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### Culmination
All curses have a culmination. This is the final intent of the curse, and often involves transforming the victim into a twisted creature, barely resembling who they once were. Culminations are truly evil effects and are almost always permanent. When a creature fails an escalation check at stage 3 of a curse, they apply the effects of the curse’s culmination. They continue to apply the effects of the previous stages, but cease making escalation checks. Once a curse’s culmination has been reached, it can only be cured with the use of a wish spell.
### Curing
Sometimes a curse can be ended by making restitution to a wronged party (or their closest kin in the case of a death) or reparation if something was stolen or destroyed. The resolution might be declared as part of the pronouncement, or it may be left to those who suffer the curse to make amends on their own. Research and divination can offer clues or even reveal the exact steps needed to resolve the curse.
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While more general curses can lifted by a remove curse spell, more specific or dramatic curses can’t be permanently lifted through spells beyond the first stage, and cannot be llifted by a greater restoration spell beyond the second stage.
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Magic can offer temporary respite, though. A remove curse spell cast on the victim of such a curse suppresses the burden for 1 hour. A greater restoration spell suppresses the burden until the victim finishes a long rest. Death usually ends a curse, but the curse returns in full force if the cursed character returns to life without resolving the curse.
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***Persistent Curses.*** When a curse is resolved, its effects usually end immediately. Some more insidious curses might linger beyond the resolution but can then be removed by a remove curse spell or similar magic if the victim succeeds on a DC 15 Charisma saving throw when the spell is cast. If the save fails, it can be repeated after a specific interval passes, usually 1 month, with the curse ending on a successful save. Adjust the DC of a particularly weak curse to 10 or that of a stronger one to 20.
Here are some examples of curse resolutions:
* Protecting a loved one dear to the person who laid the curse from some dire threat
* Returning every piece of a stolen treasure hoard, down to the last copper coin, to the place where it once rested
* Slaying the head of a dynasty that has long held power in the region
* Accomplishing a seemingly impossible task, such as raising a castle above the clouds or making the sun cross the sky in a different direction
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### Curse Descriptions
The following curses are a few suggestion of curses. The circumstance in which the curse can be bestowed on a character depend on the Dungeon Master, as well as the resolution of the curse.
#### Curse of the Snake Man
This curses inflict the target with a twisted transformation, slowly turning them into a snake person. The target must make a Charisma saving throw (DC 15), which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed. Upon the completion of this curse’s triggering event, the target automatically advances to stage 1 of this curse.
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**Triggering event.** The next time the target kill a reptile or reptilian creature, the skin of the cursed creature start to flake off.
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**Stage 1.** The cursed creature arm are covered in green scales, their tongue forks and their eyes turn serpentine.
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**Stage 2.** The cursed creature chest and back are covered in green scales and they loose any body hair. The cursed creature has disadvantage on charisma check.
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**Stage 3.** The cursed creature leg become weak and start to merge. The cursed creature’s speed becomes 10, unless it was already lower.
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**Culmination.** Upon failing the final escalation check, the cursed creature twists and becomes a Giant Constrictor Snake. If the creature is a player character, they become an NPC under the GM’s control.
#### Curse of Conceited Obsession
This curses inflict the target with an obsessive selfinfatuation. The target must make a Charisma saving throw (DC 17), which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed and is unaware of this. Upon the completion of this curse’s triggering event, the target automatically advances to stage 1 of this curse.
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**Triggering event.** The next time the cursed creature looks into a mirror or reflective surface, it spontaneously cracks.
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**Stage 1.** The cursed creature is compelled to stop and admire themselves whenever they see their own reflection.
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**Stage 2.** The cursed creature becomes obsessed with looking for and finding its own reflection wherever it goes. Additionally, the cursed creature has disadvantage on attack rolls.
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**Stage 3.** The cursed creature is driven to find or, if necessary, build a location where it can see its own reflection from many angles. The cursed creature is compelled to remain in this location and admire itself. Additionally, attack rolls against the creature gain advantage.
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**Culmination.** Upon failing the final escalation check, the cursed creature twists into a deformed figure and becomes a Weeping Willow. If the creature is a player character, they become an NPC under the GM’s control.
#### Curse of Damned Aging
This curses inflict the target with withering and horrific aging. The target must make a Strength saving throw (DC 15), which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed. Upon the completion of this curse’s triggering event, the target automatically advances to stage 1 of this curse.
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**Triggering event.** The next time the target changes clothing, they find multiple wrinkles, grey hairs and liver spots they did not previously have.
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**Stage 1.** The cursed creature is compelled to rest when the occasion permits it, becoming lethargic and lazy.
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**Stage 2.** The cursed creature becomes feeble as their muscle mass begins to deteriorate. The cursed creature has disadvantage on Strength saving throws.
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**Stage 3.** The cursed creature starts to age rapidly, becoming decrepit. The cursed creature’s Strength score becomes 6, unless it was already lower.
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**Culmination.** Upon failing the final escalation check, the cursed creature twists into a deformed figure and becomes a Body Snatcher. If the creature is a player character, they become an NPC under the GM’s control.
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#### Curse of Foul Blight
This curses inflict the target with a putrefying and stinking pox. The target must make a Charisma saving throw (DC 15), which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed. Upon the completion of this curse’s triggering event, the target automatically advances to stage 1 of this curse.
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**Triggering event.** The target searches their backpack, clothes drawer, or wherever else they store their garments, they find an infestation of insects.
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**Stage 1.** The cursed creature is afflicted with a minor cough. Whenever they speak more than a few words at a time, they break into a fit of coughing.
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**Stage 2.** The smell of putrescence lingers in the air around the cursed creature. Food and drink quickly spoil, jewellery tarnishes, and wood rots within 10 feet of the cursed creature. Additionally, the cursed creature has disadvantage on Charisma saving throws.
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**Stage 3.** The cursed creature’s skin becomes riddled with pock marks, pustules, and lesions. Insects flock to the cursed creature, infesting their clothes. The cursed creature’s Charisma score becomes 6, unless it was already lower.
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**Culmination.** Upon failing the final escalation check, the cursed creature twists into a deformed figure and becomes a Plague Carrion. If the creature is a player character, they become an NPC under the GM’s control.
#### Curse of Ill-Fated Fortune
This curses inflict the target with lethal bad luck. The target must make a Dexterity saving throw (DC 16), which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed. Upon the completion of this curse’s triggering event, the target automatically advances to stage 1 of this curse.
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**Triggering event.** The next time the target walks through a doorway or up a flight of stairs, the target stubs their toe, bruising it badly.
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**Stage 1.** The cursed creature falls victim to minor inconveniences and bad luck. Shops they wish to visit close just as they arrive, equipment breaks at inconvenient moments, and other unfortunate events befall them.
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**Stage 2.** The cursed creature becomes a beacon of bad luck as otherwise harmless setbacks become increasingly dangerous. For example, objects constantly seem to be placed in their way. Additionally, the cursed creature has disadvantage on Dexterity saving throws.
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**Stage 3.** The cursed creature becomes dangerously accident-prone, as even the simplest tasks have unforeseen life-threatening consequences. The cursed creature’s Dexterity score becomes 6, unless it was lower already.
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**Culmination.** Upon failing the final escalation check, the cursed creature twists into a deformed figure and becomes a Herald of Calamity. If the creature is a player character, they become an NPC under the GM’s control.
#### Curse of Insatiable Greed
This curses inflict the target with a bitter and self-destructive greed. The target must make a Wisdom saving throw (DC 16), which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed. Upon the completion of this curse’s triggering event, the target automatically advances to stage 1 of this curse.
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**Triggering event.** The next time the target completes a long rest, they notice they have lost a valued item.
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**Stage 1.** The cursed creature becomes compelled to steal trinkets they do not own.
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**Stage 2.** The cursed creature finds a secret place to start stashing their hoard, and becomes anxious about leaving the location of their hoard for extended periods of time. Additionally, the cursed creature has disadvantage on Wisdom saving throws.
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**Stage 3.** The cursed creature is driven to transform their hoard into a labyrinth of possessions and treasure they have stolen. The cursed creature cannot leave this labyrinth. Additionally, the cursed creature’s Wisdom score becomes 6, unless it was already lower.
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**Culmination.** Upon failing the final escalation check, the cursed creature twists into a deformed figure and becomes a Verminous Abomination. If the creature is a player character, they become an NPC under the GM’s control.
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#### Curse of Lost Sentiment
This curses inflict the target with the loss of memories and horrific madness. The target must make an Intelligence saving throw (DC 15), which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed. Upon the completion of this curse’s triggering event, the target automatically advances to stage 1 of this curse.
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**Triggering event.** The next time the target sleeps, they suffer nightmares of a person they treasure abandoning them.
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**Stage 1.** The cursed creature begins forgetting events that have occurred within the past few days, as well as the names of acquaintances.
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**Stage 2.** The cursed creature forgets all but their closest companions. The curse begins creating twisting the creatures mind, creating delusions of hidden threats and scheming rivals. Additionally, the cursed creature has disadvantage on Intelligence saving throws.
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**Stage 3.** The cursed creature completely forgets their closest companions, who they are, and any goals they once possessed (including curing the curse). The curse twists their mind into madness and fabricates delusions of a great conspiracy only the cursed creature can prevent. The cursed creature is compelled to take any action they believe necessary to uncover this conspiracy. Additionally, the cursed creature’s Intelligence score becomes 6, unless it was already lower.
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**Culmination.** Upon failing the final escalation check, the cursed creature twists into a deformed figure and becomes a Dream Whisperer. If the creature is a player character, they become an NPC under the GM’s control.
#### Curse of Ravenous Hunger
This curses inflict the target with painful and unending starvation. The target must make a Constitution saving throw (DC 16), which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed. Upon the completion of this curse’s triggering event, the target automatically advances to stage 1 of this curse.
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**Triggering event.** While eating their next meal, the target bites their tongue and their mouth fills with blood.
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**Stage 1.** The cursed creature is gripped with an insatiable appetite.
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**Stage 2.** The cursed creature becomes compelled to eat inappropriate items such as coins, flowers, glass, dirt. Additionally, the cursed creature has disadvantage on Constitution saving throws.
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**Stage 3.** The cursed creature becomes ravenous and is compelled to consume the flesh of humanoids. No other food will satiate its starvation. The cursed creature’s Constitution score becomes 6, unless it was already lower.
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**Culmination.** Upon failing the final escalation check, the cursed creature twists into a deformed figure and becomes a Bloated Gastromorph. If the creature is a player character, they become an NPC under the GM’s control.
#### Curse of Uncontrollable Wrath
This curses inflict the target with an uncontrollable temper and lust for violence. The target must make a Wisdom saving throw (DC 17), which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed. Upon the completion of this curse’s triggering event, the target automatically advances to stage 1 of this curse.
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**Triggering event.** The next time the cursed creature wields a weapon or spellcasting focus, an
old wound of theirs reopens.
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**Stage 1.** The cursed creature becomes easily agitated and aggressive.
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**Stage 2.** The cursed creature becomes obsessed with violence. The thrill of solo battle intoxicates them, and their demeanour toward their allies sours as the curse grows. The cursed creature cannot benefit from the spells or abilities of allies.
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**Stage 3.** The cursed creature is driven to insatiable bloodlust, unable to rest while there are enemies to slaughter. The cursed creature cannot complete a long rest.
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**Culmination.** Upon failing the final escalation check, the cursed creature twists into a deformed figure and becomes an Avatar of Slaughter. If the creature is a player character, they become an NPC under the GM’s control.
#### Curse of the Grave Robber
This curses inflict haunt the target with a dark creature. The target must make a Wisdom saving throw (DC 16), which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed. Upon the completion of this curse’s triggering event, the target automatically advances to stage 1 of this curse.
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**Stage 3.** Each character that gains the curse is hunted by a wraith that appears at sunset and vanishes at dawn, pursuing the single-minded goal of slaying the cursed individual. The wraith manifests in an unoccupied space within 30 feet of its victim. Destroying the wraith grants a temporary reprieve; it doesn’t reform for 10 days. You can scale this curse for lower- and higher-level characters by choosing another kind of creature.
#### Curse of the Dying Combattant
This curses inflict the target with vision of its victim. The target must make a Wisdom saving throw (DC 16), which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed. Upon the completion of this curse’s triggering event, the target automatically advances to stage 1 of this curse.
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**Stage 3.** The cursed creature has disadvantage on attack rolls brought on by brief, sporadic bouts of confusion.
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## Disease
Unfortunately, this world is not spared by the numerous known diseases that we can imagine, and those in addition to some diseases of magical origin. One can think in particular of the diseases that the Garkain spread, necrotizing the tissues, creating pustules of stench all over the body of the victim and spreading with the simple approach of one of the victims. And this sadly is just an example of the disease that can spread on those lands
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You'll find below a few known and well documented disease
#### Seven Shades of Malcanthet
This venereal disease is not lethal but has indirectly caused many deaths. The Queen of Succubi Malcanthet is said to be responsible for the appearance of this disease, hence its name. Stimulating lust to extremes, it is rumoured to have prevented city garrisons from defending the walls on several occasions, allowing fortified cities to be taken easily where a years-long siege was expected. The exact propagation vector of the disease is not known with certainty as several variants—or shades—of the disease seem to coexist, strangely appearing in a region only to spontaneously disappear some time later. Rumours have it that dark bargains are signed in the shadows to unleash the Seven Shades and trigger unrest ahead of bolder political or military moves. After prolonged physical contact with an infected creature, a humanoid must make a DC 14 Constitution saving throw, becoming infected with the Seven Shades of Malcanthet on a failed save. If a creature's saving throw is successful, they become immune to the Shades for 24 hours.
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An infected humanoid is overcome with carnal urges and becomes charmed by all non-hostile humanoids that interact with them.
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The Seven Shades of Malcanthet can be removed by any method that cures diseases. The disease ends on its own after 2d4 days.
#### Faith Cough
“The Light of Corellon shall protect those who truly have faith.” This is the official statement from the elven kingdom about this virulent flu. Although not lethal, it is known to strike on a regular basis, constantly resurfacing when it was thought to be eradicated. Many rumours say that it doesn’t strike equally among the populations of Toriel, sparing the elves and going after their enemies.
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This reputation is probably erroneous considering the heavy toll taken by the Faith Cough among the poor all over Toriel, with the exception of the Kingdom of the Qwir within Tana's empire, which seem to be miraculously spared… If a humanoid comes within 5 feet of an infected creature they must make a DC 13 Constitution saving throw, becoming infected with Faith Cough on a failed save. If a creature’s saving throw is successful, they become immune to Faith Cough for 24 hours. Creatures infected with Faith Cough have disadvantage on Dexterity (stealth) checks and all constitution checks. Faith Cough can be removed by any method that cures diseases. The disease ends on its own after 2d6 days.
#### The Weeping Pox
Originating in the once prosperous town of Vandeguard, where it suddenly appeared under mysterious circumstances, the Weeping Pox is by far the worst disease ever released on Toriel. It has spread quickly through Toriel despite the attempts of Tana's Empire to contain it to Vandeguard. At first a sick person will be subject to fever causing sharpened senses, overexcitement, and a sense of wellbeing. But soon these symptoms will transition to delirium, burning fever, insatiable thirst, and oozing lesions that give the illness its name. Nearly all who contract the disease die shortly after. Most people succumb to the pox in a few days, while the most resilient may hold on for almost two weeks.
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The Weeping Pox is transmitted between humanoids both by close contact and as an airborne virus. If a humanoid comes within 5 feet of an infected creature they must make a DC 16 Constitution saving throw, becoming infected on a failed save. If a creature makes physical contact with an infected creature, this saving throw is made with disadvantage. If a creature’s saving throw is successful, they become immune to the Weeping Pox for 24 hours.
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A creature infected with the Weeping Pox must make a DC 16 Constitution saving throw each day at dawn. On a failed save, the creature’s Constitution score is reduced by 1d4. If a creature’s Constitution score is reduced to 0 then they die.
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Known to the Yuan-ti and only a select few others, the cure to the Pox is a closely guarded secret. The Yuan-ti are willing to sell a vial of the antidote to those who know how to ask, for an exorbitant price or a costly favour.
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#### Catriona
Catriona, named after the Nilfgaardian ship that brought it to the Northern Kingdoms, is a disease which is extremely similar to the Bubonic plague and is, in fact, the Bubonic plague. It also became known as the Red Death.
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During her escape from the world of Aen Elle, Ciri traveled through the time-space continuum and one of her stops was probably medieval Europe in our world during the plague epidemic in the 14th century. She entered a port town which could be Genoa or some other Mediterranean port. She was immediately repelled by the place because there were the corpses of people and animals lying in the streets.
There were also many burned buildings marked by white crosses and many fleas. She escaped to another point in the time-space continuum, but before she was able to do so, a few fleas stuck to her jacket. Her next stop was another unnamed port town. She was able to discern that the port lays in Nilfgaard. She decided to quickly leave this place as well, but just before the next time-space jump, one of the surviving fleas fell from her jacket and made itself comfortable on an old sewer-rat. This rat boarded an old dirty hulk which set sail that very evening for Cintra. The name of the hulk was Catriona. Later in the Saga, there is small note about a dying tomcat who had caught a rat which left that hulk.
A year after the Battle of Brenna, the Red Death reached the city of Maribor, in the largest outbreak of the disease up to that point. Most of the physicians and priests fled the city during the epidemic, likely exacerbating the situation. Among those who stayed were Milo "Rusty" Vanderbeck and Iola the Second, who treated the diseased, undeterred by the lack of a cure. They both became infected. Rusty died in Iola's arms, and Iola died alone four days later.
St. Lebioda's Hospital in the Temple Quarter of Vizima is filled with the victims of Catriona, and Shani spends her time trying to help them in Chapters II and III. She probably works in the hospital during Chapter IV, as well, but Geralt is no longer in Vizima to witness this.
According to the old women in the Outskirts, when the plague first came, the first to go were the cats and dogs, then the rats and finally the people. Apparently, the lack of food even drove some of the more desperate to cannibalistic and necrophagic acts and many ghouls were created as a result.
Glossary Entry
Catriona
A disease which quickly spread through all the northern countries after the war with Nilfgaard. Those who suffer from catriona die a terrible death - their convulsions become stronger each day, they vomit blood and mucus, and have bloody diarrhea. After a fortnight or so they die in agony.
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## Dropping to 0 HP
Whenever a player character is reduced to 0 hit points and brought back, they are brought back with an additional level of exhaustion.
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Additionaly, if an effect reduce a player character to 0 hit points in a single hit, such as a tower falling onto the character, a deadly blow from a dragon, etc. It suffer a Lingering Injury, rolling on the following table if the circumstance do not already dictate which type of injury will be suffered.
| d20 | Injury |
| :-: | :----: |
|1 | **Lose an Eye.** You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you’re blinded.
|2 | **Lose an Arm or a Hand.** You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
|3 | **Lose a Foot or Leg.** Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.
|4 | **Limp.** Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp.
|5–7 | **Internal Injury.** Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can’t use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting.
|8–10 | **Broken Ribs.** This has the same effect as Internal Injury above, except that the save DC is 10.
|11–13 | **Horrible Scar.** You are disfigured to the extent that the wound can’t be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
|14–16 | **Festering Wound.** Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.
|17–20 | **Minor Scar.** The scar doesn’t have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
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## Alcohol and Drugs
Drugs exist and are used in this world, such as opium, which use is well known in artistic circles because the drug 'opens the mind' in addition to recreational properties. The different tobacco smoked with pipes are also common, and available at all levels of the population (we differentiate very well the social classes by the pipes they use). Or the hallucinatory mushrooms which are sometimes used for recreational purposes by the populations, or used in certain tribal rites to open new perceptions, and to come into contact with certain entities.
Similarly, alcohol consumption is part of the daily life of many adventurers.
No country regulates those product besode the taxes on their trade.
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A character can consume a number of alcohol drinks equal to his Constitution modifier without suffering any negative effect. Each additional drink will force the character to make a Constitution saving throw against the booze DC.
**Booze save DC =** 10 + the number of alcoholic drink consummed.
A character failing this Constitution saving throw is drunk, and gain the poisonned condition.
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Additionaly, a character drinking a number of alcohol drinks equal to his Constitution score will pass out an suffer a level of exhaustion.
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Drugs work exactly in the same way. Consuming drugs with direct effect require the character to make a Constitution saving throw to resist the effect.
> ##### Trippy mushroom
> Some hallucinatory mushroom cause effect similar to illusion spell like hallucinatory terrain.
## Addiction
Some substance, such as drugs, are quite addictive. If a character consumes an addictive substance a number of times equal to their Constitution modifier plus 1 (minimum of 1), they become addicted to it. So a creature with a Constitution score of 16 will become addicted after consuming it for the fourth time. An addicted creature must consume the addictive substance every 24 hours or have disadvantage on Dexterity ability checks and saving throws. The addiction lasts until the creature is targeted with a *greater restoration* spell, or after 30 days of not consuming the addictive substance.
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## Hazardous land
Countless are the tales of traveler, looking to cross desert, to go through snowy toundra or to battle their way in a storm. Far more than beasts and monsters, you can't outrun a desert, you can't fight a blizard, they always win.
### Traversing hazardous lands
It is common to cross dangerous land to access places, the road snaking through the woods, plains and other biome are long, and those brave enough to try and find shortcut might encounter those natural hazard. In addition, cetain region are known to be dangerous and hazardous, even in habitated area, region up north might suffer Regular blizard, mountains may suffer regular rockfalls, etc...
Most of those in those landscape do not want to stay in those dangerous places. Those journey generally do not take over a week by foot without a stop at a safe place or some kind of settlement, but, with ship, mount, caravan, etc... those travel time can be greatly shortened.
### Environmental Hazards
In this section you can find new environmental hazards, which follows similar rules as traps or lair actions. To determine the DC and damage, use the following tables.
##### Hazards Save DCs and Attack Bonuses
| Hazard Danger Level | Save DC |
|:----:|:-------------|
| Setback | 10-11 |
| Dangerous | 12-15 |
| Deadly | 16-20 |
##### Damage Severity by Level
| Character Level | Setback | Dangerous | Deadly |
|:---------------:|:-------:|:---------:|:------:|
| 1st-4th | 1d10 | 2d10 | 4d10 |
| 5th-10th | 2d10 | 4d10 | 10d10 |
| 11th-16th | 4d10 | 10d10 | 18d10 |
| 17th-20th | 10d10| 18d10 | 24d10 |
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#### Hazard Examples
Here is a list of new hazards ready to use in your campaigns. Each hazard has one or more hazard danger levels which determine the DC for the checks and the damaged they deal.
##### Avalanches, Rockfalls and Mudslides
Any Level of Hazard
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A typical avalanche (or rockslide) is 300 feet wide, 150 feet long, and 30 feet thick. Creatures in the path of an avalanche can avoid it or escape it if they’re close to its edge, but outrunning one is almost impossible.
When an avalanche occurs, all nearby creatures must roll initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and falls prone, and the creature must make a DC 15 Strength saving throw, taking 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
When an avalanche stops, the snow and other debris settle and bury creatures. A creature buried in this way is blinded and restrained, and it has total cover. The creature gains 1 level of exhaustion for every 5 minutes it spends buried. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails this check three times can’t attempt to dig itself out again.
A creature that is not restrained or incapacitated can spend 1 minute freeing a buried creature. Once free, that creature is no longer blinded or restrained by the avalanche.
##### Blizzard
Setback Hazard
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The area affected by a blizzard is considered difficult terrain. When a creature without proper shelter is in the area affected by the blizzard for one hour, it must make a Constitution saving throw, taking cold damage on a failed save or half as much damage on a successful one. If a creature is wearing warm clothing, it has advantage on the saving throw.
##### Earthquakes.
Any Level of Hazard
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A tremor shakes the area; each creature on the ground in that area must make a Dexterity saving throw or be knocked prone.
The hazard level is determined by the proximity to the epicenter or the intensity of the earth tremor:
- Setback. Far from the epicenter or light earthquake.
- Dangerous. Near the epicenter or moderate earthquake.
- Deadly. Very close to the epicenter or severe earthquake.
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##### Elemental Cloud
Any Level of Hazard
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This cloud is made with elemental essence. When a creature enters the cloud, it must make an appropriate saving throw, taking damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud must roll another saving throw. In the desert, majority of the elemental cloud are red.
| Cloud Color | Damage Type | Saving throw |
|:---------------:|:-------:|:---------|
| Black | Necrotic | Constitution |
| Cyan | Cold | Constitution |
| Gray and Yellow | Lightning | Dexterity |
| Light Green | Acid | Constitution |
| Purple | Psychic | Wisdom |
| Red | Fire | Constitution |
| White | Force | Intelligence |
##### Frigid Water
Deadly Hazard
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A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water.
##### Hailstorm
Dangerous Hazard
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Similar to a blizzard, the terrain affected by the hailstorm is considered difficult terrain. When a creature without proper shelter is in the area affected by the hailstorm for one hour, it must make a Constitution saving throw, taking cold damage on a failed save or half as much damage on a successful one.
##### Insect Swarm
Setback Hazard
___
A cloud of swarming insects fills a 20-foot-radius sphere. The swarm moves at 20 feet on each round. When a creature enters the cloud, it must make a Constitution saving throw. On a failed save, it takes piercing damage, or half as much damage on a successful one. A creature that ends its turn in the cloud must roll another saving throw. A creature cannot be damaged by the insect swarm if it’s wielding a torch or if it is at least 5 feet from a fire.
##### Lava
Deadly Hazard
___
The lava is considered difficult terrain. Any creature that enters the lava takes fire damage. A creature that ends its turn in the lava takes fire damage.
\columnbreak
##### Lightning Storms
Dangerous or Deadly Hazard
___
The DM rolls a d100 to determine if any creature is hit by a lightning.
This check can be made at the beginning of each turn during a combat or in any time while the party is not in combat.
| d100 | Number of Creatures |
|:---------------:|:-------|
| 1-50 | 0 |
| 51-70 | 1d4 |
| 71-80 | 1d6 |
| 81-90 | 1d8 |
| 91-100 | 1d10 |
___
The creatures hit by a lightning are determined by the DM, and any creature in the area under total cover from above cannot take damage.
##### Magma Eruptions
Dangerous Hazard
___
Magma erupts from a point on the ground, creating a 20-foothigh, 5-foot-radius geyser. Each creature in the geyser's area must make a Dexterity saving throw, taking fire damage on a failed save, or half as much on a successful one.
##### Poison clouds and Spores
Setback Hazard
___
When a creature enters the cloud, it must make a Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud must make another saving throw.
##### Quicksand
Deadly Hazard
___
A quicksand pit covers the ground in roughly a 10-foot-square area and is usually 10 feet deep. When a creature enters the area, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe (see the suffocation rules in the Player’s Handbook).
A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.
Ch.11 | Variant Mechanics
\pagebreakNum
##### Rapids
Setback Hazard
___
When a Large or smaller creature enters the rapids its pushed 30 feet way in the direction of the water flow and it must succeed on a Strength saving throw or take bludgeoning damage. Any creature caught by the rapids can make a Strength (Athletics) check to swim out of the rapids.
##### Razorvine
Setback Hazard
___
Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage.
When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razorvine’s bladelike thorns.
##### Rogue Wave
Dangerous Hazard
___
A large and unexpected wave that can be extremely dangerous. When a creature is hit by the rogue wave, it must succeed on a Strength saving throw or take bludgeoning damage, or half as much damage on a successful save. The rogue wave, along with any creatures in it, moves in a straight line at a speed of 50 feet per turn, and any Huge or smaller creature inside the wall must succeed on a Strength saving throw or take damage. The wave damage is reduced by 1d10 on each subsequent round. When the damage is reduced to 0, the wave ends.
A creature caught by the wave can move by swimming and it can make a Strength (Athletics) check to swim out of the wave.
##### SandStorms
Dangerous Hazard
___
Any creature in the sandstorm must make a Constitution saving throw or be blinded until the sandstorm ends. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature cannot be blinded by the sandstorm if it’s wearing goggles or something that protects its eyes.
Any check that relies on sight is made with disadvantage for the duration of the sandstorm.
##### Slippery Ice
Setback Hazard
___
Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.
##### Thin Ice
Dangerous Hazard
___
Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.
\columnbreak
##### Unsteady Ground
Setback Hazard
___
The floor in the area is considered difficult terrain. Any creature on the ground that starts moving on its turn while in the area must succeed on a Dexterity (Acrobatics) check or fall prone. If a creature uses a Dash action, it must make another check.
##### Spell Equivalents of Natural Hazards
Numerous spells emulate the wrath of nature, and you can use spell effects to represent a variety of natural hazards. The Spells as Natural Hazards table presents some common environmental dangers and the spells you may use to approximate them.
| Natural Hazard | Approximate Spell |
| :-: | :-: |
| Ball lightning | Chromatic orb
| Blizzard | Cone of cold, ice storm, sleet storm
| Earthquake | Earthquake
| Falling debris | Conjure barrage, conjure volley
| Flood | Control water, tsunami
| Fog | Fog cloud
| Lava bomb | Fireball, produce flame
| Lightning | Call lightning, lightning bolt
| Meteor | Fireball, meteor swarm
| Mirage | Hallucinatory terrain
| Pyroclastic flow | Incendiary cloud
| Radiation | Blight, circle of death
| Smoke | Fog cloud
| St. Elmo’s fire | Faerie fire
| Swamp gas | Dancing lights
| Tidal wave | Tsunami
| Toxic eruption | Acid splash
| Toxic gas | Cloudkill, stinking cloud
| Thunder | Thunderwave
| Volcanic lightning | Storm of vengeance
| Whirlpool | Control water
| Wildfire | Fire storm, wall of fire
| Windstorm | Gust of wind
Ch.11 | Variant Mechanics
\pagebreakNum
## Environmental Hazard by Terrain
In the following section you can find survival considerations and hazards for various terrains. You can combine different terrains to create a more dynamic (and probably more deadly) environment
### Artic
**Cold and Extreme Cold.** The temperatures in this environment are lower than other places, and you need proper gear for resisting this temperatures. Whenever the temperature is at or below 0 degrees Fahrenheit, you must follow the rules of extreme cold.
>##### Extreme Cold (DMG, P.110)
>
>Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.
**Food Scarcity.** It's hard to find food like plants and creatures due the low temperatures. All the checks for foraging and hunting have a DC equal to 20.
___
***Shelter.*** In general, the arctic areas are vast frozen plains with big glaciers and rocks, making it difficult to find a natural shelter.
##### Environmental Hazards
| Hazard | Notes |
|:---------------:|:-------|
| Avalanches | Only near mountains |
| Blizzard | |
| Elemental Cloud | Cyan clousd only |
| Frigid Water | |
| Hailstorm | |
| Chasms and Ice Cracks | Use the pits trap (DMF, P.122) |
| Slippery Ice | |
| Thin Ice | |
### Caves
**Darkness and Light.** Most of the natural caves don't have light sources, so anyone who enters must bring their sources of light and fire for warmth, cooking and in some cases, defense. A caves might have some light sources, such as groups of fluorescent fungus or other dangerous light sources, like lava.
___
**Orientation and tracking.** Inside a cave it's almost impossible to determine where's North: lots of caves are just tunnels connected, making it more difficult to create an accurate map of it.
___
**Flooding.** Some parts of the caves might be close to a water source or any other liquid that can quickly fill a room.
##### Environmental Hazards
| Hazard | Notes |
|:---------------:|:-------|
| Earthquakes | Might cause rockfalls |
| Elemental Cloud | |
| Lava | |
| Pits | |
| Rockfalls | |
| Unsteady Ground | |
### Desert
**Heat and Extreme Heat.** The opposite of the arctic terrain, temperatures in this environment are higher than other places, and you need enough water supplies for resisting the heat. Whenever the temperature is at or above 100 degrees Fahrenheit, you must follow the rules of extreme heat.
> ##### Extreme Heat (DMG, P.110)
>
>When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.
**Shelter.** In general, the desert areas are just sand and rocks (in some areas they might be some scattered shrubs), making it difficult to find a safe campsite.
___
**Strong Wind.** A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.
A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.
___
**Water Scarcity.** Finding water in a desert is extremely difficult, unless you're near an Oasis. All checks made for getting water have a DC equal to 20
##### Environmental Hazards
| Hazard | Notes |
|:---------------:|:-------|
| Earthquakes | |
| Elemental Cloud | Mostly red clouds |
| Ligtning Storms | |
| Sandstorms | |
Ch.11 | Variant Mechanics
\pagebreakNum
### Forests and Jungles
**Density.** Sometimes is hard to walk through a forest due the
great number of plants, trees and vegetation. In most of the
cases, you can't walk in a straight line through the forest.
___
**Orientation and tracking.** Inside a forest, the trees covers the
sky, making it hard to determine where's North, and
depending the density of the forest it might be harder to keep
a track.
___
**Sight and hearing.** It might be more difficult to see or hear
your surroundings because the density of the forest, the tree
shadows, obstacles (such a fallen tree) and the sound of the
trees and vegetation moving with the wind.
##### Environmental Hazards
| Hazard | Notes |
|:---------------:|:-------|
| Earthquakes | Might trees to fall |
| Elemental Cloud | |
| Insect Swarms | |
| Ligtning Storms | Might cause a forest fire |
| Poison Clouds and spores | |
| Razorvines | |
### Lakes, Rivers and Ocean
**Orientation and tracking.** In the middle of the ocean or under a storm, it's difficult to determine the cardinal points without the proper tools.
___
**Shipwrecks.** In the ocean, lakes and even in rivers there're rocks, icebergs, and more that can damage or destroy a ship or boat.
___
**Water streams.** The river streams can change drastically depending on the terrain around the rivers, like the terrain elevation, inclination and waterfalls
##### Environmental Hazards
| Hazard | Notes |
|:---------------:|:-------|
| Elemental Cloud | |
| Hailstom | Ocean near artic Zones |
| Frigid Water | Ocean only |
| Lightning Storms |
| Rapids | Rivers only |
| Rogue Wave | Ocean only |
### Mountains
**Alltitude.** When you're traveling at altitudes of 10,000 feet or higher above sea level, you must follow the high altitude rules.
___
**Strong wind.** A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.
A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.
> ##### High Altitude (DMG, P.110)
>
>Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel.
>
>Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environmentsclimates.
##### Environmental Hazards
| Hazard | Notes |
|:---------------:|:-------|
| Avalanches, rockfalls and mudslides | |
| Blizard | |
| Hailstorm | |
| Lava | Near Volcanoes |
| Lightning Storms | |
| Magma Eruptions | Near Volcano |
| Unsteady Ground | |
### Swamps
**Clean water.** Swamps are characterized by having slowmoving and stagnant waters, being harder to find drinkable water. Drinking stagnant water might cause diseases.
___
**Warmth.** The swamps are wet and soggy, so finding dry resources for making a fire it's almost impossible.
___
**Low visibility.** Mist, fog and lowlands are common in this terrain, and they reduces the visibility of any creature.
##### Environmental Hazards
| Hazard | Notes |
|:---------------:|:-------|
| Elemental Cloud | |
| Insect Swarms | |
| Mudslides | |
| Poison Clouds And Spores | |
| Quicksand | |
| Razorvine | |
| Unsteady Ground | |
Ch.11 | Variant Mechanics
\pagebreakNum
## Special Terrains
In the wilderness, there're places that have been touched by ancient magic or energies for centuries, creating a persistent effect on those lands. Here're some ideas for creating special terrains you can add to flesh a particular zone in the wild
### Blood Rock
This area was part of old and forgotten ceremonial sacrifices, a massive battle between armies that fought for centuries or the place where a powerful otherwordly creature was slain. The area is covered by stones with a red tone, bones covered by dirt and mud and dry blood. Any creature standing in this area can score a critical hit on a 19 or 20.
___
**Long-Term Effect:** A creature must succeed on a DC 10 Wisdom saving throw at the end of each hour. On a failed save, the creature must use its action each round to attack the nearest creature it sees. At the end of each of its turns, the creature can make a new Wisdom saving throw. On a success, the effect ends until another hour passes.
### Death Circle Ruins
This area surrounded by dark stone pillars is infused with necrotic energy. Any healing effect, such as a cure wounds spell only heals half the total amount in this area.
___
**Long-Term Effect:** A living creature must succeed on a DC 10 Constitution saving throw at the end of each hour. On a failed save, its hit point maximum is reduced by 1d6. To recover the reduced hit points, the creature must spend 1 hour outside the area covered by the death circle ruins.
### Defiled Ground
The dark energy fills this area, attracting undead creatures to this area. Any undead creature gains a +1 bonus on attack rolls while standing in the defiled ground. Additionally, when an undead is reduced to 0 hit points, roll a d20. On a 10 or higher, the undead creature rises with 1 hit point on its next turn. If an undead is reduced to 0 hit points by radiant damage, it cannot roll for rising again.
___
**Long-Term Effect:** A creature must succeed on a DC 10 Constitution saving throw at the end of each hour. On a failed save, it takes 5 necrotic damage.
### Desecrated Ground
Some cemeteries and catacombs are imbued with the unseen traces of ancient evil. An area of desecrated ground can be any size, and a detect evil and good spell cast within range reveals its presence.
Undead standing on desecrated ground have advantage on all saving throws.
___
A vial of holy water purifies a 10-foot-square area of desecrated ground when sprinkled on it, and a hallow spell purifies desecrated ground within its area.
\columnbreak
### Grab Grass
This thick, tough grass grows in areas constantly touched by Feywild magic that clings to characters and creatures that falls prone. An area covered by grab grass is considered difficult terrain, and any creature that falls prone in this area must make a Strength (Athletics) check to stand up (DC 10).
### Life Circle Ruins
This area surrounded by white stone pillars is infused with pure life energy. Every 1 minute, any living creature that begins its turn in the area regains 2 hit points.
___
**Long-Term Effect:** Any living creature that stays in this area for 1 hour can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed or poisoned.
### Planetouched
Due to planar energy, a powerful artifact or some other factor, this terrain boosts certain types of energy related to one plane. Pick one damage type from the following list: Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic or Radiant. Any attack that deals the chosen damage type deals an extra 1d6 damage of that type.
### Sacred Shrine
A sacred shrine is dedicated to a particular deity, infusing with divine energy the area nearby. A creature that shares the deity's alignment gains a +1 bonus on attack rolls while standing in the area covered by the shrine.
___
**Long-Term Effect:** A creature that has a different alignment to the deity's alignment must succeed on a DC 10 Wisdom saving throw at the end of each hour. On a failed save, it has disadvantage on attack rolls against creatures that shares the deity's alignment. At the end of each of its turns, the creature can make a new Wisdom saving throw. On a success, the effect ends until another hour passes.
Ch.11 | Variant Mechanics
\pagebreakNum
# Ch. 12
##### Crafting
\pagebreak
## Crafting
While some creature parts are useful fresh from the carcass, many require some alterations before their full potential can be realised. As crafting is a very natural complement to harvesting, an entire chapter has been devoted to its rules here.
### Crafters
In order to craft a harvested item into a usable item, it must be worked on by a skilled crafter. Crafters are specialised professionals with the knowledge to turn raw materials into something usable.
Crafters also need to have the right equipment and tools in order to craft an item, more detail in the detailled section of each craft.
### Magic Item Crafting Time and Cost
| Item Rarity | Workweeks* | Cost* |
|:-:|:-:|:-:|
| Common | 1 | 50-100 gp |
| Uncommon | 2 | 100-500 gp |
| Rare | 10 | 500-5,000 gp |
| Very Rare | 25 | 5,000-50,000 gp |
| Legendary | 50 | 50,000+ gp |
**Halved for a consumable item like a potion or scroll.*
This guide uses the rules for crafting in Xanathar’s Guide to Everything as the basis for the crafting rules presented here. More detailed guide can be found in the specific crafting section later in this chapter and are prioritized over this general rule.
##### Crafter Skill
Not all crafters are created equal. While a village blacksmith may be good at fixing scythes and making nails, if you hand them a dragon scale, the best you will get back is a ruined dragon scale and an apologetic look. If you have high quality materials, you're going to need a high quality crafter.
___
While under the base rules, anyone can craft anything so long as they meet the base proficiency requirements, crafters are differentiated based on their proficiency bonus. A crafter may craft any item whose rarity is equal to or below their proficiency bonus as outlined in the Crafting Skill Proficiency table.
> ##### Generic Ingredients
> Above and throughout the document, you will see that ingredients are referred to by generic tags like "common curative reagent" rather than specific natures. For example, you may harvest magical herbs, and find Kingsbane in the forest, a poisonous plant. For the purposes of crafting, this can be recorded simply as a "common poisonous reagent" and used as such in crafting.
>
> This greatly simplifies the process of crafting and recording what your supplies are. Narratively speaking, a skilled alchemist can render down the ingredients they want to use in the form they need.
>
> Each crafting profession will have some profession wide materials that are used in their recipes - reagents for alchemy, metals for blacksmithing, etc.
>
> Some very rare and legendary items will have specific ingredients; this is for flavor rather than balance, though is up to your DM.
##### Crafting Skill Proficiency
| Proficiency Bonus | Item Rarity | Description |
|:-:|:-:|:-:|
| +2 | Common | Usually an apprentice, assistant, or self-taught practitioner. Knows how to use the tools properly but has little skill with more difficult materials and no ability to make new ideas. |
| +3 | Uncommon | A craftsmen that serves their village or works in a specific role within their profession. Knows a few things very well, but most likely would not be able to understand the complexities of more exotic materials. |
| +4 | Rare | The highest level of skill that most ordinary people could hope to attain. Capable of establishing a good trade in a city or in service of a noble. Experienced in almost all aspects of their profession and can work with some confidence on rarer materials.
| +5 | Very Rare | While hard work and dedication is always valuable, only a few people possess the inherent talent to push the limits of their craft farther than ordinary people. These talented individuals can be considered masters of their art; capable of not just reproduction, but innovation. |
| +6 | Legendary | An absolute master of their art. Most likely was either an adventurer in their past, or learned their trade from a supernatural force, as this would be the only way for them to become accustomed to the legendary materials that they work with. Capable of crafting any item that falls under their profession. |
Ch.12 | Crafting
\pagebreakNum
### Quick Summary
Each step will be outlined in more depth, but the following is serves as a summary and reference the process.
* Find the item you would like to craft on a crafting table.
* *Consult your DM to confirm that item exists and has the default rarity in their game. This system is a tool, it does not supersede worldbuilding.*
* Determine the related tool and ability on the table below:
| Profession | Related Tool | Related Ability Score |
|:----------:|:------------:|:-------------:|
| Alchemy | Alchemist's SuppliesHerbalism Kit (limited) | Intelligence | | Blacksmithing | Smith's Tools | Strength | | Cooking | Cook's Utensils | Wisdom | | Enchanting | non
(arcana proficiency required) | Intelligence | | Tinkering | Tinker's Tools | Intelligence | | Jewerly Crafting | Jerweler's Tools | Dexterity | | Leatherworking | Leatherworking Tools | Dexterity | | Poisoncraft | Poisoner's Kit | Intelligence | | Scribing | Calligrapher's Supplies
(arcana proficiency required) | Intelligence | | Tailoring | Weaver's Tools | Wisdom | | Tattoo Artist | Painter's Supplies | Dexterity | | Tinkering | Tinker's Tools | Intelligence | | Wand and Staff Whittling | Woodcarver's Tools
(arcana proficiency required) | Dexterity | | Woodcarving | Woodcarver's Tools | Dexterity | * Use the related tool and related to skill to determine your crafting modifier using the following formula:
**Crafting Modifier =** your Related Tool proficiency bonus + your Related Ability Score modifier (your choice).
> ##### What to Count?
> Your crafting modifier includes expertise in a tool if you have it, but you cannot add any temporary bonus to it (such as guidance, Bardic Inspiration, or other similar features). In general, you should assume that no advantage or bonus applies to a crafting roll outside of the ones specified within this sytem.
* Gather the required materials.
Materials can looted from humanoids, harvested from more monster, purchased at stores, or gathered from the wilderness. The specifics of any material and where it can be found is covered in the materials section.
* Begin crafting! You can make progress in 2 hour increments. For each 2 hours spent, make a crafting roll and compare the result to the DC listed for the item.
Crafting can take place during down time, quick breaks, or even during your long rests. Plan your crafting time accordingly to the type of crafting you want to do - most can be done in small increments of 2 hours, while some (like Alchemy) need to be completed in one sitting.
An item crafting time generally depend on its potion crafting time depend on its rarity
| Item rarity | Carfting Time |
| :-: | :-: |
| Common | 2 hours |
| Uncommon | 4 hours |
| Rare | 6 hours |
| Very Rare | 10 hours |
| Legendary | 14 hours |
* On failure, no progress is made. If you fail three times, the crafting fails and all materials are lost.
* On success, 2 hours of progress is made, and you can mark your progress put it aside or continue to craft.
* Once your completed progress on an item is equal to the crafting time listed, the item is complete.
* You're done! Enjoy your shiny new item!
### Item Tag Key
At some points on the tables that follow you will see some notification such as ^*^. This represents an item that is not core to 5e.
Ch.12 | Crafting
\pagebreakNum
### Crafting Time
All items have a crafting time measured in hours. Crafting is completed in 2 hour chunk. Some branches of crafting must make all their checks consecutively (like Alchemy) while some do not (like Blacksmithing or Enchanting). A crafting roll is made every 2 hours. For each two hours, make a crafting roll.
On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours.
If you fail **three times**, the crafting is a **failure** and **all materials are lost**.
### Crafting During a Rest
During a long rest, you can make up to 2 hours of progress during a crafting project if you do nothing else during the long rest besides craft and sleep. During this time, you have disadvantage on any Wisdom (Perception) checks and a -5 to all Passive Perception checks as you are focused on your craft.
For most projects, this progress can be banked completing the project 2 hours at a time. For some types of crafting, like alchemy, you cannot make incremental progress, but you can continue for 2 additional hours of crafting before or after a long rest to get 4 hours (for example).
### Crafting Rolls
Each profession lists the related ability modifier and tool used to calculate your crafting roll modifier. In many cases, attempting to craft without the applicable tool is impossible. Your DM may allow improvised tools, and in that case the check is made with disadvantage.
Beyond the tool, most branches of crafting require a heat source, and some require more infastructure. These are generally approached logically and are at the discretion of the DM.
Here is a list of some of the additional requirements by branch:
* **Blacksmithing** can perform minor crafts with a simple heat source, but requires a forge and anvil to make new items.
* **Alchemy** and **Cooking** almost always requires a heat source.
* **Tinkering**, **Jewelcrafting**, and **Poisoncraft** sometimes require a heat source.
* **Enchanting**, **Scroll Scribing**, **Woodworking**, **Wand Whittling**, **Poisoncraft**, **Leatherworking**, **Engineering**, **Runecarving** rarely require anything besides the tools of the profession.
##### Expertise
Features that grant tool expertise (the ability to add twice your proficiency bonus to ability checks made with a tool) are calculated into your crafting roll modifier, but do **not** add to an the calculated DC the effects of that item have.
\columnbreak
##### Temporary Bonuses
A crafting roll is a special type of ability check and you cannot add temporary bonuses to your roll (such as Bardic Inspiration or the spell *guidance*) as the crafting roll represents the entire time you spend working the item.
You can gain can advantage if another player with proficiency in the related tool helps for the whole crafting time.
##### Taking 10
When you craft something, double the crafting period (from 2 hours to 4 hours per check) to "take a 10" on the crafting roll, meaning that your crafting checks are 10 + your related ability score + your related tool proficiency. This provides a floor level that you can always succeed on if you choose to take your time.
> ##### NPC Crafting
> It should always be assumed that when NPCs are crafting, they take this option, and thus craft more slowly but reliably. The slap-dash speed crafting is largely the domain of the players, though at the DM's discretion the players may convince a NPC to craft faster assuming the risk of their materials.
##### Workdays
When a character is spending all day working, they make **8 hours of progress**, and cannot exceed 8 hours working on a crafting project during a day. Players will occasionally want to work longer than 8 hours, but this fails to account for the limitations of mortals - player characters still need to eat, sleep, and will eventually lose their focus and ability to work. This is primarily implemented for balance reasons, but also helps model how much productive time a character can spend - they are not just working 8 hours straight and idling for 8 hours, but rather a model of the natural flow of a day, taking breaks, etc.
A DM can choose to overrule this and allow extreme crafting days in special circumstances, but in almost all cases working over 8 hours on a crafting project would leave a character with one or more levels of Exhaustion.
Ch.12 | Crafting
\pagebreakNum
## Materials
Without materials, there is nothing to craft from. Crafting does not make things from thin air, it makes more useful things from less useful things. Gathering the materials will be the essential first step in any job. Materials are generally found in three ways.
___
**Loot & Salvaging**: Nothing is useless when you have a party of crafters. One of the main sources of materials will be the things you find - nothing is useless when you have an expert craftsman in the party.
___
**Gathered & Harvesting**: How something is gathered varies on the profession - in many cases, it can only be gathered when the opportunity arises. Dragon scales, for example, are a lot easier to gather when there is a dead dragon nearby. Be it harvesting rare herbs, monster parts, or minerals, gathering is an opportunity you won't want to pass up.
___
**Purchasing**: Rarely will everything you need to craft what you want fall into you hands without the assistance of the oldest and most powerful tool of any craftsman - money. When you don't have what you need, frequently you can buy it. For some professions, there will be a lot more materials that can be purchased, while others will rely more on the other routes.
> ##### Selling and Buying Materials
> In general, the buying price of a material is it's listed value, and its selling price is usually half of that to an interested property.
>
> Between negotiation, market fluctuation, and DM moods, you may get better or worse prices. Note that many materials are simply junk to a party that does not have a use for them, and will only sell to interested parties that can use or resell them.
>
> Threatening to burn down a merchant's shop because they will not offer you the listed price may result in an Intimidation check, but does not change market realities and is typically not beneficial to your reputation - most merchants that have the gold to buy and sell expensive materials have dealt with adventurers before and are not easily intimidated.
The sources of materials are tied to the pillars of the game. Looting and Harvesting are tied into the combat pillar, Salvaging and Gathering are tied into the exploration pillar, and purchasing and rewards are tied into the social pillar. This provides a lot of routes to add these materials to your game based on what works best for your group.
## Types of Materials
### Reagents
Reagents are huge range of things; most often they are plants that contain some magical essence, but almost as frequently they are harvested from various magically inclined monsters. The exact source of a reagent usually does not matter beyond defining its type, as the part of the reagent used is the fragment of magic contained within that is distilled out.
Reagents are the There are many different ways to make a potion. Consequently, the materials are sorted into categories. These categories include **curative**, **reactive**, and **poisonous**. These each come in the standard material rarities: **common, uncommon, rare, very rare,** and **legendary.**
Reagents cannot be salvaged once they have been combined into another form (such as potions, essences, or ink).
> ##### Optional: Interchangeable Reagents
> All curative, reactive, and poisonous ingredients are interchangeable. This is intentional to drastically simplify the crafting process and tracking thereof. Individual names are included only to deepen the immersion of the finding and buying ingredients, and can be treated as interchangeable by their label if preferred.
### Magical Ink
While ink has many uses, crafting is mostly concerned with magical ink which has the power to hold the arcane words of scrolls. This is synthesized by alchemists from the magical properties of reagents - as it is concerned with extracting their magical properties, the exact nature of the reagents used do not effect the final ink beyond its potency.
Magical ink is not typically found or harvested on its own, though it may be found as loot, and in some instances a DM could rule that some blood collected from a fiend, celestial or dragon could be counted as such. It is generally created from reagents or purchased from alchemists that create it from reagents.
Magical Ink cannot be salvaged once they have been combined into another form (such as potions, essences, or ink).
### Essence
While reagents are substances that contain a glimmer of magical power that can be harnessed through refinement, Essences are more purified forms of magical power.
These come in three types: Arcane, Divine and Primal as well as in the five normal rarities (common, uncommon, rare, very rare, and legendary). These essences are the pure stuff of magic that makes things work.
When an essence is introduced, new reaction start within the item, and this can have unforseen consequences, the exact nature of those consequences depending on the nature of the craft, and detailled in each crafting section later.
When an item use a catalyseur, any failed crafting roll result in unforseen consequences. Roll on the mishap table to know what happen.
Ch.12 | Crafting
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You can get these by rendering down magical reagents, salvaging magic items, harvesting them from magical monsters, or through the hard work of spell casters. Or you can find them as loot from people that have already done one of those harder steps. The rules for rendering them down from materials are contained within each branch of crafting, while the rules for creating them yourself are under Enchanting, as it is their domain and skill set needed to do so.
While all branches occasionally use essences when extra magical power is needed, they are the primary material of Enchanters, and their pricing can be found in that section.
Essences can be found as loot during the courses of your adventures, but can also be harvested (from monsters), salvaged (from magical equipment), synthesized (from reagents), or created from the raw power of a spell caster, though the method is long and arduous.
Essences are flexible in their exact nature. There are many paths to each desired outcome, and this flexibility is represented in Essences. While the traditional way to make a Belt of Hill Giant Strength may call for a Hill Giant heart as its essence, and enchanting substituted a dragon heart as their primal essences may make a Belt of Dragon Strength that just has the same statistical effect.
##### Salvaging Essences
You also may be able to salvage magical essence from unwanted or broken magical items, though such a reclamation process can be difficult, and rarely results in more than a fraction of the essence infused into the original item. An item returns one essence equal to its rarity when harvested. The process takes 2 hours to complete, and does not work if the item is currently attuned to any creature. An essence can only be salvaged from permanent magic items; a permanent magic item is one that recharges or does not have a limitation on its charges or uses. A magic item with charges or uses can only be salvaged while it is at full charges or uses.
The item becomes nonmagical after the essence is salvaged from it. If it required magic to function or exist, it is destroyed.
##### Synthesizing Essences
In addition to harvesting essences from magical monsters fully intact, a more approachable and incremental way is to combine several reagents to get an essence. You have to combine three reagents of the same rarity to gain one essence of that rarity. You can combine essences in the following ways:
| Essence | Component Reagents |
|:-------:|:------------------:|
| Arcane | 1 curative, 1 poisonous, 1 reactive |
| Primal | 3 reactive |
| Divine | 2 curative, 1 reactive |
This process takes 4 hours, and requires alchemy supplies and a heat source.
\columnbreak
##### Making Essences
Another potential source of an Essence is being created by a spellcaster. This process is long and arduous, and typically only suited to downtime. A creature with the spell casting feature can create 1 essence during 1 workweek (5 days, 8 hours a day); this process cannot be completed faster and for the duration they are considered to have spent all of their spell slots.
the rarity of essenc created this way is determined by their crafter skill. For instance, a level 3 sorcerer can only create Common essence, a level 8 bard can create an uncommon essence. Legendary essences require special rituals requiring more casters and take far longer — they are exceedingly hard to make.
The type of essence produced depends on the source of the spell casting levels as per the table below:
| Caster | Essence Type |
|:------:|:------------:|
| Artificer | Arcane |
| Bard | Arcane |
| Cleric | Divine |
| Druid | Primal |
| Monk | Psionic |
| Paladin | Divine |
| Ranger | Primal |
| Sorcerer | Varies* |
| Warlock | Varies* |
| Sorcerer | Varies* |
| Wizard | Arcane |
> ##### Special Cases Explained
> - **Sorcerers** produce a type based on their subclass; Dragon or Wild makes Primal, Divine Soul makes Divine, and Shadow makes Arcane.
> - **Warlocks** likewise produce a type based on their subclass; Archfey makes Primal, Celestial makes Divine, and all others make Arcane.
>___
> Half caster can only generate essence of a half of their proficiency rarity (rounded down), for instance a lvl 8 paladin can only create a common essence.
>
> 1/3 caster can only generate essence of a third of their proficiency rarity (rounded down).
Ch.12 | Crafting
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### Ingots
Ingots are chunks of metal that can be used to craft things. They are assumed to be relatively pure weigh 2. The default ingot listed in all the crafting tables is an ingot of Steel. These cost 2 gp per ingot. There are cheaper metals (such as Iron); pure Iron cannot be used to craft weapons and armor, but can be used for other items, resulting in a cheaper item. On the other end of the spectrum, more advanced metals such as Mithral and Adamantine can be used conferring special properties, but being far more difficult to work with and costing more.
##### Salvaging Ingots
Metal items can be converted back to ingots quite efficiently, but require a forge to do so. With a forge and 2 hours per item, a metal item can be rendered down into its component ingots. Advanced metals may require special tools to smelt.
### Hides & Leathers
Hides, scales, and carapaces all tend to be harvested from monsters. Leather is a product of hides that can be processed from what it is harvested from the monster.
The DM determines if a monster provides hide, scale, or carapace. Hides do not come in different sizes, rather larger creatures simply provide more hides, and monsters that are not large enough to produce one hide provide only hide scraps.
Scales are likewise abstracted - each increment is simply an arbitrary unit of scales that the unit of scales covers - scales can be much larger or small from different sized creatures.
The system does not attempt to say how many scales a creature provides or how many literal actual scales makes up scalemail, but rather provides a number that is then consistently used.
> ##### Processing Hides
> The process of turning hide into leather takes quite awhile (as per the crafting table), and is often something adventurers can delegate to NPCs (delivering hides to be processed) or do during downtime. If you would like a more expeditated system, there is no *balance reason* for this, and you can short the leather crafting process to taking 2 hours, it just won't be exceedingly realistic.
### Parts
The term "parts" is used to refer to gears, wires, springs, windy bits, screws, nails, and doodads. Parts can be either found or salvaged or forged from metal scraps (or even straight from ingots by a Blacksmith for those that really want to be industrial about it). The exact nature of each item making up this collection is left abstracted.
In addition, metal scraps are collections of salvaged material that generally fall into the category of things "too small to track" which can than be used for the creations of tinkerers. In addition to all of this, occasionally tinkers will use ingots... particularly ones of tin (which is their namesake, after all).
Like other crafting branches, there are also named components for more iconic pieces of gear - the stock of a crossbow, for example, or other items. The cost for these items can be found on the common component table, and are generally minor.
Lastly, Tinkerers use essences when constructing things that push beyond the mundane principles of plausibility, crafting magical properties into their inventions.
> ##### Named Components
> In almost all cases, named components (such as a "wooden stock" for a crossbow) can be simply abstracted out in the a minor cost, but, as always, the level of abstraction is up to the DM.
##### Salvaging parts
The other main way to acquire parts is to salvage it. This can be determined by your DM what can be salvaged, but in general common items provide parts, uncommon or expensive items may provide fancy parts, and esoteric parts is found only from esoteric sources at your DMs discretion. Tools, vehicles, and complex items generally return 1d4 metal scraps and 1d4 parts for a small or smaller item, 2d6 metal scraps for medium sized item, and 3d8 metal scraps for large sized item. and more for larger items, though may return less of rare types of parts.
### Wood
Commonly available in its lowest quality (firewood), higher quality woods are often found rather or in exotic locations. Wooden branches (including wood scraps) are assumed to be of a useful wood that can be worked, while firewood covers everything else, with more useful woods falling into categories such as "quality branches" or rarer options. Wooden scraps are assumed to be scraps of wooden branch quality wood, and consequently cannot be salvaged from firewood.
##### Salvaging
For the most part, wood cannot be easily salvaged. Wood carving is not necessarily a reversible process, and wood cannot be melted down.
You can render wooden crafted product into wooden scraps equal to 4 x the number of branches used to create it.
> ##### Quality Branch
> A quality branch refers to one that can be made it use more precious objects, particularly bows. It is nonmagical in nature, but typically yew when dealing with bows, though ash, mulberry, elm, okay, hickory hazel, and maple can be used under broader definitions.
