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Carpentry

Proficiency with Carpentry allows you to purchase these highly specialised sets of equipment:
 
Fletching Kit (2gp): a small pouch with fletching jig, chisels, sanding paper, scissors, feather needle, leather thonging. Most fletchers also store their metal tips if they use metal, but cost seperately. Proficiency allows you to repair, reinforce or fabricate arrows for 20% of their retail cost. Add your proficiency to the appraisal value of your goods, as well as attempt to create Masterwork goods.
 
Woodworkers’ Tools (8gp): containing a backpack, hand saw, leveler, measuring tape, claw hammer, chisels, clamps, sandpaper and a carpenter square. Proficiency allows you to repair, reinforce or fabricate wooden based portions of Heavy Armor, Shields, or Spellcaster Foci and Outfits for 20% of their retail cost. Add your proficiency to the appraisal value of your goods, as well as attempt to create Masterwork goods.
 
Scrimshaws’ Tools (15gp): a selection of chisels and sandpaper, alchemical preparations and salts and bleach. Proficiency allows you to create bone items, symbols, weapons, and armour, as well as repair bone. Add your proficiency bonus to creations DC.
 
Tinker Tools (35gp): contains a modest chest, a few schematics, several booklets on minor lore, as well as powders, springs, gears and tools to create and maintain complex gear-work devices. Proficiency allows you to make anything you have detailed schematics for, as well as basic locks, manacles, lanterns and various equipment. Add your proficiency bonus to your crafting attempts.
 
Runecarvers’ Tools (50gp): containing a backpack, rock hammer, pickaxe, small magnifying lens, claw hammer, chisels, polishing paper, sandpaper, and measuring tape. Proficiency allows you to reinforce or repair damaged jewels or create runecraft or jewellery. Add your proficiency to checks to improve jewels for resale or enchantment.
 

Woodcarving Improvements


As a master of wood carving and scrimshaw, you can use your Woodworkers’ Tools or Scrimshaws’ Tools to alter and improve various qualities of Armour and Weapons. Using Lacquered Wood in place of Heavy Armor, and Hardened Bone instead of Medium Armor and Metal components of Weapons. These improvements will be referred as ‘tags’ below, and each has a list of requirements to apply it to an object. Each ‘tag’ requires 1 hour of work during a day to apply, with the exception of Armour Proofing which requires a full long rest with a DC 20 to complete. If failed, the armour is Sundered and cannot be attempted again until repaired.
 

Armour Tags


Armour Proofing [1st Tier] (1,000gp): Prerequisite: Medium, or Heavy Armour or Shield Gives this armour a +1 to AC. It can also be imbued with a Rune.


Armour Proofing [2nd Tier] (2,000gp): Prerequisite: Medium, or Heavy Armour or Shield, 1st Tier Armour Proofing Gives this armour a +2 to AC.


Armor Proofing [3rd Tier] (3,000gp): Prerequisite: Heavy Armour or Shield, 2nd Tier Armour Proofing Gives this armour a +3 to AC.


Anointed (5gp): Adorned the surface in a Holy Metal (Whitesteel, Electrum, Icesteel, Silver, Gold, True Brass, Feybane) and Holy Symbols and can be used as a spellcasting focus for Divine Spellcasters.


Astral (5gp): Adorned the surface with symbols of the Arcane to signify your school of arcane specialty (Abjurist, Alchemist, Bladesinger, Cobalt Flame, Conjurer, Enchanter, Evoker, Illusionist, Seer) and can be used as a spellcasting focus for Arcane Spellcasters.


Psionic (5gp): Adorned with psionic crystals upon the armour, and can be used as a spellcasting focus for Psionic Users.


Burnished (10gp): Prerequisite: Heavy Armour This armor has been polished to a mirror finish. While wearing it, you may have advantage on Charisma-based skill checks in certain conditions. It also gives advantage to creatures making Perception checks versus your Stealth checks. This tag is automatically removed after 24 hours of wear or at the end of a combat, and can be removed by the wearer during a short rest.


Muffled (50gp): Prerequisite: Lamellar, Brigandine or Kuldjargh Ceremonial Set Armour This armor no longer confers disadvantage on Dexterity (Stealth) checks.


Mariner (75gp): Prerequisite: Light or Medium Armour This armor has many air pockets sewn into the upper portions of the Armour, if you are unconscious underwater, you float to the surface face upwards.


