Workshops

If your character owns at least one House, you're welcome to invest in a one-of-a-kind expansion designed to support your character's professional efforts, provided they're interested in craft. Different types of workshop offer different bonuses and perks, but the one thing they all share in common? If you own one, you're allowed to create a personal thread in the Bazaar to track your own purchases, sales, and exchanges of services separate from the normal channels, and further gain a bunch of benefits that potentially make crafting easier.   Workshops are purchased via the Grand Emporium, where Lauren Nestrage helps organize the contracts necessary to complete the task. You're welcome to RP yourself doing most if not all the work, but the purchase itself still needs to be logged here so we don't lose track of it.  

Workshop Size

Workshops come in four sizes: Large, Huge, Gargantuan, and Colossal. The size of your workshop effects a few things:  
  • You get a +1 bonus to the crafting check if the item you're crafting is no larger than the size of your workshop. For example, if you have a Large workshop and want to craft a Huge boat, no bonus. But, if you have a Huge, Gargantuan, or Colossal workshop? Take your +1.
  • Larger workshops have more room for apprentices. Each apprentice in your workshop grants a +1 bonus to crafting checks made in that shop, representing their help in completing the task successfully.
  • Larger workshops can fit the tools and equipment necessary for processing rarer pieces of Chromatite, allowing them to be used in place of exotic materials during crafting attempts.
See the below table for the breakdown:  
  If you choose to upgrade your workshop later, you still pay the full price as if you were buying a new shop. The new workshop replaces your old one.

Workshop Type

Each workshop has an assigned "type." Different types of workshop are better at crafting certain items than others, and additionally offer special options other workshops don't share. When you purchase your workshop, specify the type of workshop you're purchasing so it can be tagged correctly in the Bazaar. A few notes:  
  • Provided you have a large enough workshop, items matching the shop's preferred items list can have their exotic materials replaced with Chromatite. Other items falling outside of these categories require the exotic material as they normally would.
  • When researching formulas, or when crafting an item, you can replace the typical ability score with one of the shop's main stats. For example, a firearm typically requires a high Dexterity to craft. However, a jeweler with the right tools could potentially achieve the same job with their Wisdom score.
  • Likewise, when you make a research or craft check, you can use proficiency with one of the listed tool to improve the check, replacing any skill proficiencies (if any).
 

