THIS IS A PLACE HOLDER WHILE I TRYU TO RE-CREATE THE PREVIOUS RULES I LOST
Magical and non-magical items are important to the travels of any adventurer or explorer, and many learn how to create and forge what they need for themselves rather than hunting down
the right merchant whom they can purchase these items from. With the proper tools, recipes, and a bit of practice, you can create your own items during your downtime.
Crafting any type of item such as weapons, armor, rope, staves, trinkets, wands, and potions, require certain criteria to be met in order to start the process and to then successfully complete.
Crafting as a Skill
Looking at the rules listed in the DMG, the ability to craft a magical item has three basic requirements:
- A recipe
- having the spellcasting class feature
- time investment
The most difficult part of this is finding or learning a recipe based on what your Dungeon Master (DM) helps create with you at the table. Once that is complete, it is a simple matter of working the alotted number of days until the item is finished. With everything else in the world of D&D, you are required to make skill checks to see if you succeed or fail. This optional
ruleset changes crafting to use skill checks, specified as a Crafting Checks, in the creation of items, while also setting rules to create items that are not magical in nature.
When rolling a crafting check use the following formula:
Crafting Check Result = d20 + Proficiency Bonus (If proficient in tools required for the item) + Skill Level Bonus
After completing the skill check, the result will be compared to the Difficulty Class (DC) of the item you are attempting to craft. If you meet or exceed the DC, the item is crafted successfully and you earn crafting experience points. Each items Diffiulty Class is set by the DM based on the chart shown below. If you are inexperienced or are trying to create an item too complex for your skill level, the DC will increase.
For example, as a 2nd level character, you are attempting to craft a set of Plate Armor for the paladin in your adventuring group. However you have never crafted a set of armor before, and are new to crafting in general. The DC becomes: Base DC 10 + 1 (First attempt) + 1 (No current profession) = Total DC of 12
After rolling an 11, then adding a proficiency bonus of 2 for your blackmsith tools, the total of 13 exceeds the DC and the armor is completed at the end of the alotted crafting time.
Crafting Difficulty Classes
Item Rarity | Base DC | DC Modifiers |
Mundane |
Common | 10 | +/- 1 |
Difficult | 12 | +/- 2 |
Challenging | 15 | +/- 3 |
Magical |
Common | 10 | +/- 2 |
Uncommon | 12 | +/- 3 |
Rare | 14 | +/- 4 |
Very Rare | 16 | +/- 6 |
Legendary | 18 | + 10 |
Artifact | 20 | + 10 |
Modifiers to Difficulty Class
Items can be easier or more difficult to craft based on the circumstances in its crafting. The DM can increase or decrease the DC based on the number of modifiers they deem necessary to the items creation. Each modifier has a range that can change the DC based on the item's rarity, and multiple modifiers can be added on to one item. When crafting Legendary or Artifact level items, the DC can only be increased.
Success and Failure
Due to this optional ruleset using skill checks to determine if crafting an item was successful, there will be occassions where an attempt to create something can fail. When this occurs, you do not know the result of your creation until crafting is complete and your DM informs you of the result. When a failure occurs while crafting, the time it would have taken to successfully create the item is significantly reduced, from half of the scheduled time to even less dependent on your DM's ruling. As you discover your failure, you are able to recover some of the cost used for materials, though not all. You will still earn experience points towards your crafting skill level, but less than what you would have earned should have the crafting been successful.
Cost, Supplies, and Time
In addition to rolling a skill check during the crafting of the
item, you will have to spend a certain number of hours to
complete it. The number of hours needed to complete an item
is based on the Base Merchant Sale Price (BMSP) of the
item, divided by your Hourly Work Value (HV). Your HV is
how much work you are able to put into crafting an item per
hour. As you gain experience, you will be able to increase this
value to decrease how long it takes to craft an item. Each hour
worth of work is added separately, allowing you to be flexible
in how long you wish to craft per day, up to 8 hours.
Regardless of what your HV is, you must spend a minimum of
1 hour crafting an item.
For example, the adventuring gear listed in the Player's
Handbook each have a value associated with it which would
be considered the BMSP. Using the set of Plate Armor made
for the group's paladin, it has a sale price of 1,400 gp. With a
HV of 10 gp, the armor set will take 140 hours of crafting to
complete, or close to 18 days.
Depending on what world you are exploring, your DM may
have varied prices that can effect this price. Magical item
prices vary widely and are dependent on what your DM
determines is their value. The DMG lists a range for each
rarity of of magical items.