Imaskari (80gp): Place a number of interdemensional pockets in the armour for easy retrieval. Can store or retrieve any items that can fit through the entrance as a bonus action.


Breathable (100gp): Prerequisite: No insulation tag While wearing this armor, you have advantage on saving throws you make against heat exhaustion.


Climbing Harness (100gp): Intergrate a climbing harness around the armours midriff and thighs, while in this armour you gain the benefit of a Climber’s Kit when used in conjunction with a rope or similar aid.


Frightening (100gp): Decorations of teeth, claws, and bones are attached to this piece of armor or set of robes. You have advantage on Intimidation checks.


Insulated (100gp): Prerequisite: No Breathable tag This armor counts as cold weather gear in conditions of extreme cold.


Camouflage (120gp): Adorned the surface with colours corresponding to a particular environment (Arctic, Coast, Desert, Forest, Grasslands, Hill, Mountain, Swamp, Underdark, Underwater). You have advantage on Dexterity (Stealth) checks while in the appropriate terrain. You choose one terrain when you craft the item.


Locking Joints (150gp): Prerequisite: Splint Mail or Plate Mail This armor is made with hinged joints that can be locked by a quick motion from the wearer. While wearing it, you make Strength (Athletics) checks to oppose attempts to shove you with advantage.


Quick-release Clasps (200gp): You can doff this armour as an action.


Spiked (250gp): Prerequisite: Medium or Heavy Armour This armor has been modified with barbs reminiscant of the Kuldjargh armour, and deals 1d4 piercing damage to creatures attacking with unarmed strikes or natural weapons that aren’t magical.


Reinforced (300gp): Prerequisite: Heavy Armour This armor or shield has been reinforced at the joints and other weak points. While wearing it, critical damage you take from nonmagical attacks is reduced by 3.
 

Weapon Tags



Upgrading a weapon has a base cost associated with each tier, with subsequent upgrades of that tier costing twice the previous amount for that tier. For example, Erik decides to pay a visit to a local blacksmith in order to have a customized pommel attached to his dagger—adding the balanced tag—for the tier 1 base cost of 100 gp. Later, he returns to have the blade honed—adding the sharpened tag—this time costing 200 gp, with the next 1st tier upgrade costing 400 gp, and so on. Upgrades are grouped by tier for the purposes of this cost scaling: continuing with the above example, if Erik then wishes to have the blade of his dagger partially serrated in order to improve its effectiveness when slicing and cutting—adding the saw-toothed tag—it would cost 1,000 gp (the 2nd tier base cost) provided that the dagger doesn’t already possess any other 2nd tier tags.
 

Intermediate Weapon Tags (100 gp)


Anointed: Adorned the surface in a Holy Metal (Whitesteel, Electrum, Icesteel, Silver, Gold, True Brass, Feybane) and Holy Symbols and can be used as a spellcasting focus for Divine Spellcasters, and can be used to overcome certain nonmagical resistances and immunities. You can also be imbued with a Rune.


Balanced: Any weapon You gain a +1 bonus to attack rolls made with this weapon. You can also be imbued with a Rune.


Sharpened: Prerequisite: Piercing and Slashing Melee Damage Attacks with this weapon score a critical hit on a roll one lower than normal. You can also be imbued with a Rune.


Sight Pin: Prerequisite: Bows and Crossbows Attacks with this weapon score a critical hit on a roll one lower than normal. You can also be imbued with a Rune.


Spiked: Prerequisite: Bludgeoning Melee Damage Attacks with this weapon score a critical hit on a roll one lower than normal. You can also be imbued with a Rune.


Keen: Prerequisite: Melee Weapons You gain a +1 bonus to damage rolls made with this weapon. You can also be imbued with a Rune.


Oiled String: Prerequisite: Bows and Crossbows You gain a +1 bonus to damage rolls made with this weapon. You can also be imbued with a Rune.
 

Advanced Weapon Tags (1,000 gp)



Brutal: Prerequisite: Sharpened or Spiked When you roll the maximum damage for an attack with this weapon, you can roll the weapon damage dice again and add the new roll to the damage of the attack. If you roll the maximum amount again, you can repeat this process until you don’t.


Enchanted: Prerequisite: Spellcaster Foci You gain a +1 bonus to spell attack rolls while using this weapon as a spellcasting focus.


Flanged: Prerequisite: Spiked Cannot have the Thrown or Light property When you hit a creature wearing medium or heavy armor with this weapon you sunder its armor, inflicting a noncumulative -1 penalty to its Armor Class until the armor is repaired.