Alchemist

Preferred Items: Potions, poisons, medicine, items relating to the School of Transmutation
Main Stats: Intelligence, Wisdom
Tools: Alchemist's Supplies, Brewer's Supplies, Cook's Utensils, Herbalism Kit, Poisoner's Kit   An alchemist is an invaluable member of any community, often establishing themselves as doctors, apothecaries, and other careers benefiting from the study and application of nature and its remedies. A proper alchemist has the unique ability to create a unique mixture called a Fused Potion, the result of combining two separate potions together to create a more potent, potentially legendary brew... or, you know, an instant bomb.   Alchemist's Fire (DC 17). In exchange for a successful DC 17 check and one crate of ingredients, an alchemist can produce ten flasks of alchemist's fire.   Cooking by the Book. An alchemist may substitute up to 500 GP of the cost to craft a given potion or poison with one crate of ingredients.   Alchemizer (DC 25). An alchemist proficient in arcana can craft this item using two frame components and a crate of residuum, which is treated as the crafting cost for this item. On a success, you create an alchemizer, a Large magical device that functions similarly to alchemy jug, but can contain up to 25 gallons of fluid.   To use an alchemizer, you must first choose a liquid from the alchemy jug's given options. You may additionally choose alchemist's fire, with a maximum amount of 1/2 ounce. Once a liquid has been chosen, the alchemizer generates enough of the liquid to match its max amount at the end of each hour (for example, an alchemizer can produce 1 ounce of alchemist's fire every two hours). If you change which fluid the alchemizer is generating, its existing contents are destroyed.   As a bonus action while adjacent   Fused Potion (DC Varies). To create a fused potion, take any two potions you possess and declare plans to craft a fused potion with these items. The DC for the check is based on a magic item one step rarer than the rarest potion in the mixture. For example, if I mixed a rare potion with a very rare potion, I would use the DC for a legendary item because it is one step higher than very rare.   Both original potions in your inventory are destroyed regardless of a success or failure. Make a craft check against the target DC, and on a success, roll a d100. If you roll a 1, the mixture overreacts and explodes catastrophically in your face, resulting in a lingering injury to be treated at your discretion. You're free to either pick an injury from the given list or come up with something reasonable. Provided you roll anything else after succeeding your craft attempt, add a Fused Potion to your inventory with the results of your d100 and the original potions in parenthesis after it, as it may effect the outcome of actually drinking it later. Every Fused Potion, no matter what you combined to make it, accounts for no more than one fluid ounce (1 oz) of useable potion, effective for a single dose.   The rarity of the potion should match your DC, so if you rolled a check against a legendary DC, your Fused Potion is a legendary item.   Necrotic Smoke Screen (DC 25). An Alchemist proficient in arcana may create this item using two frame components and ten crates of residuum, the latter acting as the item's crafting cost. A necrotic smoke screen is a Large magical device that can contain as much as 100 flasks of alchemist's fire.   As a bonus action, the smoke screen can be activated to disperse 10 flasks as a cloud of opaque smoke filling a 30-foot cube adjacent to and centered with the device. The cloud is stationary and lasts for 1 minute. The area within it is heavily obscured. Any creature that enters the cloud for the first time on a turn or starts its turn there takes 6d6 necrotic damage. A strong wind disperses the cloud.   It takes an hour to safely refill the device. If the device is connected to a gearworks and a liquid storage, the smoke screen's storage is considered to include the liquid storage's capacity (a single flask of alchemist's fire is approximately half a gallon).   Refresherator (DC 25). Provided you are proficient in Arcana, you may create this item using a star core and 10 crates of residuum, the latter acting as the item's crafting cost. A refresherator is a Large magical device that draws air and gases into itself and purifies it, circulating fresh air through the area. At the end of each day, all air within a 50 ft. radius (or within an attached vehicle's air envelope) has its quality improved by one step (turning deadly air into foul air, or foul air into fresh air). When attached inside a home or vehicle, its interior and all creatures inside are protected from the effects of extreme weather conditions as the refresherator keeps temperature temperate and comfortable.