Supply and Time Requirements
Starting Hourly Work Value 10 gp
Hourly Crafting Investment BMSP / HV
Supply Cost* 50% of BMSP
Workshop (Rental or Owned) 50 sp to 2 gp daily
**Any additional supplies needed will increase this amount,
such as unique recipe items or the magical substitue, Mage
Dust.*
Recipes and Supply Cost
To start work on an item you must also have the supplies and
recipe needed to complete it. Most mundane items are simple
enough to not require a recipe, but any magical item will have
a recipe to ensure the enchantment takes hold. The Supply
Cost (SC) of item is half of its BMSP and can be gathered all
at once or in sections as crafting is completed.
Mage Dust
While creating magical items, an enchantment is placed on
the object that holds the magical essence indefinitely. Those
without the spellcasting feature from a character class are
unable to hold an enchantment unless they seek assistance
from a magic wielder or purchase Mage Dust. This byproduct
from other crafting endeavors adds an extra cost but grants a
great deal of flexibility to work at your own pace.
Mage dust can usually be purchased at stores that sell or in
some way deal with magical items. How much you need for an
item depends on its cost. For every 100 gp of an item's BMSP,
you will need 1 gp worth of mage dust. This amount weighs
about 1 pound.
Exotic Ingredients
While most supplies such as iron, wood, and cotton are easily
found in most markets, certain recipes can require other
ingredients not readily found. Blood of deadly creature, a lock
of hair from a celestial being, or the hide of a hideous
abberation, are just a few examples. Generally, the more
powerful an item you wish to craft, you will have to supply
even rarer or stronger ingredients.
Workshop
An important requirement to craft items is a space to work,
usually a laboratory or workshop where you can use tools
effectively. You may possibly be able to rent a workshop to use
for a day if one is available or can make friends with an NPC
to use their space.
Should your adventures grant you enough gold to build or
purchase your own workshop, you may be able to customize it
to increase your chances of successful crafting. You may also
be able to rent it out to other craftsman to gain a source of
revenue to sustain your material costs.
Item Experimentation & Recipe
Discovery
Finding recipes for magical items can be discovered a few
different ways depending on the rulings of your DM:
Discovery. While out adventuring you may come across a
dusty scroll or tome that details ingredients for a powerful
potion or magical blade.
Buying and Selling. It may be possible a market is
available where the merchants trade recipes for coin.
Apprenticeship. Most cities and a good portion of towns
have skilled craftsman who may offer their services and
teach you how to create an item.
Experimentation. Below is a table listing time and cost
requirement to try and experiment with different
ingredients to create your own recipe or gain insight into
another item you have seen but do not have the recipe for.
Skill Level Item Rarity
# of
Checks Time Cost
No
Profession Common 3 8 Hours 10 gp
Novice Common 2 4 Hours 8 gp
Apprentice Uncommon 3 8 Hours 50 gp
Journeyman Rare 5 8 Hours 100 gp
Craftsman Rare 4 4 Hours 85 gp
Artisan Very Rare 5 16
Hours 500 gp
Master Legendary 6 48
Hours 2,000 gp
Grand Master Artifact 10 72
Hours 5,000 gp
When rolling crafting checks for experimentation, the DC of
the recipe is determined by the DM and will match the DC of
the item itself. The experiment is successful if at least half of
the checks meet or exceed the DC.
Profession Skill Levels
Experience Requirements | Skill Level | Crafting Bonus | Features | Profession Bonus | Specialization Bonus |
0 | No profession | ─ | ─ | ─ | ─ |
100 | Novice | +1 | ─ | ─ | ─ |
500 | Apprentice | +1 | Choose Profession | +2 | ─ |
1,000 | Journeyman | +2 | Crafting Tool Proficiency | +3 | - |
2,500 | Craftsman | +2 | Choose Specialization | +4 | +6 |
5,000 | Artisan | +3 | Road Workshop, Tool Expertise | +5 | +7 |
10,000 | Master | +3 | Signature Item, Improved Road Workshop, Studio | +6 | +8 |
25,000 | Grand Master | +4 | Improved Road Workshop, Apprenticeship | +8 | +10 |
Experimenting with an item that has a rarity less than your
current skill level, do the following for each step: Reduce the
time requirement by half, lower the crafting checks required
by 1. The minimum number of checks required for
experimentation can not go below 1.
When the required number of crafting checks is 1, do so
with advantage.
If you experiment with an item rarity above your current
skill level, double the time requirement and make all checks
with disadvantage.