Saw-toothed: Prerequisite: Sharpened Daggers Attacks with this weapon deal an extra 1d4 slashing damage. No effect against constructs or undead.


Superior: Prerequisite: Balanced, Keen, or Oiled String The damage die of this weapon is increased by one size.
Size Chart: 1 > 1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 3d4 > 2d8
 

Masterclass Weapon Tags (10,000 gp)



Arcanist: Prerequisite: Enchanted You gain a +1 bonus to your spell save DC while using this weapon as a spellcasting focus.


Masterwork: Prerequisite: Brutal or Superior You gain an additional +1 bonus to attack and damage rolls made with this weapon.


Specialist: Prerequisite: Brutal, Flanged, Saw-Toothed or Superior You gain a +1 bonus to your Chi Save or Combat Maneuver DC while using this weapon.


 

Ammunition Tags


Feybane (1 gp): A typical arrow head made from coldwrought iron.


Blunthead (1 gp): A flat-nosed arrowhead typically used for target practice and hunting small game animals such as rabbits, squirrels, and grouse. Successful attacks using this ammunition deal 1d4 nonlethal bludgeoning damage instead of the weapon’s normal damage.


Anointed (5 gp): Adorned the tip in a specific substance that is deadly to the target (Whitesteel, Electrum, Cerulean-Wrapping, Icesteel, Silver, Alder, Ash, Birch, Rowan, Willow, Hawthorn, Holly, Hazel, Oak, Yew, Gold, True Brass, Feybane).


Alchemical (15 gp): This ammunition is tipped with a volatile primer tip and a empty well that can be filled with alchemical solutions and poisons to make ammunition versions of alchemical solutions.


Herbalist (20gp): This ammunition is tipped with a needle and a empty well that can be filled with alchemical and herbalist solutions to make ammunition versions of herbalism solutions to put in an ally without dealing damage.


Bodkin (40 gp): The tip of a bodkin arrow is most commonly a sharpened spike with a square profile, designed to penetrate plate and mail armor. You gain a +1 bonus to attack rolls against targets wearing armor when using this ammunition.


Broadhead (50 gp): With a tip shaped like a spear point, broadheads are designed for maximum penetration of soft flesh and thick hide—commonly used by hunters for bringing down large game. When you hit a creature that isn’t wearing armor with an attack using this ammunition it takes an extra 1d6 piercing damage.
 

Rune Crafting



Rune Crafting is a complex process of channeling ambient magical energy into an attunement item. It does not require the user to be a magic caster themselves, but many who take to it’s art (aside from Dwarven Runesmiths) have a knack for magic. Some Runes require the casting of a spell to embed innate knowledge of it within the item itself, but all require a gemstone of enough worth to enact the spell. The cost requirement is noted below.
 

Beginner Runes (50 gp)



Alchemist: Prerequisite: Armour, Armour Proofing Tier 1 While you are wearing this armor, you regain 2 additional hit points when you drink a potion of healing.


Arrow-Catcher: Prerequisite: Shield, Armour Proofing Tier 1 This runestone has three charges. While you are wielding this shield, when you or a friendly creature within 10 feet of you are the target of a ranged weapon attack you can expend a charge as a reaction to impose disadvantage on the attack. You must choose to do so before the roll. The rune-stone regains 1d3 charges daily at dawn.


Bound Armor: Prerequisite: Armour, Armour Proofing Tier 1 As a bonus action while you aren’t wearing armor, you can cause this armor to appear in a flash of light around you—instantly donning it. Also as a bonus action while you are wearing this armor, you can cause the armor to vanish entirely, instantly doffing it.


Bound Weapon: Prerequisite: Intermediate Weapon Tag As a bonus action, you can cause this weapon to disappear or appear instantly in a free hand.


Cat: Prerequisite: Intermediate Weapon Tag While wielding this weapon, as a bonus action you can activate this rune by speaking its command phrase. For 1 hour, you can see normally in darkness to a distance of 120 feet. Once used, this property can’t be used again until the following dawn.


Caustic: Prerequisite: Intermediate Weapon Tag This weapon deals an extra 1d4 acid damage on a hit.


Chaos: Prerequisite: Intermediate Weapon Tag A popular project among apprentice artificers, this rune embodies the chaos of unbound magic. When you score a critical hit with an attack using this weapon, roll on the Wild Magic Surge to create a magical effect. If the effect is a spell that requires concentration, it doesn’t require concentration in this case and lasts for its full duration.


