dragon Meat | As a reaction, you gain damage resistance based on dragon's color for 1 min. |
Mastery | 50 gp | Plains Tunnel Worm | You may add 1d4 to any ability check, attack roll, or saving throw. |
Quicksilver | 25 gp | Coca Leaf alcohol | As a bonus action, you may add 15 feet to your base speed for 10 minutes. |
Gathering
Whether you are a smith, alchemist or tinkerer you have a huge need for raw materials. Gathering is the process of venturing out into the wastes to acquire these materials.
Resources. Gathering requires a location to gather at, the correct tool, and a certain amount of CP worth of effort. Both the tool and CP cost is based on the selected gathering location.
Resolution. Choose any material on your selected locations list. After spending the required amount of CP make a skill check with the tools required for that location against the materials DC. On a success you make progress towards the chosen materials success threshold. On a failure you make no progress and suffer 1 rank of exhaustion. If you exceed the DC by 10 or more you receive two successes. Likewise if you fail by 10 or more you suffer an additional rank of exhaustion.
Gathering Locations
Each location is made up of the following properties:
- Name. The common name of the location. This must be included in all gathering posts.
- Required Tool. The type of tool required and the ability score used for gathering in this location.
- Expiration. Some locations may have an expiration date. At 12:00 AM ET on the given date this location will no longer be available. If you are forced to abandon the location in the middle of a task due to it expiring, you will unfortunately lose all progress. This date is not set in stone, and can often be extended, or reduced, by player actions .
- Threat. An areas threat level indicated how dangerous it is to try and gather there. This could be a mine that is near collapse or a thicket full of roaming monsters. Anytime your skill check does not meet or exceed the threat level you take an additional rank of exhaustion. Like expiration, threat is not a set value and may fluctuate based on player actions.
- Material List. The list of items that can be gathered at this location.
Gathering Tools
Gathering usually -- although it may vary -- uses one of the follow tools and ability score combos.
- Mining Supplies (Strength)
- Herbalism Kit (Wisdom)
- Hunter's Supplies (Wisdom)
- Woodcutter's Supplies* (Strength)
*Not to be confused with Woodcarver's Tools.
Healing Exhaustion
You do not automatically heal exhaustion outside of a game session when taking a long rest. Instead you must spend 1 CP to heal 1 rank of exhaustion. Be careful to keep exhaustion in check as a character can die even during downtime if their exhaustion gets bad enough.
Healing exhaustion does not interrupt other tasks such as gathering.
Protection
Gathers often need protection when venturing out into the waste. You can offer someone protection while gathering, lowering the threat level for them.
Resources. Protection requires you spend an equal amount of CP worth of effort as the gatherer you are protecting. You do not need to post this CP expenditure, instead the person you are protecting should include your character in their posts until the task is complete. You can not start protecting someone who has already begun gathering.
Resolution. The threat level is effectively reduced by an amount equal to your proficiency modifier for the person you are protecting. Anytime they would receive a rank of exhaustion you may optionally take that rank for them. To heal exhaustion you must either terminate your services early and spend the CP to do so, or wait for the person you are protecting to spend CP on healing exhaustion.
Research
Forewarned is forearmed.
Research is the process of using one's knowledge, skills or social ties to progress a specific goal during downtime. It is broken down into several topics, each with their own requirements and costs. After selecting a topic, you must specify your goal within the confines of that topic.
All research follows the following format. Additionally each goal will outline additional resources that must be met.
Resources. Research requires a completed Research Form to be Approved (Blue Check Mark) before any other cost can be met or CP spent on the task.
Resolution. After the full cost of your research has been paid, the Lead Researcher should direct-message their approver to get the results. If results cannot be provided that day. the approver should give you a time frame.
Topics
Each of the below topics has a set cost. Any pre-requisites must be met before you can begin spending CP on the task.
World Research
DM or Loremaster Approval
World Research allows you to dig into the world of Godfall. When setting your goal, try to be specific. If you are hoping to learn what types of damage an enemy is weak against, specifically state that instead of just saying that you want to learn more about that enemy.
Resources. 15 CP worth of effort.
Resolution. Once you've expended the required resources, the Lead Researcher should make an Investigation (Intelligence) check. A small blurb (1 paragraph at most) of text directly related to your topic will then be provided to you. You may then ask a number of questions directly related to their response based on the results of your investigation check.
DC | # of Questions |
---|---|
5 | 1 |
10 | 2 |
20 | 3 |
Example Goals
- "I would like to use the Library to learn what weaknesses a Vampire has so that I can kill Strahd."
- "I would like to confer with my contacts in Solace to learn the names of influential nobles amongst the Greenhands so that I can begin to make ties with them."
- "I would like to use scout reports to study the Lake Temple so that I can learn what threats may await us on our mission there."
Quest Investigation
DM Approval from the creator of the item
Sometimes a DM will require Quest Investigation to research a plot item or as a narrative lead up to a specific Adventure or Event.
Resources. Determined by the DM, based on the task being attempted. This could include gold, essence or specific items in addition to a CP cost. Additionally, the DM will set a specific skill to be associated with this research.
Resolution. Once all required resources have been expended, the Lead Researcher must make any specified skill checks set by the DM. On a success the DM will then provide results based on the success or failure of this action. On a failure all CP is lost and you may repeat the process.
Example Goals
- "I would like to translate the book we found in Mike's 'Witch's Brew' Adventure."
- "I would like to locate a Gryphon so that I can tame one as a mount."
Gathering Site Exploration
DM or Mod Approval
Gathering Site Exploration allows you to attempt to find a new gathering area for a specific material type. This will usually lead to a small event or possibly an Adventure to ultimately unlock the area. Please be aware the more temporary locations currently available, the less likely your research is to be approved.