Ch.12 | Crafting
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## Purchasing Tables by Type
##### Animal Skins
| Materials | Rarity | Used For | Price |
|:-----------:|:----------:|:---------------------------:|:-------:|
| Hide Scraps | Common | Leatherworking | 1 sp |
| Leather Scraps | Common | Leatherworking | 1 sp |
| Boiled Leather | Common | Leatherworking | 3 gp |
| Hide | Common | Leatherworking | 2 gp |
| Rawhide Leather | Common | Leatherworking | 2 gp |
| Scales | Common | Leatherworking | 1 gp |
| Tanned Leather | Common | Leatherworking | 3 gp |
| Medium Carapace | Common | Leatherworking | 4 gp |
| Large Carapace | Common | Leatherworking | 30 gp |
| Tough Leather | Uncommon | Leatherworking | 600 gp |
##### Cooking
| Materials | Rarity | Used For | Price |
|:-----------:|:----------:|:---------------------------:|:-------:|
| Supplies (Salt, Staples, etc) | Common | Cooking |1 gp |
| Uncommon Supplies (Uncommon spices, oils, rare seeds, etc) | Common | Cooking | 10 gp |
| Rare Supplies (Hard to luxury goods) | Uncommon | Cooking | 100 gp |
##### Metals
| Materials | Rarity | Used For | Price |
|:-----------:|:----------:|:---------------------------:|:-------:|
| Metal Scraps | Common | Tinkering, Blacksmithing | 1 sp |
| Silver Scraps | Common | Jewelcrafting | 1 sp |
| Gold Scraps | Common | Jewelcrafting | 1 gp |
| Iron Ingot | Common | Blacksmthing | 1 gp |
| Steel Chain (2 ft) | Common | Blacksmthing, Tinkering | 1 gp |
| Steel Ingot | Common | Blacksmithing | 2 gp |
| Mithril Ingot | Uncommon | Blacksmithing | 30 gp |
| Adamant Ingot | Uncommon | Blacksmithing | 40 gp |
| Adamantine Ingot | Uncommon | Blacksmithing | 60 gp |
| Meteorite Ore | Rare | Blacksmithing | 150 gp |
| Shadow Steel Ingot | Very Rare | Blacksmithing | 600 gp |
##### Wood
| Materials | Rarity | Used For | Price |
|:-----------:|:----------:|:---------------------------:|:-------:|
| Firewood | Common | Cooking, Wood Working | 1 cp |
| Wood Scraps | Common | Tinkering, Wood Working | 2 cp |
| Quality Branch| Common | Wand Whittling, Wood Working | 2 gp |
| Wooden Branch | Common | Wand Whittling, Wood Working | 1 sp |
| Wooden Stock | Common | Tinkering | 5 sp |
| Short Haft | Common | Blacksmithing | 1 sp |
| Branch | Uncommon | Wand Whittling | 25 gp |
| Branch | Rare | Wand Whittling | 80 gp |
| Branch | Very Rare | Wand Whittling | 800 gp |
| Branch | Legendary | Wand Whittling | 2,000 gp |
Ch.12 | Crafting
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##### Magical Materials
| Materials | Rarity | Used For | Price |
|:-----------:|:----------:|:------------------:|:-------:|
| Reagent | Common | Alchemy, Poisoncraft | 15 gp |
| Glass Vial | Common | Alchemy, Poisoncraft | 1 gp |
| Glass Flask | Common | Alchemy, Poisoncraft | 1 gp |
| Crystal Vial| Common | Alchemy | 10 gp |
| Ink (1 ounce bottle) | Common | — | 10 gp |
| Parchment | Common | Scroll Scribing | 1 sp |
| Essence | Common | Alchemy, Enchanting, Scroll Scribing, Wand Whittling | 45 gp |
| Magical Ink | Common | Scroll Scribing | 15 gp |
| Reagent | Uncommon | Alchemy, Poisoncraft | 40 gp |
| Essence | Uncommon | Alchemy, Enchanting, Scroll Scribing, Wand Whittling | 150 gp |
| Magical Ink | Uncommon | Scroll Scribing | 40 gp |
| Parchment | Uncommon | Scroll Scribing | 40 gp |
| Reagent | Rare | Alchemy, Poisoncraft | 200 gp |
| Essence | Rare | Alchemy, Enchanting, Scroll Scribing, Wand Whittling | 700 gp |
| Magical Ink | Rare | Scroll Scribing | 200 gp |
| Parchment | Rare | Scroll Scribing | 200 gp |
| Reagent | Very Rare | Alchemy, Poisoncraft | 2,000 gp |
| Essence | Very Rare | Alchemy, Enchanting, Scroll Scribing, Wand Whittling | 7,000 gp |
| Magical Ink | Very Rare | Scroll Scribing | 2,000 gp |
| Parchment | Very Rare | Scroll Scribing | 2,000 gp |
| Reagent | Legendary | Alchemy, Poisoncraft | 5,000 gp |
| Essence | Legendary | Alchemy, Enchanting, Scroll Scribing, Wand Whittling | 25,000 gp |
| Magical Ink | Legendary | Scroll Scribing | 5,000 gp |
| Parchment | Legendary | Scroll Scribing | 5,000 gp |
##### Misc
| Materials | Rarity | Used For | Price |
|:-----------:|:----------:|:---------------------------:|:-------:|
| Buckle | Common | Leatherworking | 2 sp |
| Fletching | Common | Wood Working | 5 cp |
| Length of String | Common | Wood Working | 5 cp |
| Armor Pading | Common | Blacksmithing, Leatherworking | 5 gp |
| Parts | Common | Tinkering | 2 gp |
| Fancy Parts| Common | Tinkering | 10 gp |
| Esoteric Parts | Uncommon | Tinkering | 100 gp |
Ch.12 | Crafting
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## Purchasing Table by Rarity
##### Common
| Materials | Rarity | Used For | Price |
|:-----------:|:----------:|:---------------------------:|:-------:|
| Firewood | Common | Cooking, Wood Working | 1 cp |
| Wood Scraps | Common | Tinkering, Wood Working | 2 cp |
| Fletching | Common | Wood Working | 5 cp |
| Length of String | Common | Wood Working | 5 cp |
| Metal Scraps | Common | Tinkering, Blacksmithing | 1 sp |
| Silver Scraps | Common | Jewelcrafting | 1 sp |
| Hide Scraps | Common | Leatherworking | 1 sp |
| Leather Scraps | Common | Leatherworking | 1 sp |
| Buckle | Common | Leatherworking | 2 sp |
| Supplies (Salt, Staples, etc) | Common | Cooking | 1 gp |
| Wooden Branch | Common | Wand Whittling, Wood Working | 1 sp |
| Short Haft | Common | Blacksmithing | 1 sp |
| Wooden Stock | Common | Tinkering | 5 sp |
| Glass Vial | Common | Alchemy, Poisoncraft | 1 gp |
| Glass Flask | Common | Alchemy, Poisoncraft | 1 gp |
| Parchment | Common | Scroll Scribing | 1 sp |
| Scales | Common | Leatherworking | 1 gp |
| Parts | Common | Tinkering | 2 gp |
| Quality Branch| Common | Wand Whittling, Wood Working | 2 gp |
| Gold Scraps | Common | Jewelcrafting | 1 gp |
| Iron Ingot | Common | Blacksmthing | 1 gp |
| Steel Chain (2 ft) | Common | Blacksmthing, Tinkering | 1 gp |
| Steel Ingot | Common | Blacksmithing | 2 gp |
| Hide | Common | Leatherworking | 2 gp |
| Rawhide Leather | Common | Leatherworking | 2 gp |
| Tanned Leather | Common | Leatherworking | 3 gp |
| Boiled Leather | Common | Leatherworking | 3 gp |
| Medium Carapace | Common | Leatherworking | 4 gp |
| Armor Pading | Common | Blacksmithing, Leatherworking | 5 gp |
| Ink (1 ounce bottle) | Common | — | 10 gp |
| Uncommon Supplies (Uncommon
spices, oils, rare seeds, etc) | Common | Cooking | 10 gp | | Fancy Parts| Common | Tinkering | 10 gp | | Crystal Vial| Common | Alchemy | 10 gp | | Reagent | Common | Alchemy, Poisoncraft | 15 gp | | Magical Ink | Common | Scroll Scribing | 15 gp | | Large Carapace | Common | Leatherworking | 30 gp | | Essence | Common | Alchemy, Enchanting, Scroll Scribing, Wand Whittling | 45 gp |
spices, oils, rare seeds, etc) | Common | Cooking | 10 gp | | Fancy Parts| Common | Tinkering | 10 gp | | Crystal Vial| Common | Alchemy | 10 gp | | Reagent | Common | Alchemy, Poisoncraft | 15 gp | | Magical Ink | Common | Scroll Scribing | 15 gp | | Large Carapace | Common | Leatherworking | 30 gp | | Essence | Common | Alchemy, Enchanting, Scroll Scribing, Wand Whittling | 45 gp |
Ch.12 | Crafting
\pagebreakNum
##### Uncommon
| Materials | Rarity | Used For | Price |
|:-----------:|:----------:|:---------------------------:|:-------:|
| Branch | Uncommon | Wand Whittling | 25 gp |
| Mithril Ingot | Uncommon | Blacksmithing | 30 gp |
| Reagent | Uncommon | Alchemy, Poisoncraft | 40 gp |
| Magical Ink | Uncommon | Scroll Scribing | 40 gp |
| Parchment | Uncommon | Scroll Scribing | 40 gp |
| Adamant Ingot | Uncommon | Blacksmithing | 40 gp |
| Adamantine Ingot | Uncommon | Blacksmithing | 60 gp |
| Rare Supplies (Hard to luxury goods) | Uncommon | Cooking | 100 gp |
| Esoteric Parts | Uncommon | Tinkering | 100 gp |
| Essence | Uncommon | Alchemy, Enchanting, Scroll Scribing, Wand Whittling | 150 gp |
| Tough Leather | Uncommon | Leatherworking | 600 gp |
##### Rare
| Materials | Rarity | Used For | Price |
|:-----------:|:----------:|:---------------------------:|:-------:|
| Meteorite-Ore | Rare | Blacksmithing | 150 gp |
| Reagent | Rare | Alchemy, Poisoncraft | 200 gp |
| Branch | Rare | Wand Whittling | 80 gp |
| Magical Ink | Rare | Scroll Scribing | 200 gp |
| Parchment | Rare | Scroll Scribing | 200 gp |
| Essence | Rare | Alchemy, Enchanting, Scroll Scribing, Wand Whittling | 700 gp |
##### Very Rare
| Materials | Rarity | Used For | Price |
|:-----------:|:----------:|:---------------------------:|:-------:|
| Shadow Steel Ingot | Very Rare | Blacksmithing | 600 gp |
| Branch | Very Rare | Wand Whittling | 800 gp |
| Reagent | Very Rare | Alchemy, Poisoncraft | 2,000 gp |
| Magical Ink | Very Rare | Scroll Scribing | 2,000 gp |
| Parchment | Very Rare | Scroll Scribing | 2,000 gp |
| Essence | Very Rare | Alchemy, Enchanting, Scroll Scribing, Wand Whittling | 7,000 gp |
##### Legendary
| Materials | Rarity | Used For | Price |
|:-----------:|:----------:|:---------------------------:|:-------:|
| Reagent | Legendary | Alchemy, Poisoncraft | 5,000 gp |
| Magical Ink | Legendary | Scroll Scribing | 5,000 gp |
| Parchment | Legendary | Scroll Scribing | 5,000 gp |
| Branch | Legendary | Wand Whittling | 2,000 gp |
| Essence | Legendary | Alchemy, Enchanting, Scroll Scribing, Wand Whittling | 25,000 gp |
Ch.12 | Crafting
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## Harvesting and Gathering
The various monsters plaguing the land of Toriel are, in addition to a constant threat, a great source of resources for the craftsmen, their thick skins making high quality leather, their feathers a valuable stuffing, their crushed bones used for various potions.
Adventurers who encounter monsters during their adventures can try to extract these materials, and thus recover them for later use.
___
The act of removing useful body parts from a creature is referred to as harvesting. In general, only creatures that have died may be harvested, but there may be some exceptions based on context.
### Appraising
"Half of a harvester's job is mental, rather than physical. It takes a keen eye, and an analytical mind to fully grasp the nuance of slicing open a fresh kill and reaping the bounty inside. Take your time to evaluate your prize before chopping into it; your wallet will thank me later."
Before a player begins hacking and butchering their hunt, they may instead choose to take a moment first and appraise the creature to be harvested. To do this, they must spend 1 minute examining the creature to be harvested and then roll an Intelligence check, adding their proficiency bonus if they are proficient in the skill corresponding to that creature (see table below). For example, when appraising a banderhobb (which is a monstrosity), the check would be an Intelligence (Nature) check, while appraising a meenlock (which is a fey) would require an Intelligence (Arcana) check.
The DC of the check is equal to
—Darvik, Darvik's notes
**Harvesting DC =** 8 + the Harvested Creature’s CR (treating any CR less than 1 as 0).
Success on this check grants the player full knowledge of any useful materials on the creature, the DC requirement to harvest those materials, any special requirements to harvest them, and any potential risks in doing so. In addition, any harvesting check made on that creature by that player is rolled at advantage. A character may only attempt one appraisal check per creature.
| Monster Type | Skill Check |
| :----------: | :---------: |
| Aberration | Arcana |
| Beast | Nature |
| Celestial | Arcana |
| Construct | Investigation |
| Dragon | Nature |
| Elemental | Arcana |
| Fey | Arcana |
| Fiend | Arcana |
| Giant | Medicine |
| Humanoid | Medicine |
| Monstrosity | Nature |
| Ooze | Investigation |
| Plant | Nature |
| Undead | Arcana |
#### A Dangerous Task
After apprainsing a monster, you may be warned of danger involved with the harvesting. It is wise to find a way to protect yourself against those danger when harvesting part of a monster.
___
For instance, a giant toad as very poisonous and acidic insides that can still damage you even once killed, so it's wise to cure their corpse. This can be done by either dashing the corpse with a vial of antitoxin or blessing yourself with a quick protection from poison spell before getting to work.
___
With this kind of monster, if you skip this step any fail checks later down the line end up dealing damage associated with the monster you're working on. The damage depend on the CR of the monster you're working on and is equal to a number of d4 equal to half the creature's CR. For example, Failing to harvest an uncured Mimic adhesive will deal 1d4 acid damage.
#### Splitting up the responsibilities
Some party members may prefer to let one character handle the appraisal of materials, while another more dextrous character handles the actual harvesting. In this scenario, all benefits of appraising a creature are conferred to the player doing the harvesting, so long as the player that performed the appraising assists the harvesting player through the whole duration of the harvest.
Ch.12 | Crafting
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### Harvesting
"The thing we've all bought this book to learn: harvesting! Here you will learn the most noble of traditions, dating back to our roots as hunter-gatherers. Read this section well and commit it to memory, for harvesting is the true meat of this book (pardon the pun)."
Depending on the part to Harvest, a character may make a number of check. the nature of tose check depend on the part to harvest, and are at the Dungeon Master Discretion.
This check reflects a character’s ability to not only properly remove the intended item without damaging it, it also involves any ancillary requirements of the harvest such as proper preservation and storage techniques.
* Harvesting sacks, adhesive, mucus and other similar substances require a Dexterity check, proficiency with Alchemist supplies or sleight of hand allow you to add your proficiency bonus to the roll.
* Harvesting hide, skin, chitinous plate and other similar skin require a Strength check, proficiency with Leatherworker Tools allow you to add your proficiency bonus to the roll.
* Harvesting stomach, tongue, muscles and other similar part require either a Dexterity or Strength check (your choice).
* Gems require a Strength check and Jeweler's tool. Harvesting gem incrusted in a monster without this tool is impossible. Proficiency with Jeweler's tool allow you to add your proficiency bonus to the roll.
* Plants, flowers, seed and other similar parts require a Dexterity check, proficiency with Herbalist Kit allow you to add your proficiency bonus to the roll.
* Gear, pipe and other similar parts require a Strength check, proficiency with Tinkerer's Tool or Smith's Tools allow you to add your proficiency bonus to the roll.
Failing those check break the part you were trying to harvest. For instance, failing to harvest a poisonous sack might mean you pierced it. The DC to harvest the material is the harvesting DC.
___
Only one harvesting attempt may be made on a creature. Failure to meet a creature harvesting DC assume that the item that you were trying to harvest was made unsalvageable due to the harvester’s incompetence. Additionaly, if the body wasn't correctly cured, or if you weren't protected, failing to meet a creature harvesting DC may also result in damage.
___
For most creatures, the time it takes to harvest a material is counted in minutes and is equal to the DC of that material divided by 5 (minimum 1). For huge creatures however, it is equal in DC of that material, while for gargantuan creatures, it is equal to the DC of that material multiplied by 2.
\columnbreak
#### Particularly violent deaths
—Darvik, Darvik's notes
"It is a shame, but quite understandable, that no one would want to buy a pelt ridden with slash wounds and burn marks. That is why lately, I have taken to wrestling my quarry with my bare hands. It makes for much more pristine carcasses, and much heartier exercise."
This guide assumes that most creatures you attempt to harvest died in direct combat and thus already accounts for the idea that you are harvesting creatures that are not in pristine condition. However, some deaths are more violent than others and can make harvesting useful materials either extremely difficult or downright impossible. Such examples include burning by fire, dissolving from acid, or being completely crushed under a pillar of stone. In these cases, raise the DC for harvesting any of that creature’s materials by 5. Alternatively, the DM may decide that well orchestrated hunts result in a carcass that is prime for harvesting, such as creatures killed mostly through psychic damage, or those killed in one clean attack. In these cases, the DM should lower the DC for harvesting any of that creature’s materials by 5.
___
Furthermore, the DM may adjudicate whether or not some of a creature’s individual materials have been made useless due to effects imposed by them in the course of their death. Examples may include blood being tainted from poisoning, or their pelt being worthless due to excessive slashing/piercing damage.
—Darvik, Darvik's notes
Ch.12 | Crafting
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#### Carcass Degradation
This guide mostly assumes that harvesting takes place on a freshly killed corpse and that little to no decomposition has yet occurred. However, in some cases, a player may desire to harvest a creature that has been dead for quite a while. In these cases, the DM may declare that certain body parts have already withered away and become unharvestable or may decide to increase the DC’s of all harvestable materials as if the creature had died a particularly violent death. If corpse decomposition is too advanced, it is entirely within the DM’s right to deny harvesting the creature altogether.
As a quick guide, the following timeline may be observed to decide on decomposition levels:
* **1 hour after death:** The carcass’ hide has ruptured from bloating and has become useless.
* **1 day after death:** The carcass’ blood has become too tainted to be useful, and soft tissues like the eyes have putrefied.
* **3 days after death:** The carcass’ internal organs have decomposed
* **7 days after death:** The carcass has undergone extensive purification and none of its soft tissue remains harvestable.
___
**Note:** Harder materials like bones, teeth, claws, and hair do not generally undergo decomposition and will remain usable indefinitely.
\columnbreak
> ##### Remnants
> Some creature leave behind no body on death, like Elementals, Celestials, or Fiends. Those creature leave behind Remnants.
### Harvesting Table
In the follow pages, you'll find table listing material harvested from various monster kind depending on their CR. The reagent and catalyseur offered in those table serve in various crafting, and are a way to not have to bother with individual and specific monster part description.
___
But despite this general solution, some monster specific harvesting material may be aquired after a harvest at the DM's discretion.
Ch.12 | Crafting
\pagebreakNum
### Harvesting Table
##### Harvesting (CR 1-4)
| Aberation | Celestial | Construct | Dragon | Elemental | Fey
| :-: | :-: | :-: | :-: | :-: | :-:
| Common
Reactive Reagent | UnCommon
Divine Essence | Parts | Common
Reactive Reagent | Common
Primal Essence | Common
Arcane Essence ##### Harvesting (CR 1-4) *cont* | Fiend | Giant | Monstrosity | Ooze | Plant | Undead | :-: | :-: | :-: | :-: | :-: | :-: | | Common
Arcane Essence | Common
Primal Essence | Common
Poisonous Reagent | Common
Arcane Essence | Common
Curative Reagent | Common
Poisonous Reagent ##### Harvesting (CR 5-10) | Aberation | Beast | Celestial | Construct | Dragon | Elemental | :-: | :-: | :-: | :-: | :-: | :-: | Uncommon
Reactive Reagent | Common
Poisonnous Reagent | Uncommon
Divine Essence | Fancy Parts | Uncommon
Reactive Reagent | Uncommon
Primal Essence ##### Harvesting (CR 5-10) *cont* | Fey | Fiend | Giant | Monstrosity | Ooze | Plant | Undead | :-: | :-: | :-: | :-: | :-: | :-: | :-: | Uncommon
Arcane Essence | Uncommon
Arcane Essence | Uncommon
Primal Essence | Uncommon
Poisonous Reagent | Uncommon
Arcane Essence | Uncommon
Curative Reagent | Uncommon
Poisonous Reagent ##### Harvesting (CR 11-16) | Aberation | Beast | Celestial | Construct | Dragon | Elemental | :-: | :-: | :-: | :-: | :-: | :-: | Rare
Psionic Essence | Uncommon
Poisonnous Reagent | Rare
Divine Essence | Fancy Parts | Rare
Primal Essence | Rare
Primal Essence ##### Harvesting (CR 11-16) *cont* | Fey | Fiend | Giant | Monstrosity | Ooze | Plant | Undead | :-: | :-: | :-: | :-: | :-: | :-: | :-: | Rare
Arcane Essence | Rare
Arcane Essence | Rare
Primal Essence | Rare
Reactive Reagent | Rare
Arcane Essence | Rare
Curative Reagent | Rare
Poisonous Reagent ##### Harvesting (CR 17-24) | Aberation | Beast | Celestial | Construct | Dragon | Elemental | :-: | :-: | :-: | :-: | :-: | :-: | Very Rare
Psionic Essence | Rare
Poisonnous Reagent | Very Rare
Divine Essence | Very Rare
Arcane Essence | Very Rare
Primal Essence | Very Rare
Primal Essence ##### Harvesting (CR 17-24) *cont* | Fey | Fiend | Giant | Monstrosity | Ooze | Plant | Undead | :-: | :-: | :-: | :-: | :-: | :-: | :-: | Very Rare
Arcane Essence | Very Rare
Arcane Essence | Very Rare
Primal Essence | Very Rare
Reactive Reagent | Very Rare
Arcane Essence | Very Rare
Curative Reagent | Very Rare
Poisonous Reagent ##### Harvesting (25+) | Aberation | Beast | Celestial | Construct | Dragon | Elemental | :-: | :-: | :-: | :-: | :-: | :-: | Legendary
Psionic Essence | Very Rare
Poisonnous Reagent | Legendary
Divine Essence | Legendary
Arcane Essence | Legendary
Primal Essence | Legendary
Primal Essence ##### Harvesting (25+) *cont* | Fey | Fiend | Giant | Monstrosity | Ooze | Plant | Undead | :-: | :-: | :-: | :-: | :-: | :-: | :-: | Legendary
Arcane Essence | Legendary
Arcane Essence | Legendary
Primal Essence | Legendary
Reactive Reagent | Legendary
Arcane Essence | Legendary
Curative Reagent | Legendary
Poisonous Reagent
Reactive Reagent | UnCommon
Divine Essence | Parts | Common
Reactive Reagent | Common
Primal Essence | Common
Arcane Essence ##### Harvesting (CR 1-4) *cont* | Fiend | Giant | Monstrosity | Ooze | Plant | Undead | :-: | :-: | :-: | :-: | :-: | :-: | | Common
Arcane Essence | Common
Primal Essence | Common
Poisonous Reagent | Common
Arcane Essence | Common
Curative Reagent | Common
Poisonous Reagent ##### Harvesting (CR 5-10) | Aberation | Beast | Celestial | Construct | Dragon | Elemental | :-: | :-: | :-: | :-: | :-: | :-: | Uncommon
Reactive Reagent | Common
Poisonnous Reagent | Uncommon
Divine Essence | Fancy Parts | Uncommon
Reactive Reagent | Uncommon
Primal Essence ##### Harvesting (CR 5-10) *cont* | Fey | Fiend | Giant | Monstrosity | Ooze | Plant | Undead | :-: | :-: | :-: | :-: | :-: | :-: | :-: | Uncommon
Arcane Essence | Uncommon
Arcane Essence | Uncommon
Primal Essence | Uncommon
Poisonous Reagent | Uncommon
Arcane Essence | Uncommon
Curative Reagent | Uncommon
Poisonous Reagent ##### Harvesting (CR 11-16) | Aberation | Beast | Celestial | Construct | Dragon | Elemental | :-: | :-: | :-: | :-: | :-: | :-: | Rare
Psionic Essence | Uncommon
Poisonnous Reagent | Rare
Divine Essence | Fancy Parts | Rare
Primal Essence | Rare
Primal Essence ##### Harvesting (CR 11-16) *cont* | Fey | Fiend | Giant | Monstrosity | Ooze | Plant | Undead | :-: | :-: | :-: | :-: | :-: | :-: | :-: | Rare
Arcane Essence | Rare
Arcane Essence | Rare
Primal Essence | Rare
Reactive Reagent | Rare
Arcane Essence | Rare
Curative Reagent | Rare
Poisonous Reagent ##### Harvesting (CR 17-24) | Aberation | Beast | Celestial | Construct | Dragon | Elemental | :-: | :-: | :-: | :-: | :-: | :-: | Very Rare
Psionic Essence | Rare
Poisonnous Reagent | Very Rare
Divine Essence | Very Rare
Arcane Essence | Very Rare
Primal Essence | Very Rare
Primal Essence ##### Harvesting (CR 17-24) *cont* | Fey | Fiend | Giant | Monstrosity | Ooze | Plant | Undead | :-: | :-: | :-: | :-: | :-: | :-: | :-: | Very Rare
Arcane Essence | Very Rare
Arcane Essence | Very Rare
Primal Essence | Very Rare
Reactive Reagent | Very Rare
Arcane Essence | Very Rare
Curative Reagent | Very Rare
Poisonous Reagent ##### Harvesting (25+) | Aberation | Beast | Celestial | Construct | Dragon | Elemental | :-: | :-: | :-: | :-: | :-: | :-: | Legendary
Psionic Essence | Very Rare
Poisonnous Reagent | Legendary
Divine Essence | Legendary
Arcane Essence | Legendary
Primal Essence | Legendary
Primal Essence ##### Harvesting (25+) *cont* | Fey | Fiend | Giant | Monstrosity | Ooze | Plant | Undead | :-: | :-: | :-: | :-: | :-: | :-: | :-: | Legendary
Arcane Essence | Legendary
Arcane Essence | Legendary
Primal Essence | Legendary
Reactive Reagent | Legendary
Arcane Essence | Legendary
Curative Reagent | Legendary
Poisonous Reagent
Ch.12 | Crafting
\pagebreakNum
##### Hide and Meat Harvesting (CR 0-10)
| Creature Size | Hide | Meat |
|:-------------:|:----------:|:----:|:----:|
| Tiny | Nothing | Nothing |
| Small | 1d4 x *hide scraps* or
1 x *small carapace* or
1d4 x *scales* | Nothing | Medium | 1 x *hide* or
1 x *large carapace* or
2d6 x *scales* | 1 common meat | | Large | 2 x *hides* or
2 x *large carapaces* or
3d6 x *scales* | 1d4 common meat | | Huge | 3 x *hides* or
3 x *large carapaces* or
4d6 x *scales* | 2d6 common meat | | Gargantuan | 4 x *hides* or
4 x *large carapaces* or
5d6 x *scales* | 3d8 common meat | \* Special materials can replace up to half of the materials harvested based on the qualifications of the monster. ##### Special Materials | Modifier | Minimum CR | Harvesting Difficulty | Additional Requirements | Effect | |:-------:|:----------:|:----------:|:-----------------------:|:--------------------:| | Tough Hide/Scales | 8 | +4 | Harvested from a creature
with AC 16 or higher | Armor crafted has +1 AC | | Resistant Hide/Scales | 8 | +5 | Harvested from a creature with
resistance to an elemental damage type | Armor crafted has related elemental resistance | | Dragon Scales | 14 | +8 | Harvested from a Dragon. | Armor crafted has +1 AC and
Resistance to related element. | | Uncommon Meat | 5 | +3 | — | — | | Rare Meat | 10 | +5 | — | — | | Very Rare Meat| 17 | +7 | — | — | | Legendary Meat| 21 | +9 | — | — |
1 x *small carapace* or
1d4 x *scales* | Nothing | Medium | 1 x *hide* or
1 x *large carapace* or
2d6 x *scales* | 1 common meat | | Large | 2 x *hides* or
2 x *large carapaces* or
3d6 x *scales* | 1d4 common meat | | Huge | 3 x *hides* or
3 x *large carapaces* or
4d6 x *scales* | 2d6 common meat | | Gargantuan | 4 x *hides* or
4 x *large carapaces* or
5d6 x *scales* | 3d8 common meat | \* Special materials can replace up to half of the materials harvested based on the qualifications of the monster. ##### Special Materials | Modifier | Minimum CR | Harvesting Difficulty | Additional Requirements | Effect | |:-------:|:----------:|:----------:|:-----------------------:|:--------------------:| | Tough Hide/Scales | 8 | +4 | Harvested from a creature
with AC 16 or higher | Armor crafted has +1 AC | | Resistant Hide/Scales | 8 | +5 | Harvested from a creature with
resistance to an elemental damage type | Armor crafted has related elemental resistance | | Dragon Scales | 14 | +8 | Harvested from a Dragon. | Armor crafted has +1 AC and
Resistance to related element. | | Uncommon Meat | 5 | +3 | — | — | | Rare Meat | 10 | +5 | — | — | | Very Rare Meat| 17 | +7 | — | — | | Legendary Meat| 21 | +9 | — | — |
Ch.12 | Crafting
\pagebreakNum
### Gathering Tables
Many materials can simply be found growing in the wild, and can be gathered by someone that knows what to look for and spends the time doing just that. When traveling at a slow pace through wilderness for 8 hours or more (i.e. not urban land or farmland) you can make a gathering check, but have disadvantage on the check to harvest anything found.
If you dedicate 2 hours to gathering without traveling, you can make one checks (without disadvantage).
##### Gather Reagents
Reagents are harvested with making a Wisdom ability check. If have an **Herbalism** kit and are proficient with it, you can add your proficiency modifier to the roll.
##### Search for Materials
Materials can be harvested with your choice of a Strength, Dexterity, or Wisdom ability check. If you have proficiency with **Survival**, you can add your proficiency modifier to the roll.
##### Hunt Game
Food can be gathered with with your choice of a Dexterity or Wisdom ability check. If you have proficiency with **Survival**, you can add your survival modifier to the roll.
### Common Locations — CR 0-10
##### Gather Reagents
| d100 | DC | Forest | Desert | Grasslands | Marsh | Mountains |
|:-----:|:--:|:------:|:------:|:----------:|:-----:|:---------:|
| 01-10 | — | — | — | — | — | — |
| 11-30 | 10 | common curative reagent | — | — | common poisonous reagent | — |
| 31-50 | 10 | common curative reagent | common reactive reagent | common curative reagent | common poisonous reagent | common reactive reagent |
| 51-60 | 10 | common poisonous reagent | common curative reagent | common reactive reagent | common curative reagent | common curative reagent |
| 61-70 | 10 | common reactive reagent | common poisonous reagent | common poisonous reagent | common reactive reagent | common poisonous reagent |
| 71-80 | 12 | 1d4 common curative reagents | 1d2 common reactive reagents | 1d2 common curative reagents | 1d4 common reactive reagents | 1d2 common reactive reagents |
| 81-90 | 14 | uncommon curative reagent | uncommon reactive reagent | uncommon curative reagent | uncommon poisonous reagent | uncommon reactive reagent
| 91-95 | 14 | uncommon poisonous ingredient | uncommon poisonous ingredient | uncommon reactive ingredient | uncommon reactive ingredient | common curative ingredient |
| 96-00 | 14 | common primal essence | common arcane essence | common divine essence | common primal essence | common primal essence |
##### Gather Materials
| d100 | DC | Forest | Desert | Grasslands | Marsh | Mountains |
|:-----:|:--:|:------:|:------:|:----------:|:-----:|:---------:|
| 01-20 | 8 | 1d4 x 10 firewood | -- | 1d4 firewood | 1d4 firewood | 1d4 firewood |
| 21-40 | 10 | 1d12 wooden branch | 1d12 scales | 1d12 wood scraps | 1d12 wood scraps | 1d12 fletching |
| 41-60 | 10 | 1d4 quality branches | 1d4 medium carapace | uncommon supplies | 1d4 quality branches | adamant ore
| 61-80 | 10 | uncommon branch | large carapace | 1d4 hides | supplies | mithril ore |
| 80-95 | 12 | 1d2 uncommon branch | rare supplies | rare suppplies | uncommon branch | uncommon branch |
| 96-00 | 14 | common primal essence | common arcane essence | common divine essence | common primal essence | common primal essence
Ch.12 | Crafting
\pagebreakNum
##### Hunt Game
| d100 | DC | Forest | Desert | Grasslands | Marsh | Mountains |
|:-----:|:--:|:------:|:------:|:----------:|:-----:|:---------:|
| 01-30 | 10 | fresh ingredients | -- | fresh ingredients | -- | -- | -- |
| 31-60 | 12 | 1d4 fresh ingredients | fresh ingredients | 1d4 fresh ingredients | supplies | supplies |
| 61-90 | 12 | 1d4 fresh ingredients
1 hide | supplies | 1d4 fresh ingredients
hide | 1d4 fresh ingredients | 1d4 supplies | | 91-00 | 14 | 1d8 fresh ingredients
1d4 hides | 1d6 fresh ingredients
1 large carapace | 1d8 fresh ingredients
1d4 hides | 1d4 fresh ingredients | 1d6 fresh ingredients
1 large carapace | ### Uncommon Locations — CR 0-10 ##### Gather Reagents | d100 | DC | Caves | Underdark | Graveyards | Shore | Tundra | |:-----:|:--:|:-----:|:---------:|:----------:|:-----:|:----------:| | 01-10 | -- | -- | -- | -- | -- | -- | | 11-30 | 10 | common reactive reagent | common poisonous reagent | common curative reagent | common curative reagent | common reactive reagent | | 31-50 | 10 | common poisonous reagent | common reactive reagent | common poisonous reagent | common poisonous reagent | common curative reagent | | 51-60 | 10 | 1d4 common reactive reagent | 1d4 common poisonous reagents | 1d4 common curative reagents | 1d4 common curative reagents | 1d4 common reactive reagents | | 61-70 | 12 | uncommon reactive reagent | uncommon poisonous reagent | uncommon curative reagent | uncommon reactive reagent | uncommon curative reagent | | 71-80 | 12 | uncommon curative reagent | uncommon curative reagent | uncommon reactive reagent | uncommon reactive reagent | uncommon reactive reagent | | 81-90 | 14 | common primal essence | common arcane essence | common divine essence | common primal essence | common primal essence | | 91-95 | 14 | uncommon poisonous reagent | uncommon poisonous reagent | uncommon reactive reagent | uncommon reactive reagent | uncommmon reactive reagent | | 96-00 | 14 | uncommon primal essence | uncommon arcane essence | uncommon divine essence | uncommon primal essence | uncommon primal essence | ##### Gather Materials | d100 | DC | Caves | Underdark | Graveyards | Shore | Tundra | |:-----:|:--:|:-----:|:---------:|:----------:|:-----:|:---------:| | 01-20 | 8 | | 21-40 | 10 | | 41-60 | 10 | | 61-80 | 10 | | 80-95 | 12 | | 96-00 | 14 | ##### Hunt Game | d100 | DC | Caves | Underdark | Graveyards | Shore | Tundra | |:-----:|:--:|:-----:|:---------:|:----------:|:-----:|:---------:| | 01-30 | 10 | | 31-60 | 12 | | 61-90 | 12 | | 91-00 | 14 |
1 hide | supplies | 1d4 fresh ingredients
hide | 1d4 fresh ingredients | 1d4 supplies | | 91-00 | 14 | 1d8 fresh ingredients
1d4 hides | 1d6 fresh ingredients
1 large carapace | 1d8 fresh ingredients
1d4 hides | 1d4 fresh ingredients | 1d6 fresh ingredients
1 large carapace | ### Uncommon Locations — CR 0-10 ##### Gather Reagents | d100 | DC | Caves | Underdark | Graveyards | Shore | Tundra | |:-----:|:--:|:-----:|:---------:|:----------:|:-----:|:----------:| | 01-10 | -- | -- | -- | -- | -- | -- | | 11-30 | 10 | common reactive reagent | common poisonous reagent | common curative reagent | common curative reagent | common reactive reagent | | 31-50 | 10 | common poisonous reagent | common reactive reagent | common poisonous reagent | common poisonous reagent | common curative reagent | | 51-60 | 10 | 1d4 common reactive reagent | 1d4 common poisonous reagents | 1d4 common curative reagents | 1d4 common curative reagents | 1d4 common reactive reagents | | 61-70 | 12 | uncommon reactive reagent | uncommon poisonous reagent | uncommon curative reagent | uncommon reactive reagent | uncommon curative reagent | | 71-80 | 12 | uncommon curative reagent | uncommon curative reagent | uncommon reactive reagent | uncommon reactive reagent | uncommon reactive reagent | | 81-90 | 14 | common primal essence | common arcane essence | common divine essence | common primal essence | common primal essence | | 91-95 | 14 | uncommon poisonous reagent | uncommon poisonous reagent | uncommon reactive reagent | uncommon reactive reagent | uncommmon reactive reagent | | 96-00 | 14 | uncommon primal essence | uncommon arcane essence | uncommon divine essence | uncommon primal essence | uncommon primal essence | ##### Gather Materials | d100 | DC | Caves | Underdark | Graveyards | Shore | Tundra | |:-----:|:--:|:-----:|:---------:|:----------:|:-----:|:---------:| | 01-20 | 8 | | 21-40 | 10 | | 41-60 | 10 | | 61-80 | 10 | | 80-95 | 12 | | 96-00 | 14 | ##### Hunt Game | d100 | DC | Caves | Underdark | Graveyards | Shore | Tundra | |:-----:|:--:|:-----:|:---------:|:----------:|:-----:|:---------:| | 01-30 | 10 | | 31-60 | 12 | | 61-90 | 12 | | 91-00 | 14 |
Ch.12 | Crafting
\pagebreakNum
### Exotic Locations — CR 0-10
##### Gather Reagents
| d100 | DC | Feylands | Shadowlands | Elemental Plane | Lower Plane | Upper Plane | Outer Plane |
|:-----:|:--:|:--------:|:-----------:|:---------------:|:-----------:|:-----------:|:-----------:|
| 01-20 | 12 | common curative reagent | common poisonous reagent | common reactive reagent | common poisonous reagent | common curative reagent | common reactive reagent |
| 21-40 | 14 | common reactive reagent | common reactive reagent | common curative reagent | common reactive reagent | common reactive reagent | common reactive reagent |
| 41-60 | 14 | 1d4 common curative reagent | 1d4 common poisonous reagent | 1d4 common reactive reagent | 1d4 common poisonous reagent | 1d4 common curative reagent | 1d4 common reactive reagent |
| 61-80 | 14 | uncommon curative reagent | uncommon poisonous reagent | uncommon reactive reagent | uncommon reactive reagent | uncommon curative reagent | uncommon reactive reagent |
| 81-00 | 16 | uncommon primal essence | uncommon arcane essence | uncommon primal essence | uncommon arcane essence | uncommon divine essence | uncommon arcane essence |
Ch.12 | Crafting
\pagebreakNum
## Alchemy
Alchemy is a crafting art that almost all adventures have some degree of interest in the results of. The source of the ever in demand Healing Potions, it is a versatile trade that fuels (sometimes quite literally) the adventuring life.
___
It doesn't take many experiences with the powers of potions for an adventure to consider if they can get away with simmering a healing potion next to the stew over that night's cooking fire... of course it's easier said than done for the result of such things to come away not poisonous.
### Quick Reference
While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a potion in its most basic form:
* Select a **potion** that you would like to craft from the **"Potions Crafting Table"**.
* Acquire the items listed in the **materials** column for that potion.
* Use your **Alchemy Supplies** tool to craft the potion using the number hours listed in the **Crafting Time** column. **Alchemy items must be crafted in a single session.**
* For **every 2 hours**, make a **crafting roll** of 1d20 + your Intelligence + your proficiency bonus with Alchemy Supplies. You can abort the craft after a bad crafting roll if you wish, this counts as a failure.
* On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times, the crafting is a failure and all materials are lost.
\columnbreak
### Tool of the craft
Alchemy works using **Alchemy Supplies**. Attempting to craft a potion without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency to any alchemy crafting roll.
Alchemy uses your choice of your Intelligence.
> ##### Herbalist's Limited Alchemy
> While herbalism is primarily used for gathering herbs, a creature with proficiency with Herbalism Kits has a limited proficiency in creating potions in addition to gathering herbs. You can use proficiency with an Herbalism Kit in place of Alchemy supplies when creating healing potions, antidotes, antitoxins, and potions of poison.
>___
> When crafting in this way, you use an Herbalism Kit and proficiency with it in place of Alchemy Supplies. This crafting otherwise works the same as using Alchemy Supplies.
>___
> When crafting this way, you use your Wisdom modifier in place of your Intelligence modifier.
> ##### Brewer's Limited Alchemy
> While brewing is primarily used to create beverage, a creature with proficiency with Brewer's Supplies has a limited proficiency in creating potions in addition to beverage. You can use proficiency with an Brewer's Supplies in place of Alchemy supplies when creating beer, wine and similar drink with special effect.
>___
> When crafting in this way, you use your Brewer's Supplies and proficiency with it in place of Alchemy Supplies. This crafting otherwise works the same as using Alchemy Supplies.
Ch.12 | Crafting
\pagebreakNum
### Shelf Life & Expired Potions
A unique attribute to alchemy, potions once crafted have a shelf life of 1 year before coming expired. This shelf life is shortened to 1 month if the potion contains any reactive ingredient.
___
If an expired potion is used or consumed within double its shelf life, roll a d4. On a 1, you become poisoned for 1 minute. On a 2 or 3, the potion will work with reduced effect; it's duration will be halved if it had a duration, and damage or healing it dealt with by halved. On a 4, it works as expected.
___
Any potion that is older than twice its shelf life has no effect besides causing the imbiber to become poisoned for 1 minute.
### Crafting Roll
Putting that together means that when you want to work on Alchemy, your crafting roll is as follows:
**Alchemy Modifier =** your Alchemy Supplies tool proficiency bonus + your Intelligence Modifier.
##### Success and Failure
For Alchemy, after you make the crafting roll and succeed marks your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Alchemy must be consecutive, meaning that if you wish to continue after a failed craft, you need to extend your crafting time.
___
Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage. If you fail three times, all progress and materials are lost and can no longer be salvaged.
Ch.12 | Crafting
\pagebreakNum
##### Common Potions Crafting Table
| Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value |
|:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:|
| Acid (vial) | 1 *common reactive reagent*
1 *glass flask* | 2 Hours | 1 | DC 13 | common | 25 gp | Alchemist's Fire | 2 *common reactive reagent*
1 *glass flask* | 2 Hours | 1 | DC 13 | common | 50 gp | Alchemical Napalm^*^ | 3 *common reactive reagent*
1 *glass flask* | 2 Hours | 1 | DC 14 | common | 70 gp | | Antitoxin | 2 *common curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | common | 50 gp | | Bath Potion^*^ | 1 *flask of alcohol*
1 *soap*
1 *glass flask* | 2 Hours | 1 | DC 12 | common | 10 gp | | Bottled Wind^*^ | 2 *common reactive reagents*
1 *glass flask* | 2 Hours | 1 | DC 14 | common | 40 gp | | Perfume of Bewitching | 1 *common reactive reagents*
1 *common divine essence*
1 *glass flask* | 2 Hours | 1 | DC 14 | common | 75 gp | | Potion of Climbing | 1 *common reactive reagent*
1 *glass vial* | 2 Hours | 1 | DC 14 | common | 30 gp | Healing Potion | 2 *common curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | common | 50 gp | ##### Uncommon Potions Crafting Table | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:| | Aether Blood^*^ | 1 *uncommon arcane essence*
1 *uncommon reactive reagent*
1 *uncommon curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 15 | uncommon | 300 gp | | DreamFlower Beer^*^ | 1 *uncommon psionic essence*
2 *uncommon reactive reagent*
1 *glass vial* | 6 Hours | 3 | DC 15 | uncommon | 300 gp | Greater Healing Potion | 2 *uncommon curative reagent*
1 *uncommon divine essence*
1 *glass vial* | 2 Hours | 1 | DC 15 | uncommon | 300 gp| | Hunter's Mutagen^*^ | 1 *uncommon divine essence*
1 *uncommon poisonous reagent*
1 *uncommon curative reagent*
1 *glass vial* | 4 Hours | 2 | DC 15 | uncommon | 260 gp | | Normal Potion of Cruor^*^ | 2 *uncommon curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 100 gold | | Philter of love | 1 *uncommon poisonous reagent*
1 *uncommon curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 150 gp | Potion of Animal Friendship | 1 *uncommon poisonous reagent*
1 *uncommon curative reagent*
1 *common primal essence*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 200 gp | | Potion of Firebreath | 2 *uncommon reactive reagent*
1 *uncommon primal essence*
1 *glass vial* | 2 Hours | 1 | DC 15 | uncommon | 350 gp | Potion of Growth | 1 *uncommon curative reagent*
1 *uncommon reactive reagent*
1 *uncommon primal essence*
*1 glass vial* | 2 Hours | 1 | DC 14 | uncommon | 300 gp
1 *glass flask* | 2 Hours | 1 | DC 13 | common | 25 gp | Alchemist's Fire | 2 *common reactive reagent*
1 *glass flask* | 2 Hours | 1 | DC 13 | common | 50 gp | Alchemical Napalm^*^ | 3 *common reactive reagent*
1 *glass flask* | 2 Hours | 1 | DC 14 | common | 70 gp | | Antitoxin | 2 *common curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | common | 50 gp | | Bath Potion^*^ | 1 *flask of alcohol*
1 *soap*
1 *glass flask* | 2 Hours | 1 | DC 12 | common | 10 gp | | Bottled Wind^*^ | 2 *common reactive reagents*
1 *glass flask* | 2 Hours | 1 | DC 14 | common | 40 gp | | Perfume of Bewitching | 1 *common reactive reagents*
1 *common divine essence*
1 *glass flask* | 2 Hours | 1 | DC 14 | common | 75 gp | | Potion of Climbing | 1 *common reactive reagent*
1 *glass vial* | 2 Hours | 1 | DC 14 | common | 30 gp | Healing Potion | 2 *common curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | common | 50 gp | ##### Uncommon Potions Crafting Table | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:| | Aether Blood^*^ | 1 *uncommon arcane essence*
1 *uncommon reactive reagent*
1 *uncommon curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 15 | uncommon | 300 gp | | DreamFlower Beer^*^ | 1 *uncommon psionic essence*
2 *uncommon reactive reagent*
1 *glass vial* | 6 Hours | 3 | DC 15 | uncommon | 300 gp | Greater Healing Potion | 2 *uncommon curative reagent*
1 *uncommon divine essence*
1 *glass vial* | 2 Hours | 1 | DC 15 | uncommon | 300 gp| | Hunter's Mutagen^*^ | 1 *uncommon divine essence*
1 *uncommon poisonous reagent*
1 *uncommon curative reagent*
1 *glass vial* | 4 Hours | 2 | DC 15 | uncommon | 260 gp | | Normal Potion of Cruor^*^ | 2 *uncommon curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 100 gold | | Philter of love | 1 *uncommon poisonous reagent*
1 *uncommon curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 150 gp | Potion of Animal Friendship | 1 *uncommon poisonous reagent*
1 *uncommon curative reagent*
1 *common primal essence*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 200 gp | | Potion of Firebreath | 2 *uncommon reactive reagent*
1 *uncommon primal essence*
1 *glass vial* | 2 Hours | 1 | DC 15 | uncommon | 350 gp | Potion of Growth | 1 *uncommon curative reagent*
1 *uncommon reactive reagent*
1 *uncommon primal essence*
*1 glass vial* | 2 Hours | 1 | DC 14 | uncommon | 300 gp
Ch.12 | Crafting
\pagebreakNum
##### Uncommon Potions Crafting Table (Cont)
| Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value |
|:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:|
| Potion of Hill
Giant Strength | 1 *uncommon reactive reagent*
1 *uncommon curative reagent*
1 *glass vial* | 4 Hours | 2 | DC 15 | uncommon | 125 gp | | Potion of Poison | 2 *rare poisonous reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 500 gold | | Potion of Dreamsight^*^ | 1 *uncommon curative reagent*
1 *uncommon poisonous reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 100 gold | | Potion of Fireball^*^ | 2 *uncommon reactive reagent*
1 *glass vial* | 2 Hours | 1 | DC 15 | uncommon | 120 gold | | Full Moon Extract^*^ | 1 *common primal essence*
1 *uncommon reactive reagent*
1 *uncommon curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 200 gp | | Swamp Potion^*^ | 2 *uncommon divine essence*
1 *uncommon reactive reagent*
2 *common curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 700 gold | | Potion of Resistance | 1 *uncommon divine essence*
1 *uncommon reactive reagent*
2 *common curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 15 | uncommon | 500 gp | | Potion of Water Breathing | 2 *uncommon curative reagent*
1 *uncommon divine essence*
1 *glass vial* | 2 Hours | 1 | DC 15 | uncommon | 400 gp | | Sticky Goo Potion^*^ | 1 *uncommon poisonous reagents*
1 *uncommon reactive reagent*
1 *glass flask* | 2 Hours | 1 | DC 14 | uncommon | 140 gp | ##### Rare Potions Crafting Table | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:| | Bewitching Wine^*^ | 1 *rare reactive reagents*
1 *rare poisonous reagents*
1 *uncommon arcane essence*
1 *glass flask* | 8 Hours | 4 | DC 14 | Rare | 1,000 gp | | Bottled Abyss^*^ | 1 *rare reactive reagents*
2 *rare poisonous reagents*
1 *glass flask* | 4 Hours | 2 | DC 15 | Rare | 800 gp | | Draught of Damnation^*^ | 1 *rare reactive reagent*
1 *rare poisonous reagent*
1 *glass flask* | 4 Hours | 2 | DC 16 | Rare | 680 gp | | Elixir of health | 2 *rare curative reagent*
1 *rare divine essence*
1 *glass vial* | 2 Hours | 1 | DC 16 | Rare | 2,000 gp | | Greater Potion of Cruor^*^ | 2 *rare curative reagent*
1 *glass vial* | 4 Hours | 2 | DC 15 | Rare | 500 gp |
Giant Strength | 1 *uncommon reactive reagent*
1 *uncommon curative reagent*
1 *glass vial* | 4 Hours | 2 | DC 15 | uncommon | 125 gp | | Potion of Poison | 2 *rare poisonous reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 500 gold | | Potion of Dreamsight^*^ | 1 *uncommon curative reagent*
1 *uncommon poisonous reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 100 gold | | Potion of Fireball^*^ | 2 *uncommon reactive reagent*
1 *glass vial* | 2 Hours | 1 | DC 15 | uncommon | 120 gold | | Full Moon Extract^*^ | 1 *common primal essence*
1 *uncommon reactive reagent*
1 *uncommon curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 200 gp | | Swamp Potion^*^ | 2 *uncommon divine essence*
1 *uncommon reactive reagent*
2 *common curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 13 | uncommon | 700 gold | | Potion of Resistance | 1 *uncommon divine essence*
1 *uncommon reactive reagent*
2 *common curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 15 | uncommon | 500 gp | | Potion of Water Breathing | 2 *uncommon curative reagent*
1 *uncommon divine essence*
1 *glass vial* | 2 Hours | 1 | DC 15 | uncommon | 400 gp | | Sticky Goo Potion^*^ | 1 *uncommon poisonous reagents*
1 *uncommon reactive reagent*
1 *glass flask* | 2 Hours | 1 | DC 14 | uncommon | 140 gp | ##### Rare Potions Crafting Table | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:| | Bewitching Wine^*^ | 1 *rare reactive reagents*
1 *rare poisonous reagents*
1 *uncommon arcane essence*
1 *glass flask* | 8 Hours | 4 | DC 14 | Rare | 1,000 gp | | Bottled Abyss^*^ | 1 *rare reactive reagents*
2 *rare poisonous reagents*
1 *glass flask* | 4 Hours | 2 | DC 15 | Rare | 800 gp | | Draught of Damnation^*^ | 1 *rare reactive reagent*
1 *rare poisonous reagent*
1 *glass flask* | 4 Hours | 2 | DC 16 | Rare | 680 gp | | Elixir of health | 2 *rare curative reagent*
1 *rare divine essence*
1 *glass vial* | 2 Hours | 1 | DC 16 | Rare | 2,000 gp | | Greater Potion of Cruor^*^ | 2 *rare curative reagent*
1 *glass vial* | 4 Hours | 2 | DC 15 | Rare | 500 gp |
Ch.12 | Crafting
\pagebreakNum
##### Rare Potions Crafting Table (Cont)
| Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value |
|:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:|
| Potion of Aqueous Form | 1 *rare curative reagent*
1 *rare reactive reagent*
1 *uncommon primal essence*
1 *glass vial* | 2 Hours | 1 | DC 16 | Rare | 1,000 gp | Potion of Clairvoyance | 1 *rare poisonous reagent*
1 *rare curative reagent*
1 *uncommon divine essence*
1 *glass vial* | 2 Hours | 1 | DC 16 | Rare | 900 gp | | Potion of Gaseous Form | 1 *rare curative reagent*
1 *rare reactive reagent*
1 *rare primal essence*
1 *glass vial* | 2 Hours | 1 | DC 16 | Rare | 1,500 gp | Potion of Diminution | 1 *rare reactive reagent*
1 *rare curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 15 | Rare | 500 gp | | Potion of Heroism | 1 *rare reactive reagent*
2 *rare curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 15 | Rare | 800 gp. | | Potion Invulnerability | 1 *rare curative reagent*
1 *rare reactive reagent*
1 *rare divine essence*
1 *glass vial* | 4 Hours | 2 | DC 16 | Rare | 1,500 gp | | Potion of Maximum Power | 1 *rare reactive reagent*
2 *rare curative reagent*
1 *rare arcane essence*
1 *glass vial* | 4 Hours | 2 | DC 16 | Rare | 2,000 gp | | Potion of Mind Reading | 2 *rare curative reagent*
1 *rare reactive reagent*
1 *uncommon psionic essence*
1 *glass vial* | 2 Hours | 1 | DC 16 | Rare | 1,100 gp | Potion of Stone/Frost
Giant Strength | 2 *rare curative reagent*
1 *rare primal essence*
1 *glass vial* | 4 Hours | 2 | DC 17 | Rare | 1,300 gp | | Superior Healing Potion | 2 *rare curative reagent*
1 *glass vial* | 4 Hours | 2 | DC 15 | Rare | 750 gp | ##### Very Rare Potions Crafting Table | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:| | Potion of Cloud
Giant Strength | 2 *rare curative reagent*
1 *rare primal essence*
1 *crystal vial* | 4 Hours | 2 | DC 19 | Very Rare | 1,800 gp | | Potion of Flying | 1 *very rare reactive reagent*
1 *rare reactive reagent*
1 *crystal vial* | 4 Hours | 2 | DC 19 | Very Rare | 2,500 gp | Potion of Invisibility | 2 *rare reactive reagent*
2 *rare curative reagent*
1 *rare divine essence*
1 *crystal vial* | 4 Hours | 2 | DC 19 | Very Rare | 2,000 gp
1 *rare reactive reagent*
1 *uncommon primal essence*
1 *glass vial* | 2 Hours | 1 | DC 16 | Rare | 1,000 gp | Potion of Clairvoyance | 1 *rare poisonous reagent*
1 *rare curative reagent*
1 *uncommon divine essence*
1 *glass vial* | 2 Hours | 1 | DC 16 | Rare | 900 gp | | Potion of Gaseous Form | 1 *rare curative reagent*
1 *rare reactive reagent*
1 *rare primal essence*
1 *glass vial* | 2 Hours | 1 | DC 16 | Rare | 1,500 gp | Potion of Diminution | 1 *rare reactive reagent*
1 *rare curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 15 | Rare | 500 gp | | Potion of Heroism | 1 *rare reactive reagent*
2 *rare curative reagent*
1 *glass vial* | 2 Hours | 1 | DC 15 | Rare | 800 gp. | | Potion Invulnerability | 1 *rare curative reagent*
1 *rare reactive reagent*
1 *rare divine essence*
1 *glass vial* | 4 Hours | 2 | DC 16 | Rare | 1,500 gp | | Potion of Maximum Power | 1 *rare reactive reagent*
2 *rare curative reagent*
1 *rare arcane essence*
1 *glass vial* | 4 Hours | 2 | DC 16 | Rare | 2,000 gp | | Potion of Mind Reading | 2 *rare curative reagent*
1 *rare reactive reagent*
1 *uncommon psionic essence*
1 *glass vial* | 2 Hours | 1 | DC 16 | Rare | 1,100 gp | Potion of Stone/Frost
Giant Strength | 2 *rare curative reagent*
1 *rare primal essence*
1 *glass vial* | 4 Hours | 2 | DC 17 | Rare | 1,300 gp | | Superior Healing Potion | 2 *rare curative reagent*
1 *glass vial* | 4 Hours | 2 | DC 15 | Rare | 750 gp | ##### Very Rare Potions Crafting Table | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:| | Potion of Cloud
Giant Strength | 2 *rare curative reagent*
1 *rare primal essence*
1 *crystal vial* | 4 Hours | 2 | DC 19 | Very Rare | 1,800 gp | | Potion of Flying | 1 *very rare reactive reagent*
1 *rare reactive reagent*
1 *crystal vial* | 4 Hours | 2 | DC 19 | Very Rare | 2,500 gp | Potion of Invisibility | 2 *rare reactive reagent*
2 *rare curative reagent*
1 *rare divine essence*
1 *crystal vial* | 4 Hours | 2 | DC 19 | Very Rare | 2,000 gp
Ch.12 | Crafting
\pagebreakNum
##### Very Rare Potions Crafting Table (Cont)
| Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value |
|:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:|
| Potion of Longevity | 1 *very rare reactive reagent*
1 *rare reactive reagent*
1 *crystal vial* | 4 Hours | 2 | DC 20 | Very Rare | 3,000 gp | Potion of Possibility | 2 *rare reactive reagent*
2 *rare curative reagent*
1 *rare divine essence*
1 *crystal vial* | 4 Hours | 2 | DC 18 | Very Rare | 1,900 gp | Potion of Speed | 2 *rare reactive reagent*
2 *rare curative reagent*
1 *rare primal essence*
1 *crystal vial* | 4 Hours | 2 | DC 20 | Very Rare | 2,000 gp | | Potion of the Phoenix^*^ | 2 *rare curative reagent*
1 *rare divine essence*
1 *rare primal essence*
1 *crystal vial* | 4 Hours | 2 | DC 18 | Very Rare | 1,800 gp | Potion of Vitality | 4 *rare curative reagent*
1 *rare divine essence*
1 *crystal vial* | 4 Hours | 2 | DC 18 | Very Rare | 1,800 gp | Superior Potion of Cruor^*^ | 2 *rare curative reagent*
1 *rare divine essence*
1 *crystal vial* | 4 Hours | 2 | DC 18 | Very Rare | 1,200 gp | | Supreme Healing Potion | 3 *rare curative reagent*
1 *rare divine essence*
1 *crystal vial* | 4 Hours | 2 | DC 18 | Very Rare | 1,500 gp ##### Legendary Potions Crafting Table | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:| | Potion of Storm
Giant Strength | 1 *legendary reactive reagent*
1 *very rare curative reagent*
1 *crystal vial* | 8 Hours | 4 | DC 23 | Legendary | 8,000 gp |
##### Explosives | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:| | Blasting Powder | 2 *common reactive reagent* | 2 Hours | 1 | DC 14 | Common | 40 gp | | Deep Lead Bomb | 5 *blasting powder*
2 *rare reactive reagent*
1 *uncomon arcane essence* | 4 Hours | 2 | DC 20 | Rare | 800 gp | | Dwarven Alcohol | 1 *flask of alcohol*
1 *common reactive reagents*
1 *sturdy metal flask* | 8 Hours | 4 | DC 12 | Common | 20 gp | | Explosive Seed | 3 *blasting powder*
1 *common reactive reagent* | 2 Hours | 1 | DC 15 | Common | 120 gp | | Grenade, Smoke | 2 *common reactive regent* | 2 Hours | 1 | DC 15 | Common | 40 gp | | Powder Keg | 1 *blasting powder*
1 *common reactive reagent* | 2 Hours | 1 | DC 15 | Common | 50 gp | | Skull Bomb | 4 *blasting powder*
2 *uncommon reactive reagent* | 2 Hours | 1 | DC 17 | Uncommon | 275 gp | | Tangler Grenade | 2 *blasting powder*
1 *rope* | 2 Hours | 1 | DC 15 | Common | 120 gp |
1 *rare reactive reagent*
1 *crystal vial* | 4 Hours | 2 | DC 20 | Very Rare | 3,000 gp | Potion of Possibility | 2 *rare reactive reagent*
2 *rare curative reagent*
1 *rare divine essence*
1 *crystal vial* | 4 Hours | 2 | DC 18 | Very Rare | 1,900 gp | Potion of Speed | 2 *rare reactive reagent*
2 *rare curative reagent*
1 *rare primal essence*
1 *crystal vial* | 4 Hours | 2 | DC 20 | Very Rare | 2,000 gp | | Potion of the Phoenix^*^ | 2 *rare curative reagent*
1 *rare divine essence*
1 *rare primal essence*
1 *crystal vial* | 4 Hours | 2 | DC 18 | Very Rare | 1,800 gp | Potion of Vitality | 4 *rare curative reagent*
1 *rare divine essence*
1 *crystal vial* | 4 Hours | 2 | DC 18 | Very Rare | 1,800 gp | Superior Potion of Cruor^*^ | 2 *rare curative reagent*
1 *rare divine essence*
1 *crystal vial* | 4 Hours | 2 | DC 18 | Very Rare | 1,200 gp | | Supreme Healing Potion | 3 *rare curative reagent*
1 *rare divine essence*
1 *crystal vial* | 4 Hours | 2 | DC 18 | Very Rare | 1,500 gp ##### Legendary Potions Crafting Table | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:| | Potion of Storm
Giant Strength | 1 *legendary reactive reagent*
1 *very rare curative reagent*
1 *crystal vial* | 8 Hours | 4 | DC 23 | Legendary | 8,000 gp |
##### Explosives | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:| | Blasting Powder | 2 *common reactive reagent* | 2 Hours | 1 | DC 14 | Common | 40 gp | | Deep Lead Bomb | 5 *blasting powder*
2 *rare reactive reagent*
1 *uncomon arcane essence* | 4 Hours | 2 | DC 20 | Rare | 800 gp | | Dwarven Alcohol | 1 *flask of alcohol*
1 *common reactive reagents*
1 *sturdy metal flask* | 8 Hours | 4 | DC 12 | Common | 20 gp | | Explosive Seed | 3 *blasting powder*
1 *common reactive reagent* | 2 Hours | 1 | DC 15 | Common | 120 gp | | Grenade, Smoke | 2 *common reactive regent* | 2 Hours | 1 | DC 15 | Common | 40 gp | | Powder Keg | 1 *blasting powder*
1 *common reactive reagent* | 2 Hours | 1 | DC 15 | Common | 50 gp | | Skull Bomb | 4 *blasting powder*
2 *uncommon reactive reagent* | 2 Hours | 1 | DC 17 | Uncommon | 275 gp | | Tangler Grenade | 2 *blasting powder*
1 *rope* | 2 Hours | 1 | DC 15 | Common | 120 gp |
Ch.12 | Crafting
\pagebreakNum
##### Magical Ink
| Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value |
|:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:|
| Magical Ink (x2) | 2 *common reagent*
1 *glass vial* | 2 Hours | 1 | DC 10 | Common | 30 gp | Magical Ink (x2) | 2 *uncommon reagent*
1 *glass vial* | 2 Hours | 1 | DC 12 | Uncommon | 80 gp | Magical Ink (x2) | 2 *rare reagent*
1 *glass vial* | 2 Hours | 1 | DC 14 | Rare | 400 gp | Magical Ink (x2) | 2 *very rare reagent*
1 *glass vial* | 4 Hours | 2 | DC 16 | Very Rare | 4,000 gp | Magical Ink (x2) | 2 *legendary reagent*
1 *glass vial* | 8 Hours | 4 | DC 18 | Legendary | 10,000 gp
##### Magical Dust | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:| | Dust of Deliciousness | 1 *uncommon reactive reagent*
1 *uncommon curative reagent*
1 *common divine essence* | 4 Hours | 2 | 14 | 150 gp | Dust of Disappearance | 2 *uncommon reactive reagent*
1 *common arcane essence* | 4 Hours | 2 | 14 | 200 gp | Dust of Dryness | 1 *uncommon reactive reagent*
1 *uncommon poisonous reagent*
1 *uncommon primal essence* | 4 Hours | 2 | 14 | 350 gp | Dust of Sneezing and Choking | 1 *uncommon reactive reagent*
1 *uncommon poisonous reagent*
1 *common arcane essence* | 4 Hours | 2 | 14 | 150 gp ##### Oils | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------------|:------------:|:-------:|:----------:|:------:|:---------:| | Burning Oil^*^ | 1 *common reactive reagents*
1 *common primal essence*
1 *glass vial* | 2 Hours | 1 | DC 13 | common | 75 gp | | Frost Oil^*^ | 1 *common reactive reagents*
1 *common primal essence*
1 *glass vial* | 2 hours | 1 | DC 14 | common | 75 gp | | Silver Oil^*^ | 4 *2 silver scraps*
1 *common reactive reagent*
1 *glass vial* | 2 hours | 1 | DC 12 | common | 20 gp | |Oil of Slipperiness | 2 *uncommon reactive reagents*
1 *uncommon arcane essence*
1 *glass flask* | 2 Hours | 1 | DC 16 | uncommon | 250 gp | | Flametongue Oil^*^ | 1 *uncommon reactive reagents*
1 *uncommon primal essence*
1 *glass flask* | 2 Hours | 1 | DC 16 | uncommon | 195 gp | | Oil of Etherealness | 2 *rare curative reagent*
2 *rare reactive reagent*
1 *rare arcane essence*
1 *crystal vial* | 2 Hours | 1 | DC 17 | Rare | 2,000 gp | Oil of Sharpness | 2 *rare poisonous reagent*
2 *rare reactive reagent*
1 *rare primal essence*
1 *crystal vial*
300 gold of precious metal flakes | 4 Hours | 2 | DC 19 | Very Rare | 2,200 gp
1 *glass vial* | 2 Hours | 1 | DC 10 | Common | 30 gp | Magical Ink (x2) | 2 *uncommon reagent*
1 *glass vial* | 2 Hours | 1 | DC 12 | Uncommon | 80 gp | Magical Ink (x2) | 2 *rare reagent*
1 *glass vial* | 2 Hours | 1 | DC 14 | Rare | 400 gp | Magical Ink (x2) | 2 *very rare reagent*
1 *glass vial* | 4 Hours | 2 | DC 16 | Very Rare | 4,000 gp | Magical Ink (x2) | 2 *legendary reagent*
1 *glass vial* | 8 Hours | 4 | DC 18 | Legendary | 10,000 gp
##### Magical Dust | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:| | Dust of Deliciousness | 1 *uncommon reactive reagent*
1 *uncommon curative reagent*
1 *common divine essence* | 4 Hours | 2 | 14 | 150 gp | Dust of Disappearance | 2 *uncommon reactive reagent*
1 *common arcane essence* | 4 Hours | 2 | 14 | 200 gp | Dust of Dryness | 1 *uncommon reactive reagent*
1 *uncommon poisonous reagent*
1 *uncommon primal essence* | 4 Hours | 2 | 14 | 350 gp | Dust of Sneezing and Choking | 1 *uncommon reactive reagent*
1 *uncommon poisonous reagent*
1 *common arcane essence* | 4 Hours | 2 | 14 | 150 gp ##### Oils | Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value | |:----:|:------------|:------------:|:-------:|:----------:|:------:|:---------:| | Burning Oil^*^ | 1 *common reactive reagents*
1 *common primal essence*
1 *glass vial* | 2 Hours | 1 | DC 13 | common | 75 gp | | Frost Oil^*^ | 1 *common reactive reagents*
1 *common primal essence*
1 *glass vial* | 2 hours | 1 | DC 14 | common | 75 gp | | Silver Oil^*^ | 4 *2 silver scraps*
1 *common reactive reagent*
1 *glass vial* | 2 hours | 1 | DC 12 | common | 20 gp | |Oil of Slipperiness | 2 *uncommon reactive reagents*
1 *uncommon arcane essence*
1 *glass flask* | 2 Hours | 1 | DC 16 | uncommon | 250 gp | | Flametongue Oil^*^ | 1 *uncommon reactive reagents*
1 *uncommon primal essence*
1 *glass flask* | 2 Hours | 1 | DC 16 | uncommon | 195 gp | | Oil of Etherealness | 2 *rare curative reagent*
2 *rare reactive reagent*
1 *rare arcane essence*
1 *crystal vial* | 2 Hours | 1 | DC 17 | Rare | 2,000 gp | Oil of Sharpness | 2 *rare poisonous reagent*
2 *rare reactive reagent*
1 *rare primal essence*
1 *crystal vial*
300 gold of precious metal flakes | 4 Hours | 2 | DC 19 | Very Rare | 2,200 gp
Ch.12 | Crafting
\pagebreakNum
##### Misc.
| Name | Materials | Crafting Time | Checks | DC | Rarity | Market Value |
|:----:|:------|:----------:|:----:|:---------:|:---:|:------:|:---:|
| Sovereign Glue | 3 *rare curative reagent*
1 *very rare reactive reagent*
1 *rare arcane essence* | 14 Hours | 7 | DC 22 | legendary | 5,000 gp | | Universal Solvent | 3 *rare curative reagent*
1 *very rare reactive reagent*
1 *rare arcane essence* | 14 Hours | 7 | DC 22 | legendary | 5,000 gp |
1 *very rare reactive reagent*
1 *rare arcane essence* | 14 Hours | 7 | DC 22 | legendary | 5,000 gp | | Universal Solvent | 3 *rare curative reagent*
1 *very rare reactive reagent*
1 *rare arcane essence* | 14 Hours | 7 | DC 22 | legendary | 5,000 gp |
Ch.12 | Crafting
\pagebreakNum
### Potions
#### Draught of Damnation
*Potion, rare*
___
This stick red liquid has a living viscosity to it, churning slow within the flask. When you drink this potion, you become a fiend (as if by *shapechanged* for 1 hour). The type of fiend you become is determined by your level. The new form is a random fiend with a Challenge Rating equal to your level, up to a maximum of 10. If there are multiple options at that Challenge Rating, roll to determine which option is selected).