Enchantry

Preferred Items: Arcane focuses, rods, star cores, staves, wands
Main Stats: Dexterity, Intelligence
Tools: Glassblower's Tools, Jeweler's Tools, Woodcarver's Tools   The enchantry is a place of wonder and mysticism, found either in the most dense population centers of the world or its most remote, untamed wilds far from any semblance or hint of civilization. Many make their homes in or near woodlands, where they have access to the groves they use to source the wood they carve and shape for their craft, woven together with all manner of strange and wondrous things to create items that are nothing if not magical. The innate understanding of how to manipulate magic and nature together permits an enchantry to accomplish what many still consider to be impossible: create the heart of a star. More formally known as Star Cores, these items are amazing if not only for their use in forging the much desired and highly sought after ythryn mythhalar, but are a necessary component in the manufacturing of spelljammers.   Crate of Residuum (DC 15, one magical item). Residuum is a fine rust-colored dust-like material created when a magic item is disenchanted. The material itself has few applications, but it is particularly receptive to arcane energies making it especially helpful in the enchanting process. To obtain a crate of residuum, you need a magical item you're willing to destroy. After being disenchanted, it becomes the closest mundane option it can be (i.e., a magical longsword becomes a regular longsword). How many crates of residuum a magic item leaves behind depends on the item's type and rarity. See the below table for values.  
  In addition to its other uses, a creature can use one crate of residuum to reduce the GP cost of crafting a magic item by 500 GP.   Star Core (DC 25). Using 50 crates of residuum, a successful DC 25 check creates a star core. This hollow, glass-like material is particularly sturdy and durable, and has the additional property of being particularly receptive to magic and effectively dispersing it. This relationship makes it particularly valuable in the manufacture of spelljammers, whose helms are used to channel incredible volumes of magic to permit interstellar travel.   A character can use a star core attached to a rod or staff as an arcane focus. A spellcaster that uses this item as their focus always rolls the average value of any dice rolled as a result of casting a spell.   Bones of Endless Toil (DC 25). Provided you are proficient in Arcana checks, you may attempt to make this item with a successful DC 25 crafting check and 20 crates of residuum, which are treated as the crafting cost. This item resembles an assortment of bones, particularly those of unknown monsters and mysterious creatures, carved with potent runes that emit a sickly green radiance. When used to dress a house or vehicle, it emits a magical field that permeates the entirety of the object's area out to the edges of its air envelope, if it has one. A creature that dies in this area of effect must make a DC 12 Wisdom saving throw. On a successful save, it dies as normal. If it fails, it immediately rises as an unyieldingly loyal zombie. The zombie gains working knowledge of the area or vehicle, allowing it to serve as a skilled hireling with no upkeep. If the bones are ever destroyed or removed, all zombies created by this effect become immediately independent and act as a typical zombie would.   Demihold (DC 30). Provided you are proficient in Arcana checks, you may attempt to make this item with a successful DC 30 crafting check, a star core, and 40 crates of residuum. A demihold is a Large container binding a demiplane to its interior, which can be viewed through the container's glassy exterior. The container prevents living creatures from entering its interior. For legal reasons. An arcane slate affixed to the device permits a character to use it as if interacting with a bag of holding, in the sense that the slate may be used to call for specific items or materials from within the demihold's contents. A demihold can store up to 100 tons of material and items.   A demihold connected to a gearworks can be used to store solid materials and items harvested or processed by the structure's other stations. A demiplane is temporarily suppressed when inside an area of anti-magic. The demiplane still exists, however, and when the demiplane is no longer in the area of anti-magic regains its connection to the demiplane. If the demihold is reduced to 0 hit points and destroyed, its connected demiplane is destroyed and its contents ejected into the nearest adjacent spaces surrounding the demihold.   Shield Generator (DC 30). Provided you are proficient in Arcana checks, you may attempt to make this item with a successful DC 30 crafting check, a star core, two frame components, and 1,000 crates of residuum. The crates of residuum are treated as this item's crafting cost. A shield generator is a Large magical device that drawns power from a stored crate of rare metals. For RP purposes, this metal is known as astralite, an exceedingly rare mineral harvested from the astral sea for its repulsive properties.   As a bonus action, the shield generator can be activated to project a barrier of translucent force up to 50 ft. away, consuming the crate of refined metals stored inside. When attached to a house or vehicle, this range increases to the limit of the object's air envelope instead, even if it's smaller.   The projected barrier is immune to force damage and has 200 hit points. Attacks and spells originating from outside the barrier and targeted something within it deal damage to the barrier instead. Provided the barrier has at least one hit point remaining, it recovers 1d4 hit points at the end of each hour it goes without taking damage. A creature onboard the vessel can expend a spell slot to immediately heal the barrier by a number of hit points equal to ten times the expended spell slot.   If reduced to 0 hit points, or if the generator is destroyed or fully contained inside an area of anti-magic or an inverted magic circle, the barrier ceases to function. A new crate of refined metals must be provided to replace the old one before the generator can be used again. The generator itself is rather fragile. It has an AC of 10, a damage threshold of 10, and 30 hit points.   Taskmaster's Drums (DC 30). Provided you are proficient with Arcana checks, you may attempt to make this item with a DC 30 check, 2 drums, and 20 crates of residuum. The drums and the crates are lost on a failure. The taskmasters drums are a set of bronze drums with iron mallets. As an action, a creature can activate the drums and cause the hammers to float above and strike to produce a thundering rhythm for 1 minute. When attached to a house or vehicle, all hirelings and crew members can take one additional action on each of their turns. Once this item has been used, it can't be activated again for 24 hours.   Telescopic Transporter (DC 30) (https://www.dndbeyond.com/magic-items/7526778-telescopic-transporter). An enchantry familiar with the formula for this item, and with a Colossal workshop, can attempt to craft this item. Instead of the normal crafting cost for a legendary item, the crafting cost for this item is 100 mechanical parts, a star core, and a scroll of gate. All components are lost on a failed crafting check. The telescopic transporter is considered a Gargantuan structure for the purposes of fitting.   Wildspace Scanner (DC 25). Provided you are proficient with Arcana checks, you may attempt to craft this item with a DC 25 check, a wildspace orrery, two frame components, and a star core. The star core is lost on a failure. A wildspace scanner is a Large magical device that functions identically to a wildspace orrery, but additionally has the ability to detect certain items within its area of effect.   You may choose one of the following actions when using the scanner:  
  • Radar Sweep. The scanner begins to search the surrounding environment as if by the effects of commune with nature, taking a full minute to complete. When the minute is finished, the scanner displays its findings.
  • System Probe. The scanner searches the surrounding system as if by the effects of commune with nature, taking a full hour to complete. When the hour is finished, the scanner displays its findings.