Resources. 30 CP worth of effort.
Resolution. Once you've expended the required resources, the Lead Researcher should make an Investigation (Intelligence) check. The DC of this check is based on the rarity of the material you are attempting to locate. On a success, a short event or adventure will be run to determine the outcome and properties of the gathering site. On a failure all CP is lost and you may repeat the process.
DC | Rarity |
---|---|
15 | Uncommon |
25 | Rare |
31 | Very Rare |
Example Goals
- "I would like use my skill as a scout to explore the nearby swamps for any new herbalism gathering areas."
- "I would like to use my ties back in Solace to locate an Adamantine gathering area."
- "I'd like use my knowledge of mining to prospect the Misty Mountains for Mithril."
Material Discovery
Admin Approval
Within reason you can use Material Discovery to try to find a material with specific properties or even new undiscovered properties. The more unreasonable, complex, or overly specific of a material you are looking for, the more likely the request is to not be approved. A material Discovery always includeds a Gathering Site Exploration as part of it and will ultimately lead to a new gathering site or the material being added to an existing one.
Resources. 90 CP worth of effort.
Resolution. Once you've expended the required resources, the Lead Researcher should make an Investigation (Intelligence) check. The DC of this check is based on the rarity of the material you are attempting to locate using the Gathering Site Exploration Table. On a success, a short event or adventure will be run to determine the outcome and properties of the gathering site. On a failure all CP is lost and you may repeat the process.
Example Goals
- "I would like to discover a wood that adds Fire Damage to weapon attacks."
- "I would like to find a material that would help me ward off dragons."
- "I hope to extend the duration of my spells with a special foci."
Item Invention
Admin Approval
Item Invention allows you to attempt to create a new type of Item, most commonly some sort of Magitech though it can be used in rare cases for more mundane mechanical items. These item can then be crafted by you and other players. There is no means to invent an item that only you can use or craft. All invention blue prints are considered to be published public knowledge.
Resources. 90 CP and proficiency with the tools required to craft the final item.
Resolution. On a successful tool check (set by the Admin)the Magitech document will be updated with the new blueprint. Additionally, you may obtain a copy of the new item as a prototype by immediately spending 50% of the cost to create it (ignore any CP requirement). On a failure all CP is lost and you may repeat the process.
Example Goals
- "I would like to invent a jetpack that gives a fly speed."
- "I would like to invent a weapon attachment that deals lightning damage."
- "I would like to invent a harness with a grappling hook that lets me cast feather fall on myself."
Good Goals
Your research results will only be as good as your goal. Try to keep goals short and precise. They should be 1 sentence long and express exactly what you hope to learn or do. We recommend the following format: "I would like to use X to Y so that I can Z".
Roles
Lead Researcher
A Lead Researcher is required for every research task. They are responsible for submitting and updating the Research Form as well as serving as the primary point of contact for the task. Any skill checks required by the task will be made by this individual. Once approved, the Lead Researcher must spend at least 3 CP everyday towards the progress of the Research Task until it is completed.
Research Assistant
A Research Assistant is an optional role. This person must be proficient in whatever skill is being used by the research results and must spend 3 CP everyday until the task is completed. This CP does not count towards the task's CP requirement. Instead, when this role is filled, the Lead Researcher may make their skill checks at advantage.
Collaborators
You can have up to 4 Collaborators per research task. Each Collaborator may spend CP as they see fit towards the completion of a the research task.
Form
Always be sure to use the most recent version of this form pinned in the #dt-research channel. Make sure to fill it out completely and accurately. Always tag @Librarian and any approvers that are needed. If there is a specific DM or Mod you are already working with, be sure to tag them.*&
**Topic: **
**Goal: **
**Lead Researcher: **
**Research result: ** (update form after finishing research)
**Assistant: **
**Collaborators: (max 4) **
@Librarian @DM
Scrapping
Scrapping an item requires time and a little bit of skill to get much of value out of it. Thrifty crafters from Solace have all learned to use less than ideal resources to accomplish their builds.
Resources. You can scrap items with a combined market value of up to 300 gp using the tools that would be used to craft them and 1 CP worth of effort. All items being scrapped must use the same tool. If an item has a market value greater than 300 gp, you make progress in 300-gp increments for every 1 CP worth of effort until you reach the market value of the item. Items eligible to be scrapped must have a listed value and can not be a gem or art object.
Resolution. Make a skill check using the required tools. If the item is not low-quality, add 10 to the result. This value represents the percentage of the item's listed value, rounded down to the nearest gp, that you are able to reclaim in scrap material.
Scrap Material
While the local vendor (#trading-shop) has no need for basic mundane equipment -- as they keep a full stock on hand -- they will readily buy scrap at half value. You may also use scrap when crafting or for construction projects in place of gold that is used to purchase materials. When used this way, scrap material has a 1 to 1 ratio. If you exceed 50% of the item's base cost in scrap, however, the item's quality will drop to low. You do not need to keep track of the scrap material's original type and can use scrap material from any object in the crafting of any other object. You can flavor this as trading scrap with the local merchants or other characters for what you need.
Low-Quality
Items looted from enemies slain in combat are generally considered to be low quality unless specified otherwise by the DM. It is always best to clarify this before a session ends.
Trade Routes
With the establishment of the four faction settlements near the Outpost, characters can now spend CP and other resources to engage in downtime trading missions with these neighboring communities. You can find a full list of currently tradable items on the Trading Post tables in the Gathering Areas document (pinned in #downtime-labor on Discord).
Trading takes a considerable investment in travel and trading time (CP) and is potentially quite lucrative, though not without risk. Travel itself can be dangerous, represented by the high Travel Threat for this activity.