When the effect ends and revert to your normal form, you take 1d6 necrotic damage equal to the CR of the fiend who's form you assumed as the toxins of pure evil attempt to destroy your body before relinquishing control of it. If this damage kills you, your soul is dragged to the realm of the fiends by malignant will of the fiend.
#### Dreamflower Beer
*Potion, uncommon*
___
When you drink this beer, you gain resistance to psychic damage and advantage on wisdom saving throws for 1d4 hours.
#### Bewitching Wine
*Potion, rare*
___
This wine, distilled from the blood of a night mother vampire, is usually kept in a superbly adorned decanter. If drank by a living creature, the creature instantly falls unconscious for 8 hours and age by 1d4 years. During its sleep the creature has the most vivid erotic dreams, more realistic than life and fulfilling all its darkest fantasies. When it wakes up, the creature remembers the dreams perfectly and must succeed on a DC 15 Constitution saving throw, gaining a level of exhaustion on failure.
***Cursed.*** The dreams induced by the wine are so intense that reality pales to compare, letting the cursed creature eternally unsatisfied. Until the curse is removed the creature gains a form of indefinite madness "I'll do everything I can to relive these dreams again".
#### Potion of Cruor
*Potion, uncommon/rare/very rare*
___
You regain hit dice when ou drink this potion. The number of hit dice restored depends on the potion’s rarity, as shown in the Potions of Cruor table. The liquid appears as coagulated blood, thick and syrupy. Once consumed, further potions of cruor have no effect until you first finish a long rest.
##### Potion of Cruor
| Quality | Rarity | Hit Dice Restored |
|:-------:|:------:|:------:|
| Normal | UnCommon | 1 |
| Greater | Rare | 2 |
| Superior | Very Rare | 3 |
\columnbreak
#### Potion of Dreamsight
*Potion, uncommon*
___
Prepared by a druid or leathdhia with the sacred water of a moonwell and poppy tears, this brew is generally used to receive a vision quest. It is also known to be strongly hallucinogenic. For 1 hour after you drink this potion, you can see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. When the effect ends, you must succeed on a DC 14 Wisdom saving throw or gain a random form of long-term madness (roll on the Long-Term Madness table on page 260 of the Dungeon Master's Guide). There is a 25 percent chance that you benefit from the spell commune while under the influence this madness.
#### Potion of Fireball
*Potion, uncommon*
___
The liquid in this vessel swirls and stirs violently, even when at rest. The glass feel almost too hot to the touch. The potion closely resembles a potion of firebreathing, to the point where it may cause some confusion in the heat of the battle.
When consumed, this potion cast the fireball at 3rd level, centered on the creature who drank it. Everyone within range must make a DC 14 Dexterity saving throw for half damage. The creature who drank the potion does not get a saving throw.
#### Bath Potion
*Potion, common*
___
This bubbly potion is frothy and smells like lavender. When you drink this potion, any dirt and grime on your body is magically rinsed away. Further, your breath, hair, and nails are suddenly cleaned, looking either polished and pristine or smelling of daisies and honey for the next 24 hours. Bubbles occasionally escape from your mouth while the potion is in effect.
Ch.12 | Crafting
\pagebreakNum
#### Swamp Potion
*Potion, uncommon*
___
This concoction smells like dead bodies, left to rot in the swamp, the strange and nauseous green gas coming from the top when your open the potion isn't helping the overhaul bad look of this potion. If you drink it, you become immune to poison damage and you can't be poisoned, neither can you be frightened for the next hour.
#### Bottled Abyss
*Potion, Very rare*
___
This small vial has a single dose of a fuming, pitch-black poison inside of it. When a creature eats or drinks the poison, it takes 4d6 psychic damage and must make a DC 18 Constitution saving throw. On a failed save, the creature becomes blinded and unable to sleep. When an affected creature attempts to rest, their dreams are plagued with terrible nightmares, preventing them from benefiting from a long rest. The creature can reattempt the saving throw once every 24 hours.
The poison lasts until the affected creature succeeds on a saving throw or is cured by the greater restoration, heal, or wish spell.
#### Hunter's Mutagen
*Potion, uncommon*
___
This glowing green liquid sends a creature’s antibodies into a hyperactive state. When you drink this potion, you are immune to poison and disease for one hour You also cannot contract curses like lycanthropy or mummy rot for the duration. At the end of the hour, you gain one level of exhaustion.
#### Aether Blood
*Potion, Very rare*
___
The most extravagant rumours claim the blood of a unicorn is required to make this purple substance, available in liquid form only. Whether these mythical creatures exist or not, there’s no question that Aether Blood is highly magical in nature. Glowing in the dark, it is said to significantly improve the magical attunement of the body, hence its popularity among spellcasters. It allows users to cast spells faster and detect magical manifestations more easily, among other things. However, even the most experienced spellcasters can’t bear the exhausting effects of this attunement on the body, which suffers significant premature ageing from prolonged usage. Many spellcasters carry a small reserve of Aether Blood for the most dire situations.
After consuming Aether Blood, when a creature uses a spell slot, it counts as 1 spell level higher when determining the level the spell was cast at. If the spell has no additional effects when cast at a higher level, the Aether Blood has no effect. This effect lasts for 1 hour.
If a character consumes Aether Blood a number of times equal to their Constitution modifier (minimum of 1), they become addicted to it. So a creature with a Constitution score of 16 will become addicted after consuming it for the third time. An addicted creature must consume Aether Blood once every 24 hours or have disadvantage on Constitution ability checks and saving throws. The addiction lasts until the creature is targeted with a greater restoration spell, or after 30 days of not consuming Aether Blood.
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#### Full Moon Extract
*Potion, Very rare*
___
Despite its poetic name, this extremely addictive powder is not produced from any component coming from the moon. According to the most common rumours, it is mostly made of dried werewolf organs. It is thus hardly surprising that its success relies on the surge of raw strength it provides to its users, making it a favored drug for many wrestlers, boxers, and soldiers. However, prolonged use is highly risky as it causes a strong addiction combined with an increasing inability to distinguish friend from foe. It is not known whether this side-effect exists by intent or not, but the fact remains that Full Moon users most often end up killed by their companions or local authorities when bloodlust overtakes them.
Upon consuming Full Moon Extract, a creature's Strength score becomes 19 (if it was not already higher). Additionally, the creature gains advantage on all Strength ability checks and saving throws. This effect lasts for 1 hour.
If a character consumes Full Moon Extract a number of times equal to their Constitution modifier plus 1 (minimum of 1), they become addicted to it. So a creature with a Constitution score of 16 will become addicted after consuming it for the fourth time. An addicted creature must consume Full Moon Extract every 24 hours or have disadvantage on Dexterity ability checks and saving throws. The addiction lasts until the creature is targeted with a greater restoration spell, or after 30 days of not consuming Full Moon Extract.
A character who uses full moon extract while addicted to it must succeed on a DC 6 Charisma saving throw or be overcome by violent urges. A character who fails the save is compelled to attack the nearest living creature they can see until the effects of the extract wear off.
Ch.12 | Crafting
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#### Potion of the Phoenix
*potion, very rare*
___
This magical potion comes in a metallic flask decorated with a detailed carving of a majestic phoenix.
When you drink this potion, you become imbued with the latent energy of a phoenix for 1 year and 1 day or until the potion’s magic is used to revive you. If you die while affected by this potion, you spring back to life with a burst of radiant energy at the start of your next turn. You regain hit points equal to half your hit point maximum and each creature of your choice that is within 30 feet of you takes 5d8 radiant damage and is blinded until the end of your turn.
The potion can also be administered to a creature that has died within the last minute as an action, immediately triggering its effect.
### Concoctions
#### Alchemical Napalm
*Concoction, common*
___
A vicious sticky flammable substance. It deals 3d4 fire damage when poured on an object. Can be used as a simple ranged weapon with the thrown (20/60) property, dealing 3d4 fire damage on hit. You do not add your modifier to the damage roll.
On hit, the target creature or object continues to burn for one minute, taking 1d4 fire damage at the start of their turn (or at the start of your turn for an object without a turn) until a creature spends an action to put the flames out.
\columnbreak
#### Bottled Wind
*Concoction, common*
___
As an action, you can open this casting *gust* without verbal or somatic components. Alternatively, you can breath from it, letting out only a little bit at a time, breathing directly from the bottle, but each time you must make a DC 5 athletics checks. On failure, you cast *gust* as above and all the air is lost. You can get 10 minutes of breathable air from one bottle.
#### Sticky Goo Potion
*Concotion, common*
___
When broken and exposed to air, it creates a very sticky rapidly expanding web like foam, with the effect of the spell *web* centered on where the flask breaks. You can reliably throw the flask to a target point within 30 feet, shattering it on impact.
### Oils
#### Burning Oil
*Oil, common*
___
As an action, you can coat a weapon in this oil and ignite it. For 1 minute, the ignited weapon burns, dealing an additional 1d4 fire to attacks made with it, and providing bright light in a 20-foot radius and dim light for an additional 20 feet.
Ch.12 | Crafting
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#### Flametongue Oil
*Oil, uncommon*
___
As an action, you can coat a weapon in this oil and ignite it. For 1 minute, the ignited weapon burns, dealing an additional 2d6 fire to attacks made with it, and providing bright light in a 20-foot radius and dim light for an additional 20 feet.
### Explosives
#### Blasting Powder
*Explosive, common*
___
This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).
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#### Explosive Seed
*Explosive, Common*
___
This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
#### Deep Lead Bomb
*Explosive, rare*
___
As an action, a character can throw a bomb at a point up to 30 feet away. Each creature within 10 feet of an exploding deep lead bomb must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. Each creature that takes any of this damage must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can't maintain concentration on a spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
#### Dwarven Alcohol
*Explosive, common*
___
Only dwarves really know if the name of this liquid explosive is a joke or not, but must assume it is an acquired taste. An explosively flammable liquid that comes in a flask, this flask can be splashed across a 5 foot square within 5 feet. Once splashed, it can be ignited by 1 or more fire or lightning damage it explodes in a plume of fire, dealing 2d4 fire damage to all creatures within 5 feet of the container, or within a square that has been soaked with it.
#### Powder Keg
*Explosive, common*
___
These small wooden barrels are filled with highly volatile gun powder, then magically sealed for easy transport. Setting fire to a keg requires one action and a lit torch, match, or similar magical effect. Once set on fire, a powder keg explodes at the end of the round it is lit, dealing 1d10 fire damage to creatures and objects within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage.
#### Grenade, Smoke
*Explosive, common*
___
As an action, a character can throw a grenade at a point up to 60 feet away.
One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
Ch.12 | Crafting
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#### Tangler Grenade
*Explosive, common*
___
A tangler grenade is an alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them.
#### Skull Bomb
*Explosive, Uncommon*
___
The Skull bomb can be thrown 20/60 feet range. After been thrown that way, green gas will start leaking from a hole in the back of the skull creating an effect similar to the fog cloud spell in a 10 feet radius. Every creature in the gas must succeed a DC 15 Charisma saving throw or become frightened. A frightened creature may attempt another saving throw at the start of each of his turn, a creature succeeding the saving throw become immune to the effect of the gas.
### Miscellaneous
#### Magical Ink
*Component, common/uncommon/rare/very rare/legendary*
___
Magical ink that is used by Enchanters to create scrolls, made by rendering down magical alchemical ingredients.
Ch.12 | Crafting
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### Alchemy Modifiers
The following are alchemical modifiers that can applied to potion. All alchemical modifiers require approval from the DM if the modifier will work with a given potion or creation.
| Modifier | Difficulty Modifier | Effect |
|:----------:|:-------------------:|:-------------:|:------------:|
| Aerosol | +8 | Require two additional reactive reagents of equal rarity to the rarest reagent of the potion. Rather than drinking it, when uncorked or broken (as an action) it effects all creatures in a 5 foot radius as if they'd consumed it. |
| Celestial | +3 | Requires an uncommon catalyseur and an uncommon curative reagent. Adds the effect of *lesser restoration* to the potion. |
| Divine | +6 | Requires a rare catalyseur and a rare curative reagent. Adds the effect of *greater restoration* to the potion. |
| Expansive | +5 | Requires an additional reactive reagent of equal rarity to the rarest reagent of the potion. Expands the area of effect of any area of effect the potion has by 5 feet. |
| Insidious | +3 | The effect of the potions becomes shrouded from magic such as *identify*. You can make the potion appear as another potion of the same rarity. Another alchemist can indentify it by making an Alchemy Check against your Alchemy DC |
### Additional Materials
You can simply load more reagents into any potion, increasing its potency in different ways, though it increases the difficulty. You can make a "custom potion" simply by using these modifiers with no base potion. When you do so, the base DC is 8.
| Additional Reagent | Difficult Modifier | Effect |
|:------------------:|:------------------:|:------:|
| Common Curative | +2 | The potion restores +1d4 hit points when consumed. |
| Common Reactive | +2 | The potion deals +1d4 fire damage when shattered (or consumed). |
| Common Poisonous | +2 | The potion deals +1d4 poison damage when consumed |
| Uncommon Curative | +3 | The potion restores +2d4 hit points when consumed. |
| Uncommon Reactive | +3 | The potion deals +2d4 fire damage when shattered (or consumed). |
| Uncommon Poisonous | +3 | The potion deals +2d4 poison damage when consumed |
| Rare Curative | +4 | The potion restores +3d4 hit points when consumed. |
| Rare Reactive | +4 | The potion deals +3d4 fire damage when shattered (or consumed). |
| Rare Poisonous | +4 | The potion deals +3d4 poison damage when consumed |
| Very Rare Curative | +5 | The potion restores +4d4 hit points when consumed. |
| Very Rare Reactive | +5 | The potion deals +4d4 fire damage when shattered (or consumed). |
| Very Rare Poisonous | +5 | The potion deals +4d4 poison damage when consumed |
| Legendary Curative | +6 | The potion restores +5d4 hit points when consumed. |
| Legendary Reactive | +6 | The potion deals +5d4 fire damage when shattered (or consumed). |
| Legendary Poisonous | +6 | The potion deals +5d4 poison damage when consumed |
Ch.12 | Crafting
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## Blacksmithing
Blacksmithing is a popular professional interest of two sorts of adventurers: those that want to hit things with heavy metal objects, and those that want a heavy metal object between them and the thing hitting them.
While often relying on the town blacksmith to do their work for them is a fine option, rolling up your sleeves and doing the work yourself can allow you to express your creativity... and may save you a few coins in the process.
Blacksmithing is slow hard work, but has a higher tolerance for failure than most, and is more dependent on knowing your material, as the templates you work from tend to be common across many of them.
### Quick Reference
While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a blacksmith item in its most basic form:
* Select the **item** that you would like to craft from any of the **Blacksmithing Crafting Tables**.
* Acquire the items listed in the **materials** column for that item.
* Use your **Blacksmithing Tools** tool to craft the option using the number hours listed in the **Crafting Time** column.
* For **every 2 hours**, make a **crafting roll** of 1d20 + your Strength modifier + your proficiency bonus with a Blacksmithing Tools.
* **On success**, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete.
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* **On failure**, the crafting time is lost and no progress has been made during the 2 hours. If you fail **3 times in a row**, the crafting is a failure and all materials are lost.
### Related Tool
Blacksmithing works using **Blacksmithing Tools**. Attempting to craft an blacksmithing item without will often be impossible, though a DM may let you use makeshift tools to make a check with disadvantage. Proficiency blacksmith's tools allows you to add your proficiency to any Blacksmithing crafting roll.
While Blacksmiths can benefit from their skills in small ways such as sharpening their weapons and retrofitting their gear on the go, many of their crafting options require a fully equipped Forge; a fully equipped Forge entails forge, anvil, and blacksmith's tools.
> ##### Magical Forges
> The world of D&D is a fantastical place with many wonders; sometimes you may find locations that have been constructed in such a way as to leverage powerful primal powers in the forging technique - a forge at the heart of volcano or atop an ever frozen glacial, which might imbue items crafted there with special properties.
### Crafting Roll
Putting that together that means that when you would like to smith an item, your crafting roll is as follows:
**Blacksmithing Modifier** = your Blacksmiths' Tools proficiency bonus + your Strength modifier
Ch.12 | Crafting
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##### Success and Failure
For Blacksmithing, after you make the crafting roll and succeed marks your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Blacksmithing do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage.
If you fail three times, all progress and materials are lost and can no longer be salvaged.
### Blacksmithing Materials
##### Metals
| Materials | Rarity | Price |
|:-----------:|:----------:|:--------:|
| Metal Scraps | Common |1 sp |
| Silver Scraps | Common | 1 sp |
| Gold Scraps | Common |1 gp |
| Iron Ingot | Common | 1 gp |
| Steel Chain (2 ft) | Common | 1 gp |
| Steel Ingot | Common | 2 gp |
| Mithril Ingot | Uncommon | 30 gp |
| Adamant Ingot | Uncommon | 40 gp |
| Adamantine Ingot | Uncommon | 60 gp |
| Meteorite-Ore | Rare | 150 gp |
| Shadow Steel Ingot | Very Rare | 600 gp |
### Valuable Gear
In some cases, you may want to make something that is more valuable. While selling more valuable gear may be quite difficult, as is often said, magic has expensive tastes. Many magic items that an Enchanter might want require items of a certain value.
The easiest way to increase the cost is to make the item of rarer materials, but there are other ways if that's not an option. Here are some additional modifiers you can apply to crafting blacksmithing items purely to make them more valuable. You can add one more of these modifiers, each modifier added increases difficult further.
| Modifier | Material | DC modifier | Value Added |
|:--------:|:--------:|:---------:|:-----------:|
| Bejeweled | Gemstones | +2 per gem | Value of Gem |
| Gilded | 10 gold scaps | +4 | +20 |
| Ornate | — | +10 | Doubled |
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### Maintenance & Modifications
While the primary purpose of Blacksmithing is to forge armor and weapons from metal, for an adventurer such events are important milestones that generally will not occur everyday. The following are some tasks that require proficiency with Blacksmith's Tools that provide a more day-to-day utility to the proficiency, giving them minor ways to enhance or adapt their gear.
These are minor crafts can be completed in 2 hours with the expenditure of 5 gold worth of materials. They can be done as part of a long rest, but have limitations the normally crafted items do not (such as a maximum stockpile of minor crafts).
The following are "minor crafting options" for Blacksmiths:
##### Modify Armor
While the field crafting of armor is often not possible, you can make smaller adjustments on. Over the course of two hours, can turn a set of plate armor into a half plate or a breastplate, refit a set of heavy or medium armor to fit another user that is equal in size or smaller than the original user.
##### Modify Weapon
Every adventure has slightly different preferences in their gear, and your skills allow you make slight modifications to nonmagical weapons made of metal. These modifications take 2 hours, require a heat source, and require you to pass a DC 14 blacksmithing tool's check (on failure, the weapon is damaged and has -1 to it's attack rolls until fixed). You can perform on of the following modifications:
* You can silver the weapon (requires 5 silver scraps, doubled for two handed weapons).
##### Repair Gear
Sometime in the course of adventuring, weapons or armor will become severely damaged, suffering a penalty to it's attack rolls or AC. Over the course of two hours you can repair this damage, though at the discretion of the DM you may need other materials to perform this task if it is heavily damaged. Weapons that are entirely broken (such as a snapped sword) are generally beyond simple repair.
Ch.12 | Crafting
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##### Blacksmithing Crafting Table
##### Simple Weapons
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Dagger | 1 *ingot*| 2 hours | 1 | DC 10 | Common | 2 gp |
| Handaxe | 1 *ingots*
1 *short haft* | 2 hours | 1 | DC 11 | Common | 5 gp | | 5 x Javelin | 2 *ingot*
5 *short haft* | 2 hours | 1 | DC 9 | Common | 5 sp | | Light Hammer | 1 *ingots*
1 *short haft* | 2 hours | 1 | DC 9 | Common | 2 gp | Mace | 2 *ingots*
1 *short haft* | 2 hours | 1 | DC 9 | Common | 5 gp | | Sickle | 1 *ingot*
1 *short haft* | 2 hours | 1 | DC 10 | Common | 1 gp | | Spear | 1 *ingot*
1 *long haft* | 2 hours | 1 | DC 9 | Common | 1 gp | ##### Martial Weapons | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Battleaxe | 3 *ingot*
1 *short haft*| 4 hours | 2 | DC 12 | Common | 10 gp | Flail | 2 *ingots*
1 *short haft*
1 *short chain*| 4 hours | 2 | DC 12 | Common | 10 gp | Glaive | 4 *ingot*
1 *long haft*| 4 hours | 2 | DC 13 | Common | 20 gp | | Greataxe | 8 *ingots*
1 *short haft*| 4 hours | 2 | DC 13 | Common | 30 gp | | Greatsword | 10 *ingots* | 4 hours | 2 | DC 15 | Common | 50 gp | | Halberd | 4 *ingot*
1 *long haft*| 4 hours | 2 | DC 13 | Common | 20 gp | | Longsword | 4 *ingot* | 4 hours | 2 | DC 14 | Common | 15 gp | Maul | 4 *ingots*
1 *short haft*| 4 hours | 2 | DC 12 | Common | 10 gp | | Morning Star | 4 *ingot*
1 *short haft*| 4 hours | 2 | DC 14 | Common | 15 gp | Pike | 3 *ingot*
1 *long haft*| 4 hours | 2 | DC 12 | Common | 5 gp | | Rapier | 1 *ingot* | 4 hours | 2 | DC 15 | Common | 25 gp | | Scimitar | 2 *ingot* | 4 hours | 2 | DC 14 | Common | 25 gp | | Shortsword | 2 *ingot* | 4 hours | 2 | DC 12 | Common | 10 gp | | War Pick | 2 *ingot*
1 *short haft*| 4 hours | 2 | DC 12 | Common | 5 gp | | War Hammer | 4 *ingot*
1 *short haft*| 4 hours | 2 | DC 12 | Common | 15 gp |
1 *short haft* | 2 hours | 1 | DC 11 | Common | 5 gp | | 5 x Javelin | 2 *ingot*
5 *short haft* | 2 hours | 1 | DC 9 | Common | 5 sp | | Light Hammer | 1 *ingots*
1 *short haft* | 2 hours | 1 | DC 9 | Common | 2 gp | Mace | 2 *ingots*
1 *short haft* | 2 hours | 1 | DC 9 | Common | 5 gp | | Sickle | 1 *ingot*
1 *short haft* | 2 hours | 1 | DC 10 | Common | 1 gp | | Spear | 1 *ingot*
1 *long haft* | 2 hours | 1 | DC 9 | Common | 1 gp | ##### Martial Weapons | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Battleaxe | 3 *ingot*
1 *short haft*| 4 hours | 2 | DC 12 | Common | 10 gp | Flail | 2 *ingots*
1 *short haft*
1 *short chain*| 4 hours | 2 | DC 12 | Common | 10 gp | Glaive | 4 *ingot*
1 *long haft*| 4 hours | 2 | DC 13 | Common | 20 gp | | Greataxe | 8 *ingots*
1 *short haft*| 4 hours | 2 | DC 13 | Common | 30 gp | | Greatsword | 10 *ingots* | 4 hours | 2 | DC 15 | Common | 50 gp | | Halberd | 4 *ingot*
1 *long haft*| 4 hours | 2 | DC 13 | Common | 20 gp | | Longsword | 4 *ingot* | 4 hours | 2 | DC 14 | Common | 15 gp | Maul | 4 *ingots*
1 *short haft*| 4 hours | 2 | DC 12 | Common | 10 gp | | Morning Star | 4 *ingot*
1 *short haft*| 4 hours | 2 | DC 14 | Common | 15 gp | Pike | 3 *ingot*
1 *long haft*| 4 hours | 2 | DC 12 | Common | 5 gp | | Rapier | 1 *ingot* | 4 hours | 2 | DC 15 | Common | 25 gp | | Scimitar | 2 *ingot* | 4 hours | 2 | DC 14 | Common | 25 gp | | Shortsword | 2 *ingot* | 4 hours | 2 | DC 12 | Common | 10 gp | | War Pick | 2 *ingot*
1 *short haft*| 4 hours | 2 | DC 12 | Common | 5 gp | | War Hammer | 4 *ingot*
1 *short haft*| 4 hours | 2 | DC 12 | Common | 15 gp |
Ch.12 | Crafting
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##### Blacksmithing Crafting Table
##### Armor
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Chain Shirt | 5 *ingots* | 14 hours | 7 | DC 13 | Common | 50 gp |
| Scale Mail | 8 *ingots*
*armor padding* | 14 hours | 7 | DC 12 | Common | 50 gp | | Breastplate | 10 *ingots* | 16 hours | 8 | DC 16 | Common | 400 gp | | Half Plate | 16 *ingots*
*armor padding* | 28 hours | 14 | DC 17 | Common | 750 gp | | Spiked Armor | 10*ingots*
4 *parts* | 16 hours | 8 | DC 17 | Common | 75 gp | | Ring mail | 4 *ingots*
*armor padding* | 10 hours | 5 | DC 11 | Common | 30 gp | | Chain mail | 9 *ingots*
*armor padding* | 14 | 7 | DC 13 | Common | 75 gp | | Splint | 12 *ingots*
*armor padding*| 28 hours | 14 | DC 14 | Common | 200 gp | | Plate | 30 *ingots*
*armor padding*| 56 hours | 28 | DC 17 | Common | 1,500 gp | ##### Defensive Items | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Shield | 2 *ingots* | 6 hours | 3 | DC 10 | Common | 10 gp | | Tower Shield^*^ | 8 *ingots* | 10 hours | 5 | DC 13 | Common | 50 gp | | Spiked Shield^*^ | 8 *ingots* | 8 hours | 4 | DC 14 | Common | 50 gp | ##### Misc Gear | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Bell | 2 *metal scraps* | 2 hours | 1 | DC 9 | Common | 1 gp | | Bucket | 4 *metal scraps* | 2 hours | 1 | DC 5 | Common | 3 sp | | Ring | 1 *ingot* | 2 hours | 1 | DC 8 | Common | 2 gp | | Horseshoe (4) | 2 *ingots* | 4 hours | 2 | DC 10 | Common | 5 gp | | Chain (5 ft) | 1 *ingot* | 4 hours | 2 | DC 10 | Common | 3 gp | | Caltrops | 1 *iron ingot* |2 hours | 1 | DC 8 | Common | 1 gp | | Ball Bearings | 1 *iron ingot* | 2 hours | 1 | DC 8 | Common | 1 gp | | Iron Pot | 1 *iron ingot* | 2 hours | 1 | DC 9 | Common | 2 gp | | 20 x Pitons | 1 *iron ingot* | 2 hours | 1 | DC 8 | Common | 1 gp | | 10 x Iron Spike | 2 *iron ingot* | 2 hours | 1 | DC 8 | Common | 1 gp | | Manacles | 2 *ingots*
1 *lock*
1 *chain (5 feet)* | 2 hours | 1 | DC 12 | Common | 20 gp | | Helmet* | 2 *ingots* | 8 hours | 4 | DC 12 | Common | 12 gp | \* The effects of a helmet are included in armor, this entry is largely to allow for standalone helmet creation for enchanters.
*armor padding* | 14 hours | 7 | DC 12 | Common | 50 gp | | Breastplate | 10 *ingots* | 16 hours | 8 | DC 16 | Common | 400 gp | | Half Plate | 16 *ingots*
*armor padding* | 28 hours | 14 | DC 17 | Common | 750 gp | | Spiked Armor | 10*ingots*
4 *parts* | 16 hours | 8 | DC 17 | Common | 75 gp | | Ring mail | 4 *ingots*
*armor padding* | 10 hours | 5 | DC 11 | Common | 30 gp | | Chain mail | 9 *ingots*
*armor padding* | 14 | 7 | DC 13 | Common | 75 gp | | Splint | 12 *ingots*
*armor padding*| 28 hours | 14 | DC 14 | Common | 200 gp | | Plate | 30 *ingots*
*armor padding*| 56 hours | 28 | DC 17 | Common | 1,500 gp | ##### Defensive Items | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Shield | 2 *ingots* | 6 hours | 3 | DC 10 | Common | 10 gp | | Tower Shield^*^ | 8 *ingots* | 10 hours | 5 | DC 13 | Common | 50 gp | | Spiked Shield^*^ | 8 *ingots* | 8 hours | 4 | DC 14 | Common | 50 gp | ##### Misc Gear | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Bell | 2 *metal scraps* | 2 hours | 1 | DC 9 | Common | 1 gp | | Bucket | 4 *metal scraps* | 2 hours | 1 | DC 5 | Common | 3 sp | | Ring | 1 *ingot* | 2 hours | 1 | DC 8 | Common | 2 gp | | Horseshoe (4) | 2 *ingots* | 4 hours | 2 | DC 10 | Common | 5 gp | | Chain (5 ft) | 1 *ingot* | 4 hours | 2 | DC 10 | Common | 3 gp | | Caltrops | 1 *iron ingot* |2 hours | 1 | DC 8 | Common | 1 gp | | Ball Bearings | 1 *iron ingot* | 2 hours | 1 | DC 8 | Common | 1 gp | | Iron Pot | 1 *iron ingot* | 2 hours | 1 | DC 9 | Common | 2 gp | | 20 x Pitons | 1 *iron ingot* | 2 hours | 1 | DC 8 | Common | 1 gp | | 10 x Iron Spike | 2 *iron ingot* | 2 hours | 1 | DC 8 | Common | 1 gp | | Manacles | 2 *ingots*
1 *lock*
1 *chain (5 feet)* | 2 hours | 1 | DC 12 | Common | 20 gp | | Helmet* | 2 *ingots* | 8 hours | 4 | DC 12 | Common | 12 gp | \* The effects of a helmet are included in armor, this entry is largely to allow for standalone helmet creation for enchanters.
Ch.12 | Crafting
\pagebreakNum
##### Components and Materials
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Adamantine Ingot | 1 *steel ingot*
1 *adamant ingot*
*requires magical forge* | 2 hours | 1 | DC 15 | Uncommon | 60 gp | | Parts | 5 *metal scraps* | 4 hours | 2 | DC 9 | Common | 2 gp | | 5 x Buckle | 5 *metal scrap* | 2 hours | 1 | DC 8 | Common | 1 gp | | Ingot | 20 *metal scraps* | 2 hours | 1 | DC 5 | Common | 2 gp | | 20 x Metal Scraps | 1 *ingot* | 2 hours | 1 | DC 5 | Common | 2 gp | | Silver Ingot | 20 *silver scraps* | 2 hours | 1 | DC 5 | Common | 2 gp | | 20 x Silver Scraps | 1 *silver ingot* | 2 hours | 1 | DC 5 | Common | 2 gp | | Gold Ingot | 20 *gold scraps* | 2 hours | 1 | DC 5 | Common | 20 gp | | 20 x Gold Scraps | 1 *gold ingot* | 2 hours | 1 | DC 5 | Common | 20 gp | ##### Tools | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Blacksmithing Tools | 4 *ingots*
2 *parts* | 8 hours | 4 | DC 11 | Common | 20 gp | | Carpenter's Tools | 2 *ingots*
1 *parts* | 6 hours | 3 | DC 12 | Common | 8 gp | ##### Firearms | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | 20 x Firearm
ammunition | 2 *lead ingots*
1 *packet of blasting powder* | 4 hours | 2 | DC 15 | Uncommon | 80 gp | | Blackpowder Pistol^*^ | 3 *ingots* 4 *parts*
2 *fancy parts* | 16 hours | 8 | DC 16 | Uncommon | 200 gp | | BlunderBuss^*^ | 6 *ingots*
2 *uncommon primal essence*
2 *uncommon reactive regeant*
4 *parts*
2 *fancy parts*
1 *esoteric part* | 20 hours | 10 | DC 17 | Uncommon | 750 gp | ##### Firearms Propreties | Weapon | Cost | Damage | Weight | Properties | |:----:|:------:|:-----------:|:-------:|:----------| | Blackpowder Pistol^*^ | 200 gp | 2d4 piercing | 4 lbs. | Ammunition (range 25/100), Blackpowder, Loading, Light. | BlunderBuss^*^ | 750 gp | 2d6 piercing | 4 lbs. | Ammunition (range 25/100), Blackpowder,
Cumbersome, Loading, Scatter (line 10), Two Handed.
1 *adamant ingot*
*requires magical forge* | 2 hours | 1 | DC 15 | Uncommon | 60 gp | | Parts | 5 *metal scraps* | 4 hours | 2 | DC 9 | Common | 2 gp | | 5 x Buckle | 5 *metal scrap* | 2 hours | 1 | DC 8 | Common | 1 gp | | Ingot | 20 *metal scraps* | 2 hours | 1 | DC 5 | Common | 2 gp | | 20 x Metal Scraps | 1 *ingot* | 2 hours | 1 | DC 5 | Common | 2 gp | | Silver Ingot | 20 *silver scraps* | 2 hours | 1 | DC 5 | Common | 2 gp | | 20 x Silver Scraps | 1 *silver ingot* | 2 hours | 1 | DC 5 | Common | 2 gp | | Gold Ingot | 20 *gold scraps* | 2 hours | 1 | DC 5 | Common | 20 gp | | 20 x Gold Scraps | 1 *gold ingot* | 2 hours | 1 | DC 5 | Common | 20 gp | ##### Tools | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Blacksmithing Tools | 4 *ingots*
2 *parts* | 8 hours | 4 | DC 11 | Common | 20 gp | | Carpenter's Tools | 2 *ingots*
1 *parts* | 6 hours | 3 | DC 12 | Common | 8 gp | ##### Firearms | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | 20 x Firearm
ammunition | 2 *lead ingots*
1 *packet of blasting powder* | 4 hours | 2 | DC 15 | Uncommon | 80 gp | | Blackpowder Pistol^*^ | 3 *ingots* 4 *parts*
2 *fancy parts* | 16 hours | 8 | DC 16 | Uncommon | 200 gp | | BlunderBuss^*^ | 6 *ingots*
2 *uncommon primal essence*
2 *uncommon reactive regeant*
4 *parts*
2 *fancy parts*
1 *esoteric part* | 20 hours | 10 | DC 17 | Uncommon | 750 gp | ##### Firearms Propreties | Weapon | Cost | Damage | Weight | Properties | |:----:|:------:|:-----------:|:-------:|:----------| | Blackpowder Pistol^*^ | 200 gp | 2d4 piercing | 4 lbs. | Ammunition (range 25/100), Blackpowder, Loading, Light. | BlunderBuss^*^ | 750 gp | 2d6 piercing | 4 lbs. | Ammunition (range 25/100), Blackpowder,
Cumbersome, Loading, Scatter (line 10), Two Handed.
Ch.12 | Crafting
\pagebreakNum
## Exotic Weapons
##### Simple Weapons
| Weapon | Cost | Damage | Weight | Properties |
| :-----:|:----:| :-----:|:------:|:----------|
| Balanced Spear | 100 gp | 1d6 piercing | 2 lbs. | Finesse, Versatile (1d8). |
| Bolas^*^ |2 gp | 1d4 bludgoning | 2 lbs. | Finesse, Range(20/60). |
##### Martial Weapons
| Weapon | Cost | Damage | Weight | Properties |
| :-----:|:----:| :-----:|:------:|:----------|
| Bastard Sword | 35 gp | 1d10 slashing | 6 lbs. | Heavy.
| Cavalry Hammer^*^ | 500 gp | 1d8 bludgeoning | 2 lbs. | Versatile (1d10), Momentum (1d12), Armour Piercing.
| Claymore^*^ | 500 gp | 2d6 slashing | 6 lbs. | Brutal, Heavy, Two Handed.
| Cutlass | 15 gp | 1d8 piercing | 3 lbs. | Light.
| Officer Broadsword | 30 gp | 2d4 piercing | 2 lbs. | Versatile (2d6).
| Officer Rapier | 30 gp | 2d4 slashing | 2 lbs. | Finesse.
| Sabre^*^ | 500 gp | 1d8 piercing | 2 lbs. | Swift, Finesse.
| Short Bastard Sword | 35 gp | 1d6 piercing | 2 lbs. | Finesse, Light, Versatile (1d8).
| Spiked Chain^*^ | 25 gp | 2d4 piercing | 6 lbs. | Two-Handed.
| Dwarven Urgosh^*^ | 500 gp | 1d8 slashing | 4 lbs. | Two Handed.
## Exotic Weapon Crafting:
##### Simple Weapons
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
| :---:|:---------| :-----------:|:------:|:----------:|:------:|:-----:|
| Balanced Spear | 1 *ingot*
1 *long haft* | 2 hours | 1 | DC 16 | Common | 100 gp | | Bolas | 1 *Rope*
1 *Part* | 2 hours | 1 | DC 16 | Common | 2 gp | ##### Martial Weapons | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | | :---:|:---------| :-----------:|:------:|:----------:|:------:|:-----:| | Bastard Sword | 10 *ingot* | 4 hours | 2 | 16 | common | 35 gp | Cavalry Hammer^*^ | 4 *ingot*
1 *short haft* | 4 hours | 2 | 19 | common | 500 gp | Claymore^*^ | 10 *ingot* | 4 hours | 2 | 18 | common | 500 gp | Cutlass^*^ | 1 *ingot* | 4 hours | 2 | 16 | common | 15 gp | Officer Broadsword | 4 *ingot* | 4 hours | 2 | 16 | common | 30 gp | Officer Rapier | 1 *ingot* | 4 hours | 2 | 17 | common | 30 gp | Sabre^*^ | 2 *ingot* | 4 hours | 2 | 18 | common | 500 gp | Short Bastard Sword | 3 *ingot* | 4 hours | 2 | 15 | common | 35 gp | Spiked Chain^*^ | 2 *ingot* | 4 hours | 2 | 14 | common | 25 gp | Dwarven Urgosh^*^ | 8 *ingot*
1 *short haft* | 4 hours | 2 | 19 | common | 500 gp \* Custom Weapons are a good bit more expensive than normal weapons. This is a reflection of their customization and greater difficulty to craft, is derived from their crafting Dc.
1 *long haft* | 2 hours | 1 | DC 16 | Common | 100 gp | | Bolas | 1 *Rope*
1 *Part* | 2 hours | 1 | DC 16 | Common | 2 gp | ##### Martial Weapons | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | | :---:|:---------| :-----------:|:------:|:----------:|:------:|:-----:| | Bastard Sword | 10 *ingot* | 4 hours | 2 | 16 | common | 35 gp | Cavalry Hammer^*^ | 4 *ingot*
1 *short haft* | 4 hours | 2 | 19 | common | 500 gp | Claymore^*^ | 10 *ingot* | 4 hours | 2 | 18 | common | 500 gp | Cutlass^*^ | 1 *ingot* | 4 hours | 2 | 16 | common | 15 gp | Officer Broadsword | 4 *ingot* | 4 hours | 2 | 16 | common | 30 gp | Officer Rapier | 1 *ingot* | 4 hours | 2 | 17 | common | 30 gp | Sabre^*^ | 2 *ingot* | 4 hours | 2 | 18 | common | 500 gp | Short Bastard Sword | 3 *ingot* | 4 hours | 2 | 15 | common | 35 gp | Spiked Chain^*^ | 2 *ingot* | 4 hours | 2 | 14 | common | 25 gp | Dwarven Urgosh^*^ | 8 *ingot*
1 *short haft* | 4 hours | 2 | 19 | common | 500 gp \* Custom Weapons are a good bit more expensive than normal weapons. This is a reflection of their customization and greater difficulty to craft, is derived from their crafting Dc.
Ch.12 | Crafting
\pagebreakNum
##### Material Modifiers
| Metal | DC Modifier | Weapon Effect | Armor Effect |
|:----------:|:-------------------:|:-------------:|:------------:|
| Meteorite Ore | +6 | A weapon with the heavy property forged from it loses the heavy property. If the weapon didn't have the heavy property, it gains the light property. | — |
| Adamantine | +8 | Melee weapons made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon hits an object, the hit is a critical hit. | While you're wearing it, any critical hit against you becomes a normal hit. |
| Mithral | +6 | The DC of an Enchanter applying an Enchantment to it is reduced by 6, and it always counts has having 1 common essence of any type as part of the craft | If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Easier for Enchanters to Enchant. |
| Shadow Steel | +8 | When weilding a weapon made of Shadow Steel, you have advantage on attack rolls made against any target wearing medium or heavy armour. A creature hit by a Shadow Steel Blade must make a DC 14 Constitution saving throw, becoming stunned until the end of its next turn on a failed save. | — |
Ch.12 | Crafting
\pagebreakNum
##### Crafting Modifiers
| Modifier | DC Modifier | Weapon Effect | Armor Effect |
|:----------:|:-------------------:|:-------------:|:------------:|
| Aerodynamic| +5 | The weapon gains the Thrown (10/30) property if it does not have the Thrown property. If it has the Thrown property, the range increases by 10/30 feet instead. | — |
| Dwarven | +5 | — | If an Effect moves you against your will along the ground while wearing this armor, you can use your Reaction to reduce the distance you are moved by up to 10 feet. The weight of the armor is increased by 50% |
| Elven | +7 | The weapon gains the Finesse property. | You are considered proficient with this armor even if you lack proficiency |
| Masterwork | +8 | A Masterwork weapon gains +1 to attack rolls | A Masterwork armor gains +1 AC |
| Segmented | +5 | — | The armor can be donned or doffed in half as much time |
| Slotted | +2 | This weapon can hold 1 magical gem crafted by an Enchanter | This armor can hold 1 magical gem crafted by Jewelcrafter. |
##### Supplimental Modifiers
| Modifier | Materials | DC Modifier | Weapon Effect | Armor Effect |
|:-------------:|:----------------|:-------------------:|:-------------:|:------------:|
| Magical | 2 *common arcane essence*
2 *uncommon essence** | +10^Magic^ | Weapon adds +1 to attack and damage rolls. | Armor AC is increased by +1. | | Silvered^SI^ | 5+ *silver scraps** | +2 | This weapon is considered silvered for the purposes of overcoming damage resistance. | — | * Supplimental Materials are doubled for weapons with the two-handed property or armor. * ^Magic^ **Magic:** Difficulty modifier is reduced to +4 if combined with Adamantine, Meteore-Ore, Mithral or material modifiers.
2 *uncommon essence** | +10^Magic^ | Weapon adds +1 to attack and damage rolls. | Armor AC is increased by +1. | | Silvered^SI^ | 5+ *silver scraps** | +2 | This weapon is considered silvered for the purposes of overcoming damage resistance. | — | * Supplimental Materials are doubled for weapons with the two-handed property or armor. * ^Magic^ **Magic:** Difficulty modifier is reduced to +4 if combined with Adamantine, Meteore-Ore, Mithral or material modifiers.
Ch.12 | Crafting
\pagebreakNum
### Additional Items
##### Tower Shield
*Armor(shield), Common*
___
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Carrying around such a large shield reduces your movement speed by 5ft
##### Spiked Shield
*Armor(shield), Common*
___
Spiked shield is a rare type of shield made by some tribe of the green earth. It consists of a chitinous plaque covered with spikes that are usually made of monsters part.
##### BlunderBuss
*Weapon, Common*
___
Blunderbuss fire projectiles with ear-splitting noise, shredding armor with deadly force, they are heavy, and hard to manipulate, but can penetrate even adamantine.
When fired, the BlunderBuss emit a deafening crack audible 300 feet away. Unfortunately, the Blunderbuss becomes useless when wet. If the BlunderBuss is exposed to heavy rain, submerged, or drenched in water by a similar means, then it cannot fire. A character cannot use this weapon again until they complete a short rest in dry conditions.
When making an attack with this weapon, you must use your Strength modifier for both the attack and damage rolls.
When you take the attack action and successfully hit a creature with the blunderbuss, measure the weapon’s Scatter range from the square (or point of impact) that the target you hit occupies. All creatures other than the original target that fall within the weapon’s scatter range must make a Dexterity saving throw against your Scatter DC. Upon a failed save, they take damage equal to the ability score modifier you used to hit with the weapon (minimum of 1). Damage dealt this way is piercing.
Scatter Save DC = 8 + your proficiency bonus + Strength modifier.
\columnbreak
##### Blackpowder Pistol
*Weapon, common*
___
When fired, the Pistol emit a deafening crack audible 300 feet away. Unfortunately, the Pistol becomes useless when wet. If the Pistol is exposed to heavy rain, submerged, or drenched in water by a similar means, then it cannot fire. A character cannot use this weapon again until they complete a short rest in dry conditions.
##### Bolas
*Weapon, common*
___
When attacking with this weapon, you may not deal damage and attempt to trip your target instead. The target as to succeed on a Dexterity(acrobatics) or Strength(athletics) against your attack roll or be knocked prone.
##### Cavalry Hammer
*Weapon, common*
___
This hammer was designed to deliver devastating attacks as part of a charge. When you hit a creature with the hammer, and you have moved 20 feet or more in a straight line this turn, you can upgrade the damage dice to a d12.
In addition, when you roll to hit a creature with this hammer, if the target is wearing heavy armour or natural armour that exceeds 17, then you receive +2 on your attack roll to hit that target.
Ch.12 | Crafting
\pagebreakNum
##### Claymore
*Weapon, common*
___
This greatsword was designed to make the most harm. When you score a critical hit against a creature with this weapon, you can add an additional weapon damage die to the damage dealt.
##### Sabre
*Weapon, common*
___
This type of sword are renowned for their utility in recovering from missed attacks. When you miss an attack with a Sabre, you gain advantage on the next attack roll you make with that weapon against the same target
##### Spiked Chain
*Weapon, common*
___
When attacking with this weapon, you may not deal damage and attempt to trip your target instead. The target as to succeed on a Dexterity(acrobatics) or Strength(athletics) against your attack roll or be knocked prone.
##### Dwarven Urgosh
*Weapon, common*
___
A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage.
Special. If you attack with a Urgrosh as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d6 piercing damage on a hit, instead of 1d8 slashing damage.
\columnbreak
### Beyond the System
While blacksmithing allows for a huge amount of custom creation, there will always be new things beyond the system.
The following is some guidelines for how to make something beyond the system.
* Trivial items should be composed of metal scraps, and have a DC in the range of 8-12. These represent things blacksmiths can easily make. Common items should require ingots, and have a DC of 12-18 depending if they are simple or exotic. Uncommon and rarer items should have uncommon and rarer materials matching their rarety.
* Blacksmithing alone can make magical weapons only to the extent that magical components are used.
* If you would like Blacksmithing alone to make fully magical swords, you can largely just take the materials from an equivalent enchanting recipe and add them to materials of the weapon, and than take the higher of the difficulty and crafting time of the projects.
> ##### Work Together and be Reasonable
> The system is, by it's nature, extremely extensible. Great pains have been taken to make things as "balanced" as possible. But this doesn't mean the rules transcend common sense. As a player, tell your DM what you want to make and be open to adjustments to how it would work. As a DM, tell players how their projects will work from the start, and be open to the idea they can make cool things... these crafted items are part of their "loot" and don't need to be "power neutral" as long as they aren't breaking anything.
Ch.12 | Crafting
\pagebreakNum
## Cooking
### Quick Reference
While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a potion in its most basic form:
* Acquire a fresh **ingredient** by harvesting or finding it.
* Review the **Recipe Tables** for **Feasts, Snacks** or **Rations** that ingredient would qualify for, and gather the other materials needed listed in the **Materials** column.
* Use your **Cooking Utensils** tool to craft the option using the number hours listed in the **Crafting Time** column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less. **Meals must be crafted in a single crafting session.** All meals require a heat source (such as a campfire).
* For **every 2 hours**, make a **crafting roll** of 1d20 + your Wisdom modifier + your proficiency bonus with Cooking Utensils. You can abort the craft after a bad crafting roll if you wish, this counts as a failure.
* If the **average** of these checks is **equal to or higher** than the value listed in the **Difficulty column** for that potion, you **succeed**. If it is lower, you **fail** and lose all materials.
* On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. On failure, the crafting time is lost and no progress is made. If you fail 3 times, the crafting is a failure and all materials are lost.
\columnbreak
### Related Tool & Ability Score
Cooking works using **Cooking Utensils**. Attempting to craft a meal without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency to any cooking crafting roll.
Cooking uses your **Wisdom** modifier.
### Duration
The duration a meal remains edible depends on the type of meal made. A **feast** must be consumed within an hour, a **snack** lasts for 1 day, and **ration** lasts 1 month.
### Ingredients
The material for cooking are **fresh ingredients** and **supplies**. A fresh ingredient is something you harvest that can increase the quality of your food and sometimes provide supernatural boosts beyond mere satiation. Staples include seasoning and spices, but also things like flour and turnips - food that lasts awhile and can cooked into perfectly fine meals, but have no benefits you wouldn't expect from eating a good meal.
Ch.12 | Crafting
\pagebreakNum
> ##### General System, Specific Examples
> Like with all aspects, this crafting system does not attempt to provide systematic specific examples (though they are provided in the appendix), but rather a system that allows you to know the outcome of anything you could cook. For example, a party could acquire 1 common fresh ingredient by harvesting a Hook Horror, and than combine that with 1 common supplies to cook either Hook Turkey Sandwiches or Murder Chicken Tenders, but the benefit from either example would still fall into a Monstrosity Meat Quality Meal category (one step above standard rations).
##### Ingredient Expiration
Normal Ingredients expire very quickly, and must be used within 24 hours of being harvested or they become unusable. Preserved rations would fall into the staples category and cannot typically be used to cook anything besides basic meals. The ability to gain any sort of magical benefit is linked its freshness; even will prepared preserved foods provide only the benefit of a Basic Meal (which is a satisfying and good tasting meal, but its benefits are not otherwise magical).
Unlike Fresh Ingredients, Staples last significantly longer and do not need to have their expiration tracked for the purposes of this system.
##### Satiation
The magical benefits you get consuming rare and more magical foods cannot be gained again until 24 hours have passed any particular food. When combined with the ingredient expiration above, this typically means that any ingredient collected is only good for a single meal - this is intentionally; you can harvest more if you wish, but cooking by its natural is a profession of fleeting achievement and fickle opportunity.
### Crafting Roll
Putting that together that means that when you would like to create a meal, your crafting roll is as follows:
**Cooking Modifier** = your Cooking Utensils tool proficiency bonus + your Wisdom modifier.
##### Success and Failure
For Cooking, after you make the crafting roll and succeed marks your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Cooking must be consecutive, meaning that if you wish to continue after a failed craft, you need to extend your crafting time.
Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage. If you fail three times, all progress and materials are lost and can no longer be salvaged.
\columnbreak
### Basic Cooking
While the rules present a handful of ways to use cooking for more exotic ends, the most common application of cooking is just to produce an edible meal on during a long rest - something any adventuring group would welcome; this is called a Quality Meal, and provides greater benefit than rations, though the benefits it provides are not magical, and merely stem from it being a satisfying meals. You can do so by expending 1 fresh ingredient of any type and 1 common supplies for up to 5 people, or by spending common supplies per person being cooked for. These materials must have been purchased within the last week.
See Common Feast^*^
### Purchasing Materials
Due the rules on ingredient freshness, typically speaking ingredients cannot be purchased in a way that is relevant for cooking recipes. You can purchase Supplies (of any type) that can be used to make Basic Meals.
| Rarity | Material Price |
| :---------:|:----------------:|
| Supplies (Salt, Staples, etc) | 1 gp |
| Uncommon Supplies (Uncommon spices, oils, rare seeds, etc) | 10 gp | | Rare Supplies (Hard to
luxury goods) | 100 gp | ### Harvesting Ingredients Unlike other things you can harvest from monsters, there's little chance of failure in harvesting - there's generally more to harvest than be meaningfully used. You can consume Monstrosity, Dragon, Beast and Plant Type creatures for magical benefits; your DM may allow other creature types as special delicacies at their discretion. | Monster CR | Gathered Ingredients | |:---:|:---:|:-----------:| | 1/4 to 4 | Common | | 5-8 | Uncommon | | 9-12 | Rare | | 13-16 | Very Rare | | 16-20 | Legendary |
Ch.12 | Crafting
\pagebreakNum
##### Feast Crafting Table
| Name | Materials | Crafting Time| checks | DC | Rarity | Market Value |
|:----:|:----------|:------------:|:-----------:|:---------:|:------:|:-----------------------------:|
| Common Feast^*^ | 1 *common fresh ingredient*
1 *common supplies* | 1 hour | 1 | DC 8 | common | 3 gp | | Dragon Turtle Bisque^*^ | 1 *uncommon fresh meat*
1 *uncommon supplies*
2 *common supplies*
1 *uncommon reagent (any)* | 2 hours | 1 | DC 14 | uncommon | 30 gp | Feast^*^ | 1 *uncommon fresh ingredient*
1 *uncommon supplies*
2 *common supplies* | 2 hours | 1 | DC 14 | uncommon | 15 gp | | Meat Feast^*^ | 1 *uncommon meat*
1 *uncommon supplies*
2 *common supplies* | 2 hours | 1 | DC 14 | uncommon | 15 gp | | Hearty Feast^*^ | 1 *rare fresh ingredient*
1 *uncommon reagent (any)*
1 *rare supplies*
1 *uncommon supplies*
2 *common supplies* | 2 hours | 1 | DC 16 | rare | 150 gp | | Hearty Meat Feast^*^ | 1 *rare meat*
1 *uncommon reagent (any)*
1 *rare supplies*
1 *uncommon supplies*
2 *common supplies* | 2 hours | 1 | DC 16 | rare | 150 gp | | Superb Feast^*^ | 1 *very rare fresh ingredient*
1 *rare reagent (any)*
2 *rare supplies*
2 *uncommon supplies*
2 *common supplies* | 4 hours | 2 | DC 18 | very rare | 300 gp | | Superb Meat Feast^*^ | 1 *very rare meat*
1 *rare reagent (any)*
2 *rare supplies*
2 *uncommon supplies*
2 *common supplies* | 4 hours | 2 | DC 18 | very rare | 300 gp | | Legendary Feast^*^ | 1 *legendary fresh ingredient*
1 *very rare reagent (any)*
3 *rare supplies*
3 *uncommon supplies*
1 *common supplies* | 6 hours | 3 | DC 20 | legendary | 3000 gp | | Legendary Meat Feast^*^ | 1 *legendary meat*
1 *very rare reagent (any)*
3 *rare supplies*
3 *uncommon supplies*
1 *common supplies* | 6 hours | 3 | DC 20 | legendary | 3000 gp | | Elementally Fortifying
Feast^*^ | 1 *rare meat from a creature with an
elemental resistance or immunity*
2 *uncommon reactive reagent*
1 *common primal essence*
2 *rare supplies*
2 *uncommon supplies*
2 *common supplies* | 2 hours | 1 | DC 16 | rare | 325 gp | | Seaworthy Bouillabaisse | 1 *uncommon meat from a creature
with a swim speed greater than its
walking speed.*
2 *uncommon supplies*
2 *common supplies* | 2 hours | 1 | DC 12 | uncommon | 25 gp | | Heroes' Feast | 5 *rare curative reagent*
4 *rare supplies*
4 *supplies* | 4 hours | 2 | DC 18 | rare | 1,500 |
1 *common supplies* | 1 hour | 1 | DC 8 | common | 3 gp | | Dragon Turtle Bisque^*^ | 1 *uncommon fresh meat*
1 *uncommon supplies*
2 *common supplies*
1 *uncommon reagent (any)* | 2 hours | 1 | DC 14 | uncommon | 30 gp | Feast^*^ | 1 *uncommon fresh ingredient*
1 *uncommon supplies*
2 *common supplies* | 2 hours | 1 | DC 14 | uncommon | 15 gp | | Meat Feast^*^ | 1 *uncommon meat*
1 *uncommon supplies*
2 *common supplies* | 2 hours | 1 | DC 14 | uncommon | 15 gp | | Hearty Feast^*^ | 1 *rare fresh ingredient*
1 *uncommon reagent (any)*
1 *rare supplies*
1 *uncommon supplies*
2 *common supplies* | 2 hours | 1 | DC 16 | rare | 150 gp | | Hearty Meat Feast^*^ | 1 *rare meat*
1 *uncommon reagent (any)*
1 *rare supplies*
1 *uncommon supplies*
2 *common supplies* | 2 hours | 1 | DC 16 | rare | 150 gp | | Superb Feast^*^ | 1 *very rare fresh ingredient*
1 *rare reagent (any)*
2 *rare supplies*
2 *uncommon supplies*
2 *common supplies* | 4 hours | 2 | DC 18 | very rare | 300 gp | | Superb Meat Feast^*^ | 1 *very rare meat*
1 *rare reagent (any)*
2 *rare supplies*
2 *uncommon supplies*
2 *common supplies* | 4 hours | 2 | DC 18 | very rare | 300 gp | | Legendary Feast^*^ | 1 *legendary fresh ingredient*
1 *very rare reagent (any)*
3 *rare supplies*
3 *uncommon supplies*
1 *common supplies* | 6 hours | 3 | DC 20 | legendary | 3000 gp | | Legendary Meat Feast^*^ | 1 *legendary meat*
1 *very rare reagent (any)*
3 *rare supplies*
3 *uncommon supplies*
1 *common supplies* | 6 hours | 3 | DC 20 | legendary | 3000 gp | | Elementally Fortifying
Feast^*^ | 1 *rare meat from a creature with an
elemental resistance or immunity*
2 *uncommon reactive reagent*
1 *common primal essence*
2 *rare supplies*
2 *uncommon supplies*
2 *common supplies* | 2 hours | 1 | DC 16 | rare | 325 gp | | Seaworthy Bouillabaisse | 1 *uncommon meat from a creature
with a swim speed greater than its
walking speed.*
2 *uncommon supplies*
2 *common supplies* | 2 hours | 1 | DC 12 | uncommon | 25 gp | | Heroes' Feast | 5 *rare curative reagent*
4 *rare supplies*
4 *supplies* | 4 hours | 2 | DC 18 | rare | 1,500 |
Ch.12 | Crafting
\pagebreakNum
##### Snack Crafting Table
| Name | Materials | Crafting Time| checks | DC | Rarity | Market Value |
|:----:|:----------|:------------:|:-----------:|:---------:|:------:|:-----------------------------:|
| Dryad Greens^*^ | 1 *ingredient harvested from a
fey*
1 *rare supplies*
1 *uncommon supplies*
1 *common supplies* | 6 hours | 3 | DC 16 | uncommon | 750 gp | | Flame Breathing Jerky^*^ x 5 | 1 *uncommon or rarer meat from
a creature immune to fire damage*
2 *uncommon reactive reagents*
1 *rare supplies* | 6 hours | 3 | DC 15 | uncommon | 250 gp | | Mint Chew^*^ x 5 | 2 *uncommon curative reagent*
1 *uncommon supplies* | 4 hours | 2 | DC 14 | uncommon | 100 gp | | Morph Cookies^*^ x 5 | 1 *ingredient harvested from a
shapeshifter*
1 *rare supplies*
1 *uncommon supplies*
1 *common supplies* | 2 hours | 2 | DC 15 | uncommon | 125 gp | | Seeing Sticks^*^ x 5 | 1 *ingredient from a creature
with blindsight or tremorsense*
1 *uncommon reactive reagent*
1 *rare supplies*
1 *common supplies (optional)* | 4 hours | 2 | DC 15 | uncommon | 150 gp | ##### Ration Crafting Table | Name | Materials | Crafting Time| checks | DC | Rarity | Market Value | |:----:|:----------|:------------:|:-----------:|:---------:|:------:|:-----------------------------:| | Elvish Bread^*^ x 10 | 1 *uncommon curative reagent*
1 *uncommon supplies*
1 *common supplies* | 6 hours | 3 | DC 15 | uncommon | 60 gp | | Rations x 10 | 2 *common supplies* | 1 hour | 1 | DC 8 | common | 5 gp | | Bead of Nourishment | 1 *common curative reagent*
2 *common supplies* | 1 hour | 1 | DC 8 | common | 25 gp | | Bead of Refreshment | 1 *common curative reagent*
2 *common supplies* | 1 hour | 1 | DC 8 | common | 25 gp |
fey*
1 *rare supplies*
1 *uncommon supplies*
1 *common supplies* | 6 hours | 3 | DC 16 | uncommon | 750 gp | | Flame Breathing Jerky^*^ x 5 | 1 *uncommon or rarer meat from
a creature immune to fire damage*
2 *uncommon reactive reagents*
1 *rare supplies* | 6 hours | 3 | DC 15 | uncommon | 250 gp | | Mint Chew^*^ x 5 | 2 *uncommon curative reagent*
1 *uncommon supplies* | 4 hours | 2 | DC 14 | uncommon | 100 gp | | Morph Cookies^*^ x 5 | 1 *ingredient harvested from a
shapeshifter*
1 *rare supplies*
1 *uncommon supplies*
1 *common supplies* | 2 hours | 2 | DC 15 | uncommon | 125 gp | | Seeing Sticks^*^ x 5 | 1 *ingredient from a creature
with blindsight or tremorsense*
1 *uncommon reactive reagent*
1 *rare supplies*
1 *common supplies (optional)* | 4 hours | 2 | DC 15 | uncommon | 150 gp | ##### Ration Crafting Table | Name | Materials | Crafting Time| checks | DC | Rarity | Market Value | |:----:|:----------|:------------:|:-----------:|:---------:|:------:|:-----------------------------:| | Elvish Bread^*^ x 10 | 1 *uncommon curative reagent*
1 *uncommon supplies*
1 *common supplies* | 6 hours | 3 | DC 15 | uncommon | 60 gp | | Rations x 10 | 2 *common supplies* | 1 hour | 1 | DC 8 | common | 5 gp | | Bead of Nourishment | 1 *common curative reagent*
2 *common supplies* | 1 hour | 1 | DC 8 | common | 25 gp | | Bead of Refreshment | 1 *common curative reagent*
2 *common supplies* | 1 hour | 1 | DC 8 | common | 25 gp |
Ch.12 | Crafting
\pagebreakNum
### Feasts
##### Common Feast
*Food, feast, common*
Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. This is a hearty meal well surpassing the benefits of normal meals or rations, and each creature that consumes it regains an additional hit die during the next long rest.