Forge

Preferred Items: Armor, weapons, manufactured goods, siege weapons
Main Stats: Strength, Dexterity
Tools: Carpenter's Tools, Leatherworker's Tools, Mason's Tools, Potter's Tools, Smith's Tools   An important fixture of any community wishing to establish itself more permanently, the forge is often the heart of a town or city. The strength of its flames is a sign of the people's own strength, for a people armed with hardened steel and sharpened adamantine will always make a foe wary. This set of tools and equipment are necessary for creating many of the world's most fearsome weapons: siege engines.   Crate of Refined Metals (DC 15, 100 GP). A forge can produce a crate of alloys in exchange for a crate of composites, a crate of metals, 250 GP, and a successful DC 15 check. On a failure, you produce a crate of scrap instead. Alternatively, you can pay the same GP cost and use ten crates of scrap, creating one crate of refined metals on a success. Crates of scrap are destroyed whether you pass or fail this attempt.   Crate of Scrap (DC 10). You may take a non-magical item and break it down into a crate of scrap.   Siege Weapons (DC 25, Price Varies). A forge can create siege weapons in exchange for enough crates of composites and crates of refined metals. See the table below for options.  
  Weapon Coating (DC 15). You may exchange one crate of refined metals to coat a weapon or ten pieces of ammunition with adamantine (see Adamantine Weapons or silver (see Silvered Weapons. A crate of refined metals can be used this way as many as three times, regardless of whether the attempt succeeds or fails.   Ythryn Mythallar (DC 30). The Ythryn Mythallar is truly one of the whitesmith's greatest achievements. The creation of these mighty orbs is an artform known by few, and mastered by even fewer. A forgemaster who knows the formula for this item must meet the following requirements in order to forge the Ythryn Mythallar:  
  • Own a Colossal forge.
  • Possess a Star Core.
  • Possess 1,000 crates of residuum.
  Provided the forgemaster meets these requirements, they may attempt to craft the mythallar. The crafting cost of the item is replaced with the crates of residuum, which must be super-heated and emulsified as part of the process. On a success, the emulsified residuum fully ignites, sealing star core from inside and transforming it into a new Mythallar.   A Mythallar can be attached to a home or vehicle in exchange for three frame components (no DC required), representing the cradle that must be fashioned in order to attach the mythallar to the intended surface or vessel. In addition to its normal properties, attaching a mythallar to a spelljammer allows designated crew members to control the ship as if they were attuned to a spelljamming helm.   Furthermore, when attached to a player's home, the property is considered to become an extension of the mythallar, gaining its properties. This waives the price and upkeep increase of flying homes.  

