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Crafting

The third and final step of the Artisans Loop is Crafting, where we produce items. This is the payoff after all the work you've done so far, so get ready to reap the rewards. Now that you have gathered the resources and refined them into components, you can at long last create items with them. Again, this drastically increases the value of it's constituent parts, but it works a little differently. In this case it allows you to create things worth twice the value of the components you have. This means if you had 25GP of alchemical components you could attempt to make them into a common potion of healing, worth 50GP.   There are an immense amount of items in the sourcebooks for D&D 5e, too many to ascribe a GP value to them. Thankfully, someone else has already done that! Follow this link for a list of magic items and prices.
Magic Items and Prices
  If you would like to create something not listed here just ask a DM and we will provide guidance. Outside of those items blacklisted in the linked document we can assume that with stout labour any artisan has to potential to make any magical item, with difficulty increasing alongside rarity and magical potential. If you attempt to create an item of a higher rarity and roll below the minimum for that rarity on the table, you fail. Common sense dictates which items could be created with which components. Alchemical Reagents are used for any potions or poisons, Scavengers Gear for leather armours, etc (See Crafting Basics). What components necessarily are is fairly freeform, just make your choice of components apparent in the final visual description of what you create.
  Once you have created a thread in downtime-rp (see Downtime Rules for rules and formatting), follow the steps below to craft an item:
  1. Declare the item you intend to create with it's rarity and how in downtime-rp with an in character description.
  2. Roll a D20 in downtime-rp and add the appropriate tool and skill proficiency bonuses if applicable.
  3. Consult the table below in order to determine the degree of success or failure. Ping a DM if you critically fail or succeed (Nat 1 or 20).
  4. Declare and describe the result in character in downtime-rp and then add the appropriate item to your inventory on DnD Beyond.
Consult the table below:

Creating Legendary Items is no everyday feat, and may require components impossible to obtain through regular means. If you wish to create a Legendary Item consult a DM and an adventure will be drafted for to seek out the mythical things you need to create an item that is truly legendary. Please be patient, as this may take some time to prepare or balance.
 

Imbuing Elements to Weapons


In order to permanently imbue your weapon with elemental properties, you must find and insert an elemental essence shard into your weapon. See Here   Ignore the effects listed here, imbuing it into your weaponry will add 1d4 of the element type damage to your weapon. Finding larger or legendary shards may imbue enhanced effects, consult the DM.   Assuming you're successful in doing so, you would also need to attune to the weapon to be able to use it. The damage type you receive is dependent on the type of elemental essence you get. Attaching these shards is not a simple process, and this is where an artificer is especially handy. To attach an elemental essence, you can choose to use the Imbue Weapon spell, rolling against a DC of 10 + 2 per weapon modifer (example, DC 12 on a +1 weapon). Alternatively, if you lack access to this spell, you may also try rolling an Arcana check AND a relevant crafting check of the weapon type you're binding it to (see crafting table above), both with the same DC and both must be passed. Rolling significantly low on either of these checks may result in the elemental essence being destroyed .... something else to keep in mind, as this can be a devastating outcome given their rarity.   An artificer is useful in this situation for that very reason. At level 2, artificers get the Infuse Item feat, which they may use once per long rest to try to imbue the essence into the weapon. For this, the artificer rolls a D20 plus their spell casting modifer, against the same DC above - however, due to the artificers adept skills, failure of any kind will not result in the essence being destroyed. At 10th level, when the artificer gains the Magic Item Adept feat, they may make these checks with advantage as well. Consult a DM if you have any questions.
 
Type
Guide, Generic

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