Stability
The availability of a trading post also depends on its current stability level, listed either as “stable” or “unstable.” A trading post can be rendered unstable through story events that disrupt the day-to-day functioning of a settlement (such as a natural disaster, a raid, etc.) or by a breakdown in diplomatic relations between the Outpost and that settlement. A trade mission in-progress when its target trading post becomes Unstable will result in that trade mission being cut short. If you’re traveling to the trading post when this happens, you lose all progress and are considered to have returned to the Outpost immediately. If you’re in the trading phase when this happens, you keep any goods you’ve already successfully traded for, but lose any progress toward additional trades, and must immediately begin the process of traveling home. Be sure to keep an eye on current events (see #events channel in Discord) and check your target trading post’s table each time before you spend your group’s CP for any task associated with a trade mission. Once rendered unstable, a trading post’s stability must be restored through game play or Discord events before trading can resume with that location.
Trading Capacity
Trading caravans have a limited number of goods they can carry both ways. This activity is not balanced around your character’s normal backpack or belt slots, so these do not come into play here. Instead, a caravan can carry a number of trade goods equal to their Travel Mode’s Capacity plus any Capacity Expansions. Each character in a caravan may have a max of 4 capacity expansions. You can not expand the caravans capacity by more than 64.
Capacity Expansions
Expansion | Increased Inventory |
---|---|
Pack Mule | +4 |
Bag of Holding | +16 |
Handy Haversack | +8 |
Portable Hole | +24 |
Traveling
To make a trade, a caravan must first make the often dangerous trek to the desired trading post, and then find their way back. You must make 2 sets of travel checks: one to reach the chosen destination and, later, one to return home. Members of the caravan cannot begin trading until the first travel check is successful. Likewise, all trading is ended for the caravan when the first travel check to return home is attempted. You cannot disband a caravan once it is formed until the group has returned to the Outpost. As a note, a beast of burden must be at least Large size and have a minimum Strength score of 18.
Resources. A caravan requires a destination trading post, a chosen mode of travel (the entire group must use the same travel mode), and 1 character acting as the group’s driver. Optionally, it may also include 3 other characters, up to 1 vehicle, and any creatures required for your mode of travel.
Resolution. All caravan members must individually spend CP equal to the destination's Travel Cost, either driving, guarding, assisting, or doing nothing. You may specify what you are doing the entire time at the beginning of the trip to avoid posting each day; otherwise you are considered to have spent that CP doing nothing except traveling. At least one person must spend this CP driving.
After the caravan has spent the destination's Travel Cost in CP, the driver can make a skill check appropriate to the group’s mode of travel. On a success, the caravan moves from the Outpost to their destination or vice versa. On a failure, the entire caravan suffers 1 rank of exhaustion. If the driver exceeds the Travel DC by 10 or more, the entire caravan is refunded 1 CP. Likewise, if they fail by 10 or more the entire caravan suffers an additional rank of exhaustion.
Trading
Once the caravan arrives at the destination, all members are free to begin trading. Until a travel check is attempted to return home, all caravan members are limited to spending CP on trading, guarding, assisting and healing exhaustion. If guarding or assisting someone you must specify one member of the caravan as the target of your efforts.
Resources. To trade, members of the caravan must exert 3 CP worth of effort to find the best deals, haggle prices, and move and protect their wares. They also require trade goods to trade with. Valid items can be found on the destination Trading Post’s gathering area listing under "Trade Goods."
Results. Treat trading as any other gathering check. Choose any payout on your selected location’s list. After spending the required amount of CP, make a Trade skill check required for that location against the material’s DC. On a success, you make progress towards the chosen material’s success threshold. On a failure you make no progress and suffer 1 rank of exhaustion. If you exceed the DC by 10 or more you receive two successes. Likewise, if you fail by 10 or more you suffer an additional rank of exhaustion. Once you have met the required number of successes you may exchange your trade goods for 1 unit or instance of the selected payout at the ratio listed using your chosen trade goods listed value.
Modes of Travel
Mode | Skill | Capacity | Requires |
---|---|---|---|
Foot | Wisdom (Survival) | 2 per person | |
Mounted | Wisdom (Animal Handling) | 4 per person | 1 mount per person |
Cart | Wisdom or Intelligence (Land Vehicles) | 16 | 1 beast of burden |
Wagon | Wisdom or Intelligence (Land Vehicles) | 32 | 2 beast of burden |
Chapter 4: Crafting
Generic Item Crafting
Crafting simple mundane items or works of art is routine for most trades. These rules are meant to be a jumping off point for crafting things otherwise not outlined in this document. Most often these are items that do not have mechanics associated with.
Weapons or armor created with this system are considered low quality and suffer -1 penalties to damage, hit and AC. Furthermore they can not be Mastercrafted.
The only requirement for crafting a generic item is that you are proficient with a set of artisan's tool that could be used to make that item and have enough gold to spend on raw materials.
Examples of Generic Item Crafting:
- Mass producing low quality blades to arm a militia.
- Creating a painting to give to another player.
- Customizing your armor by adding some bone tassels.
Crafting Process
For every CP you spend on basic crafting you can craft one or more items with a total market value not exceeding 5 gp, and you must expend money for raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress in 5-gp increments for every CP used until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 CP and a total cost of 750 gp in raw materials. You are free to use raw materials that you have acquired (such as bones) during crafting to add flavor or role play value to the item, when doing so you may subtract that material's value from the cost of crafting the item.
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every CP spent helping to craft the item. Using the above example, three characters with the requisite tool proficiency and the proper facilities could craft a suit of plate armor in 34 real days (100 cp each).
Unlisted Items
5e does not assign values to many types of items. In this case, you may ask for a value from a DM to craft said item. If the item could be considered art or jewelry, you can instead set the value, and ergo the quality, of the item you are crafting instead.