Foundry

Preferred Items: Hulls, objects, structures, vehicles, repairs
Main Stats: Strength, Intelligence
Tools: Carpenter's Tools, Glassblower's Tools, Leatherworker's Tools, Mason's Tools, Smith's Tools   What sets a kingdom apart from its neighbors is often not only the strength of its forge, but the strength of its foundry. These mechanical workshops specialize less in refinement and more in large-scale precision craft. It is from a foundry vehicles are born and maintained in any significant scale, from the lowest peasant's cart to the flagship of the realm.   Frame Component (DC 25, 100 GP). A foundry can exchange one crate of composites to make a frame component, in exchange for 200 GP and a successful DC 25 check. On a failure, the crate is wasted instead.   Assemble (DC 25). A foundry can convert a frame part and one vehicle hull into one of the vehicle options provided in Vehicles. If the vehicle is Mekka, it must additionally include a primordial engine; alternatively, a ship must include a sail. If you would like the vehicle to have the capabilities of a spelljammer, include a star core. Alternatively, the foundry can spend a frame part to exchange the hull, engine, or sail for a different hull, engine, or sail in your inventory.   On a failure, the frame part is lost, but the individual components are not changed or damaged. On a success, you may add the completed vehicle to your inventory. Make sure to note any special enchantments the vehicle has so no one forgets.   A vehicle's stations require no skill check to install or swap. IC, it takes about a week to manufacture a complete vehicle or swap out major parts like its hull, sails, or engine, and about three days of work to swap out any given vehicle station. So, yes, you can buy a basic vehicle from the bazaar and return to a foundry later to upgrade your vehicle, then get buyer's remorse later and change the enchanted sail you bought for a different or more interesting sail, but don't expect the change to be something that can be done on the fly in RP.   Home Improvement (Housing). A character can use frame components to reduce the purchase cost of a property by 500 GP for each frame component spent, up to half the property's value.   Vehicle Hull (DC 20) (Vehicles). Foundries can use frame components to manufacture hulls for vehicles that are generally stronger and more receptive to modifications than generally available versions found on the market. It takes one frame to make a drawn vehicle, five to make a Mekka, and 10 to make a ship hull.   If you are proficient with Arcana checks, you may use a number of crates of rare metals equal to twice the number of frames spent to enchant the hull (or a vehicle) with an option from the below table, provided you succeed a separate DC 25 check for the effort. On a failure, the crates are spent but the vehicle or hull remain. Once a hull is enchanted, it cannot be enchanted again.  
  Vehicle Station (DC 25). Using a combination of frame components and mechanical parts, the foundry is capable of constructing a variety of machines commonly installed in homes and vehicles. The list of options a foundry may construct and the materials required are detailed below:  

Jeweler

Preferred Items: Amulets, firearms, primordial engines, rings, jewelcraft
Main Stats: Dexterity, Wisdom
Tools: Glassblower's Tools, Jeweler's Tools, Tinker's Tools   There is no more refined, precise work than that done by a master jeweler. With a trained eye and a near supernaturally steady hand, the jeweler makes the most minute adjustments, cuts, and connections to create flawless works of art.   This trade is perhaps most common among the gnomes of Tinkertown, who over the centuries came to tinker with enough nonsense to successfully create the first Primordial Engines, the most important component of their now-legendary Mekka. The machines are so precise, anything but a jeweler's perfectionism while making them will certainly result in disaster.Gemcraft (DC & Cost Varies). A jeweler can convert a crate of ceramics into much more valuable gemstones. Refer to the below table for costs, DCs, and the number of jewels gained after a successful attempt. On a failure, the crate is wasted either because any potentially valuable jewels were damaged in the crafting process, or there were otherwise none found in the batch.  
