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Mutagen Crafting

The Order of The Mutant have unlocked the special alchemical crafting method of mutagen craft. Taking time and resources members of The Order of The Mutant are able to craft powerful potions or oils to enhance their killing capabilities.

Crafting. When crafting a potion or oil it has a cost to produce. Some potions or oils may also require special ingredients to craft. During the crafting process different tiers of product may be achieved marked by either minor, moderate, or masterwork quality.

Replenishing. In the making of special oils special mutagens are made which infuse the oils, making replenishment possible. An oil can be replenished as part of a Long Rest as long as the necessary amount of replenishment ingredients are available.

Tiers of Crafting. Whenever a mutagen or other tool of killing is being made a check with Alchemists supplies is made at the end of the crafting process. If double the time is spent on crafting an item the check is made with advantage, if four times the time is spend the item can be minimum of moderate quality.
Roll Effect
1-5 Failure. The process resulted in a failure consuming half of the costly ingredients along with a 50% chance of consuming the special ingredient.
6-12 Minor. The labor resulted in the item being made resulting in an item of minor quality.
13-20 Moderate. The labor resulted in the item being made resulting in an item of moderate quality.
21+ Masterwork. The labor resulted in the item being made resulting in an item of masterwork quality.

Oils Crafting Table

Name Special Ingridients Crafting Time Ingredient Cost Refill
Hanged Man's Venom
The essence of an incorporeal creature
Silver dust worth 50 gp
2 Days 100 gp 15 gp worth of alcohols and oils.
Fiend's Foe The left eye of a lesser fiend or greater Holy water solution with salt (20 gp) Silver dust worth 40 gp 4 Days 120 gp 10 gp worth of alcohols and oils.
Descriptions
Burning Arrow
The arrow tip has been sealed with a tarlike substance which burns easily. When making an attack with this arrow and there’s an open flame nearby you can set the arrow top on fire. On a hit the arrow deals an additional amount of damage based on the quality.
Minor: 1d4 fire damage. Moderate: 1d6 fire damage. Masterwork: 2d4+2 fire damage.


Devils Palm
This bomb has been designed to hinder foes and launch packets of silver dust into the flesh of enemies. As an action a character can light this bomb and throw it to a point up to 60 feet away. Each creature within 10 feet of the point of explosion has to make a dexterity saving throw (DC dependent on quality). On a failed saving throw a creature takes damage and a creature cannot use magical abilities to turn invisible or half as much on a successful saving throw and no additional effect.
Minor: DC 13; 7 (2d6) piercing damage. Moderate: DC 14; 10 (3d6) piercing damage. Masterwork: DC 15 14 (4d6) piercing damage.


Fiend's Foe
This oil has been made as a tool for blood hunters to more effectively deal with the fiend’s resistance to the elements. Using 1 minute the oil can be applied to a weapon and remains in effect for 10 minutes (the number of uses before refill is dependent on the quality). During which time you’ll have an additional bonus to hit and to damage against fiends (based on quality), as well as ignoring any resistances the creature has against your Crimson Rite.
Minor: 1 use, +1 weapon. Moderate: 2 uses, +1 weapon. Masterwork: 3 uses, +2 weapon.


Hanged Man’s Venom
This oil has been made as a weapon against the undead creatures especially incorporeal creatures. Using 1 minute the oil can be applied to a weapon and remains in effect for 10 minutes (the number of uses before refill is dependent on the quality). During which time you’ll have an additional bonus to hit and to damage against undead (based on quality), additionally any creature hit with the incorporeal trait has to make a constitution saving throw (DC dependent on quality) or loose their ability to phase through people and making 1 foot of movement count as 4 when moving through objects.
Minor: 1 use, +1 weapon, DC 12. Moderate: 2 uses, +1 weapon, DC 13. Masterwork: 2 uses, +2 weapon, DC 15.


Tanglefoot Bag
Tanglefoot Bag This sack is filled with a sticky, black tar. As an action, you can throw this bag up to 20 feet at a target. Make a range attack against the creature, treating the Tanglefoot Bag as an improvised weapon. On a hit the bag bursts and coats the target with its contents. The target is restrained for a minute. A restrained creature may use its action to attempt a Strength saving throw (DC dependent on quality) to break free, ending the effect.
Minor: DC 10. Moderate: DC 11. Masterwork: DC 14.

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