Crafting Tables
Weapon Crafting
Requires: Blacksmith's, Woodcarver's, Leatherworker's, Weaver's or Tinker's (crossbows only)
Item | Material Types | *Value | Material | CP |
---|---|---|---|---|
Battleaxe | Metal | 10 gp | 2 | 2 |
Blowgun | Wood | 10 gp | 2 | 2 |
Club | Wood | 1 sp | 1 | 1 |
Crossbow, Hand | Tinker's | 75 gp | 3 | 25 |
Crossbow, Heavy | Tinker's | 50 gp | 3 | 10 |
Crossbow, Light | Tinker's | 25 gp | 2 | 5 |
Dagger | Metal | 2 gp | 1 | 1 |
Darts (10) | Metal/Wood | 50 cp | 1 | 1 |
Flail | Metal | 10 gp | 2 | 2 |
Glaive | Metal | 20 gp | 2 | 4 |
Greataxe | Metal | 30 gp | 3 | 6 |
Greatclub | Wood | 2 sp | 1 | 1 |
Greatsword | Metal | 50 gp | 3 | 10 |
Halberd | Metal | 20 gp | 2 | 4 |
Handaxe | Metal | 5 gp | 1 | 1 |
Javelin | Metal | 5 sp | 1 | 1 |
Lance | Metal | 10 gp | 2 | 2 |
Light Hammer | Metal | 2 sp | 1 | 1 |
Longbow | Wood | 50 gp | 3 | 10 |
Longsword | Metal | 15 gp | 2 | 3 |
Mace | Metal/Wood | 5 gp | 1 | 1 |
Maul | Metal/Wood | 10 gp | 2 | 2 |
Morningstar | Metal | 15 gp | 2 | 3 |
Net | Cloth | 1 gp | 1 | 1 |
Pike | Metal | 5 gp | 1 | 1 |
Quarterstaff | Metal/Wood | 2 sp | 1 | 1 |
Rapier | Metal | 25 gp | 2 | 5 |
Scimitar | Metal | 25 gp | 2 | 5 |
Shortbow | Wood | 25 gp | 2 | 5 |
Shortsword | Metal | 10 gp | 2 | 2 |
Sickle | Metal | 1 gp | 1 | 1 |
Sling | Leather | 1 sp | 1 | 1 |
Spear | Metal | 1 gp | 1 | 1 |
War Pick | Metal | 5 gp | 1 | 1 |
Warhammer | Metal | 15 gp | 2 | 3 |
Whip | Leather/Metal | 2 gp | 1 | 1 |
* Market Value. Cost for crafting is 50% of Market Value
Armor Crafting
Requires: Blacksmith's, Leatherworker's, Weaver's
Item | Material Types | *Value | Materials | CP |
---|---|---|---|---|
Leather | Leather | 10 gp | 2 | 2 |
Padded | Cloth | 5 gp | 2 | 1 |
Studded Leather | Leather | 45 gp | 3 | 9 |
Hide | Leather | 10 gp | 2 | 2 |
Breastplate | Metal | 400 gp | 4 | 80 |
Half Plate | Metal | 750 gp | 4 | 150 |
Chain Shirt | Metal | 50 gp | 3 | 10 |
Scale Mail | Metal | 50 gp | 3 | 10 |
Ring Mail | Metal | 30 gp | 3 | 6 |
Plate | Metal | 1500 gp | 5 | 300 |
Chain Mail | Metal | 75 gp | 3 | 15 |
Splint | Metal | 200 gp | 3 | 40 |
Shield | Metal or Wood | 10 gp | 2 | 2 |
Accessory Crafting
Requires: Weaver's, Jeweler's
Item | Material Types | *Value | Materials | CP |
---|---|---|---|---|
Clothes, Common | Cloth | 5 sp | n/a | 1 |
Clothes, Costume | Cloth | 5 gp | 1 | 1 |
Clothes, Fine | Cloth | 15 gp | 1 | 3 |
Clothes, Traveler's | Leather | 2 gp | 1 | 1 |
Jewelry | Metal/Gem/Wood | X gp | 1 | X/5 |
Focus Crafting
Requires: Leatherworker's, Woodcarver's, Jeweler's
Item | Material Types | *Value | Materials | CP |
---|---|---|---|---|
Arcane | Gem/Leather/Metal/Wood | 5 gp | 1 | 1 |
Druidic | Gem/Leather/Metal/Wood | 5 gp | 1 | 1 |
Religious | Gem/Leather/Metal/Wood | 5 gp | 1 | 1 |
Staff | Metal/Wood | 15 gp | 3 | 3 |
Focus Options
With the exception of staffs, Foci can take almost any shape, are considered to be medium sized objects, and can not be used as weapons or any other item type. Some classic options include: Crystals, Orbs, Rod, Wands, Totems, Amulets, Emblems, Reliquaries.
Staffs
A staff crafted as a focus can also be used as a quarterstaff. If a material used to craft a staff has both weapon properties and focus properties the staff inherits both sets of these properties.
Rare Materials
With access to essence craftsmen have been able to draw out the innate magical properties of different materials to create extraordinary arms, armor, and accessories for adventures.
Other materials exist that are not listen in these documents. If you come across a rare and previously undiscovered material over the course of your adventure, you will need to research it to understand it's properties. This type of research often requires expending Essence as you experiment with the material.
Resources. You will require proficiency and access to the necessary artisan tool applicable to both the item type and the material you are working with. Each item type requires a specific number of Material Units, a sum of gold, and a specific amount of CP worth of effort. For each unit of material used you will also require that materials Essence cost. That is to say if an item requires three material units, you must pay that materials essence cost three times. Each of these costs can be determined by referencing the Crafting Charts or Exotic Materials. If you can not find an item or material on these charts you will need to work with a DM to determine what is required.