  Mechanical Parts (DC 17, 200 GP). A jeweler can convert one crate of refined metals into ten mechanical parts, in exchange for 250 GP and a successful DC 17 check. Mechanical parts are typically gears or other precision components needed in the manufacturing of complex machinations like clocks, firearms, and primordial engines.   Firearms (DC 23, Cost Varies). These works of art and of death feature complex mechanisms and components not readily available throughout the realms, if only because they are prohibitively expensive to make and maintain. A jeweler can exchange mechanical parts and make a crafting check against a DC of 23 to successfully produce a firearm from the below table (parts are lost on a failure). To learn more about a weapon's specific statistics, see Firearms.  
  Guardian Depot (DC 30). A jeweler with proficiency in Arcana can attempt to craft this item with two frame components, a gemstone worth 5,000 GP or more, and 500 mechanical parts, which serve as the item's normal crafting cost. All items are lost in the event of a failure. On a success, you gain a guardian depot. When attached to a player's house or vehicle, it produces four small constructs that count as skill hirelings, but do not count against upkeep or crew.   Each Guardian is a Small construct using a shield guardian's stat block, but lack the Spell Storing trait. Additionally, it is considered to have a flying speed of 30 feet. A Guardian knows the mending spell and can cast it to target a damaged structure or vehicle, repairing 1d8 damage to the target. Gaurdians can also cast tenser's floating disk at will to assist in loading and transporting materials and goods. A Guardian may also use any action a skilled hireling can, such as aiming a weapon or operating machinery, but lacks the ability to make intelligent decisions on its own. If it has not been given a command, it continues to follow the last command given to it to the best of its ability or, if the command can no longer be completed or is finished, defaults to helping repair the attached structure or vehicle.   A Gaurdian reduced to 0 hit points is destroyed. The depot gathers primordial energy to replace it over the course of 1d6 days, or it can rebuild the drone immediately if provided a crate of refined metals. The depot can only produce one Guardian at a time. Roll a separate dice for each replacement. If the depot itself is reduced to 0 hit points, all Gaurdians are reduced to 0 hit points. The depot repairs itself by 1d8 hit points every dawn.   Golems. A character who knows the formula for crafting golems may use a primordial engine (maximum 1) to reduce its crafting cost by 5,000 GP. A well-made primordial engine is an indisputably effective power source, and in a sense, acts as the golem's heart. In addition to its normal abilities, the golem gains any properties the engine normally grants.   Primordial Engine (DC 25, 150 Mechanical Parts). Primordial engines are a necessary component in the manufacturing of golems and Mekka. To craft this item, you need a gemstone and 100 mechanical parts. On a failure, the parts are wasted. On a success, you may add one Primordial Engine to your inventory. If you are proficient in Arcana and used a 5,000 GP gemstone to craft the item, you may imbue the engine with one of the below enchantments.  
  • Enduring. The vehicle or golem has advantage on Constitution saving throws made against exhaustion.
  • Self-Destructing. Provided the vehicle or golem has at least 1 hit point remaining, the driver or controller can use their action to begin the self-destruct sequence. At the end of the driver or controller's next turn, the engine detonates, reducing the vehicle or golem to 0 hit points, destroying it instantly. All creatures within 300 feet must make a Constitution saving throw (DC 20), taking 150 force damage and being knocked prone on a failed save. On a success, the creature takes half as much damage and is not knocked prone. A creature with full cover is unharmed by this effect. Structures and non-magical objects not being worn or carried within this range take this damage automatically and are destroyed if reduced to 0 hit points. A golem can be given additional conditions to strategically self-destruct without your direct command.
  • Unyielding. The vehicle or golem is immune to effects that would force it to move against the driver's or its own will, and has advantage on Strength checks made to force its way through another creature or object's space.
  • Turbo. A vehicle's driver or golem can use its action to double its movement speed. After 1 minute, or if the vehicle or golem spend a full round without moving, its movement speed is reduced to 0 until the start of its next turn, after which it regains its normal movement. The driver or controller then rolls a d20. On a roll of 9 or less, the vehicle or golem gain a level of exhaustion.
 