Experience and Professions
Taking up the activity of crafting as a hobby, or a profession,
takes time and effort to learn how to create the items you
need. For each item crafted you gain experience which
increases your crafting skill level and leads to being able to
specialize in a profession. Going into a profession grants
additional bonuses in crafting items that fall under that
profession's umbrella of specialization.
To learn enough about crafting and train in a profession
requires certain levels of experience points that are earned by
successfully crafting, or failing to craft, common items. This
can be as simple as a metal ring or coil of hemp rope, to the
more challenging task of putting together a leather suit of
armor. Crafting experience, much like experience gained for
class levels, is a total amount and not tailored to a specific
profession, leaving you the option to make that choice a bit
later on rather than right when you start crafting. A list of
available professions to choose from will be detailed at the
end of this guide.
Each item crafted is worth the listed amount of base
experience points by successfully completing it. Should you
fail in your crafting check, you earn a lesser amount, but have
still learned from your mistake to eventually be more
proficient.
When you are able to succeed in crafting an item by
exceeding the DC by 5 or more, you glean greater information
from your efforts and earn bonus experience points to add on
top of the base amount.
Experience Earned Per Item
Item Rarity Base XP Failure / Bonus XP
Mundane
Common 25 15
Difficult 50 25
Challenging 100 50
Magical
Common 50 25
Uncommon 150 50
Rare 300 75
Very Rare 500 100
Legendary 2,500 500
Artifact 10,000 2,000
You have a better chance at successfully crafting items at
your current skill level, rather than trying to create a more
difficult item to gain more experience points. The
experimentation and discovery table shown above ranks the
rarity that matches with each skill level.
Experience for Consumables
Certain professions focus on creating items that are used
once and then lose their magic, either from consuming a
potion's contents or reading a scroll. With the cost of
consumables being about half that of permanent creations,
any item which is consumed after being used, such as a potion
or scroll, gains half the amount of experience.
Crafting Bonuses
After reaching the level of Novice, you are able to add your
Crafting Bonus listed on the profession skill level table to any
crafting check. In addition, you may add this bonus to your
Hourly Work Value to increase the speed at which you craft
items.
When you choose a profession at the Apprentice level, while
crafting items related to that profession you may add the
profession bonus to your crafting checks and HV instead of
the crafting bonus. Crafting items not specific to your
profession still uses the crafting bonus.
Reaching the Craftsman skill level allows you to specialize
further in your chosen profession, choosing from one
available listed with with the profession. A blacksmith can
specialize as an armorsmith, or an alchemist can focus solely
on potions. When crafting items within your specialty, you
may add the Specialization Bonus to your crafting checks and
HV. Crafting within your profession, but not your
specialization, allows you to still apply the profession bonus.
Tool Proficiency
At the Journeyman skill level, you gain proficiency in a set of
tools of your choice. Being proficient with the tools used in
crafting items of your profession allows you to add your
proficiency bonus from your class levels to any crafting check.
If you are proficient with a set of tools from a character
background or other feature prior to becoming a Journeyman,
you may add your proficiency bonus at any time.
Tool Expertise
At the Artisan skill level, you gain expertise in up to one set of
tools. When using these tools, you double your proficiency
bonus.
Road Workshop
Also at the Artisan skill level, you gain the Road Workshop
feature. You have mastered working with simpler recipes and
are able to craft any Common item, magical or mundane,
without the need of a workshop.
When reaching the Master skill level, this features improves
to include Uncommon magical items, and then includes Rare
magical items when you attain the skill level of a Grand
Master.
Signature Item
After practicing and crafting hundreds of items to become a
Master craftsman, you are able to choose one Uncommon
magical item from your specialization to be your Signature
Item. When creating your Signature Item, ignore all crafting
rules except the following. You are able to craft the item in 8
hours regardless of Hourly Work Value. The supply cost is
reduced to one quarter of the Base Merchant Sale Price. Any
crafting check automatically succeeds. After creating your
Signature Item in this fashion, you must wait 1d4 days to do
so again.
As a Grand Master, you are able to craft your Signature
Item more often, waiting 1d4 - 1 days between uses.
Studio
Also when reaching Master skill level, you are able to
designate a building or particular area in a building as your
personal studio. While working in this studio you gain the
following benefits while crafting or experimenting:
Once per day, you can choose to make a crafting check
with advantage.
When crafting your Signature Item, you may choose to
forgo the automatic success in crafting the item to try
create it with a minor bonus property. Make a crafting
check as you would normally, and on a success the
signature item gains a minor bonus property.