Resolution. Declare the item you are crafting and material you are working with in the #downtime-crafting channel. After expending all required resources, the item is crafted at normal quality with no need for a skill check.
Crafting a weapon in Discord
Example:
#Sandy crafts a Adamantium Glaive. (10 GP, 2 Adamantium, 6 Essence, 3/4 CP)
Tools by Material Type
Tool | Ability | Material Types |
---|---|---|
Jeweler's tools | DEX | Gems, Metal |
Leatherworker's tools | DEX | Leather |
Smith's tools | STR | Metal, Gems |
Tinker's tools* | DEX | Metal, Wood |
Weaver's tools | DEX | Cloth |
Woodcarver's tools | DEX | Wood |
* Tinker's tools can only be used to craft Crossbows.
Substitute Material
These materials may be used in crafting as if they were the type they substitute. When crafting an item out of these materials use the tools associated with their base type, not the type they are substituting.
Example When crafting half plate out of iron wood you would use woodcarvers tools.
Mastercrafting
Mastercrafting an item is the art of perfecting its design. Perfectly balancing a sword to it's wielder, or sculpting armor to fit perfectly. While a Masterwork item may rival pre-godfall enchantments in power, making one is no easy task.
Resources. Attempting to increase the quality of an item through Mastercrafting requires 5 essence and 3 CP worth of effort.
Resolution. After expending all required resources make a skill check using the artisan tools required to craft the item. The result of this check determines your success. On a success the item increases in quality by one tier. On a failure the item is reduced in quality by one tier. If you exceed the DC by 10 or more the item increases by two tiers. Likewise if you fail by 10 or more, the item's quality decreases by two tiers.
If you reduce an items quality beyond low, it is turned into scrap material. Use your Mastercrafting check as if it were a Scrapping check to determine the quantity of scrap material. If an item has a value greater then 300 gp, treat it as having a value of 300 gp for this process.
Item Quality | DC to Improve |
---|---|
Low | 12 |
Average | 21 |
Artisan | 30 |
Item Quality
Every item has a quality associated with it that represents both it's craftsmanship and condition. The material an item is made of will grant increasingly powerful effects as the quality of an item goes up.
Low
Low quality items have either been unmaintained, suffered damage or were shoddily constructed. These items have a -1 penalty to AC, Attack, and Damage where applicable.
Average
Newly crafted items and the majority of items bought in shops are of average quality. These items are generally unremarkable, however some materials do confer a benefit at this level.
Artisan
These items are a step above their average counterparts. The effect of creating an artisan item is determined primarily by the material it's made from.
Artisan weapons count as magical when determining resistances and immunities.
Masterwork
Truly magnificent works of craftsmanship, fit for the God Kings and Queens themselves. Masterwork items unlock the full potential of the material they are made from granting spectacular properties.
Masterwork weapons count as magical when determining resistances and immunities. Furthermore they reduce immunities to resistance and ignore resistance for their base damage type.
Containers
Trained leatherworkers and tailors are able to create specialized containers that allow adventurers to store more items or access those items more quickly.
Each container takes up a specific number of inventory slots on either your belt or backpack. You may only have a maximum of 1 container on your belt and 1 container on your backpack in use. Any other containers take up their designated number of slots but do not convey any benefit and cannot hold any items. Changing out your active container requires a long rest.
Mastercrafting
Containers, like armor, weapons and clothing, can be Mastercrafted. When doing so the same tools used to create them must be used to mastercraft them. In addition to gaining special properties based on the material used, most containers use an Expansion Bonus in their description. This number is based on their quality level.
Quality | Expansion Bonus |
---|---|
Low | -1 |
Normal | 0 |
Artisan | 1 |
Masterwork | 2 |
Belt Containers
Belt Containers can be added to your belt to augment what you can carry. Items stored in a belt container are accessed as if they were on your belt unless stated otherwise. Belt containers always take up the number of slots specified, ignoring a belt’s normal ability to store items of larger sizes in a single slot.
Resources. Belt containers require 1 unit of leather or cloth, 100 gp and 3 CP to craft. If the chosen material has an essence cost, that cost must also be met per unit.
Resolution. After expending all required resources, the container is created at normal quality.
Alchemist's Bandoleer
This container takes up 2 belt slots but holds up to 3 + Expansion Level worth of Potions, Salves, Inhalants, Oils, or Brews.
Armament Sling
This container takes up 1 belt slot and holds 2 + Expansion Level worth of weapons, shields or foci. Weapons stored in this container cannot have the two-handed or heavy properties.
Dart Pouch.
This container takes up 1 belt slot and holds 5 + (5 * Expansion Level) darts. Additionally, you can draw darts from this expansion as part of making an attack with the dart.
Large Item Holster
This container takes up 3 - Expansion Level belt slots and holds 2 Large Items. Large items in this container do not count against your normal large item limit.
Spellslinger Bandoleer
This container takes up 2 belt slots but holds up to 3 + Expansion Level worth of Wands, Rods, or Spell Scrolls.
Throwing Weapon Bandoleer
Choose one from the following list. This expansion takes up 2 belt slots but holds up to 3 + (3 * Expansion Level) of the chosen item type as if they were on your belt. Additionally, you can draw weapons from this container as part of making a ranged attack with the weapon.
- Daggers
- Handaxes
- Light Hammers
- Javelins
Tool Belt
This container takes up 1 belt slot and holds 1 + Expansion Level of tools or musical instruments regardless of their size. This includes all crafting and gathering tools, as well as thieves tools.