Ranch

Preferred Items: Mounts, pets, training, trade goods
Main Stats: Wisdom, Charisma
Tools: Cook's Utensils, Herbalism Kit, Leatherworker's Tools, Smith's Tools   Ranches, in all their many shapes and forms, are typically the beginning of the various supply chains. These are places of farm and produce, mines, mills, you name it - ranchers are people of the land, and often find themselves devoted to some specialty or another. Most tend to focus on the trade of breeding and keeping livestock, but it an otherwise wide and varied trade.   Crate of Trade Goods (DC 10). WHAT'S IN THE BOX?! Well, we know it's some kind of trade good. A crate of trade goods typically contains about 50 lbs of nondescript materials matching the categories described below, and is otherwise sized appropriately to the materials it contains. Use your imagination to figure out the details, you're not getting exact size and dimensions. The cost to manufacture a crate depends on the contents. Keep in mind anything on the Trade Goods Table can also be crated (for no particular reason just multiply its cost by 25, then treat that as the crafting cost.  
  • Ceramics (10 GP). Crystals, geodes, sand, stone, and other common minerals used in masonry and jewelcraft.
  • Composites (25 GP). Materials created by combining or layering different materials together to create something stronger and more durable than its individual parts, like wood, shell, and bone.
  • Ingredients (5 GP). A variety of herbs, spices, produce, and/or animal byproducts. A crate of ingredients can also be exchanged at any time for 25 days' worth of rations.
  • Metals (25 GP). Common ores found throughout the realms, like iron, silver, or mithril.
  • Rare Metals (100 GP). Precious ores found in unusual or exceptional circumstances, like blue ice, astralite, or acherite.
  The above listed crates each have potential uses by other workshops to improve their craft. Get out there and trade!   Taming & Breeding. Ranchers often keep livestock regardless of their trade, if for no other reason than to make sure there's plenty of food for the local workers. This often results in most becoming reliable suppliers of livestock to their local regions, and sometimes even going further to domesticate and train the loyal mounts of adventurers in their many forms. This operates the same as a typical crafting check, but with a few additional rules.  
  • Working Knowledge (Wisdom or Charisma against CR). You need to either own enough copies of the creature to breed (usually a mated pair), or know where the creature commonly lives for trapping purposes. For environments, if the creature is a non-named, non-legendary beast or humanoid, you can make a Wisdom (Animal Handling) check or Charisma (Persuasion) check against the creature's CR to automatically know this information. Otherwise, you can gain this knowledge by encountering the creature during a Tale, including staff adventures. It's a good excuse to GM or get someone to GM a game for you, if you ask me.
  • Taming Cost. Before making a taming check, you must pay GP equal to the creature's experience value. This value must be paid every time you make an attempt, whether you succeed or fail.
  • Taming DC. The DC for the attempt is 10 plus the creature's CR. If the creature's CR would cause you to get a DC of 31 or higher (essentially, CR 21 and up), it is impossible to tame or train.
  If you have enough copies of the creature to breed them, you may add a +5 bonus to your check against the taming DC. Provided you succeed, you may add a copy of the creature to your inventory, and may RP it as a supporting NPC in regular play. Most tamed creatures otherwise behave as unskilled hirelings, preferring to take the dodge or dash action until out of combat and only attacking if there's no other option. This is not a hard-and-fast rule. Use your best discretion based on the creature's stat block and any common personality traits associated with it.   If you're willing, you can perform the same check at the same DC for the same cost again on the same creature. On a success, the creature is considered a combat-trained mount, acting on your initiative in combat immediately after you take your turn, and following your verbal or somatic commands without error.  

Scrollbinder

Preferred Items: Invention, research, scrolls, spellbooks, tattoos
Main Stats: Intelligence, Wisdom
Tools: Calligrapher's Supplies, Cartographer's Tools, Navigator's Tools, Painter's Supplies   The modern-day scholars and sages of the realms, scrollbinders are those who pursue the depths of knowledge, document its word, and describe it to the masses. It is to the scrollbinder look to for groundbreaking ingenuity, discovering something never-before-known and in an instant, launching the entire world into a new era. Many own more books than they, their children, and their children's children will ever be able to read.   Paper Bills, Y'all (DC 15, 50 GP). A scrollbinder can convert a crate of composites into a ream of parchment in exchange for 50 GP. The DC for this check is 15. At any time, a ream of parchment can be exchanged for 1,000 sheets of parchment.   Academia (Research & Invention Bonus). Scrollbinders are often defined by the close-knit network of scholarly associates they keep to support one another's research efforts. Whenever a Scrollbinder makes a research or invention check, they may add additional GP in increments of 100, up to 500 GP, to the cost of the check. Each 100 GP spent represents a resource recruited through your networks, granting you a +1 bonus for each 100 GP spent to the check.   For example, I'm researching a project that costs 500 GP per attempt. I can add an additional 500 GP to that cost, for a total of 1,000 GP spent per check, to gain a +5 bonus to my research attempt.   Reference Sheet (DC 17). Scrollbinders specialize in transcribing the complexities and jargon of the universe into simple, manageable terms the masses can better instead. You can take 1 sheet of parchment and make this check. On a success, you may transcribe one formula they know to the parchment and add one Reference Sheet (Formula) to your inventory. A character can use this sheet before attempting to learn a formula, gaining a bonus to their research check equal to your proficiency bonus. If the check is a failure, the reference sheet is destroyed.   Research Project. You may request lore from Chromatian Staff, allowing to delve deeply into the secrets of your world and the greater multiverse. Create a thread with the request tag in blame-a-gan, stating the subject you'd like to research (some subjects may not be available for research in-game for any number of reasons, so staff approval is required before you begin) and whether it is a specific creature, person, place, or thing. Keep in mind that sometimes research can reveal other potential research projects in the process.   If staff approve, your research will be assigned a cost. This must be spent each time you attempt to research the attempt in your workshop thread.   If you have the Researcher background trait, or a trait that otherwise improves your research capabilities, you have advantage on the check.   There is no set DC for research; instead, each time you make a research attempt, compare the result to the table below and bring it back to your blame-a-gan request thread.  
  Depending on your result, staff may provide information related to the subject's statistics or personality, secrets, answers to relevant riddles, where the last remaining copy of an item is hidden, etc. It can even reveal information about locations a character can travel to learn more valuable or relevant information, like a nearby village who's been dealing with the same problem for centuries.  