Elemental Shield: Prerequisite: Armour or Shield, Armour Proofing Tier 1 When you first affix this rune to a suit of armor or a shield, choose one of the following damage types: acid, cold, fire, lightning, or thunder. While wearing (armor) or wielding (shield) this item, whenever you take damage of the chosen type you can use your reaction to reduce the damage by an amount equal to twice your character level + your Constitution modifier and suffer one level of exhaustion. You can change the chosen damage type over the course of a short or long rest by spending at least 30 minutes in contact with the runestone.


Featherfoot: Prerequisite: Armour Proofing Tier 1 or Intermediate Weapon Tag While you are wearing (armor) or wielding (weapon or shield) this item, you have a standing jump distance equal to your current walking speed. Each foot you clear while jumping costs a foot of movement, and you can’t jump further than your remaining movement in a turn.


Frostfyre: Prerequisite: Intermediate Weapon Tag This weapon deals an extra 1d4 cold damage on a hit.


Knock: Prerequisite: Armour, Armour Proofing Tier 1 While you are wearing this armor, you can rap your fist on an object to cast the knock spell on it. Once used, this property can’t be used again until the following dawn.


Nondetection: Prerequisite: Armour Proofing Tier 1 or Intermediate Weapon Tag While you are wearing (armor) or wielding (weapon or shield) this item, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.


Pyre: Prerequisite: Intermediate Weapon Tag As a bonus action you can cause this weapon to burst into flames, dealing an extra 1d4 fire damage on a hit.


Returning: Prerequisite: Intermediate Weapon Tag When you use a weapon with the Thrown property, it returns to your hand at the end of that attack.


Serpent: Prerequisite: Intermediate Weapon Tag When you hit a creature with this weapon, you can attempt to poison it. The target must succeed on a Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns. On a success, the effect ends. Once used, this property can’t be used again until the following dawn.


Thalassic: Prerequisite: Intermediate Weapon Tag This weapon or ammunition fired with it magically repels water. Attack rolls you make using it aren’t made with disadvantage for being underwater.


Thief: Prerequisite: Armour, Armour Proofing Tier 1 A favorite of cutpurses and thieves. Once per day while wearing this armor you can reroll a failed Dexterity check. If you do so, you must use the new roll.


Warrior: Prerequisite: Intermediate Weapon Tag Popular among mercenaries and soldiers, this runestone ensures you keep your sword in your hand. While you are wielding this weapon, you can’t be disarmed of this weapon while you are conscious.


Zephyr: Prerequisite: Intermediate Weapon Tag This weapon deals an extra 1d4 lightning damage on a hit.
 

Intermediate Runes (500 gp)



Bastion: Prerequisite: Armour Proofing Tier 1 While you are wearing (armor) or wielding (shield) this item, you can use a bonus action to press your fist to the ground and speak its command word, causing a 10-foot radius immobile dome of force to spring into existence around and above you that remains stationary and lasts for 1 minute. The dome automatically repels nonmagical ranged attacks attempting to pass through it, and the area inside the dome is considered difficult terrain for hostile creatures. Once used, this property can’t be used again until the following dawn.


Berserker: Prerequisite: Intermediate Weapon Tag When you hit a creature with this weapon, you can expend a number of Hit Dice up to half your character level (rounded down). For each Hit Die spent this way, roll the die and add it to the damage of the attack. You take an amount of damage equal to the damage dealt in this way, including any extra damage from a critical hit. This damage to you can’t be reduced or prevented in any way. Once used, this property can’t be used again until the following dawn.


Chalice: Prerequisite: Armour, Armour Proofing Tier 1 This runestone stores spells cast into it, holding them until the attuned wearer uses them. The rune can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the rune by touching the rune as the spell is cast. The spell has no effect, other than to be stored in the rune. If the rune can’t hold the spell, the spell is expended without effect. The level of the spell used to cast the spell determines how much space it uses. While you are wearing (armor) or wielding (shield) this item, you can cast any spell stored in the runestone. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the rune is no longer stored in it, freeing up space.


Doppleganger: Prerequisite: Armour, Armour Proofing Tier 1 While you are wearing this armour, you can magically disguise yourself as the dominant race of the region. This disguise cannot be changed, being the racially acceptable version of you.