While experimenting for a new recipe, you may reduce the
number of crafting checks needed by 1 (minimum 1
check.)
Apprenticeship
At the skill level of a Grand Master, your fame in craftmanship
is renowned and draws many to your workshop. Any person
hired on, skilled or unskilled, to work with you at your studio
do not require daily pay as they are taken on as apprentices.
While you have 1 or more apprentices working at your studio,
they may attempt to experiment for new recipes to bring to
you if they are successful. You gain an additional use of the
studio's feature to gain advantage on a crafting check per day
while working with one of the apprentices.
Professions and Specializations
There are many types of craftsman in the world and each
specialize in their own field, working with particular materials
or making certain objects. The following list are professions
available to choose from when you reach the Apprentice skill
level:
Alchemist
The Alchemist focuses on using herbs, oils, and other organic
materials to create potions, salves, poisons and many other
wondrous concoctions. Many wielders of divine magic
practice some form of alchemy to brew potions of healing or
restoration. Alchemists further distinguish themselves into
the following specializations:
Apothecary. Specializing in the creation of potions, elixirs,
and oils aimed at providing a benefit to a persons health or
well being.
Chemist. Experiments with poisons, ointments, and
volatile mixures that are, more often than not, used for
chaos and less reputable purposes.
Blacksmith
A staple in almost all towns and cities is the blacksmith,
working at a flaming forge to strike with hammer on anvil
against a variety of metals. Weapons and armor are some of
the more visual aspects of a blacksmith's work, but the nails
and hinges of most buildings are done at their workshops as
well. A good number specialize in certain types of metalwork:
Armorsmith. Focuses on crafting suits of armor and
shields to protect those who wear it.
Weaponsmith. Crafts magnificient weapons to assist
adventurers, or the city guard, slay monsters and other
threats alike.
Brewer
Though many partake in consuming some form of alcohol, a
select few create the delicious mixtures that tavern-goers
drink to quench their thirst. The more adventurous brewer
can add magical effects to their drink for a potent kick.
Due to the nature of brewing alcoholic beverages, crafting
times differ from other crafted items, and also differ slightly
for each specialization. Notes are listed for each specialization
at the end of this guide:
Brewmaster. Beer, ale, mead, and every other drink
created from hops and malt are the realm of the
brewmaster.
Vintner. The elegant drink of wine is carefully crafted by a
vintner. Wine takes a long time to mature to a proper level
for consumption, anywhere from 6 to 12 months. This
specialization option is more for long running campaigns
that have long sections of downtime that could use this
specialization more effectively.
Distiller. Strong to the senses and taste, spirits are
distilled from varying grains or other foods to create a
powerful drink only to be taken in small portions.
Carpenter
Another stable in almost all cultures is the carpenter, a
craftsman who cuts and shapes wood for furniture, housing,
travel, and parts of adventuring gear. Carpenters specialize in
two different ways of working with wood:
Shaper. Instead of taking sharp tools to cut wood down to
the shape desired, a Shaper applies heat, oils, or magic to
bend and shape it to the desired effect. Druidic cultures
are more inclined to use this style of carpentry.
Woodcarver. The more common Woodcarvers cut and fit
pieces of wood togetherto create tools, weapons, and every
day items for the common folk.
Enchanter
Creating an endless flowing fountain of water, or infusing a
mundane sword with electric energy to hurl lightning bolts are
areas of expertise for the enchanter. The specializations
approach crafting in two distinct ways that heavily overlap:
Creation. By pulling magical energies into the world, those
who specialize as a Creation Enchanter craft items by
building their items from scratch with magical energy and
base materials. Most wands, and enchanted staves are
created in this fashion.
Enhancement. Enchanters who prefer to work with
already crafted material use their skills to enhance an
existing item with additional properties.
Jeweler
These craftsman work with delicate materials to make
accessories and eye catching decoration such as rings,
necklaces and finely cut gems. Most are for style, but many
have hidden properties for those adventurers looking for
additional help.
Gemcutter. Gems are a large portion of a jewelers work
and Gemcutters specialize in cutting these gems for
specific uses in their jewelry.
Metalcraft. Rings and necklaces tend to be forefront in
decoration and are the most popular pieces to be bought
by townsfolk. Metalcraft Jewelers almost forego the use of
gems to hone their skills in detailed work with metal.