Tailor

Preferred Items: Apparel, sails, woven items
Main Stats: Dexterity, Intelligence
Tools: Cobbler's Tools, Disguise Kit, Weaver's Tools   Tailors are the one and only craftsman with the skills and tools required to reliably work with the infamous bolts of pride silk, necessary in the weaving of cloth but extremely lightweight yet durable fabric armor (pride silk armor, and more importantly to some, one of the single most imporant parts of any sea-faring or space-travelling vessel: the sail.   Bolt of Pride Silk (DC 15, 100 GP). A tailor can convert a crate of ingredients into a bolt of pride silk, in exchange for 100 GP and a successful DC 17 crafting check.   Arcane Battle Standard (DC 30). A tailor proficient in arcana may attempt to craft this item with a basic sail and a crate of residuum, which serves as the item's crafting cost. On a success, you successfully produce an arcane battle standard. When placed in a character's house or installed in a character's vehicle, all siege weapons attached to the same structure or object become magical weapons and gain a +2 bonus to attack and damage rolls made with them.   Basic Sail (Vehicle Crafting) (DC 25). To attempt to craft this item, you must use ten Bolts of Pride Silk. The bolts are lost whether you succeed or fail. The DC for crafting this item is 25. Provided you are proficient in Arcana, you may spend 5,000 GP and repeat the check to turn a basic sail into an enchanted sail from the below list. If you fail this check, the gold is spent but the basic sail is not destroyed.  
  • Defiant Sails. These sails glitter with a fine coat of mithral treated with abjuration magic. While the sails are unfurled, ranged weapon attacks made against the ship and anyone aboard it are made with disadvantage, as a result of the sails’ protective magic. This drawback doesn’t apply if the attacker is aboard the ship.
  • Dragon Sails. Dragon scales woven into these sails make them more resistant to damage. The sails gain a +3 bonus to AC, and they have resistance to a damage type based on the scales used to craft them.
  • Ever-Full Sails. These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind (or phlogiston, if in Wildspace).
  • Screaming Sails. Woven from the energy of captured wraiths and bound with the spirit of a banshee, these sails groan mournfully when they catch the wind. As an action, while within 5 feet of the sails, the ship’s captain can cause the sails to unleash a howl. Every creature hostile to the ship who is on board or within its air envelope must succeed on a DC 14 Wisdom saving throw, ot the creature takes 4d6 psychic damage and is then frightened for 1 minute. Once this ability has been used, it can’t be used again until 2d6 hours have passed.
  Pride Silk Armor (Market Catalogue) (DC 17). Pride silk armor uses three bolts of pride silk as its cost instead of GP. Bolts are lost whether you succeed or fail at the attempt.   Robe of the Archmagi. This robe has long been held as a badge of honor among the greatest mages of the realm, and yet for all its notoriety, the knowledge of making one is non-existent. Not just hard to find, but actively hidden from lore, knowledge, general memory... it's not something you're going to find with a simple casting of legend lore, but it's not a bad start. In any case, there is one thing we know: a bolt of pride silk is needed to craft it.   Smuggler's Boon (DC 30). A tailor proficient in arcana may attempt to craft this item with a basic sail and 1,000 crates of residuum, which serves as the item's crafting cost. On a success, you gain a smuggler's boon. When placed in a character's house or installed in a character's vehicle, it causes all creatures looking at the flag to magically perceive it as the symbol of a group, captain, or realm friendly to the viewer. Multiple viewers might see different flags or crests.   Additionally, the owner of the property (provided it can otherwise move or fly) or the captain of the vessel can use their action to cause it and all friendly creatures within or aboard it up to 3 miles to a known destination of the owner or captain's choice. Hostile creatures inside or aboard don't move and fall to the ground or into the water previously occupied. Once the boon is used, it cannot be activated again for 2d6 days.

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