Hunt: Prerequisite: Ammunition Property, Intermediate Weapon Tag While you are wielding this weapon, you can use an action on your turn to mark a creature you can see within 90 feet of you. For 1 hour, when you hit the marked creature with a ranged attack using this weapon you can use a bonus action to teleport to an unoccupied space within 30 feet of it that you can see. Once used, this property can’t be used again until the following dawn.


Journey: Prerequisite: Armour, Armour Proofing Tier 1 While you are wearing this armor, your speed increases by 10 feet. In addition, you can travel at a fast pace without suffering the normal penalty to passive Wisdom (Peception) checks, and your food and water requirements are halved.


Magebane: Prerequisite: Intermediate Weapon Tag This runestone has three charges. When you hit a creature with this weapon, you can expend a charge to cause any spell effects of 3rd level or lower on the target to end. Additionally, for each spell of 4th level or higher on the target, make an ability check using your weapon ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. The runestone regains 1d3 expended charges daily at dawn.


Phoenix: Prerequisite: Armour, Armour Proofing Tier 1 When you’re reduced to 0 hit points and start dying while wearing this armor, this rune immediately casts fireball centered on you. At the start of your next turn, instead of rolling a death saving throw, you regain 1d6 hit points. Once used, this property can’t be used again until the following dawn.


Soultrap: Prerequisite: Intermediate Weapon Tag When you kill a creature with a challenge rating equal to or higher than your level with this weapon, you regain one expended spell slot. This spell can’t be of a level higher than your proficiency bonus. Once used, this property can’t be used again until the following dawn.


Superconductor: Prerequisite: Intermediate Weapon Tag This runestone captures and stores magical potential for short-term use, and can hold a number of spell levels equal
to the proficiency bonus of the creature attuned to it. When you are targeted by a spell while holding this weapon, the runestone gains a number of charges equal to the level of the spell, up to the maximum the runestone can hold. When you hit a creature with an attack using this weapon, you can expend any number of charges to deal an extra 1d6 force damage per charge expended. This item loses any accrued charges when you finish a short or long rest.


Warmage: Prerequisite: Armour Proofing Tier 1 This runestone has three charges. While you are wearing (armor) or wielding (shield) this item and fail a concentration saving throw that you make to maintain concentration on a spell due to taking damage, you can expend a charge as a reaction to reroll the saving throw. If you do so, you must use the new roll. You can expend a spell slot of 1st level or higher to recover an expended charge.
 

Advanced Runes (1,000 gp)



Blood Weapon: Prerequisite: Intermediate Weapon Tag When you score a critical hit with an attack using this weapon, you regain a number of hit points equal to the damage dealt to a maximum of the hit points lost by the target. No effect against constructs or undead.


Displacement: Prerequisite: Light or Medium Armour, Armour Proofing Tier 1 When you take damage from a weapon attack, you can teleport 30 feet to an unoccupied space that you can see. Once you teleport in this way, you can’t do so again until the start of your next turn.


Dragon Slayer: Prerequisite: Martial or Exotic Weapon, Intermediate Weapon Tag When you hit a dragon with this weapon, it takes an extra 2d6 damage of the weapon’s type and must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet until the end of its next turn. If the target is airborne, it descends at 60 feet per round until it reaches the ground or the effect ends. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.


Earthshaker: Prerequisite: Heavy Weapon Property, Intermediate Weapon Tag While you are wielding this weapon, you can use an action to strike a point on the ground within reach, creating a seismic disturbance as per the Earthquake spell with a duration of 1 round. Once used, this property can’t be used again until the following dawn.


Giant Slayer: Prerequisite: Martial or Exotic Weapon, Intermediate Weapon Tag When you hit a giant with this weapon, it takes an extra 2d6 damage of the weapon’s type and must succeed on a Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.


Mark/Recall: Prerequisite: Armour, Armour Proofing Tier 1 While you are wearing this armor, you can use an action to magically mark a surface on which you are standing. While a location is marked in this way, you can spend 1 minute concentrating on it (as if concentrating on a spell). At the end of the period, you and up to five willing creatures within 5 feet of you teleport to the marked location, and the mark vanishes. Once you mark a location, you can’t do so again until the following dawn. If you mark another location while you already have a mark, the older mark vanishes.


Overshield: Prerequisite: Heavy Armour, Armour Proofing Tier 1 While you are wearing this armor, you gain 8 temporary hit points at the start of each of your turns.


Retribution: Prerequisite: Armour Proofing Tier 1 While you are wearing (armor) or wielding (shield) this item, whenever you take damage from a creature you have advantage on your next attack roll against creatures of that type before the end of your next turn.