Leatherworker
An important craftsman in both civilized and wild cultures is
the leatherworker. They take the hides from animals and use
it to craft clothing, armor, and other useful parts used in every
day life. Most leatherworkers never need to specialize but
some focus on one of the following:
Armorer. With leather being a much lighter material to
wear for most adventurers and townsfolk, a leatherworker
can focus all their efforts on creating fine sets of leather
armor, boots, and gloves.
Tanner. Tanners use any bits of leather left over from
larger items to create straps, quivers, bags, or experiment
with other options.
Scribe
Much more delicate work than what other craftsman work
with, the scribe uses quill, ink, and parchment to record
books, scrolls, or simple notes.
Writer. The more long winded scribes become writers.
Their focus is on large books or tomes where stories can
be written , or preparing a spellbook for a wizard.
Scrawler. Spell scrolls and other smaller uses for
parchment draw those who wish to specialize in scroll
making.
Tailor
While blacksmiths forge metal and leatherworkers tan hides,
tailors weave fabric together to make clothes, tapestries, and
many other items. Those who practice their skills can
specialize in either of these:
Loomist. Working with large swaths of fabric, a Loomist
tailor uses a loom or other large sets of tools to create
rugs, tapestries, bags, and other woven items.
Weaver. Those who focus on clothing such as shirts, pants,
robes, hats, and other worn garments fashion themselves
Weavers.
Tinkerer
While other craftsman work with known designs, the
adventurous artisans become Tinkerers who explore uknown
processes to invent entirely new and unique items. *This
profession and its specializations can have repercussions in
your game world if you are able to invent an item such as a
firearm that is not established in your game setting. Check
with your DM to see if this profession is available in your
campaign.
Demolitionist. Harnesses unstable material to experiment
in recreating the effect of magical spells without using its
essence.
Engineer. By working with equations and logic, the
Engineer strives to create delicate or robust machines to
assist with every day life.
Additional Professions or Specializations
The above professions cover a wide spread of craftsman skills
to create items of your choice, however there may be even
smaller niches you would want to explore, either as an
entirely different profession or new specialization. Speak with
your DM to see if there is something you can come up with
together.
Minor and Major Bonus Properties
As you gain skill levels and are able to more reliably craft less
rare items, you may attempt to add bonus properties to what
you are trying to create. A weaponsmith who is crafting a
magic longsword can try to add the finesse property not
normally available to that weapon. A metalcraft jeweler can
slim down the spell storing ring so it fits on the same finger as
another magical ring, expanding the wearers capacity of
wearable items. These are a few examples of what could be
added to your items, work with your DM to come up with your
own ideas or see what they come up with for your item.
Bonus Property Checks
To be able to add a bonus property, you must complete one of
the two following options. Your DM can decide to not allow
bonus properties at all within your game and campaign, be
sure to check with them about your options.
Automatic Success
Successfully exceeding an items DC by 10 during the initial
crafting check will apply a minor bonus property. Exceeding
the DC by 20 will apply a major bonus property.
Bonus Crafting Check
After successfully passing the crafting check, you may attempt
to add a bonus property before completing the project. There
are two options for each bonus, a lower difficult class for a
random property determined by the DM, or a specific property
you would like to add at a higher DC. For a random minor
property, the DC is equal to the item plus 5, while a specific
minor property is plus 8. A random major property has a DC
of the item plus 10, and a specific property is plus 14.
Detrimental Properties
If you fail to successfully add a bonus property while making a
bonus crafting check before completing an item, you may end
up adding a detrimental property to it instead. While bonus
properties grant positive benefits to the item, detrimental
properties give a negative effect, such as a weapon gaining the
heavy trait even though it is only a shortsword, or a suit of
armor that chaffes as you adventure through grasslands
causing all ability checks to have disadvantage.
This severity of the negative effect is based on how much
you failed the bonus crafting check by. If the result is at least 5
below the DC, it gains a minor detriment, and if more than 10
below the DC, it gains a major detriment. Your DM will
determine what specific detriment is applied to the crafted
item based on what it is you are crafting.
Brewer Crafting Times
Each specialization for the Brewer profession has a different
set of time requirements to craft their respective drinks. The
benefit to this style of crafting is it requires less active time to
craft the items but will take longer overall to be able to use or
sell it. The downside to this however, is that if the crafting
check failed, you do not know of the failure until the end of the
second phase. You also do not get to recuperate any of the
supply costs as do the other crafting professions. Below lists
both the supply cost and time investment needed.