Utility Belt
This expansion takes up 1 belt slot but holds up to 3 + Expansion Level of the following items. Please note that potions and poisons cannot be stored in this item.
- Acid (Vial)
- Alchemist's Fire (Flask)
- Antitoxin
- Ball Bearings (Bag)
- Caltrops (Bag)
- Flask
- Glass Bottle
- Grappling Hook
- Hammer
- Hooded Lantern
- Iron Spikes (10)
- Lamp
- Magnifying Glass
- Oil (Flask)
- Piton (10)
- Rope (50 feet, any)
- Tinderbox
- Vial
Backpack Containers
Backpack containers work similar to Belt Containers except that most do not take up space in your backpack when used, instead augmenting or replacing your backpack entirely. While unequipped, a backpack container (or regular backpack) takes up 3 slots worth of storage.
Resources. Backpack containers require 3 units of leather or cloth, 300 gp and 9 CP to craft. If the chosen material has an essence cost, that cost must also be met per unit.
Resolution. After expending all required resources, the container is created at normal quality.
Combat Pack
A Combat Pack effectively replaces your backpack, reducing your backpack slots to 3 + your Strength Modifier + Expansion Level. This loss is offset by making items more easily accessible, allowing you to retrieve an item from or store an item in your backpack as a bonus action instead of an action. Additionally, you can add 1 small weapon to your Free Storage.
Satchel
"It’s a satchel. Get over it."
This container takes 2 backpack slots and gives 1 belt slot. This slot cannot be used to hold a large item. Additionally, you can store a number of tiny items in the satchel equal to its Expansion Level. This container may be used alongside a Handy Haversack.
Side Bag
"Bo strong. Bo carry all the things."
A side bag allows you to increase the number of slots in your backpack by 1 + your Strength Modifier, to a maximum of 4 + expansion level.
Survival Pack
A survival pack gives you 5 + Expansion Level extra slots to your backpack. However due to the size and bulk it requires a base strength of 10 to use and reduces movement speed by 10 feet. Additionally, a survival pack has the following benefits:
- Increases Ration Box size by 5 + (5 * Expansion Level)
- Increases Waterskin size (i.e., number of drinks from) by 5 + (5 * Expansion Level)
- Holds a tent as free storage.
Due to the level of packing and organization required to carry the load, retrieving or storing an item from a backpack with a Survival Pack takes 1 minute.
Handy Haversacks
Unfortunately, being magic and all, Handy Haversacks cannot use Backpack Containers, with the exception of a satchel.
Disenchanting
Using the Architect's Essence Smelter in the Arcanum you can break down a magical item into essence, destroying the item in the process. While the actual process of using this machine is relatively quick, there is a fair amount of prep work involved and the magical energy released while using it can often leave one light headed for a spell.
Soulbound and Attuned items can be disenchanted by anyone, so long as the owner is willing. Crafted items, Artifacts, Sentient items can not be disenchanted. Homebrew items most have a provided rarity to be disenchanted.
Resources. You require unimpeded access to an Essence Smelter (provided in the Arcanum), a non-consumable magical item, and 1 CP worth of effort.
Resolution. Make an Intelligence (Arcana) check against the listed DC for the items rarity. On a success you get the listed amount of Essence for that items rarity. On a failure you receive 1 Essence. If you exceed by 10 or more you get 1 additional essence. On a failure of 10 or more receive no essence. Regardless of the outcome the magical item is destroyed. Major magical item grants a 2x multiplier to the final amount of essence received.
Rarity | DC | Essence Received |
---|---|---|
Common | DC 12 | 1 |
Uncommon | DC 15 | 2 |
Rare | DC 18 | 3 |
Very Rare | DC 21 | 4 |
Legendary | DC 24 | 5 |
Ammunition
Ammunition for all sorts of weapons can be made from, or more commonly coated with, different materials.
Resources. You will need 5 pieces of regular ammunition, 1 unit of material, an amount of Essence based on the materials Essence cost, proficiency with the required tool for the chosen material, and 1 CP worth of effort.
Resolution. Declare what you are crafting in #downtime-crafting. After expending the required resources, make a skill check with the required tools based on your chosen material. This skill check determines the quality of the ammunition crafted. Unlike weapons, you can not improve ammunition via Mastercrafting.
Item Quality | DC |
---|---|
Low | - |
Average | 10 |
Artisan | 21 |
Mastercwork | 31 |
Recovering Ammunition
When recovering this ammunition instead of receiving half, roll a d20 for each one. If the roll is 10 or higher the ammunition is intact. Otherwise, it is broken or lost.
Weapon and Ammo Stacking
Any like bonus shared between a weapon and ammunition do not stack. Instead, the higher of the 2 bonuses applies. For example if you fire a +2 arrow from a +1 bow, the attack would be at +2.
Ammunition Properties
Charged X
A creature hit by this ammunition takes an extra Xd6 damage of the indicated type. This ammunition can not be recovered once this property has triggered.
Delivery
This ammunition is capable of holding and delivering a substance such as alchemist's fire. You must spend 1 minute filling the ammunition with a consumable item that would normally require an action to be thrown. Once filled, the effects of the stored item are triggered on a successful ranged attack roll.
This item can not be recovered on a successful hit, however if successfully recovered on a missed attack, the substance is intact.
Honed X
Deals an additional X non-magical piercing damage.
Pushing X
A creature hit by the ammunition must succeed on a DC X Strength saving throw or be pushed back 5 feet.
Resilient
You have advantage on checks to recover this ammunition.
Soaring X
Attacks made with this ammunition have their minimum and maximum range increased by X feet.
Tangling X
A creature with this ammunition takes no damage but instead must succeed on a Strength saving throw against your attack roll or be restrained for 1 minute. A creature restrained this way can use its action to make a DC X Strength check. On a success, it frees itself.