If cooked by a creature with proficiency in Cooking Utensils, creatures that consume this feast regain additional hit dice equal to the cook's proficiency bonus during the next long rest instead.
##### Dragon Turtle Bisque
*Food, feast, uncommon*
___
Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this bisque, you become satiated for the next 24 hours. You gain the ability to breathe both air and water for the next 24 hours.
##### Feast
*Food, feast, uncommon/rare/very rare/legendary*
___
Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. You gain the benefits for a common feast, but can gain additional benefits by trading hit dice as part of your next long rest after consuming this meal - these hit dice are consumed after calculating how many you would have after the rest (including the benefits of the feast), but you can trade hit dice in this way you would normally lose if you have more than your maximum hit dice.
You can trade hit dice in this way up to a number equal to your proficiency bonus. The benefits scale based on the rarity on the feast.
| Benefit [Uncommon/Rare/Very Rare/Legendary] |
|:--------------:|:-----------------------------------------:|
| Roll a [d4/d6/d8/d12] per hit die traded and gain temporary hit points equal to the value rolled. |
| Trade three hit dice for an additional spell slot of [1st/2nd/3rd/4th/5th] level |
| Gain a point point that can be expended like Inspiration by trading [5/4/3/2] hit dice per point. |
Any benefit from a feast fades after 24 hours.
> ##### How Feast Spent Dice Work
> If, for example, at level 4, if you start a rest with 2 hit dice, and consume a meal that would give an additional hit die, you would end the rest with 5, but your maximum is 4, so you would lose the 5th. This allows you to spend that extra fifth hit die for additional benefits. You could spend 3 hit dice on these benefits, but doing so would mean you only have 2 hit dice *after* the long rest.
##### Meat Feast
*Food, feast, uncommon/rare/very rare/legendary*
___
Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. Consuming the essence of a properly prepared creature of great power confers some of its power to you while satiated by the feast.
You can add +1/+2/+3/+4 to ability checks and saving throws of the prepared creatures highest stat (if multiple stats are tied, the cook chooses which when preparing the meal). Alternatively, the cook can bring forth exotic properties of the creature, conferring one trait of the cooked animal to those that consume it as per the following table (this replaces the benefit to ability checks and saves):
| Quality | Rarity | Stat Bonus | Alternative Creature Boon |
|:-------:|:------:|:------:| :-: |
| Meat | UnCommon | +1 | **Hold Breath**, **Keen Senses**, **Pounce**, **Stone Camouflage**
| Hearthy Meat | Rare | +2 | **Amphibious/Water Breathing**, **Web Walker**
| Superb Meat | Very Rare | +3 | **Pack Tactics**, **Spider Climb**
| Legendary Meat | Legendary | +4 | **Magic Resistance**, **Regeneration**, **Shapechanger(Mimic)**
The details from the creature boon can be found on the creature stat block. The cook must be aware of the creature's property to make the meal imbue that property, and the DM may adjust the property in cases where it would not work for players or be too powerful as written. At the DMs discretion, any of ability can be added to this list.
##### Elementally Fortifying Feast
*Food, feast, rare*
___
Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. The magical properties of the meal confer the following special benefits:
| Element | Benefit |
|:------------:|:-------:|
| Cold | Advantage on saves against cold climates and cold damage. | | Fire | Advantage on saves against hot
climates and fire damage. | | Lightning | Advantage on saves against being
stunned and lightning damage | These benefits fade after 24 hours. You cannot gain the benefits of another feats until these benefits fade and you are no longer satiated. ##### Seaworthy Bouillabaisse *Food, feast, uncommon* ___ Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. The magical properties of the meal grant you immunity to sea sickness as well as advantage on Dexterity or Constitution saving throws involving the motion of sea vessels. Additionally, if you do not have proficiency in Water Vehicles, you can add half your proficiency bonus (rounded down) to any check involving them for the duration.
Ch.12 | Crafting
\pagebreakNum
##### Heroes' Feast
*Food, feast, rare*
___
A magnificent spread of food. Cooking this has the effect of casting the spell *heroe's feast*, expect it's made of real food and not poofed by into existence strange magics.
### Snacks
##### Dryad Greens
A dryad's "hair" consists of lustruous leafy greens that make a vibrant improvised salad. Some common vinegar and flecks of meat can add sharpness and texture in a matter of minutes.
For the next 24 hours; you can communicate with beasts and plants as if you shared a language. The complexity of what you communicate might be limited by their intelligence.
##### Ettercap, Steamed
Though a favorite meal of tirumphant fey, softened ettercap spinnerets smell a tad too "rubbery" for other creatures. Pinch your nose and they're not much different from a giant spider, though.
For the next 10 minutes, whenever you are in contact with a web, rope or similar structure, you know the exact location of anyother creature in contact with that web.
##### Flame Breathing Jerky
*Food, snack, uncommon*
A tough jerky with exotic flavoring. Very spicy, uncomfortable so. After a creature consumes this snack as an action, they gain the following benefits for the next 10 minutes:
* You cannot be put to sleep by magical means.
* You have disadvantage on Wisdom ability checks.
* You have disadvantage on Constitution saving throws to maintain concentration on a spell.
* You can use a bonus action to exhale fire at a target within 10 feet of you. The target must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
You can eat a number of pieces of this jerky equal to your Constitution modifier per long rest.
##### Mint Chew
*Food, snack, uncommon*
A chewy minty candy. You can pop one into your mouth as a bonus action. While being chewed (for up to 10 minutes), are energized and can ignore the effects of up to 3 levels Exhaustion for the duration, and cannot be put to sleep by magical means.
You can only gain this benefit once per long rest, after which consuming additional pieces of the candy has no effect.
\columnbreak
##### Morph Cookies
*Food, snack, uncommon*
Consuming one of these has the effects of casting *alter self*, however you cannot change the adaption unless you consume another cookie. This effect does not require concentration to maintain, and can be extended by consuming an additional morph cookie.
If the ingredient came from a mimic, you can additional transform your appearance to creatures with a different basic shape than you, though you remain the same size.
##### Seeing Sticks
*Food, snack, uncommon*
A stick of hard tacky substance. You can pop one into your mouth as a bonus action. While being sucked (for up to 10 minutes), you gain expanded senses and have advantage on Wisdom (Perception) checks, saving throws against a Illusion spells, and Intelligence (Investigation) checks to see through illusions, though because of the bad taste inherent to the formulation, continuing to suck on the seeing stick requires concentration, as if concentrating on a spell.
By adding the optional common supplies ingredient, they can be sweetened, giving concentration checks to keep from spitting them out advantage; this increases the DC of the recipe by 1.
### Rations
##### Elvish Bread
*Food, ration, uncommon*
A creature can use its action to eat one bite of this bite (1 ration of it). Eating a piece restores 1 hit point, and the bread provides enough nourishment to sustain a creature for one day.
Ch.12 | Crafting
\pagebreakNum
## Enchanting
Enchanting is a hard and expensive profession, but one eagerly pursued by many all the same. The makers of miracles, the craftsmen of wonder, no other profession holds the fascination of adventurers quite like Enchanter, for their domain encompasses the large majority of magical items.
An item need not pass through an enchanter's hands to be magical, indeed many a blacksmith has forged a magical blade with the right materials, but the true wonder of enchantment is to turn the mundane magical. An enchanter can turn even the most base and commonplace item into something wonderful and powerful, and when given the head start of working with an already well crafted item can craft things of legend.
Many enchanters further specialize in subdomains such as Scroll Scribing or Wand Whittling for more specialized good that require more specialized tools, with many even pursuing such things as Jewelery Crafting in order to create the precious items that most easily enchant, but the general field of Enchanting still covers a large swath of the wondrous.
Scrolls are heavily featured as component of nearly all magical items forming the basis for the powerful enchantments that imbue them with their magic - templates of sort, and thus the ability to craft scrolls with Scroll Scribery is often the most desired of the subdomains for an Enchanter.
\columnbreak
### Quick Reference
While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a magic item in its most basic form:
* Select the **magic item** that you would like to craft from any of the **Magic Item Tables**.
* Acquire the items listed in the **materials** column for that item.
* Use your **Arcana skill** to infuse the option using the number hours listed in the **Crafting Time** column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less.
* For **every 2 hours**, make a **crafting roll** of 1d20 + your Intelligence modifier + your Arcana proficiency.
* **On success**, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. **On failure**, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.
### Related Tool & Ability Score
Rather than any one tool, Enchanting primarily off the **Arcana**. Due to the subdomains of scrolls (Scroll Scribing) and runes (Runecraft) being part of enchanting Enchanting, proficiency in **Calligraphy Tools** is often useful.
Enchanting uses your **Intelligence** modifier. While magic comes in many forms (Arcane, Primal, Divine) and many casters are able to control it with other aspects of their talent, the ability to systematically bind it into magic items requires a deep understanding of its inner workings that can only be accomplished through meticulous study and knowledge.
Ch.12 | Crafting
\pagebreakNum
### Materials: Essences & Components
The materials of enchanting are **Essences** and **Components**. Essences come in three different types - Arcane, Primal, and Divine, as well as five rarities - common, uncommon, rare, very rare, and legendary. What an Essence *is* can vary greatly, as they are things of innate magic that is used to power the Enchanter's creations. They could be organs of magical monsters (such as the heart of a dragon which would be a rare primal essence) or they can be synthesized from magical reagents into a magical compound. Components are a broad category of items ranging from the base item you are enchanting to any extraneous bits needed to be added. One unique component that is present in many enchantments is a **Spell Scroll** of various types of spells that form the basis of the sort of the magic the item has.
##### Replacing Spell Scrolls
A crafter that is capable of casting magic can replace the spell scroll in an enchantment with the ability to cast that spell, but when doing so they must cast that spell *for each crafting check they make on that item*. This is an exhausting process, draining their magic far more deeply than normal casting, and confers a level of exhaustion each time this technique is used to replace a crafting check. If a magic item requires multiple scrolls, only one of them can be replaced in this way, though if an additional spell caster that can cast the necessary spell can assist you, they can replace a second scroll, though suffering the same penalty.
> ##### Exhausting & Difficult Method
> This mechanic is intentionally quite difficult to use - even for casters that are capable of casting the spell, the typically process would be to make the scroll first to formalize their thoughts and process, laying down the patterns and templates for the magic item.
> It also removes a very costly gate in the process, so should not be easily bypassed.
### Crafting Roll
Putting that together that means that when you would like to enchant an item, your crafting roll is as follows:
**Enchanting Modifier** = your Arcana proficiency bonus + your Intelligence modifier
##### Success and Failure
For Enchanting, after you make the crafting roll and succeed marks your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Enchanting do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage.
If you fail three times in a row, all progress and materials are lost and can no longer be salvaged.
Ch.12 | Crafting
\pagebreakNum
##### Wondrous Item Crafting Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:--:|:-----:|:---------:|
| Broom of Flying | 1 *broom*
1 *scroll of levitate*
1 *scroll of fly*
1 *scroll of animate object*
2 *uncommon primal essence* | 16 hours (2 days) | 8 | DC 16 | uncommon | 1,050 gp | | Cap of Water
Breathing | 1 *leather cap*
1 *scroll of water breathing*
1 *common arcane essence*
2 *commom primal essence* | 8 hours | 4 | DC 14 | uncommon | 270 gp | | Portable Hole | 1 *large cloth*
1 *scroll of rope trick*
1 *scroll of passwall*
1 *scroll of dimension door*
2 *rare arcane essence*
1 *rare primal essence* | 16 hours (1.5 days) | 8 | DC 18 | Rare | 5,000 gp | | Sending Stones | 1 *set of the same kind of stones*
1 *scroll of sending*
2 *common arcane essence* | 4 hours | 2 | DC 14 | uncommon | 380 gp | | Animated Shield | 1 *shield worth at least 200 gp*
1 *scroll of animated objects*
2 *rare arcane essence*
1 *very rare arcane essence*
1 *rare primal essence* | 24 hours (2 days) | 12 | DC 18 | very rare | 12,500 gp | | Beads of Force | 8 *beads*
8 *scrolls of resilient sphere* | 16 hours (2 days) | 8 | DC 16 | rare | 2900 gp | | Brazier of Commanding Fire Elementals | 1 *brazier worth 200 gp*
1 *scroll of conjure elemental*
2 *rare primal essences*
2 *rare reactive reagents* | 16 hours (2 days) | 8 | DC 17 | rare | 2,400 gp | | Bowl of Commanding Water Elementals | 1 *bowl worth 200 gp*
1 *scroll of conjure elemental*
2 *rare primal essences*
2 *rare curative reagents* | 16 hours (2 days) | 8 | DC 17 | rare | 2,400 gp | | Stone of Controlling Earth Elementals | 1 *stone worth 200 gp*
1 *scroll of conjure elemental*
2 *rare primal essences*
2 *rare poisonous reagent*| 16 hours (2 days) | 8 | DC 17 | rare | 2,400 gp | | Censer of Controlling Air Elementals | 1 *censer worth 200 gp*
1 *scroll of conjure elemental*
2 *rare primal essences*
1 *rare reactive reagent*
1 *uncommon arcane essence* | 16 hours (2 days) | 8 | DC 17 | rare | 2,400 gp | | Candle of Invocation* | *1 candle worth 100 gp*
4 *rare divine essence*
1 *scroll of holy aura*
1 *scroll of gate* | 32 hours (4 days) | 16 | DC 19 | very rare | 65,000 gp | | Carpet of Flying | 1 *fancy carpet worth 1000 gp*
1 *scroll of fly*
1 *scroll of levitate*
1 *scroll of animate objects*
1 *very rare arcane essence*
1 *very rare primal essence* | 32 hours (4 days) | 16 | DC 19 | very rare | 20,000 gp | | Chime of Opening | 1 *chime worth 50 gp*
1 *scroll of knock*
10 *common arcane essences* | 10 hours | 5 | DC 14 | rare | 666 gp | \* Candle of Invocation matches the alignment of the creator.
1 *scroll of levitate*
1 *scroll of fly*
1 *scroll of animate object*
2 *uncommon primal essence* | 16 hours (2 days) | 8 | DC 16 | uncommon | 1,050 gp | | Cap of Water
Breathing | 1 *leather cap*
1 *scroll of water breathing*
1 *common arcane essence*
2 *commom primal essence* | 8 hours | 4 | DC 14 | uncommon | 270 gp | | Portable Hole | 1 *large cloth*
1 *scroll of rope trick*
1 *scroll of passwall*
1 *scroll of dimension door*
2 *rare arcane essence*
1 *rare primal essence* | 16 hours (1.5 days) | 8 | DC 18 | Rare | 5,000 gp | | Sending Stones | 1 *set of the same kind of stones*
1 *scroll of sending*
2 *common arcane essence* | 4 hours | 2 | DC 14 | uncommon | 380 gp | | Animated Shield | 1 *shield worth at least 200 gp*
1 *scroll of animated objects*
2 *rare arcane essence*
1 *very rare arcane essence*
1 *rare primal essence* | 24 hours (2 days) | 12 | DC 18 | very rare | 12,500 gp | | Beads of Force | 8 *beads*
8 *scrolls of resilient sphere* | 16 hours (2 days) | 8 | DC 16 | rare | 2900 gp | | Brazier of Commanding Fire Elementals | 1 *brazier worth 200 gp*
1 *scroll of conjure elemental*
2 *rare primal essences*
2 *rare reactive reagents* | 16 hours (2 days) | 8 | DC 17 | rare | 2,400 gp | | Bowl of Commanding Water Elementals | 1 *bowl worth 200 gp*
1 *scroll of conjure elemental*
2 *rare primal essences*
2 *rare curative reagents* | 16 hours (2 days) | 8 | DC 17 | rare | 2,400 gp | | Stone of Controlling Earth Elementals | 1 *stone worth 200 gp*
1 *scroll of conjure elemental*
2 *rare primal essences*
2 *rare poisonous reagent*| 16 hours (2 days) | 8 | DC 17 | rare | 2,400 gp | | Censer of Controlling Air Elementals | 1 *censer worth 200 gp*
1 *scroll of conjure elemental*
2 *rare primal essences*
1 *rare reactive reagent*
1 *uncommon arcane essence* | 16 hours (2 days) | 8 | DC 17 | rare | 2,400 gp | | Candle of Invocation* | *1 candle worth 100 gp*
4 *rare divine essence*
1 *scroll of holy aura*
1 *scroll of gate* | 32 hours (4 days) | 16 | DC 19 | very rare | 65,000 gp | | Carpet of Flying | 1 *fancy carpet worth 1000 gp*
1 *scroll of fly*
1 *scroll of levitate*
1 *scroll of animate objects*
1 *very rare arcane essence*
1 *very rare primal essence* | 32 hours (4 days) | 16 | DC 19 | very rare | 20,000 gp | | Chime of Opening | 1 *chime worth 50 gp*
1 *scroll of knock*
10 *common arcane essences* | 10 hours | 5 | DC 14 | rare | 666 gp | \* Candle of Invocation matches the alignment of the creator.
Ch.12 | Crafting
\pagebreakNum
##### Wondrous Item Crafting Table (cont)
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:----------|:------------:|:-----------------:|:-----------:|:------:|:---------:|
| Crystal Ball | 1 *crystal worth at least 1,000 gp*
1 *scroll of scrying*
1 *very rare arcane essence*
2 *rare arcane essence* | 24 hours (3 days) | 12 | DC 18 | very rare | 12,600 gp | | Crystal Ball of Mind Reading | 1 *very rare magical crystal ball*
1 *scroll of detect thoughts*
1 *very rare arcane essence* | 8 hours | 4 | DC 19 | very rare | 22,200 gp | | Crystal Ball of Telepathy | 1 *very rare magical crystal ball*
1 *scroll of suggestion*
1 *very rare psionic essence* | 8 hours | 4 | DC 20 | very rare | 22,600 gp | | Crystal Ball of True Seeing | 1 *very rare magical crystal ball*
1 *scroll of truesight*
1 *legendary arcane essence* | 8 hours | 4 | DC 21 | legendary | 50,000 gp | | Cube of Force | 1 *metal cube of mithril, admantite, or gold*
1 *scroll of wall of force*
1 *scroll of antilife shell*
1 *scroll of gaseous form*
1 *scroll of antimagic field*
2 *rare arcane essence*
3 *uncommon arcane essence* | 16 hours (2 days) | 8 | DC 17 | very rare | 20,000 gp | | Cubic Gate | 1 *3 inch cube worth at least 500 gold*
1 *scroll of gate*
1 *scroll of planeshift*
1 *very rare arcane essence*
1 *very rare divine essence* | 32 hours (4 days) | 16 | DC 20 | very rare | 75,000 gp | | Decanter of Endless Water | 1 *decanter*
1 *scroll of create or destroy water*
1 *uncommon primal essence*
1 *common divine essence* | 8 hours | 4 | DC 14 | ucommon | 300 gp |
1 *scroll of scrying*
1 *very rare arcane essence*
2 *rare arcane essence* | 24 hours (3 days) | 12 | DC 18 | very rare | 12,600 gp | | Crystal Ball of Mind Reading | 1 *very rare magical crystal ball*
1 *scroll of detect thoughts*
1 *very rare arcane essence* | 8 hours | 4 | DC 19 | very rare | 22,200 gp | | Crystal Ball of Telepathy | 1 *very rare magical crystal ball*
1 *scroll of suggestion*
1 *very rare psionic essence* | 8 hours | 4 | DC 20 | very rare | 22,600 gp | | Crystal Ball of True Seeing | 1 *very rare magical crystal ball*
1 *scroll of truesight*
1 *legendary arcane essence* | 8 hours | 4 | DC 21 | legendary | 50,000 gp | | Cube of Force | 1 *metal cube of mithril, admantite, or gold*
1 *scroll of wall of force*
1 *scroll of antilife shell*
1 *scroll of gaseous form*
1 *scroll of antimagic field*
2 *rare arcane essence*
3 *uncommon arcane essence* | 16 hours (2 days) | 8 | DC 17 | very rare | 20,000 gp | | Cubic Gate | 1 *3 inch cube worth at least 500 gold*
1 *scroll of gate*
1 *scroll of planeshift*
1 *very rare arcane essence*
1 *very rare divine essence* | 32 hours (4 days) | 16 | DC 20 | very rare | 75,000 gp | | Decanter of Endless Water | 1 *decanter*
1 *scroll of create or destroy water*
1 *uncommon primal essence*
1 *common divine essence* | 8 hours | 4 | DC 14 | ucommon | 300 gp |
Ch.12 | Crafting
\pagebreakNum
##### Wondrous Item Crafting Table (cont)
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:----------|:------------:|:-----------------:|:-----------:|:------:|:---------:|
| Deck of Illusions | 34 *cards*
1 *scroll of major image*
1 *scroll of silent image*
34 *common arcane essences* | 8 hours | 4 | DC 15 | uncommon | 330 gp | | Deck of Many Things | 22 *cards*
1 *tears of a dungeon master* | 22 hours | 11 | DC 100 | legendary | ??? | | Efreeti Bottle | 1 *brass bottle*
1 *scroll of conjure elemental*
1 *scroll of planar binding*
2 *very rare primal essences*
3 *rare primal essences*
3 *rare arcane essences* | 32 hours (4 days) | 16 | DC 18 | very rare | 24,000 gp | | Eversmoking Bottle | 1 *bottle*
1 *scroll of fog cloud*
1 *scroll of produce flame*
1 *common arcane essence*
1 *common primal essence* | 8 hours | 4 | DC 13 | uncommon | 210 gp | | Feather Token (Anchor) | 1 *fletching*
1 *scroll of entangle*
1 *scroll of web*
1 *scroll of binding curse^K^*
1 *uncommon arcane essence* | 6 hours | 3 | DC 15 | rare | 435 gp | | Feather Token (Bird) | 1 *fletching*
1 *scroll of conjure animals*
2 *scrolls of enlarge reduce*
1 *uncommon primal essence* | 6 hours | 3 | DC 17 | rare | 770 gp | | Feather Token (Fan) | 1 *fletching*
1 *scroll of gust of wind*
1 *scroll of animate object^K^*
1 *uncommon arcane essence*
1 *uncommon primal essence* | 6 hours | 3 | DC 15 | rare | 525 gp | | Feather Token (Swan Boat) | 1 *fletching*
1 *boat 50 feet long and 20 feet wide*
1 *scroll of dimension door*
1 *uncommon arcane essence* | 8 hours | 4 | DC 16 | rare | 4000 gp | | Feather Token (Tree) | 1 *fletching*
1 *scroll of plant growth*
1 *uncommon primal essence* | 6 hours | 3 | DC 15 | rare | 475 gp | | Feather Token (Whip) | 1 *fletching*
1 *whip*
1 *scroll of animate objects*
1 *uncommon arcane essence* | 6 hours | 3 | DC 14 | rare | 275 gp | | Hat of Disguise | 1 *hat*
1 *scroll of disguise self*
1 *scroll of minor illusion*
1 *uncommon arcane essence*
1 *common arcane essence* | 8 hours | 4 | DC 14 | uncommon | 340 gp | | Well of Many Worlds | 1 *fine block cloth worth 100 gp*
1 *scroll of planeshift*
1 *scroll of demiplane*
1 *legendary divine essence*
1 *very rare arcane essence* | 40 hours (5 days) | 20 | DC 20 | legendary |
1 *scroll of major image*
1 *scroll of silent image*
34 *common arcane essences* | 8 hours | 4 | DC 15 | uncommon | 330 gp | | Deck of Many Things | 22 *cards*
1 *tears of a dungeon master* | 22 hours | 11 | DC 100 | legendary | ??? | | Efreeti Bottle | 1 *brass bottle*
1 *scroll of conjure elemental*
1 *scroll of planar binding*
2 *very rare primal essences*
3 *rare primal essences*
3 *rare arcane essences* | 32 hours (4 days) | 16 | DC 18 | very rare | 24,000 gp | | Eversmoking Bottle | 1 *bottle*
1 *scroll of fog cloud*
1 *scroll of produce flame*
1 *common arcane essence*
1 *common primal essence* | 8 hours | 4 | DC 13 | uncommon | 210 gp | | Feather Token (Anchor) | 1 *fletching*
1 *scroll of entangle*
1 *scroll of web*
1 *scroll of binding curse^K^*
1 *uncommon arcane essence* | 6 hours | 3 | DC 15 | rare | 435 gp | | Feather Token (Bird) | 1 *fletching*
1 *scroll of conjure animals*
2 *scrolls of enlarge reduce*
1 *uncommon primal essence* | 6 hours | 3 | DC 17 | rare | 770 gp | | Feather Token (Fan) | 1 *fletching*
1 *scroll of gust of wind*
1 *scroll of animate object^K^*
1 *uncommon arcane essence*
1 *uncommon primal essence* | 6 hours | 3 | DC 15 | rare | 525 gp | | Feather Token (Swan Boat) | 1 *fletching*
1 *boat 50 feet long and 20 feet wide*
1 *scroll of dimension door*
1 *uncommon arcane essence* | 8 hours | 4 | DC 16 | rare | 4000 gp | | Feather Token (Tree) | 1 *fletching*
1 *scroll of plant growth*
1 *uncommon primal essence* | 6 hours | 3 | DC 15 | rare | 475 gp | | Feather Token (Whip) | 1 *fletching*
1 *whip*
1 *scroll of animate objects*
1 *uncommon arcane essence* | 6 hours | 3 | DC 14 | rare | 275 gp | | Hat of Disguise | 1 *hat*
1 *scroll of disguise self*
1 *scroll of minor illusion*
1 *uncommon arcane essence*
1 *common arcane essence* | 8 hours | 4 | DC 14 | uncommon | 340 gp | | Well of Many Worlds | 1 *fine block cloth worth 100 gp*
1 *scroll of planeshift*
1 *scroll of demiplane*
1 *legendary divine essence*
1 *very rare arcane essence* | 40 hours (5 days) | 20 | DC 20 | legendary |
Ch.12 | Crafting
\pagebreakNum
##### Wondrous Item Crafting Table (cont)
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:----------|:------------:|:-----------------:|:-----------:|:------:|:---------:|
| Helm of Telepathy | 1 *helm worth at least 50 gp*
1 *scroll of detect thoughts*
1 *scroll of suggestion*
1 *uncommon arcane essence*
1 *common arcane essence* | 16 hours (2 days) | 8 | DC 15 | uncommon | | Instant Fortress | 1 *admantine cube*
100 *adamantine ingots*
1 *scroll of magnificent mansion*
2 *very rare arcane essence*
4 *rare arcane essence*
2 *rare divine essence* | 40 hours (5 days) | 20 | DC 18 | very rare | | Iron Flask (Empty) | 1 *iron flask*
1 *scroll of imprisonment*
1 *scroll of planar blinding*
1 *legendary arcane essence*
1 *very rare divine essence* | 40 hours (5 days) | 20 | DC 21 | legendary | | Mirror of Life Trapping | 1 *4 foot tall mirror worth at least 50 gp*
1 *scroll of demiplane*
1 *scroll of banishment*
1 *very rare arcane essence*
2 *rare arcane essence* | 32 hours (4 days) | 16 | DC 19 | very rare | Rope of Climbing | 1 *60-foot long rope*
1 *scroll of awaken rope*
1 *uncommon arcane essence*
1 *common arcane essence* | 4 hours | 2 | DC 14 | uncommon | | Rope of Entanglement | 1 *30-foot long rope*
1 *scroll of awaken rope^K^*
1 *scroll of entangle*
1 *rare arcane essence* | 16 hours (2 days) | 8 | DC 17 | 1,325 gp | | Sphere of Annihilation | 1 *legendary arcane essence*
1 *scroll of disintegrate*
1 *scroll of levitate*
1 *scroll of demiplane*
2 *very rare arcane essence*
1 *very rare divine essence* | 40 hours (5 days) | 20 | DC 21 | 81,000 gp | | Luckstone | 1 *polished agate worth 50 gp*
1 *scroll of imbue luck^K^*
1 *uncommon divine essence*
1 *common primal essence* | 8 hours | 4 | DC 15 | uncommon | 415 gp | ##### Ioun Stones | Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value | |:----:|:----------|:------------:|:-----------------:|:-----------:|:------:|:---------:| | Ioun Stone (Absorption) | | Ioun Stone (Agility) | | Ioun Stone (Awareness) | | Ioun Stone (Fortitude) | | Ioun Stone (Greater Absorption) | | Ioun Stone (Insight) | | Ioun Stone (Intellect) | | Ioun Stone (Leadership) | | Ioun Stone (Mastery) | | Ioun Stone (Protection) | | Ioun Stone (Regeneration) | | Ioun Stone (Reserve) | | Ioun Stone (Strength) | | Ioun Stone (Sustenance) |
1 *scroll of detect thoughts*
1 *scroll of suggestion*
1 *uncommon arcane essence*
1 *common arcane essence* | 16 hours (2 days) | 8 | DC 15 | uncommon | | Instant Fortress | 1 *admantine cube*
100 *adamantine ingots*
1 *scroll of magnificent mansion*
2 *very rare arcane essence*
4 *rare arcane essence*
2 *rare divine essence* | 40 hours (5 days) | 20 | DC 18 | very rare | | Iron Flask (Empty) | 1 *iron flask*
1 *scroll of imprisonment*
1 *scroll of planar blinding*
1 *legendary arcane essence*
1 *very rare divine essence* | 40 hours (5 days) | 20 | DC 21 | legendary | | Mirror of Life Trapping | 1 *4 foot tall mirror worth at least 50 gp*
1 *scroll of demiplane*
1 *scroll of banishment*
1 *very rare arcane essence*
2 *rare arcane essence* | 32 hours (4 days) | 16 | DC 19 | very rare | Rope of Climbing | 1 *60-foot long rope*
1 *scroll of awaken rope*
1 *uncommon arcane essence*
1 *common arcane essence* | 4 hours | 2 | DC 14 | uncommon | | Rope of Entanglement | 1 *30-foot long rope*
1 *scroll of awaken rope^K^*
1 *scroll of entangle*
1 *rare arcane essence* | 16 hours (2 days) | 8 | DC 17 | 1,325 gp | | Sphere of Annihilation | 1 *legendary arcane essence*
1 *scroll of disintegrate*
1 *scroll of levitate*
1 *scroll of demiplane*
2 *very rare arcane essence*
1 *very rare divine essence* | 40 hours (5 days) | 20 | DC 21 | 81,000 gp | | Luckstone | 1 *polished agate worth 50 gp*
1 *scroll of imbue luck^K^*
1 *uncommon divine essence*
1 *common primal essence* | 8 hours | 4 | DC 15 | uncommon | 415 gp | ##### Ioun Stones | Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value | |:----:|:----------|:------------:|:-----------------:|:-----------:|:------:|:---------:| | Ioun Stone (Absorption) | | Ioun Stone (Agility) | | Ioun Stone (Awareness) | | Ioun Stone (Fortitude) | | Ioun Stone (Greater Absorption) | | Ioun Stone (Insight) | | Ioun Stone (Intellect) | | Ioun Stone (Leadership) | | Ioun Stone (Mastery) | | Ioun Stone (Protection) | | Ioun Stone (Regeneration) | | Ioun Stone (Reserve) | | Ioun Stone (Strength) | | Ioun Stone (Sustenance) |
Ch.12 | Crafting
\pagebreakNum
##### Weapon Enchanting Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:--:|:-----:|:---------:|
| +1 Weapon | 1 *weapon*
1 *scroll of magic weapon*
2 *common arcane essence*
2 *uncommon arcane essence* | 8 hours | 4 | DC 14 | uncommon | 540* gp | | +2 Weapon | 1 *weapon*
1 *scroll of magic weapon*
2 *uncommon arcane essence*
2 *rare arcane essence*
2 *rare divine essence*
2 *rare primal essence* | 16 hours (2 days) | 8 | DC 16 | rare | 5,300* gp | | +3 Weapon | 1 *weapon worth at least 1,000 gp*
1 *scroll of magic weapon*
1 *scroll of elemental weapon*
1 *scroll of vorpal weapon^K^*
1 *very rare arcane essence*
1 *very rare divine essence*
1 *very rare primal essence*| 24 hours (3 days) | 12 | DC 18 | very rare | 26,000 gp | | Berserker Axe | 1 *axe*
1 *scroll of crown of madness*
1 *scroll of magic weapon*
1 *scroll of aid*
2 *uncommon primal essence* | 8 hours | 4 | DC 14 | uncommon | 500* gp | | Dagger of
Venom | 1 *+1 weapon*
1 *potent injury poison*
1 *scroll of nauseating poison^K^*
1 *rare primal essence*
1 *rare arcane essence* | 12 hours (1.5 days) | 6 | DC 16 | Rare | 2,500 gp | | Flametongue Weapon | 1 *weapon*
1 *scroll of elemental weapon*
1 *flametongue oil*
5 *rare primal essence*
1 *rare arcane essence* | 16 hours (2 days) | 8 | DC 18 | rare | 5,800* gp | | Javelin of
Lightning | 1 *javalin*
1 *scroll of lightning bolt*
1 *uncommon primal essence* | 8 hours | 4 | DC 15 | uncommon | 400 gp | | Arrow of Slaying | 1 *arrow*
1 *scroll of bestow curse*
2 *rare primal essence*
2 *uncommon primal essence* | 6 hours | 4 | DC 18 | very rare | 2500 gp | * Weapon cost not included in price.
1 *scroll of magic weapon*
2 *common arcane essence*
2 *uncommon arcane essence* | 8 hours | 4 | DC 14 | uncommon | 540* gp | | +2 Weapon | 1 *weapon*
1 *scroll of magic weapon*
2 *uncommon arcane essence*
2 *rare arcane essence*
2 *rare divine essence*
2 *rare primal essence* | 16 hours (2 days) | 8 | DC 16 | rare | 5,300* gp | | +3 Weapon | 1 *weapon worth at least 1,000 gp*
1 *scroll of magic weapon*
1 *scroll of elemental weapon*
1 *scroll of vorpal weapon^K^*
1 *very rare arcane essence*
1 *very rare divine essence*
1 *very rare primal essence*| 24 hours (3 days) | 12 | DC 18 | very rare | 26,000 gp | | Berserker Axe | 1 *axe*
1 *scroll of crown of madness*
1 *scroll of magic weapon*
1 *scroll of aid*
2 *uncommon primal essence* | 8 hours | 4 | DC 14 | uncommon | 500* gp | | Dagger of
Venom | 1 *+1 weapon*
1 *potent injury poison*
1 *scroll of nauseating poison^K^*
1 *rare primal essence*
1 *rare arcane essence* | 12 hours (1.5 days) | 6 | DC 16 | Rare | 2,500 gp | | Flametongue Weapon | 1 *weapon*
1 *scroll of elemental weapon*
1 *flametongue oil*
5 *rare primal essence*
1 *rare arcane essence* | 16 hours (2 days) | 8 | DC 18 | rare | 5,800* gp | | Javelin of
Lightning | 1 *javalin*
1 *scroll of lightning bolt*
1 *uncommon primal essence* | 8 hours | 4 | DC 15 | uncommon | 400 gp | | Arrow of Slaying | 1 *arrow*
1 *scroll of bestow curse*
2 *rare primal essence*
2 *uncommon primal essence* | 6 hours | 4 | DC 18 | very rare | 2500 gp | * Weapon cost not included in price.
Ch.12 | Crafting
\pagebreakNum
##### Weapon Enchanting Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:----------|:------------:|:-----------------:|:-----------:|:------:|:-----------------------------:|
| Trident of
Fish Command | 1 *trident*
1 *scroll of dominate beast*
1 *common primal essence*
1 *uncommon primal essence* | 8 hours | 4 | DC 15 | uncommon | 560 gp | | Giant Slayer | 1 *weapon worth at least 100 gp*
1 *scroll of magic weapon*
1 *rare primal essence from a giant*
2 *uncommon arcane essence*
2 *uncommon primal essence* | 16 hours (2 days) | 8 | DC 16 | rare | 1,800 gp | | Mace of Disruption | 1 *mace*
1 *scroll of banishment*
2 *rare divine essence*
1 *uncommon divine essence*
1 *uncommon arcane essence* | 16 hours (2 days) | 8 | DC 16 | rare | 2,400 gp | | Mace of Smiting | 1 *mace*
1 *scroll of dispel construct*
1 *rare arcane essence*
1 *uncommon arcane essence*
1 *uncommon divine essence* | 12 hours (1.5 days) | 6 | DC 16 | rare | 1,500 gp | | Dragon Slayer | 1 *weapon worth at least 100 gp*
1 *scroll of magic weapon*
2 *rare primal essence*
1 *rare divine essence*
2 *uncommon arcane essence* | 16 hours (2 days) | 8 | DC 17 | rare | 3,000 gp | | Mace of Terror | 1 *mace*
1 *scroll of fear*
1 *rare arcane essence*
2 *uncommon arcane essence* | 12 hours (1.5 days) | 6 | DC 17 | rare | 1,680 gp | | Sun Blade | 1 *sword hilt worth 200 gp*
1 *scroll of holy weapon*
1 *scroll of shadowblade*
1 *scroll of daylight*
3 *rare divine essence*
2 *uncommon arcane essence*
2 *uncommon primal essence* | 24 hours (3 days) | 12 | DC 17 | rare | 5,500 gp | | Sword of Life
Stealing | 1 *sword*
1 *scroll of vampiric touch*
1 *rare arcane essence*
2 *uncommon arcane essence* | 12 hours (1.5 days) | 6 | DC 17 | rare | 1,550 gp | | Sword of
Wounding | 1 *sword*
1 *scroll of rotting curse^K^*
1 *scroll of inflict wound*
1 *rare arcane essence*
3 *uncommon arcane essences
from an evil source* | 12 hours (1.5 days) | 6 | DC 16 | rare | 1,600 gp | | Vicious Weapon | 1 *weapon*
1 *scroll of vorpal weapon*
3 *uncommon arcane essence* | 8 hours | 4 | DC 16 | rare | 1,650 gp | | Dancing Sword | 1 *sword worth 100 gp*
1 *scroll of animate objects*
2 *very rare arcane essence*
4 *uncommon arcane essence* | 24 hours (3 days) | 12 | DC 19 | very rare | 18,500 gp | | Dwarven Thrower | 1 *+3 warhammer*
1 *scroll of weapon of throwing*
1 *very rare primal essence* | 16 hours (2 days) | 8 | DC 18 | very rare | 37,000 gp |
Fish Command | 1 *trident*
1 *scroll of dominate beast*
1 *common primal essence*
1 *uncommon primal essence* | 8 hours | 4 | DC 15 | uncommon | 560 gp | | Giant Slayer | 1 *weapon worth at least 100 gp*
1 *scroll of magic weapon*
1 *rare primal essence from a giant*
2 *uncommon arcane essence*
2 *uncommon primal essence* | 16 hours (2 days) | 8 | DC 16 | rare | 1,800 gp | | Mace of Disruption | 1 *mace*
1 *scroll of banishment*
2 *rare divine essence*
1 *uncommon divine essence*
1 *uncommon arcane essence* | 16 hours (2 days) | 8 | DC 16 | rare | 2,400 gp | | Mace of Smiting | 1 *mace*
1 *scroll of dispel construct*
1 *rare arcane essence*
1 *uncommon arcane essence*
1 *uncommon divine essence* | 12 hours (1.5 days) | 6 | DC 16 | rare | 1,500 gp | | Dragon Slayer | 1 *weapon worth at least 100 gp*
1 *scroll of magic weapon*
2 *rare primal essence*
1 *rare divine essence*
2 *uncommon arcane essence* | 16 hours (2 days) | 8 | DC 17 | rare | 3,000 gp | | Mace of Terror | 1 *mace*
1 *scroll of fear*
1 *rare arcane essence*
2 *uncommon arcane essence* | 12 hours (1.5 days) | 6 | DC 17 | rare | 1,680 gp | | Sun Blade | 1 *sword hilt worth 200 gp*
1 *scroll of holy weapon*
1 *scroll of shadowblade*
1 *scroll of daylight*
3 *rare divine essence*
2 *uncommon arcane essence*
2 *uncommon primal essence* | 24 hours (3 days) | 12 | DC 17 | rare | 5,500 gp | | Sword of Life
Stealing | 1 *sword*
1 *scroll of vampiric touch*
1 *rare arcane essence*
2 *uncommon arcane essence* | 12 hours (1.5 days) | 6 | DC 17 | rare | 1,550 gp | | Sword of
Wounding | 1 *sword*
1 *scroll of rotting curse^K^*
1 *scroll of inflict wound*
1 *rare arcane essence*
3 *uncommon arcane essences
from an evil source* | 12 hours (1.5 days) | 6 | DC 16 | rare | 1,600 gp | | Vicious Weapon | 1 *weapon*
1 *scroll of vorpal weapon*
3 *uncommon arcane essence* | 8 hours | 4 | DC 16 | rare | 1,650 gp | | Dancing Sword | 1 *sword worth 100 gp*
1 *scroll of animate objects*
2 *very rare arcane essence*
4 *uncommon arcane essence* | 24 hours (3 days) | 12 | DC 19 | very rare | 18,500 gp | | Dwarven Thrower | 1 *+3 warhammer*
1 *scroll of weapon of throwing*
1 *very rare primal essence* | 16 hours (2 days) | 8 | DC 18 | very rare | 37,000 gp |
Ch.12 | Crafting
\pagebreakNum
##### Weapon Enchanting Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:----------|:------------:|:-----------------:|:-----------:|:------:|:-----------------------------:|
| Hammer of Thunderbolts | 1 *maul worth at least 1,000 gp*
1 *legendary primal essence*
2 *very rare primal essence*
1 *scroll of thunderwave* | 40 hours (5 days) | 20 | DC 20 | legendary | 64,000 gp | | Defender | 1 *sword worth at least 1,000 gp*
1 *legendary divine essence*
1 *scroll of magic weapon*
1 *scroll of shield of faith*
1 *+3 shield* | 32 (4 days) | 16 | DC 20 | legendary | 59,000 gp | | Dragon Slayer | 1 *sword worth at least 1,000 gp*
3 *rare primal essence*
1 *scroll of bestow curse* | 16 hours (2 days) | 8 | DC 18 | rare | 4400 gp | | Frost Brand | 1 *weapon*
1 *scroll of elemental weapon*
1 *freezing oil*
1 *very rare primal essence*
3 *rare primal essence*
1 *rare arcane essence* | 16 hours (2 days) | 8 | DC 19 | very rare | 11,600 gp | | Holy Avenger | 1 *weapon worth at least 10,000 gp*
3 *legendary divine essence*
1 *scroll of holy weapon*
1 *scroll of holy aura*
1 *scroll of magic weapon*
3 *very rare divine essence* | 40 hours (5 days) | 20 | DC 22 | legendary | 158,000 gp | | Luck Blade | 1 *+1 sword*
2 *scrolls of wish* | 32 hours (4 days) | 16 | DC 20 | legendary | 92,000 gp | | Nine Lives Stealer | 1 *sword worth at least 500 gp*
1 *scroll of power word kill*
1 *scroll of magic jar* | 16 hours (2 days) | 8 | DC 17 | very rare | 46,600 gp | | Scimitar of Speed | 1 *scimitar worth 500 gp*
1 *scroll of haste*
1 *very rare arcane essence*
1 *rare primal essence* | 16 hours (2 days) | 8 | DC 18 | very rare | 10,000 gp | | Sword of Life Stealing | 1 *sword worth at least 200 gp*
1 *scroll of vampiric touch*
1 *rare arcane essence*
2 *uncommon arcane essence* | 12 hours (1.5 days) | 6 | DC 16 | rare | 1,800 gp | | Sword of Sharpness | 1 *sword worth at least 500 gp*
1 *scroll of vorpal weapon*
1 *very rare arcane essence*
1 *rare arcane essence* | 16 hours (2 days) | 8 | DC 18 | very rare | 11,000 gp | | Sword of Wounding | 1 *sword worth at least 200 gp*
1 *scroll of decaying touch*
1 *scroll of rotting curse*
2 *rare arcane essence*
2 *very rare poisonous reagent*
1 *rare poisonous reagent* | 12 hours (1.5 days) | 6 | DC 17 | rare | 5,000 gp |
1 *legendary primal essence*
2 *very rare primal essence*
1 *scroll of thunderwave* | 40 hours (5 days) | 20 | DC 20 | legendary | 64,000 gp | | Defender | 1 *sword worth at least 1,000 gp*
1 *legendary divine essence*
1 *scroll of magic weapon*
1 *scroll of shield of faith*
1 *+3 shield* | 32 (4 days) | 16 | DC 20 | legendary | 59,000 gp | | Dragon Slayer | 1 *sword worth at least 1,000 gp*
3 *rare primal essence*
1 *scroll of bestow curse* | 16 hours (2 days) | 8 | DC 18 | rare | 4400 gp | | Frost Brand | 1 *weapon*
1 *scroll of elemental weapon*
1 *freezing oil*
1 *very rare primal essence*
3 *rare primal essence*
1 *rare arcane essence* | 16 hours (2 days) | 8 | DC 19 | very rare | 11,600 gp | | Holy Avenger | 1 *weapon worth at least 10,000 gp*
3 *legendary divine essence*
1 *scroll of holy weapon*
1 *scroll of holy aura*
1 *scroll of magic weapon*
3 *very rare divine essence* | 40 hours (5 days) | 20 | DC 22 | legendary | 158,000 gp | | Luck Blade | 1 *+1 sword*
2 *scrolls of wish* | 32 hours (4 days) | 16 | DC 20 | legendary | 92,000 gp | | Nine Lives Stealer | 1 *sword worth at least 500 gp*
1 *scroll of power word kill*
1 *scroll of magic jar* | 16 hours (2 days) | 8 | DC 17 | very rare | 46,600 gp | | Scimitar of Speed | 1 *scimitar worth 500 gp*
1 *scroll of haste*
1 *very rare arcane essence*
1 *rare primal essence* | 16 hours (2 days) | 8 | DC 18 | very rare | 10,000 gp | | Sword of Life Stealing | 1 *sword worth at least 200 gp*
1 *scroll of vampiric touch*
1 *rare arcane essence*
2 *uncommon arcane essence* | 12 hours (1.5 days) | 6 | DC 16 | rare | 1,800 gp | | Sword of Sharpness | 1 *sword worth at least 500 gp*
1 *scroll of vorpal weapon*
1 *very rare arcane essence*
1 *rare arcane essence* | 16 hours (2 days) | 8 | DC 18 | very rare | 11,000 gp | | Sword of Wounding | 1 *sword worth at least 200 gp*
1 *scroll of decaying touch*
1 *scroll of rotting curse*
2 *rare arcane essence*
2 *very rare poisonous reagent*
1 *rare poisonous reagent* | 12 hours (1.5 days) | 6 | DC 17 | rare | 5,000 gp |
Ch.12 | Crafting
\pagebreakNum
##### Magic Armor Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:--------:|:----------|:------------:|:-----------------:|:-----------:|:------:|:-----------------------------:|
| +1 Armor | 1 *set of armor*
1 *scroll of mage armor*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence* | 24 hours (3 days) | 12 | DC 16 | rare | 3,000* gp | +2 Armor | 1 *set of armor worth at least 2,000 gp*
1 *scroll of globe of invulnerability*
1 *scroll of stoneskin*
1 *scroll of mage armor*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *very rare arcane essence*
1 *rare divine essence*
1 *rare primal essence* | 32 hours (4 days) | 16 | DC 20 | very rare | 17,000 gp | | +3 Armor | 1 *set of armor worth at least 4,000gp*
*1 scroll of invulnerability*
1 *legendary arcane essence*
1 *very rare primal essence*
1 *very rare divine essence* | 48 hours (6 days) | 24 | DC 22 | legendary | 100,000 gp | | Shield +1 | 1 *shield*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *uncommon arcane essence*
1 *uncommon divine essence* | 8 hours | 4 | DC 15 | uncommon | 500 gp | | Shield +2 | 1 *shield*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *scroll of glyph of warding*
2 *rare arcane essence*
1 *rare divine essence* | 16 hours (2 days) | 8 | DC 17 | rare | 3,200 gp | | Shield +3 | 1 *shield worth at least 1,000 gp*
1 *scroll of wall of stone*
1 *scroll of wall of force*
1 *scroll of wind wall*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *very rare arcane essence*
1 *very rare divine essence*
2 *rare arcane essence*
2 *rare divine essence* | 24 hours (3 days) | 12 | DC 20 | very rare | 24,000 gp | | Breastplate of Golden Retriever^DC^ | 1 *ornate breastplate worth at least 500 gp*
1 *scroll of warding bond*
1 *scroll of faithful hound* | 16 hours (2 days) | 8 | DC 16 | very rare | 9,700 gp | | Armor of Invulnerability | 1 *set of plate armor worth at least 4,000 gp*
1 *scroll of invulnerability*
1 *scroll of stone skin*
1 *legendary divine essence*
2 *very rare arcane essence* | 48 hours (6 days) | 24 | DC 23 | legendary | 125,000 gp | \* Armor Prices do not include the base set of base armor type, as the cost of those varies considerably.
1 *scroll of mage armor*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence* | 24 hours (3 days) | 12 | DC 16 | rare | 3,000* gp | +2 Armor | 1 *set of armor worth at least 2,000 gp*
1 *scroll of globe of invulnerability*
1 *scroll of stoneskin*
1 *scroll of mage armor*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *very rare arcane essence*
1 *rare divine essence*
1 *rare primal essence* | 32 hours (4 days) | 16 | DC 20 | very rare | 17,000 gp | | +3 Armor | 1 *set of armor worth at least 4,000gp*
*1 scroll of invulnerability*
1 *legendary arcane essence*
1 *very rare primal essence*
1 *very rare divine essence* | 48 hours (6 days) | 24 | DC 22 | legendary | 100,000 gp | | Shield +1 | 1 *shield*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *uncommon arcane essence*
1 *uncommon divine essence* | 8 hours | 4 | DC 15 | uncommon | 500 gp | | Shield +2 | 1 *shield*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *scroll of glyph of warding*
2 *rare arcane essence*
1 *rare divine essence* | 16 hours (2 days) | 8 | DC 17 | rare | 3,200 gp | | Shield +3 | 1 *shield worth at least 1,000 gp*
1 *scroll of wall of stone*
1 *scroll of wall of force*
1 *scroll of wind wall*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *very rare arcane essence*
1 *very rare divine essence*
2 *rare arcane essence*
2 *rare divine essence* | 24 hours (3 days) | 12 | DC 20 | very rare | 24,000 gp | | Breastplate of Golden Retriever^DC^ | 1 *ornate breastplate worth at least 500 gp*
1 *scroll of warding bond*
1 *scroll of faithful hound* | 16 hours (2 days) | 8 | DC 16 | very rare | 9,700 gp | | Armor of Invulnerability | 1 *set of plate armor worth at least 4,000 gp*
1 *scroll of invulnerability*
1 *scroll of stone skin*
1 *legendary divine essence*
2 *very rare arcane essence* | 48 hours (6 days) | 24 | DC 23 | legendary | 125,000 gp | \* Armor Prices do not include the base set of base armor type, as the cost of those varies considerably.
Ch.12 | Crafting
\pagebreakNum
##### Magic Armor Table (cont)
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:--------:|:----------|:------------:|:-----------------:|:-----------:|:------:|:---------:|
| Armor of Resistance | 1 *set of armor*
1 *scroll of protection
from energy*
2 *rare primal essence*
1 *uncommon primal essence* | 16 hours (2 days) | 8 | DC 17 | rare | 2,400* gp | | Arrow-Catching
Shield | 1 *shield*
1 *scroll of warding wind*
1 *rare primal essence*
1 *uncommon arcane essence* | 12 hours (1.5 days) | 6 | DC 17 | Rare | 1,300 gp | | Demon Armor | 1 *plate armor worth at
rare 1,500 gp*
1 *scroll of summon fiend*
1 *rare arcane essence* | 16 hours (2days) | 8 | DC 15 | very rare | 4,000 gp | | Dwarven Armor | 1 *plate armor with the
dwarven modifier*
1 *scroll of globe of invulnerability*
1 *scroll of stoneskin*
1 *scroll of mage armor*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *very rare arcane essence*
1 *rare divine essence*
1 *rare primal essence* | 32 hours (4 days) | 16 | DC 20 | very rare | 28,000 gp | | Plate Armor of
Etherealness | 1 *set of plate armor
worth at least 1,500 gp*
1 *scroll of etherealness*
1 *legendary arcane essence*
1 *very rare arcane essence* | 24 hours (3 days) | 12 | DC 19 | legendary | 50,000 gp | | Shield of Missile
Attraction | 1 *shield*
1 *scroll of warding wind*
1 *rare arcane essence*
1 *uncommon primal essence* | 12 hours (1.5 days) | 6 | DC 16 | rare | 1,200 gp | | Spellguard Shield | 1 *shield worth at least 200 gp*
1 *scroll of antimagic field*
1 *very rare divine essence*
1 *rare arcane essence* | 32 hours (4 days) | 16 | DC 20 | very rare | 28,000 gp | * *Armor Prices do not include the base set of base armor type, as the cost of those varies considerably.
1 *scroll of protection
from energy*
2 *rare primal essence*
1 *uncommon primal essence* | 16 hours (2 days) | 8 | DC 17 | rare | 2,400* gp | | Arrow-Catching
Shield | 1 *shield*
1 *scroll of warding wind*
1 *rare primal essence*
1 *uncommon arcane essence* | 12 hours (1.5 days) | 6 | DC 17 | Rare | 1,300 gp | | Demon Armor | 1 *plate armor worth at
rare 1,500 gp*
1 *scroll of summon fiend*
1 *rare arcane essence* | 16 hours (2days) | 8 | DC 15 | very rare | 4,000 gp | | Dwarven Armor | 1 *plate armor with the
dwarven modifier*
1 *scroll of globe of invulnerability*
1 *scroll of stoneskin*
1 *scroll of mage armor*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *very rare arcane essence*
1 *rare divine essence*
1 *rare primal essence* | 32 hours (4 days) | 16 | DC 20 | very rare | 28,000 gp | | Plate Armor of
Etherealness | 1 *set of plate armor
worth at least 1,500 gp*
1 *scroll of etherealness*
1 *legendary arcane essence*
1 *very rare arcane essence* | 24 hours (3 days) | 12 | DC 19 | legendary | 50,000 gp | | Shield of Missile
Attraction | 1 *shield*
1 *scroll of warding wind*
1 *rare arcane essence*
1 *uncommon primal essence* | 12 hours (1.5 days) | 6 | DC 16 | rare | 1,200 gp | | Spellguard Shield | 1 *shield worth at least 200 gp*
1 *scroll of antimagic field*
1 *very rare divine essence*
1 *rare arcane essence* | 32 hours (4 days) | 16 | DC 20 | very rare | 28,000 gp | * *Armor Prices do not include the base set of base armor type, as the cost of those varies considerably.