Deadbane: Prerequisite: Intermediate Weapon Tag In darkness, the unsheathed blade or head of this weapon sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. In addition, when you hit an undead with this weapon, it takes an extra 2d6 radiant damage.


Wolfsbane: Prerequisite: Intermediate Weapon Tag In darkness, the unsheathed blade or head of this weapon sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. In addition, when you hit a shapechanger with this weapon, it takes an extra 2d6 damage and must succeed on a Constitution saving throw. On a failure, it immediately assumes its true form if it was shapechanged and it can’t shapechange until the end of its next turn.
 

Masterclass Runes (5,000 gp)



Force of Will: Prerequisite: Armour, Armour Proofing Tier 1 While you are wearing this armor, you can’t be affected by enchantment magic unless you choose to be.


Mime: Prerequisite: Armour Proofing Tier 1 or Intermediate Weapon Tag This runestone is able to mimic the properties of magic items. A creature can spend a short rest spent focusing on a magic item and this runestone. The magic item must be of the same type as the type of equipment to which this rune is affixed. Focus usually takes the form of quiet meditation or other appropriate activity. If the short rest is interrupted, the copying process fails. Otherwise, at the end of the short rest the runestone gains the properties of the magic item, excluding any fixed bonuses such as those to attack and damage rolls, spell save DC, and Armor Class. If a property has charges, it is copied with no remaining charges. Only the properties of one magic item can be copied at a time. The mimicking process overwrites any existing copied properties. The process automatically fails when attempting to mimic the properties of artifacts.


Tempest: Prerequisite: Intermediate Weapon Tag Once on each of your turns, when you hit a creature with this weapon you can deal an extra 1d10 lightning damage. An arc of lightning then leaps from that target to as many as three additional creatures of your choice within 30 feet of it, which also take 1d10 lightning damage.


Volant: Prerequisite: Armour, Armour Proofing Tier 1 While you are wearing this armor, you gain a flight (hover) speed equal to twice your walking speed.
 

Runic Ammunition


Using the same process as Rune Crafting, Runic Ammunition uses a gemstone of enough worth to enact the effect, enchanting 10 arrows, crossbow bolts, darts, or bullets. The cost requirement is noted below.
 

Beginner Runes (10 gp)



Alarming: Enchanted to explode with elemental magic, ringing out a clap of thunder for 300ft around the target.


Beastbringer: Enchanted to be attractive to creatures with a Beast subtype within the 1 mile surrounding area.


Netting: Enchanted to transform into an engulfing net around a target with an Escape DC 13.


Radiant: Enchanted so it glows with 10ft bright white light and 10t dim light beyond that for the next minute.


Rope-a-Dope: Enchanted to transform into a 50ft long rope mid-flight, and grow roots into wherever the arrowhead strikes.
 

Intermediate Runes (50 gp)



Ghostflame: Enchanted to bathe the target in ethereal blue flame. Reveals invisible targets for 1 minute and gives advantage on attack rolls against them.


Grounding: Enchanted to reduce flight speed by 10ft for the next minute. If this would reduce them to 0ft they fall.


Tracker: Enchanted so you know where it is within 1 mile, and using Locate Object triples the range of the spell.


Waterbound: Enchanted to transform into pure spring-water once it strikes.
 

Advanced Runes (500 gp)



Stunning Strike: Enchanted with concussive force, when it strikes they must make a Strength DC 15 or be knocked prone.


Autumn Sidhe: Enchanted to teleport a creature 15ft. If unwilling they must succeed on a Charisma DC 15.


Winter’s Edge: Enchanted to create a 15ft area of thick obscuring fog.
 

Masterclass Runes (1,000 gp)



Inevitable: Immunity to the effects of wind and flame, cannot have disadvantage on the roll.


Slaying: This ammunition is enchanted to deal an additional 3d10 damage to a specific creature type ie. Dragon, Fiend, Celestial, Undead.
 

Carpentry Materials


Gemstones


The following are valuable or magical gems of a decent size (roughly 1/4 inch in diameter), used in the forging of high-end magical gear or simple bartering. They are separated into tiers of cost and rarity to use in the different levels of enchantment. Each of the stones have cultural association within the realm, but are interchangeable for the purpose of binding the enchantment to the Item. The act of Smashing the gem onto the Armour and destroying the material worth of it is used as a sort of Sacrificial Bond with The Weave.
 