Ammunition Material Effects
Material | Normal | Artisan | Masterwork |
---|---|---|---|
Metal | |||
Steel | Honed 1 | Honed 3 | Honed 5 |
Cold Iron | Fey Slaying 1 | Fey Slaying 2 | Fey Slaying 3 |
Machalite | Monstrosity Slaying 1 | Monstrosity Slaying 2 | Monstrosity Slaying 3 |
Spectrite | Undead Slaying 1 | Undead Slaying 2 | Undead Slaying 3 |
Adamantium | Sundering, Construct Slaying 1 | Construct Slaying 2 | Construct Slaying 3 |
Mithril | Delivery | Soaring 10 | Soaring 30 |
Orichalcum | Resilient | Interrupting | Spell Piercing |
Wood | |||
Livingwood | Tangling 13 | Tangling 15 | Tangling 18 |
Ironwood | Resilient | Pushing 13 | Pushing 18 |
Stormwood | Lightning Charged 1 | Lightning Charged 2 | Lightning Charged 3 |
Alchemy
Alchemy for centuries was no more then basic herbalism, but with the influx of essence, alchemy (like many other trades) has seen a renaissance. With access to Essence alchemist have been able to draw out the dormant magical properties of otherwise mundane ingredients and distill them down into consumable brews and salves.
Resources. You will require proficiency and access to the necessary artisan tool for the base ingredient you are working with as well as that ingredients specified cost in Essence and gold and effort as CP. A vial or container for the final result is included in the cost and does not need to be separately purchased.
Resolution. Declare what ingredients you are using in #downtime-crafting. After expending the required materials and CP make a skill check using the necessary tools (Intelligence or Wisdom) against the combined DC for all ingredients used. On a failure all of ingredients and essence are lost. If you exceed the DC by 10 or more you are able to create 2 doses instead of 1.
Alchemical Bases
The alchemical base is what determines not only the key properties of a mixture but also the type of mixture -- potion, salve, or oil. Only one base can be used per mixture.
Potion. A creature must swallow an entire dose of an Potion to be effected by it. Potions take 1 action minimum to imbibe. Additionally the dose can be delivered in food or other liquid.
Salve. Salves can cover a medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the salve this way takes 10 minutes.
Inhalant. These mixtures are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot radius to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body
Oil. Oils can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage as an action and remains potent for 1 minute or until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the oil is exposed to its effects.
Alchemical Additives
Additives are able to change and enhance the core properties the mixture they are put in. Any number of additives can be put into a mixture but with each the DC to successfully craft increases.
Alchemy Modifier
Some alchemical ingredients reference an "Alchemy Modifier". This is simply your total modifier with the tools used to make that item, usually either Alchemist's Supplies or a Poisoner's Kit. This should include either your Intelligence or Wisdom modifier and, if proficient, your proficiency bonus. If you have expertise or a similar feature that allows you to add double your proficiency bonus, that is added here as well.
Saving Throw
For any effect that requires a saving throw to be rolled the save DC is calculated as 8 + [Alchemy Modifier].
Alchemical Bases
Ingredient | Effect | Tool | Type | Cost | DC |
---|---|---|---|---|---|
Aether | Draws out hidden properties Alchemical Additives. | Alchemist | Potion | 3 | 13 |
Albedo | Negates the effects of exhaustion for 1 minute. | Alchemist | Inhalant | 1 | 10 |
Hydragenum | Regain 2d4 + [Alchemy Modifier] hit points. | Alchemist | Potion | 1 | 10 |
Nigredo | Must succeed a Constitution saving throw or be poisoned for 1 minute | Poisoner | Potion | 1 | 10 |
Quebrith | Regain 2d4 + 2 hit points. You may only benefit from this effect once per day. Can not be used with Alchemical Additives. |
Herbalism | Salve | 1 | 5 |
Rebis | Gain 1d4 + [Alchemy Modifier] temporary hit points. (This effect counts as healing.) | Alchemist | Salve | 1 | 10 |
Rubedo | Must succeed a Constitution saving throw or be poisoned for 1 minute. | Poisoner | Oil | 1 | 10 |
Vermilion | Must succeed a Constitution saving throw or take 1d4 + [Alchemy Modifier] poison damage. | Poisoner | Oil | 1 | 10 |
Vitriol | Grants advantage on saving throws against poison for 1 minute. | Alchemist | Potion | 1 | 10 |
Alchemical Additives
Ingredient | Effect | Hidden | DC |
---|---|---|---|
Allspice | At the start of their next turn, repeat the effects of the mixture but any healing or damage is cut in half. | Invulnerability | +8 |
Arenaria | Increase the size of any dice by 1 up to a max of a d12. | Growth | +4 |
Balisse | Creatures are blind and deafened while under the effects of this mixture. | Heroism | +6 |
Beggartick | Deals 1d4 cold damage. Grants fire resistance for 1 minute. | Fire Breath | +4 |
Berbercane | For 1 minute, the coated item is magical and has a +1 bonus to attack and damage rolls. | Poison | +2 |
Bloodmoss | Doubles the number of dice rolled but removes any [Alchemy Modifier] bonus. | Climbing | +2 |
Celandine | Reduce DC to craft by 2. Stacks up to 3 times. | Health | -2 |
Coca leaf | Removes any exhaustion you are suffering and cures any disease or poison affecting you | Speed | +8 |
Cortinarius | Increases the number of times an oil or salve can be applied by 1. | Gaseous Form | +4 |
Ergot seeds | Neutralizes the poison condition. | Water Breathing | +2 |
Milkweed | Doubles the number of doses received upon crafting to a maximum of 4. Can not be combined with any other additives. | Poison Resistance | +4 |
Severyn's extract | The number of any dice rolled are increased by 1. | Hill Giant | +4 |
Shiro's dust | Decreases any dice rolls by half. Potions become a inhalant. | Diminution | +6 |
Generic Brewing
Those proficient with brewer's supplies can create mundane alcoholic beverages. This type of brewing does not produce a consumable item with a set of in-game mechanics (see Specialty Brewing). It does, however, produce consumable mundane trade goods.