Ch.12 | Crafting
\pagebreakNum
##### Rod Crafting Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:--:|:-----:|:---------:|
| Immovable Rod | 1 *rod worth at least 100 gp*
1 *scroll of gravity surge^K^*
4 *uncommon arcane essence* | 8 hours | 4 | DC 15 | Uncommon | 800 gp | | Rod of the Pact
Keeper +1 | 1 *rod worth at least 100 gp*
*(a)* 1 *entrapped humanoid soul* ***or***
*(b)* 3 *uncommon arcane essence* | 8 hours | 4 | DC 15 | Uncommon | 650 gp | Rod of Rulership | 1 *rod worth at least 500 gp*
1 *scroll of command*
1 *scroll of charm person*
1 *scroll of suggestion*
1 *scroll of charm monster*
2 *rare arcane essence* | 16 hours (2 days) | 8 | DC 17 | Rare | 3,100 gp | | Rod of the Pact
Keeper +2 | 1 *rod worth at least 500 gp*
*(a)* 3 *entrapped humanoid*
*souls of CR/Level 5 or higher* ***or***
*(b)* 3 *rare arcane essence* | 16 hours (2 days) | 12 | DC 17 | Rare | 3,300 gp | Tentacle Rod | 1 *rod worth at least 500 gp*
1 *scroll of black tentacle*
3 *tentacles at least 5 feet long*
2 *rare arcane essence* | 8 hours | 4 | DC 16 | Rare | 2500 gp | Rod of Absorption | 1 *rod worth at least 3,000 gp*
1 *scroll of spelltrap^K^*
1 *scroll of counterspell*
2 *rare arcane essence* | 8 hours | 4 | DC 16 | Very Rare | 7500 gp | | Rod of Alertness | 1 *rod worth at least 3,000 gp*
1 *scroll of alarm*
1 *scroll of detect evil and good*
1 *scroll of detect magic*
1 *scroll of detect poison and disease*
1 *scroll of see invisibility*
3 *rare arcane essence* | 16 hours (2 days) | 8 | DC 17 | Very Rare | 6,400 gp | | Rod of Security | 1 *rod worth at least 5,000 gp*
1 *scroll of demiplane*
1 *very rare divine essence* | 24 hours (3 days)| 12 | DC 18 | Very Rare | 29,000 gp | | Rod of the Pact
Keeper +3 | 1 *rod worth at least 5,000 gp*
*(a)* 1 *entrapped soul of a devil or
demon CR 15 or higher*
2 *very rare arcane essence* ***or***
*(b)* 4 *very rare arcane essence* | 24 hours (3 days) | 12 | DC 19 | Very Rare | 38,000 gp | | Rod of Lordly Might | 1 *rod worth at least 10,000 gp*
1 *scroll of magic weapon*
1 *scroll of elemental weapon*
1 *scroll of fear*
1 *scroll of hold monster*
1 *scroll of vampiric touch*
1 *very rare primal essence*
1 *very rare arcane essence*
1 *very rare divine essence*
1 *+3 weapon mace or battleaxe* | 40 hours (5 days) | 20 | DC 22 | Legendary | 84,000 gp | | Rod of Resurrection | 1 *rod worth at least 10,000 gp*
1 *scroll of revivify*
1 *scroll of raise dead*
1 *scroll of resurrection*
1 *scroll of true resurrection*
1 *very rare divine essence*
1 *legendary divine essence* | 80 hours (10 days) | 40 | DC 24 | Legendary | 120,000 gp |
1 *scroll of gravity surge^K^*
4 *uncommon arcane essence* | 8 hours | 4 | DC 15 | Uncommon | 800 gp | | Rod of the Pact
Keeper +1 | 1 *rod worth at least 100 gp*
*(a)* 1 *entrapped humanoid soul* ***or***
*(b)* 3 *uncommon arcane essence* | 8 hours | 4 | DC 15 | Uncommon | 650 gp | Rod of Rulership | 1 *rod worth at least 500 gp*
1 *scroll of command*
1 *scroll of charm person*
1 *scroll of suggestion*
1 *scroll of charm monster*
2 *rare arcane essence* | 16 hours (2 days) | 8 | DC 17 | Rare | 3,100 gp | | Rod of the Pact
Keeper +2 | 1 *rod worth at least 500 gp*
*(a)* 3 *entrapped humanoid*
*souls of CR/Level 5 or higher* ***or***
*(b)* 3 *rare arcane essence* | 16 hours (2 days) | 12 | DC 17 | Rare | 3,300 gp | Tentacle Rod | 1 *rod worth at least 500 gp*
1 *scroll of black tentacle*
3 *tentacles at least 5 feet long*
2 *rare arcane essence* | 8 hours | 4 | DC 16 | Rare | 2500 gp | Rod of Absorption | 1 *rod worth at least 3,000 gp*
1 *scroll of spelltrap^K^*
1 *scroll of counterspell*
2 *rare arcane essence* | 8 hours | 4 | DC 16 | Very Rare | 7500 gp | | Rod of Alertness | 1 *rod worth at least 3,000 gp*
1 *scroll of alarm*
1 *scroll of detect evil and good*
1 *scroll of detect magic*
1 *scroll of detect poison and disease*
1 *scroll of see invisibility*
3 *rare arcane essence* | 16 hours (2 days) | 8 | DC 17 | Very Rare | 6,400 gp | | Rod of Security | 1 *rod worth at least 5,000 gp*
1 *scroll of demiplane*
1 *very rare divine essence* | 24 hours (3 days)| 12 | DC 18 | Very Rare | 29,000 gp | | Rod of the Pact
Keeper +3 | 1 *rod worth at least 5,000 gp*
*(a)* 1 *entrapped soul of a devil or
demon CR 15 or higher*
2 *very rare arcane essence* ***or***
*(b)* 4 *very rare arcane essence* | 24 hours (3 days) | 12 | DC 19 | Very Rare | 38,000 gp | | Rod of Lordly Might | 1 *rod worth at least 10,000 gp*
1 *scroll of magic weapon*
1 *scroll of elemental weapon*
1 *scroll of fear*
1 *scroll of hold monster*
1 *scroll of vampiric touch*
1 *very rare primal essence*
1 *very rare arcane essence*
1 *very rare divine essence*
1 *+3 weapon mace or battleaxe* | 40 hours (5 days) | 20 | DC 22 | Legendary | 84,000 gp | | Rod of Resurrection | 1 *rod worth at least 10,000 gp*
1 *scroll of revivify*
1 *scroll of raise dead*
1 *scroll of resurrection*
1 *scroll of true resurrection*
1 *very rare divine essence*
1 *legendary divine essence* | 80 hours (10 days) | 40 | DC 24 | Legendary | 120,000 gp |
Ch.12 | Crafting
\pagebreakNum
##### Breastplate of the Golden Retriever^DS^
*Armor (breastplate), very rare (requires attunement)*
You have a +1 bonus to AC and advantage on saving throws to resist being frightened while wearing this armor.
This armor has 3 charges, which it regains daily at dawn. As an action, you can expend 1 charge to cast the *warding bond* spell or 2 charges to cast the *faithful hound* spell from the armor without requiring material components. When warding bond is cast in this way, a spectral golden retriever appears next to the creature you are bonded with and follows it dutifully. The golden retriever is incorporeal and it can shed bright light in a 20-foot radius and dim light for an additional 20 feet upon the bonded creature’s request (no action required).
*Item created by Dungeon Strugglers*
Ch.12 | Crafting
\pagebreakNum
## Engineering
### Quick Reference
The following is a quick reference to follow for each step of an engineering project:
* Select the construction project you would like to begin.
* Gather the required labor if necessary.
* Ensure you have all materials for the construction project available.
* Use your Carpentry Tools to begin work, taking a number of hours listed in the crafting time column. You can make progress in 2 hours increments.
* For every 2 hour increments, make a crafting check of 1d20 + your Intelligence modifier + your proficiency with carpentry tools.
* On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the construction project is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail three times, the construction project is a failure is a failure and all materials are lost.
### Related Tool & Ability Score
Engineering uses carpentry tools. Checks can be made with a substite tool at your DMs discretion, but are made with disadvantage.
### Materials
Engineering uses materials in a larger bulker than most crafting branches. These are represnted in "Units" of materials. These can be directly harvested in bulk, or represent collections of similar individual materials.
##### Bulk Materials Table
| Material | Price |
|:--------:|:-----:|
| Unit of Lumber | 1 gp |
| Unit of Stone | 1 gp |
| Cement (Mortar) | 1 sp |
##### Harvesting Trees
You can convert trees that are at least 20 feet tall into units of lumber. A 20 foot tall tree will product 1 unit of lumber, and ad additional unit of lumber for each 10 feet of tree height. At your DM's discrection, some trees may not be suitable lumber. It takes 4 hours of work by a laborer to convert trees to units of lumber.
A unit of lumber can be converted to 10 wooden branches.
##### Quarrying Stone
Quarrying Stone is significantly harder and at the edge of the what this system attempts to define. As a rule of thumb, if quarry that can produce stone is available, 1 laborer can produce 1 unit of stone in 8 hours of hard labor (1 unit per day). A laborer with 18 strength or more can produce twice as much stone in the same time period.
Setting up quarry exceeds the scope of this system, but would take days or weeks.
### Crafting Roll
**Engineering Modifier** = your Carpentry proficiency bonus + your Intelligence modifier
### Labor
Unlike most crafting, Engineering can encompass large projects that require additional laborer. A laborer can be any creature with a Strength of 12 or higher that can understand you, lift and carry objects, and is willing to work for you for for the duration. You can be your own laborer if you fit the requirements. A creature with a Strength of 18 or more or proficiency in Carpentry tools can count as skilled laborer, and is worth two laborers. Two creatures of insufficient strength but with a strength 8 or more strength working together can be counted as single laborer, but only for 4 hours a day, after which more labor confers a level of exhaustion.
Additional labor does not inherently speed a project up, though a DM may rule that it is possible in a case by case basis. Checks can be made with insufficient labor as long as you have half the labor pool needed, but each crafting check takes 4 hours in this case.
The number of laborers requires is based on the scale of the project, as per the following table:
| Project Scale | Laborers Needed |
|:-------------:|:---------------:|
| Small | 0 |
| Medium | 0 |
| Large | 1 |
| Huge | 2 |
| Gargantuan (30x30) | 3 |
| Colossal (40x40+) | 4+ |
For colossal projects, you need one laborer for every additional 10 square feet of the project beyond 40 by 40. For example, to build a bridge that was 200 by 40 feet, you would be five times more laborers (20 laborers) to maintain a 2 hour crafting check.
Every laborer requires their own set of crafting tools, though they do not need proficiency with them. At a DMs discretion, Masonry Tools or Woodcarving Tools can replace Carpentry tools for laborers where appropriate.
Ch.12 | Crafting
\pagebreakNum
##### Siege Weapons
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Ballista (Large) | 2 *unit of lumber*
4 *quality branches*
10 *parts*
5 *leather scraps*
*rope (20 ft)*| 8 hours | 4 | DC 16 | Common | 150 gp | | Mangonel (Large) | 4 *unit of lumber*
4 *quality branches*
20 *parts*
2 *fancy parts*
4 *rawhide leather*
*rope (40 ft)* | 8 hours | 4 | DC 17 | Common | 300 gp | | Ram (Large)| 4 *unit of lumber*
10 *rawhide leather*
10 *parts*
2 *ingots*
*rope (20 feet)* | 8 hours | 4 | DC 14 | Common | 65 gp | | Trebuchet (Huge) | 8 *unit of lumber*
20 *parts*
2 *fancy parts*
10 *leather scraps*
*rope (60 feet)* | 16 hours | 8 | DC 16 | Uncommon | 750 gp | | Siege Tower (Gargantuan) | 10 *unit of lumber*
20 *parts*
10 *rawhide leather*
*rope (60 feet)* | 8 hours | 4 | DC 16 | Common | 120 gp | ##### Fortifications | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Low Stone Wall (per 10 ft) | 1 *unit of stone*
1 *bucket of cement* | 8 hours | 4 | DC 10 | Common | 8 gp | | Stone Battlements (per 10 ft) | 5 *units of stone*
5 *bucket of cement* | 24 hours (3 days) | 12 | DC 14 | Common | 140 gp | | Palisade (per 10 ft) | 2 *unit of lumber* | 2 hours | 1 | DC 10 | Common | 2 gp | | Watch Tower | 8 *unit of lumber*
5 *parts*| 16 hours | 8 | DC 12 | Common | 50 gp | | Wooden Battlement (per 10 ft) | 5 *unit of lumber*
4 *parts*
4 *metal scraps*| 4 hours | 2 | DC 12 | Common | 50 gp | ##### Bridges | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Narrow Wooden Bridge (per 10 ft) | 1 *unit of lumber*
2 *parts* | 4 hours | 2 | DC 14 | Common | 25 gp | | Large Wooden Bridge (per 10 ft) | 3 *unit of lumber*
6 *parts* | 8 hours | 4 | DC 14 | Common | 55 gp | | Huge Wooden Bridge (per 10 ft) | 5 *unit of lumber*
10 *parts* | 16 hours (2 days) | 8 | DC 15| Common | 165 gp | | Narrow Stone Bridge (per 10 ft) | 1 *unit of stone*
1 *bucket of cement* | 8 hours | 4 | DC 15 | Common | 80 gp | | Large Stone Bridge (per 10 ft) | 3 *units of stone*
3 *buckets of cement* | 16 hours (2 days) | 8 | DC 15 | Common | 160 gp | | Huge Stone Bridge (per 10 ft) | 5 *units of stone*
5 *buckets of cement* | 32 hours (3 days) | 16 | DC 16 | Common | 520 gp |
4 *quality branches*
10 *parts*
5 *leather scraps*
*rope (20 ft)*| 8 hours | 4 | DC 16 | Common | 150 gp | | Mangonel (Large) | 4 *unit of lumber*
4 *quality branches*
20 *parts*
2 *fancy parts*
4 *rawhide leather*
*rope (40 ft)* | 8 hours | 4 | DC 17 | Common | 300 gp | | Ram (Large)| 4 *unit of lumber*
10 *rawhide leather*
10 *parts*
2 *ingots*
*rope (20 feet)* | 8 hours | 4 | DC 14 | Common | 65 gp | | Trebuchet (Huge) | 8 *unit of lumber*
20 *parts*
2 *fancy parts*
10 *leather scraps*
*rope (60 feet)* | 16 hours | 8 | DC 16 | Uncommon | 750 gp | | Siege Tower (Gargantuan) | 10 *unit of lumber*
20 *parts*
10 *rawhide leather*
*rope (60 feet)* | 8 hours | 4 | DC 16 | Common | 120 gp | ##### Fortifications | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Low Stone Wall (per 10 ft) | 1 *unit of stone*
1 *bucket of cement* | 8 hours | 4 | DC 10 | Common | 8 gp | | Stone Battlements (per 10 ft) | 5 *units of stone*
5 *bucket of cement* | 24 hours (3 days) | 12 | DC 14 | Common | 140 gp | | Palisade (per 10 ft) | 2 *unit of lumber* | 2 hours | 1 | DC 10 | Common | 2 gp | | Watch Tower | 8 *unit of lumber*
5 *parts*| 16 hours | 8 | DC 12 | Common | 50 gp | | Wooden Battlement (per 10 ft) | 5 *unit of lumber*
4 *parts*
4 *metal scraps*| 4 hours | 2 | DC 12 | Common | 50 gp | ##### Bridges | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Narrow Wooden Bridge (per 10 ft) | 1 *unit of lumber*
2 *parts* | 4 hours | 2 | DC 14 | Common | 25 gp | | Large Wooden Bridge (per 10 ft) | 3 *unit of lumber*
6 *parts* | 8 hours | 4 | DC 14 | Common | 55 gp | | Huge Wooden Bridge (per 10 ft) | 5 *unit of lumber*
10 *parts* | 16 hours (2 days) | 8 | DC 15| Common | 165 gp | | Narrow Stone Bridge (per 10 ft) | 1 *unit of stone*
1 *bucket of cement* | 8 hours | 4 | DC 15 | Common | 80 gp | | Large Stone Bridge (per 10 ft) | 3 *units of stone*
3 *buckets of cement* | 16 hours (2 days) | 8 | DC 15 | Common | 160 gp | | Huge Stone Bridge (per 10 ft) | 5 *units of stone*
5 *buckets of cement* | 32 hours (3 days) | 16 | DC 16 | Common | 520 gp |
Ch.12 | Crafting
\pagebreakNum
##### Buildings
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
##### Vehicles
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Carriage (Large) | 3 *units of lumber*
2 *quality branch*
1 *tanned leather*
5 *parts*
2 *fancy parts* | 16 hours | 8 | DC 13 | Common | 100 gp | | Cart (Large) | 2 *units of lumber*
4 *metal scraps*
4 *leather scraps*
2 *parts* | 4 hours | 2 | DC 12 | Common | 15 gp | | Chariot (Large) | 2 *units of lumber*
2 *quality branches*
2 *tanned leather*
4 *parts*
2 *fancy parts* | 20 hours | 10 | DC 14 | Common | 250 gp | | Sled (Large) | 2 *units of lumber*
2 *wooden branches*
2 *parts*
4 *leather scraps* | 8 hours | 4 | DC 11 | Common | 20 gp | | Wagon (Large) | 3 *units of lumber*
2 *quality branches*
4 *parts*
4 *leather scraps* | 10 hours | 5 | DC 12 | Common | 35 gp | ##### Ships | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Galley (Gargantuan) | 100 *units of lumber*
20 *quality branches*
100 *parts*
10 *fancy parts*
*Rope (600 ft)* | 160 hours (20 days)
With 10 laborers | 80 | DC 16 | Common | 30,000 gp | | Keelboat (Gargantuan) | 20 units of lumber
20 *parts*
5 *fancy parts*
10 *rawhide leather*
*Rope (200 ft)* | 40 hours (5 days)
With 10 laborers | 15 | DC 14 | Common | 3,000 gp | | Longship (Gargantuan) | 40 *units of lumber*
10 *quality branches*
100 *parts*
5 *fancy parts*
*Rope (500 ft)* | 80 hours (10 days)
With 10 laborers | 40 | DC 15 | Common | 10,000 gp | | Rowboat (Large) | 3 *units of lumber*
8 *parts* | 8 hours | 4 | DC 13 | Common | 50 gp | | Sailing Ship (Gargantuan) | 60 *units of lumber*
10 *quality branches*
100 *parts*
10 *fancy parts*
*Rope (2,000 ft)*| 80 hours (10 days)
With 10 laborers | 40 | DC 15 | Common | 10,000 gp | | Warship (Gargantuan) | 80 *units of lumber*
20 *quality branch*
100 *parts*
10 *fancy parts*
*Rope (2,000)* | 80 hours (10 days)
With 10 laborers | 40 | DC 17 | Common | 25,000 gp |
2 *quality branch*
1 *tanned leather*
5 *parts*
2 *fancy parts* | 16 hours | 8 | DC 13 | Common | 100 gp | | Cart (Large) | 2 *units of lumber*
4 *metal scraps*
4 *leather scraps*
2 *parts* | 4 hours | 2 | DC 12 | Common | 15 gp | | Chariot (Large) | 2 *units of lumber*
2 *quality branches*
2 *tanned leather*
4 *parts*
2 *fancy parts* | 20 hours | 10 | DC 14 | Common | 250 gp | | Sled (Large) | 2 *units of lumber*
2 *wooden branches*
2 *parts*
4 *leather scraps* | 8 hours | 4 | DC 11 | Common | 20 gp | | Wagon (Large) | 3 *units of lumber*
2 *quality branches*
4 *parts*
4 *leather scraps* | 10 hours | 5 | DC 12 | Common | 35 gp | ##### Ships | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Galley (Gargantuan) | 100 *units of lumber*
20 *quality branches*
100 *parts*
10 *fancy parts*
*Rope (600 ft)* | 160 hours (20 days)
With 10 laborers | 80 | DC 16 | Common | 30,000 gp | | Keelboat (Gargantuan) | 20 units of lumber
20 *parts*
5 *fancy parts*
10 *rawhide leather*
*Rope (200 ft)* | 40 hours (5 days)
With 10 laborers | 15 | DC 14 | Common | 3,000 gp | | Longship (Gargantuan) | 40 *units of lumber*
10 *quality branches*
100 *parts*
5 *fancy parts*
*Rope (500 ft)* | 80 hours (10 days)
With 10 laborers | 40 | DC 15 | Common | 10,000 gp | | Rowboat (Large) | 3 *units of lumber*
8 *parts* | 8 hours | 4 | DC 13 | Common | 50 gp | | Sailing Ship (Gargantuan) | 60 *units of lumber*
10 *quality branches*
100 *parts*
10 *fancy parts*
*Rope (2,000 ft)*| 80 hours (10 days)
With 10 laborers | 40 | DC 15 | Common | 10,000 gp | | Warship (Gargantuan) | 80 *units of lumber*
20 *quality branch*
100 *parts*
10 *fancy parts*
*Rope (2,000)* | 80 hours (10 days)
With 10 laborers | 40 | DC 17 | Common | 25,000 gp |
Ch.12 | Crafting
\pagebreakNum
##### Vehicles
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Apparatus of the Crab |
Ch.12 | Crafting
\pagebreakNum
## Jewelry Crafting
### Quick Reference
The following is a quick reference to follow for each step of refining a jewel.
* Select a refinement or piece of jewelery you would like to make from the tables below.
* Some refinements or jewelery require only a gem of certain value, while others require some additional or magical components; acquire the materials listed in the material column for the refinement you would like to make.
* Use your Jeweler's tools to craft the option using the number of hours listed in the crafting time column. You can make progress in 2 hour increments.
* For every 2 hour increment, make a crafting roll of 1d20 + your Dexterity modifier + your proficiency bonus with Jewelery tools.
* On success, you mark 2 hours of complicated time. Once the completed time is equal to the crafting time, the item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail three times, the crafting is a failure and all materials are lost.
### Related Tool & Ability Score
Jewelcrafting uses Jewelry Tools. Checks can be made with a substitute tool at your DMs discretion, but not tool set provides all delicate and necessary equipment, so checks made with substituted tools are made with disadvantage. Jewelery is a very precise and delicate form of crafting, and uses your Dexterity ability score.
If you have proficiency in **Arcana**, you can use your crafting skill to craft magical items.
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### Materials
Jewelcrafting uses primarily gems, jewels, and other shiny bits.
### Crafting Roll
**Jewelcrafting Modifier** = your Jeweler's Tools proficiency bonus + your Dexterity modifier
##### Success and Failure
For Jewelcrafting, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Jewelcrafting do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item.
If you fail three times, all progress and materials are lost and can no longer be salvaged.
### Magical Gems
Jewelers have the ability to cut gems in a way that allows them to absorb essences, becoming magical gems. These are often valued greatly for their properties, inherent to their magical nature, and for the aesthetics.
But, in order to make megical gem and ring, proficiency in **Arcana** is required; without proficiency in arcana, you cannot add your Tool proficiency to the crafting roll when crafting magic gem or ring.
### Socketing Gems
A jeweler can socket gems for decorative reasons or to confer the magical benefits of an infused gem into item. You can spend 1 hour to make a DC 8 Jeweler's Kit add or remove a gem for from a socket.
Ch.12 | Crafting
\pagebreakNum
##### Jewelry
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Common Ring | 3 *silver scraps* | 8 hours | 4 | DC 12 | Common | 20 gp |
| Valuable Ring | 3 *gold scraps* | 12 hours (1.5 days) | 6 | DC 16 | Common | 200 gp |
| Masterwork Ring | 3 *mithril scraps* | 16 hours (2 days) | 8 | DC 17 | Uncommon | 420 gp |
| Socketed Ring | 3 *silver scraps* | 8 hours | 4 | DC 14 | Common| 45 gp |
| Common Amulet | 3 *gold scraps* | 8 hours | 4 | DC 15 | Common | 150 gp |
| Valuable Amulet | 4 *gold scraps*
1 *gem worth at least 50 gp* | 12 hours | 6 | DC 16 | Common | 250 gp | | Masterwork Amulet | 4 *mithril scraps*
1 *gem worth at least 200 gp* | 16 hours (2 days) | 8 | DC 17 | Uncommon | 650 gp ##### Misc | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Basic Lenses (Glasses) | 2 *parts*
1 *metal scraps* | 4 hours | 2 | DC 12 | Common | 10 gp | | Crystal Lenses (Glasses) | 2 *fancy parts*
1 *silver scraps* | 6 hours | 3 | DC 14 | Common | 50 gp |
##### Magical Gems | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Ruby of the War Mage | 1 *ruby worth at least 20 gp*
1 *common arcane essence* | 2 hours | 1 | DC 13 | Common | 100 gp | Elemental Gem
(Blue Sapphire) | 1 *sapphire worth at least 100 gp*
1 *common primal essence* | 4 hours | 2 | DC 14 | Uncommon | 250 gp | | Elemental Gem
(Yellow Diamond) | 1 *diamond worth at least 100 gp*
1 *common primal essence* | 4 hours | 2 | DC 14 | Uncommon | 250 gp | | Elemental Gem
(Red Corundum) | 1 *corundum worth at least 100 gp*
1 *common primal essence* | 4 hours | 2 | DC 14 | Uncommon | 250 gp | | Elemental Gem
(Emerald) | 1 *emerald worth at least 100 gp*
1 *common primal essence* | 4 hours | 2 | DC 14 | Uncommon | 250 gp | | Gem of Brightness | 1 *diamond worth at least 100 gp*
1 *common arcane essence* | 4 hours | 2 | DC 14 | Uncommon | 250 gp | | Pearl of Power | 1 *pearl worth at least 100 gp*
1 *uncommon arcane essence* | 4 hours | 2 | DC 15 | Uncommon | 400 gp | Psi Crystal | 1 *crystal worth at least 200 gp*
1 *uncommon psionic essence* | 4 hours | 2 | DC 15 | Uncommon | 500 gp | Gem of Seeing | 1 *Sapphire worth at least 3,000 gp*
2 *rare arcane essence* | 8 hours | 4 | DC 16 | Rare | 5,000 gp | | Nightfall Pearl | 1 *pearl worth at least 100 gp*
1 *legendary arcane essence*
1 *legendary primal essence* | 16 hours | 8 | DC 20 | Legendary | 51,000 gp
1 *gem worth at least 50 gp* | 12 hours | 6 | DC 16 | Common | 250 gp | | Masterwork Amulet | 4 *mithril scraps*
1 *gem worth at least 200 gp* | 16 hours (2 days) | 8 | DC 17 | Uncommon | 650 gp ##### Misc | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Basic Lenses (Glasses) | 2 *parts*
1 *metal scraps* | 4 hours | 2 | DC 12 | Common | 10 gp | | Crystal Lenses (Glasses) | 2 *fancy parts*
1 *silver scraps* | 6 hours | 3 | DC 14 | Common | 50 gp |
##### Magical Gems | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Ruby of the War Mage | 1 *ruby worth at least 20 gp*
1 *common arcane essence* | 2 hours | 1 | DC 13 | Common | 100 gp | Elemental Gem
(Blue Sapphire) | 1 *sapphire worth at least 100 gp*
1 *common primal essence* | 4 hours | 2 | DC 14 | Uncommon | 250 gp | | Elemental Gem
(Yellow Diamond) | 1 *diamond worth at least 100 gp*
1 *common primal essence* | 4 hours | 2 | DC 14 | Uncommon | 250 gp | | Elemental Gem
(Red Corundum) | 1 *corundum worth at least 100 gp*
1 *common primal essence* | 4 hours | 2 | DC 14 | Uncommon | 250 gp | | Elemental Gem
(Emerald) | 1 *emerald worth at least 100 gp*
1 *common primal essence* | 4 hours | 2 | DC 14 | Uncommon | 250 gp | | Gem of Brightness | 1 *diamond worth at least 100 gp*
1 *common arcane essence* | 4 hours | 2 | DC 14 | Uncommon | 250 gp | | Pearl of Power | 1 *pearl worth at least 100 gp*
1 *uncommon arcane essence* | 4 hours | 2 | DC 15 | Uncommon | 400 gp | Psi Crystal | 1 *crystal worth at least 200 gp*
1 *uncommon psionic essence* | 4 hours | 2 | DC 15 | Uncommon | 500 gp | Gem of Seeing | 1 *Sapphire worth at least 3,000 gp*
2 *rare arcane essence* | 8 hours | 4 | DC 16 | Rare | 5,000 gp | | Nightfall Pearl | 1 *pearl worth at least 100 gp*
1 *legendary arcane essence*
1 *legendary primal essence* | 16 hours | 8 | DC 20 | Legendary | 51,000 gp
Ch.12 | Crafting
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##### Common Magical Rings Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Band of Loyalty | 1 *ring worth at least 10 gp*
1 *scroll of toll the dead*
1 *common primal essence* | 6 hours | 3 | DC 11 | common | 90 gp | | Merchant Watchdog ##### Uncommon Magical Rings Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | All-Father Eye | Arcane ring Component | Band of the Dryad | 1 *ring*
1 *scroll of healing word*
1*uncommon divine essence* | 8 hours | 4 | DC 13 | uncommon | 250 gp | Banshee's Veil | Guild Signet | 1 *ring worth at least 10 gp*
1 *scroll of the associated spell*
1 *uncommon primal essence* | 8 hours | 4 | DC 12 | uncommon | 350 gp | | Ring of Communication | 1 *ring*
1 *scroll of sending*
1 *common arcane essence* | 8 hours | 4 | DC 13 | uncommon | 450 gp | Ring of Jumping | 1 *ring worth at least 10 gp*
1 *scroll of jump*
1 *uncommon primal essence* | 8 hours | 4 | DC 12 | uncommon | 250 gp | | Ring of Mind Shielding | 1 *ring worth at least 20 gp*
1 *scroll of protection from
good and evil*
1 *scroll of detect good and evil*
1 *scroll of detect thoughts*
1 *uncommon psionic essence* | 12 hours
(1.5 days) | 6 | DC 15 | uncommon | 450 gp | | Ring of Obscuring | 1 *ring worth at least 20 gp*
1 *scroll of fog cloud*
1 *common primal essence* | 8 hours | 4 | DC 12 | uncommon | 150 gp | Ring of Swimming | 1 *ring worth at least 20 gp*
1 *scroll of alter self*
1 *common primal essence* | 12 hours
(1.5 days) | 6 | DC 15 | uncommon | 300 gp | Ring of Warmth | 1 *ring woth at least 10 gp*
1 *scroll of protection from energy*
1 *common primal essence* | 16 hours
(2 days) | 8 | DC 14 | uncommon | 480 gp | Ring of Water Walking | 1 *ring worth at least 10 gp*
1 *scroll of water walking*
1 *common primal essence* | 8 hours | 4 | DC 14 | uncommon | 500 gp | Ring of Shared Suffering | 1 *ring worth at least 20 gp*
1 *scroll of warding bond*
1 *common primal essence* | 8 hours | 4 | DC 14 | uncommon | 250 gp
1 *scroll of toll the dead*
1 *common primal essence* | 6 hours | 3 | DC 11 | common | 90 gp | | Merchant Watchdog ##### Uncommon Magical Rings Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | All-Father Eye | Arcane ring Component | Band of the Dryad | 1 *ring*
1 *scroll of healing word*
1*uncommon divine essence* | 8 hours | 4 | DC 13 | uncommon | 250 gp | Banshee's Veil | Guild Signet | 1 *ring worth at least 10 gp*
1 *scroll of the associated spell*
1 *uncommon primal essence* | 8 hours | 4 | DC 12 | uncommon | 350 gp | | Ring of Communication | 1 *ring*
1 *scroll of sending*
1 *common arcane essence* | 8 hours | 4 | DC 13 | uncommon | 450 gp | Ring of Jumping | 1 *ring worth at least 10 gp*
1 *scroll of jump*
1 *uncommon primal essence* | 8 hours | 4 | DC 12 | uncommon | 250 gp | | Ring of Mind Shielding | 1 *ring worth at least 20 gp*
1 *scroll of protection from
good and evil*
1 *scroll of detect good and evil*
1 *scroll of detect thoughts*
1 *uncommon psionic essence* | 12 hours
(1.5 days) | 6 | DC 15 | uncommon | 450 gp | | Ring of Obscuring | 1 *ring worth at least 20 gp*
1 *scroll of fog cloud*
1 *common primal essence* | 8 hours | 4 | DC 12 | uncommon | 150 gp | Ring of Swimming | 1 *ring worth at least 20 gp*
1 *scroll of alter self*
1 *common primal essence* | 12 hours
(1.5 days) | 6 | DC 15 | uncommon | 300 gp | Ring of Warmth | 1 *ring woth at least 10 gp*
1 *scroll of protection from energy*
1 *common primal essence* | 16 hours
(2 days) | 8 | DC 14 | uncommon | 480 gp | Ring of Water Walking | 1 *ring worth at least 10 gp*
1 *scroll of water walking*
1 *common primal essence* | 8 hours | 4 | DC 14 | uncommon | 500 gp | Ring of Shared Suffering | 1 *ring worth at least 20 gp*
1 *scroll of warding bond*
1 *common primal essence* | 8 hours | 4 | DC 14 | uncommon | 250 gp
Ch.12 | Crafting
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##### Rare Magical Rings Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Andvaranaut
| Basco's Handy Bangle
| Ring of Animal Influence | 1 *ring worth at least 200 gp*
1 *scroll of animal friendship*
1 *scroll of fear*
1 *scroll of speak with animals*
1 *uncommon primal essence* | 12 hours
(1.5 days) | 6 | DC 15 | rare | 1,000 gp | | Ring of Dragon Armor^*^ | 1 *ring worth at least 400 gp*
1 *scroll of absorb elements*
1 *rare primal essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 1,800 gp | | Ring of Evasion | 1 *ring worth at least 400 gp*
1 *scroll of haste*
1 *rare arca,e essence*
3 *rare divine essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 4,900 gp | | Ring of Feather
Falling | 1 *ring worth at least 50 gp*
1 *scroll of feather fall*
1 *scroll of levitate*
1 *rare primal essence*
1 *rare arcane essence* | 8 hours | 4 | DC 14 | rare | 2,200 gp | | Ring of Free
Action | 1 *ring worth at least 200 gp*
1 *scroll of freedom of movement*
2 *rare divine essence*
1 *rare primal essence* | 24 hours
(3 days) | 12 | DC 17 | rare | 4,500 gp | | Ring of Mirrored Essence^*^ | 1 *ring worth at least 400 gp*
1 *scroll of alter self*
1 *scroll of disguise self*
1 *rare arcane essence*
1 *rare divine essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 3,000 gp | | Ring of
Protection | 1 *ring worth at least 400 gp*
1 *scroll of shield of faith*
1 *scroll of mage armor*
1 *scroll of protection from energy*
1 *scroll of shield*
1 *scroll of absorb elements*
1 *rare arcane essence*
1 *rare divine essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 3,000 gp | | Ring of
Resistance | 1 *ring worth 200 gp*
1 *gem worth 50 gp*
1 *scroll of protection from energy*
3 *rare primal essence*| 16 hours
(2 days) | 8 | DC 16 | rare | 3,500 gp | Ring of Spell Storing | 1 *ring worth at least 400 gp*
1 *empty wizard's spell book (50 gp)*
4 *rare arcane essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 3,600 gp | | Ring of Temporal Salvation | 1 *ring worth 200 gp*
1 *gem worth 50 gp*
1 *scroll of death ward*
1 *rare divine essence*| 16 hours
(2 days) | 8 | DC 16 | rare | 2,250 gp | Ring of the Blood Prince | 1 *ring worth 200 gp*
3 *rare arcane essence* | 12 hours
(1.5 days) | 6 | DC 16 | rare | 2,800 gp | Ring of the Ram | 1 *ring worth at least 200 gp*
1 *scroll of summon beast*
1 *scroll of shatter*
1 *rare arcane essence*
2 *rare primal essence* | 12 hours
(1.5 days) | 6 | DC 15 | rare | 4,000 gp | Ring of the Shapeshifter | 1 *ring worth at least 400 gp*
1 *scroll of alter slef*
2 *rare arcane essence*
1 *rare primal essence* | 16 hours
(2 days) | 8 | DC16 | rare | 4,200 gp | Ring of X-Ray Vision | 1 *ring worth at least 200 gp*
1 *scroll of true seeing*
1 *scroll of find traps*
1 *rare arcane essence* | 12 hours
(1.5 days) | 6 | DC 16 | rare | 3,500 gp
1 *scroll of animal friendship*
1 *scroll of fear*
1 *scroll of speak with animals*
1 *uncommon primal essence* | 12 hours
(1.5 days) | 6 | DC 15 | rare | 1,000 gp | | Ring of Dragon Armor^*^ | 1 *ring worth at least 400 gp*
1 *scroll of absorb elements*
1 *rare primal essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 1,800 gp | | Ring of Evasion | 1 *ring worth at least 400 gp*
1 *scroll of haste*
1 *rare arca,e essence*
3 *rare divine essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 4,900 gp | | Ring of Feather
Falling | 1 *ring worth at least 50 gp*
1 *scroll of feather fall*
1 *scroll of levitate*
1 *rare primal essence*
1 *rare arcane essence* | 8 hours | 4 | DC 14 | rare | 2,200 gp | | Ring of Free
Action | 1 *ring worth at least 200 gp*
1 *scroll of freedom of movement*
2 *rare divine essence*
1 *rare primal essence* | 24 hours
(3 days) | 12 | DC 17 | rare | 4,500 gp | | Ring of Mirrored Essence^*^ | 1 *ring worth at least 400 gp*
1 *scroll of alter self*
1 *scroll of disguise self*
1 *rare arcane essence*
1 *rare divine essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 3,000 gp | | Ring of
Protection | 1 *ring worth at least 400 gp*
1 *scroll of shield of faith*
1 *scroll of mage armor*
1 *scroll of protection from energy*
1 *scroll of shield*
1 *scroll of absorb elements*
1 *rare arcane essence*
1 *rare divine essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 3,000 gp | | Ring of
Resistance | 1 *ring worth 200 gp*
1 *gem worth 50 gp*
1 *scroll of protection from energy*
3 *rare primal essence*| 16 hours
(2 days) | 8 | DC 16 | rare | 3,500 gp | Ring of Spell Storing | 1 *ring worth at least 400 gp*
1 *empty wizard's spell book (50 gp)*
4 *rare arcane essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 3,600 gp | | Ring of Temporal Salvation | 1 *ring worth 200 gp*
1 *gem worth 50 gp*
1 *scroll of death ward*
1 *rare divine essence*| 16 hours
(2 days) | 8 | DC 16 | rare | 2,250 gp | Ring of the Blood Prince | 1 *ring worth 200 gp*
3 *rare arcane essence* | 12 hours
(1.5 days) | 6 | DC 16 | rare | 2,800 gp | Ring of the Ram | 1 *ring worth at least 200 gp*
1 *scroll of summon beast*
1 *scroll of shatter*
1 *rare arcane essence*
2 *rare primal essence* | 12 hours
(1.5 days) | 6 | DC 15 | rare | 4,000 gp | Ring of the Shapeshifter | 1 *ring worth at least 400 gp*
1 *scroll of alter slef*
2 *rare arcane essence*
1 *rare primal essence* | 16 hours
(2 days) | 8 | DC16 | rare | 4,200 gp | Ring of X-Ray Vision | 1 *ring worth at least 200 gp*
1 *scroll of true seeing*
1 *scroll of find traps*
1 *rare arcane essence* | 12 hours
(1.5 days) | 6 | DC 16 | rare | 3,500 gp
Ch.12 | Crafting
\pagebreakNum
##### Very Rare Magical Rings Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Ring of Regeneration | 1 *ring worth at least 400 gp*
1 *scroll of regenerate*
1 *very rare divine essence*
1 *very rare arcane essence*
1 *very rare primal essence* | 16 hours
(2 days) | 8 | DC 18 | very rare | 40,000 gp | | Ring of Shooting Stars | 1 *ring worth at least 400 gp*
1 *scroll of melf's minute meteor*
1 *very rare arcane essence*
1 *very rare divine essence* | 16 hours
(2 days) | 8 | DC 18 | very rare | 20,000 gp | | Ring of Telekinesis | 1 *ringer worth at least 400 gp*
1 *scroll of telekinesis*
1 *very rare arcane essence*
2 *very rare psionic essence* | 16 hours
(2 days) | 8 | DC 19 | very rare | 25,000 gp | ##### Legendary Magical Rings Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Ring of Elemental Command | 1 *ring worth at least 400 gp*
1 *scroll of dominate monster*
1 *scroll of summon elemental*
1 *scroll of conjure elemental*
4 *legendary primal essence* | 32 hours
(4 days) | 16 | DC 22 | legendary | 200,000 gp | | Ring of Invisibility | 1 *ring worth at least 400 gp*
1 *scroll of greater invisbility*
1 *scroll of etherealness*
2 *legendary arcane essence* | 32 hours
(4 days) | 16 | DC 22 | legendary | 75,000 gp | | Ring of Spell Turning | 1 *ring worth at least 400 gp*
1 *scroll of antimagic field*
1 *scroll of counterspell*
*scroll of dispel magic*
2 *legendary arcane essence* | 32 hours (4 days) | 16 | DC 22 | legendary | 66,000 gp | | Ring of Three Wishes | 1 *ring*
3 *scrolls of wish* | 16 hours (2 days) | 8 | DC 18 | legendary | 97,950 gp | | Ring of Djinni Summoning | 1 *ring worth at least 400 gp*
1 *scroll of gate*
1 *scroll of dominate monster*
1 *scroll of summon elemental*
1 *scroll of conjure elemental*
2 *legendary primal essence* | 24 hours (3 days) | 12 | DC 20 | legendary | 125,000 gp |
1 *scroll of regenerate*
1 *very rare divine essence*
1 *very rare arcane essence*
1 *very rare primal essence* | 16 hours
(2 days) | 8 | DC 18 | very rare | 40,000 gp | | Ring of Shooting Stars | 1 *ring worth at least 400 gp*
1 *scroll of melf's minute meteor*
1 *very rare arcane essence*
1 *very rare divine essence* | 16 hours
(2 days) | 8 | DC 18 | very rare | 20,000 gp | | Ring of Telekinesis | 1 *ringer worth at least 400 gp*
1 *scroll of telekinesis*
1 *very rare arcane essence*
2 *very rare psionic essence* | 16 hours
(2 days) | 8 | DC 19 | very rare | 25,000 gp | ##### Legendary Magical Rings Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Ring of Elemental Command | 1 *ring worth at least 400 gp*
1 *scroll of dominate monster*
1 *scroll of summon elemental*
1 *scroll of conjure elemental*
4 *legendary primal essence* | 32 hours
(4 days) | 16 | DC 22 | legendary | 200,000 gp | | Ring of Invisibility | 1 *ring worth at least 400 gp*
1 *scroll of greater invisbility*
1 *scroll of etherealness*
2 *legendary arcane essence* | 32 hours
(4 days) | 16 | DC 22 | legendary | 75,000 gp | | Ring of Spell Turning | 1 *ring worth at least 400 gp*
1 *scroll of antimagic field*
1 *scroll of counterspell*
*scroll of dispel magic*
2 *legendary arcane essence* | 32 hours (4 days) | 16 | DC 22 | legendary | 66,000 gp | | Ring of Three Wishes | 1 *ring*
3 *scrolls of wish* | 16 hours (2 days) | 8 | DC 18 | legendary | 97,950 gp | | Ring of Djinni Summoning | 1 *ring worth at least 400 gp*
1 *scroll of gate*
1 *scroll of dominate monster*
1 *scroll of summon elemental*
1 *scroll of conjure elemental*
2 *legendary primal essence* | 24 hours (3 days) | 12 | DC 20 | legendary | 125,000 gp |
Ch.12 | Crafting
\pagebreakNum
##### Common Magical Jewelry Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Amulet of protection against Spiders^*^ | 1 *amulet*
1 *scroll of sanctuary*
1 *primal common essence* | 8 hours | 4 | DC 11 | Common | 75 gp | Catnip Amulet^*^ | 1 *amulet*
1 *primal common essence* | 8 hours | 4 | DC 11 | Common | 50 gp | Clockwork Amulet | 1 *amulet worth 20 gp*
1 *arcane common essence* | 8 hours | 4 | DC 12 | Common | 50 gp | Dark Shard Amulet | 1 *amulet*
1 *arcane common essence* | 8 hours | 4 | DC 12 | Common | 50 gp | Fertility Charm^*^ | 1 *amulet*
1 *scroll of lesser restoration* | 8 hours | 4 | DC 13 | Common | 175 gp | Luck Charm^*^ | 1 *amulet*
1 *divine common essence* 8 hours | 4 | DC 12 | Common | 50 gp | Protection Charm^*^ | 1 *amulet*
1 *scroll of protection from good and evil* | 8 hours | 4 | DC 11 | Common | 30 gp ##### Uncommon Magical Jewelry Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Amulet of the Drunkard | 1 *amulet*
1 *scroll of healing word*
1 *scroll of lesser restoration*
1 *uncommon divine essence* |8 hours | 4 | DC 14 | uncommon | 500 gp | Amulet of the Devout, +1 | 1 *holy symbol (amulet)*
2 *uncommon divine essence* |8 hours | 4 | DC 14 | uncommon | 425 gp | Amulet of Equilibrium^*^ | 1 *scroll of absorb element*
1 *uncommon primal essence*
1 *uncommon arcane essence* | 8 hours | 4 | DC 14 | uncommon | 375 gp | Amulet of Proof against
Detection and Location | 1 *amulet*
1 *scroll of nondetection* | 8 hours | 4 | DC 14 | uncommon | 400 gp | | Brooch of Kulu^*^ | 1 *brooch or amulet worth 10 gp*
1 *uncommon primal essence* | 6 hours | 3 | DC 13 | uncommon | 300 gp | Brooch of Shielding | 1 *brooch or amulet worth 10 gp*
1 *scroll of magic missile*
1 *scroll of shield*
1 *scroll of protection from energy*
1 *uncommon arcane essence* | 6 hours | 3 | DC 14 | uncommon | 375 gp | | Circlet of Blasting | *circlet worth at least 25 gold*
1 *scroll of scorching ray*
1 *uncommon primal essence* | 6 hours | 3 | DC 12 | uncommon| 350 gp | | Circlet of the Huntsman’s Third Eye | | Eyes of Charming | 1 *crystal lenses (glasses) worth 50 gp*
1 *scroll of charm person*
1 *uncommon arcane essence* | 4 hours | 2 | DC 14 | uncommon | 300 gp | | Harkon's Bite | Headband of Intellect | 1 *handband worth at least 25 gp*
1 *scroll of enhance ability*
1 *common divine essence*| 12 days (1.5 days) | 6 | DC 14 | uncommon | 450 gp |
1 *scroll of sanctuary*
1 *primal common essence* | 8 hours | 4 | DC 11 | Common | 75 gp | Catnip Amulet^*^ | 1 *amulet*
1 *primal common essence* | 8 hours | 4 | DC 11 | Common | 50 gp | Clockwork Amulet | 1 *amulet worth 20 gp*
1 *arcane common essence* | 8 hours | 4 | DC 12 | Common | 50 gp | Dark Shard Amulet | 1 *amulet*
1 *arcane common essence* | 8 hours | 4 | DC 12 | Common | 50 gp | Fertility Charm^*^ | 1 *amulet*
1 *scroll of lesser restoration* | 8 hours | 4 | DC 13 | Common | 175 gp | Luck Charm^*^ | 1 *amulet*
1 *divine common essence* 8 hours | 4 | DC 12 | Common | 50 gp | Protection Charm^*^ | 1 *amulet*
1 *scroll of protection from good and evil* | 8 hours | 4 | DC 11 | Common | 30 gp ##### Uncommon Magical Jewelry Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Amulet of the Drunkard | 1 *amulet*
1 *scroll of healing word*
1 *scroll of lesser restoration*
1 *uncommon divine essence* |8 hours | 4 | DC 14 | uncommon | 500 gp | Amulet of the Devout, +1 | 1 *holy symbol (amulet)*
2 *uncommon divine essence* |8 hours | 4 | DC 14 | uncommon | 425 gp | Amulet of Equilibrium^*^ | 1 *scroll of absorb element*
1 *uncommon primal essence*
1 *uncommon arcane essence* | 8 hours | 4 | DC 14 | uncommon | 375 gp | Amulet of Proof against
Detection and Location | 1 *amulet*
1 *scroll of nondetection* | 8 hours | 4 | DC 14 | uncommon | 400 gp | | Brooch of Kulu^*^ | 1 *brooch or amulet worth 10 gp*
1 *uncommon primal essence* | 6 hours | 3 | DC 13 | uncommon | 300 gp | Brooch of Shielding | 1 *brooch or amulet worth 10 gp*
1 *scroll of magic missile*
1 *scroll of shield*
1 *scroll of protection from energy*
1 *uncommon arcane essence* | 6 hours | 3 | DC 14 | uncommon | 375 gp | | Circlet of Blasting | *circlet worth at least 25 gold*
1 *scroll of scorching ray*
1 *uncommon primal essence* | 6 hours | 3 | DC 12 | uncommon| 350 gp | | Circlet of the Huntsman’s Third Eye | | Eyes of Charming | 1 *crystal lenses (glasses) worth 50 gp*
1 *scroll of charm person*
1 *uncommon arcane essence* | 4 hours | 2 | DC 14 | uncommon | 300 gp | | Harkon's Bite | Headband of Intellect | 1 *handband worth at least 25 gp*
1 *scroll of enhance ability*
1 *common divine essence*| 12 days (1.5 days) | 6 | DC 14 | uncommon | 450 gp |
Ch.12 | Crafting
\pagebreakNum
##### Uncommon Magical Jewelry Crafting Table (Cont)
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Medallion of Thoughts | 1 *medallion worth 25 gold*
1 *scroll of detect thoughts*
1 *common arcane essence*
1 *common psionic essence* | 8 hours | 4 | DC 15 | uncommon | 300 gp | | Necklace of Adaption | 1 *necklace worth at least 25 gold*
1 *scroll of protection from poison*
2 *uncommon divine essence* | 6 hours | 3 | DC 12 | uncommon | 450 gp | | Periapt of Health | 1 *necklace worth 50 gold*
1 *scroll of purify food and drink*
1 *scroll of lesser restoration*
2 *common divine essence* | 8 hours | 4 | DC 12 | uncommon | 250 gp | | Periapt of Wound Closure | 1 *scroll of cure wounds*
1 *scroll of healing word*
1 *uncommon divine essence* | 8 hours | 4 | DC 14 | uncommon | 375 gp ##### Rare Magical Jewelry Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Amulet of Heath | 1 *amulet worth 200 gp*
2 *rare divine essence*
2 *rare primal essence*| 16 hours
(2 days) | 8 | DC 18 | rare | 4,000 gp | | Amulet of Life Blood | 1 *amulet*
3 *rare divine essence*
1 *rare primal essence*| 16 hours
(2 days) | 8 | DC 18 | rare | 4,000 gp | | Amulet of the Devout, +2 | 1 *holy symbol (amulet)*
4 *rare divine essence* | 16 hours
(2 days) | 8 | DC 18 | rare | 4,250 gp | Avian Circlet | | Brooch of Many Size^*^ | 1 *brooch or amulet worth 500 gp*
1 *scroll of enlarge/reduce*
1 *rare arcane essence*
2 *rare primal essence* | 16 hours
(2 days) | 8 | DC 18 | rare | 4,250 gp | Gilded Necklace | 1 *necklace worth 500 gp*
1 *scroll of bless*
1*scroll of fortune's favor*
1 *rare arcane essence*
2 *rare divine essence* | 16 hours
(1.5 days) | 8 | DC 16 | rare | 4,200 gp | Hairlock Charm^*^ | 1 *necklace worth 50 gold*
2 *rare arcane essence*
3 *rare primal essence* | 12 hours
(1.5 days) | 6 | DC 16 | rare | 4,250 gp | Necklace of Fearlessness^*^ | 1 *necklace worth 50 gold*
1 *scroll of fearl*
2 *rare arcane essence*
2 *rare divine essence* | 16 hours
(2 days) | 8 | DC 18 | rare | 4,000 gp | Necklace of Fireballs | 1 *necklace worth 250 gold*
1 *scroll of fireball*
2 *rare arcane essence*
2 *rare primal essence* | 16 hours
(2 days) | 8 | DC 18 | rare | 4,350 gp | Necklace of Prayer Beads* | 1 *necklace worth 50 gold*
6 *gems worth 10 gold pieces each*
1 *scroll of planar ally*
1 *scroll of wind walk*
1 *scroll of branding smite*
1 *greater restoration*
1 *scroll of cure wounds*
1 *scroll of lesser restoration*
1 *scroll of bless* | 12 hours
(1.5 days) | 6 | DC 16 | rare | 5,000 gp | | Periapt of proof against poison | 1 *necklace worth 500 gold*
1 *scroll of protection from poison*
4 *rare divine essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 4,700 gp
1 *scroll of detect thoughts*
1 *common arcane essence*
1 *common psionic essence* | 8 hours | 4 | DC 15 | uncommon | 300 gp | | Necklace of Adaption | 1 *necklace worth at least 25 gold*
1 *scroll of protection from poison*
2 *uncommon divine essence* | 6 hours | 3 | DC 12 | uncommon | 450 gp | | Periapt of Health | 1 *necklace worth 50 gold*
1 *scroll of purify food and drink*
1 *scroll of lesser restoration*
2 *common divine essence* | 8 hours | 4 | DC 12 | uncommon | 250 gp | | Periapt of Wound Closure | 1 *scroll of cure wounds*
1 *scroll of healing word*
1 *uncommon divine essence* | 8 hours | 4 | DC 14 | uncommon | 375 gp ##### Rare Magical Jewelry Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Amulet of Heath | 1 *amulet worth 200 gp*
2 *rare divine essence*
2 *rare primal essence*| 16 hours
(2 days) | 8 | DC 18 | rare | 4,000 gp | | Amulet of Life Blood | 1 *amulet*
3 *rare divine essence*
1 *rare primal essence*| 16 hours
(2 days) | 8 | DC 18 | rare | 4,000 gp | | Amulet of the Devout, +2 | 1 *holy symbol (amulet)*
4 *rare divine essence* | 16 hours
(2 days) | 8 | DC 18 | rare | 4,250 gp | Avian Circlet | | Brooch of Many Size^*^ | 1 *brooch or amulet worth 500 gp*
1 *scroll of enlarge/reduce*
1 *rare arcane essence*
2 *rare primal essence* | 16 hours
(2 days) | 8 | DC 18 | rare | 4,250 gp | Gilded Necklace | 1 *necklace worth 500 gp*
1 *scroll of bless*
1*scroll of fortune's favor*
1 *rare arcane essence*
2 *rare divine essence* | 16 hours
(1.5 days) | 8 | DC 16 | rare | 4,200 gp | Hairlock Charm^*^ | 1 *necklace worth 50 gold*
2 *rare arcane essence*
3 *rare primal essence* | 12 hours
(1.5 days) | 6 | DC 16 | rare | 4,250 gp | Necklace of Fearlessness^*^ | 1 *necklace worth 50 gold*
1 *scroll of fearl*
2 *rare arcane essence*
2 *rare divine essence* | 16 hours
(2 days) | 8 | DC 18 | rare | 4,000 gp | Necklace of Fireballs | 1 *necklace worth 250 gold*
1 *scroll of fireball*
2 *rare arcane essence*
2 *rare primal essence* | 16 hours
(2 days) | 8 | DC 18 | rare | 4,350 gp | Necklace of Prayer Beads* | 1 *necklace worth 50 gold*
6 *gems worth 10 gold pieces each*
1 *scroll of planar ally*
1 *scroll of wind walk*
1 *scroll of branding smite*
1 *greater restoration*
1 *scroll of cure wounds*
1 *scroll of lesser restoration*
1 *scroll of bless* | 12 hours
(1.5 days) | 6 | DC 16 | rare | 5,000 gp | | Periapt of proof against poison | 1 *necklace worth 500 gold*
1 *scroll of protection from poison*
4 *rare divine essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 4,700 gp
Ch.12 | Crafting
\pagebreakNum
##### Very Rare Magical Jewelry Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Amulet of the Devout, +3 | 1 *holy symbol (amulet)*
4 *rare divine essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | 14,500 gp | Amulet of the life Blood | 1 *holy symbol (amulet)*
4 *rare divine essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | 14,500 gp | Amulet of Planes | 1 *amulet worth 650 gp*
1 *scroll of plane shift*
3 *very rare arcane essence*
1 *very rare divine essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | 43,000 gp | | Celestial Circlet | 1 *holy symbol*
1 *scroll of protection from good and evil*
1 *scroll of cure wounds*
1 *scroll of spirit guardians*
3 *very rare divine essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | 43,000 gp | | Helm of Brilliance* | 1 *helm worth at least 100 gp*
5 *diamonds worth 500 gp*
10 *rubies worth 200 gp*
15 *fire opals worth 100 gp*
20 *opals worth 100 gp*
1 *scroll of daylight*
1 *scroll of fireball*
1 *scroll of prismatic spray*
1 *wall of fire*
1 *very rare arcane essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | 32,000 gp \* Helm of Brilliance forged this way has 5 diamons, 10 rubies, 15 fire opals, and 20 opals. At your DMs discretion, one can be made with more gems. ##### Legendary Magical Jewelry Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Scarab of Protection | 1 *scarab shaped medallion
worth at least 5,000 gp*
1 *scroll of holy aura*
1 *legendary divine essence* | 24 hours
(3 days) | 12 | DC 19 | legendary | 58,000 gp | | Talisman of Pure Good | 1 *talisman woth at least 10,000 gp*
2 *legendary divine essence
from a Good-aligned source*
1 *scroll of gravity fissure*
1 *scroll of gate* | 40 hours
(5 days) | 20 | DC 21 | legendary | 125,000 gp | | Talisman of Ultimate Evil | 1 *talisman woth at least 10,000 gp*
2 *legendary divine essence
from an Evil-aligned source*
1 *scroll of gravity fissure*
1 *scroll of gate* | 40 hours
(5 days) | 20 | DC 21 | legendary | 125,000 gp | | Talisman of the Sphere | 1 *talisman woth at least 10,000 gp*
2 *legendary arcane essence* | 24 hours
(3 days) | 12 | DC 22 | legendary | 75,000 gp |
4 *rare divine essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | 14,500 gp | Amulet of the life Blood | 1 *holy symbol (amulet)*
4 *rare divine essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | 14,500 gp | Amulet of Planes | 1 *amulet worth 650 gp*
1 *scroll of plane shift*
3 *very rare arcane essence*
1 *very rare divine essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | 43,000 gp | | Celestial Circlet | 1 *holy symbol*
1 *scroll of protection from good and evil*
1 *scroll of cure wounds*
1 *scroll of spirit guardians*
3 *very rare divine essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | 43,000 gp | | Helm of Brilliance* | 1 *helm worth at least 100 gp*
5 *diamonds worth 500 gp*
10 *rubies worth 200 gp*
15 *fire opals worth 100 gp*
20 *opals worth 100 gp*
1 *scroll of daylight*
1 *scroll of fireball*
1 *scroll of prismatic spray*
1 *wall of fire*
1 *very rare arcane essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | 32,000 gp \* Helm of Brilliance forged this way has 5 diamons, 10 rubies, 15 fire opals, and 20 opals. At your DMs discretion, one can be made with more gems. ##### Legendary Magical Jewelry Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Scarab of Protection | 1 *scarab shaped medallion
worth at least 5,000 gp*
1 *scroll of holy aura*
1 *legendary divine essence* | 24 hours
(3 days) | 12 | DC 19 | legendary | 58,000 gp | | Talisman of Pure Good | 1 *talisman woth at least 10,000 gp*
2 *legendary divine essence
from a Good-aligned source*
1 *scroll of gravity fissure*
1 *scroll of gate* | 40 hours
(5 days) | 20 | DC 21 | legendary | 125,000 gp | | Talisman of Ultimate Evil | 1 *talisman woth at least 10,000 gp*
2 *legendary divine essence
from an Evil-aligned source*
1 *scroll of gravity fissure*
1 *scroll of gate* | 40 hours
(5 days) | 20 | DC 21 | legendary | 125,000 gp | | Talisman of the Sphere | 1 *talisman woth at least 10,000 gp*
2 *legendary arcane essence* | 24 hours
(3 days) | 12 | DC 22 | legendary | 75,000 gp |
Ch.12 | Crafting
\pagebreakNum
### Rings
##### Band of Mirrored Essence
*ring, rare*
___
This unassuming platinum ring is polished to a mirror finish. When you reduce a Small or larger hostile creature to 0 hit points while wearing the ring, you can use your reaction to absorb a portion of that creature’s essence into the ring. Looking into the ring shows the reflection of the creature whose essence is held inside. As an action, you can release the captured essence and assume either the creature’s appearance or one of its features.
If you take on the appearance of the creature, it must be a creature no more than one size larger or smaller than you. You do not physically change in size or shape, but your body is shrouded in a convincing illusion. Your voice changes to match the creature’s, and you can understand any of its known languages but can neither read nor speak any that you don’t already know. Another creature can see through the illusion by succeeding on a DC 16 Intelligence (Investigation) check. Physical interaction with this illusory form reveals it to be an illusion, because things can pass through it. The illusion lasts for 8 hours or until you dismiss it as a bonus action or fall unconscious.
If you assume one of the creature’s features, your body or mind temporarily changes to accommodate the new ability. You can choose to gain 1 skill or saving throw proficiency, damage resistance, condition immunity, sense, or language that the creature had. If the creature could breathe underwater, you can choose to gain that feature instead. You retain this feature for 8 hours or until you dismiss it as a bonus action or fall unconscious.
Once you capture an essence with the ring, you can’t do so again for 1d8 hours. You can only have 1 essence at a time. If you capture an essence when you already have one, you replace the original.
##### Band of the Dryad
*ring, uncommon*
___
A simple wooden band that appears to be entwined by evergreen ivy vines. the top is decorated with a small rose petal, which remains bloomed and perfect until the ring's effect is used. Each day at dawn the petal blooms again.
This band has a single charge, which recharges each day at dawn. The power contained within the rose petal may be expended to heal a target the wearer can touch by 2d4+2 hit points. Once used, the rose petal wilts and falls off the ring, and this effect may not be used again until the next dawn.
##### Ring of Communication
*ring, uncommon*
___
A simple band of silver engraved with arcane runes that glow a dull silver blue when used.
This ring is part of a set that is magically linked together. While wearing this ring, you are able to sense if one or all of the other rings are being worn by another creature. You are not able to discern who the creature is or where they are located, only that the ring is being worn.
You are able to cast Sending at will from this ring while you wear it. When casting this spell from the ring, you can only target creatures that are wearing a ring linked to the set. The spell does not have a limitation on how many words are spoken through the spell, and it can target more than one creature at a time.
##### Ring of Dragon Armor
*ring, rare*
___
This metal ring is decorated as the type of dragon it is intended to protect the wearer from. A red ring protects the wearer from a red dragon's fire breath, a white ring protects a wearer from a white dragon's cold breath, etc. The ring is ornate, but the distinctive feature is the scales which immitate the hide of a dragon. While you are wearing the ring, the breath weapon damage that you take is reduced by 10.
##### Ring of the Blood Price
*ring, rare (requires attunement by a spellcaster)*
___
Crafted to resemble a band of woven thorns with small metal spikes along the inner side, this ring looks more like a torture device than a piece of jewelry. While wearing this ring, any time you cast a spell, you may choose to take damage to forego all material component requirements for that spell. The damage you take equals 1d6 necrotic damage per level of the spell. This damage cannot be reduced in any way.
##### Ring of the Shapeshifter
*Ring, rare (requires attunement by a any humanoid creature)*
___
This appears to be a simple looking band of silver. When worn and attuned, however, the ring can change form to appear like any other kind of ring the wearer wants.
While worn and attuned the ring grants the wearer the ability to cast Alter Self upon themselves at-will as a Bonus action and maintain the duration indefinitely - the duration becomes "until dispelled or dismissed". The spell can be dismissed as a Bonus Action. The spell Dispel Magic cast upon the wearer or ring against this effect will dispel the effect and surpress any future use of the ring for 1 hour.
Also while the ring is worn and attuned the wearer is considered a shapechanger and immune to spells that transform the body such as Polymorph, True Polymorph, etc.
Ch.12 | Crafting
\pagebreakNum
### Jewelry
##### Avian Circlet
*Wondorous Item, rare*
___
This ornate silver tiara grants you power over certain flying creatures. You can use an action to cast animal messenger or speak with animals at will using the circlet. Any creature affected by these spells must be a beast and have a flying speed.
In addition, you can touch a willing beast with a flying speed. For 1 minute, you can see through the creature’s eyes, sharing any of its special visual senses for the duration. You are blinded to your own surroundings while you share its vision in this way. You can end this effect early using an action to return to your normal senses. Once this property has been used, it can’t be used again until this next dawn.
##### Amulet of Equilibrium
*Wondorous Item, uncommon*
___
This spiraling pendant is made of three magic-sensitive panes of colorful crystal. Each piece of crystal is attuned to a different arcane element. If you can cast spells, you can use the amulet as a spellcasting focus while you’re attuned to it
The amulet has 4 charges and regains 2 expended charges daily at dawn. When you deal cold, fire, or lightning damage to a single creature while wearing the amulet, you can expend any number of its charges to reroll that many of the cold, fire, or lightning damage dice. You must use the new rolls.
Whenever you take cold, fire, or lightning damage from a hostile creature, the amulet regains 1 charge.