Common Stones (10gp)


The smallest and most common of stones, used in jewelry for a Journeyman’s wife or Merchant’s daughter. It’s too cheap for even make the Beginner Runes for Armour or Weapons, but perfect for the enchantment of Ammunition with impermanent enchantments of damage.
 
Agate; Pinkish-Red, the transmutation stone, strong with earth and fortitude.


Azurite; Darker Blue, the enchantment stone, strong with friends and companionship.


Carnelian; Bright Red, the evocation stone, strong with blood and anger.


Malachite; Dark Green, the conjuration stone, strong with frost and poison.


Obsidian; Jet Black, the necromancy stone, strong with hunger and the cold grave.


Pearl; Brilliant White, the divination stone, tied to the sea and sky.


Tiger Eye; Brown-Yellow Bands, the abjuration stone, tied to clarity and calm.


Turquoise; Brilliant Blue, the illusion stone, tied to heat and sands.
 

Uncommon Stones (50gp)


The beginning of permanent item enchanting and more potent ammunition enchantments, and expensive enough to used often as a substitution for currency. They are also used by Wizards for the creation of Soul Gems and to store mana equivalent to Spell Slots.
 
Citrine; Brilliant Honey, the conjuration stone, tied to health and strength.


Jacinth; Brilliant Crimson, the transmutation stone, used for family and bloodlines.


Jasper; Rose Pink, the enchantment stone, tied to prosperity and greed.


Moonstone; Blue Silver, the evocation stone, tied to light and purity.


Onyx; Clear Black, the necromancy stone, tied to protection and hiding.


Peridot; Clear Green, the abjuration stone, used to dispel otherworlders.


Zircon; Blue Crystal, the divination stone, tied to rain and snow.
 

Semiprecious Stones (200gp)



Mid-range for gemstones traded throughout the realms. These are usually beyond the scope of all but the wealthiest of Merchants and Nobility and require permits just for their use and possession outside of Ranks of Nobility. Because of their ease of exchange most economies have to heavily regulate their use.
 
Amber; Orange, the poison stone, used for protection and good sleep.


Garnet; Red-Purple, the thunder stone, tied to safety and clear thoughts.


Hyaline; Smokey Clear, the lightning stone, tied to isolation and peace.


Jade; Strong Green, the cold stone, tied to ancient secrets and knowledge.


Sunstone; Sparkled Orange-Pink, the fire stone, tied to hard work and loyalty.


Tourmaline; Bright Pink, the psychic stone, tied to contemplation and enlightenment.
 

Lesser Precious Stones (600gp)



The rarest of quality gemstones, reserved for the exclusive usage by Mages, Nobles and Royalty. Some of the more prominent Churches and Extra-national organisations display these but for the most part they’re used by Kingdoms for exchanging of large funds.
 
Amethyst; Bright Purple, the bloodlines stone, tied to power and position.


Aquamarine; Green-Blue, the sea stone, tied to trade and adventure.


Opal; Rainbow-Blue, the nature stone, tied tone earth and lands.


Sapphire; Brilliant Blue, the war stone, for conquest and gain.


Topaz; Golden Yellow, the faith stone, tied to our faith and purity.
 

Greater Precious Stones (2,000gp)



The pinnacle of rare gemstone types, usually reserved for the exclusive usage by Archmages and Royals. The rarity of these gems and their cultural significance means most who possess them would risk death rather than the humiliation of relinquishing their ownership. Crown Jewels, Archmages Staves, and Scepters of Power.
 
Alexandrite; Deep Purple with Blue and Green reflections, the Royal Stone of Aerulia, power of the seas.


Arandur; Aqua Glass with Red and Blue reflections, stone of the the Dragonblood Accords, power of the sky.


Emerald; Deep Green with Golden Flecks, the stone of the Archdruids, power of the woodlands.


Ruby; Deep Red with Purple and Black reflections, stone of the Dwarven Kings, power of the stone.


Diamonds (200-2,000gp)
Diamonds are lightly variant in cost, size and rarity. While they can be used for decoration and Runecrafting, their importance in Divine Forms of Resurrection means they should be prioritised for the survival of your party members.
 

Wood


There are Ten Sacred Woods used by Silvanus, and they make up the predominant of mundane wooden equipment. They have no multiplicative cost for woodcarving objects, but they also take well to Runecarving.
 
Alder of Battle; Excellent for flexibility, grows near rivers and swamps and strengthens when crafted into battle-gear.