Resources. You will require proficiency in and access to a set of brewer's supplies. Additionally you require 15 gp for material costs and 1 CP worth of effort. The CP expended as part of this process represents the culmination of your efforts for the past 21 in-game days (7 real days).
Resolution. Once you've expended the resources required, make a brewer’s supplies (Intelligence or Wisdom) check. This check determines the quality of the alcohol you produce (choose any quality up to the one you rolled for each micro-batch). On a total check of 10 or higher, you gain a number of units (micro-batches) of booze listed below of that quality equal to 5 + 1d4. You must wait 7 real-life days before you can use generic brewing again.
Material Type and Volume By the Micro-Batch
Booze | Volume |
---|---|
Ale | 40 pints (5 gallons) |
Wine | 26 bottles (6 glasses per bottle) |
Spirts | 10 bottles (16 shots per bottle) |
Alcohol Quality
DC | Quality |
---|---|
0 | Bad batch. You create vinegar instead of alcohol. |
10 | Common. Fit for the finest dive bar. |
18 | Fine. Fit for the most discerning of palates. |
25 | Exquisite. Fit for royalty. |
Specialty Brewing
With the application of special reagents, enterprising brewers have learned to craft specialty alcohols that can be imbibed over the course of 1 minute. After a creature consumes such a brew in its entirely, that creature gains the benefits of the brew.
Resources.
To create a batch of a specialty brew, you will require proficiency with brewer's supplies, 10 gp, 15 CP worth of effort, and 1 unit of the reagent required for the type of brew you're making.
Resolution.
Once you have expended all resources necessary to create a brew, roll a brewer's supplies check. If you meet the required DC for that type of brew, you gain 8 units of it. If you exceed the DC by 10 or more, you gain an additional 4 units of the brew (12 total).
Specialty Brewing Ingredients
Ingredient | DC | Effect |
---|---|---|
Allspice | 21 | For the next hour, you have advantage on all Charisma checks and disadvantage on all Wisdom and Intelligence checks. |
Bloodmoss | 15 | You gain a fighting style from the fighter class for 1 hour, but you also take a -2 penalty Wisdom saves during this time. |
Celandine | 15 | For the next hour, your drunken staggering allows you to take the Dodge action as a bonus action, but you also have disadvantage on all attack rolls. |
Coca leaf | 21 | For the next hour, you can only attack recklessly, as per the level 2 Barbarian class Reckless Attack feature. |
Cortinarius | 17 | You are tripping balls and have advantage on all saves for spells of the enchantment school, but disadvantage on saves related to illusion spells. |
Ergot | 15 | Paranoia sets in. For the next hour, you have advantage on Dexterity saves against effects that you can see, such as traps and spells (as long as you are not blinded, deafened, or incapacitated), but your speed is halved during this time. |
Milkweed | 17 | For the next hour, you have one Luck point as per the Lucky feat; but the DM also gains a Luck point they can use exclusively against your character to force you to reroll any ability check, attack roll, or saving throw (except for whatever roll you use your Luck point for). Whenever you or the DM use this Luck point, roll a d20. On a 20, the player gains another Luck point. On a 1, the DM gains another Luck point. The same rules apply to using these bonus Luck point as the original ones. |
Chapter 5: Spellcraft
Spellbook Transcription
Copying a spell into your Spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your Spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp, if a class feature allows you to lower the cost for a spell you may use that cost instead. You can transcribe up to 4 levels of spells with 1 CP. You can not use less then 1 CP, therefore transcribing one 1st level spell, or four 1st level spells take the same amount of CP. The gold cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent the CP and money, you can prepare the spell just like your other spells.
You can copy a spell from your own Spellbook into another book—for example, if you want to make a backup copy of your Spellbook. This is just like copying a new spell into your Spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
Copying from a Spell Scroll
A spell on a scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Casting from a Spell Scroll
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list or gained as part of your class, you can read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 10 + spell level. On a failed check, the spell disappears from the scroll with no other effect.
If a feature gives you the ability to learn spells from another class's spell list, you can only use scrolls for spells you have actually learned this way. Spells you can only cast innately (generally from a racial feature) cannot be cast from scrolls.
Scribing a Spell Scroll
With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.
Resources. Scribing a spell scroll takes an amount of effort as CP, gold, a set of Calligrapher's Supplies, and Essence related to the level of the spell you want to scribe as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, 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. Spells you have not learned and can only cast innately (generally from a racial feature) can not be scribed into scrolls.
Resolution. After spending the required CP, Essence, and gold to scribe a scroll you must make a skill check with Calligrapher's Supplies using your spellcasting ability. The DC is 10 + Spell Level. On a failed check the essence and gold are lost.
Spell Scroll Costs
Spell Level | CP | Essence | Cost |
---|---|---|---|
Cantrip | 1 | 1 | 15 gp |
1st | 1 | 1 | 25 gp |
2nd | 3 | 3 | 250 gp |
3rd | 5 | 3 | 500 gp |
4th | 10 | 5 | 2,500 gp |
5th | 20 | 5 | 5,000 gp |
6th | 40 | 10 | 15,000 gp |
7th | 80 | 10 | 25,000 gp |
8th | 160 | 20 | 50,000 gp |
9th | 240 | 25 | 250,000 gp |