##### Amulet of Life Blood
*Wondorous Item, rare*
___
While wearing this amulet you heal the maximum amount of hit points per hit die during a short rest.
##### Amulet of Protection from Spiders
*Wondorous Item, common*
___
While wearing this amulet, a protective energy radiates from you in an aura with a 20-foot radius. The aura moves with you, centered on you. Tiny spiders caught in the area are frightened of you.
Also, as an action, you can cast a special version of the sanctuary spell centered on you that affects only Large or smaller spiders. The DC for this spell is your spellcasting DC or DC 13, whichever is higher). Once used, this property can never be used again.
##### Brooch of Kulu
*Wondorous Item, uncommon*
___
This bone brooch is ornated with the orange feather of a Kulu-Ya-Ku and can be used to secure a cape or adorn a piece of clothing. While wearing the brooch, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
In addition, you can gain advantage on strength check to push, drag, or lift. Once this property has been used, it can’t be used again until the next dawn.
##### Brooch of Many Sizes
*Wondorous Item, rare*
___
This metal brooch features a rotatable dial and can be used to secure a cape or adorn a piece of clothing. While wearing the brooch, you can use an action to cast the enlarge/reduce spell, targeting only yourself, by turning the dial toward either the larger or smaller figure adorning the sides of the brooch. Once this property of the brooch has been used, it can’t be used again until the following dawn.
While under the effects of this spell, you can use a bonus action to overload the brooch by forcibly twisting the dial beyond its normal limits. When you do, your size changes by an additional category: growing either a second size larger if you had cast the enlarge spell or a second size smaller if you had cast the reduce spell. Your size can’t be larger than Huge or smaller than Tiny by overloading the brooch, and your damage and weight are increased or decreased as if you were affected by a second instance of the enlarge/reduce spell.
When you return to your original size after overloading the brooch, you can’t move or take actions until after your next turn. Once the brooch has been overloaded, it can’t be used again until 7 days have passed.
##### Catnip Amulet
*Wondorous Item, common*
___
This gold and jade amulet seems to draw domestic cats to it. While wearing the necklace, you have advantage on ability checks made to find or call Tiny domestic cats (if there are any) and on Wisdom (Animal Handling) checks you make to interact with them.
##### Celestial Circlet
*Wondorous Item, very rare (requires attunement by a cleric of good alignment)*
___
This golden circlet radiates holy energy. A thin halo hovers above your head while you wear it, emitting bright light in a 20-foot radius and dim light for another 20 feet. Small motes of holy light swirl around the apex of the circlet.
While you wear the circlet, you are always under the effects of the protection from evil and good spell. This effect only applies to one creature type: you can choose a new creature type (other than celestials) to be protected against daily at dawn.
The circlet has 7 charges. As an action while wearing the circlet, you can expend 1 or more of its charges to cast either cure wounds (1 charge per spell level, up to 4th) or spirit guardians (3 charges) from it, using your spell save DC and spellcasting ability modifier. Immediately before or after you cast a spell from the circlet in this way, you can use your bonus action to fly up to 10 feet without provoking opportunity attacks. When you do, you are carried away on a pair of angelic wings.
The circlet regains 1d4 + 3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the halo vanishes and the circlet becomes mundane and nonmagical.
Ch.12 | Crafting
\pagebreakNum
##### Circlet of the Huntsman’s Third Eye
*Wondorous Item, uncommon (requires attunement)*
___
This barbed metal circlet features a grotesque yet ornately preserved eye hanging from its center. The eye rests on the forehead of the creature wearing it. While wearing the circlet, its latent cunning guides your hand, giving you advantage on Wisdom (Survival) checks.
The circlet has 5 charges and regains all expended charges daily at dusk. While wearing the circlet, you can use a bonus action to expend 1 of its charges to cast the hunter’s mark spell from it. You have advantage on Constitution saving throws made to maintain concentration on this spell. In addition,you can expend a 2nd charge when casting hunter’s mark in this way, or 1 charge as a bonus action on another turn, to gain truesight out to a range of 120 feet for 1 minute.
Curse. Attuning to the circlet curses you until you are targeted by the remove curse spell or similar magic. Removing the circlet fails to end the curse. While cursed, whenever you roll a 1 on an attack roll or ability check, you take 1d6 psychic damage as the eye’s intense frustration and scorn pierce your psyche.
##### Fertility Charm
*Wondorous Item, common*
___
This charm representing the symbol of Shiallia can be used as a holy symbol and is often gifted to young couples and at weddings. When you hold it in your hand, you can use an action to cast the lesser restoration spell once. After it is used, the charm loses all magic properties.
##### Hairlock Charm
*Wondorous Item, rare*
___
This charm made of intertwined leanan hairs carries the muse’s magic. When you hold it in your hand, you can use an action to gain a supernatural charm of the GM 's choice. See chapter 7 of the Dungeon Master's Guide for more information on supernatural charms. After it is used, the charm loses all magic properties.
##### Gilded Necklace
*Wondorous Item, rare (requires attunement)*
___
A beautifull necklace made of gold, with a brilliant white diamond placed in the center. It seems to shine with a beautiful radiance with only the slightest amount of light. Legends say this necklace brings wealth to all who possess it, but casts its owner in misfortune.
**Radiant beauty.** Wearing this necklace, you gain +2 charisma score
**Luck of the Devil.** You are incredibly lucky when it comes to finding treasure. Whenever you find gold anywhere, roll a d20. If you get a 7 or a 20 you find double the amount of gold instead.
**Curse of misfortune.** Whenever you make a saving throw or skill check and you roll a 13, it counts as a critical failure.
##### Luck Charm
*Wondorous Item, common*
___
This charm representing the symbol of Shiallia can be used as a holy symbol and allows the wearer to be luckier. When you hold it in your hand, you can use an action to gain advantage on your next ability check roll. After it is used, the charm loses all magic properties.
##### Necklace of Fearlessness
*Wondorous Item, rare*
___
This necklace grants the wearer protection from a dragon's Frightful Presence. While wearing the necklace, they are immune to the effect. The necklace also grants advantage to saves against a dragon's fearful presence to anyone within 5 feet of the necklace.
##### Protection Charm
*Wondorous Item, common*
___
This charm representing the symbol of Helm can be use as a holy symbol and is often gifted to those who may need protection against the forces of evil, as it is said to repeal dark malicious been. When you hold it in your hand, you can use an action to cast the protection from evil and good spell once. After it is used, the charm loses all magic properties.
Ch.12 | Crafting
\pagebreakNum
## Leatherworking
Leatherworking is often seen as something of the "light armor" equivaliant to a blacksmith, but it covers quite a bit more ground that. While it may be the unsung hero, an adventurers best friend is a study leather backpack. Backpacks, belts, waterskins, quivers and more all fall to these talented artisans to make, and can prove essential to every day life.
In addition to their more mundane wares, however, leather, hide, scales, and carapaces of monsters in the fantastical settings these craftsmen find themselves in often provide more opportunity than the basic components of mundane items. A leatherworker is essential if you wish to get the most mileage out of your harvested monsters.
### Quick Reference
While each step will go into more depth, the quick reference allows you to at a glance follow the steps to work items from leather.
* Select the **item** that you would like to craft from any of the **Leatherworking Crafting Tables**.
* Acquire the items listed in the **materials** column for that item.
* Use your **Leatherworking Tools** tool to craft the option using the number hours listed in the **Crafting Time** column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less.
* For **every 2 hours**, make a **crafting roll** of 1d20 + your Dexterity + your proficiency bonus with a Leatherworking Tools.
* **On success**, you mark 2 hours of completed time toward the total crafting time.
\columnbreak
* **On failure**, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times, the crafting is a failure and all materials are lost.
### Related Tool & Ability Score
Leatherworking works using **Leatherworking Tools**. Attempting craft items with Leatherworking without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency in them to any Leatherworking crafting roll.
Additionally, like Scroll Scribing and Enchanting, proficiency in **Arcana** is required to make magical item; without proficiency in arcana, you cannot add your Tool proficiency to the crafting roll for magical item.
### Materials: Leather & Hides
Leatherworking uses leather and hides, primarily harvested from monsters, however sometimes they work with heavy quited clothes, metal, carapaces, and sometimes even metal pieces.
### Crafting Roll
Putting that together that means that when you would like to make an item, your crafting roll is as follows:
**Leatherworking Modifier** = your Leatherworking Tools proficiency bonus + your Dexterity modifier
##### Success and Failure
For Leatherworking, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Leatherworking do not need to be immediately consecutive. Failure means that no progress is made during that time.
Ch.12 | Crafting
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Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage. If you fail three times, all progress and materials are lost and can no longer be salvaged.
### Cobbling
A specialized branch of Leatherworking is Cobbling. These are the folks that make shoes and boots. While it might not be obvious at first glance, these folks are what keeps an adventurer running... literally, you take their boots and most of them won't be going anywhere fast.
It shares all the rules and materials as leather working, but replaces any instance of Leatherworking Tools with Cobblering Tools, and may optionally use Wisdom in place of Dexterity, being a trade for the old practiced hands.
Any item found the "Cobbling Crafting Table" is part of the Cobbling subdomain of Leatherworking.
> ##### But what is the point?
> The rules the game typically assume your player is already wearing boots. Making boots is generally something that is more related to a character's back story than their adventuring needs, but such things come up occasionally.
>
> However, in more immediately useful objectives, sometimes crafting things like boots makes sense as a prerequisite of enchanting them - some magic gear requires an expensive component item (for example, "boots worth 200 gp or more")... magic has expensive taste. So, occasionally, crafting branches like this can be useful for that, though it should generally be expected that Cobbling is not (nor intended to be) as useful as some of the more relevant branches of crafting for an adventurer.
\columnbreak
Ch.12 | Crafting
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## Leatherworking Tables
##### Armor Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Leather Armor | 3 *rawhide leather*
2 *buckles* | 4 hours | 2 | DC 12 | Common | 10 gp | | Studded Leather
Armor | 3 *rawhide leather*
6 *metal scraps*
2 *buckles* | 6 hours | 3 | DC 14 | Common | 45 gp | | Hide Armor | 2 *rawhide leather*
1 *hide*
2 *buckles* | 4 hours | 2 | DC 10 | Common | 10 gp | | Scale Mail | 25 *scales*
5 *leather scraps*
1 *armor padding* | 12 hours (1.5 days) | 6 | DC 12 | Common | 50 gp | | Tough Carapace
Breastplate | 1 *large tough carapace*
2 *leather (any)*
2 *buckles* | 12 hours (1.5 days) | 6 | DC 15 | Common | 400 gp | | Carapace Shield | 1 *medium carapace*
1 *leather piece*
4 *leather scraps* | 4 hours | 2 | DC 10 | Common | 10 gp | ##### Weapons Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Whip | 1 *tanned leather* | 4 hours | 2 | DC 9 | Common | 2 gp | ##### Cobbling Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Shoes* | 8 *scraps of leather*
1 *buckle* | 4 hours | 2 | DC 12 | Common | 2 gp | | Boots* | 1 *sheet of leather*
1 *buckle* | 4 hours | 2 | DC 12 | Common | 5 gp | | Fancy Boots* | 1 *sheet of leather*
*valuable materials worth 100 gp* | 8 hours | 4 | DC 16 | Common | 240 gp | \* Uses the Cobbling subtype rules of Leatherworking
2 *buckles* | 4 hours | 2 | DC 12 | Common | 10 gp | | Studded Leather
Armor | 3 *rawhide leather*
6 *metal scraps*
2 *buckles* | 6 hours | 3 | DC 14 | Common | 45 gp | | Hide Armor | 2 *rawhide leather*
1 *hide*
2 *buckles* | 4 hours | 2 | DC 10 | Common | 10 gp | | Scale Mail | 25 *scales*
5 *leather scraps*
1 *armor padding* | 12 hours (1.5 days) | 6 | DC 12 | Common | 50 gp | | Tough Carapace
Breastplate | 1 *large tough carapace*
2 *leather (any)*
2 *buckles* | 12 hours (1.5 days) | 6 | DC 15 | Common | 400 gp | | Carapace Shield | 1 *medium carapace*
1 *leather piece*
4 *leather scraps* | 4 hours | 2 | DC 10 | Common | 10 gp | ##### Weapons Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Whip | 1 *tanned leather* | 4 hours | 2 | DC 9 | Common | 2 gp | ##### Cobbling Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Shoes* | 8 *scraps of leather*
1 *buckle* | 4 hours | 2 | DC 12 | Common | 2 gp | | Boots* | 1 *sheet of leather*
1 *buckle* | 4 hours | 2 | DC 12 | Common | 5 gp | | Fancy Boots* | 1 *sheet of leather*
*valuable materials worth 100 gp* | 8 hours | 4 | DC 16 | Common | 240 gp | \* Uses the Cobbling subtype rules of Leatherworking
Ch.12 | Crafting
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##### Miscellaneous Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Rawhide* | 1 *hide* | 8 hours | 4 | DC 6 | Common | 2 gp |
| Tanned Leather | 1 *hide or rawhide* | 16 hours (halved for rawhide) | 8 | DC 6 | Common | 3 gp |
| Boiled Leather | 1 *hide or rawhide* | 16 hours (halved for rawhide) | 8 | DC 6 | Common | 3 gp |
| 20 x Leather Scraps | 1 *leather(any)* | 2 hours | 1 | DC 4 | Common | 2 gp |
| Hide | 20 *hide scraps* | 2 hours | 1 | DC 10 | Common | 2 gp |
| 20 x Hide Scraps | 1 *hide* | 2 hours | 1 | DC 4 | Common | 2 gp |
| Belt | 4 *leather scraps*
1 *buckle* | 2 hours | 1 | DC 9 | Common | 1 gp | | Quiver | 5 *leather scraps* | 2 hours | 1 | DC 9 | Common | 1 gp | | Sheath | 4 *leather scraps* | 2 hours | 1 | DC 9 | Common | 6 sp | | Holster | 2 *leather scraps* | 2 hours | 1 | DC 9 | Common | 5 sp | | Waterskin | 2 *leather scraps* | 2 hours | 1 | DC 8 | Common | 2 sp | | Backpack | 1 *sheet of leather*
4 *leather scraps*
2 *buckles* | 2 hours | 1 | DC 14 | Common | 2 gp | | Bag | 10 *leather scraps*
1 *buckles*| 2 hours | 1 | DC 10 | Common | 2 gp | | 10 x Parchment | 10 x *leather scraps* | 2 hours | 1 | DC 10 | Common | 1 gp | | Armor Padding | 1 *tanned leather*
2 *buckles* | 2 hours | 1 | DC 10 | Common | 5 gp | | Dice Bag | 1 *leather scraps* | 2 hours | 1 | DC 9 | Common | 1 gp | | Saddle, Exotic | 4 *rawhide*
4 *tanned leather*
2 *parts*
1 *fancy parts* | 6 hours | 3 | DC 14 | Common | 60 gp | | Saddle Military | 2 *rawhide*
2 *tanned leather*
2 *parts* | 4 hours | 2 | DC 12 | Common | 20 gp | | Saddle, Pack | 1 *tanned leather*
2 *leather scraps* | 2 hours | 1 | DC 10 | Common | 5 gp | | Saddle, Riding | 2 *tanned leather*
1 *parts* | 4 hours | 2 | DC 10 | Common | 10 gp | | Saddlebag | 1 *tanned leather* | 2 hours | 1 | DC 10 | Common | 4 gp | | Bit and Bridele | 4 *leather scraps*
1 *wood scraps*
1 *metal scraps* | 2 hours | 1 | DC 10 | Common | 2 gp | \* When making a sheet of leather in 8 hours, you can make up to 10 sheets of leather per crafter. If you would like the quicker creation of leather, you can make this take 2 hours without any balance consequence.
1 *buckle* | 2 hours | 1 | DC 9 | Common | 1 gp | | Quiver | 5 *leather scraps* | 2 hours | 1 | DC 9 | Common | 1 gp | | Sheath | 4 *leather scraps* | 2 hours | 1 | DC 9 | Common | 6 sp | | Holster | 2 *leather scraps* | 2 hours | 1 | DC 9 | Common | 5 sp | | Waterskin | 2 *leather scraps* | 2 hours | 1 | DC 8 | Common | 2 sp | | Backpack | 1 *sheet of leather*
4 *leather scraps*
2 *buckles* | 2 hours | 1 | DC 14 | Common | 2 gp | | Bag | 10 *leather scraps*
1 *buckles*| 2 hours | 1 | DC 10 | Common | 2 gp | | 10 x Parchment | 10 x *leather scraps* | 2 hours | 1 | DC 10 | Common | 1 gp | | Armor Padding | 1 *tanned leather*
2 *buckles* | 2 hours | 1 | DC 10 | Common | 5 gp | | Dice Bag | 1 *leather scraps* | 2 hours | 1 | DC 9 | Common | 1 gp | | Saddle, Exotic | 4 *rawhide*
4 *tanned leather*
2 *parts*
1 *fancy parts* | 6 hours | 3 | DC 14 | Common | 60 gp | | Saddle Military | 2 *rawhide*
2 *tanned leather*
2 *parts* | 4 hours | 2 | DC 12 | Common | 20 gp | | Saddle, Pack | 1 *tanned leather*
2 *leather scraps* | 2 hours | 1 | DC 10 | Common | 5 gp | | Saddle, Riding | 2 *tanned leather*
1 *parts* | 4 hours | 2 | DC 10 | Common | 10 gp | | Saddlebag | 1 *tanned leather* | 2 hours | 1 | DC 10 | Common | 4 gp | | Bit and Bridele | 4 *leather scraps*
1 *wood scraps*
1 *metal scraps* | 2 hours | 1 | DC 10 | Common | 2 gp | \* When making a sheet of leather in 8 hours, you can make up to 10 sheets of leather per crafter. If you would like the quicker creation of leather, you can make this take 2 hours without any balance consequence.
Ch.12 | Crafting
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##### Magical Armor Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Armor of Gleaming | common | +75 gp
| Cast off Armor | common | +50 gp
| Smoldering Armor | 1 *set of armor*
1 *scroll of fog cloud*
1 *common arcane essence* | 10 hours | 8 | DC 15 | common | +75 gp | Mariner's Armor | 1 *set of armor*
1 *scroll of water breathing* | 12 hours
(1.5 days) | 8 | DC 16 | uncommon | +400 gp | Nargacuga Leather | uncommon | | Serpent Scale Armor | uncommon | | +1 Armor | 1 *set of armor*
1 *scroll of mage armor*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence* | 24 hours (3 days) | 12 | DC 16 | rare | +3,500 gp | Armor of Resistance | 1 *set of armor*
1 *scroll of protection
from energy*
3 *rare primal essence* | 16 hours (2 days) | 8 | DC 17 | rare | +3,000 gp | | Bone armor | rare | | Couatl Herald Scale | rare | | Dead man's Plate | rare | | Glamoured Studded
Leather | 1 *+1 studded leather armor*
1 *scroll of disguise self*
1 *scroll of silent image*
1 *rare arcane essence* | 16 hours (2 days) | 8 | DC 15 | rare | 4,800 gp | | Paolumu Inflating Vest | rare | | Savior's Hide | rare | | Trusted Old Leather | rare | | +2 Armor | 1 *set of armor*
1 *scroll of globe of invulnerability*
1 *scroll of stoneskin*
1 *scroll of mage armor*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *very rare arcane essence*
1 *very rare divine essence*
1 *rare primal essence* | 32 hours (4 days) | 16 | DC 20 | very rare | +20,000 gp | | Dagon's Scale | very rare | 15,000 gp | Hunter's Coat | very rare | 5,000 gp | Last Stand | very rare | 6,500 gp | Living armor | 1 *set of armor*
1 *scroll of awakening*
1 *very rare psionic essence* | 40 hours
(5 days) | 20 | DC 20 | very rare | +9,500 gp | +3 Armor | 1 *set of armor worth at least 4,000gp*
*1 scroll of invulnerability*
1 *legendary arcane essence*
1 *rare primal essence*
1 *rare divine essence* | 48 hours
(6 days) | 24 | DC 22 | legendary | +51,000 gp | | Hide of the Feral Guardian | legendary | | Turtle Shell Armor | legendary |
1 *scroll of fog cloud*
1 *common arcane essence* | 10 hours | 8 | DC 15 | common | +75 gp | Mariner's Armor | 1 *set of armor*
1 *scroll of water breathing* | 12 hours
(1.5 days) | 8 | DC 16 | uncommon | +400 gp | Nargacuga Leather | uncommon | | Serpent Scale Armor | uncommon | | +1 Armor | 1 *set of armor*
1 *scroll of mage armor*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence* | 24 hours (3 days) | 12 | DC 16 | rare | +3,500 gp | Armor of Resistance | 1 *set of armor*
1 *scroll of protection
from energy*
3 *rare primal essence* | 16 hours (2 days) | 8 | DC 17 | rare | +3,000 gp | | Bone armor | rare | | Couatl Herald Scale | rare | | Dead man's Plate | rare | | Glamoured Studded
Leather | 1 *+1 studded leather armor*
1 *scroll of disguise self*
1 *scroll of silent image*
1 *rare arcane essence* | 16 hours (2 days) | 8 | DC 15 | rare | 4,800 gp | | Paolumu Inflating Vest | rare | | Savior's Hide | rare | | Trusted Old Leather | rare | | +2 Armor | 1 *set of armor*
1 *scroll of globe of invulnerability*
1 *scroll of stoneskin*
1 *scroll of mage armor*
1 *scroll of shield*
1 *scroll of shield of faith*
1 *very rare arcane essence*
1 *very rare divine essence*
1 *rare primal essence* | 32 hours (4 days) | 16 | DC 20 | very rare | +20,000 gp | | Dagon's Scale | very rare | 15,000 gp | Hunter's Coat | very rare | 5,000 gp | Last Stand | very rare | 6,500 gp | Living armor | 1 *set of armor*
1 *scroll of awakening*
1 *very rare psionic essence* | 40 hours
(5 days) | 20 | DC 20 | very rare | +9,500 gp | +3 Armor | 1 *set of armor worth at least 4,000gp*
*1 scroll of invulnerability*
1 *legendary arcane essence*
1 *rare primal essence*
1 *rare divine essence* | 48 hours
(6 days) | 24 | DC 22 | legendary | +51,000 gp | | Hide of the Feral Guardian | legendary | | Turtle Shell Armor | legendary |
Ch.12 | Crafting
\pagebreakNum
##### Magical Weapon Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Whip, +1 | 1 *weapon*
1 *scroll of magic weapon*
2 *uncommon arcane essence* | 8 hours | 4 | DC 14 | uncommon | +500 gp | whip of Warning | | | | | uncommon | +400 gp | Hellfire whip | | | | | uncommon | +500 gp | Whip, +2 | 1 *weapon*
1 *scroll of magic weapon*
2 *rare arcane essence* | 16 hours
(2 days) | 8 | DC 16 | rare | +2,500 gp | Whip of Certain Death | | | | | rare | +1,500 gp | Corpse Slayer | | | | | rare | +1,300 gp | Vicious Whip | 1 *weapon*
1 *scroll of holy weapon*
3 *rare arcane essence* | 8 hours | 4 | DC 16 | rare | +4,000 gp | Dyrrn’s Tentacle Whip | | | | | very rare | 17,000 gp | Whip, +3 | 1 *weapon*
1 *scroll of magic weapon*
2 *very rare arcane essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | +15,000 gp ##### Magical Belt Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Belt of Returning | | | | | Uncommon | gp | Belt of the Raid Leader | | | | | Uncommon | gp | Belt of Dwarvenkind | 1 *belt worth at least 200 gp*
*200 gp worth of quality ale*
3 *rare primal essence*
1 *scroll of stoneskin*
1 *scroll of alter self* | 16 hours
(2 days) | 8 | DC 17 | Rare | 5,000 gp | Belt of Giant Strength
(Hill) | 1 *belt*
1 *scroll of enhance ability*
1 *scroll of enlarge/reduce*
3 *rare primal essence* | 16 hours
(2 days) | 8 | DC 18 | Rare | 4,000 gp | Belt of Hidden Knives | | | | | Very Rare | gp | Belt of Giant Strength
(Stone/Frost) | 1 *belt*
1 *scroll of enhance ability*
1 *scroll of enlarge/reduce*
1 *scroll of stoneskin*
1 *very rare primal essence* | 24 hours
(3 days) | 12 | DC 20 | Very Rare | 12,000 gp | Belt of Giant Strength
(Fire) | 1 *belt*
1 *scroll of enhance ability*
1 *scroll of tenser's transformation*
1 *very rare arcane essence*
3 *very rare primal essence* | 32 hours (4 days) | 16 | DC 22 | 36,000 gp | Belt of Giant Strength
(Cloud) | 1 *belt*
1 *scroll of enhance ability*
1 *scroll of tenser's transformation*
1 *scroll of investiture of wind*
1 *legendary arcane essence*
1 *legendary primal essence* | 40 hours
(5 days) | 16 | DC 23 | Legendary | 66,000 gp | Belt of Giant Strength
(Storm) | 1 *belt*
1 *scroll of enhance ability*
1 *scroll of tenser's transformation*
1 *scroll of invulnerability*
1 *legendary arcane essence*
1 *legendary primal essence* | 48 hours
(6 days) | 24 | DC 25 | Legendary | 100,000 gp
1 *scroll of magic weapon*
2 *uncommon arcane essence* | 8 hours | 4 | DC 14 | uncommon | +500 gp | whip of Warning | | | | | uncommon | +400 gp | Hellfire whip | | | | | uncommon | +500 gp | Whip, +2 | 1 *weapon*
1 *scroll of magic weapon*
2 *rare arcane essence* | 16 hours
(2 days) | 8 | DC 16 | rare | +2,500 gp | Whip of Certain Death | | | | | rare | +1,500 gp | Corpse Slayer | | | | | rare | +1,300 gp | Vicious Whip | 1 *weapon*
1 *scroll of holy weapon*
3 *rare arcane essence* | 8 hours | 4 | DC 16 | rare | +4,000 gp | Dyrrn’s Tentacle Whip | | | | | very rare | 17,000 gp | Whip, +3 | 1 *weapon*
1 *scroll of magic weapon*
2 *very rare arcane essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | +15,000 gp ##### Magical Belt Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Belt of Returning | | | | | Uncommon | gp | Belt of the Raid Leader | | | | | Uncommon | gp | Belt of Dwarvenkind | 1 *belt worth at least 200 gp*
*200 gp worth of quality ale*
3 *rare primal essence*
1 *scroll of stoneskin*
1 *scroll of alter self* | 16 hours
(2 days) | 8 | DC 17 | Rare | 5,000 gp | Belt of Giant Strength
(Hill) | 1 *belt*
1 *scroll of enhance ability*
1 *scroll of enlarge/reduce*
3 *rare primal essence* | 16 hours
(2 days) | 8 | DC 18 | Rare | 4,000 gp | Belt of Hidden Knives | | | | | Very Rare | gp | Belt of Giant Strength
(Stone/Frost) | 1 *belt*
1 *scroll of enhance ability*
1 *scroll of enlarge/reduce*
1 *scroll of stoneskin*
1 *very rare primal essence* | 24 hours
(3 days) | 12 | DC 20 | Very Rare | 12,000 gp | Belt of Giant Strength
(Fire) | 1 *belt*
1 *scroll of enhance ability*
1 *scroll of tenser's transformation*
1 *very rare arcane essence*
3 *very rare primal essence* | 32 hours (4 days) | 16 | DC 22 | 36,000 gp | Belt of Giant Strength
(Cloud) | 1 *belt*
1 *scroll of enhance ability*
1 *scroll of tenser's transformation*
1 *scroll of investiture of wind*
1 *legendary arcane essence*
1 *legendary primal essence* | 40 hours
(5 days) | 16 | DC 23 | Legendary | 66,000 gp | Belt of Giant Strength
(Storm) | 1 *belt*
1 *scroll of enhance ability*
1 *scroll of tenser's transformation*
1 *scroll of invulnerability*
1 *legendary arcane essence*
1 *legendary primal essence* | 48 hours
(6 days) | 24 | DC 25 | Legendary | 100,000 gp
Ch.12 | Crafting
\pagebreakNum
##### Cobbler Magical Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Boots of False Tracks | | | | | common | 60 gp
| Boots of Elvenkind | 1 *boots worth at least 50 gp*
1 *scroll of silence*
1 *scroll of pass without a trace* | 8 hours | 4 | DC 14 | uncommon | 400 gp | | Boots of Striding and Springing | 1 *boot worth at least 50 gp*
1 *common arcane essence*
1 *common primal essence*
1 *scroll of longstrider*
1 *scroll of jump* | 8 hours | 4 | DC 15 | uncommmon | 200 gp | | Boots of the Cloud Jumper | | | | | uncommon | gp | Boots of the Vigilant | | | | | uncommon | gp | Boots of Winterlands | 1 *boots worth at least 50 gp*
1 *uncommon primal essences* | 12 hours
(1.5 days) | 6 | DC 15 | uncommon | 300 gp | | Winged Boots | *boots worth at least 50 gp*
1 *scroll of fly*
1 *scroll of levitate*
1 *scroll of featherfall*
2 *rare arcane essence*
2 *rare primal essence* | 16 hours
(2 days) | 8 | DC 15 | uncommon | 5,000 gp | | Boots of Levitation | 1 *boots worth at least 200 gp*
2 *rare arcane essence*
2 *rare primal essence*
1 *scroll of levitate* | 16 hours
(2 days) | 8 | DC 17 | rare | 4,500 gp | | Boots of Speed | 1 *boots worth at least 200 gp*
1 *rare primal essence*
2 *rare arcane essence*
1 *scroll of haste* | 16 hours
(2 days) | 8 | DC 16 | rare | 3,000 gp | | Boots Swiftness | | | | | rare | gp | Boots of Dendallen | | | | | very rare | gp ##### Magical Arm and Gloves Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Bug Smasher | | | | | uncommon | | Bracers of Archery | 1 *set of bracers*
1 *scroll of assisted aim^*^*
1 *uncommon primal essence*
1 *uncommon arcane essence* | 12 hours
(1.5 days) | 6 | DC 15 | uncommon | 350 gp | Gloves of Missile Snaring | 1 *gloves*
1 *uncommon arcane essence*
1 *uncommon primal essence* | 8 hours | 4 | DC 15 | uncommon | 325 gp | Gloves of Swimming and Climbing | 1 *gloves*
1 *scroll of enhance ability*
1 *common arcane essence*
1 *common primal essence* | 8 hours | 4 | DC 14 | uncommon | 250 gp | Gloves of Thievery | 1 *gloves*
1 *scroll of invisibility*
2 *common arcane essence* | 8 hours | 4 | DC 15 | uncommon | 300 gp | Living Gloves | | | | | uncommon | 500 gp | Brachydios' Slime Gloves | 1 *gloves*
1 *scroll of tasha's caustic brew* | | | | rare | | Seregios Sideglaive | | | | | rare | | Wrestler's Wraps | | | | | rare | | Bracer of Flying Dagger | | | | | rare | 1,000 gp | Bracelet of Rock Magic | | | | | very rare | 9,000 gp | Illusionist's Bracers | | | | | very rare | 13,500 gp | Gloves of Soul Catching | | | | | legendary |
1 *scroll of silence*
1 *scroll of pass without a trace* | 8 hours | 4 | DC 14 | uncommon | 400 gp | | Boots of Striding and Springing | 1 *boot worth at least 50 gp*
1 *common arcane essence*
1 *common primal essence*
1 *scroll of longstrider*
1 *scroll of jump* | 8 hours | 4 | DC 15 | uncommmon | 200 gp | | Boots of the Cloud Jumper | | | | | uncommon | gp | Boots of the Vigilant | | | | | uncommon | gp | Boots of Winterlands | 1 *boots worth at least 50 gp*
1 *uncommon primal essences* | 12 hours
(1.5 days) | 6 | DC 15 | uncommon | 300 gp | | Winged Boots | *boots worth at least 50 gp*
1 *scroll of fly*
1 *scroll of levitate*
1 *scroll of featherfall*
2 *rare arcane essence*
2 *rare primal essence* | 16 hours
(2 days) | 8 | DC 15 | uncommon | 5,000 gp | | Boots of Levitation | 1 *boots worth at least 200 gp*
2 *rare arcane essence*
2 *rare primal essence*
1 *scroll of levitate* | 16 hours
(2 days) | 8 | DC 17 | rare | 4,500 gp | | Boots of Speed | 1 *boots worth at least 200 gp*
1 *rare primal essence*
2 *rare arcane essence*
1 *scroll of haste* | 16 hours
(2 days) | 8 | DC 16 | rare | 3,000 gp | | Boots Swiftness | | | | | rare | gp | Boots of Dendallen | | | | | very rare | gp ##### Magical Arm and Gloves Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Bug Smasher | | | | | uncommon | | Bracers of Archery | 1 *set of bracers*
1 *scroll of assisted aim^*^*
1 *uncommon primal essence*
1 *uncommon arcane essence* | 12 hours
(1.5 days) | 6 | DC 15 | uncommon | 350 gp | Gloves of Missile Snaring | 1 *gloves*
1 *uncommon arcane essence*
1 *uncommon primal essence* | 8 hours | 4 | DC 15 | uncommon | 325 gp | Gloves of Swimming and Climbing | 1 *gloves*
1 *scroll of enhance ability*
1 *common arcane essence*
1 *common primal essence* | 8 hours | 4 | DC 14 | uncommon | 250 gp | Gloves of Thievery | 1 *gloves*
1 *scroll of invisibility*
2 *common arcane essence* | 8 hours | 4 | DC 15 | uncommon | 300 gp | Living Gloves | | | | | uncommon | 500 gp | Brachydios' Slime Gloves | 1 *gloves*
1 *scroll of tasha's caustic brew* | | | | rare | | Seregios Sideglaive | | | | | rare | | Wrestler's Wraps | | | | | rare | | Bracer of Flying Dagger | | | | | rare | 1,000 gp | Bracelet of Rock Magic | | | | | very rare | 9,000 gp | Illusionist's Bracers | | | | | very rare | 13,500 gp | Gloves of Soul Catching | | | | | legendary |
Ch.12 | Crafting
\pagebreakNum
##### Magical Gear Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Hewar's Handy Spice Pouch | | | | | common | 100 gp
| Bag of Bounty | | | | | uncommon |
| Bag of Holding | 1 *bag*
1 *scroll of darvik's handy chest*
2 *uncommon arcane essence* | 16 hours
(2 days) | 8 | DC 16 | uncommon | 500 gp | | Bag of Tricks | 1 *bag*
1 *uncommon arcane essence*
1 *scroll of summon beast* | 12 hours
(1.5 days) | 6 | DC 14 | uncommon | 350 gp | | Efficient Quiver
(Quiver of Ehlonna) | 1 *quiver worth 25 gp*
1 *scroll of darvik's handy chest*
1 *common arcane essence* | 8 hours | 4 | DC 15 | uncommon | 250 gp | | Saddle of the Cavalier | | | | | uncommon | 250 gp | Bag of Beans | 1 *bag of beans*
3 *rare primal essence*
1 *scroll of plant growth*
1 *scroll of conjure animals* | 48 hours
(6 days) | 24 | DC 15 | rare | 4,200 gp | | Bag of Colding | | | | | rare | | Butcher's Bib | | | | | rare | 2,750 gp | Doppleganger Cowl | | | | | rare | | Handy Haversack | 1 *backpack*
1 *scroll of secret chest*
1 *rare arcane essence* | 16 hours
(2 days) | 8 | DC 18 | rare | 2,000 gp | | Bag of Devouring | 1 *bag of holding*
1 *scroll of planeshift*
1 *scroll of hunger of hadar*
1 *very rare psionic essence* | 16 hours
(2 days) | 8 | DC 17 | very rare | 12,000 gp |
1 *scroll of darvik's handy chest*
2 *uncommon arcane essence* | 16 hours
(2 days) | 8 | DC 16 | uncommon | 500 gp | | Bag of Tricks | 1 *bag*
1 *uncommon arcane essence*
1 *scroll of summon beast* | 12 hours
(1.5 days) | 6 | DC 14 | uncommon | 350 gp | | Efficient Quiver
(Quiver of Ehlonna) | 1 *quiver worth 25 gp*
1 *scroll of darvik's handy chest*
1 *common arcane essence* | 8 hours | 4 | DC 15 | uncommon | 250 gp | | Saddle of the Cavalier | | | | | uncommon | 250 gp | Bag of Beans | 1 *bag of beans*
3 *rare primal essence*
1 *scroll of plant growth*
1 *scroll of conjure animals* | 48 hours
(6 days) | 24 | DC 15 | rare | 4,200 gp | | Bag of Colding | | | | | rare | | Butcher's Bib | | | | | rare | 2,750 gp | Doppleganger Cowl | | | | | rare | | Handy Haversack | 1 *backpack*
1 *scroll of secret chest*
1 *rare arcane essence* | 16 hours
(2 days) | 8 | DC 18 | rare | 2,000 gp | | Bag of Devouring | 1 *bag of holding*
1 *scroll of planeshift*
1 *scroll of hunger of hadar*
1 *very rare psionic essence* | 16 hours
(2 days) | 8 | DC 17 | very rare | 12,000 gp |
Ch.12 | Crafting
\pagebreakNum
##### Special Materials
| Minimum CR | Additional Requirements | Modifier | Harvesting Difficult |
|:-------:|:----------:|:----------:|:-----------------------:|:--------------------:|
| 7 | Harvested from a creature with AC 16 or higher | Tough | +4 |
| 7 | Harvested from a creature with resistance to an
elemental damage type | Resistant | +5 | \* If the difficult modifier is not meet, the material is harvested without the modifier, it's special property ruined during harvesting. ##### Modifiers | Modifier | Effect | DC Modifier | |:--------:|:------:|:-------------------:| | Tough | If all materials for a piece of armor have this modifier, it gains +1 AC | +4 | | Resistant | If all materials have the same resistance property,
the armor grants resistance to that damage type | + 5 | | Rare | The material has increased value if it comes from a rare creature; this rarity is applied at the DMs discretion, but typically is due to the coloration, rarity, or CR (10+). Items crafted from this material are worth twice as much | +5 | | Tanned | Unsuited for armor. Increased the quality of other leather goods, required for some. | N/A | | Boiled | Tougher than rawhide; can be used to make studded leather or hide armor without the non-leather components |
elemental damage type | Resistant | +5 | \* If the difficult modifier is not meet, the material is harvested without the modifier, it's special property ruined during harvesting. ##### Modifiers | Modifier | Effect | DC Modifier | |:--------:|:------:|:-------------------:| | Tough | If all materials for a piece of armor have this modifier, it gains +1 AC | +4 | | Resistant | If all materials have the same resistance property,
the armor grants resistance to that damage type | + 5 | | Rare | The material has increased value if it comes from a rare creature; this rarity is applied at the DMs discretion, but typically is due to the coloration, rarity, or CR (10+). Items crafted from this material are worth twice as much | +5 | | Tanned | Unsuited for armor. Increased the quality of other leather goods, required for some. | N/A | | Boiled | Tougher than rawhide; can be used to make studded leather or hide armor without the non-leather components |
Ch.12 | Crafting
\pagebreakNum
## Poisoncraft
A subdomain of alchemy, the profession of poisoncraft is often seen as the "dark side" of Alchemy. While Alchemy often deals in poisonous reagents, typically speaking they aim to tame the poison, channeling it into useful effects. While capable of making crudely poisonous potions, such things are generally considered failures to an alchemist. To a poisoner, they are considered the art itself.
Poisoncraft shares **Shelf Life** and **Reagents** with Alchemy; for details regarding those, see Alchemy.
### Quick Reference
While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a potion in its most basic form:
* Select a **poison** that you would like to craft from the **"Poison Crafting Table"**.
* Acquire the items listed in the **materials** column for that potion.
* Use your **Poisoner's Kit** tool to craft the option using the number hours listed in the **Crafting Time** column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less. **Poisoncraft items must be crafted in a single session.**
* For **every 2 hours**, make a **crafting roll** of 1d20 + your Intelligence modifier + your proficiency bonus with a Poisoner's Kit. You can abort the craft after a bad crafting roll if you wish, this counts as a failure.
* On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times, the crafting is a failure and all materials are lost.
\columnbreak
### Related Tool & Ability Score
Poisoncraft works using **Poisoner's Kit**. Attempting to craft a poison without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency to any poisoncraft crafting roll.
Poisoncraft uses your Intelligence modifier, representing your path of knowledge to the art of making deadly things deadlier.
##### Applying the Poison
To apply an Injury to a weapon or a Contact poison to an object, you must have a poisoner's kit and proficiency with it to apply poison to a weapon. As an action, make a DC 15 dexterity (sleight of hand) check, on a success, the poison is applied, on failure the poison is lost, and if you fail by 5 or more you suffer the effect of the poison.
No check is required when using a poisoner's kit with proficiency.
### Crafting Roll
Putting that together that means that when you would like to create potion, your crafting roll is as follows:
**Poisoncraft Modifier =** your Poisoner's Kit proficiency bonus + your Intelligence modifier.
##### Success and Failure
For Poisoncraft, after you make the crafting roll and succeed marks your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Poisoncraft do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage.
If you fail three times, all progress and materials are lost and can no longer be salvaged.
Ch.12 | Crafting
\pagebreakNum
### Poisons
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.
Poisons come in the following four types.
* **Contact.** Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
* **Ingested.** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
* **Inhaled.** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube 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.
* **Injury.** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage. An injury poison typically lasts 1 minute on a weapon, and lasts for up to 5 hits. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Ch.12 | Crafting
\pagebreakNum
##### Poison Crafting Table
| Name | Type | Ingredients | Crafting Time | Checks | DC | Rarity | Value |
|:----:|:-:|:-|:-----------:|:-------:|:----------:|:--:|:-----:|:---------:|
| Assassin’s blood | Ingested | 3 *uncommon poisonous reagent*
1 *glass vial* | 2 hours | 1 | 14 | uncommon | 150 gp | Blood of the lycanthrope | Injury | 2 *uncommon poisonous reagents*
1 *rare poisonous reagent*
1 *glass vial* | 2 hours | 1 | 15 | uncommon | 300 gp | Breath of Beleth | Injury | 2 *uncommon poisonous reagents*
1 *rare poisonous reagent*
1 *glass vial* | 2 hours | 1 | 15 | uncommon | 300 gp | Drow poison | Injury | 4 *uncommon poisonous reagents*
1 *glass vial* | 2 hours | 1 | 15 | uncommon | 200 gp | Oil of taggit | Contact | 2 *uncommon poisonous reagents*
1 *rare poisonous reagents*
1 *glass vial* | 2 hours | 1 | 15 | Uncommon | 400 gp | Pale tincture | Ingested | 1 *rare poisonous reagents*
1 *glass vial* | 2 hours | 1 | 14 | Uncommon | 250 gp | Poison, Basic | Injury | 2 *common poisonous reagents*
1 *glass vial* | 2 hour | 1 | 14 | uncommon | 200 gp | Serpent venom | Injury | 1 *rare poisonous reagents*
1 *glass vial* | 2 hours | 1 | 14 | Uncommon | 200 gp | Thessaltoxin | Ingested or Injury | 2 *uncommon poisonous reagents*
1 *rare poisonous reagents*
1 *glass vial* | 2 hours | 1 | 15 | Uncommon | 400 gp | Truth serum | Ingested | 3 *uncommon poisonous reagents*
1 *glass vial* | 2 hours | 1 | 14 | Uncommon | 150 gp | Carrion crawler Mucus | Contact | 1 *rare poisonous reagents*
1 *glass vial* | 2 hours | 1 | 16 | uncommon | 200 gp | | Essence of Ether | Inhaled | 1 *uncommon poisonous reagents*
1 *rare poisonous reagent*
1 *glass vial* | 2 hours | 1 | 17 | uncommon | 300 gp | | Malice | Inhaled | 1 *rare poisonous reagent*
1 *glass vial* | 2 hours | 1 | 16 | uncommon | 250 gp | | Potion of Poison | Ingested | 3 *rare poisonous reagent*
1 *glass vial* | 2 Hours | 1 | 13 | uncommon | 500 gold | | Burnt othur fumes | Inhaled | 2 *rare poisonous reagents*
1 *glass vial*| 4 hour | 2 | 16 | Rare | 500 gp | Dust of the Mommy | Inhaled | 6 *rare poisonous reagent*
1 *glass vial* | 4 hours | 2 | 18 | Rare | 1,500 gp | Ivana's Whisper | Inhaled | 3 *rare poisonous reagents*
1 *glass vial* | 4 hours |2 | 18 | Rare | 900 gp | Mage's Ruin^*^ | Ingested | 1 *uncommon reactive reagent*
2 *rare poisonous reagent*
1 *common arcane essence*
1 *glass vial* | 4 Hours | 2 | 16 | Rare | 600 gp | Midnight Tears | Ingested | 6 *rare poisonous reagent*
1 *glass vial* | 4 hours | 2 | 16 | Rare | 1,500 gp | | Purple worm poison | Injury | 1 *very rare poisonous reagent*
1 *glass vial* | 4 hours | 2 | 18 | Rare | 2,000 gp | Torpor | Ingested | 2 *rare poisonous reagent*
2 *uncommon poisonous reagent*
1 *glass vial* | 4 hours | 2 | 16 | Rare | 600 gp | Wyvern poison | Injury | 5 *rare poisonous reagent*
1 *glass vial* | 4 hours | 2 | 17 | Rare | 1,200 gp
1 *glass vial* | 2 hours | 1 | 14 | uncommon | 150 gp | Blood of the lycanthrope | Injury | 2 *uncommon poisonous reagents*
1 *rare poisonous reagent*
1 *glass vial* | 2 hours | 1 | 15 | uncommon | 300 gp | Breath of Beleth | Injury | 2 *uncommon poisonous reagents*
1 *rare poisonous reagent*
1 *glass vial* | 2 hours | 1 | 15 | uncommon | 300 gp | Drow poison | Injury | 4 *uncommon poisonous reagents*
1 *glass vial* | 2 hours | 1 | 15 | uncommon | 200 gp | Oil of taggit | Contact | 2 *uncommon poisonous reagents*
1 *rare poisonous reagents*
1 *glass vial* | 2 hours | 1 | 15 | Uncommon | 400 gp | Pale tincture | Ingested | 1 *rare poisonous reagents*
1 *glass vial* | 2 hours | 1 | 14 | Uncommon | 250 gp | Poison, Basic | Injury | 2 *common poisonous reagents*
1 *glass vial* | 2 hour | 1 | 14 | uncommon | 200 gp | Serpent venom | Injury | 1 *rare poisonous reagents*
1 *glass vial* | 2 hours | 1 | 14 | Uncommon | 200 gp | Thessaltoxin | Ingested or Injury | 2 *uncommon poisonous reagents*
1 *rare poisonous reagents*
1 *glass vial* | 2 hours | 1 | 15 | Uncommon | 400 gp | Truth serum | Ingested | 3 *uncommon poisonous reagents*
1 *glass vial* | 2 hours | 1 | 14 | Uncommon | 150 gp | Carrion crawler Mucus | Contact | 1 *rare poisonous reagents*
1 *glass vial* | 2 hours | 1 | 16 | uncommon | 200 gp | | Essence of Ether | Inhaled | 1 *uncommon poisonous reagents*
1 *rare poisonous reagent*
1 *glass vial* | 2 hours | 1 | 17 | uncommon | 300 gp | | Malice | Inhaled | 1 *rare poisonous reagent*
1 *glass vial* | 2 hours | 1 | 16 | uncommon | 250 gp | | Potion of Poison | Ingested | 3 *rare poisonous reagent*
1 *glass vial* | 2 Hours | 1 | 13 | uncommon | 500 gold | | Burnt othur fumes | Inhaled | 2 *rare poisonous reagents*
1 *glass vial*| 4 hour | 2 | 16 | Rare | 500 gp | Dust of the Mommy | Inhaled | 6 *rare poisonous reagent*
1 *glass vial* | 4 hours | 2 | 18 | Rare | 1,500 gp | Ivana's Whisper | Inhaled | 3 *rare poisonous reagents*
1 *glass vial* | 4 hours |2 | 18 | Rare | 900 gp | Mage's Ruin^*^ | Ingested | 1 *uncommon reactive reagent*
2 *rare poisonous reagent*
1 *common arcane essence*
1 *glass vial* | 4 Hours | 2 | 16 | Rare | 600 gp | Midnight Tears | Ingested | 6 *rare poisonous reagent*
1 *glass vial* | 4 hours | 2 | 16 | Rare | 1,500 gp | | Purple worm poison | Injury | 1 *very rare poisonous reagent*
1 *glass vial* | 4 hours | 2 | 18 | Rare | 2,000 gp | Torpor | Ingested | 2 *rare poisonous reagent*
2 *uncommon poisonous reagent*
1 *glass vial* | 4 hours | 2 | 16 | Rare | 600 gp | Wyvern poison | Injury | 5 *rare poisonous reagent*
1 *glass vial* | 4 hours | 2 | 17 | Rare | 1,200 gp
Ch.12 | Crafting
\pagebreakNum
##### Assassin’s Blood (Ingested).
*Poison, uncommon*
___
A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
##### Blood of the Lycanthrope (Injury).
*Poison, uncommon*
___
This poison is created from blood harvested from a dead or incapacitated lycanthrope in its animal or hybrid form. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy (see the Monster Manual). The curse lasts until removed by the remove curse spell or similar magic.
The type of lycanthropy depends on the lycanthrope used to create the poison. To determine the type of lycanthropy randomly, roll a d6:
| d6 | type of lycanthropy |
| :-: | :-: |
| 1-3 | Werecat
| 4-5 | Werewolf
| 6 | Wereboar
##### Burnt Othur Fumes (Inhaled).
*Poison, rare*
___
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
##### Breath of Beleth (Injury).
*Poison, uncommon*
___
A creature subject to the poison must succeed at a DC 15 Constitution saving throw or become poisoned for 1 minute. While poisoned, the creature immediately becomes frightened of all hostile creatures it can see, and must take the Dash action and move away from them by the safest available route on each of its turns, unless there is nowhere to move.
##### Carrion Crawler Mucus (Contact).
*Poison, uncommon*
___
This poison can be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
\columnbreak
##### Dust of the Mummy (Inhaled).
*Poison, rare*
___
This poison is created during a mummy’s embalming process, distilled from the dead creature’s removed organs. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed creature can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the creature’s hit point maximum to 0, the creature dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic.
##### Drow Poison (Injury).
*Poison, uncommon*
___
This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
##### Essence of Ether (Inhaled).
*Poison, uncommon*
___
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
##### Ivana's Whiper (Inhaled).
*Poison, rare*
___
This poison bears a distinct scent and chemical message from Ivana Boritsi. A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or experience the effects of a dream spell created by Ivana the next time they sleep. This poison is nonmagical, and Ivana doesn’t directly communicate with those affected during the dream. Rather, she creates the illusion of speaking with her intended target by alchemically crafting her message, predicting her target’s reactions, and chemically encoding in her responses. She wears this poison as a perfume or hides it within gift bouquets, allowing it to convey her message later.
##### Mage's Ruin (Ingested)
*Poison, rare*
___
A target subject to this poison must succeed a DC 13 Con save or become poisoned.
A creature poisoned in this way loses a spell slot at the start of each of their turns (as if the creature had cast a spell). This spell slot must be of the highest level currently available to the target.
The target repeats the saving throw after losing a spell slot in this way. If they succeed, the effects of the poison ends.
Ch.12 | Crafting
\pagebreakNum
##### Malice (Inhaled).
*Poison, uncommon*
___
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
##### Midnight Tears (Ingested).
*Poison, rare*
___
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
##### Oil of Taggit (Contact).
*Poison, uncommon*
___
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
##### Pale Tincture (Ingested).
*Poison, uncommon*
___
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
##### Poison, Basic (Injury)
*Poison, uncommon*
___
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
##### Potion of Poison (Ingested)
*Poison, uncommon*
___
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
\columnbreak
##### Purple Worm Poison (Injury).
*Poison, rare*
___
This poison can be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
##### Serpent Venom (Injury).
*Poison, uncommon*
___
This poison can be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
##### Thessaltoxin (Ingested or Injury).
*Poison, uncommon*
___
This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if affected by the polymorph spell. The creature’s new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the target’s next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form.
##### Torpor (Ingested).
*Poison, rare*
___
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
##### Truth Serum (Ingested).
*Poison, uncommon*
___
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.
##### Wyvern Poison (Injury).
*Poison, rare*
___
This poison can be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Ch.12 | Crafting
\pagebreakNum
## Scribing
### Quick Reference
While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a scroll in its most basic form:
* Select the **a spell you know** that you would like to craft from spells you are able to cast, or through **Alternate Methods** (see "Magic Formula").
* Acquire the items listed in the **materials** column for a scroll of that level and type.
* Use your **Calligraphy Tools** to write the scroll using the number hours listed in the **Crafting Time** column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less.
* For **every 2 hours**, make a **crafting roll** of 1d20 + your Intelligence modifier + your proficiency with Calligraphy Tools.
* **On success**, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. **On failure**, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.
### Related Tool & Ability Score
Scrollscrafting works using **Calligraphy Tools**. Attempting to craft a scroll without these is impossible.
The related ability score is **Intelligence**. While spellcasters of any stripe can make scrolls of the spells they know, the process is one of systematic application of magical theory to lay down the spell in a function that can later be used.
Additionally, like it's skin Wand Whittling and Enchanting, proficiency in Aranca is required; without proficiency in arcana, you cannot add your Tool proficiency to the crafting rule and have disadvantae on the crafting role.
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> ##### Scriptures
> A DM can choose to allow a Cleric to use Wisdom in place of Intelligence and require proficiency in Religion instead of Arcana. Scrolls produced this way are called Scriptures.
### Materials: Ink & Parchment
The Materials for Scrollcrafting are **Ink** and **Parchment**. Ink and Parchment used in scrolls is typically purchased. Some types of rare parchment may be processed from rare alchemical ingredients by an alchemist or from the hides of magical creatures by a leatherworker.
The ink used to create scrolls must be a special formulation that allows it to contain the magical essence behind the glyphs, script, runes, and words that make up a magical scroll. This ink is created by alchemist, but can be purchased.
| Component | Price |
| :-----: | :---: |
| Common Magical Ink | 15 gp |
| Common Parchment | 1 sp |
| Uncommon Magical Ink | 40 gp |
| Uncommon Parchment | 41 gp |
| Rare Magical Ink | 200 gp |
| Rare Parchment | 200 gp |
| Very Rare Magical Ink | 2,000 gp |
| Very Rare Parchment | 2,000 gp |
| Legendary Magical Ink | 5,000 gp |
| Legendary Parchment | 5,000 gp |
Ch.12 | Crafting
\pagebreakNum
### Crafting Roll
Putting that together that means that when you would like to enchant an item, your crafting roll is as follows:
**Scrollcrafting Modifier =** your Calligrapher's Tools proficiency bonus + your Intelligence modifier.
##### Crafting Without Essence
A crafter that is capable of casting magic can replace the essence when crafting a spell scroll with the ability to cast that spell, but when doing so they must cast that spell for each crafting check they make on that item. This is an exhausting process, draining their magic far more deeply than normal casting, and confers a level of exhaustion for each crafting check made this way.
### Magical Formula
To craft a spell scroll, you must know the Magic Formula of the spell you want to make a Spell Scroll of. The easiest way to do this is to be able to cast the spell. You always know the Magic Formula of a spell you know how to cast. Otherwise, you need to have deep knowledge of the spell to be able to make a scroll of it. The following are some ways you can gain that knowledge:
* Have it in your spellbook as a Wizard.
* Have it your ritual book as a ritual caster.
* Have a spell scroll of it (DC +2)
#### Scroll Essence Type
The type of Essence is determined by the spell list the spell comes from; if it is on multiple spell lists, it is determined by how you have access to the spell. If you have access to the spell via multiple lists or the written form of the spell, you can pick which Essence to use for spells that have multiple options.
| Essence Type |Spell List |
|:------:|:------------:|
| Arcane | Artificer, Bard, Sorcerer, Warlock, Wizard |
| Divine | Cleric, Paladin |
| Primal | Druid, Ranger |
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##### Spell Scroll
*Scroll, Varie*
___
A spell scroll bears the words of a single spell, written in a mystical cipher. You can read the scroll and cast its spell. 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 of a higher level than you can normally cast, you must make an arcana check to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.
| Spell Level | Rarity | Save DC | Attack Bonus
| :-: | :-: | :-: | :-:
| Cantrip | Common | 13 | +5
| 1st | Common | 13 | +5
| 2nd | Uncommon | 13 | +5
| 3rd | Uncommon | 15 | +7
| 4th | Rare | 15 | +7
| 5th | Rare | 17 | +9
| 6th | Very rare | 17 | +9
| 7th | Very rare | 18 | +10
| 8th | Very rare | 18 | +10
| 9th | Legendary | 19 | +11
Ch.12 | Crafting
\pagebreakNum
##### Spell Scroll Crafting Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:|
| Spell Scroll (Cantrip) | 1 *normal ink*
1 *common parchment* | 2 hours | 1 | DC 12 | Common | 15 gp | | Spell Scroll (1st Level) | 1 *common magical ink*
1 *common parchment* | 2 hours | 1 | DC 12 | Common | 25 gp | | Spell Scroll (2nd Level) | 1 *common essence*
2 *common magical ink*
1 *uncommon parchment* | 4 hours | 2 | DC 14 | Uncommon | 150 gp | Spell Scroll (3rd Level) | 1 *uncommon essence*
2 *uncommon magical ink*
1 *uncommon parchment* | 4 hours | 2 | DC 14 | Uncommon | 400 gp | | Spell Scroll (4th Level) | 1 *uncommon essence*
1 *rare magical ink*
1 *rare parchment* | 6 hours | 3 | DC 14 | Rare | 800 gp | | Spell Scroll (5th Level) | 1 *rare essence*
1 *rare magical ink*
1 *rare parchment* | 6 hours | 3 | DC 15 | Rare | 1,500 gp | | Spell Scroll (6th Level) | 2 *rare essence*
1 *rare magical ink*
1 *rare parchment* | 8 hours | 4 | DC 16 | Very Rare | 2,000 gp | | Spell Scroll (7th Level) | 1 *rare essence*
1 *very rare magical ink*
1 *rare parchment* | 8 hours | 4 | DC 17 | Very Rare | 3,500 gp | | Spell Scroll (8th Level) | 1 *rare essence*
1 *very rare magical ink*
1 *very rare parchment* | 8 hours | 4 | DC 18 | Very Rare | 5,000 gp | | Spell Scroll (9th Level) | 1 *very rare essence*
1 *legendary magical ink*
1 *legendary parchment* | 24 hours
(three days) | 12 | DC 20 | Legendary | 20,000 gp. ##### Scroll Crafting Table | Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value | |:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:| | Scroll of Protection | 3 *rare essence*
1 *rare magical ink*
1 *rare parchment* | 6 hours | 3 | DC 15 | Rare | 3,500 gp | | Scroll of Tarrasque Summoning | 4 *legendary essence*
1 *legendary ink*
1 *legendary parchment* | 24 hours
(three days) | 12 | DC 22 | Legendary | 150,000 gp. | Scroll of the Comet | 6 *legendary essence*
1 *legendary ink*
1 *legendary parchment* | 24 hours
(three days) | 12 | DC 24 | Legendary | 250,000 gp. | Nether Scroll of Azumar | 4 *legendary essence*
1 *legendary ink*
1 *legendary parchment* | 24 hours
(three days) | 12 | DC 22 | Legendary | 150,000 gp.
1 *common parchment* | 2 hours | 1 | DC 12 | Common | 15 gp | | Spell Scroll (1st Level) | 1 *common magical ink*
1 *common parchment* | 2 hours | 1 | DC 12 | Common | 25 gp | | Spell Scroll (2nd Level) | 1 *common essence*
2 *common magical ink*
1 *uncommon parchment* | 4 hours | 2 | DC 14 | Uncommon | 150 gp | Spell Scroll (3rd Level) | 1 *uncommon essence*
2 *uncommon magical ink*
1 *uncommon parchment* | 4 hours | 2 | DC 14 | Uncommon | 400 gp | | Spell Scroll (4th Level) | 1 *uncommon essence*
1 *rare magical ink*
1 *rare parchment* | 6 hours | 3 | DC 14 | Rare | 800 gp | | Spell Scroll (5th Level) | 1 *rare essence*
1 *rare magical ink*
1 *rare parchment* | 6 hours | 3 | DC 15 | Rare | 1,500 gp | | Spell Scroll (6th Level) | 2 *rare essence*
1 *rare magical ink*
1 *rare parchment* | 8 hours | 4 | DC 16 | Very Rare | 2,000 gp | | Spell Scroll (7th Level) | 1 *rare essence*
1 *very rare magical ink*
1 *rare parchment* | 8 hours | 4 | DC 17 | Very Rare | 3,500 gp | | Spell Scroll (8th Level) | 1 *rare essence*
1 *very rare magical ink*
1 *very rare parchment* | 8 hours | 4 | DC 18 | Very Rare | 5,000 gp | | Spell Scroll (9th Level) | 1 *very rare essence*
1 *legendary magical ink*
1 *legendary parchment* | 24 hours
(three days) | 12 | DC 20 | Legendary | 20,000 gp. ##### Scroll Crafting Table | Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value | |:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:| | Scroll of Protection | 3 *rare essence*
1 *rare magical ink*
1 *rare parchment* | 6 hours | 3 | DC 15 | Rare | 3,500 gp | | Scroll of Tarrasque Summoning | 4 *legendary essence*
1 *legendary ink*
1 *legendary parchment* | 24 hours
(three days) | 12 | DC 22 | Legendary | 150,000 gp. | Scroll of the Comet | 6 *legendary essence*
1 *legendary ink*
1 *legendary parchment* | 24 hours
(three days) | 12 | DC 24 | Legendary | 250,000 gp. | Nether Scroll of Azumar | 4 *legendary essence*
1 *legendary ink*
1 *legendary parchment* | 24 hours
(three days) | 12 | DC 22 | Legendary | 150,000 gp.