Ash of Protection; A hard wood with little flexibility but while rigid, excellent for staves, spears and armour.


Birch of Healing; Closely associated with areas overlapping the Feywilds, can be used for a diuretic tea.


Rowan of Courage; Used often for tool and weapon handles with a nice feel and lack of splintering.


Willow of Sight; Symbolic of protective dead, and used to mark Crossings by the Ghostwise Halflings.


Hawthorn of Trickery; Hawthorns mark Feywild Crossings, and the flowers blooming only at the end of springtime.


Holly of Resurrection; Associated with winter feasts for it’s long-lived flowers and berries, poisonous but delicious berries.


Hazel of Inspiration; A flexible wood great for basket-weaving, cookwear, associated with elder druids who dispense wisdom.


Oak of Knowledge; A strong wood, great for long halfs like axes and warhammers, often used by great warrior-druids.


Yew of Death; A wood capable of great strain, used for bows and siege-arms, and associated with lethal elven woodlands.
 
There are, of course, rarer forms of wood, usually semi- or at least quasi-magical. They all have additional benefits on the items crafted out of them, and these properties are added to any Runic Magic or Armour/Weapon Tags.
 
Chillbark; x3 Production Cost A wood native to the shadowfell, thought to be the product of a living tree killing a vampiric entity and transforming. When used it Armour, it grants you obscurement from the sight of Undead and advantage on saving thrtows against heat exhaustion. When used in Weapons, it deals an additional 1d4 radiant damage to undead.


Tidewood; x5 Production Cost Wood crafted from the groves of aquatic groves used predominantly by Aquatic Elves, magically repels and controls water around it. When used in Armour, it grants you a swim speed equal to your movement. When used in Weapons, bludgeoning and slashing weapons don’t attack with disadvantage.


Soarwood; x10 Production Cost Wood grown in the magical floating groves of Dambrath in South Zakhara, the larger the piece of wood the higher altitude it will seek to rest at. When used in Armour, it no longer requires a minimum Strength and does not grant disadvantage on Stealth checks. When used in Weapons, they lose the Heavy Properties if they have it, gain the Light Property if they didn’t have the Heavy Property, and gain a Thrown Range of 20/60ft.


Aeonswood; x20 Production Cost Wood taken from the Feywild usually at incredible personal cost, even when processed it remains alive. When used in Armour, it grants you resistance to magical charms and illusions. When used in a Weapons, it deals an additional 1d6 damage to shapechangers and immortal creatures.
 

Bone


Standard Animal bones are far cheaper than the equivalent amount of metal, but require far more processes and crafting to make, often coming out as similar costs at the end of work.
 
Animal Bones; Excellent for longer circular shapes, can be harvested from a variety of animals, with Elk, Cows, Horses and Ox bones being the most commercially available.


Animal Ivory; Usually more of a regional goods for the Plains of Zukhara and The Shining South, but considered a luxury good in the North.


Monstrous Chitin; Exoskeletal shells harvested from Giant and Massive Beetles and popularized by the Exodus of the Dark Elf refugees.
 
There are, of course, rarer forms of bone, usually semi- or at least quasi-magical. They all have additional benefits on items crafted out of them, and these properties are added to any Runic Magic or Armour/Weapon Tags.
 
Ankheg Chitin; x5 Production Cost The exoskeleton of Ankheg in the Shining South, a pest creature with strong hide that invest rich soil areas. When used in Armour, it does not grant disadvantage on Stealth checks. When used in Weapons, they lose the Heavy Properties if they have it, gain the Light Property if they didn’t have the Heavy Property.


Giants Bone; x10 Production Cost The bones of giant or giantkin, an extremely dense and powerful material. When used in Armour, reduces all forms of forced movement by 10ft. When used as a weapon, all attacks against objects count as an automatic critical hit.


Kython Chitin; x15 Production Cost The exoskeleton of the dread Kython Hive in Westgate, and while quite dense they hold a wickedly sharp edge. When used in Armour, it deals 1d6 slashing damage against unarmed attacks. When used in Weapons, it deals an additional 1d12 damage on a critical hit.


Dragonbone; x20 Production Cost Bones harvested from a recently deceased Dragon, usually by the slayers themselves to prevent the quick degeneration of such products. When used in Armour, it grants resistance an elemental type (determined by the type of dragon). When used in Weapons, it grants an additional 1d4 damage of the same elemental type.

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