Brewmaster: Brewing an Ale
When crafting beer, a batch can be made in a keg for 1, 5, or
10 gallons, or in a barrel for 50 gallons. Each gallon holds up
to 8 pints, and the supply cost is determined by how many
pints are created in the batch. A common magical brew with
similar effects to a healing potion might be broken down as
follows for a 1 gallon keg:
BMSP 50 gp / 2 = 25 gp per pint
25 gp x 8 pints = 200 gp Supply Cost
The initial brew takes anywhere from 1 to 4 hours to start
depending on its rarity. After sealing in a keg or cask, it takes
the following amount of time to ferment and complete the
second phase:
BMSP / HV = Hours x 1.5 = Hours to completion.
Using the previous price example:
BMSP = 400 gp / 10 gp (HV) = 40 x 1.5 = 60 hours or 7.5
days.
The brewmaster does not need to interact with the brew
while it ferments and waits until the appropriate time has
passed before it is complete.
Vintner: Wine Maturation
The process in crafting wine to place in a barrel or cask for
fermentation takes 8 hours from start to finish. Each barrel
holds 50 gallons, which fills 300 bottles of wine, with each
bottle holding 6 glasses worth of wine. The supply cost is
determined by the rarity of wine if it holds a magical essence.
Using a common magical wine similar to a healing potion
breaks down as follows for 1 barrel of wine:
BMSP 50 gp / 2 = 25 gp per glass
25 gp x 6 glasses = 150 gp per bottle x 300 = 45,000 gp
Supply cost per barrel
A simple wine without magical infusion is based on the
quality of grapes harvested. A fine wine found in more upscale
inns would cost:
BMSP 10 gp / 2 = 5 gp per bottle x 300 = 1,500 gp Supply
cost per barrel
Fermentation of the wine in a barrel takes months to
mature for the proper flavor. The minimum time required is
180 days, with higher rarities increasing the time by 30 days.
Uncommon quality would take 210 days, Rare at 240 days,
Very Rare at 270 days, and Legendary at 300 days. For each
30 days past the minimum, the BMSP of each bottle increases
by 5%, allowing you to let the wine age longer in the
barrel. For every 90 days after the minimum required time
with magical enhanced wine, you may roll a crafting check
against the wine's DC +5 to see if it gains a minor bonus
property. A wine can't gain the same bonus property twice.
Distiller: Making Spirits
Crafting spirits from a grain or other material is both the
fastest and longests paths in creating alcohol. Creating each
spirit requires continuos work to distill the alchohol into a
bottle. Because of this, instead of breaking down the time
required into hours, it is converted into work days. Each work
day must spend a continous 8 hours working on the distilling
process, and each day must be done consecutively. Each batch
can be created to fill anywhere from 1 bottle to more than a
hundred but will continually increase the cost and time to
make. Every bottle contains 15 drinks and using the same
cost as a common healing potion would be as follows:
BMSP 50 gp / 2 = 25 gp per drink
25 gp x 15 drinks = 375 gp Supply Cost per bottle
To convert the number of hours to work days for spirits,
divide the total hours by 24 and round to the nearest full day:
750 gp per bottle / 10 gp HV = 75 hours per bottle
75 hours / 24 = 3.125 days = 3 Work days
After the work days are completed, the spirit is ready to
consume immediately for its intended effect and remains a
clear liquid. You also have the option to age a spirit in a barrel
to change the flavor and possibly add additional magical
effects. Aging a spirit requires a minimum of 1 year, but has
no maximum limit. Each year aged increases the BMSP by
8%. At the end of each year you may roll a crafting check
against the spirit's DC + 5 to see if it gains a minor bonus
property. A spirit can't gain the same bonus property twice.
Storage
When creating large barrels or casks of alcohol, it is
generally too large to carry while traveling on the
road or through the wilderness. While waiting for
beer, wine, or an aged spirit to mature, you may
procure space in an inn's storeroom, a secured
warehouse, or a personal cellar if you own property.
Magically crafted alcohol may be used for benefits in
combat like other consumables, such as a potion.
Since you are not able to drink straight from a barrel,
after the drink is completed you may store individual
portions in a waterskin or flask which may be found
or purchased in most towns or cities.
Using in Combat
Magically enhanced drinks can be drunk from a
waterskin in combat as an action, similar to potions.
Due to the alcohol present in the drink, consuming
multiple brews within a short period of time should
require a Constitution Saving Throw to see if the
imbiber can hold down their liquor and still retain the
magical effects. A drink may only require a bonus
action to consume it instead of an action based on
your DM's rulings for the item.
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