Ch.12 | Crafting
\pagebreakNum
##### Book Crafting Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:|
| Enduring Spellbook | Common | 100 gp
| Arcane Grimoire, +1 | Uncommon | 425 gp
| Alchemical Compendium | Rare | 3,000 gp
| Arcane Grimoire, +2 | Rare | 4,250 gp
| Atlas of Endless Horizon | Rare | 3,750 gp
| Duplicitous Manuscript | Rare | 3,000 gp
| Fulminating Treatise | Rare | 4,000 gp
| Libram of Souls and Flesh | Rare | 4,200 gp
| Planecaller Codex | Rare | 3,500 gp
| Arcane Grimoire, +3 | Very Rare | 14,500 gp
| Manual of Bodily Health | Very Rare | 36,000 gp
| Manual of Gainful Exercise | Very Rare | 36,000 gp
| Manual of Golems | Very Rare | 22,000 gp
| Manual of Quickness of Actions | Very Rare | 36,000 gp
| Tome of Clear thought | Very Rare | 36,000 gp
| Tome of Leadership | Very Rare | 36,000 gp
| Tome of Understanding | Very Rare | 36,000 gp
| Grimoire Infinitus | Legendary |
| Tome of Stilled Tongue | Legendary | 60,000 gp
Ch.12 | Crafting
\pagebreakNum
## Tailoring
Tailor make incredible ves, dress and other clohes for every advenurers. Their crftmanship cover everything from fancy and feminine dress, to cloak full of pocket and hidden parts. When martial artist end to wear heavy duty armor, made of leather or metal, spellcaster and the like instead wear ne and light dress, buttoned top and fitting pants.
In addition to those mundane clothes, tailor are often comissioned by nobles and bourge to create custom, fancy clothes for special situation, imbuing some of those rare dress with magic.
### Quick Reference
While each step will go into more depth, the quick reference allows you to at a glance follow the steps to work items from silk and fabircs.
* Select the **item** that you would like to craft from any of the **Tailoring Crafting Tables**.
* Acquire the items listed in the **materials** column for that item.
* Use your **Weaver's Tools** tool to craft the option using the number hours listed in the **Crafting Time** column, or during a long rest if the crafting times is 2 hours or less.
* For **every 2 hours**, make a **crafting roll** of 1d20 + your Wisdom + your proficiency bonus with a Weaver's Tools.
* **On success**, you mark 2 hours of completed time toward the total crafting time.
* **On failure**, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times, the crafting is a failure and all materials are lost.
### Related Tool & Ability Score
Tailoring works using **Weaver's tools**. Attempting to craft clothes without these is impossible.
\columnbreak
The related ability score is **Wisdom**. The process is one of systematic application of magical theory to integrated the spell into a clothes in a function that can later be used.
Additionally, like Scroll Scribing and Enchanting, proficiency in **Arcana** is required to make magical item; without proficiency in arcana, you cannot add your Tool proficiency to the crafting roll for magical item.
### Materials
Tailors create en use clothes, infusing them with essences to give them magical properties.
##### Materials
| Material | Price
| :-: | :- |
| Pride Silk | 100 gp
| Rope, Silk (50 feet) | 10 gp
### Crafting Roll
Putting that together that means that when you would like to make an item, your crafting roll is as follows:
**Leatherworking Modifier** = your Weaver's Tools proficiency bonus + your Wisdom modifier
##### Success and Failure
For Tailoring, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Tailoring do not need to be immediately consecutive. Failure means that no progress is made during that time.
Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage. If you fail three times, all progress and materials are lost and can no longer be salvaged.
Ch.12 | Crafting
\pagebreakNum
## Tailoring Tables
##### Clothes Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Cloak | 1 *rope, silk* | 4 hours | 2 | 11 | Common | 1 gp
| Clothes, Common | | 6 hours | 3 | 11 | Common | 5 sp
| Clothes, Costume | | 6 hours | 3 | 12 | Common | 5 gp
| Clothes, Fine | 1 *rope, silk* | 8 hous | 4 | 13 | Common | 15 gp
| Clothes, Traveler's | | 6 hours | 3 | 12 | Common | 2 gp
| Pride Silk Outfit | 5 *rope, silk*
3 *pride silk* | 6 hours | 3 | 14 | Common | 500 gp | Vestement | 1 *holy symbol (emblem)* | 6 hours | 3 | 11 | Common | 2 sp ##### Magical Clothes Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Clothes of Mending | 1 *clothes, fine*
1 *scroll of mending* | 8 hours | 4 | 14 | Common | 50 gp | Glammerweave | 1 *rope, silk*
1 *scroll of prestidigitation* | 8 hours | 4 | 14 | Common | 50 gp | Shiftweave | 1 *clothes,fine*
2 *rope, silk*
1 *clothes, fine* | 8 hours | 4 | 14 | Common | 100 gp | Charlantan's Wardrobe^*^ | | Uncommon | | Glammerweave | 1 *pride silk*
1 *scroll of prestidigitation* | 8 hours | 4 | 15 | Uncommon | 150 gp | Robe of useful items | 1 *robe*
100 *gold pieces*
1 *potions of healing*
1 *1st level spell scroll*
1 *uncommon arcane essences* | 8 hours | 4 | 14 | Uncommon | 400 gp | Robe of eyes | 1 *robe worth at least 100 gp*
1 *scroll of darkvision*
1 *scroll of see invisibility*
1 *scroll of arcane eye*
1 *rare arcane essence*
1 *rare psionic essence* | 24 hours
(3 days) | 12 | 17 | Rare | 5,000 gp | Kirin's Robe^*^ | | Very Rare | | Robe of scintillating colors | 1 *robe worth at least 200 gp*
1 *scroll of daylight*
1 *scroll of prismatic spray*
1 *scroll of wall of light*
1 *very rare arcane essence*
1 *rare arcane essence*
1 *rare divine essence* | 24 hours
(3 days) | 12 | 18 | Very Rare | 27,000 gp | Robe of stars | 1 *black or blue robe worth 200 gp*
1 *scroll of magic missile*
1 *scroll of etherealness*
1 *scroll of blink*
2 *very rare arcane essence*
2 *very rare divine essence* | 32 hours
(4 days) | 16 | 19 | Very Rare | 45,000 gp | Witch's robes | | Very Rare | | Robe of the Archmagi | 1 *white, gray, or black robe worth at least 500 gp*
1 *scroll of mage armor*
1 *scroll of antimagic field*
1 *legendary arcane essence*
5 *very rare arcane essence*
1 *pride silk* | 40 days
(5 days) | 20 | 21 | Legendary | 75,000 gp
3 *pride silk* | 6 hours | 3 | 14 | Common | 500 gp | Vestement | 1 *holy symbol (emblem)* | 6 hours | 3 | 11 | Common | 2 sp ##### Magical Clothes Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Clothes of Mending | 1 *clothes, fine*
1 *scroll of mending* | 8 hours | 4 | 14 | Common | 50 gp | Glammerweave | 1 *rope, silk*
1 *scroll of prestidigitation* | 8 hours | 4 | 14 | Common | 50 gp | Shiftweave | 1 *clothes,fine*
2 *rope, silk*
1 *clothes, fine* | 8 hours | 4 | 14 | Common | 100 gp | Charlantan's Wardrobe^*^ | | Uncommon | | Glammerweave | 1 *pride silk*
1 *scroll of prestidigitation* | 8 hours | 4 | 15 | Uncommon | 150 gp | Robe of useful items | 1 *robe*
100 *gold pieces*
1 *potions of healing*
1 *1st level spell scroll*
1 *uncommon arcane essences* | 8 hours | 4 | 14 | Uncommon | 400 gp | Robe of eyes | 1 *robe worth at least 100 gp*
1 *scroll of darkvision*
1 *scroll of see invisibility*
1 *scroll of arcane eye*
1 *rare arcane essence*
1 *rare psionic essence* | 24 hours
(3 days) | 12 | 17 | Rare | 5,000 gp | Kirin's Robe^*^ | | Very Rare | | Robe of scintillating colors | 1 *robe worth at least 200 gp*
1 *scroll of daylight*
1 *scroll of prismatic spray*
1 *scroll of wall of light*
1 *very rare arcane essence*
1 *rare arcane essence*
1 *rare divine essence* | 24 hours
(3 days) | 12 | 18 | Very Rare | 27,000 gp | Robe of stars | 1 *black or blue robe worth 200 gp*
1 *scroll of magic missile*
1 *scroll of etherealness*
1 *scroll of blink*
2 *very rare arcane essence*
2 *very rare divine essence* | 32 hours
(4 days) | 16 | 19 | Very Rare | 45,000 gp | Witch's robes | | Very Rare | | Robe of the Archmagi | 1 *white, gray, or black robe worth at least 500 gp*
1 *scroll of mage armor*
1 *scroll of antimagic field*
1 *legendary arcane essence*
5 *very rare arcane essence*
1 *pride silk* | 40 days
(5 days) | 20 | 21 | Legendary | 75,000 gp
Ch.12 | Crafting
\pagebreakNum
##### Cloak Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Cloak of Billowing | | Common | 100 gp
| Cloak of Many Fashions | | Common | 90 gp
| Cloak of Elvenkind | 1 *cloak*
1 *scroll of pass without a trace*
1 *uncommon primal essence* | 8 hours | 4 | 14 | Uncommon | 250 gp | Cloak of Protection | 1 *cloak*
1 *scroll of shield of faith*
1 *scroll of mage armor*
1 *scroll of protection from energy*
1 *scroll of shield*
1 *scroll of absorb elements*
1 *uncommon divine essence* | 24 hours
(2 days) | 12 | 16 | Uncommon | 400 gp | Cloak of Shadow Protection^*^ | |Uncommon | Cloak of the Manta Ray | 1 *cloak*
1 *scroll of water breathing*
1 *uncommon primal essence* | 8 hours | 4 | 14 | Uncommon | 350 gp | Couatl Herald's Mantle^*^ | | Uncommon | Nature's Mantle | | Uncommon | 325 gp | Piwafi (cloack of elvenkind) | 1 *cloak*
1 *scroll of pass without a trace*
1 *uncommon primal essence* | 8 hours | 4 | 13 | Uncommon | 200 gp | Cape of the mountebank | 1 *cape worth at least 200 gp*
1 *scroll of dimension door*
1 *scroll of pyrotechnics*
3 *rare arcane essence* | 16 hours
(2 days) | 8 | 18 | Rare | 3,900 gp | Cloak of displacement | 1 *cloak worth 200 gp*
1 *scroll of mirror image*
3 *rare arcane essence* | 12 hours
(1.5 days) | 6 | 15 | Rare | 3,600 gp | Cloak of the Agnaktor^*^ | | Rare | Cloak of the Bat | 1 *cloak worth at least 50 gp*
1 *scroll of darkness*
1 *scroll of fly*
1 *scroll of polymorph*
2 *rare primal essence* | 12 hours
(1.5 days) | 6 | 15 | Rare | 4,600 gp | Cloak of the boundless spirit^*^ | | Rare | Dread CLoak^*^ | | Rare | Mantle of spell resistance | 1 *mantle*
1 *scroll of dispel magic*
1 *rare arcane essence* | 16 hours
(1.5 days) | 8 | 17 | Rare | 1,200 gp | Wings of Flying | 1 *cloak worth 50 gp*
1 *scroll of fly*
1 *scroll of polymorph*
1 *rare arcane essence* | 16 hours
(2 days) | 8 | 17 | Rare | 3,600 gp | Cloak of Arachnida | 1 *cloak worth 200 gp*
1 *scroll of web*
1 *scroll of spiderclimb*
1 *scroll of protection from poison*
1 *very rare arcane essence* | 24 hours
(3 days) | 12 | DC 18 | Very Rare | 14,000 gp | Cloak of the dragon^*^ | | Very Rare | Kushala Cloak^*^ | | Very Rare | Cloak of Invisibility | | Legendary | 54,000 gp
1 *scroll of pass without a trace*
1 *uncommon primal essence* | 8 hours | 4 | 14 | Uncommon | 250 gp | Cloak of Protection | 1 *cloak*
1 *scroll of shield of faith*
1 *scroll of mage armor*
1 *scroll of protection from energy*
1 *scroll of shield*
1 *scroll of absorb elements*
1 *uncommon divine essence* | 24 hours
(2 days) | 12 | 16 | Uncommon | 400 gp | Cloak of Shadow Protection^*^ | |Uncommon | Cloak of the Manta Ray | 1 *cloak*
1 *scroll of water breathing*
1 *uncommon primal essence* | 8 hours | 4 | 14 | Uncommon | 350 gp | Couatl Herald's Mantle^*^ | | Uncommon | Nature's Mantle | | Uncommon | 325 gp | Piwafi (cloack of elvenkind) | 1 *cloak*
1 *scroll of pass without a trace*
1 *uncommon primal essence* | 8 hours | 4 | 13 | Uncommon | 200 gp | Cape of the mountebank | 1 *cape worth at least 200 gp*
1 *scroll of dimension door*
1 *scroll of pyrotechnics*
3 *rare arcane essence* | 16 hours
(2 days) | 8 | 18 | Rare | 3,900 gp | Cloak of displacement | 1 *cloak worth 200 gp*
1 *scroll of mirror image*
3 *rare arcane essence* | 12 hours
(1.5 days) | 6 | 15 | Rare | 3,600 gp | Cloak of the Agnaktor^*^ | | Rare | Cloak of the Bat | 1 *cloak worth at least 50 gp*
1 *scroll of darkness*
1 *scroll of fly*
1 *scroll of polymorph*
2 *rare primal essence* | 12 hours
(1.5 days) | 6 | 15 | Rare | 4,600 gp | Cloak of the boundless spirit^*^ | | Rare | Dread CLoak^*^ | | Rare | Mantle of spell resistance | 1 *mantle*
1 *scroll of dispel magic*
1 *rare arcane essence* | 16 hours
(1.5 days) | 8 | 17 | Rare | 1,200 gp | Wings of Flying | 1 *cloak worth 50 gp*
1 *scroll of fly*
1 *scroll of polymorph*
1 *rare arcane essence* | 16 hours
(2 days) | 8 | 17 | Rare | 3,600 gp | Cloak of Arachnida | 1 *cloak worth 200 gp*
1 *scroll of web*
1 *scroll of spiderclimb*
1 *scroll of protection from poison*
1 *very rare arcane essence* | 24 hours
(3 days) | 12 | DC 18 | Very Rare | 14,000 gp | Cloak of the dragon^*^ | | Very Rare | Kushala Cloak^*^ | | Very Rare | Cloak of Invisibility | | Legendary | 54,000 gp
Ch.12 | Crafting
\pagebreakNum
##### Others Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Cap of Water Breathing | 1 *cap*
1 *scroll of water breathing* | 8 hours | 4 | DC 14 | Uncommon | 350 gp | Slippers of Spider Climbing | 1 *slippers*
1 *scroll of spider climbing*
1 *uncommon arcane essence*
1 *uncommon primal essence* | 8 hours | 4 | DC 14 | Uncommon | 500 gp |
1 *scroll of water breathing* | 8 hours | 4 | DC 14 | Uncommon | 350 gp | Slippers of Spider Climbing | 1 *slippers*
1 *scroll of spider climbing*
1 *uncommon arcane essence*
1 *uncommon primal essence* | 8 hours | 4 | DC 14 | Uncommon | 500 gp |
Ch.12 | Crafting
\pagebreakNum
### Clothes
##### Charlatan’s Wardrobe
*Wondrous Item, uncommon*
___
This set of plain clothes is exceptionally comfortable and easy to wear. They are always clean and smell freshly washed and lightly perfumed. You can change the appearance of the outfit as an action by twirling in place and speaking the clothes’ command word. The outfit’s appearance is illusory. Physical interaction with the clothes reveals their appearance to be an illusion, because things can pass through it. A creature that uses its action to examine the clothes can determine that it is an illusion with a successful DC 13 Intelligence (Investigation) check. Regardless of their appearance, the clothes offer no additional protection from the elements, and can only appear to be clothes.
##### Kirin's Robe
*Wondrous Item, very rare*
___
Kirin, due to their celestial nature, and their physical resemblance with unicorns are often mistaken with those creatures, therefore, it is generally not well seen to have such a robe. Robe made from kirin uses a braid of the prominence that the beast has around the neck, braiding the threads in order to obtain the voluptuous and luxurious dress is a very long process, and those robes are great marks of wealth.
While wearing this robe, you have a +1 bonus to AC and you have resistance to lightning damage. In addition, non-magical lightning, storm, strong wind, and heavy rain do not hit you or affect you.
##### Witch's Robes
*Wondrous Item, very rare (requires attunement by a sorcerer, warlock, or wizard)*
___
The robes has 3 charges for the following properties. It regains expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the robes lose its properties and become a nonmagical robe.
Cloud of mist. You can use a reaction to expend 1 of the Robes charges to burst apart into a cloud of mist and reform up to 15ft away in an unoccupied space. The could of mist can be any color you like and can look like or include shape of animals such as ravens, bats or cats.
### Cloaks
##### Cloak of Shadow Protection
*Wondrous Item, uncommon (requires attunement)*
___
Crafted from the scales of a shadow drake, this shimmering cloak retains some of the drakes ability to blend into shadows. While in areas of dim light or darkness, you have half cover (+2 AC and Dex Saves)
##### Couatl Herald’s Mantle
*Wondrous Item, uncommon (requires attunement by a creature of good alignment)*
___
This magic cloak is given to those deemed kind-hearted and responsible by a celestial. While wearing the mantle, you have advantage on saving throws to resist becoming poisoned or diseased. In addition, you are immune to any effect that would sense your emotions.
Flight of the Couatls. While you’re attuned to 3 items with this property, you gain a flying speed of 30 feet. If you already have a flying speed, your flying speed increases by 30 feet instead.
##### Cloak of the Agnaktor
*Wondrous Item, rare*
___
While wearing this cloak with its hood up, you can breathe in lava, have invulnerability to fire damage caused by nonmagical lava and magma and you have a swimming speed of 60 feet in lava and magma. Pulling the hood up or down requires an action.
##### Cloak of the Boundless Spirit
*Wondrous Item, rare*
___
This swirling, translucent cloak bolsters the fighting spirit of friendly nearby creatures. The cloak has 3 charges and regains all expended charges each day at dawn. When an ally you can see within 15 feet of you takes damage, you can use your reaction to expend 1 charge and reduce that damage by 2d6.
In addition, friendly creatures within 15 feet of you regain consciousness on a roll of 19 or 20 on death saving throws. When a creature within range regains consciousness in this way, you can use a reaction to expend 1 charge to grant them 2d6 temporary hit points. Once a creature regains consciousness by rolling a 19 on a death saving throw in this way, it can’t do so again until it finishes a long rest.
##### Dread Cloak
*Wondrous Item, rare (requires attunement)*
___
This long black cape is torn and ripped in many places.
As an action you can command the cloak to flutter up in the shape of a skull and fill everyone around with dreadful fear. Any enemy within 60 ft. of you who can see you must make a DC 15 Wisdom saving throw. On a failed save the enemy becomes frightened. You can use this ability once per long rest. This ability activates automatically if you fall unconscious and did not already use it.
##### Cloak of the Dragon
*Wondrous Item, very rare (requires attunement)*
___
While wearing this cloak, you reduce the damage of any dragon's breath weapon attack by 10 HP each time you are hit. If you are reduced to 0 hit points by a dragon's breath weapon attack, you immediately are brought to 1 HP instead. You gain a +1 bonus to AC and all saving throws as well.
##### Kushala Cloak
*Wondrous Item, very rare (requires attunement by a spellcaster)*
This cloak, made from the membrane of a Kushala Daora, retains some of the magical properties of the dragon to control the wind.
While wearing this cloak, you gain a flying speed equal to your walking speed. The cloak has 3 charges, you can expend a number of its charges to cast the following spells, using your spellcasting ability modifier and spell save DC: Gust of Wind (1 charge), Wind Wall (2 charges), Control Winds (3 charges).
The cloak regains all expended charges daily at dawn.
Ch.12 | Crafting
\pagebreakNum
## Tattoo Artist
### Quick Reference
While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a tatoo in its most basic form:
* Select the tattoo that you would like to craft from the table below.
* Acquire the items listed in the **materials** column for a tattoo.
* Use your **Painter's Supplies** to create the tattoo using the number hours listed in the **Crafting Time** column, or during a long rest if the crafting times is 2 hours or less.
* For **every 2 hours**, make a **crafting roll** of 1d20 + your Dexterity modifier + your proficiency with Painter's Supplies.
* **On success**, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. **On failure**, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times, the crafting is a failure and all materials are lost.
### Related Tool & Ability Score
Tattoo artist works using **Calligraphy Tools**. Attempting to craft a tattoo without these is impossible.
The related ability score is **Dexterity**. While spellcasters of any stripe can make scrolls of the spells they know, the process is one of systematic application of magical theory to lay down the spell in a function that can later be used.
Additionally, like it's skin Wand Whittling and Enchanting, proficiency in **Aranca** is required; without proficiency in arcana, you cannot add your Tool proficiency to the crafting rule and have disadvantage on the crafting roll.
\columnbreak
### Materials: Ink
The Materials for Tatto ARtist is **Ink**. Ink used in tattoo is typically purchased.
The ink used to create tattoos must be a special formulation that allows it to contain the magical essence behind the glyphs, script, runes, and words that make up a magical scroll. This ink is created by alchemist, but can be purchased.
| Component | Price |
| :-----: | :---: |
| Common Magical Ink | 15 gp |
| Uncommon Magical Ink | 40 gp |
| Rare Magical Ink | 200 gp |
| Very Rare Magical Ink | 2,000 gp |
| Legendary Magical Ink | 5,000 gp |
### Crafting Roll
Putting that together that means that when you would like to enchant an item, your crafting roll is as follows:
**Scrollcrafting Modifier =** your Calligrapher's Tools proficiency bonus + your Dexterity modifier.
##### Crafting Spellwrought Tattoo Without Essence
A crafter that is capable of casting magic can replace the essence when crafting a spell scroll with the ability to cast that spell, but when doing so they must cast that spell for each crafting check they make on that item. This is an exhausting process, draining their magic far more deeply than normal casting, and confers a level of exhaustion for each crafting check made this way.
Ch.12 | Crafting
\pagebreakNum
### Magical Formula for Spellwrought Tattoo
To craft a spellwrought tattoo, you must know the Magic Formula of the spell you want to make a spellwrought tattoo of. The easiest way to do this is to be able to cast the spell. You always know the Magic Formula of a spell you know how to cast. Otherwise, you need to have deep knowledge of the spell to be able to make a scroll of it. The following are some ways you can gain that knowledge:
* Have it in your spellbook as a Wizard.
* Have it your ritual book as a ritual caster.
* Have a spell scroll of it (DC +2)
#### Spellwrought Tattoo Essence Type
The type of Essence is determined by the spell list the spell comes from; if it is on multiple spell lists, it is determined by how you have access to the spell. If you have access to the spell via multiple lists or the written form of the spell, you can pick which Essence to use for spells that have multiple options.
| Essence Type |Spell List |
|:------:|:------------:|
| Arcane | Artificer, Bard, Sorcerer, Warlock, Wizard |
| Divine | Cleric, Paladin |
| Primal | Druid, Ranger |
##### Spellwrought Tattoo Crafting Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:|
| Spellwrought Tattoo
(Cantrip) | 1 *normal ink* | 2 hours | 1 | DC 12 | Common | 15 gp | | Spellwrought Tattoo
(1st Level) | 1 *common magical ink* | 2 hours | 1 | DC 12 | Common | 25 gp | | Spellwrought Tattoo
(2nd Level) | 1 *common essence*
3 *common magical ink* | 4 hours | 2 | DC 14 | Uncommon | 150 gp | Spellwrought Tattoo
(3rd Level) | 1 *uncommon essence*
3 *uncommon magical ink*| 4 hours | 2 | DC 14 | Uncommon | 400 gp | | Spellwrought Tattoo
(4th Level) | 1 *uncommon essence*
2 *rare magical ink* | 6 hours | 3 | DC 14 | Rare | 800 gp | | Spellwrought Tattoo
(5th Level) | 1 *rare essence*
2 *rare magical ink* | 6 hours | 3 | DC 15 | Rare | 1,500 gp | | Spellwrought Tattoo
(6th Level) | 2 *rare essence*
2 *rare magical ink* | 8 hours | 4 | DC 16 | Very Rare | 2,000 gp | | Spellwrought Tattoo
(7th Level) | 1 *rare essence*
1 *very rare magical ink*
1 *rare magical ink* | 8 hours | 4 | DC 17 | Very Rare | 3,500 gp | | Spellwrought Tattoo
(8th Level) | 1 *rare essence*
2 *very rare magical ink* | 8 hours | 4 | DC 18 | Very Rare | 5,000 gp | | Spellwrought Tattoo
(9th Level) | 1 *very rare essence*
2 *legendary magical ink* | 24 hours
(three days) | 12 | DC 20 | Legendary | 20,000 gp.
(Cantrip) | 1 *normal ink* | 2 hours | 1 | DC 12 | Common | 15 gp | | Spellwrought Tattoo
(1st Level) | 1 *common magical ink* | 2 hours | 1 | DC 12 | Common | 25 gp | | Spellwrought Tattoo
(2nd Level) | 1 *common essence*
3 *common magical ink* | 4 hours | 2 | DC 14 | Uncommon | 150 gp | Spellwrought Tattoo
(3rd Level) | 1 *uncommon essence*
3 *uncommon magical ink*| 4 hours | 2 | DC 14 | Uncommon | 400 gp | | Spellwrought Tattoo
(4th Level) | 1 *uncommon essence*
2 *rare magical ink* | 6 hours | 3 | DC 14 | Rare | 800 gp | | Spellwrought Tattoo
(5th Level) | 1 *rare essence*
2 *rare magical ink* | 6 hours | 3 | DC 15 | Rare | 1,500 gp | | Spellwrought Tattoo
(6th Level) | 2 *rare essence*
2 *rare magical ink* | 8 hours | 4 | DC 16 | Very Rare | 2,000 gp | | Spellwrought Tattoo
(7th Level) | 1 *rare essence*
1 *very rare magical ink*
1 *rare magical ink* | 8 hours | 4 | DC 17 | Very Rare | 3,500 gp | | Spellwrought Tattoo
(8th Level) | 1 *rare essence*
2 *very rare magical ink* | 8 hours | 4 | DC 18 | Very Rare | 5,000 gp | | Spellwrought Tattoo
(9th Level) | 1 *very rare essence*
2 *legendary magical ink* | 24 hours
(three days) | 12 | DC 20 | Legendary | 20,000 gp.
Ch.12 | Crafting
\pagebreakNum
##### Tattoo Crafting Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:|
| Illuminator's Tattoo | 1 *common magical ink*
1 *spellwrought of illusiory script* | 2 hours | 1 | DC 12 | Common | 65 gp | | Masquerade Tattoo | 1 *common magical ink*
1 *spellwrought of disguise self* | 2 hours | 1 | DC 12 | Common | 75 gp | | Barrier Tattoo | 1 *uncommon magical ink*
1 *uncommon divine essence* | 4 hours | 2 | DC 14 | Uncommon | 200 gp | Colling Grasp Tattoo | 1 *uncommon magical ink*
2 *uncommon primal essence*
1 *spellwrought of entangle* | 4 hours | 2 | DC 14 | Uncommon | 500 gp | Eldritch Claw Tattoo | 2 *uncommon magical ink*
2 *uncommon arcane essence* | 4 hours | 2 | DC 14 | Uncommon | 500 gp | Barrier Tattoo | 1 *rare magical ink*
1 *rare divine essence* | 6 hours | 3 | DC 14 | Rare | 1,500 gp | | Shadowfell Brand Tattoo | 1 *rare magical ink*
1 *spellwrought of dimension door* | 6 hours | 3 | DC 14 | Rare | 1,100 gp | | Ability Tattoo | 3 *very rare magical ink*
2 *very rare divine essence*
1 *spellwrought of enhance ability* | 8 hours | 4 | DC 18 | Very Rare | 30,000 gp | Absorbing Tattoo | 3 *very rare magical ink*
1 *spellwrought of absorb elements* | 8 hours | 4 | DC 18 | Very Rare | 8,000 gp | | Barrier Tattoo | 2 *very rare magical ink*
2 *rare divine essence* | 8 hours | 4 | DC 18 | Very Rare | 6,000 gp | | Ghost Step Tattoo | 1 *very rare magical ink*
1 *spellwrought of etherealness* | 8 hours | 4 | DC 18 | Very Rare | 9,000 gp | | Lifewell Tattoo | 1 *very rare magical ink*
1 *spellwrought of death ward*
1 *potion of resistance* | 8 hours | 4 | DC 18 | Very Rare | 5,100 gp | | Blood Furry Tattoo | 1 *legendary magical ink*
2 *legendary primal essence* | 24 hours
(three days) | 12 | DC 20 | Legendary | 32,000 gp.
1 *spellwrought of illusiory script* | 2 hours | 1 | DC 12 | Common | 65 gp | | Masquerade Tattoo | 1 *common magical ink*
1 *spellwrought of disguise self* | 2 hours | 1 | DC 12 | Common | 75 gp | | Barrier Tattoo | 1 *uncommon magical ink*
1 *uncommon divine essence* | 4 hours | 2 | DC 14 | Uncommon | 200 gp | Colling Grasp Tattoo | 1 *uncommon magical ink*
2 *uncommon primal essence*
1 *spellwrought of entangle* | 4 hours | 2 | DC 14 | Uncommon | 500 gp | Eldritch Claw Tattoo | 2 *uncommon magical ink*
2 *uncommon arcane essence* | 4 hours | 2 | DC 14 | Uncommon | 500 gp | Barrier Tattoo | 1 *rare magical ink*
1 *rare divine essence* | 6 hours | 3 | DC 14 | Rare | 1,500 gp | | Shadowfell Brand Tattoo | 1 *rare magical ink*
1 *spellwrought of dimension door* | 6 hours | 3 | DC 14 | Rare | 1,100 gp | | Ability Tattoo | 3 *very rare magical ink*
2 *very rare divine essence*
1 *spellwrought of enhance ability* | 8 hours | 4 | DC 18 | Very Rare | 30,000 gp | Absorbing Tattoo | 3 *very rare magical ink*
1 *spellwrought of absorb elements* | 8 hours | 4 | DC 18 | Very Rare | 8,000 gp | | Barrier Tattoo | 2 *very rare magical ink*
2 *rare divine essence* | 8 hours | 4 | DC 18 | Very Rare | 6,000 gp | | Ghost Step Tattoo | 1 *very rare magical ink*
1 *spellwrought of etherealness* | 8 hours | 4 | DC 18 | Very Rare | 9,000 gp | | Lifewell Tattoo | 1 *very rare magical ink*
1 *spellwrought of death ward*
1 *potion of resistance* | 8 hours | 4 | DC 18 | Very Rare | 5,100 gp | | Blood Furry Tattoo | 1 *legendary magical ink*
2 *legendary primal essence* | 24 hours
(three days) | 12 | DC 20 | Legendary | 32,000 gp.
Ch.12 | Crafting
\pagebreakNum
## Tinkering
Tinkering is applying creativity to junk to make new things. Sometimes even *useful* new things. Ranging from the humble crafts to complex contraptions, tinkering is a broad category that any adventuring party can benefit from.
Oft the purview of peddlers and wanderers, they have a broad skill set and tend to excel at working with limited resources and their wit rather than expensive shopping lists of materials, though many will say they have a bad habit of collecting *too* much junk with the idea that things can be handy when you would least expect it...
### Quick Reference
While each step will go into more depth, the quick reference allows you to at a glance follow the steps to tinker up an item in its most basic form:
* Select the **item** that you would like to craft from any of the **Tinkering Crafting Tables**.
* Acquire the items listed in the **materials** column for that item.
* Use your **Tinkering Tools** tool to craft the option using the number hours listed in the **Crafting Time** column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less.
* For **every 2 hours**, make a **crafting roll** of 1d20 + your Intelligence + your proficiency bonus with a Tinkering Tools.
* **On success**, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete. **On failure**, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.
### Related Tool & Ability Score
\columnbreak
Tinkering works using ***Tinkering Tools**. Attempting to tinker item without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency in them to any Tinkering crafting roll.
Most of the time tinkers need only the minimal heat of a basic fire and their tools to work, though any craft that requires an ingot may require a forge at the discretion of the DM.
Additionally, like Scroll Scribing and Enchanting, proficiency in **Arcana** is required to make magical item; without proficiency in arcana, you cannot add your Tool proficiency to the crafting roll for magical item.
### Materials: Parts and Scrap
Tinkering uses metal scraps, miscellaneous parts (simply referred to as "parts"), and, in cases of making more magically functional things, essences to imbue them with their power. The term "parts" is used to refer to gears, wires, springs, windy bits, screws, nails, and doodads. Parts can be either found or salvaged or forged from metal scraps (or even straight from ingots by a Blacksmith for those that really want to be industrial about it). The exact nature of each item making up this collection is left abstracted.
In addition, metal scraps are collections of salvaged material that generally fall into the category of things "too small to track" which can than be used for the creations of tinkerers. In addition to all of this, occasionally tinkers will use ingots... particularly ones of tin (which is their namesake, after all).
Like other crafting branches, there are also named components for more iconic pieces of gear - the stock of a crossbow, for example, or other items. The cost for these items can be found on the common component table, and are generally minor.
Lastly, Tinkerers use essences when constructing things that push beyond the mundane principles of plausibility, crafting magical properties into their inventions.
Ch.12 | Crafting
\pagebreakNum
> ##### Named Components
> In almost all cases, named components (such as a "wooden stock" for a crossbow) can be simply abstracted out in the a minor cost, but, as always, the level of abstraction is up to the DM.
### Crafting Roll
Putting that together that means that when you would like to smith an item, your crafting roll is as follows:
**Tinkering Modifier** = your Tinkering Tools proficiency bonus + your Intelligence modifier
##### Success and Failure
For Tinkering, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Tinkering do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage.
If you fail three times, all progress and materials are lost and can no longer be salvaged.
### Tinkering Saving Throw
Some gadgets a Tinkerer creates require a saving throw, the following is the formula for calculating the saving throw. The saving throw is calculated at the time of creation based on the creators attributes and proficiency, and does not change once it is created. A saving throw does not include any expertise or other bonuses a crafter has to the crafting roll.
**Tinkering DC** = 8 + your Tinkering Tools proficiency bonus + your Intelligence modifier
Ch.12 | Crafting
\pagebreakNum
##### Adventuring Gear Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Lantern (Bullseye) | 3 *metal scraps*
2 *parts*
1 *glass flask*| 4 hours | 2 | DC 11 | Common | 10 gp | | Lantern (Hooded) | 3 *metal scraps*
1 *parts*
1 *glass flask* | 4 hours | 2 | DC 9 | Common | 5 gp | | Lamp | 2 *metal scraps* | 4 hours | 2 | DC 10 | Common | 5 sp | | Lock | 2 *metal scraps*
3 *parts* | 8 hours | 4 | DC 17 | Common | 10 gp | | Grappling Hook | 1 *rope*
2 *metal scraps*
1 *parts* | 2 hours | 1 | DC 12 | Common | 7 gp | | Climber's Kit | 10 pitons
50 feet rope
4 *parts*
1 *fancy parts* | 2 hours | 1 | DC 12 | Common | 25 gp | | Merchant's Scale | 1 *metal scraps*
2 *parts* | 2 hours | 1 | DC 10 | Common | 5 gp | | Tinderbox | 1 *metal scraps*
1 *parts* | 2 hours | 1 | DC 10 | Common | 2 gp | | Spyglass | 2 *metal scraps*
2 *fancy parts*
5 *esoteric parts* | 12 hours (1.5 days) | 6 | DC 18 | Common | 1,000 gp | | Hunting Trap | 4 *metal scraps*
2 *parts* | 2 hours | 1 | DC 13 | Common | 5 gp | ##### Miscellaneous Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Miscellaneous parts | 5 *metal scraps* | 4 hours | 2 | DC 12 | Common | 2 gp |
2 *parts*
1 *glass flask*| 4 hours | 2 | DC 11 | Common | 10 gp | | Lantern (Hooded) | 3 *metal scraps*
1 *parts*
1 *glass flask* | 4 hours | 2 | DC 9 | Common | 5 gp | | Lamp | 2 *metal scraps* | 4 hours | 2 | DC 10 | Common | 5 sp | | Lock | 2 *metal scraps*
3 *parts* | 8 hours | 4 | DC 17 | Common | 10 gp | | Grappling Hook | 1 *rope*
2 *metal scraps*
1 *parts* | 2 hours | 1 | DC 12 | Common | 7 gp | | Climber's Kit | 10 pitons
50 feet rope
4 *parts*
1 *fancy parts* | 2 hours | 1 | DC 12 | Common | 25 gp | | Merchant's Scale | 1 *metal scraps*
2 *parts* | 2 hours | 1 | DC 10 | Common | 5 gp | | Tinderbox | 1 *metal scraps*
1 *parts* | 2 hours | 1 | DC 10 | Common | 2 gp | | Spyglass | 2 *metal scraps*
2 *fancy parts*
5 *esoteric parts* | 12 hours (1.5 days) | 6 | DC 18 | Common | 1,000 gp | | Hunting Trap | 4 *metal scraps*
2 *parts* | 2 hours | 1 | DC 13 | Common | 5 gp | ##### Miscellaneous Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Miscellaneous parts | 5 *metal scraps* | 4 hours | 2 | DC 12 | Common | 2 gp |
Ch.12 | Crafting
\pagebreakNum
##### Tools & Instruments Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Alchemy Supplies | 4 *metal scraps*
2 *fancy parts* | 8 hours | 4 | DC 14 | Common | 50 gp | | Brewery Supplies | 4 *metal scraps*
2 *fancy parts* | 6 hours | 3 | DC 10 | Common | 20 gp | | Cartography Tools | 2 *metal scraps*
1 *parts*
1 *fancy parts* | 6 hours | 3 | DC 13 | Common | 15 gp | | Cobbling Tools | 3 *metal scraps*
1 *parts* | 4 hours | 2 | DC 12 | Common | 5 gp | | Cooking Utensils | 5 *metal scraps* | 4 hours | 2 | DC 12 | Common | 1 gp | | Glassblowing Tools | 3 *metal scraps*
2 *fancy parts* | 6 hours | 3 | DC 12 | Common | 30 gp | | Jewelry Tools | 2 *metal scraps*
2 *fancy parts* | 4 hours | 2 | DC 12 | Commong | 25 gp | | Leatherworking Tools | 4 *metal scraps*
1 *parts* | 4 hours | 2 | DC 12 | Common | 5 gp | | Masonry Tools | 5 *metal scraps*
2 *parts* | 6 hours | 3 | DC 10 | 10 gp | | Tinkering Tools | 5 *metal scraps*
3 *fancy parts* | 8 hours | 4 | DC 12 | Common | 50 gp | | Weaving Tools | 4 *metal scraps* | 4 hours | 2 | DC 12 | Common | 1 gp | | Woodcarvers Tools | 4 *metal scraps* | 4 hours | 2 | DC 12 | Common | 1 gp | | Navigator's Tools | 3 *metal scraps*
2 *parts*
1 *fancy parts* | 6 hours | 3 | DC 12 | Common | 25 gp | | Thieves Tools | 4 *metal scraps*
2 *parts*
1 *fancy parts* | 6 hours | 3 | DC 12 | Common | 25 gp | | Herbalism Kit | 4 *metal scraps*
1 *parts* | 4 hours | 2 | DC 12 | Commong | 5 gp | | Bagpipes | 1 *tanned leather*
2 *metal scraps*
1 *fancy parts* | 6 hours | 3 | DC 13 | Common | 30 gp | | Horn | 4 *metal scraps*
1 *parts* | 4 hours | 2 | DC 10 | Common | 4 gp | ##### Weapons Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Armblade | 1 *weapon*
3 *fancy parts*
8 *metal scraps*
1 *tanned leather* | 8 hours | 4 | DC 16 | common | +100 gp | Light Crossbow | 1 *wooden stock*
4 *metal scraps*
6 *parts* | 4 hours | 2 | DC 13 | Common | 25 gp | | Hand Crossbow | 1 *wooden stock*
4 *metal scraps*
2 *parts*
3 *fancy parts* | 8 hours | 4 | DC 16 | Common | 75 gp | | Heavy Crossbow | 1 *wooden stock*
8 *metal scraps*
6 *parts*
2 *fancy parts* | 6 hours | 3 | DC 13 | Common | 50 gp
2 *fancy parts* | 8 hours | 4 | DC 14 | Common | 50 gp | | Brewery Supplies | 4 *metal scraps*
2 *fancy parts* | 6 hours | 3 | DC 10 | Common | 20 gp | | Cartography Tools | 2 *metal scraps*
1 *parts*
1 *fancy parts* | 6 hours | 3 | DC 13 | Common | 15 gp | | Cobbling Tools | 3 *metal scraps*
1 *parts* | 4 hours | 2 | DC 12 | Common | 5 gp | | Cooking Utensils | 5 *metal scraps* | 4 hours | 2 | DC 12 | Common | 1 gp | | Glassblowing Tools | 3 *metal scraps*
2 *fancy parts* | 6 hours | 3 | DC 12 | Common | 30 gp | | Jewelry Tools | 2 *metal scraps*
2 *fancy parts* | 4 hours | 2 | DC 12 | Commong | 25 gp | | Leatherworking Tools | 4 *metal scraps*
1 *parts* | 4 hours | 2 | DC 12 | Common | 5 gp | | Masonry Tools | 5 *metal scraps*
2 *parts* | 6 hours | 3 | DC 10 | 10 gp | | Tinkering Tools | 5 *metal scraps*
3 *fancy parts* | 8 hours | 4 | DC 12 | Common | 50 gp | | Weaving Tools | 4 *metal scraps* | 4 hours | 2 | DC 12 | Common | 1 gp | | Woodcarvers Tools | 4 *metal scraps* | 4 hours | 2 | DC 12 | Common | 1 gp | | Navigator's Tools | 3 *metal scraps*
2 *parts*
1 *fancy parts* | 6 hours | 3 | DC 12 | Common | 25 gp | | Thieves Tools | 4 *metal scraps*
2 *parts*
1 *fancy parts* | 6 hours | 3 | DC 12 | Common | 25 gp | | Herbalism Kit | 4 *metal scraps*
1 *parts* | 4 hours | 2 | DC 12 | Commong | 5 gp | | Bagpipes | 1 *tanned leather*
2 *metal scraps*
1 *fancy parts* | 6 hours | 3 | DC 13 | Common | 30 gp | | Horn | 4 *metal scraps*
1 *parts* | 4 hours | 2 | DC 10 | Common | 4 gp | ##### Weapons Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Armblade | 1 *weapon*
3 *fancy parts*
8 *metal scraps*
1 *tanned leather* | 8 hours | 4 | DC 16 | common | +100 gp | Light Crossbow | 1 *wooden stock*
4 *metal scraps*
6 *parts* | 4 hours | 2 | DC 13 | Common | 25 gp | | Hand Crossbow | 1 *wooden stock*
4 *metal scraps*
2 *parts*
3 *fancy parts* | 8 hours | 4 | DC 16 | Common | 75 gp | | Heavy Crossbow | 1 *wooden stock*
8 *metal scraps*
6 *parts*
2 *fancy parts* | 6 hours | 3 | DC 13 | Common | 50 gp
Ch.12 | Crafting
\pagebreakNum
##### Magic Item Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Ear Horn of Earing | | | | | Common | 75 gp
| Ersatz Eye | | | | | Common | 75 gp
| Everbirght Lantern | | | | | Common | 100 gp
| Lantern of Tracking | | | | | Common | 75 gp
| Lock of Trickery | | | | | Common | 50 gp
| Wand Sheath | | | | | Common | 75 gp
| Prostetic Limb | | | | | Common | 100 gp
| Spyglass og Clairvoyance | | | | | Common | gp
| Eye of the Eagle | 1 *crystal lenses*
1 *scroll of elevated sight^*^*
2 *uncommon primal essence* | 4 hours | 2 | DC 14 | Uncommon | 400 gp | Eyes of Minute Seeing | 1 *crystal lenses (glasses) worth 50 gp*
1 *scroll of identify*
1 *common arcane essence* | 4 hours | 2 | DC 14 | Uncommon | 150 gp | Finders Goggles | | | | | Uncommon | 500 gp | Goggles of Object Reading | | | | | Uncommon | 350 gp | Goggles of Night | 1 *pair of goggles*
1 *scroll of darkvision*
1 *common arcane essence* | 8 hours | 4 | DC 13 | Uncommon | 300 gp | Lantern of Revealing | 1 *lantern*
1 *scroll of light*
1 *scroll of see invisible*
1 *uncommon arcane essence*
1 *uncommon divine essence* | 8 hours | 4 | DC 15 | Uncommon | 500 gp | Mizzium Appartus | | | | | Uncommon | 500 gp | Folding Boat | 1 *boat^not^ ^inluded^ ^in^ ^cost^*
10 *parts*
3 *esoteric parts*
2 *uncommon primal essence*
1 *rare arcane essence* | 16 hours
(2 days) | 8 | DC 17 | Rare | 4,750 gp | | Ghost Lantern | | | | | Rare | 1,750 gp | Hook of Fisher's Delight | | | | | Rare | gp | Mizzium Armor | | | | | Rare | 1,500 gp | Mizzium Mortar | | | | | Rare | 2,100 gp | Arcane Propulsion Arm | | | | | Very Rare | 5,100 gp | Danoth's Visor | | | | | Legendary | gp | Appartus of the Crab
(Appartus of Kwalish) | | | | | Legendary | 90,000 gp
1 *scroll of elevated sight^*^*
2 *uncommon primal essence* | 4 hours | 2 | DC 14 | Uncommon | 400 gp | Eyes of Minute Seeing | 1 *crystal lenses (glasses) worth 50 gp*
1 *scroll of identify*
1 *common arcane essence* | 4 hours | 2 | DC 14 | Uncommon | 150 gp | Finders Goggles | | | | | Uncommon | 500 gp | Goggles of Object Reading | | | | | Uncommon | 350 gp | Goggles of Night | 1 *pair of goggles*
1 *scroll of darkvision*
1 *common arcane essence* | 8 hours | 4 | DC 13 | Uncommon | 300 gp | Lantern of Revealing | 1 *lantern*
1 *scroll of light*
1 *scroll of see invisible*
1 *uncommon arcane essence*
1 *uncommon divine essence* | 8 hours | 4 | DC 15 | Uncommon | 500 gp | Mizzium Appartus | | | | | Uncommon | 500 gp | Folding Boat | 1 *boat^not^ ^inluded^ ^in^ ^cost^*
10 *parts*
3 *esoteric parts*
2 *uncommon primal essence*
1 *rare arcane essence* | 16 hours
(2 days) | 8 | DC 17 | Rare | 4,750 gp | | Ghost Lantern | | | | | Rare | 1,750 gp | Hook of Fisher's Delight | | | | | Rare | gp | Mizzium Armor | | | | | Rare | 1,500 gp | Mizzium Mortar | | | | | Rare | 2,100 gp | Arcane Propulsion Arm | | | | | Very Rare | 5,100 gp | Danoth's Visor | | | | | Legendary | gp | Appartus of the Crab
(Appartus of Kwalish) | | | | | Legendary | 90,000 gp
Ch.12 | Crafting
\pagebreakNum
##### Magic Weapon Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Crossbow, +1 | 1 *weapon*
1 *scroll of magic weapon*
2 *uncommon arcane essence* | 8 hours | 4 | DC 14 | uncommon | +500 gp | Crossbow of Warning | | | | | uncommon | +400 gp | Hellfire Crossbow | | | | | uncommon | +500 gp | Assassin's Crossbow | | | | | rare | gp | Crossbow, +2 | 1 *weapon*
1 *scroll of magic weapon*
2 *rare arcane essence* | 16 hours
(2 days) | 8 | DC 16 | rare | +2,500 gp | Bow of Certain Death | | | | | rare | +1,500 gp | Corpse Slayer | | | | | rare | +1,300 gp | Trollslayer | | | | | rare | gp | Vicious Crossbow | 1 *weapon*
1 *scroll of holy weapon*
3 *rare arcane essence* | 8 hours | 4 | DC 16 | rare | +4,000 gp | Bolt | | | | | very rare | gp | Crossbow, +3 | 1 *weapon*
1 *scroll of magic weapon*
2 *very rare arcane essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | +15,000 gp
1 *scroll of magic weapon*
2 *uncommon arcane essence* | 8 hours | 4 | DC 14 | uncommon | +500 gp | Crossbow of Warning | | | | | uncommon | +400 gp | Hellfire Crossbow | | | | | uncommon | +500 gp | Assassin's Crossbow | | | | | rare | gp | Crossbow, +2 | 1 *weapon*
1 *scroll of magic weapon*
2 *rare arcane essence* | 16 hours
(2 days) | 8 | DC 16 | rare | +2,500 gp | Bow of Certain Death | | | | | rare | +1,500 gp | Corpse Slayer | | | | | rare | +1,300 gp | Trollslayer | | | | | rare | gp | Vicious Crossbow | 1 *weapon*
1 *scroll of holy weapon*
3 *rare arcane essence* | 8 hours | 4 | DC 16 | rare | +4,000 gp | Bolt | | | | | very rare | gp | Crossbow, +3 | 1 *weapon*
1 *scroll of magic weapon*
2 *very rare arcane essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | +15,000 gp
Ch.12 | Crafting
\pagebreakNum
## Wand and Staff Whittling
Unlike many magic items that are crafted and than enchanted with magic, a wand is purpose built for to store the magic it will continue, worked from wood and infused with magic as a single process, with different intricacies based on the type of magic it will wield.
Wands are very valuable to adventurers, and the power the wield should never be underestimated, as they can save precious resources.
### Quick Reference
While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a wand in its most basic form:
* Select a wand or staff from the **Wand Table** or **Staff Table** you would like to make.
* Acquire the items listed in the **materials** column for a Wand or Staff from the appropriate table.
* Use your **Woodcarver’s tools** to create the wand or Staff using the number hours listed in the **Crafting Time** column, or during a long rest if the crafting times is 2 hours or less.
* For **every 2 hours**, make a **crafting roll** of 1d20 + your Dexterity modifier + your proficiency with Woodcarver’s tools.
* **On success**, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the wand is complete. **On failure**, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row , the crafting is a failure and all materials are lost.
\columnbreak
### Related Tool & Ability Score
Wand whittling works using **Woodcarver’s tools**. Attempting to craft a wand without these is impossible.
The related ability score is **Dexterity**. The process is one of systematic application of magical theory to integrated the spell into a wand in a function that can later be used.
Additionally, like Scroll Scribing and Enchanting, proficiency in Arcana is required; without proficiency in arcana, you cannot add your Tool proficiency to the crafting rule.
### Materials: Wood & Essence
The Materials for Wand Whittling are wood and essences. The wood used in wands is typically purchased, and below are the table prices. Low level wands can use common woods that are not magically attuned, but more powerful magic will cause such mundane wood to instantly splinter or catch fire, requiring the use of rare and exotic woods.
Essences are varied in nature, but are what power wands.
> ##### What Are Rare Woods?
> The most common examples would be from trees in exotic locations - wood from the feywild or from the outer planes. The exact nature of the wands can match the spell for flavor, but the details beyond rarity are not considered by default for the system. Some examples are provided at the end of this section.
Ch.12 | Crafting
\pagebreakNum
##### Purchasing Wooden Branches
Like with many materials, one popular method of acquisition is to simply spend gold. A piece of wood here is typically a branch about 2-3 feet long and moderately narrow, suitable for a wand with some whittling.
| Rarity | Essence Price |
| :---------:|:----------------:|
| Common Branch | 1 cp |
| Uncommon Branch | 25 gp |
| Rare Branch | 80 gp |
| Very Rare Branch | 800 gp |
| Legendary Branch | 2,000 gp |
### Crafting Roll
**Wand Whittling Crafting Modifier =** your Woodcarver’s tools proficiency bonus + your Dexterity modifier.
##### Success and Failure
For Wand Whittling, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Wand Whillting do not need to be immediately consecutive. Failure means that no progress is made during that time. Failing three times in a row results in the crafting project being a failure, and all materials are lost.
Ch.12 | Crafting
\pagebreakNum
##### Common Wand Crafting Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:|
| Borboss' Joyous
Wand of Colour^*^ | 1 *scroll of prestidigitation*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 14 | Common | 65 gp | Imbued Wood Focus | 1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 14 | Common | 75 gp | Goodberry Dispenser^*^ | 1 *scroll of Goodberry*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 15 | Common | 90 gp | Magician's Wand^*^ | 1 *scroll of minor illusion*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 14 | Common | 75 gp | Wand of Chores^*^ | 1 *scroll of prestidigitation*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 14 | Common | 65 gp | Wand of
Conducting | 1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 15 | Common | 90 gp | Wand of
Pyrotechnics | 1 *scroll of prestidigitation*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 15 | Common | 65 gp | Wand of Scowls | 1 *scroll of friends*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 15 | Common | 60 gp | Wand of Smiles | 1 *scroll of friends*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 15 | Common | 60 gp | Wand of Wondrous Sounds^*^ | 1 *scroll of prestidigitation*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 15 | Common | 60 gp ##### Uncommon Wand Crafting Table | Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value | |:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:| | Trick Wand^*^ | 1 *uncommon arcane essence*
1 *uncommon branch* | 12 hours | 6 | 16 | Uncommon | 300 gp | Wand of the
War Mage, +1 | 2 *uncommon arcane essence*
1 *uncommon branch*
1 *gem worth 50 gp* | 12 hours | 6 | 16 | Uncommon | 400 gp | Wand of Magic
Detection | 1 *scroll of detect magic*
1 *common arcane essence*
1 *uncommon branch* | 12 hours | 6 | 15 | Uncommon | 150 gp | Wand of Magic
Missiles | 1 *scroll of magic missile*
1 *uncommon arcane essence*
1 *uncommon branch*
1 *gem worth 50 gp*| 12 hours | 6 | 17 | Uncommon | 300 gp | Wand of Secrets | 2 *uncommon arcane essence*
1 *uncommon branch* | 12 hours | 6 | 15 | Uncommon | 125 gp | Wand of Web | 1 *scroll of web*
1 *uncommon branch* | 12 hours | 6 | 16 | Uncommon | 250 gp
\pagebreakNum
Wand of Colour^*^ | 1 *scroll of prestidigitation*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 14 | Common | 65 gp | Imbued Wood Focus | 1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 14 | Common | 75 gp | Goodberry Dispenser^*^ | 1 *scroll of Goodberry*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 15 | Common | 90 gp | Magician's Wand^*^ | 1 *scroll of minor illusion*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 14 | Common | 75 gp | Wand of Chores^*^ | 1 *scroll of prestidigitation*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 14 | Common | 65 gp | Wand of
Conducting | 1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 15 | Common | 90 gp | Wand of
Pyrotechnics | 1 *scroll of prestidigitation*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 15 | Common | 65 gp | Wand of Scowls | 1 *scroll of friends*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 15 | Common | 60 gp | Wand of Smiles | 1 *scroll of friends*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 15 | Common | 60 gp | Wand of Wondrous Sounds^*^ | 1 *scroll of prestidigitation*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 15 | Common | 60 gp ##### Uncommon Wand Crafting Table | Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value | |:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:| | Trick Wand^*^ | 1 *uncommon arcane essence*
1 *uncommon branch* | 12 hours | 6 | 16 | Uncommon | 300 gp | Wand of the
War Mage, +1 | 2 *uncommon arcane essence*
1 *uncommon branch*
1 *gem worth 50 gp* | 12 hours | 6 | 16 | Uncommon | 400 gp | Wand of Magic
Detection | 1 *scroll of detect magic*
1 *common arcane essence*
1 *uncommon branch* | 12 hours | 6 | 15 | Uncommon | 150 gp | Wand of Magic
Missiles | 1 *scroll of magic missile*
1 *uncommon arcane essence*
1 *uncommon branch*
1 *gem worth 50 gp*| 12 hours | 6 | 17 | Uncommon | 300 gp | Wand of Secrets | 2 *uncommon arcane essence*
1 *uncommon branch* | 12 hours | 6 | 15 | Uncommon | 125 gp | Wand of Web | 1 *scroll of web*
1 *uncommon branch* | 12 hours | 6 | 16 | Uncommon | 250 gp
##### Rare Wand Crafting Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:|
| Failed Expriment
Wand | 1 *scroll of fireball*
1 *scroll of Lightning bolt*
1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence*
1 *rare branch* | 24 hours (3days) | 12| 17 | Rare | 4,200 gp | Wand of the
War Mage, +2 | 1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence*
1 *rare branch*
1 *gem worth 500 gp* | 24 hours (3days) | 12| 19 | Rare | 4,000 gp | Wand of Binding | 1 *scroll of hold person*
1 *scroll of hold monster*
1 *rare arcane essence*
1 *rare branch* | 24 hours (3days) | 12| 17 | Rare | 2,500 gp | Wand of
Enemy Detection | 1 *scroll of see invisbility*
1 *scroll of true seeing*
1 *rare arcane essence*
1 *rare branch* | 24 hours (3days) | 12| 17 | Rare | 3,750 gp | Wand of Fear | 1 *scroll of fear*
2 *rare arcane essence*
1 *rare branch* | 24 hours (3days) | 12| 18 | Rare | 3,250 gp | Wand of Fireballs | 1 *scroll of fireball*
1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence*
1 *rare branch* | 24 hours (3days) | 12| 18 | Rare | 4,800 gp | Wand of
Lightning Bolts | 1 *scroll of Lightning bolt*
1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence*
1 *rare branch* | 24 hours (3days) | 12| 18 | Rare | 4,800 gp | Wand of Paralysis | 1 *wand of binding*
9 *rare arcane essence*
1 *rare branch* | 24 hours (3days) | 12| 17 | Rare | 4,250 gp | Wand of Winter | 1 *scroll of ray of frost*
1 *scroll of sleet storm*
1 *scroll of ice storm*
1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence*
1 *rare branch* | 24 hours (3days) | 12| 18 | Rare | 4,100 gp | Wand of Wonder | 1 *scroll of prestidigitation*
1 *scroll of faerie fire*
1 *scroll of stinking cloud*
1 *scroll of darkness*
1 *scroll of enlarge/reduce*
1 *scroll of invisibility*
1 *scroll of lightning bolt*
1 *rare arcane essence*
1 *rare branch* | 24 hours (3days) | 12| 18 | Rare | 2,250 gp ##### Very Rare Wand Crafting Table | Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value | |:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:| | Wand of the War Mage, +3 | 1 *scroll of polymorph*
2 *very rare arcane essence*
1 *very rare branch* | 48 hours (6days) | 24| 24 | Very Rare | 14,000 gp | Wand of Polymoprh | 1 *very rare arcane essence*
1 *very rare branch*
1 *gem worth 5000 gp* | 48 hours (6days) | 24| 18 | Very Rare | 21,000 gp
Wand | 1 *scroll of fireball*
1 *scroll of Lightning bolt*
1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence*
1 *rare branch* | 24 hours (3days) | 12| 17 | Rare | 4,200 gp | Wand of the
War Mage, +2 | 1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence*
1 *rare branch*
1 *gem worth 500 gp* | 24 hours (3days) | 12| 19 | Rare | 4,000 gp | Wand of Binding | 1 *scroll of hold person*
1 *scroll of hold monster*
1 *rare arcane essence*
1 *rare branch* | 24 hours (3days) | 12| 17 | Rare | 2,500 gp | Wand of
Enemy Detection | 1 *scroll of see invisbility*
1 *scroll of true seeing*
1 *rare arcane essence*
1 *rare branch* | 24 hours (3days) | 12| 17 | Rare | 3,750 gp | Wand of Fear | 1 *scroll of fear*
2 *rare arcane essence*
1 *rare branch* | 24 hours (3days) | 12| 18 | Rare | 3,250 gp | Wand of Fireballs | 1 *scroll of fireball*
1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence*
1 *rare branch* | 24 hours (3days) | 12| 18 | Rare | 4,800 gp | Wand of
Lightning Bolts | 1 *scroll of Lightning bolt*
1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence*
1 *rare branch* | 24 hours (3days) | 12| 18 | Rare | 4,800 gp | Wand of Paralysis | 1 *wand of binding*
9 *rare arcane essence*
1 *rare branch* | 24 hours (3days) | 12| 17 | Rare | 4,250 gp | Wand of Winter | 1 *scroll of ray of frost*
1 *scroll of sleet storm*
1 *scroll of ice storm*
1 *rare arcane essence*
1 *rare divine essence*
1 *rare primal essence*
1 *rare branch* | 24 hours (3days) | 12| 18 | Rare | 4,100 gp | Wand of Wonder | 1 *scroll of prestidigitation*
1 *scroll of faerie fire*
1 *scroll of stinking cloud*
1 *scroll of darkness*
1 *scroll of enlarge/reduce*
1 *scroll of invisibility*
1 *scroll of lightning bolt*
1 *rare arcane essence*
1 *rare branch* | 24 hours (3days) | 12| 18 | Rare | 2,250 gp ##### Very Rare Wand Crafting Table | Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value | |:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:| | Wand of the War Mage, +3 | 1 *scroll of polymorph*
2 *very rare arcane essence*
1 *very rare branch* | 48 hours (6days) | 24| 24 | Very Rare | 14,000 gp | Wand of Polymoprh | 1 *very rare arcane essence*
1 *very rare branch*
1 *gem worth 5000 gp* | 48 hours (6days) | 24| 18 | Very Rare | 21,000 gp
Ch.12 | Crafting
\pagebreakNum
##### Common Staff Crafting Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:|
| Staff of Adornment | 1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 12 | 50 gp | Staff of Birdcalls |1 *scroll of minor illusion*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 12 | 70 gp | Staff of Flowers | 1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 12 | 50 gp ##### Uncommon Staff Crafting Table | Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value | |:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:| | Braided QuaterStaff^*^ | 1 *rope*
1 *scroll of rope trick*
1 *uncommon branch* | 12 hours | 6 | 14 | Uncommon | 300 gp | Skyblinder Staff | 1 *uncommon branch*
1 *scroll of earthbind*
1 *uncommon primal essence* | 12 hours | 6 | 15 | Uncommon | 375 gp | Staff of the Adder | 1 *uncommon branch*
1 *scroll of animal messenger*
1 *uncommon primal essence* | 12 hours | 6 | 15 | Uncommon | 350 gp | Staff of the Python | 1 *uncommon branch*
1 *scroll of speak with animals*
1 *uncommon primal essence* | 12 hours | 6 | 14 | Uncommon | 250 gp ##### Rare Staff Crafting Table | Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value | |:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:| | Staff of Apocrypha^*^ | 1 *scroll of Black Tentacle*
1 *rare arcane essence*
1 *rare branch* | 12 hours | 6 | 16 | rare | 1,800 gp | Staff of Charming | 1 *scroll of command*
1 *scroll of comprehend language*
1 *scroll of charm person*
2 *rare divine essence*
2 *rare primal essence*
1 *rare branch* | 16 hours
(2days) | 8 | 18 | rare | 3,750 gp | Staff of Healing | 1 *scroll of mass cure wounds*
1 *scroll of cure wounds*
1 *scroll of lesser restoration*
1 *rare divine essence*
1 *rare branch* | 12 hours | 6 | 17 | rare | 4,800 gp | Staff of Swarming Insect | 1 *scroll of giant insect*
1 *scroll of insect plague*
1 *rare primal essence*
1 *rare branch* | 16 hours
(2days) | 8 | 18 | rare | 4,500 gp | Staff of the Ivory Claw | 1 *rare primal essence*
1 *rare branch* | 12 hours | 6 | 16 | rare | 1,000 gp | Staff of the Woodlands | 1 *scroll of animal friendship*
1 *scroll of awaken*
1 *scroll of barkskin*
1 *scroll of locate animals and plants*
1 *scroll of speak with animals*
1 *scroll of wall of thorns*
1 *uncommon primal essence*
1 *rare branch* | 16 hours
(2days) | 8 | 18 | rare | 4,500 gp | Staff of Withering | 1 *scroll of blight*
1 *rare arcane essence*
1 *rare branch* | 12 hours | 6 | 16 | rare | 2,100 gp | Staff of Zinogre^*^ | 1 *scroll of spirit guardian*
3 *rare primal essence*
1 *rare branch* | 16 hours
(2days) | 8 | 18 | rare | 3,750 gp
1 *common branch* | 8 hours | 4 | 12 | 50 gp | Staff of Birdcalls |1 *scroll of minor illusion*
1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 12 | 70 gp | Staff of Flowers | 1 *common arcane essence*
1 *common branch* | 8 hours | 4 | 12 | 50 gp ##### Uncommon Staff Crafting Table | Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value | |:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:| | Braided QuaterStaff^*^ | 1 *rope*
1 *scroll of rope trick*
1 *uncommon branch* | 12 hours | 6 | 14 | Uncommon | 300 gp | Skyblinder Staff | 1 *uncommon branch*
1 *scroll of earthbind*
1 *uncommon primal essence* | 12 hours | 6 | 15 | Uncommon | 375 gp | Staff of the Adder | 1 *uncommon branch*
1 *scroll of animal messenger*
1 *uncommon primal essence* | 12 hours | 6 | 15 | Uncommon | 350 gp | Staff of the Python | 1 *uncommon branch*
1 *scroll of speak with animals*
1 *uncommon primal essence* | 12 hours | 6 | 14 | Uncommon | 250 gp ##### Rare Staff Crafting Table | Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value | |:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:| | Staff of Apocrypha^*^ | 1 *scroll of Black Tentacle*
1 *rare arcane essence*
1 *rare branch* | 12 hours | 6 | 16 | rare | 1,800 gp | Staff of Charming | 1 *scroll of command*
1 *scroll of comprehend language*
1 *scroll of charm person*
2 *rare divine essence*
2 *rare primal essence*
1 *rare branch* | 16 hours
(2days) | 8 | 18 | rare | 3,750 gp | Staff of Healing | 1 *scroll of mass cure wounds*
1 *scroll of cure wounds*
1 *scroll of lesser restoration*
1 *rare divine essence*
1 *rare branch* | 12 hours | 6 | 17 | rare | 4,800 gp | Staff of Swarming Insect | 1 *scroll of giant insect*
1 *scroll of insect plague*
1 *rare primal essence*
1 *rare branch* | 16 hours
(2days) | 8 | 18 | rare | 4,500 gp | Staff of the Ivory Claw | 1 *rare primal essence*
1 *rare branch* | 12 hours | 6 | 16 | rare | 1,000 gp | Staff of the Woodlands | 1 *scroll of animal friendship*
1 *scroll of awaken*
1 *scroll of barkskin*
1 *scroll of locate animals and plants*
1 *scroll of speak with animals*
1 *scroll of wall of thorns*
1 *uncommon primal essence*
1 *rare branch* | 16 hours
(2days) | 8 | 18 | rare | 4,500 gp | Staff of Withering | 1 *scroll of blight*
1 *rare arcane essence*
1 *rare branch* | 12 hours | 6 | 16 | rare | 2,100 gp | Staff of Zinogre^*^ | 1 *scroll of spirit guardian*
3 *rare primal essence*
1 *rare branch* | 16 hours
(2days) | 8 | 18 | rare | 3,750 gp
Ch.12 | Crafting
\pagebreakNum
##### Very Rare Staff Crafting Table
| Name | Materials | Crafting Time| Crafting Checks | DC | Rarity | Value |
|:----:|:----------|:------------:|:---------------:|:----------:|:------:|:-----:|
| Arcanist's Bowstaff^*^ | 1 *scroll of magic missile*
1 *very rare arcane essence*
1 *+2 quaterstaff* | 16 hours
(2days) | 8 | 19 | Very Rare | 15,000 gp | Dragon Staff^*^ | 1 *scroll of dragon's breath*
1 *very rare primal essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 12,000 gp | Staff of Dunamancy | 1 *scroll of fortune's favor*
1 *scroll of pulse wave*
1 *scroll of gravity sinkhole*
2 *very rare arcane essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 27,000 gp | Staff of Fate | 1 *scroll of guidance*
1 *very rare divine essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 10,500 gp | Staff of Fire | 1 *scroll of burning hands*
1 *scroll of fireball*
1 *scroll of wall of fire*
1 *very rare arcane essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 18,000 gp | Staff of Frost | 1 *scroll of cone of cold*
1 *scroll of fog cloud*
1 *scroll of ice storm*
1 *scroll of wall of ice*
1 *very rare arcane essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 18,000 gp | Staff of the Leshen^*^ | 1 *scroll of entangle*
1 *scroll of spike growth*
1 *scroll of plant growth*
1 *scroll of speak with plants*
1 *scroll of grasping vine*
1 *scroll of insect plague*
1 *scroll of wall of thorns*
2 *very rare primal essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 27,000 gp | Staff of Power | 1 *scroll of cone of cold*
1 *scroll of fireball*
1 *scroll of globe of invulnerability*
1 *scroll of hold monster*
1 *scroll of levitate*
1 *scroll of lightning bolt*
1 *scroll of magic missile*
1 *scroll of ray of enfeeblement*
1 *scroll of wall of force*
3 *very rare arcane essence*
1 *+2 quaterstaff* | 32 hours
(4days) | 8 | 20 | Very Rare | 46,000 gp | Staff of Striking | 3 *very rare primal essence*
1 *+3 quaterstaff* | 16 hours
(2days) | 8 | 19 | Very Rare | 36,000 gp | Staff of Thunder and lightning | 1 *scroll of lightning bolt*
1 *scroll of thunderclap*
1 *very rare primal essence*
2 *very rare arcane essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 16 | Very Rare | 30,000 gp | Voyager Staff | 1 *scroll of banishment*
1 *scroll of blink*
1 *scroll of misty step*
1 *scroll of passwall*
1 *scroll of teleport*
1 *rare arcane essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 10,500 gp
1 *very rare arcane essence*
1 *+2 quaterstaff* | 16 hours
(2days) | 8 | 19 | Very Rare | 15,000 gp | Dragon Staff^*^ | 1 *scroll of dragon's breath*
1 *very rare primal essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 12,000 gp | Staff of Dunamancy | 1 *scroll of fortune's favor*
1 *scroll of pulse wave*
1 *scroll of gravity sinkhole*
2 *very rare arcane essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 27,000 gp | Staff of Fate | 1 *scroll of guidance*
1 *very rare divine essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 10,500 gp | Staff of Fire | 1 *scroll of burning hands*
1 *scroll of fireball*
1 *scroll of wall of fire*
1 *very rare arcane essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 18,000 gp | Staff of Frost | 1 *scroll of cone of cold*
1 *scroll of fog cloud*
1 *scroll of ice storm*
1 *scroll of wall of ice*
1 *very rare arcane essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 18,000 gp | Staff of the Leshen^*^ | 1 *scroll of entangle*
1 *scroll of spike growth*
1 *scroll of plant growth*
1 *scroll of speak with plants*
1 *scroll of grasping vine*
1 *scroll of insect plague*
1 *scroll of wall of thorns*
2 *very rare primal essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 27,000 gp | Staff of Power | 1 *scroll of cone of cold*
1 *scroll of fireball*
1 *scroll of globe of invulnerability*
1 *scroll of hold monster*
1 *scroll of levitate*
1 *scroll of lightning bolt*
1 *scroll of magic missile*
1 *scroll of ray of enfeeblement*
1 *scroll of wall of force*
3 *very rare arcane essence*
1 *+2 quaterstaff* | 32 hours
(4days) | 8 | 20 | Very Rare | 46,000 gp | Staff of Striking | 3 *very rare primal essence*
1 *+3 quaterstaff* | 16 hours
(2days) | 8 | 19 | Very Rare | 36,000 gp | Staff of Thunder and lightning | 1 *scroll of lightning bolt*
1 *scroll of thunderclap*
1 *very rare primal essence*
2 *very rare arcane essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 16 | Very Rare | 30,000 gp | Voyager Staff | 1 *scroll of banishment*
1 *scroll of blink*
1 *scroll of misty step*
1 *scroll of passwall*
1 *scroll of teleport*
1 *rare arcane essence*
1 *very rare branch* | 16 hours
(2days) | 8 | 19 | Very Rare | 10,500 gp
Ch.12 | Crafting
\pagebreakNum
##### Legendary Staff Crafting Table
| Name | Materials | Crafting Time| Crafting Checks | Difficulty | Rarity | Value |
|:----:|:----------|:------------:|:-----------------:|:-----------:|:------:|:---------:|
| Staff of the Magi | 1 *legendary branch*
2 *legendary arcane essence*
1 *Wizard's spellbook containing all the spells of a staff of magi* | 40 hours
(5days) | 20 | DC 22 | Legendary | 98,000 gp | Staff of the Sorcerer King^*^ | 3 *legendary arcane essence*
1 *+2 Spear* | 40 hours
(5days) | 20 | DC 22 | Legendary | 85,000 gp
2 *legendary arcane essence*
1 *Wizard's spellbook containing all the spells of a staff of magi* | 40 hours
(5days) | 20 | DC 22 | Legendary | 98,000 gp | Staff of the Sorcerer King^*^ | 3 *legendary arcane essence*
1 *+2 Spear* | 40 hours
(5days) | 20 | DC 22 | Legendary | 85,000 gp
Ch.12 | Crafting
\pagebreakNum
### Wand
##### Borboss’ Joyous Wand of Color
*Wand, common*
___
This crystalline, prismatic wand can channel the illustrative intent of its wielder. While holding the wand, you can magically create a stroke of color in the air, allowing you to draw in midair or on any surface the wand touches. The effect is illusory, visibly magical, radiates dim light out to 5 feet, and dissipates after 1 hour.
If you attempt to draw on an object held or worn by a hostile creature, that creature must succeed on a DC 10 Dexterity saving throw in order to avoid it.
##### Goodberry Dispenser
*Wand, Common*
___
This wand has 10 charges. While holding it as an an action you can tap the tip to your palm and expend 1 of its charges to cast to create a single berry as if from the *goodberry* spell in your hand.
The wand regains 1d10 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, producing a splattering burst of sticky and sour juice.
##### Magician's Wand
*Wand, Common*
___
This wand has has 6 charges. While holding, you can use an action to expend 1 of its characters to cast *minor illusion*. When you cast *minor illusion* using this wand, you have advantage on Dexterity (Sleight of Hand) checks involving tricks or illusions until the end of your turn.
The wand regains 1d4 + 2 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand breaks, dumping the last 10 instances of filth it has cleaned up.
##### Trick Wand
*Wand, uncommon (requires attunement by a Spellcaster)*
___
This wand has 7 charges. It looks very similar to a wand of polymorph. While holding it, you can use an action to expend 1 of its charge to cast polymorph from it on yourself. You can only transform into a beast with a challenge rating of 1/8 or lower and that has no flying speed. The wand regains 1d6 + 1 expended charges daily at dawn.
Curse. This wand is cursed, and becoming attuned extends the curse to you. As long as you remain cursed, you are unwilling to part with the wand, keeping it within reach at all times. When you use the wand to cast polymorph on yourself, there is a 20% chance that the wand transforms you into a small, inanimate plush version of the chosen beast. You transform along with whatever you are carrying into that form. Your statistics become those of the plush animal (AC 10, 3 hp, vulnerability to fire). While in this form, you are incapacitated. The transformation lasts for 1 hour, or until you revert to your normal form as a result of dropping to 0 hit points. You have no memory of the time spent while in plush form.
##### Wand of Chores
*Wand, Common*
___
This wand has 6 charges. While holding it, you can use an action to expend 1 of its charges to cast *prestidigitation*.
The wand regains 1d4 + 2 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand breaks.
**Wand of Wondrous Sounds**
*Wand, Common*
___
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a point in space within 60 feet of you. Roll a 2d12 and consult the following table to discover which sound is created at that location. Duration is 1 minute unless otherwise specified.
The wand regains 1d6+1 charges daily at dawn. If you expend the wand's last charge, rol a d20. On a 1, the wand lets out a dying gasp and crumbles to dust.
##### Wondrous Sounds
| 2d12 | Sound | Duration
| :-: | :-: | :-:
| 2 | DM's choice (or a crying baby) | —
| 3 | A barking or growling dog | —
| 4 | A chirping bird | —
| 5 | Rain or a waterfall | —
| 6 | A meowing cat | —
| 7 | A trotting horse | —
| 8 | A creaking floorboard or footsteps | —
| 9 | Ominous whispers | —
| 10 | Wind | —
| 11 | A giggling or laughing male or female | —
| 12 | Lovers kissing | —
| 13 | A cackling hag or other sinister laugh | —
| 14 | A howling wolf | —
| 15 | A hooting owl | —
| 16 | War drums | —
| 17 | An upbeat (50%) or sad (50%) tune | —
| 18 | A hissing or rattling snake | —
| 19 | A whistle call | Instantaneous
| 20 | A door slam | Instantaneous
| 21 | A shattering object | Instantaneous
| 22 | A voice that shouts: "Here!" | Instantaneous
| 23 | The last sentence wielder spoke | Instantaneous
| 24 | Thunderclap: each creature within 5 feet of the chosen point in space takes 1 thunder damage. On a successful DC 10 Constitution save, a creature takes no damage. | Instantaneous
Ch.12 | Crafting
\pagebreakNum
### Staff
##### Arcanist’s Bowstaff
*Staff, very rare (requires attunement by a creature with an Intelligence of 17 or higher)*
___
When you attune to this quarterstaff, it remains solid in your grip but feels pliable within your mind. You can choose to use your Intelligence modifier for the attack and damage rolls made with this weapon instead of Strength. You must use the same modifier for both rolls.
When you make an attack with this magic weapon, you can choose to make the attack at range. When you do, you use your mind to telekinetically curve the quarterstaff into the form of a longbow. The bow is magically strung with an arcane energy that arcs between the rings on either end of the weapon. A glowing, magical arrow is formed whenever the arcing energy is drawn back. The arrow disappears after it hits a target. When you make a ranged attack with the quarterstaff in this way, the weapon is treated as if it were a magical longbow. This longbow can only use the ammunition that it generates and does not have the heavy property. While holding this weapon, you’re proficient with this longbow when using it in this way.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
In addition, this quarterstaff has 8 charges and regains 1d6 + 2 expended charges daily at dawn. When you take the Attack action with this weapon, you can expend 1 of its charges to cast the magic missile spell from the quarterstaff as a bonus action, instead of its normal casting time. When you do, the missiles are fired from either the bow or the quarterstaff ’s embossed faces.
##### Braided Quaterstaff
*Staff, uncommon*
___
This magical quarterstaff is made of a tightly knit length of braided rope. As a bonus action, you can speak the weapon’s command word to release its knotted form and loosen it into a 50-foot length of hempen rope. Speaking the command word again causes the rope to tighten back up into the quarterstaff. If a creature is restrained by the rope when you speak its command word, the rope tightens around the creature but does not crush it. Once tightened in this way, the restrained creature or an adjacent ally can use an action to escape following a successful DC 15 Strength or Dexterity check (their choice).
Tying an object no larger than six inches on a side to the end of the rope does not prevent it from reforming into the quarterstaff. The rope can only be broken by magical means. If broken, the rope cannot be transformed back into a quarterstaff.
##### Dragon Staff
*Staff, very rare (requires attunement by a spellcaster)*
___
This ornate item has a floating dragon head with its mouth open at the top of the staff. As an action, you can cause the head to rotates and make a breath weapon attack, selecting one of the breath weapons listed below. You can use this property 3 times per long rest.
Each attack deals 8d10 damage of the chosen type.
* Acid. 45-foot line, 5 feet wide. DC 17 Dexterity saving throw for half damage.
* Cold. 45-foot cone. DC 17 Dexterity saving throw for half damage.
* Fire. 45-foot cone. DC 17 Dexterity saving throw for half damage.
* Lightning. 60-foot line, 5 feet wide. DC 17 Dexterity save for half damage.
* Poison. 45-foot cone. DC 17 Constitution saving throw for half damage.
##### Staff of Apocrypha
*Staff, rare*
___
The staff has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast one of the following spells from it, using your spell save DC: black tentacles. The staff regains 1d4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turn into ooze and is destroyed.
**Curse.** This staff is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, your hit points maximum are reduced by 5 each day at dawn as the staff suck on your life energy to regain its charges. This reduction last until a remove curse spell is used on you. You die if this effect reduces your hit point maximum to 0.
##### Staff of the Leshen
*Staff, very rare (requires attunement by a Druid)*
___
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls and to the saving throw DCs.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff harnesses the darkness and evil spirits around in an attempt to regrow the former Leshen. A Leshen appears in a 120 feet radius as the staff disappears.
___
**Spells**
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
* Entangle (1 charge)
* Spike Growth (2 charges)
* Plant Growth (3 charges)
* Speak with Plants (3 charges)
* Grasping Vine (4 charges)
* Insect Plague (5 charges)
* Wall of Thorns (6 charges)
**Flock of Crows.** When holding the staff, you can use an action to expend 1 charge to turn into a flock of crows and teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see.
Ch.12 | Crafting
\pagebreakNum
##### Staff of the Sorcerer King
*Staff, legendary (requires attunement by a spellcaster)*
___
This ebony staff bears a bronze spear tip and additional blades carved to depict a winged scarab. The staff can be wielded as a magic spear that grants a +2 bonus to attack and damage rolls made with it. You are considered proficient with this weapon while you are attuned to it, even if you aren’t proficient with spears. While you hold it, you gain a +2 bonus to spell attack rolls.
Cull Subjects. Humanoids roll at disadvantage to save against spells you cast while attuned to the staff.
Spell Shield. While attuned to this staff, you have advantage on saving throws against any spell that targets only you.
Cursed. This staff is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the staff, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
While you are attuned to the staff, once a day at midnight, you must succeed on a DC 17 Constitution saving throw. On a failed save, your maximum hit points are reduced by 10 unless you are undead. These hit points can only be restored by means of a wish spell. If your maximum hit points are reduced to 0 in this way, you die and immediately rise as a wight.
##### Staff of the Zinogre
*Staff, rare (require attunement)*
___
You have resistance to lightning damage while you hold this staff.
The staff has 3 charges. While holding it, you can use an action to expend 1 its charges to cast spirit guardians (save DC 15), which deals lightning damage instead of its normal damage type. When the spell ends, every creature, excluding creatures unaffected by the spell within 15 feet of you must succeed on a DC 15 Strength saving throw or be knocked back 10 feet and fall prone.
The staff regains 1d2 + 1 expended charges daily at dawn.
You can use an action to break the staff over your knee or against a solid surface. The staff is destroyed and lightning burst out in an explosion that expands to fill a 30-foot-radius sphere centered on it. Every creature in the area must make a DC 16 Strength saving throw, or be knocked back 10 feet, be paralyzed until the end of your next turn, and take 11d6 lightning damage on a failed saving throw or half as much damage on a successful save and isn't paralyzed.
Ch.12 | Crafting
\pagebreakNum
## Woodcarving
### Quick Reference
While each step will go into more depth, the quick reference allows you to at a glance follow the steps to work items from leather.
* Select the **item** that you would like to craft from any of the **Woodcarving Tables**.
* Acquire the items listed in the **materials** column for that item.
* Use your **Woodcarving Tools** tool to craft the option using the number hours listed in the **Crafting Time** column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less.
* For **every 2 hours**, make a **crafting roll** of 1d20 + your Dexterity + your proficiency bonus with a Woodworking Tools.
* **On success**, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete. **On failure**, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.
### Related Tool & Ability Score
Woodworking works using Woodworking Tools. Attempting craft items with Woodworking without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency in them to any Woodworking crafting roll.
Additionally, like Scroll Scribing and Enchanting, proficiency in **Arcana** is required to make magical item; without proficiency in arcana, you cannot add your Tool proficiency to the crafting roll for magical item.
\columnbreak
### Materials: Wood
Woodworking is a bit more straight forward than other types of crafting in that it primarily has only category of material: wood. This can come in several different form factors, but is measured as a
### Crafting Roll
Putting that together that means that when you would like to make an item, your crafting roll is as follows:
**Woodworking Modifier** = your Woodcarving Tools proficiency bonus + your Dexterity modifier
##### Success and Failure
For Woodworking, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Woodworking do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item.
If you fail three times, all progress and materials are lost and can no longer be salvaged.
##### Carved Branches
Woodworkers can increase the rarity of a branch through expert carving techniques. A wooden branch of higher quality produced through woodcarving cannot be used as a the material for a higher level carved branch, but otherwise a carved branch serves as a branch of that rarity for crafting (such as enchanting or other woodworking items that call for a branch of that rarity).
Effectively, carving the branch can only increase the rarity of a branch by one step.
Ch.12 | Crafting
\pagebreakNum
##### Weapons Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Shortbow | 1 *quality branch*
1 *leather scraps*
1 *length of string* | 12 hours | 6 | DC 12 | Common | 25 gp | | Longbow | 1 *quality branch*
1 *leather scraps*
1 *length of string* | 14 hours | 7 | DC 13 | Common | 50 gp | | Quarterstaff | 1 *wooden branch* | 2 hours | 1 | DC 10 | Common | 2 sp | ##### Armor Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Wooden Shield | 4 *wooden branches*
1 *metal scraps*
1 *leather scraps* | 8 hours | 4 | DC 12 | Common | 10 gp | ##### Musical Instruments Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Flute | 1 *quality branch* | 8 hours | 4 | DC 9 | Common | 4 gp | | Harp | 3 *quality branches*
4 *lengths of string* | 16 hours
(2 days) | 8 | DC 12 | Common | 35 gp | | Lute | 2 *quality branches*
2 *lengths of string*
1 *fancy parts* | 16
(2 days) | 8 | DC 13 | Common | 35 gp | | Drum | 4 *wooden branches*
1 *rawhide leather*
1 *parts* | 8 hours | 4 | DC 8 | Common | 6 gp | | Dulcimer | 2 *quality branches*
2 *lengths of string*
1 *fancy parts* | 8 hours | 4 | DC 11 | Common | 25 gp | | Lyre | 2 *quality branches*
2 *lengths of string*
1 *fancy parts* | 10 hours | 5 | DC 12 | Common | 35 gp | | Pan Flute | 1 *quality branch* | 8 hours | 4 | DC 11 | Common | 12 gp | | Shawm | 1 *quality branch* | 8 hours | 4 | DC 8 | Common | 2 gp | | Viol | 3 *quality branches*
2 *lengths of string*
1 *fancy parts* | 8 hours | 4 | DC 12 | Common | 30 gp |
1 *leather scraps*
1 *length of string* | 12 hours | 6 | DC 12 | Common | 25 gp | | Longbow | 1 *quality branch*
1 *leather scraps*
1 *length of string* | 14 hours | 7 | DC 13 | Common | 50 gp | | Quarterstaff | 1 *wooden branch* | 2 hours | 1 | DC 10 | Common | 2 sp | ##### Armor Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Wooden Shield | 4 *wooden branches*
1 *metal scraps*
1 *leather scraps* | 8 hours | 4 | DC 12 | Common | 10 gp | ##### Musical Instruments Crafting Table | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Flute | 1 *quality branch* | 8 hours | 4 | DC 9 | Common | 4 gp | | Harp | 3 *quality branches*
4 *lengths of string* | 16 hours
(2 days) | 8 | DC 12 | Common | 35 gp | | Lute | 2 *quality branches*
2 *lengths of string*
1 *fancy parts* | 16
(2 days) | 8 | DC 13 | Common | 35 gp | | Drum | 4 *wooden branches*
1 *rawhide leather*
1 *parts* | 8 hours | 4 | DC 8 | Common | 6 gp | | Dulcimer | 2 *quality branches*
2 *lengths of string*
1 *fancy parts* | 8 hours | 4 | DC 11 | Common | 25 gp | | Lyre | 2 *quality branches*
2 *lengths of string*
1 *fancy parts* | 10 hours | 5 | DC 12 | Common | 35 gp | | Pan Flute | 1 *quality branch* | 8 hours | 4 | DC 11 | Common | 12 gp | | Shawm | 1 *quality branch* | 8 hours | 4 | DC 8 | Common | 2 gp | | Viol | 3 *quality branches*
2 *lengths of string*
1 *fancy parts* | 8 hours | 4 | DC 12 | Common | 30 gp |
Ch.12 | Crafting
\pagebreakNum
##### Magical Weapons Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Battlement Bow^*^ | | | | | uncommon | gp
| Bow, +1 | 1 *weapon*
1 *scroll of magic weapon*
2 *uncommon arcane essence* | 8 hours | 4 | DC 14 | uncommon | +500 gp | Bow of Warning | | | | | uncommon | +400 gp | Hellfire Bow | | | | | uncommon | +500 gp | Infinity Bow^*^ | | | | | uncommon | gp | Bow, +2 | 1 *weapon*
1 *scroll of magic weapon*
2 *rare arcane essence* | 16 hours
(2 days) | 8 | DC 16 | rare | +2,500 gp | Bow of Mind Thievery^*^ | | | | | rare | gp | Bow of Certain Death | | | | | rare | +1,500 gp | Corpse Slayer | | | | | rare | +1,300 gp | Couatl Herald Reach^*^ | | | | | rare | gp | Nightingale Bow^*^ | | | | | rare | gp | Vicious Bow | 1 *weapon*
1 *scroll of holy weapon*
3 *rare arcane essence* | 8 hours | 4 | DC 16 | rare | +4,000 gp | Bow, +3 | 1 *weapon*
1 *scroll of magic weapon*
2 *very rare arcane essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | +15,000 gp | Bow of Four^*^ | | | | | very rare | gp | Bow of Magic
Missiles^*^ | 1 *bow (short or long)*
1 *scroll of magic missile*
1 *scroll of magic weapon*
3 *rare arcane essence*
1 *very rare arcane essence* | 16 hours (1.5 days) | 8 | DC 18 | very rare | 10,000 gp | Ebony Bow^*^ | very rare | gp | OathBow | 1 *longbow worth 500 gp*
4 *very rare primal essences*
1 *scroll of true strike*
1 *scroll of hunter's mark*
1 *scroll of hex* | 24 hours (3 days) | 12 | DC 19 | very rare | 13,000 gp | Wintouched Bow^*^ | | | | | very rare | gp | Aruiel's Bow^*^ | | | | | legendary | gp | Bow of Thousand Arrow^*^ | | | | | legendary | gp
1 *scroll of magic weapon*
2 *uncommon arcane essence* | 8 hours | 4 | DC 14 | uncommon | +500 gp | Bow of Warning | | | | | uncommon | +400 gp | Hellfire Bow | | | | | uncommon | +500 gp | Infinity Bow^*^ | | | | | uncommon | gp | Bow, +2 | 1 *weapon*
1 *scroll of magic weapon*
2 *rare arcane essence* | 16 hours
(2 days) | 8 | DC 16 | rare | +2,500 gp | Bow of Mind Thievery^*^ | | | | | rare | gp | Bow of Certain Death | | | | | rare | +1,500 gp | Corpse Slayer | | | | | rare | +1,300 gp | Couatl Herald Reach^*^ | | | | | rare | gp | Nightingale Bow^*^ | | | | | rare | gp | Vicious Bow | 1 *weapon*
1 *scroll of holy weapon*
3 *rare arcane essence* | 8 hours | 4 | DC 16 | rare | +4,000 gp | Bow, +3 | 1 *weapon*
1 *scroll of magic weapon*
2 *very rare arcane essence* | 24 hours
(3 days) | 12 | DC 18 | very rare | +15,000 gp | Bow of Four^*^ | | | | | very rare | gp | Bow of Magic
Missiles^*^ | 1 *bow (short or long)*
1 *scroll of magic missile*
1 *scroll of magic weapon*
3 *rare arcane essence*
1 *very rare arcane essence* | 16 hours (1.5 days) | 8 | DC 18 | very rare | 10,000 gp | Ebony Bow^*^ | very rare | gp | OathBow | 1 *longbow worth 500 gp*
4 *very rare primal essences*
1 *scroll of true strike*
1 *scroll of hunter's mark*
1 *scroll of hex* | 24 hours (3 days) | 12 | DC 19 | very rare | 13,000 gp | Wintouched Bow^*^ | | | | | very rare | gp | Aruiel's Bow^*^ | | | | | legendary | gp | Bow of Thousand Arrow^*^ | | | | | legendary | gp
Ch.12 | Crafting
\pagebreakNum
##### Magical Musical Instruments Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Horn of Silent Alarm | | 8 hour | 4 | DC 13 | common | 85 gp
| Instrument of Illusions | | 12 hour
(1.5 days) | 6 | DC 14 | common | 100 gp | Instrument of Scribing | | 12 hour
(1.5 days) | 6 | DC 14 | common | 80 gp | Instrument of the Bards
(Doss Lute) | | 20 hour
(2.5 days) | 8 | DC 16 | uncommon | 250 gp | Instrument of the Bards
(Fochulan Bandore) | | 14 hour
(1.5 days) | 7 | DC 15 | uncommon | 350 gp | Instrument of the Bards
(Mac-Fuirmidh Cittern) | | 14 hour
(1.5 days) | 7 | DC 15 | uncommon | 450 gp | Instrument of the performer, +1^*^ | | 14 hour
(1.5 days) | 7 | DC 15 | uncommon | | Pipes of Haunting | 1 *pipes worth at least 25 gp*
1 *scroll of cause fear*
1 *uncommon arcane essence* | 8 hour | 4 | DC 15 | uncommon | 300 gp | Pipes of the Sewers | 1 *pipes worth at least 25 gp*
1 *scroll of animal friendship*
1 *common primal essence* | 8 hours | 4 | DC 14 | uncommon | 150 gp | Horn of Blasting | 1 *horn worth at least 100 gp*
1 *scroll of thunderwave*
1 *rare arcane essence* | 24 hours (3 days) | 12 | DC 17 | Rare | 2,500 gp | Horn of Valhalla
(Brass) | 1 *brass horn worth at least 50 gold*
1 *scroll of spirit guardians*
1 *scroll of guardian of faith*
1 *rare primal essence*
1 *rare divine essence* | 24 hours
(3 days) | 12 | DC 17 | Rare | 5,000 gp | Horn of Valhalla
(Silver) | 1 *silver horn worth at least 50 gold*
1 *scroll of spirit guardians*
1 *scroll of guardian of faith*
1 *rare primal essence*
1 *rare divine essence* | 24 hours
(3 days) | 12 | DC 17 | Rare | 5,000 gp | Instrument of the Bards
(Canaith Mandolin) | | 16 hour
(2 days) | 8 | DC 17 | Rare | 3,750 gp | Instrument of the Bards
(Cli Lyre) | | 18 hour
(2 days) | 9 | DC 17 | Rare | 4,250 gp | Lyre of Building | | 18 hour
(2 days) | 9 | DC 17 | Rare | 4,750 gp | Siren Song Lyre | | 18 hour
(2 days) | 9 | DC 17 | Rare | 650 gp | Horn of Valhalla
(Bronze) | 1 *bronze horn worth at least 100 gold*
1 *scroll of spirit guardians*
1 *scroll of guardian of faith*
1 *scroll of conjure celestial*
1 *very rare primal essence*
1 *very rare divine essence* | 32 hours
(4 days) | 16 | DC 19 | Very Rare | 20,000 gp | Instrument of the Bards
(Anstruth Harp) | | 24 hour
(3 days) | 12 | DC 18 | Very Rare | 17,500 gp | Horn of Valhalla
(Iron) | 1 *iron horn worth at least 500 gold*
1 *scroll of spirit guardians*
1 *scroll of conjure celestial*
1 *very rare primal essence*
1 *legendary divine essence* | 40 hours
(5 days) | 20 hours | DC 20 | Legendary | 50,000 gp | Instrument of the Bards
(Ollamh Harp) | | 32 hour
(4 days) | 12 | DC 20 | Legendary | 51,000 gp
(1.5 days) | 6 | DC 14 | common | 100 gp | Instrument of Scribing | | 12 hour
(1.5 days) | 6 | DC 14 | common | 80 gp | Instrument of the Bards
(Doss Lute) | | 20 hour
(2.5 days) | 8 | DC 16 | uncommon | 250 gp | Instrument of the Bards
(Fochulan Bandore) | | 14 hour
(1.5 days) | 7 | DC 15 | uncommon | 350 gp | Instrument of the Bards
(Mac-Fuirmidh Cittern) | | 14 hour
(1.5 days) | 7 | DC 15 | uncommon | 450 gp | Instrument of the performer, +1^*^ | | 14 hour
(1.5 days) | 7 | DC 15 | uncommon | | Pipes of Haunting | 1 *pipes worth at least 25 gp*
1 *scroll of cause fear*
1 *uncommon arcane essence* | 8 hour | 4 | DC 15 | uncommon | 300 gp | Pipes of the Sewers | 1 *pipes worth at least 25 gp*
1 *scroll of animal friendship*
1 *common primal essence* | 8 hours | 4 | DC 14 | uncommon | 150 gp | Horn of Blasting | 1 *horn worth at least 100 gp*
1 *scroll of thunderwave*
1 *rare arcane essence* | 24 hours (3 days) | 12 | DC 17 | Rare | 2,500 gp | Horn of Valhalla
(Brass) | 1 *brass horn worth at least 50 gold*
1 *scroll of spirit guardians*
1 *scroll of guardian of faith*
1 *rare primal essence*
1 *rare divine essence* | 24 hours
(3 days) | 12 | DC 17 | Rare | 5,000 gp | Horn of Valhalla
(Silver) | 1 *silver horn worth at least 50 gold*
1 *scroll of spirit guardians*
1 *scroll of guardian of faith*
1 *rare primal essence*
1 *rare divine essence* | 24 hours
(3 days) | 12 | DC 17 | Rare | 5,000 gp | Instrument of the Bards
(Canaith Mandolin) | | 16 hour
(2 days) | 8 | DC 17 | Rare | 3,750 gp | Instrument of the Bards
(Cli Lyre) | | 18 hour
(2 days) | 9 | DC 17 | Rare | 4,250 gp | Lyre of Building | | 18 hour
(2 days) | 9 | DC 17 | Rare | 4,750 gp | Siren Song Lyre | | 18 hour
(2 days) | 9 | DC 17 | Rare | 650 gp | Horn of Valhalla
(Bronze) | 1 *bronze horn worth at least 100 gold*
1 *scroll of spirit guardians*
1 *scroll of guardian of faith*
1 *scroll of conjure celestial*
1 *very rare primal essence*
1 *very rare divine essence* | 32 hours
(4 days) | 16 | DC 19 | Very Rare | 20,000 gp | Instrument of the Bards
(Anstruth Harp) | | 24 hour
(3 days) | 12 | DC 18 | Very Rare | 17,500 gp | Horn of Valhalla
(Iron) | 1 *iron horn worth at least 500 gold*
1 *scroll of spirit guardians*
1 *scroll of conjure celestial*
1 *very rare primal essence*
1 *legendary divine essence* | 40 hours
(5 days) | 20 hours | DC 20 | Legendary | 50,000 gp | Instrument of the Bards
(Ollamh Harp) | | 32 hour
(4 days) | 12 | DC 20 | Legendary | 51,000 gp
Ch.12 | Crafting
\pagebreakNum
##### Magical Misc. Crafting Table
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| Pipe of Smoke
| Pole of Angling
| Pole of Collapsing
| Figurine of Wondrous
Power (Silver Raven) | 1 *figurine of a raven worth at least 10 gp*
1 *scroll of find familiar*
1 *scroll of animal messanger*
1 *common primal essence*
1 *common arcane essence* | 8 hours | 4 | DC 13 | uncommon | 380 gp | | Figurine of Wondrous
Power (Brozne Griffon) | 1 *figurine of a griffon worth at least 20 gp*
1 *scroll of summon greater steed*
2 *rare divine essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 3,600 gp | | Figurine of Wondrous
Power (Ebony Fly) | 1 *figurine of a fly worth at least 20 gp*
1 *scroll of giant insect*
2 *rare primal essence* | 8 hours | 4 | DC 15 | rare | 3,600 gp | | Figurine of Wondrous
Power (Golden Lions) | 2 *figurines of a lion worth at least 20 gp*
2 *scroll of conjure animals*
2 *rare primal essence*
2 *rare divine essence* | 12 hours
(1.5 days) | 6 | DC 15 | rare | 5,000 gp | | Figurine of Wondrous
Power (Ivory Goats) | 3 *figurines of a goat worth at least 20 gp*
3 *scroll of conjure animals*
3 *rare arcane essence*
3 *uncommon divine essence*
1 *uncommon arcane essence* | 16 hours
(2 days) | 8 | DC 16 | rare | 5,000 gp | | Figurine of Wondrous
Power (Marble Elephant) | 1 *figurine of an elephant worth at least 20 gp*
1 *scroll of conjure animals*
1 *scroll of enlarge reduce*
3 *rare primal essence* | 8 hours | 4 | DC 15 | rare | 5,000 gp | | Figurine of Wondrous
Power (Onyx Dog) | 1 *figurine of a dog worth at least 20 gp*
1 *scroll of conjure animals*
2 *rare primal essence* | 8 hours | 4 | DC 15 | rare | 3,200 gp | | Figurine of Wondrous
Power (Serpentine Owl) | 1 *figurine of an owl worth at least 20 gp*
1 *scroll of find familiar*
1 *scroll of enlarge reduce*
2 *rare arcane essence* | 8 hours | 4 | DC 16 | rare | 3,000 gp | | Figurine of Wondrous
Power (Obsidian Steed) | 1 *figurine of a horse worth at least 50 gp*
1 *scroll of summon greater steed*
1 *very rare arcane essence*
1 *very rare divine essence* | 16 hours
(2 days) | 8 | DC 17 | very rare | 28,500 gp |
Power (Silver Raven) | 1 *figurine of a raven worth at least 10 gp*
1 *scroll of find familiar*
1 *scroll of animal messanger*
1 *common primal essence*
1 *common arcane essence* | 8 hours | 4 | DC 13 | uncommon | 380 gp | | Figurine of Wondrous
Power (Brozne Griffon) | 1 *figurine of a griffon worth at least 20 gp*
1 *scroll of summon greater steed*
2 *rare divine essence* | 16 hours
(2 days) | 8 | DC 17 | rare | 3,600 gp | | Figurine of Wondrous
Power (Ebony Fly) | 1 *figurine of a fly worth at least 20 gp*
1 *scroll of giant insect*
2 *rare primal essence* | 8 hours | 4 | DC 15 | rare | 3,600 gp | | Figurine of Wondrous
Power (Golden Lions) | 2 *figurines of a lion worth at least 20 gp*
2 *scroll of conjure animals*
2 *rare primal essence*
2 *rare divine essence* | 12 hours
(1.5 days) | 6 | DC 15 | rare | 5,000 gp | | Figurine of Wondrous
Power (Ivory Goats) | 3 *figurines of a goat worth at least 20 gp*
3 *scroll of conjure animals*
3 *rare arcane essence*
3 *uncommon divine essence*
1 *uncommon arcane essence* | 16 hours
(2 days) | 8 | DC 16 | rare | 5,000 gp | | Figurine of Wondrous
Power (Marble Elephant) | 1 *figurine of an elephant worth at least 20 gp*
1 *scroll of conjure animals*
1 *scroll of enlarge reduce*
3 *rare primal essence* | 8 hours | 4 | DC 15 | rare | 5,000 gp | | Figurine of Wondrous
Power (Onyx Dog) | 1 *figurine of a dog worth at least 20 gp*
1 *scroll of conjure animals*
2 *rare primal essence* | 8 hours | 4 | DC 15 | rare | 3,200 gp | | Figurine of Wondrous
Power (Serpentine Owl) | 1 *figurine of an owl worth at least 20 gp*
1 *scroll of find familiar*
1 *scroll of enlarge reduce*
2 *rare arcane essence* | 8 hours | 4 | DC 16 | rare | 3,000 gp | | Figurine of Wondrous
Power (Obsidian Steed) | 1 *figurine of a horse worth at least 50 gp*
1 *scroll of summon greater steed*
1 *very rare arcane essence*
1 *very rare divine essence* | 16 hours
(2 days) | 8 | DC 17 | very rare | 28,500 gp |
Ch.12 | Crafting
\pagebreakNum
##### Ammunition
| Name | Materials | Crafting Time| Checks | DC | Rarity | Value |
|:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:|
| 10 x Arrow | 1 *wooden branch*
1 *metal scraps*
1 *fletching* | 2 hours | 1 | DC 10 | Common | 5 sp | | 10 x Bolt | 1 *wooden branch*
1 *metal scraps*
1 *fletching* | 2 hours | 1 | DC 10 | Common | 5 sp | | 10 x Dart | 2 x *wooden scrap*
1 *metal scraps*
1 *fletching* | 2 hours | 1 | DC 11 | Common | 5 sp | | 10 x Blowgun
Needles | 2 x *wooden scraps*
1 *fletching* | 2 hours | 1 | DC 8 | Common | 1 sp | ##### Miscellaneous | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Short Haft | 1 *wooden branch* | 2 hours | 1 | DC 8 | Common | 1 sp | | Long Haft | 1 *wooden branch* | 2 hours | 1 | DC 8 | Common | 2 sp | | Wooden Stock | 1 *wooden branch* | 2 hours | 1 | DC 9 | Common | 5 sp | | 10 Foot Pole | 1 *wooden branch* | 2 hours | 1 | DC 8 | Common | 3 sp | | Fishing Pole | 1 *quality wooden branch*
1 *parts*
3 *lengths of string* | 4 hours | 2 | DC 8 | Common | 5 gp | | Carved Figurine | 1 *wood scraps* | 8 hours | 4 | DC 8 | Common | 4 sp | | Quality Figurine | 1 *quality branch* | 8 hours | 4 | DC 14 | common | 50 gp | | Superb Figurine | 1 *rare branch* | 8 hours | 4 | DC 18 | common | 400 gp | | 5 x Wooden Scraps | 1 *wood branch* | 2 hours | 1 | DC 5 | Common | 1 sp | ##### Carved Branches | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Quality Branch | Wooden Branch | 4 hours | 2 | DC 9 | common | 2 gp | | Uncommon Branch | Quality Branch | 4 hours | 2 | DC 14 | uncommon | 25 gp | | Rare Branch | Uncommon Branch | 6 hours | 3 | DC 15 | rare | 70 gp | | Very Rare Branch | Rare Branch | 12 hours (1.5 days) | 6 | DC 19 | very rare | 800 gp | | Legendary Branch | Very Rare Branch | 12 hours (1.5 days) | 6 | DC 20 | legendary | 2,000 gp | * The material used cannot be the result of carving a branch of a lower quality. ##### Exotic Wood | Modifier | Effect | DC Modifier | |:--------:|:------:|:-------------------:| | Resonant | Instruments made from these special types of wood provide +1 Spell Save DC
when used as a casting focus. | +8 | | Featherlight | This unique light but sturdy wood reduces the weight of things made of it by half. Ammunition does not have disadvantage when attacking at long range | +4 |
1 *metal scraps*
1 *fletching* | 2 hours | 1 | DC 10 | Common | 5 sp | | 10 x Bolt | 1 *wooden branch*
1 *metal scraps*
1 *fletching* | 2 hours | 1 | DC 10 | Common | 5 sp | | 10 x Dart | 2 x *wooden scrap*
1 *metal scraps*
1 *fletching* | 2 hours | 1 | DC 11 | Common | 5 sp | | 10 x Blowgun
Needles | 2 x *wooden scraps*
1 *fletching* | 2 hours | 1 | DC 8 | Common | 1 sp | ##### Miscellaneous | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Short Haft | 1 *wooden branch* | 2 hours | 1 | DC 8 | Common | 1 sp | | Long Haft | 1 *wooden branch* | 2 hours | 1 | DC 8 | Common | 2 sp | | Wooden Stock | 1 *wooden branch* | 2 hours | 1 | DC 9 | Common | 5 sp | | 10 Foot Pole | 1 *wooden branch* | 2 hours | 1 | DC 8 | Common | 3 sp | | Fishing Pole | 1 *quality wooden branch*
1 *parts*
3 *lengths of string* | 4 hours | 2 | DC 8 | Common | 5 gp | | Carved Figurine | 1 *wood scraps* | 8 hours | 4 | DC 8 | Common | 4 sp | | Quality Figurine | 1 *quality branch* | 8 hours | 4 | DC 14 | common | 50 gp | | Superb Figurine | 1 *rare branch* | 8 hours | 4 | DC 18 | common | 400 gp | | 5 x Wooden Scraps | 1 *wood branch* | 2 hours | 1 | DC 5 | Common | 1 sp | ##### Carved Branches | Name | Materials | Crafting Time| Checks | DC | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Quality Branch | Wooden Branch | 4 hours | 2 | DC 9 | common | 2 gp | | Uncommon Branch | Quality Branch | 4 hours | 2 | DC 14 | uncommon | 25 gp | | Rare Branch | Uncommon Branch | 6 hours | 3 | DC 15 | rare | 70 gp | | Very Rare Branch | Rare Branch | 12 hours (1.5 days) | 6 | DC 19 | very rare | 800 gp | | Legendary Branch | Very Rare Branch | 12 hours (1.5 days) | 6 | DC 20 | legendary | 2,000 gp | * The material used cannot be the result of carving a branch of a lower quality. ##### Exotic Wood | Modifier | Effect | DC Modifier | |:--------:|:------:|:-------------------:| | Resonant | Instruments made from these special types of wood provide +1 Spell Save DC
when used as a casting focus. | +8 | | Featherlight | This unique light but sturdy wood reduces the weight of things made of it by half. Ammunition does not have disadvantage when attacking at long range | +4 |
Ch.12 | Crafting
\pagebreakNum
##### Bow of Magic Missiles
*Weapon (any bow), very rare (requires attunement by a creature that is proficient with shortbows or longbows)*
___
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, it has 5 charges. While holding it, you can expend 1 charge as an action and draw the bowstring, causing two gleaming arrows of magical force to materialize. You immediately fire each arrow at a creature that you can see within 600 feet. You can direct the arrows at one creature or multiple, and each arrow automatically hits its target, striking simultaneously. You can choose to expend additional charges as part of the same action to fire one extra arrow per charge expended. Each arrow deals force damage equal to 1d6 + your proficiency bonus. The bow regains 1d4 + 1 expended charges daily at dawn. If you expend the bow’s last charge, roll a d20. On a 1, the bow retains its +1 bonus to attack and damage rolls but loses all other properties.
Ch.12 | Crafting
\pagebreakNum
## Appendix B: Optional Specific Gathering Results
##### Artic Locale
| Name | Rarity | Description |Properties | Purchase Price |
|:----:|:------:|:-----------:|:----------|:----------------:|:--------------:|
| Cold Snaps | Common | Frozen berries that burst violently when broken. | Reactive (Icy) | 20 gp |
| Ice Bamboo | Common | Bamboo formed entirely out of ice, does not melt. | Curative | 15 gp |
| Snake Tracks | Common | A dead looking weed found beneath layers of snow and ice. | Poisonous | 15 gp |
| Blizzard Bones | Common | Bones that have been through three blizzards. | Curative | 15 gp |
| Yeti Droppings | Common | Particularly potent yeti droppings. | Poisonous | 15 gp |
| Snowmelt Flower | Uncommon | A strange flower that grows up through the snow melting a patch of it | Reactive | 40 gp |
| Unicorn Fur | Rare | Glistening pure white stalks that grow in sheltered spots | Curative | 200 gp |
| White Lotus | Rare | A glistening white flower | Curative, Poisonous | 300 gp |
##### Desert Locale
| Name | Rarity | Description |Properties | Purchase Price |
|:----:|:------:|:-----------:|:----------|:----------------:|:--------------:|
| Waterdrop Cactus | Common | A tiny cactus containing a single drop of water. | Curative | 15 gp |
| Lighting Sand | Common | Glassy sand struck by lightning. | Reactive | 15 gp |
| Dry Cough | Common | A gnarled point that looks inedible. | Poisonous | 15 gp |
| Morninglord | Uncommon | A cactus that produces little white flowers in the dawn's light | Curative | 40 gp |
| Oasis Bane | Uncommon | A small root sucks up water and looks edible. | Poisonous | 40 gp |
| Blacksand | Uncommon | A strange black sand, particularly find grains with an odd smell | Reactive | 40 gp |
##### Forest Locale
| Name | Rarity | Description |Properties | Purchase Price |
|:----:|:------:|:-----------:|:----------|:----------------:|:--------------:|
| Elfmarks | Common | Small twisting vines with pale flowers. | Curative | 15 gp |
| Fairy Steps | Common | Tiny white flowers in the shape of fairy wings. | Curative | 15 gp |
| King's Salvation | Common | A golden brown root.| Curative |15 gp |
| King's Damnation | Common | A reddish brown root.| Poisonous | 15 gp |
| Catfern | Common | Green cattail fern. | Exotic | 15 gp |
| Silverscale | Uncommon | Silvery tree bark with a scale like texture. | Curative | 40 gp |
| Sweetpetal | Uncommon | Rose-like flower petals found on the forest floor | Poisonous | 40 gp |
| Dyradtears | Rare | Small blue flowers that grow near dead trees. | Curative | 200 gp |
| Divine Laurel | Very Rare | Golden leaves that glimmer as if gilded. | Curative | 2,000 gp |
##### Mountains/Caves Locale
| Name | Rarity | Description |Properties |Purchase Price |
|:----:|:------:|:-----------:|:----------|:----------------:|:--------------:|
| Goldbane | Common | Clumpy yellow powder. | Reactive | 15 gp |
| Rare Earth Powders | Common | Dirt with traces of rare vitamins. | Curative | 15 gp
| Dragongrass | Uncommon | Red leafy grass. | Reactive, Exotic | 40 gp |
| Minebane | Uncommon | Long black roots that give off smoke. | Reactive | 40 gp |
| Crystal Spider Webbing | Uncommon | Crystalline Webs | Poisonous | 40 gp |
Ch.12 | Crafting
\pagebreakNum
##### Plains Locale
| Name | Rarity | Description |Properties | Purchase Price |
|:----:|:------:|:-----------:|:----------|:--------------:|
| Lightning Roots | Common | Still living roots from a tree hit by lightning | Reactive | 15 gp |
| Hoof Thistle | Common | Small snaring weeds with an unpleasant thistle | Curative | 15 gp |
| Humming Berries | Common | Small red berries the hum slightly when held | Reactive | 15 gp |
| Dried Tar | Common | Black flakes of sludge like substance | Reactive | 15 gp |
| Goldshine Grass | Uncommon | Strange grass that looks like it is gilded | Poisonous | 40 gp |
| Centaur Droppings | Uncommon | Strange foul smelling mud. | Curative | 40 gp |
| Burned Belladonna | Uncommon | A strange plant that looks like it is burned. | Reactive, Poisonous | 60 gp
##### Swamps Locale
| Name | Rarity | Description |Properties | Purchase Price |
|:----:|:------:|:-----------:|:----------|:--------------:|
| Drooping Death | Common | Drooping dead looking ferns. | Curative | 15 gp |
| Wartflower | Common | A sickly yellow flower with strange growths | Curative | 15 gp |
| Swamp Oil | Common | A rainbow sheened oily substance | Reactive | 15 gp |
| Hag Trail | Uncommon | Wilted plants that grow on corpses | Poisonous | 40 gp |
| Sad Salvation | Uncommon | A brilliantly blue flower that grows in decay | Curative | 40 gp |
| Burning Sludge | Uncommon | Watery sludge that seems is burning hot and slightly smokes | Reactive | 40 gp |
| Hag Fruit | Rare | A pleasantly apple looking fruit that grows on gnarled trees | Poisonous | 200 gp |
| Shambling Seedling | Rare | A seedling that sprouted on a shambling mound. | Curative | 200 gp |
| Fetid Gas | Rare | Rare swap gas that smells of sulfur. | Reactive, Poisonous | 300 gp |
##### Coastal Locale
| Name | Rarity | Description |Properties | Purchase Price |
|:----:|:------:|:-----------:|:----------|:----------------:|:--------------:|
| Merweed | Common | Always damp blue leaves. | Curative | 15 gold |
| Rotweed | Common | Seaweed like weeds that give off an unpleasant smell. | Poisonous | 15 gold. |
| Oyster Flowers | Uncommon | Oyster shaped white and blue flowers with an odd smell. | Curative | 15 gold. |
##### Exotic Locale
| Name | Rarity | Description |Properties | Gathering Locale | Purchase Price |
|:----:|:------:|:-----------:|:----------|:----------------:|:--------------:|
| Elemental Earth | Rare | Loose soil | Poisonous | Plane of Earth | 200 gold |
| Elemental Fire | Rare | Ever burning fire | Reactive | Plane of Fire | 200 gold |
| Elemental Water | Rare | Water | Curative | Plane of Water | 200 gold |
| Apple of Arborea | Legendary | A golden apple. | Curative, Exotic | Arborea | 5,000 gold |
| Spider Queen's Steps | Legendary | Dark purple flowers. | Poisonous | Underdark | 5,000 gold |
Ch.12 | Crafting
\pagebreakNum
#### Optional Specific Harvesting Results
##### Monstrosity
| Monster | Rarity | Organ | Description |Properties | Purchase Price |
|:----:|:------:|:-----------:|:-----:|:----------|:----------------:|:--------------:|
| Ankheg | Common | Ankheg Acid Gland | Squishy brown organ prone to leaking green stuff | Poisonous, Reactive | 15 gp |
| Basilisk | Uncommon | Basilisk Eye | Beedy and hard, almost rocklike in texture. | Exotic| 40 gp |
| Behir | Rare | Pristine Behir Scale | Humming with static charge, grinding it can be a hazardous process. | Reactive | 200 gp.
| Bulette | Uncommon | Bulette Liver Fat | A giggling gelatin like substance with a grey hue. | Curative | 40 gp |
| Chimera | Uncommon | Ram Horn Marrow | Scrapped from the inside of the ram's horn. | Curative | 40 gp |
| Cockatrice | Common | Cockatrice Tongue | A hideous worm-like thing that is very tough | Exotic | 15 gp |
| Darkmantle | Common | Darkmantle Pigment Sac | A small gland that changes color to whatever surface it is on. | Exotic | 15 gp.|
| Death Dog | Common | Unbroken fang | Jagged foul smelling fangs. | Poisonous | 15 gp |
| Ettercap | Common | Webbing Mass | A sticky white substance that must be carefully handled. | Special | 10 gp |
| Gorgon | Uncommon | Metalized Gorgon Heart | A heart that has started to turn metallic with iron shot through it | Curative | 40 gp |
| Grick | Common | Grick Beak | Incredibly hard surface; shiny when polished. | Poisonous | 15 gp. |
| Harpy | Common | Harpy Claws | Sort of like very large chicken feet. | Poisonous | 15 gp. |
| Hydra | Uncommon | Hydra Blood | Syrupy black liquid with a swamp gas smell | Curative, Poisonous | 40 gp. |
| Kraken | Legendary | Astral Grey Matter | A slimy material with strange properties. | Reactive | 5,000 gp. |
| Manticore | Common | Pristine Tail Spike | A long vicious looking thing that must be carefully ground | Poisonous | 10 gp |
| Medusa | Uncommon | Hair snake fangs | Tiny fangs from the snakes of a medusa's hair. | Poisonous | 40 gp |
| Mimic | Common | Mimic's "Heart" | An odd organ that keeps changing shape. | Exotic | 15 gp. |
| Purple Worm Poison | Very Rare | Fang Venom | Poison extracted from a Purple Worm's maw | Poisonous | 2,000 gp |
Ch.12 | Crafting
\pagebreakNum
##### Elementals
| Monster | Rarity | Organ | Description |Properties | Purchase Price |
|:----:|:------:|:-----------:|:-----:|:----------|:----------------:|:--------------:|
| Mud Mephit | Common | Foul Dust | The crusty dried remains of it's head | Poisonous | 15 gp |
| Smoke Mephit | Common | Swirling Soot | Little flecks of ash that never quite settle. | Reactive | 15 gp |
| Stream Mephit | Common | Steaming Droplets | Droplets of water that are never quite cool. | Reactive | 15 gp |
| Stream Mephit | Common | Frozen Droplets | Droplets of water that never quite thaw. | Curative | 15 gp |
| Magma Mephit | Common | Burning Rocks | Small rock chips that are painfully hot to the touch. | Reactive | 15 gp |
| Magmin | Common | Magmin Charcoal | Small pieces of ever warm charcoal. | Reactive | 15 gp |
| Fire Snake | Common | Fire Snake Scales | Small red scales that are warm to the touch. | Reactive | 15 gp |
| Azer | Common | Flaming Beard Hairs | Small beard hairs made of fire. Smells faintly like burning hair. | Reactive | 15 gp |
| Gargoyle | Common | Gargoyle's Stone Heart | A gem like heart. | Exotic | 15 gp |
| Water Weird | Common | Essence of Tainted Water | Brackish water with high surface tension. | Poisonous | 15 gp |
| Air Element | Uncommon | Uncommon Primal Essence | An eddy of every swirling wind magic. | Primal Essence | 40 gp |
| Earth Element | Uncommon | Uncommon Primal Essence | An unremarkable looking stone. | Primal Essence | 40 gp |
| Fire Element | Uncommon | Uncommon Primal Essence | Small sourceless fires. | Primal Essence | 40 gp |
| Water Element | Uncommon | Uncommon Primal Essence | A cup of water that never dries. | Essence | 40 gp |
| Salamander | Uncommon | Salamander's Tongue | A long leathery tongue. | Exotic | 40 gp |
| Xorn | Uncommon | Xorn's Stomach Acid | A burbling very acidic substance. | Reactive, Poisonous | 40 gp |
| Galeb Duhr | Uncommon | Duhrian Heart | A strange rock with veins of crystal throughout. | Curative | 40 gp |
| Invisible Stalker | Uncommon | Uncommon Primal Essence | An eddy of wind that always swirls toward you. | Primal Essence | 40 gp |
| Dao | Rare | Heart | A heart shaped stone with dark veins. | Primal Essence | 200 gp |
| Djinni | Rare | Heart | A floating blue heart that slowly spins. | Primal Essence | 200 gp |
| Efreeti | Rare | Heart | An ever burning coal the size of a fist. | Primal Essence | 200 gp |
| Marid | Rare | Heart | A flabby heart that never stops oozing. | Primal Essence | 200 gp |
Ch.12 | Crafting
\pagebreakNum
##### Dragons
| Monster | Rarity | Organ | Description |Properties | Purchase Price |
|:----:|:------:|:-----------:|:-----:|:----------|:----------------:|:--------------:|
| Pseudodragon | Common | Pseudodragon Stringer | A small sharp barb | Poisonous | 15 gp |
| Wyrmling | Common | Wyrmling Heart | A heart in the color of the wyrmling | Reactive, Essence | 30 gp |
| Faerie Dragon | Common | Faerie Dragon Heart | A small sparkling liver. | Poisonous | 15 gp |
| Wyvern | Uncommon | Wyvern Stinger | Pieces of the wyvern's tail singer. | Poisonous | 40 gp |
| Young Dragon | Rare | Dragon Heart | A large heart flaring with elemental power | Reactive, Primal Essence | 300 gp |
| Shadow Dragon Heart | Rare | Shadow Dragon Heart | An ethereal heart that casts a pitch black shadow. | Arcane Essence | 200 gp |
| Adult Dragon | Very Rare | Dragon Heart | A huge heart flaring with elemental power | Reactive, Primal Essence | 3,000 gp |
| Dragon Turtle | Very Rare | Dragon Turtle Lungs | The rubbery flesh from the lung tubes | Curative | 2,000 gp |
| Ancient Dragon | Legendary | Dragon Heart | A massive heart flaring with elemental power | Reactive, Primal Essence | 7,500 gp |
##### Specific Meal Table
| Creature | Example | Meal Type |
|:----:|:------------------|:---------:|
| Ape | Should We Eat This? Sliced Roast | Meat Feast |
| Beholder | Eyestock Unagi Shushi | Risky Aberration Snack |
| Crocodile | Spicy Croc Gumbo | Common Feast |
| Kraken | Sea Aged Unagi | Legendary Meat Feast |
| Kraken | Titan Tri tip | Legendary Meat Feast
| Roc | Roc Drumstick Gyros | Superb Meat Dish |
| Tyrannosaurus Rex | Primeval Pot Pie | Meat Feast |
| Tyrannosaurus Rex | Giant's Chicken Breast | Meat Feast |
| Young Hook Horror | Hook Turkey Sandwiches | Common Feast |
| Young Hook Horror | Murder Chicken Tenders | Common Feast |
| Young Red Dragon | Dragon Steak Tartare | Elementally Fortifying Feast |
| Wyvern | Purple Poison Curry | Meat Feast |
\pagebreak
## Appendix C: Variant Rules
##### More Common Magic
*Not just for enchanters*
While magical items is generally thought of as the domain of enchanters, a skilled crafter with the correct knowledge may be able to craft certain magic items with this variant rule. If you have proficiency in Arcana, you can use your crafting skill to craft items from certain enchanting tables as per the table below. When making items this way, you can only make items of types you can normally make.
If another creature proficient in arcana assists for the full duration of the craft, they can serve as a replacement for proficiency in arcana.
| Crafting Branch | Enchanting Table |
|:---------------:|:----------------:|
| Blacksmithing | Magical Armor (Metal), Magical Weapons |
| Leatherworking | Magical Armor (Leather) |
| Jewelering | Magical Rings, Magical Jewelry |
| Woodworking | Magical Weapons (Bows) |
Ch.12 | Crafting
\pagebreakNum
Thank
you for
Reading
It took quite a lot of time to make this book, and even if this version can be considered done, the project ain't over, I plan to continue this compendium, adding the various element of lore we come up as a group, player and game master!